Breakout Scenario.
This
particular scenario is based Battle of Mont Ormel scenario in the Rapid Fire
N/W Europe scenario book. For those unfamiliar with this battle it occurred
during the closing of the Falaise Gap. A Brigade of Polish troops was dug in on
high ground to block German troops attempting to escape the closing allied
trap. In doing so they endured repeated SS attacks.
For
purposes of ease of play and because of the limits imposed by playing space and
my collection, the forces involved have been scaled down somewhat. But the composition
remains roughly in line with the scenario and the victory conditions haven’t
changed. Instead of a whole brigade in defense the Poles have one over strength
Battalion with armored support.
The
original Rapid Fire scenario is supposed to take place over 20 turns, I’ve halved
this to 10 in line with a typical BKC game.
The
Poles are going to be attacked from 2 directions, firstly from German troops
trying to break out of Falaise and a smaller SS force trying to break in to
relive them. The Poles start already deployed on the high ground at the tables center dug in, with the German ‘break out’ forces
divided into 2 Kampfgruppes arriving on turns 1 & 2 with a 3rd
force of stragglers in trucks (with some armor) arriving on turn 4 from the road on the far right of the above picture. The SS
‘break in’ force will arrive on the road at the top left of the table on turn 6.
To
win the Germans must evacuate at least 50% of their ‘break out’ units from
either on the 2 escape roads on the top left of the map by the end of turn 10, but this
does not include transports. The Poles must prevent 75% of the German ‘break
out’ force escaping to win. Any result between these 2 is a draw. As the Poles
have nowhere to retreat to and the Germans are under pressure to break out the
normal break point rules do not apply.
The
scenario places allot of pressure on the Germans to move quickly, getting into
a protracted battle with the Poles is to be avoided, the Germans need a swift
breakout.
I’ve
broken the Poles up into 3 companies, and assigned some of the allied armor to
each company. The German kampfgruppes historically where a mix of all sorts of
units including fallschirmjäger, however for ease of play everything is just classified as Heer.
The
stragglers group are an eclectic mix of infantry and armored vehicles from various
units. Historically most where on foot, but the scenario in the Rapid Fire book
calls for them to be mounted to aid a swift escape.
Polish forces.
1CO cv9
1FAO cv8
1 battery 25pdrs
A Company
1 HQ cv8
2 x infantry (regulars)
1 x infantry (regulars, piat upgrade)
1 x mmg
1 mortar
1 x Achilles 17pdr
1 x Sherman 75mm
B Company
1 HQ cv8
2 x infantry (regulars)
1 x infantry (regulars, piat upgrade)
1 x mmg
1 mortar
1 x Sherman 75mm
1 x Sherman Firefly
1 x 6pdr
C Company
1 HQ cv8
3 x infantry (regulars)
1 x infantry (regulars, piat upgrade)
1 x Sherman Firefly
German Forces
HQ CV9
FAO CV8
1 x Nebelwerfers
Kampfgruppe A (arriving turn 1)
1 x HQ CV9
4 x infantry (Heer)
1 x Panther
1 x Pz4
Kampfgruppe B (arriving turn 2)
1 x HQ CV9
4 x infantry (Heer)
1 x Tiger E
1 x Sd Kfz 251/9
Stragglers (arriving turn 4)
1 x HQ 8
1 x Panther
1 x Sd.Kfz 222
1 x Sd Kfz 250/9
6 x Infantry (Heer)
6 x Trucks
SS Kampfgruppe (arriving turn 6)
1 x HQ 9
4 x Infantry (SS)
4 x Sdkfz 250/1
2 x Pz4Poles deployed on the hill, awaiting the Germans. |
Looks good Luke and can't wait to see how it pans out.
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