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View Full Version : Closing the Falais Gap II (PO-US vs.GE)


MEX10MM
11-04-2005, 01:13 PM
Gentlemen:
This is the second of two scenarios dealing with the struggle to close the Falaise Gap and trap the German 7th. Army inside. This Scenario makes a very nice and fun game for 3 players: 2 Allied and 1 Axis.

Title: Closing the Falaise Gap (East of St. Lambert, France 1944)

Overview: By the middle of August 1944, the German 7th. Army was in full retreat in Normandy. It was close to being totally encircled by the allied armies and captured as a whole. The British, Poles and Canadians were closing in from the north while the Americans were closing in from the west and south. Only a small opening near the town of Falaise remained for the Germans to retreat through. It would come to be known as the Falaise Gap.
As the Germans were being mercilessly pummelled by allied artillery and air power; units were involved in a confused race to get through the gap before it was closed by American, British, Canadian and Polish forces.

Synopsis: Before the dawn of August 20, 1944 German troops moved silently and under the cover of darkness toward the Allied troops defending the gap between Coudehard and Mont Ormel, to the northeast of St. Lambert. Soldiers of the 2nd. Battalion of the 359th US Infantry regiment supported by Polish armor from the 1st. Armoured Division desperately try to close the gap.

Victory Conditions: The Axis player must try to exit as many units as possible from the edge of the board made by maps DOG-2 and CHARLIE-2 as to map configuration 3: "High Ground" by the end of turn 9.
At the end of turn 9 the Axis player must count how many points the units he was able to exit are worth. If the total of is equall or higher than the point worth of the units "left behind" (Axis units destroyed + Axis units still on the board) the Axis players is the winner. Any other result is an Allied victory.

Allied Army build I Americans:
(Elements of the 2nd. Battalion 359th Infantry Regiment)
The allied player must build a 50 point army useing any number of units from the following list:
Bazooka (U)
Jeep (US)
M1 Garand Rifle (US)
Mortar M2 (US)
"Red Devil" Captain (US)
Vickers Machine-Gun Team (UK)
6-Pounder Antitank Gun (UK)
No other allied units can be used in this army build.
This units deploy first in any full hex of map CHARLIE-2 as to map configuration 3: "High Ground".

Allied Army build II Poles:
(Elements of the 24th. Lancers Regiment)
The allied player must build a 50 point army useing any number of units from the following list:
Inspiring Lieutenant (UK)
Royal Engineers (UK)
SMLE No.4 Rifle (UK)
Vickers Machine-Gun Team (UK)
M4A1 Sherman (US)
No other allied units can be used in this army build.
This units enter on the Movment Phase of turn 1 on any hex of the long side of DOG-2 as to map configuration 3: "High Ground"

Axis Army build:
(Elements of several Ad-Hoc Kampfruppen)
The axis player must build a 120 point army using any number of German (GE) units.
No other axis units can be used in this scenario.
The axis player deploys second in the 3 first full hexes from the board edge made by maps BAKER-1 and ABLE-1 as to map configuration 3: "High Ground"

Map set-up: Use map configuration: 3 "High Ground" as in page 6 of the Axis & Allies Miniatures Advanced Rulebook. Do not place an objective counter as only the described victory conditions apply to this scenario.

Aftermath: By the time the Allies were able to close the Gap at Falaise many men of the German 7th. Army had already scaped the trap and would live to fight another day. However, in their wake they left behind some 500 tanks over 900 artillery pieces, thousands of other vehicles and more than 50,000 prisioners. 5 days later the 2nd. French Armored Division liberated Paris. The Battle of Normandy was over.

Toneturbo
11-06-2005, 02:49 PM
Thank you so much! You create excellent scenarios!! I always look forward to seeing your new ones.

Keep up the great work!

Anthony