Brest, France, September 11th 1944 - The Last Crusade CCG

by the M4 Sherman of the B Company of the 37th Tank Battalion which is ordered to clean Singling. At 10.15 AM, after the traditional artillery barrage, the ...
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Singling, Lorraine, December 6th 1944 Story : The Task Force of Major Abrams of the 4th Armored Division receives the order to take the villages of Singling and Bining, located South-East of Sarreguemine, that represents an ideal observation place for Germans artillerymen. The zone is defended by some elements of the 11th Panzer which just relieved the Panzer Lehr. It is the B Company of the 51st Mechanized Infantry Battalion under Captain Leach, supported by the M4 Sherman of the B Company of the 37th Tank Battalion which is ordered to clean Singling. At 10.15 AM, after the traditional artillery barrage, the American Infantrymen, climbed on the tanks (the ground is too waterlogged for halftracks), run to the German positions. The Americans will take control of the village after some fierce fights. But they will have to retreat at night because of the impossibility of holding Singling due to their heavy casualties.

U.S. units :  B Company, 51st Infantry, 4th Armored Division 

6 Veterans + 2 Bazooka + 2 Platoon leader 2 section, B Company, 37th Tank Battalion, 4th Armored Division 5 M4 Sherman nd

German units : 

Elements of the 1st Battalion, 111th Regiment, 11th Panzer Division 6 Panzergrenadiers +2 MG Crews + 2 Platoon leader 2 Stug III + 1 Pak 40 1 Fortified building

Scenario rules : Use the tactical rules. The U.S. player sets up first and start first each turn. The battlefield consists of HI (Hills), CL (Clear), VI (Village), TO (Town). German Headquarters HI1 HI2 HI3 VI4 TO5 CL6 HI7 HI8 HI9 U.S. Headquarters 1.

Turns 9 to 11 turns.

At the end of turn 9, roll a die:

1 The game ends 2-6 The game continues At the end of turn 10, roll a die: 1-3 The game ends 4-6The game continues The game ends automatically at the end of turn 11.

2.

Supply Each player receives 20 points at start. Moreover, the U.S. player receives 3 supply dices each turn. The German player receives 2 dices each turn. Supply points remain hidden during the game.

3.

Special cards Use the tactical rules (Beachhead to Berlin p77 to p86) for choosing the special cards. Special cards : Each player has a 40 special cards deck (2 identical cards max.) of his own choice. Each player draws 1 free card each turn with the possibility of buying only one other card at the cost of 6 supply points). Each player takes randomly 6 special cards in this deck before the game begins.

4.

Soaked ground

All units have 1 MF. 5.

German Reinforcement At the beginning of the game, the German player rolls a die to know when 1 Panther arrives in the German Headquarters and the number of panzerfaust and Rifle has the German player at start. 1-2 Turn 4 + 1 Panzerfaust and Rifle 3-4 Turn 5 + 1 Panzerfaust and 2 Rifle 5-6 Turn 6 + 2 Panzerfaust and 2 Rifle

6.

Artillery units The German player can use 1 10.5cm Howitzer (in the German Headquarters) to fire once after turn 6. Then the 10.5cm Howitzer is discarded. The U.S. player can use 1 105mm Howitzer (in the U.S. Headquarters) to fire three times before the end of turn 3. Then the 105mm Howitzer is discarded.

7.

Others No refits are allowed.

Set up : Turn1: U.S.

All units deploy in HI7, HI8, HI9 or in the U.S. Headquarters.

German

The elements of the 1st Battalion are set up in the German Headquarters or in HI1, HI2, HI3, VI4, TO5, CL6. The fortified building cannot hold the Pak 40.

Victory The U.S. player must control TO5 at the end of the game. Any other result is a German victory.

Credits Scenario by Jacques Rabier adapted for The Last Crusade by Florent Coupeau Originally published in Vae Victis 37