Overview:
In a bid to trap
the German 7th and 5th panzer armies in Normandy, the
Polish 1st armoured division has been ordered south to link up with
the American 90th infantry division to complete the encirclement. At 14.00 hrs the recon element
of the division, the 10th mounted rifles, are approaching the
village of Jort. Their objective is to secure a crossing over the river Dives.
Opposing the crossing is Kampfgruppe Wunsche consisting on elements of the 12th
SS panzer division and 85th infantry division.
Design notes:
The battle is adapt to Flames of War from
Skirmish Elite’s Falaise Firestorm campaign book. Worth purchasing to get the reference
sections used for the battle.
Terrain:
The Bridge over the river
Dives is damaged and can only be crossed by infantry or man packed guns. The
river Dives is impassable to vehicles at any point except at the fords. It is
slow going to infantry. The trees on the river bank offer concealment to any
team being fired on from the opposite river bank. The village of Jort consists
of damaged and undamaged building between one and two floors tall. The forest
are impassable to tanks and slow going to infantry. The Brocage is as per
Flames of War rule book. There are six possible fording points (see special
rules). The fords count as slow going for the tanks. Tanks must cross one at a
time. If a tank is knocked out on the ford another tank can attempt to move
around it but must take a skill test to avoid being bogged down. If two tanks are
blocking the ford it becomes impassable to all vehicles.
Forces:
Deployment:
The Defending player sets up first, any where east of the
river Dives. The Attacking player goes first and moves on his force at the
start of turn one. The defending teams can start in prepared positions.
Special rules:
1) The fords
There are six possible fording points. One is picked by
the defender in secret. The second is determined randomly in secret. The
attacker can check a fording points by getting a team within 2” of the ford and passing a skill test.
2) In support
Each force has a random element to allow the mission be
played a couple of times. Ideally players switch armies and try again. The random element is rolled for at the start
of the game.
3) Snatch Team
If the attacker rolls a snatch team then a patrol has captured
a prisoner and the defending player must reveal his secret fording point.
4) The Village of Jort
If an attacking infantry team enters a building in Jort
then the Defender must reveal his secret fording point
Victory Conditions:
The attacking force wins if it secures a single ford across
the Dives. They get a total victory if they secure both fords. Any other result
is a defender win. The game lasts until one company is broken or if there is no attacking teams east of the Dives after turn six. To secure a ford do this they must have a team within 2" and on the east bank of the river of the ford and no
defending teams within 16” of the ford.
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