TRAVERSE RIGHT...FIRE!
ASL SCENARIO W1 Scenario Adaptation: Jim Stahler
RUSSIA, somewhere south of BIALYSTOK, 23 June 1941: The elite German
18th Panzer Regiment, fresh from amphibious training, was among the lead ele-
ments of Army Group Center as they pressed deep into Russia on the day after
‘Barbarossa’. The Soviets, still confused as to the extent of the attack, ordered
armored cars of the Northwest Military District to patrol to the border and return.
As they advanced, commanders on each side looked for the other in the distance.
Rounding a curve, they found each other at less than 100 meters range.
BOARD CONFIGURATION:
N
BALANCE:
VICTORY CONDITIONS: The Germans win at game end by amassing The Russians may ignore Platoon Move-
more VP than the Russians. Each side receives 1 VP for each enemy AFV ment restrictions on Turn 1 only.
destroyed, immobilized, or abandoned at game end. The Russians receive Add an 8-1 Armor Leader to the Ger-
2 VP for each friendly AFV that exits via the assigned exit hex. mans.
TURN RECORD CHART
Simultaneous Setup and Entry
GERMAN Moves First 1 2 3 4 5 END
Armored Cars of Fourth Front enter per SSR: {SAN: 0}
Elements of 18th Panzer Regiment enter per SSR: {SAN: 0}
SPECIAL RULES: 5. Turn 1 starts when there is a LOS between any Russian and German vehi-
1. EC are Moderate with no wind at start. cle. All AFV are initially in motion.
2. Each player rolls one die and consults the following table: 6. To simulate the initial confusion faced by both sides, on the final pre-game
impulse and on German Turn 1, the first time that each Russian AFV is in
dr German: Entry Exit Russian: Entry Exit LOS of a German unit, the Russian player rolls a die; 1-3 the AFV stops, 4-6
1,2 Y1 I10 Y10 A6 the AFV remains in motion. If stopped, it may Defensive Fire with no motion
3.4 Q10 I1 I1 Q10 penalties if otherwise allowed. Also, on the German Turn 1 only, the German
player makes a DR for each AFV as it starts to move; the available MP of the
5,6 A6 Q10 I10 Y1 AFV for the first turn is reduced by that DR.
3. Both sides enter simultaneously moving all vehicles one hex forward along 7. Russian AFV may not exit the board on Turn1.
the road from their entry hex toward their exit hex along the shortest possible
route, and then check for LOS between Russians and Germans. If no LOS 8. Crew survival is NA. A Recalled AFV must exit via its entrance hex.
exists, then move forward another hex. All vehicles must stay on the road, AFTERMATH: The Germans reacted first and met the recce units with a hail of fire.
with the VCA facing the next road hex and the TCA matching the VCA until Initially the armored cars milled around trying to get back on the road and resume their
the game start. patrol. However, after one Soviet vehicle was shot up and another crashed into a stone
4. Prior to the start of Turn 1 all AFV travel on road hexes forming a string wall, the remainder fled. The Russians did leave behind one German tank burnt out by a
close range frontal shot. The tactical victory was obviously German, but the slow ero-
of adjacent units. If the game starts and there are still AFV off board, they
sion of the best of the Wehrmachts’s armor crews had begun. It was the first full day of
must enter as reinforcements on Turn 1 on their entry hex. After Turn 1 the German invasion of Russia. The panzers of the 18th Regiment reformed and moved
starts, play proceeds normally. eastward again.