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Old 03-13-2006, 03:50 PM   #1
spacepope
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Default Band of Brothers Campaign

I am in the process of creating an 8-part campaign based of the history of Easy Company/506/101. For the most part, they are small, single-map scenarios designed for quick play. For the most part, victory is attained by scoring points according to the scenario rules. You can either play the entire thing all the way through and compare points at the end, or you can play each map individually. If you play each scenario individually, you should play through twice, once as the Easy Company and once as the Germans and then compare your total to find the real winner.

name/stage of development
1-Brecourt, posted
2-Carentan 1, posted
3-Carentan 2, posted
4-Crossroards, posted
5-Nuenen, posted
6-Bastogne, posted
7-Foy, planning
8-Hageneau, posted.

After contested skies is released, I am planning a linked OSS campaign

For the rest, I probably won't have a very elaborate Background or aftermath.

******************
D-Day, Silencing the Guns at Brecourt

Normandy, June 6, 1944

Lt. Dick Winters and a few men from Easy Company, 506 PIR, 101st Airborne Division, have arrived at the rendezvous point. Winters and his men have been tasked with destroying a battery of 105mm artillery guns firing down Causeway No.2 onto the beaches of Normandy.

Victory Conditions
Calculated according to Special Rule 9.

Turn Length:6

Game Start:
standard set up

Map Set Up
Map Charlie 2 is set horizontally with the three hill hexes in the south-west map corner.
The road should roughly form a "T" shape, with forks extending east, west and south.

Allied Units:
Easy Company
2 Screaming Eagle Paratroopers
1 Vickers MG
1 Screaming Eagle Captain

Dog Company (reinforcements)
1 Screaming Eagle Trooper

Easy Company deploys on the first full hexes adjacent to the road
on the southern edge of the map.
Dog Company deploys according to special rule number 3

Axis Units
2nd Battalion of the 191st Artillery Regiment, 709th Division
5 Masuer K98
1 MG42
3 PAK38

Each field gun deploys together with a rifle squad (gun crew).
One pair deploys at the 3-way intersection. The others deploy
along the road within two hexes of the intersection.
Remaining German infantry deploy in the hills at the south-west corner of the map.

Special Rules

1-Screaming Eagles receive the skill Hand to Hand 10
2-If in the same hex as a field gun during the assualt phase, an Allied unit may attempt to spike the gun. If no germans are in the same hex, the allied unit may forgo combat or movement to roll a single dice. On a result of 4+ the gun is destroyed and the Allied players receives five points.
3-Dog company deploys in the first full road hex on the eastern edge of the map in the turn after the first gun is destroyed.
4-The field gun figures do not count towards the stacking limit.
5-If no allied units are in the same hex as a field gun, during the
assualt phase, one Axis infantry unit may forgo combat or movement to fire the gun. Each time a gun is fired, the Axis player receives 2 points. To fire the gun, an Axis infantry unit must be in the same hex as the field gun. A disrupted infantry unit may fire the gun for 1 point instead of 2.
6-Treat road hexes as trenches, which provide cover on a roll of 4+
7-At the end of each turn, the Allied player rolls a single dice. On a roll of 5+, the allied player discovers important Axis documents and is awarded 5 points.
8-Treat all hills as forest.
9-At the end of turn 6, the victor is determined according to the number of points accumulated.
10-To balance the scenario, add one K98.


Three Miles up, Three Miles down

In the shadow of Mt. Currahee, the men of Easy Company formed a deep bond. The soldiers ran up and down the 1,000 ft. tall ridge countless times during the summer of 1942 while being berated by their commanding officer, Lt. Herbert Sobel. Under extreme conditions, the men came to rely on each other and their platoon leaders. They took Currahee to be their motto, which meant "we stand alone, together." Each soldier became a self-sufficient and lethal warrior, but at the same time was part of a greater brotherhood.

Stand in the door!
In December 1942, Easy Company arrived at Ft. Benning to train for jump school. The first units to arrive put the drill instructors to shame during physical training. While the sergeants turned red, the Easy Company recruits laughed and ran backwards. After that, the entire unit bypassed the PT requirements.

The paratroopers learned to how jump from dummy fuselages and then graduated to training towers. The final test came at the gaping doors of a C-47. Almost the entire company passed muster and earned their jump wings. In the fall of 1943, the men boarded an ocean-liner headed for England.

Mutiny
In England, the boisterous soldiers received advanced training in heavy weapons, demolition and hand to hand combat. But, before they even fired a shot at the enemy, Easy Company faced a crisis. Lt. Sobel had proved to be a poor field commander who panicked under fire. The situation came to a head when Lt. Winters stood up to Sobel and requested a court-martial on trumped-up charges.

To avoid a confrontation, Winters was relegated to the mess. In protest, the non-commissioned officers mutinied. Sobel was transferred to a training camp back in America and Winters rejoined his platoon. The experienced demonstrated how soldiers and officers alike fought their battles both as an individual and a cohesive unit.

$10,000 Jump
Through the spring of 1944, England became a floating arsenal, with hundreds of thousands of soldiers preparing for the great invasion of Fortress Europe. Poor weather delayed the preceding airborne operation for 24 hours, which only prolonged the men's anxiety. Finally, the weather cleared and the men climbed ponderously on to the transport planes. As they soared through the dark night sky, each man was alone in his thoughts, but they all faced the same fears.

"Soldiers, sailors and airmen of the Allied Expeditionary Force! You are about to embark upon the Great Crusade, toward which we have strived these many months. The eyes of the world are upon you...Good luck and let us all beseech the blessing of Almighty God upon this great and noble undertaking."
-Gen. Dwight D. Eisenhower


Aftermath
Eliminating the guns at Brecourt relieved some pressure on the beachheads, and allowed men and material to flow ashore. A number of maps were also recovered, which detailed the position of German defenses throughout Normandy. This allowed the Allies to penetrate
inland faster and further. The assault on Brecourt revealed the aggressive and tenacious nature of Winters and all of Easy Company. Through the next 11 months, Easy Company over came bullets, artillery, the weather and self-doubt to become one of the most celebrated combat units of World War II.

"They had looked at and smelled death all around them all day, but had never dreamed of applying the term to themselves. They hadn't come here to fear. They hadn't come here to die. They had come to win."
-Lt. Harry Welsh

Last edited by spacepope : 04-04-2006 at 07:06 PM.
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Old 03-13-2006, 03:51 PM   #2
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Operation Overlord, Linking the Beach heads

Normandy, June 12, 1944

Lt. Winters, acting commander of Easy Company, has been ordered to assault Carentan. The city is a vital link for armored units moving up from the beaches.

Victory Conditions:
Calculated by points total from Special Rules.

Turn length, 5

Game Start, according to Special Rules

Map Set up,
Map Dog 1 set up horizontally. The town hexes (Carentan) should be on the west end of the map.

Allied Units
Easy Company
1 Screaming Eagle Captain
4 Screaming Eagle Troopers
1 Vickers MG

Easy Company deploys on the crossroad intersection and the adjacent hexes to the north and east.

Axis Units
6th Parachute Infantry Regiment
4 K98
1 MG
1 PAK38
1 sniper
1 mortar

The parachute regiment deploys in any town hex (Carentan).

Special Rules-
1-Disregard forest hexes.
2-On turn three, Axis forces may begin retreating from the city. It costs one movement point to exit the map from a full hex on the edge.
3-On turn four, the axis player may call in an artillery barrage once per turn in any town hex. The attack has a strength of 10 and must be calculated for each unit in the selected hex, including friendly units.
4-At the end of turn five, each player receives 5 points for each town hex they control. Players receive 2 points for each town hex they occupy but do not control
5-The axis player receives a bonus equal to half the point value of any units that have retreated.
6-The PAK38 has been modified to fire anti-personel rounds. It receives AP attacks of 7/4/- and receives the special abilities Inaccurate 1 and Shrapnel 2.
7-To balance the scenario, remove one K98

Background-
“Give me three days and three nights of hard fighting, and you will be relieved!”
After the daring attack on Brecourt, Lt. Winters and Easy Company pushed on to Carentan. They drove out the 6th Parachute Regiment, only to encounter them again the next morning in a counter attack, and again in Holland during Operation Marketgarden.

Aftermath-
Only a token force had been left to defend Carentan. Most of the Von Hydte’s 6th Parachute Regiment had already withdrawn and was preparing a counter attack for June 13th. The assault on Carentan allowed Allied armor to penetrate inland and link up with the other beachheads, providing a contiguous front. Easy Company benefited from the presence of allied armor the next day.

Last edited by spacepope : 03-13-2006 at 05:06 PM.
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Old 03-13-2006, 03:51 PM   #3
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Operation Overlord, Hold the High Ground

Normandy, June 13, 1944

Lt. Winters and Easy Company have moved into the hedgerows south of Carentan in anticipation of a German Counterattack. The attack came at dawn, with German tanks in support. Can Easy hold out until help arrives?

Victory Conditions
Destruction of the opposing army or satisfaction of Special Rule 1.

Turn Limit, 8

Game Start, according to special rules and deployment

Map Set Up
Map Charlie 1, set up horizontally, with the town hexes (Carentan) in the northwest corner of the map.

Allied units
Easy Company
2 Screaming Eagle Troopers
1 Screaming Eagle Captain
1 mortar
1 Vickers MG
1 Bazooka

Easy Company deploys in the hedgerow closest to Carentan, except for the mortar, which deploys on the only hill hex.

Leading Elements of the 2nd Armored Division
1 Sherman

Deploys according to Special Rule 2

Leading Elements of the 29th Infantry
1 Garand

Deploys According to Special Rule 2

Axis Units
Von Hydte’s 6th Parachute Regiment
5 K98
1 MG42
1 Oberstlt.

Axis Armored Reserve
1 Pz IV
1 Sdfkz 251

Armored Reserve deploys according to Special Rule 3

Special Rules
1-Victory can be obtained by controlling ˝ of the opposite hedgerow at the end of any turn.
2-Allied reserves deploy on the western edge of the map at the start of turn 3.
3-Axis reserves deploy on any full hex behind the eastern hedgerow at the start of turn 2.
4-While on the hill hex, the M2 mortar has LOS regardless.
5-The allied Sherman is equipped with brushcutters and may move into a forest hex at double cost without passing a movement check.
6-To balance the scenario, add one Screaming Eagle or one K98.

Background
After capturing Carentan, Easy Company moved out to block a possible counterattack. The 6th parachute regiment attacked in force, supported by armored cars and tanks.

Aftermath
Easy Company held out long enough for Shermans to arrive and repulse the German Tanks. The defense of Carentan facilitated a continued breakout. Easy Company would face Von Hydte again in Holland.

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Old 03-13-2006, 03:52 PM   #4
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Marketgarden, Fix Bayonets!

Randwijk, The Netherlands, Oct. 5, 1944

After responding to a diversionary assault by SS troops, Easy Company has been pinned down in a small ditch. The troops have been ordered to fix bayonets and charge. If they can remain undetected, they may catch the Germans unawares.

Victory Conditions:
Destroy the opposing force.

Turn length: 8

Game Start: According to Special Rules and Deployment

Map Set up:
Maps Able 1 and Dog 2 deploy horiztonally, with the northern edge of Able 1 touching the south edge of Dog 2. Able 1 may deploy in any fashion, but the trees on Dog 2 should face east and the hills should face west.

Allied Units
Easy Company
4 Screaming Eagle Troopers
1 Screaming Eagle Captain
1 BAR

Allied units deploy in any full hex along the southern edge of Able 1.

Axis Units
SS Company A
5 SS Panzergrenadiers

Company A deploys in any full empty hex north of the road.

SS Company B (reinforcements)
3 SSPG
1 SS Hauptman

Company B deploys according to Special Rules.

Special Rules
1-Allied Player automatically wins initiative and moves first until they fire upon the Axis units or are discovered.
2-Axis units may not move or fire until they are attacked by the Allied player or discover the allies.
3-At the end of each turn, the allied player must role a single die. If the result is less than or equal to the number of rounds completed, they have been discovered. After being discovered, initiative is resolved normally and Axis units are released.
4-Fix bayonets, Screaming Eagle Troopers have the skill hand to hand 11.
5-Three hill hexes are randomly deployed behind the road during the map set up by the Allied player. These hexes function as foxholes and do not block LOS. Stacking limits for foxholes are reduced by half. Foxholes provide cover on a roll of 5+. Foxholes may not deploy adjacent to each other. Axis units may not deploy inside a foxhole. Foxesholes must deploy on clear hexes.
6-Axis reinforcements deploy on any full empty hex on the north edge of the map at the start of turn 5.
7-The road functions as a ****, and provides cover on 5+. The **** also blocks LOS.
8-Try balancing the scenario by removing one SEP or adding one SSPG to the initial phase.

Background:

After landing in Holland and securing Eindehoven, Easy Company has been ordered to hold the Island. The lines are spread thin and a sizeable German force has penetrated their defenses. The SS soldiers are making a diversionary attack in support of the assault on Ophuesen, which kills Major Horton. Lt. Winters and Easy Company responded early in the morning of Oct. 5 by eliminating a machine gun position. They withdrew to a small ditch, which was a vulnerable position. The men were forced to make a frontal assault. However, the SS had posted no sentries…

Aftermath:

Winters and his men caught the Germans by surprise. Many of them were unable to run because they were hampered by winter clothing. The Americans made the most of the opportunity, slaughtering the SS men as they ran for cover. Already outgunned, the situation became dire as a second full company of SS troops poured over the ****. Under sustained fire, the SS formation routed and Easy Company prevented Battaltion HQ from being annihilated.

Last edited by spacepope : 03-14-2006 at 06:01 PM.
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Old 03-13-2006, 03:53 PM   #5
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Operation Marketgarden, Bloody Nose

Helmond, The Netherlands, September 19, 1944

Easy Company is marching west to secure the town of Helmond. Kampgruppe Walther (107 Panzerbrigade) has occupied the town near Neunen, the birthplace of Van Gogh. The German forces have camouflaged their tanks and are lying in wait for the Screaming Eagles.

Victory Conditions:
The Allied player wins if they occupy three town hexes (Helmond) at the end of any turn.

Turn Length:8

Game Start: According to Special Rules and Deployment

Map Set up:
Map Dog 1 vertically. The city hexes should be on the north edge of the map.

Allied Units
Easy Company
3 Screaming Eagle Troopers
1 Screaming Eagle Captain

23 bataillon Hussars 11 tankdivision
1 Cromwell
1 Sherman

Easy and the Hussars deploy adjacent to the first road hex on the south edge of the map.

Axis Units
107 Panzerbrigade
1 Tiger
1 MG42
1 Mortar
1 sniper
2 K98

Axis units deploy in any town hex in accordance with special rules.

Special Rules
1-Axis units are invisible until they move or fire.
2-To balance the scenario add one Screaming Eagle Trooper or remove on K98.

Background:

The previous night, Easy Company and the Hussars occupied Nuenen soon after Panzerbrigade 170 withdrew. On Sept. 19, they marched towards Helmond, and encountered no opposition. As they approached Helmond, a German counter attack of more than 50 tanks surged out of town.

Aftermath:

Poor coordination between Easy Company and the Hussars tanks resulted in a slaughter. The tanks were ambushed by hidden panzers and withdrew. Easy suffered 15 casualties in the withdraw, including Sgt. Bull Randleman, who was cut off and listed as MIA. During the night, he killed a German sentry. The next morning, he returned to Easy and reported the Germans had withdrawn from Helmond. This encounter was Easy’s first qualified defeat.

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Old 03-13-2006, 03:53 PM   #6
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Battle of the Bulge, Holding the Line

Bastogne, Dec. 24, 1944

Easy Company has been rushed to Bastogne to blunt the advances made by the 2nd SS Division. The men are low on ammo, but are determined to repel the German advance.

Victory Conditions:
The Axis player wins by exiting 30 points of units off the map by the end of turn 7. Any other result is an Allied victory.

Turn Length: 7

Game Start: According to Special Rules.

Map Setup:
Easy 1 and Dog 2, bot laid horizontally and stacked vertically. Easy 1 should have the hills along the southern edge. Dog 2 should have the hills to the east and the forest to the west.

Allied Units:
Easy Company
4 Screaming Eagle Troops
1 Screaming Eagle Captain
2 M3 Guns
1 Bazooka

Allied Units deploy in the Hills along the south end of Easy 1

Axis Units:
(Leading elements of 2nd SS)
1 SS Panzer IV
1 Sd 222
1 mg42
1 SS Haupt.
2 SS PG
3 SS Stormtroopers

Axis Units deploy on the north edge of Dog 2.

Special Rules
1-All hill hexes are treated as forest
2-Roads are ignored
3-Exiting the map costs 1 movement point
4-Balance the game by adding one Vickers MG or removing one SS PG

Background:
The 101st Airborne Divison rushed to the front to stem Hitler's last great offensive in Western Europe. SS Units tried to seize Bastogne, a key crossroad. Surrounded on all sides, the stubborn paratroopers were in a dire situation. On Christmas Eve, the Germans attacked in force, throwing infantry and tanks at the thin American line.

Aftermath:
The Screaming Eagles held out, delaying the advance. The fighting around bastogne continued throughout Christmas. On Dec. 26, Patton's Third Army broke through the seige and brought supplies and ammunition to the beleagured defenders. Easy Company expected to be relieved, but they soon found themselves on the advance again....

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Old 03-13-2006, 03:54 PM   #7
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Old 03-13-2006, 03:54 PM   #8
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Operation Norwind, The Patrol

Hageneau, France, Feb. 15, 1945

Once again, Easy Company has rushed to the front lines to fend off a German offensive. The fighting has died down, but Easy Company has been selected for a patrol. Lt. Jones and his men must cross the icey Modor River and snatch some prisoners without being caught.

Map Set up:
Map fox 1 set vertically, with the town hexes north and the river running south and east.

Game Setup: According to special rules and deployment

Turn Length: 10

Victory Conditions: The allied player must bring one prisoner to the south side of the canal. Any other result is an Axis victory.

Allied Units:
Easy Company
4 Screaming Eagle Paratroopers
1 quad 50
1 mortar

Allied units deploy south of the river and east of the tree hex.

Axis Units
26th Volksgrenadier
4 K98
2 MG42

Volksgrenadier deploy hidden in the forest hexes north of the river.

Outpost
Panzergrenadier

Outpost deploys in the south town hex.

Special Rules
1-Screaming Eagles are equipped with rubber boats and may cross the river on a roll of 4+. On a roll of 3-, the unit is disrupted immediately. No other units may cross the river.
2-Roads and bridges are ignored.
3-At the end of each turn, the allied player rolls one die. On a DC less than or equal to the number of turns, the allies are detected and may be fired upon. Until the allies are detected, Volksgrenadier units may not fire.
4-Volksgrenadier units may engage and be engaged in the turn after the allies have been detected.
5-The allies are also detected if they provoke defensive fire from the outpost or fire upon the outpost.
6-Allied units may capture a disrupted german unit by moving into the same hex. A squad may only capture on unit, and may not transfer the prisoners to another unit. If at the end of any casualty phase, the prisoners are alone in a hex, the disruption is removed. The disruption may not be removed unless the prisoners are alone. Once the disruption is removed, prisoners may fire at allied units. Prisoners do not need to make a separate movement roll to cross the river. Captured units move with the allied unit and may not fire.
7-TO balance the scenario add one screaming eagle captain or remove one MG42.

Background:

Hitler launched operation Norwind in mid January 1945 in order to cover the withdraw from Bastogne. The Screaming Eagles relieved the 79th Division in Hageneau in February. The two units faced off across the river Modor and engaged in minor skirmishes, but mostly, the lines were static. On the night of Feb. 15, several squads from Easy Company were sent across the river to snatch some prisoners.

Aftermath:

The soldiers stealthily crossed the river in rubber boats and assaulted a German outpost. They captured several feldwebels and hauled them back to the boats. The german defenders opened fire as the raiders withdrew, but were suppressed by covering fire. Easy company sustained one casualty, Pvt. Jackson, who was fatally wounded by his own rifle grenade. The raid proved so successful, Easy Company was selected to lead another raid the very next day.

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Old 03-14-2006, 06:33 PM   #9
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scenarios 1-5 posted. I would appreciate any feedback, it seems a lot of people are least checking my campaign out!
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Old 03-16-2006, 08:13 AM   #10
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NICE ill have to print that off
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"Si Vis Pacem, Para Bellum".
("If you want peace, prepare for war")

"When the British shoot, the Germans duck, when the Germans shoot, the British duck, when the Americans shoot, everybody ducks....."
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