C Company, 2nd Battalion, 1st Parachute Brigade, 1st Parachute Division
Smoke: 0 Special Ammo: 0 Satchel Charges: 10 At Start:
1 x Major Frost. He is armed with a Webley Pistol. Use the Captain's characteristics with a morale of '10'.
1 x Flight Sergeant Cox. He is armed with a Webley Pistol. Use Home Guard characteristics with a morale of 7. He is not a leader and cannot lead squads. He can move on his own and must avoid combat unless it is a last resort. He will automatically surrender if left alone and Germans are within 6" of his position or if contacted in melee.
2 x Leftenants. Each are armed with Webley pistols.
3 x Sergeants. Each is armed with either a Sten SMG, Thompson SMG, or a SMLE rifle 1 x Airborne Platoon HQ Section. The section has 6 men. They are armed with SMLE bolt-action rifles. Up to half may be armed with STEN SMGs.
7 x Airborne squads. Each squad has 10 men. All are armed with SMLE bolt-action rifles. One is armed with a BREN LMG. One figure may be armed with a STEN SMG or M1 Thompson SMG.
1 x Airborne Sapper squad. It has 7 men. Up to three figures may be armed with a STEN SMG.. The rest are armed with SMLE bolt-action rifles. 6 x Landing craft. Each craft can hold up to 25 men. Reinforcements:
The British Reinforcements are variable and must be rolled for before they may enter the map. To determine if they arrive during the current turn, roll 1D8 during the British Morale/Support phase. If the roll is equal to or less than the current turn number, the reinforcements will arrive during the 1st Movement phase anywhere on the British Reinforcement Entry area.
1 x Leftenant. He is armed with a Webley pistol.
3 x Airborne squads. Each squad has 10 men. All are armed with SMLE bolt-action rifles. One is armed with a BREN LMG.
Bruneval Garrison
Smoke: 0 Special Ammo: 0 Satchel Charges: 0
1 x Gefreiter. He is armed with a MP-40 SMG.
1 x Wurzburg Radar Crew. They have 10 men and half of them are armed with the P08 Luger pistol. Use Ersatz characteristics. They will automatically surrender if left alone and British units are within 6" of their position or if contacted in melee.
2 x Squads of Ersatz infantry. Each squad has 10 men and they are equipped with Kar98k Bolt-action rifles. One or two figures in each squad may be equipped with the MP-40 SMG. One squad may carry a MG-34 LMG. 2 x Landser MG-34 HMG teams. Each team has 3 men. They must be placed in any of the bunkers or pillboxes along the coast.
Reinforcements:
Like the British player, the German player must make a die roll to determine their reinforcements. On each turn starting with Turn 2, the German player will roll 1D8 to determine what reinforcements are available. Some reinforcement events may only happen once and they are marked with an *. If you roll that event again, treat it as no reinforcements for that turn.
Die Roll Result
1* 1 x Leutnant with MP-40, 3 x Ersatz Squads. Each Squad has 10 men armed with Kar'98k Rifles and 1 MG-42 LMG.
2 1 x Gefreiter with MP-40. 2 x Ersatz Squad. Each Squad has 10 men armed with Kar'98k Rifles and 1 MG-42 LMG.
3 1 x Gefreiter with MP-40. 1 x Ersatz Squad. The Squad has 10 men armed with Kar'98k Rifles and 1 MG-42 LMG.
4-61 x Ersatz Squad. The Squad has 10 men armed with Kar'98k Rifles and 1 MG-42 LMG.
7 1 x Sdkfz 222 Scout car. 1 x Gefreiter with MP-40. 1 x Ersatz Squad. The Squad
has 10 men armed with Kar'98k Rifles and 1 MG-42 LMG. (This die roll can
happen a maximum of two times, then this result will become a *). 8 No Reinforcements this turn.
Victory: The British must capture the Radar site, have at least two squads dismantle it, carry it to the beach, upload the two pieces and Sergeant Cox onto a landing craft. Anything else is a German win. The British have eight turns to accomplish their mission. Terrain: The trees are heavy woods and give a +2 save. They can been seen into or out of for 4 inches. The Bruneval House is well made and it too, will give a +2 save. The Radar Station is brick with a +2 save. There are four entrenchments along the coastline and two concrete pillboxes. The pillboxes must be set up facing the coastline. The coastal beach area is protected by two strands of barbed wire. The only access to the beach is the yellow sand colored area. The rest is high cliffs and they are impassible.
Deployment: All German At Start units will be set up first inside their start area. The Technicians must be set up either in the house or the Radar site. You can split the group up before the game begins without a sergeant (Gefreiter). One squad must start in the beach fortifications. It too, can be split up before the game begins. The remaining squad and Gefreiter may be set up anywhere within the German start area. All German units are automatically hidden. The British will set up second inside their Start area. No units will be hidden.
Special Rules: Sgt Cox must be present when the Radar station is dismantled. The dismantling cannot start without him. It will take one full movement phase to tear away the required pieces. It will take one squad to carry each piece removed from the site. That squad may not fire without dropping the pieces and having to start the process over again. If the squad is broken, it will drop the pieces as well. You may have as many squads as you want helping with the dismantlement and carrying of radar equipment, but only two are required for victory.
If the British can capture a Radar technician, then they have only to remove 1 piece from the Radar station. They must always carry off 1 piece regardless of the number of technicians they capture. - This is a night game and all night rules are in effect.
Operation Biting: Historical Account
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© Copyright 2003 Hal Thinglum
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