SaP5 RECOVERY DAY Updated version https://www.aslscenarioarchive.com/scenario.php?id=67124 VICTORY CONDITIONS: The Russians win at game end by Controlling > 12 buildings/rubble in hexes numbered < 21. Each German AFV eliminated counts as one building Controlled [EXC: each PzJg Tiger eliminated counts as three buildings Controlled]. Vehicle crews cannot gain Control of Terrain. Delete two 4-6-7 squads and one LMG from the German reinforcements. 1. See SaP SSR. EC are Moderate with no wind at start. Bore Sighting is NA. Trenches cannot set up HIP. Trenches must be placed only in hexes numbered 20, 21, or 22. All 8 trenches must be in hexes with the identical coordinate number. 2. Prior to setup, make four Random Location DRs (E.3) based on hex H21, with the white dr halved (FRD). If a selected hex contains a building, place a rubble counter of the appropriate type. Otherwise, place a Burnt-Out-Wreck. Re-roll duplicates until four counters have been placed. 3. Contrary to B28.9, units never take any type of TC, unless the TC DR may also result in something else other than triggering a Booby Trap attack. 4. Each PzJg Tiger has a 1-FP B11 CMG that may not fire outside the VCA and may not fire in the same phase as the MA nor be used in CC. 5. A Gun and its Pushing Infantry that fails its Manhandling DR to enter the playing area may be placed on map in the APh as if the Infantry (despite being TI) were making an Advance vs Difficult Terrain (A4.72). 6. Russian Assault Engineers may use ATMM (C13.7) [EXC: an Original Check dr of 1 is required, and adds only a -2 DRM to CC resolution]. 7. At the end of each of the following four phases: PFPh, MPh, DFPh, and AFPh, each Light MTR’s Area Acquisition counter is removed from play. Each time a Light MTR hits a hex, the player has the option to consider that hit to be a miss instead.