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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Wednesday, January 6, 2010

Snoder River- Eastern Front 1944

Snoder River- Eastern Front 1944

Design notes:

Snoder river mission is adapted from battlegames table top teaser vol1.


Overview;

Set in late 1944 on the eastern front in a bid to stop the Russian advance the German high command has ordered the destruction of all bridges on the Snoder River. A German task force is attempting to blow the bridge while a Russian force is attempting to stop them.

Terrain;

The terrain main features are the Snoder river, a small village with an stone bridge and several roads leading to the bridge from all directions. The bridge over the river should be in one quadrant of the table with the river running diagonally across the quadrant entering and leaving in different table edges. The small river bank is the German side of the river. The larger side is the Russian side. Roads on the Russian side of the river must leave the table at least 36” from the bridge. Roads from the German side of the river may enter the table at any point

Forces;

German force (defending)

1 SS company HQ (CIC, 2IC and 2 attached panzershreiks)

1 SS Grenadier platoon (with panzerfaust and 3 section)

1 SS panzer platoon (5 PIV)

1 SS engineering platoon (with panzerfaust and 1 section)

1 battery of 88mm (2 sections)

1 battery of medium artillery (2 sections of 105mm guns)

Reinforcements

1 SS heavy panzer platoon (1 PVIb)

1 SS Grenadier platoon (with panzerfaust and 3 section in trucks)

Russian force (attacking)

1 Guard company HQ (CIC, 2IC and Kommissar)

2 Guard tank companies (7 T34’s in each)

1 Guard Motostrelkovy company (3 platoons in trucks)

1 Guard infantry gun platoon (two sections)

1 Guard infantry heavy mortar company (three platoons)

Reinforcements

1 Guard infantry company (3 platoons in trucks)

1 Guard heavy tank company (5 IS2)

1 Sapper Company (3 engineering platoons in trucks)

1 Razvedi platoon (3 sections in BA-10M)


Deployment;

The German defending force in deployed anywhere within 18” on the bridge. The defendinf force is dug-in.

The Russian attacking force is deployed anywhere but must be deployed at least 24” from the defenders and must all be on one side of the river.

All reinforcement are in delayed reserve (ie starting rolling from turn three on). Arriving reserves must enter the table via a road.


Special Rules;

T-10 and counting

The engineering platoon is in the process of blowing the bridge but it will take time.

The defender secretly rolls three D6 (minimum score of ten needed or roll again) this is the number of turns required to wire the bridge from demolition.

While wiring the bridge the engineers can only be shot at be small arms (firepower 6+ or worse) anything else risks damaging the bridge.

Once wired for demolition the defender can declare he is going to blow the bridge roll a D6:

1 = misfire

2= partial detonation and still passable

Roll a D6 to determine how long before the detonation can be attempted again.

3= partial detonation but not passable. Can be repaired in D6 moves by Russian engineers.

4-6 = bridge destroyed

For a second attempt to destroy the bridge roll a D6+1 and consult the table above.


Victory Conditions;

The games last until the bridge is destroyed or captured. The germans win if the bridge is destroyed russain win if it is captured.

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