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RoE Scenario Competition Winner

“No plan of battle ever survives contact with the enemy.”

Heinz Guderian
Point of Attack
A division of infantry and supporting armour has the task of tearing a hole in the enemy line using the concentration of force. However, contrary
to intelligence reports, the defenders are actually well situated and have tactical reserves. A furious battle erupts in which the defender must
hold its position to prevent enemy forces pouring into a breach. The attacker, without the presumed overwhelming tactical superiority, must
create a gap to exploit before the defenders can shut the door.

Mission Brief Deployment

Your platoon is at the spearhead of a battalion level attack and must After setting up the terrain, both players roll a D6 and add their
complete his objectives to allow the operational exploitation of the Strategy Rating. Re-roll draws without adding your Strategy Rating.
situation. The defender must hastily position his forces and hold his The winner may choose a table edge and the other player
ground at all costs.
deploys on the opposite table edge. This may be a short or long table
Scenario Special Rules edge, or a triangular deployment area. A triangular deployment
zone is plotted by drawing a line from the halway point of a long
Random Operation Length table edge to the halfway point of a short table edge. Forces are
Reserves (Defender only) deployed behind this line.
Unacceptable Losses.
Only the attacker may initially use Artillery Support. Both players secretly mark their forces on a drawn sketch of the
battlefield then reveal them to each other. Alternatively players may
If the game continues after the fixed number of turns, the defender wish to use a screen across the middle of the table.
my use close artillery support once every turn. The attempt to call
in support is automatically successful and no roll needs to be made Forces may deploy up to 30cm from their table edge and no closer
(see pg 61, RoE rulebook) than 20cm to either side of the gaming area. All troops count as
Using Terrain at the start of the game.
Order of Battle
Who Gets the First Turn?
Both sides have a Combat Effectiveness of 20. The attacker has close
artillery support, and armour worth up to 5CE, for free. The attacker The attacker goes first.
may not take any additional armour or artillery support. At least
5CE of the defending force must be in reserve. How Long Does the Battle Last?

The Battlefield Deployment on Long Table Edge/Triangular DZ: 6 Turns each plus
Random Operation Length.
The battlefield is amongst fields and farmhouses in Belgium or Deployment on Short Table Edge: 8 Turns each plus Random
Holland in 1944, the ruins of a town on the Rhine or a different Operation Length.
theatre with similar terrain.
Victory Conditions
Terrain:
Decisive Victory:
Set up terrain in any mutually agreeable manner. For a 6’x4’ gaming
table use the following guidelines for terrain density: Enemy Breaks and winner has not reached its Break Point.

• 16x30cm length walls/hedges/etc. Marginal Victory:


• road/lane/shallow river leading from the defender’s
table edge to the attacker’s, within 20cm of the centre line of the Enemy Breaks and winner has reached its Break Point,
gaming area. Or
• 6 to 8 medium woods/buildings/hills/rubble piles. Side A has reached its Break Point but is not broken and Side B has
• 2 to 4 small craters. not reached its Break Point.

Any other result is a draw.

By Mick Graham

©Copyright Great Escape Games 2010. Permission is granted to photocopy for personal use only.
Also available at www.greatescapegames.co.uk for as a download.

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