V-2 Nightmare |
British Forces |
Breakthrough - American armor and troops join the British troops. Is victory soon at hand? 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 British/American 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: Or, You can lose... Return to the top of the page. |
Your equipment: 1 Churchill AMRCR (start 30 from south edge) 1 M4A1 Sherman Calliope (try aiming a few of these 4.5 beauties at that big ol minefield in front of you) 2 Sherman VC Firefly (2 rounds discarding sabot ammunition (HVDS) available to each) 2 Achilles (2 rounds of discarding sabot ammunition (HVDS) available to each) 2 Cromwell IV 2 Humber A.C. (recon) 2 M3A1 Halftracks w/ regular squads (recon) 4 regular squads in Medium trucks 6 Commando squads (enter West edge on main road, turn
6) 2 Hurricane 2D available for two separate missions (maybe). Minimum 4 turns between runs. Reserves (Waiting at southern edge of board, use only on judges approval): General Notes It is early morning, just becoming light. Sighting distance for buttoned up vehicles is 80. Sighting from a buttoned
vehicle carries a +20% penalty.
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