Post by armchair general on May 30, 2017 17:53:36 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!]
[originally posted by Boersma on Jun 15, 2009]
Introduction:
After a tough fight the Americans have seized the town of Bergstein. The Germans that weren't killed or wounded were either taken prisoner or withdrew from their positions to regroup.
The German high command was highly alarmed because of this development, because-as explained previously- it seriously threatened Hitler's plans for the upcoming Ardennes offensive. The Germans therefore rounded up their last remaining (armoured) " reserves" in the area (not counting those designated to take part in the coming offensive) to mount a counter attack as soon as possible. This attack started around 6:45 am in the morning of December 6......
Maps:
map 13 placed horizontally (top), number designation in the South-East corner and map 14 (bottom); also placed horizontally, number designation in the South-East corner as well.
All " Brush" terrain (map 14) is to be considered forest terrain (Imagine it's a different type of tree or place forest terrain tiles from the Combat zone kits, memoir 44 or TOI games, if you so prefer).
Victory conditions and game length:
The objective hexes are the same as in part 1 of this mini-campaign, that is ( C38X, C35X, C52X, C38A, C12X). However, the 3 hill hexes of hill 400 do not count as objective hexes for this part of the battle!
Each objective hex controlled by either side at the end of turn 7 yields the controller 4 victory points. In addition, both sides score points as follows:
Americans:
* 0.5 point for each German SOLDIER unit destroyed (only those eliminated during part 2 of the battle)
* 1.5 points for each German vehicle destroyed ( during part 2 of the battle)
Germans:
* 0.5 ponts for each American soldier unit destroyed (during part 2)
* 1 point for each US vehicle destroyed (during part 2)
Note: The US scores more points for destroying German vehicles than visa versa because:
a)The Germans could ill-afford losing any vehicles by this stage of the war
b) The Germans also score points for destroying trucks and half tracks
which are of course a lot easier to destroy than tanks and tank
destroyers....
After finishing part 2 of this mini-campaign add up the totals from both parts 1and 2. The side with the highest score wins. A draw is just that: The outcome of the battle is as yet undecided.If you only play this part of the battle, ignore the adding up the totals bit.
Degrees of victory:
More than 10 points of a difference in total victory points: major victory
5-10 points: minor victory
Less than 5 points: token victory
Set Up and starting forces:
Americans:
Use the forces left over from part one of this scenario. Alternatively, if you only wish to play part 2, use the following forces:
1x 80 mm mortar
1x m8 75 mm gun
1x Resourceful hero (if left over from part 1 and it was placed, place at set up!)
3x Sherman
1x Sherman Commander
1x M10
1x M36
1x Sherman 105
2x Truck
2x MG team
1x BAR gunner
1x Forward observer (British pice, but " concealed" rather than " camouflaged"
1x Untested recruit
3x Garand
1x Flamethrower
1x Red devil Captain
2x Half track
The US forces set up in any village hex of Bergstein and/or any hex to the North of it. The Americans also set up first.
Germans regardless from what was left over from part 1!)
8x Volksgrenadiers ( see special rules; use SS stormtrooper minis)
1x Oberleutnant
1x Hauptsturmfuehrer
1x MG 42
1x 80 mm mortar
4x Panzerfaust
1x Spotter (must be placed on hill hex the bunker was/ is on!)
(1x bunker) ( Only if it wasn't destroyed during part 1. If damaged, it remains (lightly or heavily damaged at set up. It must be placed in the same hex it was in duringpart 1 of the battle)
1x Lel
3x Stug g
2x Jagdpanzer IV 70
2x Hetzer
The German soldier units set up in any cover providing terrain south of Bergstein. However, except for the spotter, no other units may be placed on that particular hill hex at set up!(see above)
The German vehicles enter at the Southernmost road hex on map 14 at the beginning of their first movement phase. They may therefore still move. The hex they enter on does NOT count against their remaining movement points!
The Germans automatically win initiative on turn 1.
Special rules:
Night fighting:On turns 1-5 it's still dark. On these turns only attacks from within the same hex are resolved normally. Any attacks from 1 up to and including 4 hexes away are " inaccurate" (mortars do not receive an additional inaccurate; disrupted units do!) and long range attacks are not possible. Maximum spotting range for spotters is 4 (that is, indirect fire units MAY make long range INDIRECT attacks if the spotter is within 4 hexes of the target .Exception: Flares (see below)
Flares:Once per game (but only on turn 1,2,3,4 or 5) instead of firing during the assault phase all US artillery units may fire flares instead (as a group). The effect is that attacks from 1-4 hexes away are resolved normally (no inaccurate except for the mortars). Long range attacks still arent't possible.Announce at the beginning of the respective US MOVEMENT phase.
* Hand to hand combat: All soldier units (including artillery units) have the SA: hand to hand 8: when attacking a soldier unit in the same hex this unit has an attack value of 8. This attack ignores cover. Note that a unit does not have to use this hand to hand attack. It may use its regular attack values instead.
* Hill 400: Units on any of the 3 hexes making up hill 400 (Castle hill), do not have their line of sight blocked by the village hexes of Bergstein. Other terrain blocks LOS normally (including any other hill hexes of hill 400).
* When using the expanded rules; the Americans may place up to 4 units in Overwatch mode prior to game start. During later turns this number is limited to two units (for both sides).
* On turn one the Germans automatically gain the initiative
* Prepared defenses: Units in Bergstein and on hill 400 gain +1 on cover rolls.( The bunker cannot roll for cover nor can units inside it)
* Heavy (westwall) bunker: During set up the German player places a pillbox piece on one of the hexes of hill 400. This heavy bunker is attacked as if it were a vehicle and has the following stats and SA's:
defense: 9/4
Move:-
attack values: -/-/-
heavy fortification: This unit can hold up to two soldier units. These may not be attacked directly while in the bunker. If this unit is destroyed, any units inside it are destroyed as well. Any such units are not affected when the bunker is lightly or heavily damaged (Lightly damaged = when a unit would normally receive a disrupted counter, the heavy bunker receives a damaged counter. This lowers the bunker's defense by 1/1 permanently. When a unit would normally become damaged, a heavy bunker receives two (i.e. an additional) damaged counters. In this case its defense is lowered by 2/2.Mortar units and or non anti-tank artillery units may not fire from a heavy bunker.
Limited arc of fire: Units in this unit may only attack units in front of it.
* Pre-battle artillery bombardment: The German player rolls a die for each American unit before the start of the first turn after all units have been set up. On a roll of 5-6 the unit rolled for receives a face-UP disrupted counter. On any other roll it is unaffected. Note that face-up disrupted units cannot make defensive fire/ overwatch attacks.
* Open top: US tank destroyers (M10, M36 and hellcat) receive the open top SA: Soldier artillery units may use their anti-soldier attack values against these units (including shrapnel and inaccurate). When doing so the rear defense of the vehicle applies (= top armour)
* Close quarters combat: Artillery units may not fire at hexes containing friendly units.
* Volksgrenadiere: The SS stormtrooper minis represent Volksgrenadiers (not to be confused with Volksturm!). These are equipped with the MP44 (Sturmgewehr); the first modern assault rifle. They have the following stats:
Defense: 4/4
Move:1
AS attack: 10/6
AV attack: 2/-/-
Close assault: 6
Further balancing the scenario:
Germans: The Hetzers and Jagpanzer IVs have the " HE round SA": Once per game, when attacking a soldier unit from medium or long range, they may fire these rounds. Instead of the regular attack value on the card, roll 13 dice instead.
Americans: Ignore the special rule regarding tank destroyer crews (Open top).
Optional rules:
* 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. 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!
* Ignore the +1 on cover rolls in Bergstein town hexes and on hill 400.
[originally posted by Boersma on Jun 15, 2009]
Introduction:
After a tough fight the Americans have seized the town of Bergstein. The Germans that weren't killed or wounded were either taken prisoner or withdrew from their positions to regroup.
The German high command was highly alarmed because of this development, because-as explained previously- it seriously threatened Hitler's plans for the upcoming Ardennes offensive. The Germans therefore rounded up their last remaining (armoured) " reserves" in the area (not counting those designated to take part in the coming offensive) to mount a counter attack as soon as possible. This attack started around 6:45 am in the morning of December 6......
Maps:
map 13 placed horizontally (top), number designation in the South-East corner and map 14 (bottom); also placed horizontally, number designation in the South-East corner as well.
All " Brush" terrain (map 14) is to be considered forest terrain (Imagine it's a different type of tree or place forest terrain tiles from the Combat zone kits, memoir 44 or TOI games, if you so prefer).
Victory conditions and game length:
The objective hexes are the same as in part 1 of this mini-campaign, that is ( C38X, C35X, C52X, C38A, C12X). However, the 3 hill hexes of hill 400 do not count as objective hexes for this part of the battle!
Each objective hex controlled by either side at the end of turn 7 yields the controller 4 victory points. In addition, both sides score points as follows:
Americans:
* 0.5 point for each German SOLDIER unit destroyed (only those eliminated during part 2 of the battle)
* 1.5 points for each German vehicle destroyed ( during part 2 of the battle)
Germans:
* 0.5 ponts for each American soldier unit destroyed (during part 2)
* 1 point for each US vehicle destroyed (during part 2)
Note: The US scores more points for destroying German vehicles than visa versa because:
a)The Germans could ill-afford losing any vehicles by this stage of the war
b) The Germans also score points for destroying trucks and half tracks
which are of course a lot easier to destroy than tanks and tank
destroyers....
After finishing part 2 of this mini-campaign add up the totals from both parts 1and 2. The side with the highest score wins. A draw is just that: The outcome of the battle is as yet undecided.If you only play this part of the battle, ignore the adding up the totals bit.
Degrees of victory:
More than 10 points of a difference in total victory points: major victory
5-10 points: minor victory
Less than 5 points: token victory
Set Up and starting forces:
Americans:
Use the forces left over from part one of this scenario. Alternatively, if you only wish to play part 2, use the following forces:
1x 80 mm mortar
1x m8 75 mm gun
1x Resourceful hero (if left over from part 1 and it was placed, place at set up!)
3x Sherman
1x Sherman Commander
1x M10
1x M36
1x Sherman 105
2x Truck
2x MG team
1x BAR gunner
1x Forward observer (British pice, but " concealed" rather than " camouflaged"
1x Untested recruit
3x Garand
1x Flamethrower
1x Red devil Captain
2x Half track
The US forces set up in any village hex of Bergstein and/or any hex to the North of it. The Americans also set up first.
Germans regardless from what was left over from part 1!)
8x Volksgrenadiers ( see special rules; use SS stormtrooper minis)
1x Oberleutnant
1x Hauptsturmfuehrer
1x MG 42
1x 80 mm mortar
4x Panzerfaust
1x Spotter (must be placed on hill hex the bunker was/ is on!)
(1x bunker) ( Only if it wasn't destroyed during part 1. If damaged, it remains (lightly or heavily damaged at set up. It must be placed in the same hex it was in duringpart 1 of the battle)
1x Lel
3x Stug g
2x Jagdpanzer IV 70
2x Hetzer
The German soldier units set up in any cover providing terrain south of Bergstein. However, except for the spotter, no other units may be placed on that particular hill hex at set up!(see above)
The German vehicles enter at the Southernmost road hex on map 14 at the beginning of their first movement phase. They may therefore still move. The hex they enter on does NOT count against their remaining movement points!
The Germans automatically win initiative on turn 1.
Special rules:
Night fighting:On turns 1-5 it's still dark. On these turns only attacks from within the same hex are resolved normally. Any attacks from 1 up to and including 4 hexes away are " inaccurate" (mortars do not receive an additional inaccurate; disrupted units do!) and long range attacks are not possible. Maximum spotting range for spotters is 4 (that is, indirect fire units MAY make long range INDIRECT attacks if the spotter is within 4 hexes of the target .Exception: Flares (see below)
Flares:Once per game (but only on turn 1,2,3,4 or 5) instead of firing during the assault phase all US artillery units may fire flares instead (as a group). The effect is that attacks from 1-4 hexes away are resolved normally (no inaccurate except for the mortars). Long range attacks still arent't possible.Announce at the beginning of the respective US MOVEMENT phase.
* Hand to hand combat: All soldier units (including artillery units) have the SA: hand to hand 8: when attacking a soldier unit in the same hex this unit has an attack value of 8. This attack ignores cover. Note that a unit does not have to use this hand to hand attack. It may use its regular attack values instead.
* Hill 400: Units on any of the 3 hexes making up hill 400 (Castle hill), do not have their line of sight blocked by the village hexes of Bergstein. Other terrain blocks LOS normally (including any other hill hexes of hill 400).
* When using the expanded rules; the Americans may place up to 4 units in Overwatch mode prior to game start. During later turns this number is limited to two units (for both sides).
* On turn one the Germans automatically gain the initiative
* Prepared defenses: Units in Bergstein and on hill 400 gain +1 on cover rolls.( The bunker cannot roll for cover nor can units inside it)
* Heavy (westwall) bunker: During set up the German player places a pillbox piece on one of the hexes of hill 400. This heavy bunker is attacked as if it were a vehicle and has the following stats and SA's:
defense: 9/4
Move:-
attack values: -/-/-
heavy fortification: This unit can hold up to two soldier units. These may not be attacked directly while in the bunker. If this unit is destroyed, any units inside it are destroyed as well. Any such units are not affected when the bunker is lightly or heavily damaged (Lightly damaged = when a unit would normally receive a disrupted counter, the heavy bunker receives a damaged counter. This lowers the bunker's defense by 1/1 permanently. When a unit would normally become damaged, a heavy bunker receives two (i.e. an additional) damaged counters. In this case its defense is lowered by 2/2.Mortar units and or non anti-tank artillery units may not fire from a heavy bunker.
Limited arc of fire: Units in this unit may only attack units in front of it.
* Pre-battle artillery bombardment: The German player rolls a die for each American unit before the start of the first turn after all units have been set up. On a roll of 5-6 the unit rolled for receives a face-UP disrupted counter. On any other roll it is unaffected. Note that face-up disrupted units cannot make defensive fire/ overwatch attacks.
* Open top: US tank destroyers (M10, M36 and hellcat) receive the open top SA: Soldier artillery units may use their anti-soldier attack values against these units (including shrapnel and inaccurate). When doing so the rear defense of the vehicle applies (= top armour)
* Close quarters combat: Artillery units may not fire at hexes containing friendly units.
* Volksgrenadiere: The SS stormtrooper minis represent Volksgrenadiers (not to be confused with Volksturm!). These are equipped with the MP44 (Sturmgewehr); the first modern assault rifle. They have the following stats:
Defense: 4/4
Move:1
AS attack: 10/6
AV attack: 2/-/-
Close assault: 6
Further balancing the scenario:
Germans: The Hetzers and Jagpanzer IVs have the " HE round SA": Once per game, when attacking a soldier unit from medium or long range, they may fire these rounds. Instead of the regular attack value on the card, roll 13 dice instead.
Americans: Ignore the special rule regarding tank destroyer crews (Open top).
Optional rules:
* 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. 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!
* Ignore the +1 on cover rolls in Bergstein town hexes and on hill 400.