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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

Monday, April 16, 2012

Mission critical (FOW):Schwanenhof, febuary 1945


Design note:
Adapted to FOW from Richard Marsh's Scenarios for NW Europe 1944/45 for Rapid Fire.

Introduction
As part of operation Veritable the Royal Hamilton light infantry (RHLF) of the Canadian 2nd army with support from the Fort Gary Horse tank regiment have been order to capture the village of Schwanenhof. With ample artillery support they were confident of the result, However, the Panzer Lehr division had recently moved into the area and were waiting in reserve to counter-attack.

Canadian first wave arrives

Terrain:
The battle takes place on an 6'x6' table. The ground is open but littered with artillery craters which provide concealment for infantry. The Factory and the village of Schwanenhof areas of concealing terrain. 
Design Note: for the write up I was short on craters show opted to use woods instead.


Tank commander spots something in the distance

The protagonists
Germans
(Defenders, count as a single infantry company for breaking point)

6th Parachute regiment
(Front line units)
1 Parachute platoons with panzerfaust command team, two infantry sections and Panzershreik.
1 Parachute platoons with panzerfaust command team, two infantry sections and with attached HMG.
1 AA platoon with one 88 gun
1 mortar platoon with one section

Panzer Lehr
(Reinforcements,triggered reserves and randomised reserves special rules)
1 Armoured panzer Grenadier command platoon with attach Panzershreiks
4 Armoured panzer platoons full strength each with panzerfaust command team
1 Armoured panzer heavy weapons platoon
1 panzer platoon with 3 Panther tanks
1 panzer platoon with 3 PiV tanks
Canadians
(attackers, count as a single infantry company for breaking point)

Wave one
1 tank platoon at full strength
1 SP anti tank platoon at full strength
2 Infantry platoons at full strength in Ram Kangeroo APCs
1 FOO* (observe linked to a four gun battery off table)

Wave two
Infantry company command platoon at full strength
2 Infantry platoons at full strength
1 Anti tank platoon with two sections
1 Mortar platoon with two sections.
1 Carrier platoon with two sections, one MG section and one wasp section
1 FOO* (observe linked to a four gun battery off table)
1 Sherman OP*

Reinforcements
(triggered reserves and randomised reserves special rules)
see randomised reserves special rule.

* note the two FOO and the Sherman OP spot three separate four gun batteries ie the Canadians have three artillery batteries in support. The CiC can spot for one battery per turn.

88 scores a hit

Deployment and who goes first
The German front line units deploy first and can deploy any where north of the Factory including the Factory itself. One unit can be deployed in ambush. All units can start in prepared positions.

The Canadian first wave moves on in turn one from any point on the Southern table edge. The Canadian second wave moves on in Turn two from any point on the Southern table edge. The German reinforcements arrive an A on the map. The British reinforcements arrive at point B on the map.

The Canadians get the first turn.

Canadians over run the Paratroops first line

Game length
The lasts fifteen turns or until one force breaks or there are no Canadian teams north of the Factory including the factory itself.


Then move on to threaten Schwanenhof
Special rules
1) Triggered reserves
Triggered reserve are rolled for after a certain event happens during the game. For the Germans start rolling for reserves as normal once a  Canadian team moves north of the Factory. For the Canadian eserves start rolling as normal once a German panzer platoon shows up from reserve.

2) Randomised reserves
For the Germans randomly determine which reserve unit arrives for each reserve roll made.
For the  Canadian roll a D6,
1-2 1 infantry platoon (full strength) + 1 tank platoon (full strength)
3-4 2 infantry platoon (full strength) + 1 tank platoon (full strength)
5-6 2 infantry platoon (full strength) + 2 tank platoon (full strength)


German reinforcements race to the rescue

Victory conditions:
The Factory and the village of Schwanenhof are the objectives of the battle. Whichever side controls both at the end of the game is the winner. Anything else is a draw.

While Canadian reserves move to intercept

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