Post by armchair general on May 27, 2017 3:41:01 GMT
[NOTE: This is part of the continuing effort to migrate as many scenarios as possible from the original Forum to the new one. Any assistance or feedback is always welcome!]
[originally posted by Richter von Manthofen on Feb. 10, 2009]
Atlantic Coast Campaign
Operation Jubilee
Dieppe, France – 19.August 1942
The objective of operation Jubilee – or better known as the Dieppe Raid – was to seize and hold a major port for a short time. Secondary goals were to lure the Luftwaffe into a large planned encounter with the RAF and the use of Canadian troops should compensate for a long time of inactivity.
252 ships left various ports on the night of 18 August 1942 and approached the French coast. Then things began to go wrong.
MAPS – if available use the Combat Zone Beachhead maps!
Beach Assault Special rules:
German defenders deploy anywhere on the map – excluding the beach hexes.
Germany deploys first.
1 EENCO, 1 Vickers MG Team and 7 Canadian Riflemen and 1 Dingo Scout Car (Humber) are deployed at the beach
The remaining attacking Commonwealth troops have to be shipped to the beach by landing craft. They have available 4 Higgins Boats and a LCT at turn 1, losses are replaced by 1 Higgins Boat/LCT per turn (maximum 2 LCT). A LCT holds either an Churchill tank or a Dingo Scout Car (Humber Scout Car) and an Infantry or 3 Infantry.
Deployment of Landing Craft:
One wave of Landing Craft is deployed in the “sea area” (sea area is considered adjacent to the MAP area) every turn. They are vulnerable to Artillery fire if the Artillery piece has enough range to fire over the map edge. Disrupted Landing Craft can’t move up to unload their cargo. Undisrupted Landing Craft can move up during the Commonwealth Attack phase to unload during next turn. Once unloaded Landing Craft are removed to be available as part of the next wave.
Turn length is 20 turns.
Victory Conditions:
Germany scores 1 Victory Point for every town hex occupied by at least one German unit (and no Commonwealth unit) per turn.
The Commonwealth scores 2 Victory points for every town hex occupied by at least one Commonwealth unit (1 point if also an German unit is in the hex) per turn.
Both players score 1 victory point for every 10 points worth of enemy units destroyed (including Landing Crafts – a LCT counts as 10 points for this purpose). Commonwealth units that did NOT enter a Landing Craft count double points towards Germany.
The side with more points at the end of turn 20 wins the game. If one side scores double the points of the other side it wins a deciding victory. It both sides score an equal number of points it’s a moral victory for the Commonwealth.
Commonwealth Forces:
Elements of 2nd Canadian Infantry Division:
2 Churchill IV Tanks (56 points) (exchange one for a Churchill Crocodile)
3 Humber Scout Cars (24 points)
5 Eagle Eyed NCO (35)
27 Canadian Infantrymen (81) (substitute SMLE No. 4 Rifles, MAS Rifles,…)
3 Vickers Machine gun Team (24)
Elements 1st US Rangers:
2 Rangers (14) (only one if you take a Churchill Crocodile)
Elements RAF Fighter Command No. 11 Group RAF:
3 Supermarine Spitfire (45)
1 Hawker Typhoon (21)
German Forces:
Elements 302nd Static Infantry Division (570 Infantry regiment):
3 Pak 38 Antitank Gun (30)
2 7,5 cm leIG 18 (14)
2 20mm Flak 38 (14)
3 MG 42 MG Team (30)
3 Light Mortar (12)
11 Mauser Kar 38k (33)
Wehrmacht Oberleutnant (14)
Disciplined Spotter (9)
Elements of Jagdgeschwader 2:
2 FW 190 (28)
1 Messerschmitt Ace (16)
Aftermath:
Operation Jubilee was a total debacle fort he attacking Allies as no major objectives were achieved. More than half of the attacking force of more than 6.000 were casualties (killed, wounded, captured). The defending 1.500 Germans had around 600 casualties. The RAF lost more than 100 planes while the Luftwaffe lost less than 50. Half of the attacking tanks were also lost.
But the lessons of this debacle were well learned and finally enabled the success of Operation Overlord.
As this is MY FIRST fleshed out scenario I share with the communits comments and suggestions are MOST welcome.
[originally posted by Richter von Manthofen on Feb. 10, 2009]
Atlantic Coast Campaign
Operation Jubilee
Dieppe, France – 19.August 1942
The objective of operation Jubilee – or better known as the Dieppe Raid – was to seize and hold a major port for a short time. Secondary goals were to lure the Luftwaffe into a large planned encounter with the RAF and the use of Canadian troops should compensate for a long time of inactivity.
252 ships left various ports on the night of 18 August 1942 and approached the French coast. Then things began to go wrong.
MAPS – if available use the Combat Zone Beachhead maps!
Beach Assault Special rules:
German defenders deploy anywhere on the map – excluding the beach hexes.
Germany deploys first.
1 EENCO, 1 Vickers MG Team and 7 Canadian Riflemen and 1 Dingo Scout Car (Humber) are deployed at the beach
The remaining attacking Commonwealth troops have to be shipped to the beach by landing craft. They have available 4 Higgins Boats and a LCT at turn 1, losses are replaced by 1 Higgins Boat/LCT per turn (maximum 2 LCT). A LCT holds either an Churchill tank or a Dingo Scout Car (Humber Scout Car) and an Infantry or 3 Infantry.
Deployment of Landing Craft:
One wave of Landing Craft is deployed in the “sea area” (sea area is considered adjacent to the MAP area) every turn. They are vulnerable to Artillery fire if the Artillery piece has enough range to fire over the map edge. Disrupted Landing Craft can’t move up to unload their cargo. Undisrupted Landing Craft can move up during the Commonwealth Attack phase to unload during next turn. Once unloaded Landing Craft are removed to be available as part of the next wave.
Turn length is 20 turns.
Victory Conditions:
Germany scores 1 Victory Point for every town hex occupied by at least one German unit (and no Commonwealth unit) per turn.
The Commonwealth scores 2 Victory points for every town hex occupied by at least one Commonwealth unit (1 point if also an German unit is in the hex) per turn.
Both players score 1 victory point for every 10 points worth of enemy units destroyed (including Landing Crafts – a LCT counts as 10 points for this purpose). Commonwealth units that did NOT enter a Landing Craft count double points towards Germany.
The side with more points at the end of turn 20 wins the game. If one side scores double the points of the other side it wins a deciding victory. It both sides score an equal number of points it’s a moral victory for the Commonwealth.
Commonwealth Forces:
Elements of 2nd Canadian Infantry Division:
2 Churchill IV Tanks (56 points) (exchange one for a Churchill Crocodile)
3 Humber Scout Cars (24 points)
5 Eagle Eyed NCO (35)
27 Canadian Infantrymen (81) (substitute SMLE No. 4 Rifles, MAS Rifles,…)
3 Vickers Machine gun Team (24)
Elements 1st US Rangers:
2 Rangers (14) (only one if you take a Churchill Crocodile)
Elements RAF Fighter Command No. 11 Group RAF:
3 Supermarine Spitfire (45)
1 Hawker Typhoon (21)
German Forces:
Elements 302nd Static Infantry Division (570 Infantry regiment):
3 Pak 38 Antitank Gun (30)
2 7,5 cm leIG 18 (14)
2 20mm Flak 38 (14)
3 MG 42 MG Team (30)
3 Light Mortar (12)
11 Mauser Kar 38k (33)
Wehrmacht Oberleutnant (14)
Disciplined Spotter (9)
Elements of Jagdgeschwader 2:
2 FW 190 (28)
1 Messerschmitt Ace (16)
Aftermath:
Operation Jubilee was a total debacle fort he attacking Allies as no major objectives were achieved. More than half of the attacking force of more than 6.000 were casualties (killed, wounded, captured). The defending 1.500 Germans had around 600 casualties. The RAF lost more than 100 planes while the Luftwaffe lost less than 50. Half of the attacking tanks were also lost.
But the lessons of this debacle were well learned and finally enabled the success of Operation Overlord.
As this is MY FIRST fleshed out scenario I share with the communits comments and suggestions are MOST welcome.