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Post subject: Limes Germanicus Resurgum - PLAYTESTS NEEDED
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Okay, here's a draft. Input/feedback welcome. This has not been playtested. Until it is, the following questions/considerations are hanging out there for me:
1) What should the turn limit be? Set your own at the beginning of the playtest and see what happens...
2) Does the search need to be more difficult or a more prominent part of the scenario? If so should this be done by a) making the map bigger (which I would actually try to accomplish by altering the movement rules)or b) by hiding more of the German units (eg those adjacent to LGR)?
3) How is the balance of forces?
Limes Germanicus Resurgum
Scenario Introduction
May, 1945
General,
Decryption of an intercepted German transmission using a captured Enigma device has indicated high-level Nazi Party officials have escaped Berlin and been secreted away in a location known only as "Limes Germanicus Resurgum.” Since we now know with certainty that Adolf Hitler did not die in Berlin it has become of the utmost importance to analyze this intelligence, determine Hitler's whereabouts, and capture him alive before the Soviets do.
OSS interrogation of Rudolph Hess (using the latest method - Lysergic acid diethylamide) has revealed that "Limes Germanicus Resurgum" refers to a new, modern fortification built beneath an ancient Roman frontier fortress. This new super-fortified Fuhrer Bunker is located someplace in the Taunus Mountains. Command believes a para-drop in the Taunus Mountains near the town of Hesse will offer the best means of getting boots into the region. A cover story has been created (redeployment to the Pacific Theatre) in order to assign E Company, 506th Regiment, 101st Airborne the job of locating this super-fortified Fuhrer Bunker. Once Easy Company has found the target, support will take the form of our best close-quarters heavy weapon - the new T-28 Bunker Buster Assault Gun. Additional armored fighting vehicles will be at your disposal as necessary.
A few final words of advice, General. Be prepared for anything. We know that the Panther II has passed the prototype stage and several have reached combat-readiness, but we don't know where they are. Further, the recent capture and interrogation of a technical officer for the Luftwaffe (one Walter Horten) has revealed a new German aircraft that is supposedly undetectable by radar. The concern is that if this wild claim by Horten is true, escape of our target is a real possibility.
Good luck, General. The American people have complete confidence in you.
Kenneth Bigelow
Field Operations Commander, Germany
Office of Strategic Services
Victory Conditions
The goal of the US player is to occupy the Limes Germanicus Resurgum hexes uncontested. If the US does not accomplish this by the end of turn __, Adolf Hitler will have escaped in the Horton Experimental Flying Wing Jet Aircraft to Argentina.
Major US Victory:
Occupation of both Limes Germanicus Resurgum hexes uncontested
Minor US Victory:
Occupation of at least one Limes Germanicus Resurgum hex uncontested
Minor German Victory:
No US units uncontested in any Limes Germanicus Resurgum hexes. High level Nazi officers captured but Adolf Hitler escapes to Argentina
Major German Victory:
No US units is any Limes Germanicus Resurgum hexes Adolf Hitler and his high ranking Nazi officers escape to Argentina
Map Arrangement
This scenario uses Maps 4, 5, 6 & 7 with the following terrain tiles: 20 hills, 3 forests, 1 town. See attached image for guidance in arranging the maps and tiles.
US Forces
101st Airborne Division, 506th Rgt, Company E
Screaming Eagles x6 54 pts
Airborne Jeep
(SA: Airdropped Vehicle – At the end of any of your movement phases, you may deploy this unit in any hex that isn’t adjacent to an enemy unit. It cannot move that turn. Heavy Drop – Enemy units within medium range of the deployment hex may make a defensive fire attack against this unit at a -1 on each attack die. Resolve the results of any attacks as if they occurred in the assault phase.) x4 16 pts
M22 Locust x2 26 pts
Airborne Recoilless Rifle (SA: Paratrooper Light Artillery – At the end of any of your movement phases, you may deploy this unit in any hex that isn’t adjacent to an enemy unit. It cannot move that turn.) x2 26 pts
3rd Armored Division, Advanced Armored Assault Btn
M26 Pershing, x1 60 pts
T28 Super Heavy Tank (Vehicle – Assault Gun, 1945, Spd 2, Def 13/7, AV 19/16/14, AI 9/9/7, SAs: Superior Armor, Fixed Howitzer, Bombardment, Extended Range 12, Super Heavy Tank – “This unit cannot cross streams or standard bridges,” Under powered – “This unit must make a successful movement roll to enter a hill hex”) x1 72 pts.
US Engineers, x1 06 pts
M4 Sherman T34 Calliope, x1 29 pts
Marine M2-2 Flamethrower, x1 5 pts
CCKW 352 3 Ton Truck, x1 4 pts
Air Support
P-51 Mustang, x1, 17 pts
TOTAL: x21, 315 pts.
German Forces
Limes Germanicus Resurgum
Fuhrer Bunker (Obstacle – Fortification. This obstacle holds three soldiers. A soldier in this obstacle has +2/+2 defense, cover, and gets +1 on cover rolls), x2, 30 pts.
Fortifications
Pantherturm [Proxy: Turret from Panther or Wespe, Nashorn or Hummel] (Vehicle – Gun Emplacement, Spd 0, Def 6/6, AV 15/13/11, AI 7/7/6, SAs: Hard to Spot – This unit gets cover rolls, Heavily Armored Roof – This unit gets +1/+1 Def against attacks involving the Bombs, Rockets and Indirect Fire SAs. Flavor Text: These fortifications built from Panther turrets with reinforced armor roofs to withstand artillery proved difficult and costly to assault and destroy) x2, 34 pts
Barbed Wire, x4, 02 pts
Minefield, x2, 04 pts
Tank Obstacle, x4, 04 pts
1st SS Division Leibstandarte SS Adolf Hitler
SS Stormtroopers, x3, 21 pts
Panther II (1945, Vehicle – Tank, Cost 47, Spd 4, Def 7/5, AV 17/15/12, AI 7/7/6, SAs: Extended Range 12, Superior Armor 2) x1 50 pts
sGrW 34 81mm Mortar, x1 11 pts
PaK 43/31 (Proxy: PaK 40; Use stats for 88mm Flak 36; SAs: Large, Reocate 1, Extended Range 16, Limited Elevation [This unit cannot attack aircraft]; REMOVE SAs: Anti-air, Large Silhouette) x2 44 pts.
MG 42 Machinegun Team, x2, 20 pts.
Fortress Defenders x4, 8 pts
German Partisans
Werewulf Partisans, x6, 24 pts
Air Support
Messerschmitt Me 262, x1, 19 pts
TOTAL: x34, 271 pts
Set-up
First the German player secretly determines the location of the two Fuhrer Bunkers. These must be located adjacent to each other and can be deployed in any non-town hex on the map. The German player writes down the map coordinates of these two units and any units deployed within the Fuhrer Bunkers.
Second, the German player sets up the 1st SS Division and German Fortifications anywhere on the map.
Third, the US Player sets up the 3rd Armored Division anywhere within one of the following three map quarters of the map arrangement: The NE quarter of Map 5, the E (only) map quarter of Map 6 or the SE quarter of Map 7.
Lastly, the German player deploys the German Partisans.
The US deploys airborne forces accordingly once the game begins.
Special Rules
Discovering the Limes Germanicus Resurgum –As soon as a US unit moves adjacent to one of the Fuhrer Bunker units it is revealed
Balancing the Scenario
In Favor of the US:
In Favor of the Germans:
Click to see full size image
Click to see full size image _________________
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Sat Nov 21, 2009 5:32 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1477

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Sat Nov 21, 2009 10:43 am |
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Posts: 96

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Post subject:
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| We wil be playtesting (of course), but I need to wait until after T-Giving as my son will be moving to a new apartment. Thanks for your efforts on this Bean, it looks great! |
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Sat Nov 21, 2009 12:24 pm |
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Posts: 258

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Post subject:
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| NoMoreHexes wrote: | | We wil be playtesting (of course), but I need to wait until after T-Giving as my son will be moving to a new apartment. Thanks for your efforts on this Bean, it looks great! |
Thanks! Of course you must let me know how it goes.
Honestly, I expect problems with ths first draft. W/o playtesting, I have some big questions about it, eg:
Do the set-up rules dictate too few choices of LGR placement for the Germans?
How can the German player set up his/her VISIBLE forces in such a way that it does not give away the location of the LGR?
Can the German player set up VISIBLE forces in such a way as to sugest a false location for the LGR (eg by concentrating obstacles) WITHOUT making those forces useless for defending the actual LGR when the US player discovers it? (eg B/c they are too far away to join the battle)
Is the US player TOO mobile with six paratroopers? Will he or she be able to find the LGR too quickly simply by spreading out initial airborne deployment? Is SIX paratroopers too powerful?
Is US success too dependent on the highly specialized T28 unit?
I'm looking forward to people's thoughts after playtesting _________________
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Sat Nov 21, 2009 5:52 pm |
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