American

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 HTs w/ regular squads (recon)
10 regular squads in HTs 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.
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