Band of Brothers Campaign: Silencing the Guns at Brecourt
Jun 27, 2019 13:02:42 GMT
CptHellcat and Col. Maczek like this
Post by armchair general on Jun 27, 2019 13:02:42 GMT
Silencing the Guns at Brecourt (part of the Band of Brothers Campaign)
by space pope
[NOTE by armchair general: This is part of the Forumini project of recovering the most popular scenarios and campaigns from the old forums to an active forum instead of letting them die in an archive. I haven't asked all authors' permission for re-posting their brilliant work, since many have now left the community and cannot be contacted. Again, this scenario was created a while ago and could be updated (for example, Stukas from the early war set could be added). If you have any ideas, please let me know!]
In 2006, spacepope wrote:
I am in the process of creating an 8-part campaign based on the history of Easy Company/506/101. For the most part, they are small, single map scenarios designed for quick play. For the most part, victory is attained by scoring points according to the scenario rules. You can either play the entire thing all the way through and compare points at the end, or you can play each map individually. If you play each scenario individually, you should play twice - once as Easy Company and once as the Germans. Then, compare your total to find the real winner.
Normandy, June 6, 1944
Lt. Dick Winters and a few men from Easy Company, 506 PIR, 101st Airborne Division, have arrived at the rendezvous point. Winters and his men have been tasked with destroying a battery of 105mm artillery guns firing down Causeway No. 2 onto the beaches of Normandy.
Victory Conditions
Calculated according to Special Rule 9.
Turn Length: 6
Game Start:
Standard setup
Map Setup
Map Charlie 2 is set horizontally with the three hill hexes in the south-west map corner.
The road should roughly form a "T" shape, with forks extending east, west, and south.
Allied Units
Easy Company
x2 Screaming Eagle (SE) Paratroopers
x1 M1919 MG (in original scenario by space pope, this was a Vickers)
x1 SE Captain
Dog Company (reinforcements)
x1 SE Trooper
Easy Company deploys on the first full hexes adjacent to the road on the southern edge of the map.
Dog Company deploys according to Special Rule 3.
Axis Units
2nd Battalion of the 191st Artillery Regiment, 709th Division
x5 Mauser K98
x1 MG42
x3 PAK 38
Each field gun deploys together with a Mauser (gun crew).
One pair deploys at the 3-way intersection.
The others deploy along the road within two hexes of the intersection.
Remaining German infantry deploy in the hills at the south-west corner of the map.
Special Rules
(1) SE Paras receive the skill Hand-to-Hand 10.
(2) If in the same hex as a field gun during the assault phase, an Allied unit may attempt to spike the gun. If no Germans are in the same hex, the allied unit may forgo combat or movement to roll a single dice. On a result of 4+, the gun is destroyed, and the Allied player receives 5 points.
(3) Dog Company deploys in the first full road hex on the eastern edge of the map in the turn after the first gun is destroyed.
(4) The field gun figures do not count towards the stacking limit.
(5) If no Allied units are in the same hex as a field gun, during the assault phase one Axis infantry unit may forgo combat or movement to fire the gun. Each time a gun is fired, the Axis player receives 2 points. To fire the gun, an Axis infantry unit must be in the same hex as the field gun. A disrupted infantry unit may fire the gun for 1 point instead of 2.
(6) Treat road hexes as trenches, which provide cover on a roll of 4+.
(7) At the end of each turn, the Allied player rolls a single dice. On a roll of 5+, the Allied player discovers important Axis documents and is awarded 5 points.
(8) Treat all hills as forest.
(9) At the end of Turn 6, the victor is determined according to the number of points accumulated.
(10) To balance the scenario, add one K98.
by space pope
[NOTE by armchair general: This is part of the Forumini project of recovering the most popular scenarios and campaigns from the old forums to an active forum instead of letting them die in an archive. I haven't asked all authors' permission for re-posting their brilliant work, since many have now left the community and cannot be contacted. Again, this scenario was created a while ago and could be updated (for example, Stukas from the early war set could be added). If you have any ideas, please let me know!]
In 2006, spacepope wrote:
I am in the process of creating an 8-part campaign based on the history of Easy Company/506/101. For the most part, they are small, single map scenarios designed for quick play. For the most part, victory is attained by scoring points according to the scenario rules. You can either play the entire thing all the way through and compare points at the end, or you can play each map individually. If you play each scenario individually, you should play twice - once as Easy Company and once as the Germans. Then, compare your total to find the real winner.
Normandy, June 6, 1944
Lt. Dick Winters and a few men from Easy Company, 506 PIR, 101st Airborne Division, have arrived at the rendezvous point. Winters and his men have been tasked with destroying a battery of 105mm artillery guns firing down Causeway No. 2 onto the beaches of Normandy.
Victory Conditions
Calculated according to Special Rule 9.
Turn Length: 6
Game Start:
Standard setup
Map Setup
Map Charlie 2 is set horizontally with the three hill hexes in the south-west map corner.
The road should roughly form a "T" shape, with forks extending east, west, and south.
Allied Units
Easy Company
x2 Screaming Eagle (SE) Paratroopers
x1 M1919 MG (in original scenario by space pope, this was a Vickers)
x1 SE Captain
Dog Company (reinforcements)
x1 SE Trooper
Easy Company deploys on the first full hexes adjacent to the road on the southern edge of the map.
Dog Company deploys according to Special Rule 3.
Axis Units
2nd Battalion of the 191st Artillery Regiment, 709th Division
x5 Mauser K98
x1 MG42
x3 PAK 38
Each field gun deploys together with a Mauser (gun crew).
One pair deploys at the 3-way intersection.
The others deploy along the road within two hexes of the intersection.
Remaining German infantry deploy in the hills at the south-west corner of the map.
Special Rules
(1) SE Paras receive the skill Hand-to-Hand 10.
(2) If in the same hex as a field gun during the assault phase, an Allied unit may attempt to spike the gun. If no Germans are in the same hex, the allied unit may forgo combat or movement to roll a single dice. On a result of 4+, the gun is destroyed, and the Allied player receives 5 points.
(3) Dog Company deploys in the first full road hex on the eastern edge of the map in the turn after the first gun is destroyed.
(4) The field gun figures do not count towards the stacking limit.
(5) If no Allied units are in the same hex as a field gun, during the assault phase one Axis infantry unit may forgo combat or movement to fire the gun. Each time a gun is fired, the Axis player receives 2 points. To fire the gun, an Axis infantry unit must be in the same hex as the field gun. A disrupted infantry unit may fire the gun for 1 point instead of 2.
(6) Treat road hexes as trenches, which provide cover on a roll of 4+.
(7) At the end of each turn, the Allied player rolls a single dice. On a roll of 5+, the Allied player discovers important Axis documents and is awarded 5 points.
(8) Treat all hills as forest.
(9) At the end of Turn 6, the victor is determined according to the number of points accumulated.
(10) To balance the scenario, add one K98.