View Full Version : Good Relations
VandyFry
12-07-2005, 09:11 AM
Title: Good Relations
Synopsis: Elements of the French Resistance have reported a German presence near a town known for their opposition to German occupation. While the town is of little strategic value, the town is seen as a proving ground to foster more local support from the surrounding regions. For that reason, two of three regiments stationed in that area are to be called to join the local resistance and eliminate any opposition in the area. The commander of forces in the area has said that the French Resistance in known to exagerate and to expect only light and sporadic resistance :-).
Victory Conditions: The army with the most points at the end of turn 10.
VandyFry
12-07-2005, 09:14 AM
Allied Army builds (Pick 2/3; 1 will be a primary unit, 1 will be a reinforcement unit)
Regiment 1:
Churchill Crocodile X 1
Cromwell IV X 1
Valentine II X 1
Crusader II X 1
Inspiring Lieutenant X 1
SMLE N0.4 Rifle X 2
Regiment 2:
m4A1 Sherman X 2
Screaming Eagle Captain X 2
Screaming Eagle Paratrooper X 4
Regiment 3:
Veteran m4 Sherman Rhino X 1
Red Devil Captain X 1
Vickers Machine Gun Team X 2
M2-2 Flamethrower X 3
Mortar M2 X 3
Bazooka X 1
BAR Gunner X 2
M1 Garand Rifle X 2
VandyFry
12-07-2005, 09:20 AM
Axis Army Builds (Pick 2/3; 1 will be a primary unit, 1 will be a reinforcement unit)
Regiment 1:
Nashorn X 1
Brummbar X 1
Wehrmacht Oberleutnant X 1
MG 42 X 1
Light Mortar X 1
Mauser Kar 98K X 2
Regiment 2:
SS-Panther Ausf G X 1
SS- Panzer IV Ausf F2 X 1
SS-Haupsturmfuhrer X 1
SS- Panzergrenadier X 2
Regiment 3:
SD Kfz 251 X 2
Wehrmacht Oberleutnant X 1
Wehrmacht Expert Sniper X 1
MG 42 X 2
Panzergrenadier X 2
Panzerfaust 30 X 1
Light Mortar X 1
Mauser Kar 98K X 3
VandyFry
12-07-2005, 09:30 AM
Map: Use Configuration 4; Urban Combat
Set Up:
In the city hexes of Baker 2, place two French Mas 7.5 Rifle units.
In the city hexes of Dog 1, place two Mauser Kar 98k riflemen.
The primay regiment of the allies will set up anywhere on the first three hexes of Able 2 (at the beginning of the road; paratroopers may land anywhere according to their abilities)
The primary regiment of the axis will set up anywhere on the first three hexes of Charlie 1 (at the beginning of the road)
The reinforcement unit of the allies will set up anywhere on the first three hexes of Baker 2 (at the beginning of the road; paratroopers may land anywhere according to their abilities)
The reinforcement unit of the axis will set up anywhere on the first three hexes of Dog 1 (at the beginning of the road)
VandyFry
12-07-2005, 09:34 AM
Special Rules:
Players may only use the initiative bonus of commanders physically on the board.
Reinforcement regiments will enter at turn 5 for both the axis and the allies.
The Mauser Kar 98k and the MAS 7.5 riflemen in the city hexes may not move or fire until a friendly unit is adjacent to their square. If one of these units is activated by being fired at or the presence of their ally, they will join their appropriate ally.
All other special abilities function as they are stated.
VandyFry
12-07-2005, 09:38 AM
I have play tested this and enjoyed it. I hope you all enjoy it, too!
VandyFry
12-07-2005, 05:36 PM
Anyone else try this? It's hard to gauge how well a scenario runs when only two people have played it.
GornTC
12-20-2005, 12:41 PM
Do you have or is there a date for this scenario?
VandyFry
01-02-2006, 08:56 AM
This was not really historical, but based upon a few stories from my Dad's father when he was moving through France. The year would be 1944.
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