Destination Berlin - German SS
Germany, 1945

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German SS - Town Defenders


It does not take a scholar to realize that the war is not going well. The "Battle of the Bulge" as the Allied newspapers are calling it, did not go as planned, and worse, it stripped your forces of much of your armor and infantry and most importantly, fuel. Hitler has ordered another counter attack, this time against a small town a few kilometers from the Rhine, that you have been ordered to hold at all costs. Unbeknownst by the Allies, you have a fuel and ammo cache hidden in the basements of two of the buildings somewhere the center of town. You are to keep the supplies from falling into Allied hands. There is a German Heavy Armor Group on the way that will need both the fuel and ammo.
10 - SS squads 
5 - mmg 
5 - panzershrecks 
2 - Pak 40's emplaced 
2 - Pillboxes (hmg w/squads) Set up anywhere in town and in your pillboxes (if you choose to do so)
These are what's left of several scattered units that have had to wait until dark to join you because of all those pesky Allied aircraft. You may find them useful. They will enter the town from the crossroads on turn one. 
1 - Jadgpz L/70 
2 - Marder IIIM 
1 - PzIII Flammpanzer 
It is early morning, overcast and very dark. There have been enemy recon probes everywhere along the front. You know there will be an attack, but you know not when or from where. All set positions are fortified. If you place your guns within 10 inches of the stream, they must be put down. Pillboxes will be on board at the beginning of the game near the bridges. (Allied arial recon has spotted them the prior evening). With the exception of a recon patrol, all infantry units will remain in place until turn one.

 Note* you can, if you wish, send your own recon patrol across the stream, which is fordable (narrow areas and "chalk") by infantry at -1 movement, but impassable by your armor or wheel units because of steep banks. If you wish to do so, alert the judge prior to the start of the game. The stream banks will provide +5 cover. No, you cannot set up in the stream... trench foot you know. This unit(s) can either go forward to observe or give the Allies grief. It will be deployed at -5 (0415) turn. Select the two buildings in which the fuel and ammo are hidden. Flares/Spotting - Starting at -5 turns (0400), you will send up a flare each turn somewhere over your front. If you hear something (see below) you can send up a flare in the direction of the sound. If the flare pops over the origination of the sound you have a 70% chance of seeing something if it is moving. 40% - if it is not moving. Each of your units that are within five inches of the stream will roll two percentile dice each turn (to see if they hear or detect something) and call out the results if below the necessary percentage. If something is detected (it may, after all, only be a bird flittering in the brush), both you and the "spottee" will put your units down and the judge will resolve the conflict with all units involved taken off the board afterwards if no longer in sight of any other units. 

Neither you, nor your opponent will know if your unit survived the battle until light enough for other units to see who is left standing, so to speak, or unless that unit comes into conflict with another enemy unit(s). If after turn one, while visibility is still limited, you decide you want to move that unit, you may plot it (send out the orders) and assume that the unit is moving. Its availability will be confirmed only if another unit sees it. You will assume that it is still among the living and will continue to roll for sighting. 

Turn/chance/visibility: -6/10%/3", -5/10%/3", -4/10%/3", -3/10%/3", -2/12%/4", -1/12%/4" 

Turn/time/visibility - 1/0545/6", 2/0600/10", 3/0615/20", 4/0630/30", 5/0645/full visibility. 
All other LOS rules are in effect.

   

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