by Dr Jim Birdseye
with comments by Maj Bill
The following several pages are a scenario generator provided me by Jim Birdseye. It is designed as a small group or one against the GM. The best set up is to have a GM, one Axis and one Allied player. I was going to make comments with the various entries that Jim has come up with, but my scanner decided on this most inopportune time to go belly up on me so comments here will have to suffice. Though Jim may be an expert on the Philippine campaign, he has missed several points when looking at the force structures for the forces in northern France in 1940. Also lacking is an outline of the German forces available or the rules to be used for actual combat. Both of these are solved by using Spearhead rules and a little imagination and research (or just read on). German Forces: Since Jim's basic rules use Rommel's 7th Panzer, and their basic AFV's are Panzer 38t's and Pz IVD's. The one game I have run we used 1 Panzer battalion and 1 Schützen (mot) battalion, along with a randomly determined company from the Rifle regiment of the Schützen brigade. Air support is also not well defined, so I just had the Germans roll a 1d10 and that was the number of Stuka flights available. They still had to be called up as per the Spearhead rules though. The one thing I'll rag Jim about is his selection of AFV's for the Allies. Yes, things were confused once the Germans broke thru the Ardennes, but not as much as he has provided. For the French, normally whether a Battalion de Chars de Combat (BCC) or a Compagnie Autonome de Chars (Cie. A), all the vehicles were of the same type. The same hold for the BEF where Armored Regiments held 'cruiser' tanks and 'Tank' regiments had the heavy infantry support types like Matilda I & II's. There were 7 Mechanized Cavalry Regiments using little Mk VI's and one with Morris armored cars. These were placed into 2 Armored Recon Bdes. A game described: This action took place at our weekly game session, with Barry West as the Allied commander and Mike Randals as the German. The objective was quite simple: the German to travel 144" of movement (using Spearhead rates) along a road. Unknown to the German, he only had a total of 6 Stuka air missions available. Terrain rolled along the road and the first forces encountered were a truck mounted British maintenance section. One truck was picked off quickly but the others scattered like a covey of quails. Barry's card draws tended to be highly weighted to the BEF, his luck! The next event card was a French air strike, which picked on the towed 15cm IG from the regimental supports and it was destroyed. The next enemy element encountered was a section of 2pdr a/t guns and a platoon of infantry. These were readily dispatched (Barry's shooting was lousy). The terrain rolls produced a town ahead and then a stream which caused the remaining trucks to head one for the bridge (bad choice) and the other x-country. The next event card was the dreaded Ace of Hearts, so we named the town Arras and the counterattack was on! I personally feel that there should be more Matilda I's here and no Cruiser tanks, but hey, it's Jim's game! With the units as called for, the Brits came rolling on (the truck that moved x-country made it). The Germans beat the Brits to the town and set up defensive positions in the outskirts. Though they lost 3-Pz38t's, the Stukas & remaining tank fire held. A Near Thing, but an Allied victory. Only 70" moved. Run to the ChannelA World War II Scenario Generator In May 1940 the 7th Panzer Division under the command of General Erwin Romel broke out from the Ardennes and headed to the English Channel. The scenario below can be used to generate actions for a table-top game or as a "campaign" that can be played over a few days or one long day. To play the game set up the German force (the spearhead of the 7th Panzer) and arrange the terrain, one long road from one end of the table to the other. The table should be at least 48 inches wide and six to ten feet long. The terrain will be "scrolled" past the column. The terrain of northern France is relatively flat and easy to simulate. Major features will be moved along the column rather than moving all the vehicles and troops. Adjustments in the column can be made by calculating movement differentials and adjusting units or figures within the overall formation. The movement rate is variable and regulated by die rolls. The formation moves 4d6 each turn by moving the terrain down the formation the number of inches equal to the die roll. Cross country movement is 3d6 per turn. If the Germans elect to move some of their units off road along side of the column then use the slower rate for the whole column and also deduct the cost of moving around or over terrain obstacles such as woods or streams. For the campaign you can set the number of inches to the Channel it can be as many as 1,500 inches. Events Events will be generated at the start of each turn by a two D6 roll of doubles or seven. Use two different colored die with those that are used for the movement roll for the terrain and events. If the roll is even roll one D6 on the terrain table and place it thirty inches in front of the column. If an event is rolled up, seven or doubles on the set of two D6s that are the same color, draw a card from a standard 52-card dock with the joker added. Check the event list and implement the required event. Event List 2-3 clubs One of your tanks breaks down , roll a D6 for each tank until a D6 roll of
six. That tank breaks down. Can not move, if blocking road must be
moved off road.
2 heartsAs in 11 above with French infantry company to your front D20 inches.
2-3 spades One of your platoons reports it is short of fuel move only half the die roll
each turn until it refuels which will take D6 turns.
Event Notes Units (in the flank may move/fire before Germans, units on the front which ate deployed may move/fire first. Germans may move/fire first in all other cases. Combat Notes Stuka attacks: Germans mark target location and aircraft attack two turns later. D12 direction and D6 minus 2 inches distance. Burst radius is 2 inches and units in the radius are hit on D6 roll of 1.2,3, or 4. *Target morale is cut in half. A staffel is four attacks. Artillery burst radius is two inches. Items in the target area are hit on a D6 roll of 1,2.3,or 4 and the owner rolls to save. Mortar attacks burst radius is one inch items hit as above. Tank and direct fire D20 roll higher than the range in inches scores a hit. D20 roll of 20 is always a hit, a D20 roll of one is always a miss. French or British units who fail morale within ten inches of a German unit will surrender and need to be guarded by the German player. See tactical rules in details on combat. Terrain Is generated on the following tables. Once generated it moves along side the column the number of inches rolled each turn. The main axis of advance is the road in the center of the table.
Umpires choice: can include things like churches. ruins. major rivers, mine fields. fortifications. monasteries, rail road crossings. large hills and ridges, "Y"s in the road or forks in the road. If the umpire has in interesting piece of terrain he/she wants to play this is the time to do it. Wood: 25-40 Square inches of woods in any shape. Cross road road runs in straight line to the edges of the table Village: can include cross road and 7- 10 buildings, 2-5 out buildings church. municipal building and park with hedges and walls. Single house can include walls. hedges and out buildings, May be up to 10 inches from the mod and include ten square inch orchard and twenty inches of hedge tow around field. Open area: may include small hill end or woods of 10 Square inches or less. These must be places more than ten inches from the main road. Book Stream Bridge: The stream will extend in a random way to both edges of the table arid may include small woods, marshy areas and fords. It should be 1-3 inches wide and the bridge should be able to handle the traffic. Mount it or set it up on foam board to make it easier to move down the table. Back to Dispatch Sep. 99 Table of Contents Back to Dispatch List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by HMGS Mid-South 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 |