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Advance!

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Post subject: Shootout at La Gleize
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I have some projects that I've been working on when I've found the time and I would like to start releasing them now. Every day this week (Up to Friday), I am going to post a new play variant or a new scenario. I've had a growing interest in play variants since the new starter rule book doesn't include any at all. These are a staple of most other miniatures games to add flavor and replay value. Which is something the community could use. Some of these will be 2 players affairs, but I've included some for 3-4 Players. I'm dropping my trademark mini-essays with my scenarios to free up more time on designing the scenario itself.
This week's releases are dedicated to Graham Leitch who passed away last week. He, like many other Axis and Allies Miniatures players I know, did not participate in either of the online forums but was all the same truly dedicated to the game and bringing people together in the Greater Toronto Area to play, new or old. Graham was the primary organizer of our Axis and Allies organization on Meetup.com. He was the heart and soul of Axis and Allies Miniatures here in Toronto and he will be sorely missed.
Shootout in La Gleize
Scenario Description: December 23rd, 1944. As Kampfgruppe Peiper falls back after the failed Ardennes Offensive, Allied forces threaten to cut-off and overrun the spearhead of the German advance. Trying to buy time for an orderly withdrawal, exhausted Tiger crews take up positions to the Northeast of La Gleize overlooking any possible approach from the 3rd Armored Division.
The Axis player must continue to place pressure on the Allied tanks and retain the advantageous position overlooking as much of the valley as possible, while the Allied player must destroy the the Axis rearguard in its entirety to allow for a direct assault on La Gleize and beyond.
Set Up: This scenario uses a 3x3 map setup with the orientation of the maps indicated by the position of the number as follows (Upper Left=UL and Lower Right=LR):
13 (LR) 05(UL) 14(UL)
12 (UL) 06(LR) 02(LR)
08 (UL) 01(UL) 03(LR)
Axis Forces Deploy first anywhere on the six leftmost maps. The three platoons of Task Force McGeorge are deployed on the hexes along the edge of map 14 and 02. Each platoon must be deployed in a group so that each unit in one platoon is adjacent to another unit in the same platoon but NOT adjacent to a tank in a different platoon.
Order of Battle (This can be scaled by thirds should you lack enough of a given unit)
Allied:
Task Force McGeorge
Platoon A
M4A1 Sherman x 4
M4A1 Sherman Commander x 1
Platoon B
M4A1 Sherman x 4
M4A1 Sherman Commander x 1
Platoon C
M4A1 Sherman x 4
M4A1 Sherman Commander x 1
Axis:
SS Panzer Abteilung 501
King Tiger x 6
Victory Conditions: This scenario ends after 7 turns have been played. Victory is decided via victory points, with the player with most being the winner. Victory Points are awarded as follows.
The Allied receive 5 points for each King Tiger destroyed
The Axis player scores one victory point each clear road hex that is within line of sight of an axis unit and within 12 hexes of an Axis unit.
Special Rules:
All King Tiger units have the following Special Ability - 'Exhausted Crew' : This unit must make a successful roll of a 4 or higher to remove a face up disrupted counter.
All M4A1 Sherman Commander Units have the following Special Ability - 'Coordinated Artillery Strike': In lieu of attacking normally, this unit may make an 8 die attack against the rear defense of an enemy unit within line of sight.
Optional Rules: The range at which clear road hexes count toward Victory Points can be increased or decreased according to the player's wishes.
Scenario Notes: This scenario feels more like a study of the games mechanics at long ranges then a scenario while I was playing it. While the units roster requires a lot of a single type of unit, I wanted this scenario to play out with a great degree of simplicity as a straight armor confrontation that made the most of the King Tiger's extended range ability and the numerical advantages afford to the Sherman tank on a point by point basis. This shouldn't take long to play, under an hour, but a lot of thought will probably go into maneuvering your armor. The unorthodox victory conditions are new for me so I'm all ears to feedback and suggestions, especially if the scenario winds up really unbalanced as a result. _________________ Powerful men are well advised not to use violence,
For violence has a habit of returning;
Thorns and weeds grow wherever an army goes,
And lean years follow a great war.
-Lao Zi |
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Mon May 25, 2009 7:56 pm |
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The Panzer Collector

Posts: 1315

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Mon May 25, 2009 11:46 pm |
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Advance!

Posts: 170

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Post subject:
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The Eastern Front, Starter Set and Expanded Rules maps, all listed as per their map number. _________________ Powerful men are well advised not to use violence,
For violence has a habit of returning;
Thorns and weeds grow wherever an army goes,
And lean years follow a great war.
-Lao Zi |
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Tue May 26, 2009 12:24 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

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Tue May 26, 2009 2:56 am |
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