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SQUAD LEADER

INTRODUCTION

A. A Russian offensive in late '43 has led to some confused fighting wherein a German column
ambushed a Russian HQ, and among the booty was found 5 boxes of documents outlining the
goals and objectives of the Russian offensive. As the Germans withdraw, they are pursued by a
Russian force determined to retrieve the documents.

B. The game length is 12 turns long. It is set in September 1943 (wheatfields). The Germans move
first.

C. The rules used are 1 to 24, 42 to 44 and 57 inclusive.

D. The layout of the maps is as follows:


3 1

2 4
N

E. Forces are bought from the counter-mix using standard costs with the following restrictions:

1. The counter-mix cannot be exceeded.


2. All units must be purchased prior to the start of the game and where units are to arrive on more
than one map-edge, those forces must also be split up prior to the commencement of play. Units
do not have to be allocated to entry hexes until the movement phase that they enter the map.
3. No vehicles may be bought.
4. The only weapons that may be purchased are LMG's, flamethrowers, demo charges and smoke.
5. Smoke costs 2 points and each counter is allocated to a particular engineer squad (8-3-8 & 6-2-
8) at the start of the game. Only engineer units can carry (one or more) smoke counters. Smoke
can be transferred from one engineer squad to another. A smoke counter is removed from play
after use. There is no portage cost to carry smoke. If captured, it cannot be used and is instead
destroyed.
6. All other costs are as per the Squad Leader rulebook except for flamethrowers which cost 60
points for both sides, demo charges which cost 25 points and the 6 +1 leader which costs 15
points for the German player and 30 points for the Russian player.
7. The German player may build 2-4-7, 4-6-7 and 8-3-8 squads, the Russian player may build 2-3-
7, 4-4-7 and 6-2-8 squads and both sides may build any type and number of leaders.
8. All forces that are built must be built to within 50 points of the maximum value (eg. Force A
must consist of between 350 and 400 points inclusive).

F. Units which enter the board pay normal costs for the first hex entered. If a number of units enter
on the same hex, they are assumed to have started one stack behind the other. Thus, for example,
the first stack to enter, say a road hex, pays 1/2 MP and the next stack pays 1 MP and so on.

G. Units on Map: FORCE A (Russian, up to 400 points): This force must be split up between
(a) On or West of hex row 'T' on boards 2 and/or 4, and/or West of hex row 'N' on board 3,
and
(b) On board 1.
There must be no less than 170 points in each of (a) and (b). These units set up hidden
according to rule 42. All units must be set up in a woods or building hex and must be specified
as in the upper or lower storey of any two storey building. The white dot in the centre of the hex
designates on which board that hex is located.
H. Reinforcements: Units may not delay their turn of entry onto the map. No units may enter a hex
occupied by an enemy unit. Reinforcements may only be moved onto the map in the movement
phase.

1. TURN 1: FORCE B (German, up to 1100 points): Enters on any and/or all hex edges on
the eastern side of map boards 1, 2, 3 and/or 4. This force is carrying five boxes of
documents represented by ten counters marked A - J. Each costs 2 portage points and each
must be carried by a different squad. Before play begins, the German player gives five
counters one of the following values; 5, 7, 9, 12, 15 and the 5 other counters are marked as
dummies. This is recorded secretly only to be revealed the moment a Russian squad
captures it, or, failing that, at the end of the game. The boxes may be transferred from one
squad to another and Russian squads can capture and carry the boxes with the same portage
cost and restriction of one box per squad. Captured dummy boxes are removed from play.
2. TURN 3: FORCE C (Russian, up to 1700 points): This force must enter any and/or all hex
edges of both the
(a) North side of board 1 and
(b) South side of board 2.
There must be no less than 750 points in each of (a) and (b).
3. TURN 6: FORCE D (German, up to 1000 points): This force must enter on any
and/or all hex edges on the West side of the exit map board (chosen by the German player at
the start of the game-see following paragraph) and/or any adjacent map board.

Only Squads of FORCES B and/or D (and leaders, weapons and squads stacked with those
squad(s)) carrying a document (real or dummy) may voluntarily exit the map but only on a hex edge
of the West side of the map. This hex (or hexes) must be located on the map board chosen and
secretly written down by the German player prior to the start of play (called the exit map board).
After any unit of force B and/or D has voluntarily exited the Western map edge, any and/or all
units of FORCE A and/or C may also exit the Western map edge provided that they exit off the same
map board that the German units exited.
Units exit the map by being adjacent to the map edge with sufficient MPs remaining to enter a
hex at the same cost as that from which it is exiting.

I. Russian units may not set up or enter a hex within two hexes of the eastern or western map-
edge (eg the hex edge and the adjacent hex) until the movement phase of game turn 6.

J. Hexes without dots in the centre are considered to have a white dot in the centre .

ADDITIONS AND CLARIFICATIONS:

1. When tracing line-of-sight for firing purposes, both players may check whether a line-of-sight
exists before the declaration of fire (ie. if you cannot see a unit, you wont and cant fire at it).
2. If tracing line-of-sight along a hex edge both of the adjoining hexes must be obscured by smoke
for the line-of-sight to be obscured by smoke.
3. Half squads are considered squads for all purposes.
4. Smoke may be laid from off-board engineers but those engineers must specify at that time the two
hex-edges that the off-board engineer is adjacent to. The engineer may only lay smoke into one or both
of these hexes and must enter the board this game turn on one of those hexes. No fire is allowed from
on-map to off-map or vice versa.
5. Each player may have only half of the 24 smoke counters with on-board units at any one time.
More than 12 smoke can be bought by each side. When reinforcements are about to enter the map, on-
board smoke counters may be eliminated if there are not enough used smoke counters in a player's
portion of the 'dead pile'.
6. All half-hexes are playable. However, a unit may not be set-up in a half-hex unless it contains a
white dot.
7. The counter mix is as follows:

GERMAN: LEADERS: 2x10-3, 2x10-2, 3x9-2, 3x9-1, 5x8-1, 3x8-0, 1x7-0 & 1x6+1. SQUADS :
13x2-4-7, 35x4-6-7, 7x8-3-8. WEAPONS: 19xLMG, 2xFLAMETHROWERS, 5xDEMO CHARGES.
RUSSIAN: LEADERS: 1x10-3, 2x10-2, 2x9-2, 3x9-1, 1x8-1, 4x8-0 & 1x7-0 & 1x6+1. SQUADS :
10x2-3-7, 53x4-4-7, 14x6-2-8. WEAPONS: 12xLMG, 2xFLAMETHROWERS, 5xDEMO
CHARGES.

8. Players may use a written set-up and bring along a ready-made log of hidden-unit movement.
9. Fire may only be directed at a hex which is visible and which contains a revealed enemy unit
(unless the target hex is a woods or building hex).
10. Broken units cannot carry documents.
11. If both attacking and target units are adjacent to a wall, then neither get the terrain benefit of that
wall.
12. Routing engineers can carry their own smoke counters.
13. Routing units may move up to their movement allowance to cover (ie. they do not need to move
to the closest non-clear terrain hex).
14. As a unit is routing, the opponent may reveal any hidden units to prevent the unit from moving
through open terrain or to prevent the unit from moving towards a known enemy position. Units
attempting to rout onto or through a hidden enemy unit forces that hidden unit to be revealed.
15. Beserk units must move at maximum speed towards:
(a) Nearest enemy unit that they can see, and if none
(b) Nearest enemy unit that they cannot see.
16. German units of force D (only) may rout off-board provided that they rout off the same map
edge that they entered the game. For this rule, all off-map area is considered as cover. Routed
units do not count for victory point purposes as exited units. They do count as routed units.
17. A line-of-sight that runs the length of (bisects) a hedge or wall hex-side is treated as a hedge or
wall obstacle in the vertice farthest from the sighting unit.
18. A close assault at worse than 1-5 is treated as a no effect.19. Leaders modify the penetration
effect of machine guns.
20. Units in a hex are considered to be in the best defensive terrain of that hex.

TIME ALLOWED: The Russians get 125 minutes and the Germans 115.

The chess clocks are used as follows:

PHASING PLAYER NON-PHASING PLAYER

1. Rally (own)
2. Rally (own)
3. Prep Fire
4. Movement
5. Defensive Fire
6. Advancing Fire
7. Rout (own)
8. Rout (own)
9. Advance phase
10. Close combat (own)
11. Close Combat (own)

TIME PENALTY: For each minute (or part thereof) that a player is over time, the player's opponent
gets 6 victory points (VPs).

VICTORY POINTS:

GERMANS: For each real document exited from the Western map edge by the end of the game, the
German player gets VPs equal to the value of the document.

For each unbroken squad exited off the Western map edge, the German player gets VPs equal to: 12 -
the game turn of exiting. Thus, if a German squad exits the map on game turn 9, the German player
will receive 3 V.P's.
For each unbroken leader exited off the Western map edge, the German player gets VPs equal to: 3 +
(morale - bonus) - the game turn of exiting. Thus a 9-2 leader exiting the map edge on game turn 7 will
give the German player: 3 + (9 + 2) - 7 = 7 vps.

For control of each real document on board at the end of the game, the German player loses 7 VPs.
This is reduced by one vp for each full three hexes that the document is west of the eastern map edge
(from document to half hex edge inclusive).

RUSSIANS: For each squad exited off the Western map edge, the Russian player gets VPs equal to:
13 - the game turn of exiting.

For each leader exited off the Western map edge, the Russian player gets VPs equal to: 4 + (morale -
bonus) - the game turn of exiting.

For both of the above two conditions, the Russian player cannot get more points for exiting units
than the German player has gained from exiting units.

For control of each real document on board at the end of the game, the Russian player gets VPs equal
to the value of the document.

For each unbroken German squad or leader that is on a hex on the eastern half of the map (exclusive
of the ridged hexes defining the centre of the map board) at the end of the game, the Russian player
gets 1 VP.

BOTH:
For eliminated enemy units:

Squads: 2-3-7 = 2; 2-4-7 = 3; 4-4-7 = 4; 4-6-7 = 6; 6-2-8 = 8; 8-3-8 = 8 VPs.


Leaders: (Morale-Bonus) ie. a 10, -2 leader is worth 12 VPs.
Broken units: 1/4 of the VPs they would be worth, had they been eliminated (retain fractions).

VICTORY LEVELS:
0 to 20 Draw
21 to 40 Marginal
41 to 60 Substantial
61 to 80 Decisive
81 to 100 Crushing
101 or more Ultimate

SET-UP CHART:
The Russian player will be provided with a set-up chart allowing movement of his hidden units (an
example is attached and may be photocopied). The Russian player must record all movement. No
erasure of the sheet is allowed and pen must be used. If the Russian player does make an illegal move
or erases an entry, he must inform his opponent immediately and reveal the unit. If he does not do this
then he forfeits two victory levels for each unit that breaches the rule.
Hidden movement is as for normal movement with the exception that no unit may cross a hexside
unless that hexside is crossed by the same terrain as the hex being left and the hex being entered. (EG.
On map 2 a unit may move hidden from hex Y5 to Z5 but may not make a hidden move from Y5 to
X4). Hidden units may be revealed at any time.
The Russian player records all movement on this log. The German player also has an identical log to
record where and when units have been revealed. It is up to the Russian player to ensure that the
German player has correctly placed the position and game turn that a unit has been revealed (this is
done on the German players time) as this record is used to corroborate the Russian record unless the
German record has erasures in which case the Russian record is correct. Note however, if the German
player makes a mistake, he is allowed (in his own time) to correct it provided it is the phase in which
the error has been made. All cases of dispute will be resolved by the competition officials.
NAME: ROUND:
SQUAD LEADER (6 of 6) BID:
PLAYER: EXIT MAP:
UNIT 1 4
NAME 2 3 5 6
MAP
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