V-2 Nightmare
American Forces

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V-2 Nightmare

American Forces
Dawn, March 19, 1945

American

German Counter Attack

Things were going so well until the Germans counter attacked.

Setup
This is obviously a 1/72 scale scenario, designed by Alan. It is played on a 7 foot by 12 foot table played at Paul's house.

Situation
You are the commander of one-half of a combined American/British task force proceeding toward a German V-2 launch site. Intelligence indicates that the missile will be ready to launch sometime in the daylight hours of this day, but exactly when is not known. You are proceeding cautiously but steadily because you know that the missile is aimed at your hometown of London. You are to attack the launch site to stop the launch and capture the missile, the fuel, and the control building intact if at all possible. Squads of British Commandos and American Rangers are coordinating an attack from the West, but if they fail, it is up to you.

Victory conditions:
Full victory is achieved if you capture the V-2, the fuel and the control building.
Partial victory is achieved if the V-2 and either the control building or the fuel is captured.
A minor victory is achieved if you capture only the V-2.


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Or, you lose if....

You lose miserably if the rocket launches or explodes on the pad (especially if you are within 16” of the thing when it explodes or 8” when it launches).

Your equipment:

4 M4A3E8 Sherman
2 M4A3E2 Jumbo Sherman (75mm)
2 M18 Hell Cat (1 round discarding sabot ammunition (HVDS) available to each)
2 M36 Jackson (1 round discarding sabot ammunition (HVDS) available to each)
2 M8 Greyhound A.C. (recon)
2 M3A1 HT’s w/ regular squads (recon)
10 regular squads in HT’s and Med. Trucks

2 P-38 Lightning (maybe) for two separate missions. Minimum 4 turns between runs.

6 Ranger squads enter West edge at main road in turns 9 & 10 in two waves.
1 Flamethrower
2 Satchel Charges
1 Bazooka

Reserves

(controlled by the judge):
2 M10 Wolverine
2 M26 Pershing

General Notes

It is early morning, just becoming light.

Weather is patchy fog.

Maximum sight ranges are as follows:
Turns 1 & 2: 30”
Turns 3 & 4: 40”
Turns 5 & 6: 50”
Turn 6: 60”
Turn 7: 70”
Turn 8: 80”
Turn 9: full

Sighting distance for buttoned up vehicles is 80”. Sighting from a buttoned vehicle carries a +20% penalty.


U.S. Armor Table

1