Posts mit dem Label Solo Gaming werden angezeigt. Alle Posts anzeigen
Posts mit dem Label Solo Gaming werden angezeigt. Alle Posts anzeigen

Sonntag, 8. Juni 2014

Flames of War - Scenario - Skirmish / Soloplay - Dunajek Bridge

Eastern Front - 1944 January- Army Group North - Poland

Historical Background: 

On January 12, the troops of the 1st Ukrainian Front (Konev) launched a mayor attack from the Baranów bridgehead towards Silesia. With tremendous troop and material usage Soviet attacks smashed the german lines after two one hour each lasting artillery barrage. On the first day there were deep penetrations into the german front line done, and on January 15 there was no coherent German front in this area anymore.

German orders:
For hours there was this tremendous artillery barrage on the frontline troops. You are a bit backwards with the duty to fortify the wooden bridge for retreating own troops which are located at the city of Zabno some couple of kilometers away. The small town you made a home during the last couple of weeks is called Wai Ruda. The next german "fortress town" there your staff is awaiting orders is Szczurowa. The bridge is ready to be blown up but instead of doing so after this soviet attack you wait for german refugee units. Your orders are to hold open the bridge as long as possible for retreating german units. If soviet forces try to cross the river blow the bridge up.

Soviet orders:
The attack is going well and the germans are withdrawing. We smashed through their lines and now our spearhead to the west is making fast progress. We just passed through Zabno without encountering any resistance at all and now are approaching the small wood between Zabno and Wai Ruda. Our orders are simple. Try to sniff our more german intruders and punch them into the snow. Any resistance is to be put down. Capture the bridge if it is not blown up already.

Tablesize:
This is a limited table sized 60cm by 120cm. The german deployment is on the southern part of the river. Every unit is entrenched. Pak and SMG are laid in ambush as well as the infantry.

Soviet forces start in the northern part. Mainly on the road with the two T-34 leading.
The river does not support a ford. The only crossing is the bridge. Whoever secures the bridge wins the game

Terrain (table size 60cm wide, 120cm long):
The river Dunajek divides the table into two halves. From the upper left corner a road commences in a corner towards the bridge which sits in the middle of the table. The area in the soviet deployment zone supports some more woods. A small hill covers the advance of the road starting from the corner.
The lower side has some small woods on the left corner. A hill is located on the right corner. Right before the hill two russian houses were build. In one the german SMG Team starts. A bit left you have the entrenched Pak38. The road commences from the bridge in an arc to the left corner. Foxholes for the infantry are dug before the wood.


Specials:

Due to heavy snowfall during the last days the communicationline to blow up the bridge doesnt work properly. To fix the problem the german player sends out one stand each round to fix the problem. This takes one full turn. Means the german player needs two turns in total to find and fix the line properly. The line can only be blown up by the Pak 38 crew. As the missing link is recognised in turn one this specialty starts in turn 2.


The german Pak Stand can only be penetrated by a shell from the ISU-152. However the T-34 shells can force the Pak team to hold their heads down.

Forces:

German Forces:
1 Pak 38 
1 SMG Team
1 Platoon Panzergrenadiers (free choice if you agree to use anti tank weapons or not)


Soviet Force:
1 T-34-85 OBR 1944
1 T-34 obr 1942-OT-34 (57mm gun) 
1 ISU-152
1 Platoon Strelkovy (Winter) without Komissar

Making the winner:

Victory Points:
Soviet Points:
+1 Capture the bridge
+1 for the soviets if they destroy the Pak Stand before the bridge can be blown up
+1 for the soviets for each stand destroyed who tries to fix and repair the line


German Points:
+1 hold the bridge or blow it up 
+1 for each stand of killed infantry
+2 for each tank destroyed

Germans can´t win on points if bridge is secured by soviet forces. Soviets can win on points even if bridge is destroyed.

 


 

Sonntag, 13. Oktober 2013

Flames of War - Scenario - Solo Gaming - Release of the Partizans/PoW

Solo Gaming - Scenario - Release of the Partizans/PoW:

Table size: 120 by 120cm
Terrain: centerpiece is a barn. Place approx one road leading to the barn, couple of woods or cropfields around it or small hills (whatever suits best to your campaignsetting)

A leader of the local partizan group has tried to make contact with the Allied. Allied intelligence has despatched a small force to meet with the resistance and to bring him to Headquarters. Unfortunately a roving patrol of Germans stumble on the partizans hiding place.
The leader of the German patrol suspects the mysterious group of being a partizan and send for assistance while he questions him.
The allies realise what has happened and must rescue the Partizan leader before he can be taken away by the Germans.

The game begins with a unit of three squads infantry led by a command occupying the farm. The officers command and one stand of germans are positioned inside the barn guarding the partizan leader and his companion (one stand of allied force ) . The others are stationed around the farm.

The eight allied stands enter the table with their officer on the road at the eastern edge of the table.

From Turn three onwards roll to see if any reinforcements arrive. On a d6 roll of 1 or 6 the reinforcements would turn up 2-5 nothing arrives. At a dice score of 1 German troops arrive, on a score of  6 Allied troops come. After the reinforcements start to arrive this dice roll turns to 1-3 German reinforcements would come, 4-6 Allied reinforcements come, each turn. Each side gains d6 stands reinforcements entering at the initial starting points.

As soon as hand to hand combat can be heard in the farm yard, the two Partizans have to make a test (in this case they are handled as veterans). If they pass they attack the soldier guarding them and attempt to escape.

Victory Conditions:

The Allied must release the two Partizans and escape off the board with them.

The Germans must prevent the escape of the Partizans.

If the Partizans die, the game is a draw.




Initial forces:

Axis:
1 Platoon of German Infantry

Allies:
1 Platoon of Allied Infantry


PS: This also is compatible with Bolt Action..if you substitute Stand with one Bolt Action Miniature or Platoon with score