Thursday, September 25, 2008

Battle for Chaussure Humide

The following scenario will be played at our club this coming Saturday. Rules will be Disposable Heroes and played in 28mm on three tables joined together to give a 6' x 12' space!

It is set in the first 48 hours of D-Day after the allies have broken through the Germans coastal defences and into the farmland immediately beyond the beach landing zones. Scratch fighting groups of Germans have been hastily banded together to contain the allies and this game represents one of the myriad small engagements that took place.

Setting the scene. A mixed force of allies; a platoon each of Brits and Americans with some armour support have managed to break through and hole up in two small villages overnight. It is now morning and the allies have received orders to consolidate their positions and to form a defensive line on the three villages in this area. A mixed force of German armour and infantry of approx Compay strenght has been reported to be in close proximity and expected to arrive any minute! If the allies can hold out until 16:00 an armoured brigade will be able to relieve them the south provided that they can control at least two of the key villages. The allies can't afford to be bogged down in this area as it is a key advance route to the NE.


Chaussure Humide

Forces

Allies

A "free" Company HQ group comprising the basic platoon HQ force with no upgrades except that a radio operator may be added; allows the HQ to act as a Forward Observer.

Infantry comprising 2 or 3 platoons including any Platoon Support options, maximum of 1400 points. An Engineer Squad counts as a Platoon eg may field 2 regular plus an Engineer Squad counts as "3 platoons".

The allies can add 6 Company or Regt support options combined up to 1,000 points. The limits on options in the lists eg 0-3 vehicles doesn't apply, only the total of 6.

A sniper team counts as a Company Support choice.


Germans

A "free" Company HQ group comprising the basic platoon HQ force with no upgrades except that a radio operator may be added; allows the HQ to act as a Forward Observer.

Infantry comprising 3 or 4 platoons including any Platoon Support options, maximum of 1900 points.

May add up to 8 Company or Regt support options combined up to 1,250 points. The limits on options in the lists eg 0-3 vehicles doesn't apply, only the total of 8.

A sniper team counts as a Company Support choice.

Deployment

There is NO hidden deployment.

Germans may deploy or enter from within 12" of either point on the board that the main road enters/exits. Troops may be retained off board but all intended entry points must be recorded before the Allies deploy any troops.

Allies can deploy their forces distributed in any two out of the three villages. All troops must be deployed within the village boundary (a 2' square).

On turn one Germans take first activation.

Victory Conditions

The winner is the side that controls at least two of the three villages. The allied armoured forces will arrive at 16:00 hours real time; this is not a tunr limited game. To control a village the force must occupy at least 2/3 of buildings with Unbroken troops with no enemy troops in the same building.


Terrain Notes:

The villages each contain 3 or 5 houses. These are clay brick construction and count as AC3 cover. The village boundary will be a mixture of hedges, wooden fences and low stone wall, counting as AC2 cover.

The scattered woods are light woods counting as AC1 cover and reduce vehicle movement to SLOW speed only but do not result in BOG checks.

Between the villages are fields with numerous boundary fences of mixed construction of hedges and timber AC1 cover and some fieldstone walls AC4.

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