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Closing the Falaise Pocket

 
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OberstOz

 

Joined: 13 Feb 2008

Posts: 80




Post subject: Closing the Falaise Pocket Reply with quote
I should first start with a few thanks to MEX10MM from the old avalon boards whose original scenario can be found here

http://boards.avalonhill.com/archive/index.php/t-6703.html

Pretty good considering this scenario was designed after the release of only the first set.

And the fine folks at Wikipedia for the historical info found here

http://en.wikipedia.org/wiki/Falaise_pocket

So the following is my scenario (which is for V1.0)

Falaise Pocket

Background
On the 6th of August 1944, General Montgomery, Commander of the Allied ground forces in Europe, issued a statement in which the next phase of the operations in Europe was laid down. The goal '...to destroy the enemy in the area west of the river Seine and north of the river Loire...'. This battle would be known in history as the Battle of the Falaise Pocket.

Map configuration
Dog 2 Able 1
Charlie 2 Baker 1

Victory Conditions:
The German Army must get 150 pts worth of units off the map along the edge of maps Able 1 and Baker 1 by the end of 10 turns. Soldier units are worth twice their cost when they have left the map.

Armies:
Allied Army (North): 150 pts 15 unit maximum.
UK/CAN/POL All nations must have at least 4 units. Can not contain any obstacles or support units.
Allied Army (South): 150 pts 15 unit maximum.
US/FRA All nations must have at least 5 units. Can not contain any obstacles.
German Army: 300 pts 20 unit maximum.
Must contain 50 pts of soldier units.
Can not contain any obstacless, support units or aircraft.

Deployment:
Allied Army (South) deploys first in the area 2 hexes in from the bottom edge of Baker 1.
German Army deploys within 3 hexes from the left side of Dog 2 and Charlie 2.
Allied Army (North) deploys at the start of the second turn along the top edge of Able 1. Any aircraft that is part of the Allied Army (North) can not deploy in the first turn.

Special Rules:
1) First Turn: Germany moves and attacks first in the first turn.
2) Deployment of Allied Army (North): Units from this army can deploy in hexes occupied by enemy units but the enemy unit occupying the hex will have the opportunity to defensive fire the Allied unit in that hex. Units can deploy in hexes adjacent to enemy units without facing defensive fire.
3) There Can Be Only One: Only one hero unit per nation.
4) Support Units: Support units deployed as part of Allied Army (South) assist all Allied forces.
5) Initiative: All armies roll for initiative using their own initiative bonuses (Allied HQ helps both Allied armies). Germany must beat both Allied forces individually to win initiative. Movement and attack phases are conducted as Axis and Allies but one Allied army must move entirely before the other. The order of Allied movement is decided by the Allied players.
6) Schnell: All German Commanders have the Tally-Ho! SA.
7) Polish Revenge: If a Polish unit is out of line of sight from all non-Polish Allied units then the Polish unit gains the SA Ruthless.
8) Dead is Dead: Units with a face down destroyed counter on them that leave the map are not counted towards the German total of escaped units.
9) No Airborne Support: All units with the Paratrooper or Gliderborne SA lose their SA and deploy as normal.

And thats it.

This scenario has kinda been play tested but with lower limits for all the armies. Germany won 2-1. But both wins came down to one dice roll.

I haven't included rules about lend lease and whether or not certain units were present because basically this was an excuse to use Polish that normally don't see the light of day, like the cavalrymen. So rules about that I leave at the players discretion.

Anyway, have a go at it and tell me what you think and I may make some modifications to it.
PostSat Jul 19, 2008 7:57 am
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Lt_V

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Joined: 10 Mar 2008

Posts: 1606




Post subject: Reply with quote
It will probably be next week, but I will definately try that one Very Happy
PostSat Jul 19, 2008 12:27 pm
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