by Mark Bevis
A WW2 scenario, ideal for a smallish club game. Depending on the number of players you should be able to play this in an evening or afternoon. It is a battalion level attack & defense action, using tactical rules such as 'Firefly', 'Hell & Fateful Decisions' or 'WW2 on a Sheet of A4' (The Journal No. 11) or similar (I would think it would also make a rather nice, albeit small, 'Command Decision' level game - Ed.) It can be used with 6 to 20mm figures.
INTRODUCTION As the BEF were being evacuated at Dunkirk, many other British forces were still in action within France, desperately trying to slow the German advance southwards between the Somme and the Seine. At an important road junction 8km north of Rouen, another British ad-hoc force prepares to halt the panzers...... BRITISH BRIEF & OOB It is 3.00 pm. The skies are clear and it's hot. Your orders are to defend the junction against German attacks from the north. The longer you can hold, the more troops and supplies can be evacuated from Rouen to the south of the Seine. Retire south at nightfall (around 10.00 pm). Deploy in map rows A-F. All troops may start fully dug in and camouflaged. Two roadblocks can be set up, each of barbed wire mixed with AT mines. No anti tank grenades are available for your infantry. You have no radios but you do have telephones. You should draw your telephone lines on the map prior to the start of the game. Note that these lines can be cut by shells, bombs & tank tracks.
BRITISH FORCES
GERMAN BRIEF & OOB
It is 3.00pm and hot. You are to drive south as swiftly as possible and head for Rouen (leave table off road at A6). There are light enemy forces at Isneauville but as this has been repeatedly dive-bombed no real resistance is expected. Any delay to your advance is unacceptable as Rouen must be capture as quickly as possible. All German forces enter the table from the road at H3. The German commander must decide his order of march prior to the start of the game. Before the start of the game, the Germans may launch 6 Stuka strikes (each comprising of 4x Ju 87B) against the village. GERMAN FORCES
GERMAN REINFORCEMENTS
THE BATTLE
In the actual battle the British inflicted heavy casualties on the Germans, who persisted in frontal attacks for most of the afternoon after the cutting was blocked by a mined tank. The well led and organized British retired at nightfall. German losses included 12 tanks and possibly 1 Stuka. UMPIRES NOTES
All woods are dense, impassable to all but tracked AFV and infantry. Guns & other vehicles can be hidden in the edges. The area marked as conifers in F4 is also rough ground and only passable to infantry. The cutting has steep banks and so cannot be crossed by vehicles. Any tank knocked out in the cutting will effectively block the road. The stream is fordable by all except wheeled vehicles. All roads are fence or hedge lined. Scatter plenty of fields, ditches, footpaths and 'hull down' depressions about. Ed: Mark didn't say how much terrain information should be given to the players, I would imagine the British know most of it, the Germans don't. I would suggest either that the British deploy via a map, or the British deploy on table and the Germans must pre-programme all their moves until contact is made. Stukas British positions are not visible from the air, so effectively the dive bombing effect is blind. The Stukas may be engaged by the LMG teams. The results of the dive-bombing will also be unknown to the Germans unless something obvious is hit like a vehicle park. Back to Table of Contents -- Battlefields Volume 1 Issue 3 Back to Battlefields List of Issues Back to MagWeb Master Magazine List © Copyright 1996 by Battlefields. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |