This scenario has another twist: the Russians are boisterous after their recent victories, and so can never been concealed. Oh, and concealment counters don’t disappear very easily. The night rules at this stage of the game are fairly basic: roll 2d6 at the start of each game turn that’s how many hexes distance a squad can see another moving squad. They’re helped by having a lot of dummy stacks and concealment counter for their troops. The Germans need to get three of their squads off the board that is, go from the right-hand board all the way to the west edge on the left-hand side. Except for the Russians, who have started singing. It’s night time, but the Squad Leader night time rules are pretty easy. Although this is another 10-turn scenario, the Germans have a mere 5 squads, and the Russians only 13 – with a lot of restrictions on Russian movement. This is scenario 6 of the original Squad Leader, and this is the first time I’ve ever played this scenario. And the noises of Russian troops moving in the night allowed the Germans some small advantage in slipping past the patrols. They had one advantage: the Russians had been celebrating their victory. With the local headquarters fallen, it was every man for himself, and small groups of German soldiers crept through the night, trying to avoid the Russian soldiers. Their friends are falling all around, and the troops that remain really want to be somewhere else. The Germans are having a very bad winter in Russia.
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