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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Tue Oct 21, 2014 9:17 pm 
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I think. For the germans attacking you need trucks to really get in fast.

Even regulars are super tough when behind walls

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Tue Oct 21, 2014 10:22 pm 
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Open ground means death! I'd be very interested in watching a game. Is the opinion that it was dice and game pay that led to the one sided victory or was the scenario badly balanced?

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Wed Oct 22, 2014 12:08 am 
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Scenario was great. Loved it.

It was some bad play and awful luck.

The artillery and aeroplanes killed half 2/3 of my dudes before I got anywhere

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Wed Oct 22, 2014 12:09 pm 
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The airstrikes were brutal, the Priest didn't make its points back in kills but the destruction of the one unit and subsequent area denial were very useful. The FAO made back well over double his points although I have to say the rolls were exceptionally high. Always a 5+ to see if the plane came in, always a 5+ for type of plane and then 11 hits for the first one and 12 hits on the second.


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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Mon Nov 10, 2014 12:57 am 
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Scenario 3: Clearing Salerno

Army size:
Allied forces: 500pts
Axis Forces: 400pts

Allied forces:
US Platoon (Operation Avalanche selector) or/and British Platoon (Monte Cassino selector)
Axis Forces: German Platoon (Defence of Italy selector) or/and Italian Platoon (Italian re-enforcement selector)

Rules: Bolt action wargame rules

Battlefield: Normal, a fortified tower should be placed in the center of the board. Walls, sand bags and genral dug in cover should be place within 12” of the center of the board.

Scenario rules:
Axis special rules: The Axis player gains an EXTRA free mmg team (note this is extra to any allowed on the selector).
If the axis player was victorious in scenario 1 they gain an EXTRA free mmg team (note this is extra to any allowed on the selector and the one above).
If the axis player was victorious in scenario 2 they gain an EXTRA free sniper team (note this is extra to any allowed on the selector).
Hidden set up

Allied special rules:
If the allied player was victorious in scenario 1 they may start bringing reserves on in turn 1 rather than turn 2.
If the allied player was victorious in scenario 2 they may take an Extra 100pts (note these extra points are all placed in the reserves.
Reserves


Set up:
The Axis player sets up their entire force within a 12” circle of the center of the board, they may be set up inside the fort. The fort has 3 floors (one floor is the open roof) and each floor can hold 10 men.
The Allied player breaks his force into two halves, the first half is the first wave. The other half are held in reserve. (Note the Extra 150pts for victories are added after the split has been resolved).

Objective: The aim is to remove the Axis threat by the end of the game. To do so there must be as few Axis troops left on the board at the end of the game.

First turn: The Allied first wave come onto the board any board edge using a run or advance order. No order roll is required for the first wave.

Game duration: Game last for 6 turns with a normal roll for another turn after that has elapsed.

Victory:
If the Axis player have no units left at the end of the game it is an Allied victory. If the Axis player has one unit left the game is a draw. Any other situation is an Axis victory.

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Last edited by Ragnar The Destroyer on Sun Jan 11, 2015 9:19 pm, edited 2 times in total.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Tue Nov 11, 2014 9:14 pm 
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The last remaining squads of the elite German Fallschirmjager have been tasked with defending the fortress that dominates the town.

They may be few in numbers, but there stubbornness is high.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Tue Nov 11, 2014 9:15 pm 
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British Mosquito photo aircraft have taken an image which seems to show the Germans are setting up a defensive position.

Attachment:
ImageUploadedByTapatalk1415736930.399849.jpg
ImageUploadedByTapatalk1415736930.399849.jpg [ 176.79 KiB | Viewed 1496 times ]

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Nov 23, 2014 5:57 pm 
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Nice


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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Nov 23, 2014 8:26 pm 
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The tenacity and stubbornness of the Fallschirmjager is to be respected but you would be better off if they were SS.


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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Mon Nov 24, 2014 1:21 pm 
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Hmmm.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Jan 11, 2015 9:18 pm 
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Right i have made two edits to the scenario concerning points if you guys are happy to replay it that would be sound but no problem if not.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Jan 11, 2015 10:38 pm 
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Scenario 4: Panzers strike back

Army size:
Allied forces: 1200pts
Axis Forces: 1200pts

Allied forces:US Platoon (Operation Avalanche selector) or/and British Platoon (Monte Cassino selector)
Axis Forces: German Platoon (Defence of Italy selector) or/and Italian Platoon (Italian re-enforcement selector)

Rules: Bolt action wargame rules

Battlefield:
Normal, suggest a large building to represent a factory.

Scenario rules:
Axis special rules:
Preparatory bombardment
Reserves

Allied special rules:
If the allied player lost Scenario 3 they must lose 100pts of their overall allowance.
Reserves
hidden set up


Set up:
The Axis players troops are not set up on the table at the start of the game. The attacker must nominate at least half of his force to form his first wave, this can be his entire army if he wishes. Any units not included in the first wave are left in reserve.

The Allied player may choose which side of the table and sets up at least half of his units 12” away from the middle line of the table.Units that are not set up are left in reserve.

Objective: The Axis player must try to move as many of his units as he can into the Allied set up zone or off the opposing side's table edge. The Allied player must stop him. Note that in this scenario, attacking units are allowed to deliberately move off the table edge to reach their objective.

First turn: The Axis entire first wave come onto the board anywhere along the Axis table edge using a run or advance order. No order roll is required for the first wave.

Game duration:
Game last for 6 turns with a normal roll for another turn after that has elapsed.

Victory: At the end of the game calculate which side has won by adding up victory points as follows.If one side has 2 more victory points than the other then they have won a clear victory. Otherwise it is a draw.
The Axis player scores 1 victory point for ever enemy unit destroyed. He also scores 2 victory points for each of his own units that are inside the Allied set-up area (even if partially), and 3 points for each of his own units that have moved off the enemy table edge before the end of the game.

The Allied player scores 2 victory points for every enemy unit destroyed.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Jan 11, 2015 10:40 pm 
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http://www.history.army.mil/books/wwii/ ... ancntr.htm
Used this as some reference for people interested in learning more.

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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Jan 11, 2015 10:47 pm 
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A tobacco factory perhaps?


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 Post subject: Re: Operation Avalanche! Taking Salerno.
PostPosted: Sun Jan 11, 2015 10:50 pm 
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Scenario 4 is the final battle if you wish to see who won the campaign I have allocated campaign points for each battle the winner will collect the points allocated.

Scenario 1: victory + 2 campaign points
Scenario 2: victory + 2 campaign points
Scenario 3: victory +1 campaign point
Scenario 4: victory +3 campaign points, victory by 4vps +4 campaign points, victory by 6+vps +5 campaign points

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