*Baptism of Fire, Battle at Nuenen, Holland (Market Garden)
May 30, 2017 17:01:36 GMT
Col. Maczek likes this
Post by armchair general on May 30, 2017 17:01:36 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!]
INTRODUCTION:
Holland, 20 September 1944
After the liberation of Eindhoven, the 101st airborne division was charged with taking the bridge at Son and securing the road North to Nijmegen and Arnhem for the British XXX core.This road passed through the town of Nuenen. Unknown to the Americans, the Germans were expecting them. After a bitter clash, the result was that the 101st had to disengage from battle for the first time in its history.
MAPS:
1 and 2 (for the physical map scroll down a few posts!)
Both numbers in the top right corner. Map 2 West, map 1 East.
You need the following overlay tiles:
1x clear
4x woods
11x village/ town
Replace all hill hexes by woods tiles. Place a clear tile over the lake hex.
This is where the village tiles go:
2 directly to the South-East (SE) of the 2 (original) hill hexes on map 2, starting from the West. One more to the SE of the latter and another 1 on the woods hex bordering it and another one directly to the NE.
1 to the South (S) of the last full road hex on map 2 (bordering the half hex that connects with map 1).One a full hex away from the S of the last full road hex on map 1. One to the NW of the woods hexes in the SE of map 1 and another 1 directly to the SW of that one. One to the S of the clear road hex leading out of the village to the East and finally one in the clear hex directly to the SW of the adjacent village hex.
The above looks far more complicated than it really is; most tiles are very close to one another and often adjacent to an easily identifiable terrain hex. You won't have to do a lot of counting! Should anyone have the skill and time to post the map for this one with the overlay tiles (as " Angel of Death did for my " Battle of Mokra" scenario), I'd be very much obliged! Somehow my computer doesn't accept digital camera plug-ins.....
VICTORY CONDITIONS, GAME LENGTH AND SET-UP
The game lasts for 8 turns.
The Germans set up first and may do so on any village hex of Nuenen.
The US starting forces set-up up to five hexes in on a road hex from the Western map edge. They automatically win initiative on turn 1.
The Germans may set up up to two units as hidden (write down their locations on a slip of paper).. Only one of these may be a vehicle. If this vehicle is a half-track loaded with a soldier unit, one additional soldier might be set up as hidden and the loaded soldier wouldn't count against this limit. For game-balance purposes, units may not be put on Overwatch while hidden.
A hidden unit is revealed under the following circumstances:
1.) When it moves
2.) When an enemy unit enters its hex
3.) When it fires
4.) When the Axis player chooses to reveal them at the beginning of either his movement or assault phase. Once revealed it may be put on Overwatch.
They remain revealed for the rest of the game.
VPs are scored equal to the point value of each destroyed unit at the end of round 8. If the Allies control the Northernmost original village hex, (bordering the clear hex with the road leading out to the North). They score an additional 30 points. For the hex to be considered controlled, Allied units must be the sole occupants or have been the last sole occupants at the end of a phase.
For your convenience I've added the total point cost and the point cost of each unit, so you wont have to look those up for determining victory.
GERMAN FORCES:
1x Tiger I (56 points)
1x Jagdpanther (39 points)
1x SS Haupsturmführer (7 points)
1x Panzerschreck (7 points)
1x Wehrmacht Veteran infantrymen (5 points)
1x sandbagged MG team (12 points)
1x Opel Blitz truck (4 points)
2x Panzerfaust 8 points (4 each)
2x sdkfz 250 12 points (6 each)
2x sdkfz 251 14 points (7 each)
2x Volkssturm 4 points (2 each)
4x Mauser 12 points (3 each)
TOTAL # of points: 180
US at start FORCES:
1x Screaming Eagle Captain 11 points
6x Screaming Eagle paratroopers 54 points (9 each)
3x Green recruits 6 points (2 each)
1x M2 mortar 6 points
2x BAR gunner 8 points (4 each)
2x bazooka 8 points (4 each)
Turn 2 Allied (British ) reinforcements:
2x Sherman 42 points (21 each)
2x Cromwell 44 points (22 each)
Turn 6 Allied reinforcements:
3x Bedford 12 points (4 each)
TOTAL # of points: 191 points.
Turn 2 British reinforcements enter on the full road hex on the Western map edge in their movement phase of turn 2. The same goes for the British trucks that enter on turn 6. The first hex entered does not provoke (any)overwatch shot(s), but does count against movement points spent. Any overwatch shots can therefore only be fired once a unit moves from the entry hex into another one.
Reinforcements must enter the map on the turns indicated.
From turn 6 onwards both sides may retreat units off the map to avoid possible destruction.
SPECIAL RULES:
* All paratroopers deploy normally ( see set up; not as per the rule on the card)
* All Allied soldier units are considered paratroopers, so they can all benefit from the "paratrooper commander" SA! (Roll one extra die when adjacent).
* As explained above, two German units may set up as "hidden". For more information see above.
* The Cromwell's don't have the vanguard SA.
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the "Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers!)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
These last two rules are rules that have become standard in our own games.
FURTHER BALANCING THE SCENARIO
In favour of the Allies:
Replace one Sherman by a Sherman commander OR start with an additional paratrooper commander!
In favour of the Germans:
Add a Wehrmacht Veteran to the German forces and replace 1 Mauser and one volkssturm by two additional Veterans OR replace the tiger I by a Veteran Tiger.
OPTIONAL RULE:
* Hidden units do NOT count against the stacking limit. Once revealed stacking limits need to be observed at the end of the applicable phase.
ENJOY!
INTRODUCTION:
Holland, 20 September 1944
After the liberation of Eindhoven, the 101st airborne division was charged with taking the bridge at Son and securing the road North to Nijmegen and Arnhem for the British XXX core.This road passed through the town of Nuenen. Unknown to the Americans, the Germans were expecting them. After a bitter clash, the result was that the 101st had to disengage from battle for the first time in its history.
MAPS:
1 and 2 (for the physical map scroll down a few posts!)
Both numbers in the top right corner. Map 2 West, map 1 East.
You need the following overlay tiles:
1x clear
4x woods
11x village/ town
Replace all hill hexes by woods tiles. Place a clear tile over the lake hex.
This is where the village tiles go:
2 directly to the South-East (SE) of the 2 (original) hill hexes on map 2, starting from the West. One more to the SE of the latter and another 1 on the woods hex bordering it and another one directly to the NE.
1 to the South (S) of the last full road hex on map 2 (bordering the half hex that connects with map 1).One a full hex away from the S of the last full road hex on map 1. One to the NW of the woods hexes in the SE of map 1 and another 1 directly to the SW of that one. One to the S of the clear road hex leading out of the village to the East and finally one in the clear hex directly to the SW of the adjacent village hex.
The above looks far more complicated than it really is; most tiles are very close to one another and often adjacent to an easily identifiable terrain hex. You won't have to do a lot of counting! Should anyone have the skill and time to post the map for this one with the overlay tiles (as " Angel of Death did for my " Battle of Mokra" scenario), I'd be very much obliged! Somehow my computer doesn't accept digital camera plug-ins.....
VICTORY CONDITIONS, GAME LENGTH AND SET-UP
The game lasts for 8 turns.
The Germans set up first and may do so on any village hex of Nuenen.
The US starting forces set-up up to five hexes in on a road hex from the Western map edge. They automatically win initiative on turn 1.
The Germans may set up up to two units as hidden (write down their locations on a slip of paper).. Only one of these may be a vehicle. If this vehicle is a half-track loaded with a soldier unit, one additional soldier might be set up as hidden and the loaded soldier wouldn't count against this limit. For game-balance purposes, units may not be put on Overwatch while hidden.
A hidden unit is revealed under the following circumstances:
1.) When it moves
2.) When an enemy unit enters its hex
3.) When it fires
4.) When the Axis player chooses to reveal them at the beginning of either his movement or assault phase. Once revealed it may be put on Overwatch.
They remain revealed for the rest of the game.
VPs are scored equal to the point value of each destroyed unit at the end of round 8. If the Allies control the Northernmost original village hex, (bordering the clear hex with the road leading out to the North). They score an additional 30 points. For the hex to be considered controlled, Allied units must be the sole occupants or have been the last sole occupants at the end of a phase.
For your convenience I've added the total point cost and the point cost of each unit, so you wont have to look those up for determining victory.
GERMAN FORCES:
1x Tiger I (56 points)
1x Jagdpanther (39 points)
1x SS Haupsturmführer (7 points)
1x Panzerschreck (7 points)
1x Wehrmacht Veteran infantrymen (5 points)
1x sandbagged MG team (12 points)
1x Opel Blitz truck (4 points)
2x Panzerfaust 8 points (4 each)
2x sdkfz 250 12 points (6 each)
2x sdkfz 251 14 points (7 each)
2x Volkssturm 4 points (2 each)
4x Mauser 12 points (3 each)
TOTAL # of points: 180
US at start FORCES:
1x Screaming Eagle Captain 11 points
6x Screaming Eagle paratroopers 54 points (9 each)
3x Green recruits 6 points (2 each)
1x M2 mortar 6 points
2x BAR gunner 8 points (4 each)
2x bazooka 8 points (4 each)
Turn 2 Allied (British ) reinforcements:
2x Sherman 42 points (21 each)
2x Cromwell 44 points (22 each)
Turn 6 Allied reinforcements:
3x Bedford 12 points (4 each)
TOTAL # of points: 191 points.
Turn 2 British reinforcements enter on the full road hex on the Western map edge in their movement phase of turn 2. The same goes for the British trucks that enter on turn 6. The first hex entered does not provoke (any)overwatch shot(s), but does count against movement points spent. Any overwatch shots can therefore only be fired once a unit moves from the entry hex into another one.
Reinforcements must enter the map on the turns indicated.
From turn 6 onwards both sides may retreat units off the map to avoid possible destruction.
SPECIAL RULES:
* All paratroopers deploy normally ( see set up; not as per the rule on the card)
* All Allied soldier units are considered paratroopers, so they can all benefit from the "paratrooper commander" SA! (Roll one extra die when adjacent).
* As explained above, two German units may set up as "hidden". For more information see above.
* The Cromwell's don't have the vanguard SA.
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the "Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers!)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
These last two rules are rules that have become standard in our own games.
FURTHER BALANCING THE SCENARIO
In favour of the Allies:
Replace one Sherman by a Sherman commander OR start with an additional paratrooper commander!
In favour of the Germans:
Add a Wehrmacht Veteran to the German forces and replace 1 Mauser and one volkssturm by two additional Veterans OR replace the tiger I by a Veteran Tiger.
OPTIONAL RULE:
* Hidden units do NOT count against the stacking limit. Once revealed stacking limits need to be observed at the end of the applicable phase.
ENJOY!