by Michael W. Harris
German and Allied forces are engaged in a sharp struggle for control of Norway in 1940. Forces are balanced and any new troops could tip the balance one way or the other. The sleepy port village of Norseberg is the next target for the struggle between the two invaders. This scenario has one player defending merchant ships as they unload at the head of a fjord. The other player is the attacker and tries to disrupt the landing. Either player can defend or attack. The Norwegian campaign is one of the few occasions when the French Navy actually operated against the Axis, and while French and German ships never exchanged shots, it was possible. Location: Norseberg, located in a fjord on the west coast of Norway, 1940, 0600 hours local time. Environment: Wind from either 090° or 270° (see setup) at 10 knots, sea state 1. Visibility 25%, clearing to 40% with dawn at 0609. Attacking PlayerOperational Situation Last night around 0200, an enemy surface force escorting three troop transports managed to sneak past submarine patrols guarding the entrance to Norseberg Fjord. Tactical Situation: A strong surface force is covering the transports. The three transports are berthed, but have not begun unloading yet. Attacker’s Orders: Attack the enemy transports before the invasion troops can be safely landed. Do not lose more than half of your force in the operation. Attacker’s Force: See separate OB. Victory Conditions: Decisive: Sink or destroy half the cargo on all three transports and no more than half of your own ships sunk or crippled. Tactical: Sink or destroy half the cargo two transports and no more than half of your own ships sunk or crippled. Setup: All attacking forces must be placed within 2000 yards of the channel entrance. Because of the unknown water conditions, initial speed is 15 knots. The speed restriction is removed within the channel or after dawn. Defending PlayerOperational Situation: Last night around 0200, a small surface force escorted three troop transports past submarine patrols guarding the entrance to Norseberg Fjord. The three transports have gone pierside, but will not start offloading troops until daylight, because of severe icing of the piers and town. Tactical Situation: A hostile surface force is approaching the mouth of the fjord. All your ships are anchored (with steam up) near the head of the fjord, except for two picket destroyers. Defender’s Orders: Protect the transports so that invasion troops can be safely landed. Do not lose more than half of your force in the operation. Defender’s Forces: See separate OB. Victory Conditions: Decisive: No transport is sunk or has more than half its cargo destroyed and no more than half of your own ships sunk or crippled. Tactical: One transport is sunk or has more than half its cargo destroyed and no more than half of your own ships sunk or crippled. Setup: Lay out the fjord as a rectangle 5+D6 thousand yards wide and 10+D10 miles long. The western end is open. There is a marked channel 3000 yards wide in the center of the fjord leading to Norseberg harbor at the head of the fjord. The fjord walls are steep but not vertical, and shoal water starts 1000 yards from the sides. Allow the players to pick which will be French and German and who will attack and defend. The defending player chooses the wind direction, either 090° or 270°. Place the three merchants at the head of the fjord, tied up at the pier. All the defending ships except two destroyers are anchored within 2000 yds of the piers. Two picket destroyers are on two patrol. The near patrol is steaming side-to-side across the fjord at 15 knots 18 kyds from the piers. The far patrol is on patrol 36 kyds from the piers. All anchored ships have steam raised, but are not at action stations until the alarm is sounded. Place the lead ship of the attacking force 2000 yards from the mouth of the fjord (which is also the entrance to the marked channel). Special Rule: The transports are Size Class C, are unarmed and will unload at a rate of 1% per Tactical Turn (or five hours to unload) starting at 0609. If an attack is detected the rate will increase, starting the next turn, to 3%. French ForceEmile Bertin (Emile Bertin class CL)
German ForceAdmiral Hipper (Adm. Hipper class CA)
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