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  1. #1
    Administrator Whiterook's Avatar
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    'Hare & Hounds with the Heines'

    September 19, 1944, Zonsche ForrestOperation Market Garden, D+2
    Around the time of the battle for the little town of St. Oedenrode, the 101st Airborne,3rd Battalion, 502nd PIR, sent patrols through the Zonsche Forest, trying to movetoward the town of Best and its bridge. German resistance was tough in the vicinity ofBest. Major Elkins, 377th Parachute Field Artillery Battalion, set out by jeep, earlymorning to report to the 502nd CP to plan artillery support or when guns becameavailable. He was accompanied by a Reconnaissance Officer and three enlisted men.While going through unfamiliar the woods of Zonsche, the party was fired upon andthen surrounded by superior forces. It quickly became an “every man for himself”situation.

    10 Turns


    AMERICAN UNITS

    Elements of 82nd Airborne, 3rd Battalion, 502nd PIR
    :



    • Major Tom, Recce Officer Ash, 2x 1-4-4-6 Half Squads, Jeep (Hex 16M-)


    GERMAN UNITS
    Elements of Wehrmacht
    :



    • Sgt. Baumann, 1x 2-6-4-5 Squad (Hex 16D4)
    • 1x 2-6-4-5 Squad (Hex 16C4)
    • 4x 1-6-4-5 Squads (Hex 16I6 / H4 / J3 / G1; one each per hex)
    • 4x 1-5-4-5 Half Squads (Hex 16D5 / F5 / L4 / N5; one each per hex)



    Scenario Parameters:
    Operation Market Garden. The 502nd PIR reconnaissance party must make heir way off board anywherealong Hex Row 16A. They can make their way through the enemy aboard their jeep, or unload any forcesand proceed on foot at any time. The most likely tactic is evade and escape, though the player is allowedto go ‘All General Custer’, if they so choose.



    Special Scenario Rules:
    Americans forces can opt to surrender on a Surrender roll of 1d5 > 4; otherwise, they are subject to fire.
    They can Assault and Stealth Move. The Reconnaissance Officer (Hero counter) can be used forleadership double-time ability for half squads.


    Victory Conditions

    Americans win if they exit at leastone half squad via Hex Row 16A bythe end of Turn 10.
    Otherwise, the Germans win.
    "Life begins at the end of your comfort zone”

  2. #2
    Administrator Whiterook's Avatar
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    This was an interesting, small sub-story I came across in my reading of the book, 'Rendezvous With Destiny'. I sure in the chaos of war, this happened often; but a wayward group of soldiers in a jeep get caught in a situation where they are suddenly in the shit pile.

    It plays out on the Lock 'N Load Publishing, Heroes of Normandy wargame (formerly, Band of Heroes).

    I immediately gravitated to the challenge of a lone jeep, all of a sudden fighting for it's very life....and the choices that have to be made in the fly.

    The snippet took up just over a page of detail, and the details were slim. No mention of what division the Germans belong to, nor their strength and numbers. On the flip side, the Americans are well defined. The telling that there was a Major was no problem; and there were three enlisted men made it a fair easy decision to use a half squad. The issue came when deciding how to tackle the Artillery Officer.... using a Hero seemed the most appropriate choice, as it needed to be a non-system (Lock 'N Load) Leader unit, yet still have the quality of a leader.

    For the Germans, it was artistic license time! The true story depicts the scene as the Americans being overwhelming outnumbered. Throwing a bunch of German 2-6-4-5 Squads all around would make for a pretty quick play. So I contemplated the fact that the depiction of story also did not mention scale of expanse in ground covered, so I figure the map area covers a possibly smaller expanse that the actual events; and further figured that since the area was general country area, it was a fairly good bet that the actual German squads would be mostly small groups...half squads...and minimal leadership messing with things. This makes the scenario a little better balanced, yet keep the over-numbered quality on the Americans.

    The interesting challenge I see the American player finding themselves faced with right off the bat, will likely being to try to plow out with the jeep. The German player has a good chance at stopping that from happening. So the American player likely has to consider unloading some or all of the soldiers, and combining with the jeep to cut a hole in the German lines first as a possible tactic. The jeep has some pretty hefty firepower!

    I decided to load up the German side with as much as I felt made sense, and try a few playtests to how it works: If it's too easy, I'll add more Germans; but I don't see myself taking any away.

    "Life begins at the end of your comfort zone”

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