Post by armchair general on May 25, 2017 12:51:59 GMT
[NOTE: This is part of the continuing effort to migrate as many of the scenarios as possible from the original Forum to the new one. Assistance and feedback is always welcome!]
[This was originally posted by boersma8 on April 5, 2010]
This Scenario needs playtesting!!
Introduction:
Location: Somewhere in the Dutch countryside
Time: Late Spring 1944
It's 4:00 am. Just a little while longer and dawn will break. This time of year, morning comes very early in Holland. A British bomber has just dropped bitterly needed containers containing weapons, code books and radio equipment meant for the Dutch resistance. It was supposed to drop its cargo an hour sooner, but there had been a delay. Also, because of strong winds the supplies have veered slightly off course from the intended drop site. To make matters worse, -unknown to the Dutch members of the resistance who are waiting to collect the containers-German patrols in the area have also witnessed the parachutes carrying them coming down from the sky.
Will the Dutch resistance members be able to retrieve the supplies before the Germans prevent them from doing so?
Map:
Map 8. It's to be placed horizontally (road running North to South), # in the NW corner of the map.
Victory conditions:
Dutch score 3 VPs for each container hauled off the map.A container may be exited off the map anywhere. It costs 1 movement point to do so. A container cannot move on its own, it must be carried/hauled by a unit. As soon as they manage to exit both containers off the map, they win regardless of German VPs! If they only manage to exit one, normal VP conditions apply!
Germans score 1 VP for each resistance unit eliminated. The Germans may also carry the containers off the map. They don't score points for them, but can in this way prevent the resistance from scoring any points for them.
A draw is a German win.
Location of containers:
Container 1: Take the central hex on the map (i.e. the clear hex one with a woods hex directly to its West and the lake hex directly to the West of the latter). Container 1 is either in that central hex OR in any hex adjacent to it!
Container 2: It's located in the hex to the SW of the lake hex OR any hex adjacent to it.
If container 2 turns out to have landed in the lake hex, the container is considered lost. (Lake hex is impassable).
Note that it's possible for both containers to have landed in the same hex as the two zones partially overlap!
Determining the exact location of the containers:
The first time any hex that might possibly contain a /the container(s) is entered, this unit rolls a die at the end of its move. If a six is rolled, the container is there (in a hex that might contain both containers, roll two dice). If another number is rolled, the container(s) are definitively not to be found in that particular hex. If the first 6 attempts were unsuccessful, one (or both) containers are automatically located in the one remaining possible hex.
Forces and deployment:
Dutch resistance:
6x Dutch resistance fighters (Use Werwolf partisan proxies and statcard)
The Dutch deploy as per the rules stated on the statcard (Partisan SA).
Germans:
5x Mauser
3x German garrisson troops (Use Volkssturm proxies and statcards)
1x Wehrmacht Oberleutnant
Dutch Headstart: The Germans don't enter the map until their movement phase of turn 2. They may enter anywhere, in any composition (i.e. as one large group, in pairs, individually etc.)
Special rules:
Pre-dawn fighting: All units have a maximum firing range of 2 hexes. When targeting a unit in cover providing terrain, a unit must be adjacent to it in order to be able to do so.
Half hexes are in play!
Heavy load: A unit that wishes to move a container may only move in the assault phase (it effectively gains " relocate 1" ). If such a unit is face-up disrupted or eliminated (or if the controlling player should want another unit to carry the container for whatever other reason) another unit in the same hex may take over the cargo. One single unit can't carry more than one container.
Further balancing the scenario:
Germans: Add one sdkfz 251 to their forces. It may only move up and down the road due to ditches. It may carry a unit as per normal rules.
Dutch: The Germans don't enter until the assault phase of turn 2.
Enjoy!
[This was originally posted by boersma8 on April 5, 2010]
This Scenario needs playtesting!!
Introduction:
Location: Somewhere in the Dutch countryside
Time: Late Spring 1944
It's 4:00 am. Just a little while longer and dawn will break. This time of year, morning comes very early in Holland. A British bomber has just dropped bitterly needed containers containing weapons, code books and radio equipment meant for the Dutch resistance. It was supposed to drop its cargo an hour sooner, but there had been a delay. Also, because of strong winds the supplies have veered slightly off course from the intended drop site. To make matters worse, -unknown to the Dutch members of the resistance who are waiting to collect the containers-German patrols in the area have also witnessed the parachutes carrying them coming down from the sky.
Will the Dutch resistance members be able to retrieve the supplies before the Germans prevent them from doing so?
Map:
Map 8. It's to be placed horizontally (road running North to South), # in the NW corner of the map.
Victory conditions:
Dutch score 3 VPs for each container hauled off the map.A container may be exited off the map anywhere. It costs 1 movement point to do so. A container cannot move on its own, it must be carried/hauled by a unit. As soon as they manage to exit both containers off the map, they win regardless of German VPs! If they only manage to exit one, normal VP conditions apply!
Germans score 1 VP for each resistance unit eliminated. The Germans may also carry the containers off the map. They don't score points for them, but can in this way prevent the resistance from scoring any points for them.
A draw is a German win.
Location of containers:
Container 1: Take the central hex on the map (i.e. the clear hex one with a woods hex directly to its West and the lake hex directly to the West of the latter). Container 1 is either in that central hex OR in any hex adjacent to it!
Container 2: It's located in the hex to the SW of the lake hex OR any hex adjacent to it.
If container 2 turns out to have landed in the lake hex, the container is considered lost. (Lake hex is impassable).
Note that it's possible for both containers to have landed in the same hex as the two zones partially overlap!
Determining the exact location of the containers:
The first time any hex that might possibly contain a /the container(s) is entered, this unit rolls a die at the end of its move. If a six is rolled, the container is there (in a hex that might contain both containers, roll two dice). If another number is rolled, the container(s) are definitively not to be found in that particular hex. If the first 6 attempts were unsuccessful, one (or both) containers are automatically located in the one remaining possible hex.
Forces and deployment:
Dutch resistance:
6x Dutch resistance fighters (Use Werwolf partisan proxies and statcard)
The Dutch deploy as per the rules stated on the statcard (Partisan SA).
Germans:
5x Mauser
3x German garrisson troops (Use Volkssturm proxies and statcards)
1x Wehrmacht Oberleutnant
Dutch Headstart: The Germans don't enter the map until their movement phase of turn 2. They may enter anywhere, in any composition (i.e. as one large group, in pairs, individually etc.)
Special rules:
Pre-dawn fighting: All units have a maximum firing range of 2 hexes. When targeting a unit in cover providing terrain, a unit must be adjacent to it in order to be able to do so.
Half hexes are in play!
Heavy load: A unit that wishes to move a container may only move in the assault phase (it effectively gains " relocate 1" ). If such a unit is face-up disrupted or eliminated (or if the controlling player should want another unit to carry the container for whatever other reason) another unit in the same hex may take over the cargo. One single unit can't carry more than one container.
Further balancing the scenario:
Germans: Add one sdkfz 251 to their forces. It may only move up and down the road due to ditches. It may carry a unit as per normal rules.
Dutch: The Germans don't enter until the assault phase of turn 2.
Enjoy!