sobota, 14 marca 2015

Scenariusze tura 5

Turę nr 5 zaczynamy od nowych scenariuszy. Przy czym zwracam uwagę na ograniczenia aliantów w pierwszym z nich. Myślę, że gdy w roli sojuszników wystąpią Rosjanie uda Wam się ogarnąć przekład tych limitów.


SCENARIO 1: TAKE THE BRIDGE!
The Cotentin Peninsula is filled with waterways both big and small, with numerous bridges carrying traffic across them. Following on from D-Day these crossings were important to both sides, though the defending Germans would rather blow them up than see them used by their enemy.
OPPOSING FORCES
This scenario isplayed between any Allied force and a German force.
 Allied platoons should be taken from the 1944 – Normandy selector in the Armies of Great Britain book, OR the 1944 – Normandy selector in the Armies of the United States book. No platoon may include vehicles other than Jeeps, Sherman tanks and DD Sherman tanks (British platoons can also include Hobart’s Funnies). The rules for all of these specialized units are found in previous sections of this book.
German platoons should be taken from the 1944 – Normandy selector in the Armies of Germany book. Also, they get two free minefield sections.
SET-UP
The bridge is placed in the centre of the battlefield, with the open ends facing each player. It should be 12” long by 8” wide (approximately). A river (counting as Deep Water) runs under it from one table edge to the other, and it should be about 10” wide.
The German player sets up two infantry squads within 6” of the bridge, or on it. Then he places his mines anywhere on the table. Then he nominates half his remaining units (rounded down) to form his first wave. Any units not in the first wave are left in reserve.
Any units not deployed are held back in reserve.
The Allied units are not set up on the table at the start of the game. The attacker must nominate half of his force (rounded down) to form his first wave. Any units not included in the first wave are left in reserve.
SPECIAL RULES
MINEFIELDS
The German force receives two free minefield sections, as per the Minefield rules (see page 36).
THE BRIDGE
In addition, keep a count of how many turns have elapsed as the game is played. As long as the Germans control the bridge, roll a die at the end of every turn, starting on turn 2. On a result of 1, the Germans blow the bridge and the game is a draw. On a 2 or more, the game continues.
PREPARATORY BOMBARDMENT
The attackers automatically get a preparatory bombardment.
OBJECTIVE
The aim is to control the bridge at the end of the game. To do so there must be a model from one of your infantry or artillery units within 3” of the bridge and no enemy infantry or artillery models within 3” of it.
PEGASUS BRIDGE
Perhaps the most famous battle for a bridge in the Normandy campaign is the assault on Pegasus Bridge by British airborne and glider troops. The scenario above can be used to represent this battle, in which case the British attackers should be paratroopers and glider troops, with no vehicles or artillery, while the German defenders should all be Osttruppen, with no vehicles.
Alternatively, more detailed scenarios, together with the scenery and models, to recreate this battle and the bitter defence of the bridge by the paratroopers against German reinforcements can be found in the Pegasus Bridge or the Ham and Jam boxed sets, available from Warlord Games.
FIRST TURN
The battle begins. During turn 1 the players must bring their entire first wave on to the table. These units can enter from any point along the player’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units on to the table as part of the first wave.
GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3, the game ends; on a roll of 4, 5 or 6, play one further turn.
VICTORY!
If one side controls the objective at the end of the game it is the winner. If neither side can claim control of the objective the game is a draw.

SCENARIO 4: HOLD UNTIL RELIEVED
Your force has been sent on a very dangerous mission to capture a key strategic objective. Your men have reached the immediate vicinity of the objective during the night and at first light you’ll attempt to seize the position. You will then dig in for the inevitable counter-attacks and hold until relieved.
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SET-UP
The objective could be a bridge, an ammo or fuel dump, an airstrip, a command bunker, a V2 launch site, or anything comparable. First set up the objective in the centre of the table. Ideally, this should be no larger than 12” x 12”. You can place the objective up to 12” to the left or right of the exact centre of the table, but make sure that it is equidistant from the opposing players’ starting edges.
Both players roll a die. The highest scorer decides whether to be the attacker or the defender.
The defender picks a side of the table and sets up one infantry squad and one other unit (this unit can be anything with a damage value of 7+ or less) within 6” of the objective. Then he nominates half of the remaining units (rounding down) to form his first wave. Any units not included in the first wave are left in reserve (see Reserves p119)
The attacker can then set up any and all of his infantry anywhere on the table so long as they are more than 18” from the objective or either enemy unit that is already deployed. These units can use the hidden set-up rules (see Hidden Set-up p117). All other units are left in reserve (see Reserves p119).
OBJECTIVE
The aim is to control the objective at the end of the game. To do so there must be a model from one of your infantry or artillery units within 3” of the objective and there must be no enemy infantry or artillery models within 3” of the objective.
FIRST TURN
The battle begins. During turn 1 the defender must bring his first wave onto the table. These units can enter the table from any point on the defender’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.
GAME DURATION
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
VICTORY!
If one side controls the objective at the end of the game it is the winner. If neither side can claim control of the objective the game is a draw.

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