TEXT: Fuchin, Manchuria, 11August 1945: OnAugust 9, 1945 the Soviets unleashed their promised
  attack on the Japanese in Manchuria.
  The Soviet forces were commanded by people who
  understood the importance of speed, surprise and
  . Although not one of the decisive
  axes, the 15 Army was given the task of striking down the Amur River and its flood plains and
  tributaries inorder topindownJapanese forces andprevent anorderlywithdrawfromthe boarder.
  Working in conjunction with a sizable force of monitors, armed cutters, rafts and pontoons, the
  soviet forceshadsooncrossedtheAmur River, takingSantunandmarchingonTungchiang. After
  securing Tungchiang, General Mamonov ordered the 1 Brigade and the 361 Rifle Division to
  strikeatFuchindowntheSungariRiverbeforedefensecouldcrystallize.
  schwerpunkt
  th
  st
  st
  BOARD CONFIGURATION:
  VICTORY CONDITIONS: The Japanese player wins if at the end of the game he
  has 12VP within 4 hexes of any water obstacle on board 7. For this purpose, all good
  orderSWareworththeirprintedROF–1
  JAPANESE  Sets Up First
  SOVIET  Moves First
  TURN RECORD CHART
  SPECIALRULES:
  1) EC areWet with no wind at start. The River is Flooded with a Moderate current flowing
  North. TheStreamisDeep.
  2) The Soviet player is conducting a Seaborne Assault. After Japanese set up, but before
  Soviet set up, the playing area receives a Bombardment. No hexes are immune and there is
  anadditional+1DRMtoallMoraleCheckscausedbythisbombardment.
  3) Tunnels are NA. At least four pillboxes must setup on board 7.No Pillbox may setup
  HIP.
  4) Use LCM(3) counters to represent Armored Cutters with the following modifications:
  allAF are 2; they have no Ramps; each LC has MA of one 100mm PTP obr. 44 in a T type
  Turret with ROF 1 and MG armament of an 8 factorAAMG; and CE DRM is +3. Armored
  Cutters are not subject to Recall per G14.232, although G14.231 does apply. AnArmored
  Cutter must un-Beach as soon as unloaded and may not subsequently attempt to Beach.
  The MA of an Armed Cutter is considered Gyrostabilized if the firing LC moves < two
  hexesduringthatturn’s Mph.
  ScenariodesignbyBrianWilliams.Thisisversion3.0andsupercedesallpreviousversions
  AFTERMATH: The Monitors andArmored Cutters of theAmur Flotilla arrived at the
  landing sites at 0700 and twenty minutes latter opened fire. The Japanese, who hadheavily
  fortified the area returned fire with mortars and infantry guns, but their largest caliber of
  75mm could not penetrate the monitor’s armor.
  Naval gunfire from the monitors
  accounted for some five concrete and twelve wooden pillboxes. The Armored Cutters,
  carrying the Assault company, landed them during the artillery dual; they also silenced a
  further ten firing points. Despite the concentration of heavy fortifications, the assault
  company managed to suppress the Japanese forces so that the following troops could land
  without difficulty, and even advanced into Fuchin itself before being pinned down. Within
  the hour, the 171 Tank Brigade would arrive and the remaining Japanese troops would
  withdraw to a fortified military settlement within the city. It would take house to house
  fighting to remove them.
  st
  BALANCE:
  Elements of 1 Brigade, Amur Flotilla and Assault Rifle Company, 361 Rifle Division [ELR 4]
  st
  st
  setuponBoard7 inhexes>4{SAN4}:
  Elementsof2 Battalion,SungariNavalFlotillaRegiment[ELR2]
  nd
  setupeastoftheriver{SAN:4}:
  Add a 447 squad to the Japanese OB
  Add a Flamethrower to the Soviet OB
  ROLLING ON THE RIVER
  N
  7
  13
  1
  2
  3
  4
  5
  END
  6
  7
  4 -4-7
  1
  1
  3-4-7
  2
  2-2-8
  10-0
  8-0
  9-1
  HMG
  3
  6-14
  4PP
  B11
  LMG
  1
  2-6
  1PP
  B11
  [1-16]*
  2 *
  4PP
  MTR
  50*
  DC
  X12
  30-1
  1PP
  MMG
  2
  4-12
  3PP
  B11
  Trench
  OVR, OBA: +4
  Other: +2
  Foxhole
  5
  OVR, OBA: +4
  1S
  Other: +2
  1+3+5
  1+5+7
  2+5+7
  6
  8
  5
  2
  4
  2
  2
  2
  4
  6
  3
  2
  6-2-8
  E
  4-5-8
  E
  2-2-8
  9-2
  8-1
  8-0
  LMG
  1
  2-6
  1PP
  B11
  FT
  X10
  24-1
  1PP
  DC
  X12
  30-1
  1PP
  9
  5
  2
  5
  2
  4
  LCM(3)
  4
  0
  0
  +3
  2*
  69PP
  AAMG -/-/12*
  dm MTR
  5PP
  82mm
  3
  (See SSR 4)
  BMW 1.3
  
  NEAR LAKE KHASAN, USSR, 31 JULY, 1938: Due to irregularly drawn borders,
  the small hill of Changkufeng became a bone of contention between Japan and the
  USSR. Each side sought every advantage along their mutual border. The Russians
  began to fortify the hill while the diplomatic process stalled.What the Japanese saw as
  encroachment by the Soviets caused the local military commander to plan a night
  attack to clear the Soviets from the hill. Jumping off in near pitch black darkness, the
  menofthe1stBattalion,75thRegimentcrepttowardtheenemywire.
  BOARD CONFIGURATION:
  THE FOOL AND THE HERO
  VICTORY CONDITIONS: The Russian player wins at game end by
  having at least 10 non-crew infantry VP on Level 3/4 hexes, provided the
  Japanese player does not have
  twice as manyVP on Level 3/4 hexes as the
  Russian player. For both players, VP on level 4 are worth 1.5 times their
  normalvalue.
  >
  RUSSIAN Sets Up First
  JAPANESE Moves First
  TURN RECORD CHART
  SPECIALRULES:
  1.ECarewet.AllorchardsareCrags.Buildingsdonotexist.
  2. Night rules [E1] are in effect. NVR is 1 and will not change. Japanese squad
  majoritytypeisStealthy;Russiansquadmajoritytypeisnormal.
  3. Good Order Japanese units may only make CC attacks [EXC: SMOKE and
  TPBF]untilRussianPlayerTurn4.Japaneseatstart448squadsaresappers.
  4. Wire may not set up HIP, but may set up on any hill hex including level 1. Wire
  countersmaynotbeplacedadjacenttomorethantwootherwirecounters.
  AFTERMATH: Japanese stealth did not last long. As the Sappers were trying to
  clear holes in the wire, Russian MG fire began to take casualties. Told not to use
  their rifles but to rely on their bayonets (the bullet the fool and the bayonet the
  hero), the Japanese infantry struggled through the wire and began to overrun the
  Russian positions. Despite great heroism the issue remained in doubt, especially
  in the face of Russian tanks against which the Japanese had no weapons. Finally,
  the MG company established itself on the hill and stopped all Russian
  counterattacks.
  BALANCE:
  Elements of the 1 Battalion, 75
  Regiment, 19
  Infantry Division [ELR 3]
  st
  th
  th
  Enter from
  the west edge on turn 1: {SAN 4}
  Elements of Machine Gun Company Enter from the west edge
  on turn 4:
  Elementsofthe40 RifleDivisionandsupportingarmor[ELR3]
  th
  SetuponLevel2orhigherhexes[SeeSSR4]:{SAN:3}
  Reinforcements Enter on east board edge
  onturn5:
  Replace a MMG with a HMG
  Japanese are Elite for Special Ammo purposes [C8.2]
  N
  END
  1
  2
  3
  4
  5
  6
  7
  8
  17
  4
  4
  13
  7
  12
  8
  3
  3
  4
  2
  2
  2
  2
  4
  3
  2
  4
  45L
  1
  B11
  12
  1
  1
  T-26 M33
  45L
  1
  B11
  22
  2
  1
  BT-5  M35
  - /4
  II
  I
  BMW 2.1
  Scenario design by Brian Williams, 11/25/00
  
  NEAR BISHENPUR, INDIA, 6 JUNE, 1944: Despite every indication that 
  the battle of Imphal was lost, General Mutaguchi kept attacking. With new 
  reinforcements, the Japanese hoped to finally isolate and take Bishenpur, and 
  st
  rd
  cut the Silchar track. Along the track, the 1  Battalion (3  Regiment) Gurkha 
  Rifles had fortified two locations, called “Bastion” and “Top Bastion”.
  BOARD CONFIGURATION:
  FIRE ON TOP BASTION
  VICTORY CONDITIONS: The Japanese player wins at game end by 
  gaining more VP than the Gurkha player [EXC: the Japanese must earn 
  at least 10 VP to win]. The Japanese player gains one VP for each level 
  two hill hex in the British set up area controlled at game end [EXC: U6, 
  AA8 and CC4 are worth 3 VP each]. The Gurkha player receives VP 
  based on the CVP inflicted upon the Japanese player.
  BRITISH  Sets Up First
   JAPANESE Moves First
  TURN RECORD CHART
  SPECIAL RULES:
  1. EC are wet with no wind at start. PTO terrain is in effect, including Light 
  Jungle [EXC: All marsh/swamp hexes are Dense Jungle].
  2. Due to morning mist there is a +1 LV hindrance at all ranges.
  3. All British forces are Gurkhas. The Gurkha player may HIP up to one 
  squad equivalent and any SMC/SW stacked with the equivalent in addition 
  to the HIP granted normally to pillbox occupants.
  AFTERMATH: During the misty morning the Japanese approached “Top 
  Bastion” in battalion strength, even using some of their precious artillery 
  ammunition to soften up the dug-in Gurkhas. Despite the preparation, the 
  battle-hardened Gurkhas were confident they could withstand another 
  Japanese assault. However, with new Japanese reinforcements came new 
  weapons: flamethrowers! The Gurkhas, shocked by this new (to them) 
  weapon were driven off of “Top Bastion”. Once again, though, the Japanese 
  th
  had suffered heavily. The bloodletting of 15  Army continued.
  BALANCE:
  nd
  st
  nd
  th
  th
  Elements of the 2  Battalion, 151  Regiment and 2  Battalion 213  Regiment, 15  
  Army [ELR 3] Set up on and/or south of hexrow P: {SAN: 4}
  Exchange two 458 squads with two 648 squads
  Replace a 9-0 Japanese leader with a 9-1 leader
  N
  END
  1
  2
  3
  4
  5
  6
  10
  4
  2
  2
  2
  3
  3
  36
  BMW 3.4
  Scenario design by Brian Williams, 12/17/00
   
  Elements of the 1/3 Gurkha Battalion, 63rd Brigade, 17th Indian Infantry Division [ELR 5] Set up on hill hexes north of 
  hexrow R [EXC: at least one squad and one leader must set up on level 2 hexes of each hill north of hexrow R]: {SAN: 3}
  5
  5
  2
  3
  2
  2
  5
  
  DEVURETSCHNAJA, USSR, 1 FEBRUARY, 1943: The German aim at this 
  point along the southern part of the Soviet front was to survive. As new units 
  became available they were thrown on the front line to replace destroyed 
  German and allied forces. The Soviets, however, were about to overreach 
  themselves again, this time striking for Kharkov with Operation Gallup. On the 
  first day of the operation, holes were exploited in the German line. One of the 
  German strongpoints, Devuretschnaja, became surrounded. A company of the 
  fresh SS troops was sent to provide support.
  BOARD CONFIGURATION:
  CROSSTOWN TRAFFIC
  VICTORY CONDITIONS: The Soviet player wins immediately by exiting 
  40 VP off the west edge. Otherwise, the Soviet player wins at game end by 
  earning more VP than the German player. The Soviet player earns VP for units 
  exited off the west edge of Board 49. The German player earns double VP for 
  un-broken German units  on Board 49 in hexes < 7 and German units exited 
  along the north edge.
  RUSSIAN Sets Up First
  GERMAN Moves First
  TURN RECORD CHART
  SPECIAL RULES:
  1. Weather is Ground Snow (E3.72). All roads are plowed. All units have Winter 
  Camouflage (E3.712).
  2. All buildings are wooden.
  3. SS units have an ELR of 4. SS MMC ELR and Battle Harden in this way:
   658     447    436. However, all German units are always considered SS 
  (A25.11).
  AFTERMATH: The 15th Company, mounted on motorcycles, raced to 
  help the trapped garrison. However, on the outskirts of the village they ran 
  into portions of the 6th Guards Calvary Corps. The Soviet troops were 
  streaming to the west in an attempt to exploit the hole in the German lines. 
  The SS troops managed to fight their way into the village while giving the 
  enemy a bloody nose. Still, the Soviet forces would not be stopped on this 
  day.
  th
  rd
  nd
  15  Company, 3  Regiment, 2  SS Panzergrenadier Division (Das Reich) [ELR 4] Set up as PRC on 
  road hexes within 3 hexes of 33N7: {SAN 3}
  4-5-8
  E
  N
  END
  1
  2
  3
  4
  5
  6
  2
  2
  6
  10
  4
  th 
   
  Elements of the 6 GuardsCalvary Corps [ELR 3] Set up on road hexes  on/east of hexrow 49F/33BB: {SAN: 3}
  Enter on turn 2 from the east edge:
  12
  6
  2
  2
  3
  3
  6
  6
  BMW 4.2
  33
  49
  7
  8
  9
  Add one 8-1 leader to the at start forces
  Exchange a MMG for a HMG
  
  18 August 1942 Khadyshenskaya USSR: The struggle for the Caucuses was 
  reaching the end of its first period. The German attack had swept the Soviet soldiers 
  th
  before it. Maikop had fallen and now the 17  Army was aimed at reaching the Black 
  Sea at Tuapse. Such a move could mean the end of Soviet operations in the Black 
  Sea, perhaps even drawing in Turkey on the Nazi's side. However, the distances 
  involved were huge, and the German thrust began to slow due to lack of supplies. 
  This allowed more and more Soviet reinforcements to be placed in the mountain 
  passes along the road to Tuapse. An attack along the Maikop-Tuapse railroad offered 
  st
  substantial gains. The newly arrived 101  Jäger Division began to work at tackling 
  the station.
  END OF THE LINE
  Victory Conditions: The Germans win at game end if there are < 
  3 Good Order Soviet MMCs with LOS (disregarding Smoke) and 
  within 6 hexes of 25X2; or if they control all level three hill hexes.
  TURN RECORD CHART
  Special Rules:
  1. EC are Dry with no wind at start. Place overlays as follows: RR3 on 25X3-X2 
  [EXC: 25X5-X4 is a Cliff hexside]; RR13 on 16M6-M7; and Wd5 on 16F6-7.
  2. A Train Tunnel exists at level 0 between 25X5 and 25X9 and is entered from 
  25X4-X5 and 25X9-X10 hexsides. Treat these hexes as a Culvert (O7.) with the 
  following exceptions: all units in a Culvert location have LOS to units on any non-
  culvert, level 0 location of hexrows 25X and 16J. Units at level 0 of hexrows 25X 
  and 16J have LOS to non-adjacent Culvert locations only for purposes of 
  defensive fire against units not using assault movement during the MPh. However, 
  a unit at level 0 of these hexrows may use area fire at a culvert location marked 
  with an enemy fire counter unless LOS is otherwise blocked. Movement costs are 
  1 MF to enter a Train Tunnel location.
  3. The Germans receive one module of 100mm OBA with plentiful ammunition 
  directed by an off-board observer in hex 16I10. Only one mission may be Smoke.
  4. For set up purposes units IN Entrenchments are considered in concealment terrain.
  4-5-8
  E
  4-5-8
  E
  N
  BMW 5.4
  25
  16
  th
  st
  Elements of the 228  Jäger Regiment, 101  Jäger Division [ELR 3] enter from the east edge on 
  turn 1: {SAN 3}
  nd
  Elements of the 32  Guards Rifle Division [ELR 3] setup anywhere on board 25 and on board 16 in hexes numbered 5 
  or less. At least 4 squads must start on each board {SAN 4}
  Reinforcements enter on turn 4 from the west edge:
  13
  2
  2
  END
  1
  2
  3
  4
  5
  6
  7
  GERMAN  Moves First
  RUSSIAN  Sets Up First
  BOARD CONFIGURATION:
  Balance
  Exchange the MMG for a HMG
  Exchange the 9-1 for a 9-2 Leader
  6
  5
  4
  2
  4
  4
  nd
  Aftermath: The attackers encountered the freshly deployed 32  Guards Rifle 
  Division in prepared positions. Despite massing artillery and airpower against the 
  st
  defenders, the 101  made little progress. Using the natural defenses of their position 
  the guardsmen rebuffed all attempts at seizing the station and tunnel through the 
  mountains. A month later the Germans would be beyond Khadyshenskaya; two 
  months after that they would be fleeing the Caucuses to avoid encirclement. Tuapse 
  was a prize seen only on the horizon by the Germans that had reached their deepest 
  foothold in Soviet territory.
  2
  8
  (Only hexrows Q-FF 
  on board 25 and B-Q 
  on board 16 are in 
  play)
  ?
  7 morale
  Trench
  OVR, OBA: +4
  Other: +2
  Foxhole
  5
  OVR, OBA: +4
  1S
  Other: +2
  
  SOUTH OF ROGAN, USSR, 15 February 1943: The 6th army at Stalingrad 
  was no more, releasing new reserves for the Russian offensive aimed at 
  Kharkov and the Dnipr. Initially, it appeared as if Kharkov could be held against 
  the red tide; however, there simply were not enough units to cover the front. 
  Russian troops slipped through the cracks continuously, causing defensive line 
  after defensive line to be abandoned. East of Kharkov the 1st SS 
  Panzergrenadier Division (LAH) had beaten off several attacks on the 
  perimater of Kharkov’s defense. On 15 February the Russian forces attacked 
  along a number of separate axes.
  BOARD CONFIGURATION:
  BALANCE:
  CRACKING KHARKOV
  VICTORY CONDITIONS: The Russians win immediately by 
  exiting 30 VP off the west edge of board 38; or at game end by 
  controlling all buildings on board 38.
  TURN RECORD CHART
  SPECIAL RULES:
  1. Weather is Ground Snow (E3.72) with a Mild Breeze from the north. 
  Treat all Valley hexes as level 0.
  2. Place overlay X11 on 38V8-V9.
  3. Russian units have Winter Camouflage (E3.712)..
  Add a MMG to the at start forces
  N
  BMW 6.2
  38
  47
  14
  19
  th
  Elements of the 111  Rifle Division [ELR 4] set up on boards 19 and/or 14 on/east of hexrows 19I and 14Y: {SAN 3}
  th
  Elements of the 12  Tank Corps 
  enter on turn 1 from the east edge:
  15
  3
  2-3-7
  1
  2
  2
  st
  st
  st
  Elements of the 1  Battalion, 1  Panzergrenadier Regiment, 1  SS Panzergrenadier (LAH) Division 
  [ELR 5] set up on boards 38 and/or 47: {SAN 4}
  9
  2
  END
  1
  2
  3
  4
  5
  6
  7
  GERMAN  Sets Up First
  RUSSIAN  Moves First
  Exchange the 9-1 for a 9-2 leader
  AFTERMATH: The assaulting troops were unable to gain ground against 
  the fire of the stalwart defenders, but the appearance of heavy tanks almost 
  tipped the scale in the Russian’s favor. Determination and rapid firing by AT 
  guns destroyed one tank and drove the rest away. Elsewhere, however, the 
  Russians were threatening breakthrough, and despite Hitler’s orders 
  Kharkov was abandoned. Within the month it would once again change 
  hands.
  2
  2
  4
  12
  ?
  7 morale
  76L
  10
  KV-1 M42
  2/4R2
  4
  11
  11
  (Only hexrows Q-GG on boards 38, 47, and 14 are 
  in play; on board 19 only hexrows A-Q are in play)
  
SOURCE: textdata/thevault/Advanced Squad Leader/Scenarios/ASL Scenarios - Single Man Publishing (BMW1 - BMW6).pdf