AAR—Squad Leader 2012 TournamentRound 1 Scenario: Pavlov’s House (TS2)
Russians: Marco B.
Germans: Jamie S.
By way of introduction, I recently returned to the Squad Leader universe having battled through numerous scenarios as a teenager. However, my long years of retirement have taken their toll, so I’ve been getting reacquainted with the system and picked up COI to expand my horizons, and welcomed the chance to play in the 2012 tournament.
SITUATION My honourable opponent for the first round was Marco B., who agreed to use COI rules and play Pavlov’s House, published in The General back in the halcyon days of yore when critics accused “Tron” of cheating at movie special effects by using computers. This scenario is another one of those urban slugfests from that burning, shell-blasted and rubble-strewn corner of Stalingrad we all know well: Map 1, the final resting place of many a cardboard German 467.
For those unfamiliar with this scenario, an overview follows.
The Russians are holed up entirely within the title structure, building Z7 (hereafter referred to as “the House”), consisting of a pair of 447 squads, a single 628, and three 237 crews along with a 9-1 and 8-1, pretty decent leadership for a Russian force of this size. They have liberally availed themselves of the COI armory—two LMGs, an MMG, an ATR, a 50mm mortar and a 57LL ATG—and somewhere in the windows a -3 sniper lurks as well. Hex Z6 of the House is rubbled, and the deployment options for the Russians are somewhat limited. To alleviate this, they’re equipped with a thick blanket of concealment counters, allowing for some potential dummy stacks and the usual tricks within tricks which are the meat and potatoes of this game. Last but definitely not least, all Russian units are considered Fanatic regardless of location, making them tougher than a cheap steak. This is Stalingrad, folks.
The Germans, for once, actually outnumber the Russians. It’s enough to make a guy feel drunk with power: nine squads, three leaders (9-2, 9-1 and 8-0), four LMGs and an MMG. There are no special weapons, although they do enjoy the luxury of two supporting MKIVF2 panzers, with an 8-1 armour leader to boot, which enter on Turn 1. I’m particularly rusty when it comes to vehicles and new to COI, so I looked forward to learning, or re-learning, some of the relevant rules.
There’s also a pre-game 200mm German artillery barrage on buildings U2 and Q4, presumably to enhance replay value by destroying potential second-floor firing positions, I suppose (the scenario description mentions poor co-ordination by the Germans in the historical battle). For the life of me, I fail to see how this would impact the scenario, since these buildings are rather removed from the action and I’m hardly going to have anyone cooling their heels back there while their buddies are busy earning medals storming Mr. Pavlov’s place of residence.
As such, victory is achieved by having more unbroken squads (not crews) in any hex of building Z7 at the end of seven turns. Complicating things is the conversion of building X4 to clear terrain, creating Lenin Square, a nice, big killing zone to the northeast of the House. Building X7 right next door is also treated as clear terrain, removing another covered approach and possible access point for the German assault group, which starts north of hexrow Q.
DEPLOYMENT Marco’s Russian units set up concealed, with the ATG and sniper using HIP (since I’m writing from the German perspective, I’ll reveal Russian deployments as I discovered them).
Following the artillery barrage, which only rubbled hex T2, I chose to divvy up the squads into three platoons of three squads each plus a leader, as illustrated below (Fig.1). The MMG and two LMGs were issued to the 9-2 to create a kill stack that could deliver 20FP (-2) out to range 6; the other two LMGs went with the 9-1.

Fig. 1: situation at game start.