TEXT:  
   
   
   
   
   
  Termoli, Italy October 3rd, 1943 The seizure of Termoli by the British 78th Infantry Division was 
  more a cakewalk than the expected hard battle. Losses were very light and the defenders were soon 
  eliminated. But the commander of the “Battleaxe” Division, as the 78th was nicknamed, knew that a 
  German counterattack was guaranteed. Orders were given to set up defensive positions around 
  Termoli. No.3 Commando, attached to the 78th Division, dug in around the town, reinforced by anti-
  tank and machine-guns. Soon the sound of tanks filled the air. The 16. Panzer Division had started 
  the counterattack! 
   
   
   
   
   
   
   
  BALANCE: 
   
   
   
   
   
   
   
   
  Victory Conditions: The Germans win at game end if they control hex 17G7 and Building 44BB8. 
   
   
   
   
  TURN RECORD CHART 
                BRITISH Sets Up First 
                GERMAN Moves First 
  1 
  2 
  3 
  4 
  5 
  END 
   
   
  Elements of Troops 4 and 5 of No.3 Commandos and elements of 1st Battalion Princess Louise´s Kensington Regiment, 78th 
  Infantry Division [ELR: see SSR 2] set up as per SSR 3: [SAN: 4] 
   
   
   
   
  7 
  2 
  2 
   
  2 
  2 
  3 
   
  2 
   
   
   
   
   
   
   
  Elements of Panzer Regiment 2 and Panzergrenadier Regiment 64, 16. Panzer Division [ELR: 3] enter on Turn 1 along the south edge: [SAN: 3] 
   
   
  12 
   
  2 
   
   
  4 
  2 
  PzIVF2 
  3 
  PzIVH 
   
   
   
   
   
   
  Special Rules: 
  1. 
  Weather is Overcast; EC are Wet, with no wind at start. All 
  orchards are Olive groves (F13.5). All buildings are stone. Grain is 
  in effect. Place overlays as follows: O5 on 17H7-I7 and Hd10 on 
  44T8-U8. 
  2. 
  British non-crew elite MMC and SMC are Commandos with an 
  ELR of 5 and underlined morale. Commandos may declare HtH 
  combat. All other British units have an ELR of 3. 
  3. 
  At least three squads, one SMC and one gun manned by a crew 
  must set up ≤ 3 hexes from each hex 17G7 and 44BB8. Remaining 
  units may set up on/north of hexrow J on board 17 and/or X on 
  board 44. All British units may set up in Foxholes if in suitable 
  terrain (B27.1). At game start, both British 2-4-7 HS must posses a 
  MMG. Both British ATG may setup emplaced, but only one may 
  use HIP. 
  4. 
  Bore sighting is NA. 
   
  Aftermath: The counterattack started with tanks and infantry slowly 
  advancing towards the positions of the Commandos. The AT guns, 
  firing at long range, showed no effect against the tanks. In return the 
  German gunners calmly destroyed one gun after another. The German 
  Panzergrenadiere showed an inferior performance. They were stopped 
  by the well aimed fire from the Kensingtons machine guns. The 
  attackers kept up the pressure and soon the first tanks closed in with 
  their targets. But the Commandos, proudly wearing their green berets, 
  withstood all attacks until darkness, when the Germans stopped 
  attacking to regroup their forces, giving the British time to pull back 
  towards Termoli. 
   
   
   
   
  BOARD CONFIGURATION:
  SCENARIO CREDITS: 
  Scenario Designed by: Michael Koch 2008 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
  (Only hexrows A-U on board  
  17 and M-GG on board 44 are 
  playable) 
  Green Berets at Termoli 
  In the German OB replace the HMG with a MMG. 
  Delete the PIAT from the British OB. 
  
   
   
   
   
   
   
  Dornot, Lorraine, September 10th 1944: After a fruitless attack versus Fort St.Blaise and Fort 
  Sommy on the east bank of the Mosel, Companys F and G of the 11th Infantry found themselves back 
  again in their starting positions, a small, horseshoe formed, wooded perimeter with the river banks in 
  their backs. Together with units from the 23th Armored Infantry Battalion and some support from 
  self-propelled guns west of the river, they defended the bridgehead bitterly  
  against the experienced men of the 17. SS Panzergrenadier Division.  
  Time and again the Germans attacked the dug-in Americans – with 
  no success. But for how long would  the decimated defenders be able 
  to hold the line? 
   
  BALANCE: 
   
   
   
   
   
  Victory Conditions: The Germans win at game end if they control ≥ 7 Victory hexes. A Victory hex is every hex adjacent to a 
  river hex within the US Setup area. All Victory hexes are initially US controlled. [There are a total of 13 Victory hexes] 
   
  TURN RECORD CHART 
             
   AMERICAN Sets Up First 
              GERMAN Moves First 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8  
  END 
   
   
  Elements of 2nd Battalion, 11th Infantry Regiment and 23rd Armored Infantry Battalion [ELR: 3] set up entrenched if in suitable terrain 
  (B27.1) on/within the Perimeter 40J0-19X5-19L5-40V0-40S2-40P0: [SAN: 4] 
   
   
   
  Support 
  Elements 
  of 
  19th 
  FA 
  Battalion set up west of the river on 
  board 40: 
   
   
   
  2 
  M7 HMC 
   
  2 
   
   
  Elements of SS Panzergrenadier Regiment 37, 17. SS Panzergrenadier Division “Götz von Berlichingen” [ELR: 4] enter as per SSR 3: [SAN: 5] 
   
   
  11 
  6 
   
   
   
  2 
   
   
  4 
   
  Elements of SS Panzer Abt 17, SS StuG Abt 17 and SS Flak Abt 17 (see [and enter as per] SSR 3): 
  Tank Group 1 
  1x StuH42 
  2x StuG IIIG 
  2x FlakPz38t 
  or 
  Tank Group 2  
  1x StuH 42 (L), 1x PzIVH 
  1x FlakPz IV/20, 1x 8-1 Al 
   
   
  Special Rules: 
  1. 
  EC are Wet, with no wind at start. The river is deep with a heavy 
  current flowing north. Kindling is NA. Place overlays as follows: 
  Hi8 on 40U6-V5 and Wd34 on 40T1-S2. 
  2. 
  The Americans may use HIP for < one HS and any SMC/SW set 
  up with it. 
  3. 
  The German player must secretly select one Tank group before the 
  US Setup. German units may enter during Turns 1-3 on/between 
  hexes 19A6-19GG6. A19.13 is in effect. All StuG’s and StuH’s are 
  equipped with Schürzen (D11.2). All appropriate German AFVs 
  are AAMG equipped. 
  4. 
  The Americans receive Air Support (E7.) in form of two 1944 
  Fighter Bombers. Make another dr for the armament (one dr for 
  both). 1-4: Bombs; 5: Napalm; 6: MG only. The Fighter Bombers 
  must leave one turn after their Turn of entry. 
  5. 
  Bore Sighting is NA. 
   
   
   
  Aftermath: On the second day, orders were given to evacuate the 
  small bridgehead, because a second, larger one had been established 
  successfully by the 10th Infantry Regiment down the river. In the end 
  the determined Defenders of the Dornot "Horseshoe" had withstood 
  thirty-six separate attacks from tanks and overwhelming numbers of 
  infantry and the crossfire from still enemy-held Forts on both sides of 
  the Mosel. It was estimated that six hundred German soldiers were 
  killed in this action. But the toll on the defenders was extremely high 
  too. Nearly all officers were killed or wounded as were the enlisted men. 
  The AAR reported that the action at Dornot had cost the 11th Regiment 
  nearly five hundred casualties. 
   
  5 
  8 
   
   
  2 
   
   
   
  2 
   
  2 
   
  BOARD CONFIGURATION:
  The Dornot Horseshoe 
  Air Support as per SSR 4
  SCENARIO CREDITS: 
  Scenario Designed by: Michael Koch 2007 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
  Replace the HMG with a cal.50 HMG in the American OB. 
  Add a FT to the German OB. 
  
   
   
   
   
   
   
   
  Pasir Panjang, Malaya, February 14th 1942: During the course of the Malayan campaign, the 
  IJA landed in the north-western parts of Singapore on February the 8th. After the capture of 
  Tengah airfield, the Japanese invading force, consisting of some 13.000 troops, moved south 
  towards Pasir Pajang, known as “the gap”. Reaching their target on February the 13th, the 
  Japanese were engaged by troops of the 1st Malayan Brigade, which was formed by indigenous 
  soldiers led by British officers. The Japanese launched a heavy attack, supported by artillery and 
  tanks which, after heavy fighting, including hand-to-hand combat, forced the defenders to retreat. 
  Keeping up the pressure, a second attack followed on the morning of February the 14th. Both 
  sides took heavy casualties, but finally the Malayan Regiment again was forced to fall back. One 
  of their units, “C” company, received orders to move towards “Opium Hill”, forming a last 
  defence line. 
   
  BALANCE: 
   
   
   
   
   
  Victory Conditions: The Japanese win at game end if they have accumulated ≥ 24 VP. VP are awarded for 
  units exiting through the south board edge as per A26.21 – 26.213 (Prisoner count, but are not doubled). In 
  addition the Japanese receive VP for building control. Buildings 49K9 and 49O7 are worth 3VP’s, Building 
  49N9 is worth 2VP’s. 
   
   
  (Only hexrows R-GG on board 38 and 
  hexrows A-P on board 49 are playable) 
   
  TURN RECORD CHART 
             
  BRITISH Sets Up First 
             JAPANESE Moves First 
  1 
  2 
  3 
  4 
  5 
  6 
  END
   
   
   
  C company of 1st Malayan Brigade and Elements of the Royals Regiment [ELR: 2] 
  set up on board 38 in hexes numbered ≥ 4 and/or on board 49 in hexes numbered ≥ 9: [SAN: 3] 
  Remnants of 3rd Cavalry 
  Recce Regiment enter on Turn 1 
  along the south edge: 
   
   
   
   
   
   
   
   
   
  Elements of the 56th Infantry Regiment, 18th Division IJA and AdHoc Tank Support [ELR: 3] enter on Turn 1 along the north edge: [SAN: 3] 
   
   
   9 
   
   
   
   
   2 
   2 
   
    3 
  Type 95 Ha-Go 
   
   
   
  Special Rules: 
  1. 
  EC are Moderate, with no wind at start. PTO terrain is in effect 
  including light jungle (G2.1); however all roads and buildings 
  remain (all buildings are single story) and the bridge is a two-
  lane stone bridge. 
  2. 
  Place overlays as follows: Wd12 on 49D8-E8, Hi8 on 49K2-L1 
  and OW1 on 49N10-O10. 
  3. 
  Beginning with Turn 5, the British suffer from Ammunition 
  Shortage (A19.131). 
   
  Aftermath: “Opium Hill” or Bukit Chandu in Malayan, was named after 
  an opium-processing factory located on the foot of the hill. Control of the 
  hill allowed a good overview over the northern part of the island and opened 
  a passage to the Alexandra area, where the British Army had their main 
  supply and ammunition depots. Here “C” company prepared for a final 
  stand against the Japanese 56th Infantry Regiment, which soon attacked 
  with the support of tanks. Again a fierce fight developed, including the use 
  of bayonets. Outnumbered and low on ammunition the defenders kept up 
  the resistance, frustrating the Japanese, which attacked again and again. 
  Finally, in a large Banzai-Attack, the Malayans were overwhelmed and the 
  soldiers of the 56th Regiment, taking some prisoners but generally showing 
  little mercy with most of the survivors, marched towards their next target. 
   
   
   
   
   
   
  3 
  8 
   
   
   
   2 
   
   
   
  Marm-Herr III MFF 
  SCENARIO CREDITS: 
  Scenario Designed by: Michael Koch 2008 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
  BOARD CONFIGURATION:
  Bukit Chandu 
  Add a 7-0 Leader to the British OB.
  Add an 8-1 AL to the Japanese OB. 
  
   
   
   
   
   
   
   
  Kovel, Poland, March 29th 1944: In March 1944 the advancing Russians had encircled Kovel with 
  four divisions. The city was declared to a „Fester Platz“, which meant that it had to be defended to the 
  last man, a common German practice in the last stage of the war. The commander of the 5. SS 
  Panzerdivision “Wiking”, Gruppenführer Herbert Gille flew into the beleaguered city to set up his 
  divisonal Command Post .Knowing that the way was blocked by fields of mud and dug-in Russian 
  defenders, his plan was as simple as risky. The Panther tanks of 
  his „Wiking “ Division and the 131. Infanterie Division should 
  break the encirclement and reopen the city of Kovel. 
   
  BALANCE: 
   
   
   
   
  Victory Conditions: The Germans win immediately if there is no Good Order Russian MMC in any  
  building xDD3, xDD4 and xEE4 AND if they have exited ≥ one PzVG with functional MA through the  
  west edge of board 19. 
   
   
  (Only hexrows R-GG – and on board 44 only 
  those hexes numbered < 6 – are playable) 
  TURN RECORD CHART 
             
  RUSSIAN Sets Up First 
             GERMAN Moves First 
  1
  2
  3
  4
  5 
  6 
  END 
   
   
  Elements of the 143. Rifle Division [ELR: 3] set up anywhere on board 19 and/or in hexes numbered < 8 on board X: [SAN: 4]  
   
    
   
   
     Russian Reinforcements (see SSR 3): 
  Group 1 enter on/after Turn 1 
  2x T-34 M43, 1x Sherman III(a), 2x T-43, 
  1x Sherman M4/76(a), 1x 8-1 AL 
  Group 2 enter on/after Turn 2 
  2x T-34 M43, 1x Sherman III(a), 
  1x T-43, 1x Sherman M4/76(a),  
  2x AT Mine 
  Group 3 enter on/after Turn 3 
  2x T-34 M43, 1x Sherman III(a), 1x 45LL 
  AT, 1x 2-2-8, 3x AT Mine (Known), 2x 
  Dummy AT Mine (Known) 
   
   
  Elements of Infanterie Regiment 434, 131. Infanterie Division [ELR: 3] set up on board 44: [SAN: 3] 
   
   
     4 
     6 
   
   
   
   
   
     3 
   
   
  Elements of 8. /Panzer Regiment 5, 5. SS Panzer Division “Wiking” [ELR: 4] set up on board 44 (see SSR 2): 
   
   
     3 
   
   
   
   
   
     6 
       PzVG 
   
  Special Rules: 
  1. EC are Mud (E3.6 is in effect); Weather is Overcast (E3.5), with no 
  wind at start. All Grain is Marsh. Kindling is NA. Place overlays as 
  follows: Wd34 on xW1-X1, RR8 on 19U5-T4, RR9 on 19BB8-CC9, 
  RR7 on xCC5-CC6, RR12 on 44CC5-CC4. B32.43 is not in effect. 
  2. Place one PzVG in each ELRR hex of Board 44. All PzVG must setup 
  “in Motion”. The 5-4-8 MMC are Assault Engineers and Sappers 
  (H1.22 – 23). All SS Infantry units must start the game as Riders and 
  are Fanatic (A10.8) while being Riders. A19.13 is in effect for all SS 
  MMC/SMC. 
  3. The Russian player may secretly choose one group of Reinforcements 
  before Setup. Mines and the gun of group 3 (the gun may setup 
  emplaced, but NOT HIP) may be setup (if chosen) with the initial 
  Russian OB. All Russian AFV must enter along the east and/or west 
  edge of board 19. Any number of AFV may enter on/after the 
  indicated turn of entry. No Russian AFV is AAMG equipped. 
   
  Aftermath: The first target during the relief of Kovel was the small 
  town of Czerkasy and it’s railway station. Together with some 30 
  volunteers from the "Wiking", pioneers and soldiers of the 131. 
  Infanterie Division, Obersturmbannführer Nicolussi-Leck, CO of the 
  8. Kompanie, and his Panthers started the attack. The elevated 
  railroad was the only safe passage to Czerkasy. Some tanks were lost 
  due to the mud and mines, hidden on the railroad. Reaching the 
  station, the fighting got fierce, but in the end the German attackers 
  silenced the Russian guns and infantry. With the first objective taken, 
  Nicolussi-Leck didn’t await new orders and moved further on with 
  his tanks towards Kovel. The next day, after another hard fight, the 
  leading elements of 8. Kompanie reached the boundaries of Kovel. 
     5 
     7 
   
   
   
   
   
     3 
     5 
   
     4 
  BOARD CONFIGURATION: 
  Wikings Catwalk 
  SCENARIO CREDITS: 
  Scenario Designed by: Michael Koch 2007 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
        Replace the MMG with an HMG in the Russian OB.
        Two PzVG may set up "not in Motion". 
  
   
   
   
   
   
   
  Wailly, France, May 20th 1940: Unaware of the British intention to counterattack at Arras, 7. Panzer Division 
  started to move out on the morning of the 20th May. Rommel had ordered Panzer Regiment 25 to drive toward 
  Agnez in the northwest of Arras. Two British columns from the 50th Durham Light Infantry supported by 
  Matilda tanks moved west of Arras southward, directly into the path of the German spearhead of infantry and 
  supply elements. At the small hamlet of Wailly they ran into the newly arrived motorized SS Regiment 
  “Totenkopf”. 
   
  BALANCE: 
            Prisoners do count VP as per A26.222. 
            At Start NMC for SS MMC receives a -1 DRM (see SSR 2). 
   
  Victory Conditions: The British immediately win if they exit > two  
  AFVs through the east board edge and control > eight buildings west of 
   hexrow T. The Germans immediately win if > three British AFVs are  
  eliminated/recalled/immobilized. Otherwise - at game end - the British win if they have more VP (calculated as  
  per A26.2) as the Germans. Only British Good Order Infantry/AFV units east of hexrow Q are eligible for VP.  
  VP for Good Order British Infantry units east of hexrow L are doubled. VP for Good Order German Infantry units 
    west of hexrow Q are doubled. Prisoners are worth zero VP. In addition the Germans receive one VP for every 
    German controlled building. 
  TURN RECORD CHART 
             
  GERMAN Sets Up First 
             BRITISH Moves First 
  1 
  2 
  3 
  4 
  5 
  6 
  END
   
  Elements of 50th Durham Light Infantry [ELR: 4] [SAN: 3] 
  Company A set up on board 18 on/west of hexrow BB: (15 VP) 
  Company B set up on board 42 on/west of hexrow BB: (16 VP) 
   
   
  2 
  4 
   
   
  2 
   
   
  2 
  4 
   
   
   
   
  Elements of 4th Royal Tank Regiment enter on Turn 1 along the west edge: (27 VP) 
  Elements of Mortar Platoon set up with  
  Company A or B: (1VP) 
   
  Matilda I 
  2 
  Matilda II 
  Matilda II 
  CS 
   
   
   
   
   
  Elements of SS Regiment “Totenkopf” [ELR: see SSR 4] set up on 
  board 42 between hexrows T-AA (see SSR 2): [SAN: 3] (16 VP) 
   
  Rearguard Elements of Schützen Regiment 6 set up 
  (emplaced) anywhere east of hexrow I: (8 VP) 
   
  6 
   
   
   
   
  2 
   
   
   
  3 
   
   
   
  The German player secretly chooses one “Gun” group before Setup and sets it up - non-emplaced but concealed - anywhere east of hexrow P 
  Group 1: 1x 2-2-8, 1x 88L Flak 18, 6x “?”(4 VP) 
  Group 2: 2x 2-2-8, 1x 37L AT, 1x 105 ART leFH 18, 3x “?” (8 VP) 
  Group 3: 3x 2-2-8, 1x 20L Flak 38, 1x 37L AA Flak 36, 1x 75* leIG18 (12 VP) 
   
  German Reinforcements (see SSR 3) 
  Adhoc Force 1 (4 VP) 
  1x 2-4-8, 3x 2-3-7, 1x MMG 
  enter along the east edge 
  Adhoc Force 2 (5 VP): 
  2x 2-3-7, 1x 9-2, 2x “?” 
  enter through hex 18A5 
  Adhoc Force 3 (6 VP)  
  2x 4-6-7, 1x LMG, 1x 8-1  
  enter along the north edge 
  between hexrows P-X 
  Adhoc Force 4 (4 VP) 
  2x 4-6-8, 1x DC, 2x Sidecar,  
  enter along the east edge of 
  Board 18 
  Adhoc Force 5 (7 VP) 
  1x PzKpfw 38(t)A, 1x 9-2 AL 
  enter along the south edge 
  on/east of hexrow S 
   
  Special Rules: 
  1. 
  EC are Moderate, with no wind at start. Grain is in season. All buildings 
  are single story. All level 2 hill hexes are level one only. Cliffs do not 
  exist. Kindling is NA. Place overlays as follows: OW1 on 42BB2–CC3 
  and Wd12 on 18G4-H4. 
  2. 
  Due to the shock of immediately facing an enemy counterattack, all 
  German SS MMC not stacked with a leader must take a NMC after the 
  British Setup is finished. All German SS MMC are Lax. 
  3. 
  The German player secretly chooses two different Adhoc Forces before 
  Setup. The lower numbered Adhoc Force must enter on Turn 1 and the 
  other must enter on Turn 2 according to their entry instruction. 
  4. 
  All German SS units have ELR 2. All other German units have ELR 4. 
  5. 
  The British Matilda I is radio-equipped. 
   
  Aftermath: The surprised and inexperienced SS soldiers 
  withdrew southward and spread panic among the soldiers of 
  Schützen Regiment 6 who crossed their way. Rommel himself 
  organized the defense in this sector by taking what ever was 
  available to fight against the British Infantry and tanks. The 
  arriving of some 88 Flak guns and the lack of reinforcements for 
  the British Attack Groups saved the day for the Germans. This day 
  the 7. Panzer Division had suffered the highest losses in Personnel 
  and Vehicles during the whole French Campaign so long. 
  BOARD CONFIGURATION:
  26 VP for Building Control at game start 
  “Alarm, die Tommies kommen!!!“ 
  SCENARIO CREDITS: 
  Scenario Designed by: Christian Koppmeyer 2008 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
  
   
   
   
   
   
  Houx, France, May 13th 1940: German Kradschützen reached the Maas in the early evening hours of 
  12th May. While the French were still unorganized and even ignored the order of the High command to 
  defend at the river banks, the German found an undefended Wehr (a man-built dam) which they 
  immediately crossed during the night. After the French recognized this disaster the next morning, they 
  tried to eliminate the bridgehead before the German Engineers could build a pontoon bridge to cross 
  with their Panzers. Meanwhile the German had more then twelve Companies of Infantry on the west side 
  of the Maas and tried to expand their bridgehead, while still lacking AT capability. 
   
  BALANCE: 
   
   
   
   
   
  Victory Conditions: The side which have accumulated more VP at game end win. Count VP’s at game end as 
  follows: Each controlled building is worth 1VP [EXC: 2VP if within the enemy setup area]; every CVP is worth 1VP 
  (A26.222 is in effect); Control of the “Wehr” is worth 3VP; every controlled pillbox is worth 2VP for the Germans but 
  only 1VP for the French. [The French start the scenario with 33 VP (buildings + pillboxes). The Germans start 
  with 10 VP (buildings)] 
   
  The KGP Cheneux map is used (hexrows V–TT only). 
  TURN RECORD CHART 
              
  FRENCH Sets Up First 
              GERMAN Moves First 
  1 
  2 
  3 
  4 
  5 
  6 END
   
   
  Elements of 39th Infantry-Regiment, 18th Infantry Division [ELR: 3] set up as per SSR 2: [SAN: 4] 
   
  8 
  12 
  3 
   
  2 
  2 
   
  3 
  5 
  2 
  10 
  2 
  FT-17M 
  8 
   
   
  Elements of Kradschützen Battalion 7, 7. Panzer Division [ELR: 4] set up concealed (in Foxholes if in suitable terrain) west of the Maas on/within the Perimeter 
  GG23-OO19-GG15: [SAN: 3] 
   
  7 
  10 
  2 
   
   
  2 
  2  
   
   
  4 
   
   
  10 
  2 
   
  Elements of I. Battalion Schützen Regiment 7, 7. Panzer Division 
  set up east of the Maas within two hexes of PP9: 
  Elements from I. Abt/23 Panzer Regiment 25, 7. Panzer Division 
  enter on Turn 2 along the east edge: 
   
   
   
  5 
   
   
  2 
   
   
   
   
   
  2 
  PzIVD 
   
  SPW 250/1 
   
  Special Rules: 
  1. EC are Moist, with no wind at start. The LL15-V12 stream is dry. All 
  woods are normal (no Pine woods as per P.1). Slopes (P.2) do not exist. 
  Barbed Wire Fences (P.3) are in play. The Ambleve River represents the 
  Maas. Place overlays as follows: OG2 on SS15-TT14, Wd1 on OO7. The 
  Stream beginning in RR15 and ending in KK29 is also the Maas. The water 
  obstacle in RR14 and RR15 connect. The “Wehr” is located in Hex OO19. 
  There is a “Seilfähre” (a small raft drawn by a rope) in Hex PP9. The bridge 
  in NN6 does not exist. The Maas can only be crossed as per SSR 3. 
   
  2. All French Fortifications setup HIP and loose HIP status as per E1.16. 
  Pillboxes must setup outside the German Setup area, west of and adjacent to a 
  Maas river hex, with at least one Maas river hex in each pillboxes CA. No 
  pillbox can setup within two hexes of another pillbox. Each pillbox must be 
  occupied by at least one MMC. Up to three Squad-equivalents and any 
  SMC/SW stacked with them may setup HIP in Foxholes within two hexes of 
  NN11. The French player may divide his remaining force into two groups. 
  The “Defend”- group set up concealed (if in Concealment terrain) on/within 
  the perimeter II1-II11-CC14-V10-V1. The “Attack”-group (if any) must enter 
  along the south board edge – but only west of the Maas – in the MPh of the 
  Turn which the French player secretly record during Setup. The “Defend”-
  group receives one additional “?” counter for every counter within the 
  “Attack”-group. These additional “?”counter may setup with the “Defend”-
  group on/within the given perimeter (II1-II11-CC14-V10-V1). 
   
   
  3. German MMC/SMC can cross the Maas only at the “Seilfähre”. Movement 
  cost for PP9 (Stacking capacity is 12PP – no over stacking allowed) and OO10 is 
  two MF each hex. Hazardous Movement penalties apply in both hexes. Mark any 
  unit TI after entering OO10. Treat any Break in OO10 or PP9 as Casualty 
  Reduction instead (Pin and HoB Results are ignored). The “Seilfähre” cannot be 
  destroyed by any means. German AFV cannot cross the Maas. 
  4. Control of the “Wehr” is gained by having a Good Order MMC in a hex 
  adjacent to the “Wehr” while no Good Order enemy MMC meets the same 
  condition. 
   
  Aftermath: By dawn the Germans tried to cross the Maas to reinforce their 
  bridgehead against heavy resistance. French Artillery and Small-Arms Fire 
  hindered all Germans attempts. The small German bridgehead came under attack, 
  but Rommel by himself organized the defense. On this morning Rommel was 
  everywhere. He gave orders where ever the attack faltered. German losses were 
  heavy, but around noon Rommel’s effort begun to show effect. More and more 
  rafts could cross the Maas. German Pioneers begun to build a pontoon bridge and 
  a Seilfähre (a small raft drawn by a rope) was setup and transported riflemen over 
  the Maas. But the nail on the complete French disaster was the catastrophic 
  French communication and lack of proper command structure. 
   
   
  BOARD CONFIGURATION:
  The „Wehr“  
  SCENARIO CREDITS: 
  Scenario Designed by: Christian Koppmeyer 2007 
  Scenario Card Layout by: Christian Koppmeyer 
  VASL Counter Artwork: @ Rodney Kinney, used with permission 
  Replace both FT-17M with FT-1775BS.
  The German Force is elite (C8.2). 
  
SOURCE: textdata/thevault/Advanced Squad Leader/Scenarios/ASL Scenarios - Grenadier 2008.pdf