ViennASL SCENARIO SILLY-CW
CAR WARS
Scenario Design: PzVIE
Outside Berlin, Germany, April 1st, 1945: As it looked as if the Allied Troops would win the war, some of the tank crews became bored. Whilst sitting together around a fire, strumming their guitars and smoking Kents, they agreed to start a car race with tanks. They looked for a nice circuit outside Berlin and set the rules: No rules. Next morning the crews started their engines and the tanks rolled up to the starting line. Supporting infantry and fans became concealed in the adjacent woods, buildings and brushes. The racing steward, a young Austrian private with burnt ears, looking much like the as yet unborn Niki Lauda, lowered the flag… VICTORY CONDITIONS: The first nationality to complete 5 rounds win. If no team completes 5 rounds, the match will get bloodier: The Nationality with the last surviving [i.e., able to move] Vehicle(s) on the board wins (remember: after all, it‘s war!). BOARD CONFIGURATION: Choose any boards you like, but make sure, that a racing circuit can be formed. Mark the circuit with ’checkpoint-counters‘ (if you own B:RV, use the Russian flags, they really look great); all racers must drive around the outside of these checkpoints. BALANCE: Give any nationality chosen an extra Green or Conscript squad with a SW [EXC: no LATW] of your choice. ORDER OF BATTLE: Every nationality in play may choose from the whole pool of tanks and squads available. The following possibilities for an OoB exist: 1. Choose 3 AFVs, one 9-1 Infantry Leader and 3 Squads, each with any SW you like. 2. Choose 6 trucks (unarmed) and 3 squads with a SW [EXC: no LATW and no HMG] of your choice. 3. Choose whatever you want… maybe OBA and Air Support make the game funnier… Set up on any point of the agreed circuit. The first player (roll dice, highest roll starts) sets up a unit, then the second player, the third player (if available) and so on. The set up is complete when every player has all his units onboard [ELR:4] {SAN:4}. SCENARIO SPECIAL RULES: 1. EC are normal with no wind at start. Place overlays if you wish, to be agreed by players before set up. 2. This is a scenario for 2 to 8 players. Choose your side from the following nationalities: American, British or Russian. If you don‘t mind playing a non-historic scenario (tee-hee) you may also choose German, French, Italian, Japanese, Chinese and (if [and when] available) Axis and Allied Minor. 3. No unit may leave the playing area. 4. Germans have no inherent Panzerfaust capability. If the German player wants Panzerfausts, he must sacrifice a SW for it [EXC: When the OoB disallows LATWS, the Germans have PF-capacity]. Record German squads with Panzerfaust capability on a side record or use the old SL counters (but roll normally for availability according to the year). 5. Before play, but after set up, record the starting hex of each nationality in play. This is the start and the finish line for this nationality. The player, who manages to complete 5 rounds with any of his tanks or trucks or whatever, is the winner. Note, that you may set up anywhere on the boards, but the first lap for every AFV/Truck starts at the moment when it first crosses the start/finish line of it‘s nationality. 6. Only AFV/Trucks can win the race. Infantry plays only the role of a supporting fan (of course, they have MGs instead of Ferrari-flags). 7. No side may declare No Quarter. We are all sportsmen at least… 8. This scenario may also be played as a mini-campaign game. Play it 16 times within one year. Give points to the winning players as follows: 1st – 10 pts, 2nd – 6 pts, 3rd – 4 pts, 4th – 3 pts, 5th – 2 pts and 6th – 1 point. Choose different circuits for each race and accumulate the points. The winning player gets an Armor Leader for each win: 1st win: 8-1, 2nd win: 9-2, 3rd win: 10-2, 4th win: 10-3. After the 5th win give the winner a conscript or green squad for every additional win. These awards are kept for the next race. AFTERMATH: The first tank knocked out was a French R35. A German Panzerfaust hit was too much for it. In the first rounds the Italians had a tank in the lead, but an ESB DR of 12 destroyed their dreams of a victory. After this American and Russian fans fought each other in the adjacent woods with their machine guns. The incredible T-34 landed a Critical Hit on a German Panzer IV E and an American Sherman ran into the lead. Unfortunately he was knocked out by a bypassing Crusader II, which eventually won the race. In the evening they sat down again by the fire with their guitars and Kents‚ singing ‘God save the King‘…