You are on page 1of 3

v1.

Mission H1
King of the Hill
FRIENDLY ELR: 4
BRIEFING: Chiunzi Pass, Salerno Italy, September 12,
1943. MAPBOARD SELECTION & ACTIVATION (13.):
EC: Dry, No Winds. INITIAL MAPBOARDS:
TIME OF DAY (S12.33): Day. No additional mapboards are activated during play.
AT START: After the beachhead at Salerno was secured the ⇧N
Allied drive for Naples began. This included seizing the
Chiunzi Pass, gateway across the rocky Sorrento peninsula
to Naples in the north.

15
The elements of the 3rd Ranger Battalion attached to the
U.S. 3rd Infantry Division were tasked with this objective.
Once the pass was taken the advance towards Naples could
begin. Landing on September 8th in the first wave, being
the left flank of the main Allied effort, the rangers seized
the pass on the same day overlooking Highway 18, the
2

main supply route for the Germans in the Salerno area.


To stop the interdiction of German supplies by artillery
strikes on Highway 18, as part of a coordinated effort, VPO LOCATIONS (14.):
elements of PGR 1 & 2 of the Panzer-Division Hermann The following are Friendly VPO locations: 15H5, 15R8, and
Göring attempted to move into a ridgeline near the 3rd 2W7.
Ranger Btn. position.
S? PLACEMENT/ENTRY (4.):
AFTERMATH: Small unit actions erupted with artillery
strikes from both sides exacted a heavy toll in casualties. The ENEMY begins the Mission with an off board pool of
American 60mm mortars were used to break-up the x45 S?.
German concentrations. The panzergrenadiers launched S? ENTRY: At the start each ENEMY RPh in which there is ≥
ten separate attacks that were repelled for which the 3rd
one unentered S? remaining in the ENEMY’s off board S?
Ranger Battalion received afterwards a Presidential Unit
pool make a DR+4. This sum is the number of S? from the
Citation for their bravery.
off board pool which enter during the ENEMY MPh along
the EBE according to S4.22.
PREVAILING ATTITUDE (3.2): Advance {A2a}
ENEMY SAN: 4
FRIENDLY SAN: 3
ENEMY AC#: 4
ENEMY RE: 4/5
FRIENDLY RE: 3/4
ENEMY ELR: 4

Page 1 of 3
4. The ENEMY will use the following German
Generation Tables in lieu of the normal tables,
FORCES:
5. Instead of the normal RE tables, the following
FRIENDLY and ENEMY RE’s are each used only once
per Mission. If already used reroll until different
result is achieved. If all RE events are used, no more
RE events are available for that side.

FRIENDLY:
Elements of 3 Ranger Btn: setup on boards 15 and 12
anywhere west of hex row BB. G2: SQUAD (5.72)
x12 6-6-7
x4 3-4-7 2-4 4-4-7
x10 1-2-6 5-6 4-6-7
x4 MMG
x4 M2* 60mm MTR 7-12 4-6-8
x4 BAZ 43 M1A1
x2 ATR
x1 8-1
x2 8-0
G6: STANDARD AFV (5.71)
x1 7-0 2 Pz IIIN Sz
x1 Radio (100+ W, w/Plentiful Ammo)
3-6 Pz IIIL Sz

SEQUENCE: 7-8 Pz IVH (3/5) Sz


Place the VPO location markers. Place shellholes and 9-10 StuG IIIG Sz
wooden rubble. FRIENDLY forces set up first (remember
to Boresight). ENEMY forces set up second offboard. The 11-12 StuH 42 Sz
ENEMY side moves first.
MISSION END: U9: U.S. Random Event Table (2.)
At the end of Game Turn 10, and at the end of each Game
2 U9: 15 Enemy resistance is fading!
Turn thereafter, perform a dr. If the result is ≤ 2 the
Mission ends immediately. There is a -1 drm for each 3 U9: RE 63 Go get 'em boys!
complete Game Turn completed after Game Turn 10.
U9: RE 24 Enemy ammunition supplies
4-5
VP SCHEDULE (9.41, 12.6): dwindling!
• The ENEMY gains VP for Casualty VP earned. Reinforcements! Enter from FBE:
6
• Each side gains normal VPO for Control of VPO. determine number {A6b} of 6-6-7
• The FRIENDLY player gets 1 VP for every turn Reinforcements! Enter from FBE: x2 6-
7
extension. 6-7, L{U3}, SW{U4}
Reinforcements! Enter from FBE:
BALANCE: 8 determine number {A6b} of 3-4-7, each
Subtract -1 ENEMY AC# armed with BAZ 43 M1A1
Add x5 S? Reinforcements! Enter from FBE: 3-4-7,
9-10
L{U3}, MMG
MISSION SPECIAL RULES: U9: RE 51 Infantry stage flank attack!
11
(use 6-6-7 as squad type)
1. The following hexes have shellholes: 15F6, 15G8,
15H6, 15O9, 15P9, 2Q1, 2T2, and 2U2. 12 U9: RE 64 Tanks!
2. The following hexes have wood rubble: 15G6, 15G7,
15G9, and 2T1.
3. The following hex has stone rubble: 15O10.

Page 2 of 3
A11: ENEMY Random Event Table (2.)
2-3 A11: RE 06 Enemy Infiltration!
4 A11: RE 15 Enemy Infiltration!
5 A11: RE 35 Enemy SPG!
A11: RE 33 Enemy Harassing Fire
6
FFE!
A11: RE 31 Enemy artillery
7
strike!
A11: RE 33 Enemy Harassing Fire
8
FFE!
9-10 A11: RE 36 Flank Attack!
A11: RE 72 Friendly ammunition
11
shortages.
12 A11: RE 45 Enemy HMG!

Page 3 of 3

You might also like