|
|
St. Mere Eglise - Seaborne |
The St. Mere Eglise - Seaborne Attack mission uses the Airborne Assault or Seaborne Attack, Close-In Fighting, Delayed Reserves (page 269), Mobile Reserves (page 269), Prepared Positions (page 264) and There are No Draws (page 275) special rules.
Your Orders
Allies
The invasion of the beaches were a success, now we need to consolidate the beachhead. Ahead lies St. Mere Eglise, a vital road junction. Your orders are to break through any German defences in this town.
Axis
The Allies have invaded in Normandy and have broken through the beach defences. The town of St. Mere Eglise is a vital road junction, and you must keep the road open to our troop movement and closed to the Allies.
|
Preparing for battle
- Determine which mission to play using the Airborne Assault or Seaborne Attack special rule.
- There is a road junction in the centre of the table making the quarters obvious to all players.
- The Axis players have the north-western and south-eastern quarters as their Deployment Zone. Any houses at least partially within the Deployment Zone is also considered within the Deployment Zone.
- The Allied players will attack from the north-eastern quarter of the table. Their Deployment Zone is all of this table quarter that is more than 20cm away from the Axis Deployment Zone.
- The Allied players place two Objectives in the final table quarter. They must be at least 20cm from the table centre lines and edges.
- The Axis players Deploy any or all of their platoons using the Mobile Reserves special rule.
- All remaining platoons are held off the table in Reserve. The troops held in Reserves will arrive along the long table edges in their Deployment Zones within 40cm of the table corner.
- The Allied players must hold at least one platoon, and may hold up to half of their platoons, off table to make a flank attack as Delayed Reserves. The troops held in Delayed Reserves will arrive along the long table edge within 60cm of the corner in the quarter containing the Objectives.
- The Allied players now Deploy the rest of their force.
- Starting with the Axis players, both sides now deploy any Warrior teams that are not part of a platoon, and all Independent teams. Warriors and Independent teams may also be held in reserve, providing that at least one platoon that they can legally join held in reserve, in this case, they will arrive from reserve with that platoon.
|
|
Beginning the Battle
- Starting with the Axis players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
- The Allied players have the first turn.
- As both sides are in Prepared Positions, all platoons may begin the game Dug In.
Ending the Battle
The battle ends on or after turn eight when either:
- the Allied players have Taken all of the Objectives at the start of their turn, or
- the Axis players starts their turn with no Allied teams within 40cm of an Objective.
Deciding Who Won
The Allied players win if the game ended because they started one of their turns holding an Objective. The Allies have broken through the defences.
Otherwise the Axis players win. The road junction of St. Mere Eglise is still in German hands, and mobile forces can be moved through the road junction to counter any Allied attack.
Calculate your Victory Points using the Victory Points Table below.
|
Mission Special Rules
The St. Mere Eglise - Seaborne Attack mission uses the Airborne Assault or Seaborne Attack, Close-In Fighting, Delayed Reserves (page 269), Mobile Reserves (page 269), Prepared Positions (page 264) and There are No Draws (page 275) special rules.
Airborne Assault or Seaborne Attack
If the Allied force contains at least one company with any of the words "Parachute", "Airlanding", "Airborne" or "Glider" in the company title, the Allied players will make an Airborne Assault. Otherwise, the Allies will make a Seaborne Attack.
Play this mission if the Allied players make a Seaborne Attack. Otherwise play the Mission St. Mere Eglise - Airborne Assault.
Close-In Fighting
The standard table for bocage or street-fighting battles is half a normal table size (in our case this means a normal table).
Ranged Support
You may hold any platoons capable of firing an artillery bombardment off table. If you do so, the guns, command team, and staff team are not placed on the table. Only the observers are placed on the table as normal. You still use the normal spotting and ranging rules when firing your artillery. Artillery held off table in this manner have the range and field of fire to hit any target on the table. As your artillery units are not on table, they do not count as being on the table for Company Morale Checks. Simply ignore any artillery placed off table when calculating whether your company is below half strenght.
Victory Point Table
The winning players has lost one or no platoons - Stunning Victory 6:1
The winning players has lost two or three platoons - Major Victory 5:2
The winning players has lost four or more platoons - Minor Victory 4:3
If a winning player started the game with nine or more platoons in the player's own company (not including transport platoons), the first destroyed platoon from that company is ignored when determining the victory points above.
|
| |
|