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Combat_Medic
02-27-2006, 10:48 AM
Ok, this is my first scenario so far.
Since I wrote it today I must confess its not playtested yet... Originally it was intended for the contest (at least until I read that foreign contributions are not allowed...rats) so its historically accurate. (most of it :) )
If you play it please respond if changes are needed.




THEATRE OF GODS

Normandy, France, 6. June 1944 – Section Juno Beach

Background
Operation Neptune, part of operation Overlord, has begun before dawn and after the supportive fire of the battleships has ceased Canadian forces storm Juno Beach. Dominance of the sector is vital for a further reunion with American and English in the south but german dvisions are waiting in heavy bunkers along the coast. Can the Canadians make a breakthrough ?

Victory Conditions
The Allied player wins if he can exit more than three units (a tank counts as one unit) off the two southern Hill-Road Hexes by the end of turn 10.
The Axis player wins by preventing the Allied victory condition.

Turn Length
10 Rounds

Army Deployment

ALLIES: West: 7th Brigade of the 3rd Canadian Division
- SMLE No. 4 Rifle x6
- Inspiring Lieutenant x1
- Royal Engineers x1
- Marines M2-2 Flamethrower x2

6th Tank Regiment Duplex Drive Tank (DDT) Support
- M4A1 Sherman x1

East: 6th Brigade of the 3rd Canadian Division
- SLME No.4 Rifle x4
- Vickers Machine Gun Team x1
- Marines M2-2 Flamethrower x2
- Inspiring Lieutenant x1
- Royal Engineers x2 129pts.

AXIS: Elements of 716. Division “Wilhelm Richter”
- MG 42 Machine Gun Team x6
- Mauser Kar 98K x4

50mm Gun Support
- PAK 38 x2 82pts.




Game Start and Map Setup Notes

Easy 1 – Easy 1 (Set both maps with short ends together so that the big hill section will form a coast in the south)

1) The Axis player sets up first. The Axis Setup is limited to the southern hill section (coast).
Note that the MG-42 teams apply to point 5 of special rules.

NOTE: For any unit on the battlefield half-hexes except the Allied exit points may not be moved into. The Allied exit point, however, may still be an Axis setup point.

2) Next is Allied supportive fire following point 7 of Special rules.

3) The Allied player sets up each Brigade separately first 7th Brigade on the western map, then the 6th Brigade on the eastern map and only on the half-hexes of the northern part. Note: the 2 units per hex rule does not apply to half-hexes.
Units set up on the northern half-hexes cannot be a target and cannot attack until they enter a full hex which is considered entering the beach from a landing ship. All units that CAN legally leave a northern half-hex must do so.

4) The Allied player wins initiative.

5) Beginning with round 2 throw a dice at the beginning of every round to determine if the heavy sea has eased enough to land a DDT. If the result is lower than the number of the current round, the 6th Tank Regiment DDT can land on any northern half-hex of the western map. However, it can be a target and can attack as soon as it appears on the battlefield.


Special Rules and Options

1. Consider all free hexes as beach hexes. Treat these hexes as clear hexes in all regards except that it slows down vehicles so they have a -2 penalty on movement.

2. Consider all forest hexes as hill hexes

3. Consider the southern hill hexes as coast. Treat these as hills; exceptions see 5)

4. No roads except on the southern hills exist. Treat the Roads on the Hills as trenches providing cover on a roll of 3+ for Infantry.

5. The MG 42 are considered as positioned in bunkers. They may not move once they have been deployed. The bunker grants cover on a roll of 3+. Only one MG 42 may be set up per hex. Bunkers may not been set up on the road parts (trenches) of the coast. Bunkers may not be used by other units than the MG 42 teams, however other units may be deployed or move into the same hex. Bunker-hexes cannot be entered from hexes adjacent to their northern edge. If an Allied unit legally enters a bunker hex it only can attack the MG 42 if no other Axis unit is present in that hex, otherwise it will have to attack the other unit first (cover refer to normal rules) If, however, the MG 42 is the only unit both units will loose cover. If an Allied unit is the only unit left in a bunker hex, the bunker is considered destroyed and cannot be regained.
Vehicles cannot enter bunker-hexes.

6.The Royal Engineers may try to damage a bunker adjacent to them or destroy a damaged bunker(and disrupt the unit within see 7) referring to their special Demolition Ability.

7. Allied supportive fire: After the Axis setup and before the Allied setup, the Allied player can roll three dice for each MG 42 Bunker on the map. If the result is 13 or more, put a face up disrupted counter on that hex. The Bunker is considered to be damaged and will loose itīs superior cover. On a result of 17+ the bunker is considered destroyed. The hex is further treated as any normal hill-hex and the MG 42 within receives a face up disrupted counter. The counter is not removed for the rest of the game.


For further Balance change the forces setup or try a different objective, like destroying all bunkers, or allowing vehicles to do damage to bunkers rather than to units within.

jiminy_fatal
02-28-2006, 01:43 PM
Hey this is great!! I would vote for you!

Combat_Medic
03-02-2006, 03:49 AM
Thanks :D

I thought about extending the rules for the bunkers but that would be way too complex I suppose. Could be intersting involving tanktraps though.