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``Clear the Village``

A solitaire SLEAPP scenario.


1945, and the Germans were retreating; in some instances almost faster than the Americans could advance.
There were still quite a few instances stubborn resistance from the last few determined Nazis in utter denial
that the Fatherland was an injured beast in its final death spasm, a few smatterings of veteran… survivors
from the Eastern Front. But it was mostly old men and boys from the hastily constructed Volksgrenadiers
(Home Guard) who defended Germany now. Zealots, patriots, and ordinary family men desperate to return
to their homes and loved ones tried to carry out impossible orders with men, supplies, and equipment they
simply didn`t have anymore… and always against the insurmountable might of the combined Allied forces.

The Village of _________ was no more than a small collection of houses resting casually in a mountain
valley, where scattered fields ripe with unpicked wheat and corn worked to create a pastel scene of almost
unnaturally macabre tranquil beauty.

A few German units had been seen coming this way; and it was Beta Company’s delightful honour to clear
the valley of any potential threat, so that good old Uncle Sam’s armoured divisions could roll through the
mountain passes unmolested.

This simple little historically fictitious scenario is designed to showcase a few of the SLEAPP rules in
action, and to demonstrate a small section of the Solitaire rules which are still at the experimental stages of
their development and being play tested thoroughly with small engagements such as this one.

The whole of Map 4 (with the number ``4`` displayed at the top right hand corner to represent North) will
suffice for this encounter.

German set up - Place a blue ``? `` counter in each building hex (put a counter in all the house hexes on
both halves of the mapboard). For now each of these counters only represents the undetected, though
suspected potential threat of a German presence in each hex.

American set up - Place a bog standard M4 Sherman tank with a 75mm gun in hex B5, and add a couple of
6-6-6 American squads and a 7-0 Squad leader in the hex as well.

Behind the Tank in hex A6 - place an M3 armed Halftrack, and mount two 6-6-6 squads, a 9-2 Squad
Leader, one MMG and a Bazooka.

Down at the bottom south east corner of the map in hex A1, place a Jeep, one 9-2 Squad Leader, an 81mm
Mortar plus one 8-4-7 Assault Engineer squad to man it.

These American Squads and Squad Leaders are the ever-so-lucky lads who have been given the wonderful
job of clearing the village (i.e. the whole mapboard) of any German threat that might be lurking within.

Victory Conditions - the Game has no turn limit, and ends when all the Germans are revealed as either
dummy counters, or eliminated and removed from the map. The Germans win by destroying the American
Tank and eliminating two American Squad Leaders…. or by eliminating all three American Squad Leaders
(but not the Tank).

Game Turns - There is no proper German turn; only Rally and Rout, and Defensive Fire Phase - plus a
special Limited Movement rule which is actually a part of the Defensive Fire Phase. It will become
apparent how this works once you read and play this scenario through. The game charts (included with this
scenario) explains it all. Basically, the Americans repeat their turn over and over until the game ends, and
do not conduct a Defensive Fire Phase of their own.

So the game turn goes:

American Turn
*Rally Phase
Prep Fire Phase
Movement Phase
Defensive Fire Phase/Limited Movement (Germans only)
Advancing Fire Phase
*Rout Phase
Advance Phase
*Close Combat Phase
* Red to show both sides use these phases

Designer tip - use cover as much as possible to sneak across the map whilst moving your troops into
favourable positions, ready for when your attack begins. A German ``? `` counter will check for initial
activation only when an American counter moves within its LOS, so be careful.

Use your piece of string or cotton to check LOS frequently. It is legal for the solo player to check LOS any
time he likes, even before throwing dice to resolve attacks. You may even check the potential LOS from/to
an enemy counter before chancing to move any of your own counters into potential danger.

In reality, a person knows if he can see an area of ground or not. One of the good things solo gaming is that
the player is not bound, and needn’t adhere to the artificial rule which states `` line of sights may not be
checked prior to taking an action. `` However, it is debatable whether this contrived two player rule
actually promotes realistic simulation, or is merely an artificial game mechanic designed to prevent
cheating.

How to play – When an American counter moves* within the LOS of a German question mark counter,
that question mark counter will check (once per turn) on the Activation Check Table to see whether it is in
fact a Dummy Counter (in which case it is removed), or activates and turns into real infantry unit(s),
becomes a support weapon, or even a previously concealed vehicle.

* Moving is defined by the German side as being when:

(1) A German counter is forced to make an Activation Check by an enemy firing upon it.

(2) An American counter moves within the question mark counter’s LOS.

A German question mark counter checks for activation immediately on the phase the above conditions are
met. If the counter becomes activated it may perform Defensive Fire or conduct Limited Movement only
during its Defensive Fire Phase(s).

Any American infantry units who manage to move adjacent to a German question mark counter (a non
activated counter in other words) automatically forces it to take an Activation Check, which is also subject
to -1 modifier on the die roll. If the counter fails to activate or is shown to be a Dummy, it is removed from
play. More studious readers will no doubt observe that the German question mark counter forced to make
an Activation Check by an adjacent American unit, will only spawn into Activated Infantry on the die roll
of 6.
Once again, I point out that it benefits the Americans in this training scenario to use cover as much as
possible to secure their objectives.

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Activation Check Table


Throw one die and read the following column.

1 or 2 German counter fails to activate and remains a question mark counter.


3 or 4 German counter is a Dummy, and is removed from play.
5 German counter is Infantry: check the Activated Infantry Table.
6 German counter is possibly Other: check the Activated Other Table.

Activated Infantry Table


Die Roll - Throw three different coloured dice.

(White die):
1, 2 one squad.
3, 4 two squads.
4, 5 three squads.

(Red die):
1 no leader.
2 one leader.
3 one leader + LMG  {throw for the actual grade of leader
4 one leader + MMG on the Leader Type Table below}
5 one leader + HMG
6 one leader plus special Support Weapon

(Black die)
1, 2, 3, 4, 5 Activated infantry is 4-6-7.
6 Activated infantry is 8-3-8.

Leader Type Table (one die):


1 7-0
2 8-0
3 8-1
4 9-1
5 9-2
6 10-2

Special Support Weapon Table (one die):


1 Flame Thrower
2, 3 Panzerfaust
4 81mm Mortar
5 50mm AT Gun
6 75mm AT Gun

When a newly spawned counter is activated in a hex the support weapon can not legally enter, the weapon
must be placed in an adjacent hex provided the adjacent hex is (in this order of priority) first a Wood hex,
secondly a Wall hex with LOS cover from all enemies, thirdly a hedge hex with LOS cover from all
enemies, fourthly a Wheatfield hex. If none of these conditions can be met, the activated weapon is placed
in an Open Ground hex and is assumed to have been covered with a net and concealed from sight until this
moment. Where more than one hex is available for placement and LOGIC can not reasonably be applied –
place the new support weapon in the hex with the highest number.

Always position the support weapon so that its covered arc faces the closest enemy. If there is more than
one enemy unit an equal distance away, have the weapon face the one which last fired upon the hex it is in
or adjacent to… or decide randomly.

A Squad Leader who activates and spawns a special support weapon which ends up being placed in an
adjacent hex, does not join the support weapon, but stays in the hex the question mark counter formerly
occupied.

Activated Other Table.

Die Roll - Throw two die.

2 Brumbar 150mm
3 Stug III. 105mm
4, 5 Stug III. 75mm
6 Mk IV.Panzer 75mm
7, 8 Armed Halftrack
9 Truck
10 Wrecked Truck
11 Wrecked Halftrack
12 Wrecked Tank

When a newly spawned counter is activated in a hex the vehicle can not legally enter, it must be placed in
an adjacent hex provided the adjacent hex is (in this order of priority) first a Wood hex, secondly a Wall
hex with LOS cover from all enemies, thirdly a hedge hex with LOS cover from all enemies, fourthly a
Wheatfield hex. If none of these conditions can be met, the vehicle is placed in an Open Ground hex and is
assumed to have been covered with nets and previously concealed from sight. Where more than one hex is
available for placement and LOGIC can not reasonably be applied – place the vehicle in the hex with the
highest number.

Always position the vehicle so that its covered arc faces the closest enemy. If there is more than one enemy
unit an equal distance away, have the vehicle face (a) the nearest armed enemy vehicle (b) the one which
last fired upon the hex it is in or adjacent to (c) decide randomly.

German Defensive Fire:

Mortars - German mortars may fire during the Defensive Fire Phase. note: is an exception to the normal
rules.

Activated Actions Available - German counters which have become activated may perform the following
actions during the Defensive Fire Phase:

Limited Movement - An infantry squad/stack which contains at least one routed unit/leader must retreat
into the nearest alternative *cover, if (a) this would reduce the number of potential American counters
which could be bought to fire upon the hex (the number of counters, not the amount of firepower factors)
(b) if the move could be completed in one turn so than all the units in the hex could reach the new hex
together, using only the MFs available (c) if the move could be made following the legal rule requirements
for routed infantry.
* routed infantry leave their support weapons behind if there are not enough good order units to carry them
all. Leave the least effective/valuable weapons first if possible.

A Routed German squad that is next to an American counter must try and meet one of the above criteria or
it becomes automatically eliminated.

Capturing American Support Weapons - An activated German Infantry stack (i.e. a hex containing
more than one infantry/leader counter) must if it has enough MF to reach the target hex in a single turn
move one squad to capture an enemy support weapon… if (a) the support weapon is alone in the hex and
(b) there are no American infantry in the hex adjacent to the support weapon or next to the German stack.

If the German unit succeeds in capturing the enemy support weapon, it will automatically destroy any
surplice American weapons in the hex (using the normal rules for destroying support weapons).

Successfully captured weapons may, of course, be used against the Americans.

If the American support weapon is a weapon which can only be captured and used by an Assault Engineer
squad or Leader with a -2 or 3 Leadership modifier, the Germans will automatically send such a unit/leader
to attempt the capture. If no such types are available, the Germans will still attempt to advance and destroy
the enemy support weapon(s) in the target hex… using one of their least valuable infantry types.

Note: All such capture attempts take place during the German Defensive Fire Phase. The German
movement is undertaken immediately, even though this is out of phase with the normal rules. The
Americans may retaliate on the same turn. For example – fire at the enemy squad in the Advancing Fire
Phase, move closer to the bold German squad in the Advance Phase, and then engage it in melee during the
Close Combat Phase.

German Advance – if the Germans can advance using cover the whole way with enough squads to engage
Americans within a single hex in Close Combat with odds of at least 2 to 1*, they will move all available
units into the enemy hex. This is resolved immediately, even though it is out of normal game Phase.

*there can be no other Americans in hexes adjacent to the intended enemy.

Defensive Fire - German infantry will combine as many Firepower Factors as they are able by forming
single Fire Groups with all possible contiguous hexes. They will fire at American troops who are:

A The closest enemy able to be destroyed within 8 hexes (decide randomly if there is more than one target
hex at equal distance).

B The closest moving enemy able to be destroyed within range of a German squad or weapon.

C The closest non moving enemy capable of being destroyed within range of a German squad or weapon.

D A non moving enemy squad/stack owning an MG which is within range of the German`s own MG or
Gun (if they have one).

E Any other enemy within LOS which the German squad(s)/support weapon/Gun it is capable of
eliminating/destroying.

German Tanks, Halftracks, or Guns will attempt to target the nearest visible armed enemy AFV or
Halftrack, regardless whether other enemy are closer (unless within 8 hexes). Otherwise, the normal target
priority for infantry will apply to German vehicles and Guns.

------------------------ )O( ----------------------------


The Rules for this Solo scenario are just a sampler… a taster of the full system.

You will probably find it incredibly hard for the Americans to win this scenario; if so GOOD! I planned it
that way.  The scenario was designed with a duel purpose… to help teach players new to the SLEAPP
rules exactly how everything works - without the need of a live opponent; and also to provide a taster of the
solo rules supplement (which is still in the middle of the play testing stage), in the hope that I might get
some feedback.

I would very much like to know what other Squad Leader players think of my solo rules at this early-ish
stage in their development. But I realize I am asking a lot. You need to put aside your official Squad Leader
and learn SLEAPP, then play this mini taster just so you can get a feel for the thing 

Mind you, in defence of the Scenario, it has the potential to be played over - and over - and over - and over
- and over again. Even using the simple randomiser built into this scenario, the German forces will act
differently, and will comprise of different troop compositions every game. If you can master the Germans
and take the Village within the first three or four attempts I’ll be impressed.

The scenario should teach you basic tactics…. like - how to use cover properly, how tricky Line Of Sight
(LOS) can be, the differences between ranges in Squad Leader and SLEAPP, how MG Following Fire (an
optional rule) works, and how deadly machine guns can still be now that infantry firing ranges have been
reduced, how to handle a tank properly in the game, how to use a mortar effectively which has to use direct
fire only in the basic core rules. Etc etc etc.

Reinforcements - If you find yourself floundering and the GI body count is rising to an intolerably
unacceptable toll as you strive to drive the enemy out of their defences, you can try adding six to ten
additional 6-6-6 American infantry squads, two or three decent Squad Leaders, and an HMG. Get them to
set up initially along the western edge of the map between hex rows A7 and A1.

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