Book of Battles
Late War Scenarios
Description: The
Allied forces have finally finished their preparations. The battleships quickly fired their salvos
and the strategic bombers missed their targets.
Soon, the boats were launched against an impenetrable fortress at
Forces:
2 infantry platoons
1 Tank platoon
Up to 3 foot support units
Enough landing craft for all infantry
1 Grenadier platoon
Up to 3 foot support units
Up to 2 artillery units
Points Match: the Americans can have up to 1500 points of troops. The German can have up to 1000 points. The Americans cannot be mounted in transports other than their landing craft.
Layout: The board consists of a 12 inch zone of water, a 6 inch zone of random beach obstacles, and 12 inches of beach defenses. The Germans can spend up to 200 points of defenses.
Starting positions: The Germans set up in their prepared defense zone. The Americans set up in their landing crafts 18 inches away from the obstacle zone.
Objectives: The Americans must get at least 20 men into the defense zone by turn 12.
Special Rules:
Where are the DD’s?: The only non-landing craft vehicles allowed for the Americans are variants of the M4 Sherman. Roll 1d6 for each M4: on a 1-3 the vehicle hit’s the wrong beach. Remove them from the board before starting.
Description: The initial losses were horrible. The American assault splattered to a halt, with the first wave massacred. The only way the soldiers can escape from the beach would be to destroy the defenses.
Forces:
1 infantry platoons
1 engineer platoon
Up to 2 foot support units
Enough landing craft to land the engineers
1 Grenadier platoon
Up to 3 foot support units
Points Match: The Americans can have up to 1500 points of troops. The German can have up to 1000 points. The Americans cannot be mounted in transports other than their landing craft.
Layout: The board consists of a 24 inch zone of water, a 12 inch zone of random beach obstacles, and 12 inches of beach defenses. The Germans can spend up to 200 points of defenses.
Starting positions: The Germans set up in their prepared defense zone. The Americans set up in the defense zone, while the engineers set up in their landing crafts 18 inches away from the obstacle zone.
Objectives: The Americans must blow up a gap in the defenses by turn 12 that is big enough for the infantry to get to the board edge.
Special Rules:
Bring up the Bangalores!: Each engineer squad must have a bangalore torpedo. If an engineer carrying it gets killed, another member of the squad will pick it up as long as they are in cohesion. The defenses count as having a defense of 8.
Dog One is not open!: Starting at turn 10, another platoon of infantry will set up 18 inches away from the shore in the water zone, as long as the objective has not already been made.
Description: The Americans finally cracked the defense line. Fresh troops, along with elements of the 101st Airborne Division, began the systematic round-up and destruction of the remaining Germans.
Forces:
2 infantry platoons
1 airborne platoon
1 foot or mechanized support unit
1 Grenadier Zug
1 Panzergrenadier Zug
Up to 2 foot or mechanized support units
Up to 2 artillery units
Points Match: Both sides should have an equal amount of points, starting at 600 points and having less than 1500 points. The Americans cannot have any transports.
Layout: On one long side of the board is a series of trenches running parallel to a road going down the middle. On the other side of the road are destroyed defenses.
Starting positions: The Germans will set up in the trenches. All mobile German units will enter on the German right side of the board. The Americans will set up in the destroyed defenses, while the airborne infantry will enter on their right side of the board.
Objectives: Both sides fight until one is reduced to 75% of their original strength; the other is the victor.
Special Rules: None.
Destroy
the Rail gun!
Description: A
hidden railroad gun has been raining shells on the Allied army ever since the
Forces:
2 Engineer Platoons
Paratrooper Platoon
2 Grenadier Zugs
Up to 3 mechanized support units
Points Match: The American force must be mounted in some form of vehicles, preferably Jeeps or M3A1 transports. The Engineers can have 1d6 free Bangalore torpedoes, and the Paratroopers 1d3 free sticky bombs. The German force must be on foot. The total forces on both sides cannot exceed 1000 points.
Layout: Down the middle of the board dividing a field is a road surrounded by bocage. There is an opening at the German end, where there is a pillbox on each side of the road, and space for vehicles to pass through. The rail gun is sitting on railroad tracks on one side of the road.
Starting Positions: The Americans set up on the road 24 inches away from the pill boxes. The Germans set up in, on and behind the pillboxes and will not be closer than 24 inches from the Americans. The Germans not in the pillboxes can set up hidden.
Objectives: The Americans must destroy or capture the rail gun by turn 12. The Germans must prevent this at all costs.
Special Rules:
The Rail gun has the following profile:
|
Sh |
D |
W |
C |
M |
|
- |
15/15A |
2 |
8 |
0 |
Villers-Bocage, part 1
Description: The
allied onslaught after D-Day continued through the summer. Soon, advancing
forces reached the little town of
Forces:
2 armored troops
1 motor platoon
4 mechanized support units
Michael Wittmann
1 Heavy Panzer Zug
Layout: A road, wide enough for 2 vehicles, leads into town. The town is semi-dense with buildings. One side of road is impassible; the other is fields.
Starting Positions: The British force is lined up in the road at least 12" away from the town. The Heavy Panzers are in the field 12" away from the road. Wittmann is in the town 18" away from the column. Up to 3 tanks can start in the town.
Objectives: The British must kill Wittmann or enter the town with at least 5 tanks and survive 2 turns in there not counting the 3 in there already. The Germans must prevent this.
Special Rules:
Tea break: The British at the moment are drinking tea and awaiting their orders. They are dismounted for the first 3 turns.
Villers-Bocage, part 2
Description: The British were held back. Reinforcements for both sides have arrived in time to participate in the fight.
Forces:
British
All survivors
1 Motor platoon
German
All survivors
1 Panzer Zug
1 Panzergrenadier Zug
Layout: The same as before. Roll 1d6 for each tank destroyed: on a roll of 4+, remove the tank. Leave those that fail.
Starting Positions: Wittmann is in the town; the rest of the Germans in the field, 12" away from road. The British set up on the road.
Objectives: Simple: first to kill 51% of the enemy wins!
Special Rules: None.
Tankfest
Description: The
Allies press on to
Forces:
3 Tank platoons
1 armored rifle platoon
Up to 6 mechanized support platoons
Up to 2 artillery units
Up to 60 points of air support
3 Panzer Zug
1 Panzergrenadier Zug
Up to 5 mechanized support units
Up to 2 artillery units
Up to 20 points air support
Points Match:
Both sides should be about 600-2,000 points in mechanized and mounted core
units.
Layout: A road, wide enough for two vehicles, runs down the center of the board. On one side are light woods. On the other side is a field behind a hedge. There are two openings in the hedge wide enough for one vehicle.
Starting Positions: The German force sets up in the field and on the road, on the board edge perpendicular to the road. The Americans set up 36 inches away on the road.
Objectives: Simple: fight until one side has lost 51% of its force.
Special Rules: None.
Description: It has been a quiet winter, a little too quiet. The Germans have seemed to crawl away. One night, near Christmas Eve, paratroopers of the 101st Division sat back, relaxed, and started to sleep. With a loud crash, that calm world fell apart.
Forces
2 Paratrooper platoons
Up to 1 support unit
No air strikes
1 Panzer Zug
1 Panzergrenadier Zug
Up to 2 mechanized support units
Up to 30 points in air strikes
Points Match: The Germans must be mechanized, and the Americans must be from the airborne army list. The forces must be of equal points between 500 and 1500 points.
Layout: The location is the outskirts of a European-looking town. A single 2-lane road cuts down the middle.
Starting positions: The Americans set up in the town. The Germans set up 18 inches away from the town.
Objectives: Then Germans must destroy 75% of the American forces and successfully remove at least 5 vehicles off the American side of the board by turn 10.
Special Rules
Night-fighting: Until the Night-Fighting rules are written, use this rule: maximum shooting range is 8 inches, and soldiers are limited to moving 4 inches per turn, not 6 inches.
Sleep: Up to one headquarters squad and one infantry squad of the Airborne troops can make actions for the first two turns. The rest cannot move, shoot or charge until turn three.
Tankfest 2
Description:
Forces:
3 tank platoons
1-3 armored rifle platoons
Up to 6 mechanized support units
Up to 2 artillery units
Up to 70 points of air support
3-4 Tankovaya companies
Up to 2 sub-machine gun platoons
Up to 8 mechanized support units
Up to 3 artillery units
Up to 70 points of air support
Layout: The board is a big field. In the center is a crater-rent area counting
as difficult terrain, 24 inches from a small village.
Starting Positions: The Americans set up in and up to 12 inches from the village, while the Soviets set up 24 inches away from the craters.
Objectives: Simple: fight until one side has lost 51% of its platoons.
Special Rules: None.