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View Full Version : Updated Filises pocket


Grantham
12-11-2005, 11:36 PM
[/INDENT]Six map boards set up as follows top left Charlie-2 , top center Baker-1, top right Charlie-1, bottom left Baker-1, middle bottom Dog-1, middle right Charlie-1. The game will last for 12 turns. Objective for the Germans is to hold open the roads by protecting the cross roads, Allies objective is to close the roads by taking and holding at least one cross road on each road until time ends or the German units are wiped out. In the event that only one road has been closed at the end of the game, the side that controls the most secondary objectives wins. These objectives include the large town, the large hill and the number of cross roads closed. To control an objective you must be in sole position of the hill/town or the only model in the cross road hex or in an adjacent hex.
Allies may set up any infantry up to the road line on the two right hand maps. The first tank wave enters from the top side of Charlie-1 on turn 1 on the road with the mounted infantry. The second allied tank waves enters on turn 3 on a roll of a 5, on turn 4 on a roll of 4, on turn 5 on a roll of 3, and enters on turn 6 regardless. Restart the above cycle for the third tank wave on turn 7. Allied air units are rolled for each turn. During each Allied assault phase roll a D6, On a 6 the Allies have one air strike called in against a single Axis unit in an open hex. This attack counts as inaccurate and attacks the rear armor of a vehicle. This attack rolls 10 dice vs. infantry or 12 dice vs. armor. Allied forces include 3x M5 half-tracks with a Bar gunner in each (wave 1), 2x Red Devil Cpt, 18x M1 Garand Rifles, 2x M2 Mortars, 2x Vickers MG, 2x Bazookas. At least one company consisting of 9 Garand Rifles and a Red Devil Cpt. must be on each Charlie 1 map. The hvy weapons sections (Mortars, Vickers, and Bazookas) may act independently. The first tank wave is 1x M4A3E8, 3x M1A1 Shermans, 1x M4 Rhino, and 2x M18 Hellcats, the second tank wave is 5x M3 Stuarts, the third tank wave is 1x M4A3E8, 3x M4A1 Shermans, and 1x M4 Rhino. Axis infantry may set up anywhere on the center two maps, Axis armor may deploy anywhere on the left hand two maps. Axis reinforcements come in from the hostile (top) side of the pocket along the roads. Roll on the random table starting on turn 4 and roll during each intuitive phase. German reinforcements must move at their best speed to exit the opposite road end each movement phase. [INDENT]Axis forces include 2x SS Haupsturmfuhrer, 12x SS Panzer grenadiers, 2x Pak 40s, 2x MG42s, 2x Panzerfausts, 2x Light Mortars, 5x SS Panther ausf. G, and 2x Sig 33. For Axis Reinforcements roll 2 D6 and consult the following. 2-4 nothing, 5 – D2 SDKFZ 222s, 6 - D2 SDKFZ 251 with Panzergrenadiers embarked,7 – D3 Kar 98s, 8 – 10 nothing, 9 – 1 Pz IV G , 10 – 1 Light mortar and 2 Kar 98s, 12 – 1 MG42 and 2 SS Panzergrenadiers.

TheLimey
12-20-2005, 09:29 AM
I would possible extend the Allied force list o include the later British tanks, as Polish troops fighting with the Brits held some very important ground at the end of the Falaise Pocket fighting.