Situation Dev13 - Sahara

Author: Shaun Austin (12/15/2009)

 

Map IDs and Orientation:

13, 12; North is LEFT

Turn length:

6 Turns

Sides:

German (Player A), British/US

 

Scenario Setup

German:

The Germans may set up anywhere on Map 12 but must have at least half their force positioned behind the hill centered on Hex B2. The German –2 Leader is set up at G4 on Map 13, a prisoner of the Allies.

British/US:

The Lee can set up any open hex on Map 13. At least a half squad must be situated in hexes E3, F4 and G3 which are the potential well locations. The Italian must be placed with a US half squad.

 

Scenario Balance

British/US:

For those not wanting to use the Lee counter, you may substitute an M4A1.

German:

You may give the Germans a Fighter/Bomber marker. Another idea is to give them some Anti-tank capability and remove the special rule for the Lee.

 

Victory Conditions

German:

Germans win if they can reach a well.

British/US:

The British/US win if they prevent the Germans reaching a well by the end of Turn 6.

 

Scenario Details

Game Length and Initiative:

The game length is 6 Turns. The German player has initiative and begins the game as Player A.

Special Scenario Rules:

When a German player reaches the first or second well position E3, F4 or G3 then roll a die. On a 5+ the well has water and the Germans win. If the Germans reach the third well position then they automatically win.
Whenever the Lee fires a weapon roll a die. On a 4+ that weapon has run out of ammo and cannot be used again.
The Italian counter’s effects are only available after turn 2, when the Allies trust him.
The German Elite Leader counter cannot be targeted while it is in hex G4 but is fair game if it moves out of the hex.