Force on Force - Final VDV Mission

Click here to load reader

  • date post

    05-Jul-2018
  • Category

    Documents

  • view

    214
  • download

    0

Embed Size (px)

Transcript of Force on Force - Final VDV Mission

http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 1/12
1
Soviet Airborne defence of a Bridge over the Leine River A Scenario Designed for Play with Ambush Alley’s Force of Force 1987
It is spring 1987, and long feared Soviet invasion of West Germany has taken place. After days of fighting WARPAC forces have punched a massive hole in NATO’s lines and a powerful Operational Manoeuvre Group (OMG) is now making great progress
across the Northern German Plain.
Between them and the Rhine lie numerous waterways that NORTHAG forces must try and use to impede the OMG’s advance. Soviet Airborne troops have now been launched into the battle – seizing a number of key bridges ahead of the advance. An airborne carpet if you will, for the ground forces to advance up. Any NATO combat force available is being thrown at these bridgeheads in order to destroy them and recapture the vital bridges.
SCENARIO INFORMATION 
Duration of Game: 9 turns.
Initiative: The NATO force on each table has the initiative on the 1st turn. From the 2nd turn onward, roll for initiative each turn.
Special Conditions:
Pre-dawn: This mission begins at night and uses the Night Fighting rules. At the beginning of Turn 4 a roll of 6 on a D6 determines that dawn breaks. On Turn 5 roll a 5 or 6 on a D6 for dawn to break. To Turn 6 roll 4,5 or 6 for dawn to break, etc. Once dawn has broken normal daylight rules apply.
Two Table Multi-player Game: This is a two table – multi-player game. The tables should be placed as per the scenario diagram below. We recommend at least 1
NATO and 1 Soviet player per table. Play on each table is essentially independentfrom the other table except in the following cases:
•  There is only one initiative roll per turn to cover play on both tables
•  Each turn should last for approximately the same time for both tables
•  Only on-board artillery can be fired from one table to the other (as described below)
•  Only Soviet vehicles can cross the bridge between tables (as described below)
•  Victory points are added up across both tables at the end of the game
Leine River: The gap between the two tables represents the Leine River, which can only be crossed at the bridge – even amphibious vehicles can only cross the river on the bridge.
Firing across the Leine River: Opposing forces can not trade direct fire from one table to the other table. Available On-board Indirect fire is capable of firing between tables, as long as spotter is on the same table as the proposed target. Available Off-board artillery can be directed at any proposed target as long as spotter is on the same table as the proposed target.
Air strikes may only be called in against targets on the same table as the CAC.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 2/12
2
Leine River Bridge: It is not necessary to model the Leine River Bridge in this scenario – but you can if you want to! The bridge is the only way Soviet vehicles can get from one table to the other.
To cross the bridge a vehicle must be travelling with enough speed to exit the table edge off a bridge ramp. Next turn the vehicle becomes available as a reinforcement, entering the table on the opposite bridge ramp at patrol speed.
Unless mounted on or in a vehicle, it is not possible for infantry to cross the bridge during the game.
The bridge cannot be targeted. VDV Engineers working on the bridge cannot be targeted. Vehicles crossing the bridge cannot be targeted once they are beyond the ramps.
Dropping the Bridge: Soviet VDV Engineers are on the bridge at the beginning of the game, preparing the bridge for destruction – if necessary. It will take the VDV Engineers 7 turns to successfully wire up the bridge for destruction. If a NATO vehicle arrives on the bridge before the end of Turn 7 they will interrupt the work of the VDV Engineers and the bridge cannot be dropped.
From Turn 8 onwards, upon activation of the Soviet Battalion Commander, he may order the bridge dropped.
On-Board Artillery: The Soviet VDV have two 82mm Mortar teams in their force. They are deployed on the Eastern Table where indicated. Together they count as Heavy Mortar Support. If one is destroyed the remaining weapon counts as Light Mortar Support. Each turn, one Soviet unit may attempt to call down a salvo on a designated target as spotter is on the same table as the proposed target using the Calling for Fire Mission Rules. The Soviets have reliable communications. The outcome of the salvo is determined using the Resolving a Fire Mission rules.
The British Territorials have a L9A1 51mm Mortar in their force. This counts as LightMortar Support. Each turn they are on the board, one British Territorial unit may attempt to call down a salvo on a designated target as spotter is on the same table as the proposed target using the Calling for Fire Mission Rules. The British Territorials have reliable communications. The outcome of the salvo is determined using the Resolving a Fire Mission rules.
The mortar teams may be shot at using the Firing at Guns rules.
Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by Reaction Tests
SCENARIO DIAGRAM 
Two 3’ x 2’ (90mm x 60mm) tables for 15mm or smaller Two 5’ x 4’ (1.8m x 1.2m) tables for 20mm or larger
The tables, except where otherwise indicated should be considered to be open agricultural terrain.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 3/12
WESTERN TABLE (Mainly rural)
A: Western Bridge Ramp B: Reichstrasse (Main Road) C: Wulfinger Str. D: Railway Embankment E: Small road tunnel F: Old Farm G: Modern Farm H: Wooded Area
Railway Embankment: The Railway Embankment can only be driven up and down at Patrol Speed. To cross the railway tracks, tracked vehicles must be moving at Patrol
Speed and must pass a Troop Quality Test. If the test is passed the movement is completed. If the test is failed the vehicle is immobilised for that turn. The crew must decide whether to:
1. Fight; 2. Fight and Remobilise; or 3. Remobilise.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 4/12
4
Fight If the crew decide to f ight, the vehicle remains immobilised but can continue to fight as per normal.
Fight and Remobilise If the crew decide to f ight and remobilise, the vehicle can continue to fight, but the Firepower for all the vehicle’s weapons are cut in half. Upon activation in the next turn the vehicle can repeat the Troop Quality Test.
Remobilise If the crew decides to remobilise the vehicle may not fight for the remainder of the turn, but upon activation in the next turn may automatically move away at Patrol Speed.
Small Road Tunnel: A single large armoured vehicle may pass through the Small Road Tunnel one at a time.
Old Farm: The Old Farm counts as a Shoddy Average building that has not been fortified.
Modern Farm: The Modern Farm counts as a Decent Reinforced building that has been fortified by VDV troops.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 5/12
EASTERN TABLE (Mainly Village of Poppenburg)
A: Eastern Bridge Ramp B: Reichstrasse (Main Road) C: Poppenburger Str. D: Village of Poppenburg E: Outlying Farm F: Row Houses G: Wooded Area H: Mortar Positions
Village of Poppenburg: The houses that make up the village of Poppenburg count as a Decent Average buildings that have not been fortified. The Soviet player may
select 3 houses to lightly fortifiy.
Outlying Farm: The Outlying Farm counts as Decent Average buildings that have not been fortified.
Row Houses: The Row Houses count as a Decent Average buildings that have not been fortified.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 6/12
6
VDV MISSION  Soviet air assault forces have landed deep in NORTHAG’s rear and seized a critical bridge across the Leine River near the village of Poppenburg. The paratroopers have beaten off the West German Territorials that were defending the bridge and now control both ends of the span and have secured much of the village.
It is now time to dig in and await the arrival of the forward units of the OMG. But this will not be a peaceful wait as you can expect NATO to throw any and all available forces at your little bridgehead. You must defend the bridge until advancing Soviet tanks relieve you, but if it looks like the Capitalist’s are about to recapture it your engineers must drop the bridge into the river.
VDV ASSET CARDS 
•  Fast Air (non dedicated air) MiG-27 Flogger D with two 500lb LGB and two rocket pods.
•  Gunship (dedicated air) Mil 24 Hind E with 4 rocket pods and 4 AT-2c Swatter ATGM
•  2 x Minefield (works as Improvised Explosive Devices). One per table. 6d8 Firepower. Cards can be played at any time however the unit targeted is randomised by a die roll.
•  Roadblock. Eastern table only. The Soviet Player may place a Road Block on any road in the Village of Poppenburg or near the Row Houses at the beginning of Turn 1. Wheeled vehicles may not pass through the roadblock. Tracked vehicles may attempt to roll over it, but must roll a Troop Quality Test to avoid a Mobility Hit.
VICTORY POINTS  Each NATO soldier KIA/WIA: +2 points
Each NATO Soft Skin destroyed: + 5 points Each NATO Armoured Vehicle Destroyed: + 10 points Each NATO aircraft shot down: + 10 points Bridge Dropped: + 5 points Successfully Defended Bridge throughout Game: +20 points
VDV FORCES  VDV AIR ASSAULT INFANTRY BATTALION Confident, with Normal Supply levels, TQ d8, Morale d10. All VDV paratroopers have night vision equipment.
Command Group: 1 x BMD-U Airborne Command Vehicle – Battalion Commander – POSITIVE LEADER (AKS), Radio Operator (AKS), Medic (AKS), VDV Protection
Detail (2xAKM, 1xUGL, 1xRPK).
The Battalion Commander, the medic and the Force Protection Detail start the game set in or within 2” of any one building in the Village of Poppenburg. They may be in pre-prepared fighting positions and hidden if they wish. The BMD-U is crewed and parked within 6” of the selected building.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 7/12
7
Sniper Team: 1 x VDV Sniper Team - (Druganov SVD and AKM)
The Sniper Team can be set up on either table with 12” of the Bridge Ramp. The Sniper Team start the game hidden.
VDV Man-Packed Anti-Tank Section 2 x AT-4 Teams – each with (AT-4 & AKS and AKM) 1 x AGS-17 Team – with (AGS-17 & AKS and AKM BTR-D
One AT-4 Team starts the game on each table, set up with any other VDV unit. The AGS-17 Team and the BTR-D may be set up on either table with any VDV unit.
VDV Anti-Tank Platoon 1 x BDRM-2U, 2 x ATGM BDRM-2 (AT-5 Spandrel)
One ATGM BDRM-2 starts the game on each table, set up on or within 6” of the Bridge Ramp. The Command vehicle may be set up within 6” of either ATGM BDRM-2 (AT-5 Spandrel).
VDV Engineers Take no active part in the game, as they are laying charges on the Leine River Bridge.
Western Table Western VDV Air Assault Infantry Company Commander (AKS), Radio Operator (AKS), AA Team (SA-14 & AKS and AKM)
4 x BMD-2 – each with Squad Commander (AKS), Fire Team (3 AKM), MG Team (PKM or RPK and AKS). The fire team may fire 1 RPG-18 rocket each turn.
2 Infantry Squads – each with Squad Commander (AKS), Fire Team (3 AKM), RPG
Team (RPG-16 and AKM). The fire team may fire 1 RPG-18 rocket each turn.
This VDV Company is deployed at the Soviet Players discretion split between the Modern Farm and the Wooded Area. They may be in or within 2” of the buildings and in pre-prepared fighting positions and hidden if they wish. The BMD-2s are crewed and parked anywhere within 6” of the Modern Farm or Wooded Area.
Eastern Table Eastern VDV Air Assault Infantry Company Commander (AKS), Radio Operator (AKS), AA Team (SA-14 & AKS and AKM)
4 x BMD-2 – each with Squad Commander (AKS), Fire Team (3 AKM), MG Team
(PKM or RPK and AKM). The fire team may fire 1 RPG-18 rocket each turn.
2 Infantry Squads – each with Squad Commander (AKS), Fire Team (3 AKS), RPG Team (RPG-16 and AKS). The fire team may fire 1 RPG-18 rocket each turn.
This VDV Company is deployed at the Soviet Players discretion split between the Village of Poppenburg and the Row Houses. They may be in or within 2” of the buildings and in pre-prepared fighting positions and hidden if they wish. The BMD-2s are crewed and parked anywhere within 6” of the Village of Poppenburg or the Row
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 8/12
8
Houses.
Remnant VDV Air Assault Infantry Company Commander (AKS), Radio Operator (AKS)
2 Infantry Squads – each with Squad Commander (AKS), Fire Team (3 AKM), MG Team (PKM and AKS). The fire team may fire 1 RPG-18 rocket each turn.
2 Infantry Squads – each with Squad Commander (AKS), Fire Team (3 AKM), RPG Team (RPG-16 and AKM). The fire team may fire 1 RPG-18 rocket each turn.
This Remnant VDV Company is deployed around the intersection and in the building closest to the end of the Bridge Ramp. They may be in or within 2” of the building and in pre-prepared fighting positions and hidden if they wish.
VDV Mortar Platoon 2 x M-43 82mm Mortar Teams – each a weapons team. 1 x UAZ-469
The Mortar Platoon starts the game set up in gun pits as indicated on the map.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 9/12
9
NATO MISSION  Soviet air assault forces have landed deep in NORTHAG’s rear and seized a critical bridge across the Leine River near village of Poppenburg. The paratroopers have beaten off the West German Territorials that were defending the bridge and now control both ends of the span and are pushing into the village.
On either side of the river available NATO combat units are rushing to crush the bridgehead before it can be reinforced by air or the advancing Soviet tanks or the VDV engineers can rig it up for destruction. You must recapture the bridge and destroy the Soviet airborne troops in detail.
NATO ASSET CARDS 
•  Fast Air (dedicated air) - Alpha Jet A with two 500lb LGB and two rocket pods.
•  Gunship (dedicated air) - Lynx AH.1 with 6 TOW Missiles
•  Off-Board Light Artillery Support
VICTORY POINTS Each VDV soldier KIA/WIA: +1 point Each VDV soldier captured: +2 points Each Soviet Armoured Vehicle Destroyed: +5 points Each Soviet aircraft shot down: + 10 points Successfully Captured Bridge before Turn 7: +30 points Successfully Captured Bridge during or after Turn 7: +20 points
NATO FORCES 
Western Table WEST GERMAN TERRITORIAL ARMY Heimatschutz Jager Company
Confident, with Poor Supply levels, TQ d6, Morale d8. Territorials do not have night vision equipment.
Commander (G3), Medic (Uzi)
2 Jager Squads – Squad Commander (G3) Fire Team (3 G3 and MG3 LMG) AT Team (3 G3 and PzF44)
Medium AT Team (Carl Gustav & Uzi and G3)
The West German Territorial Force begin the game deployed anywhere on the Western side of the Railway Embankment.
BRITISH ARMY ON THE RHINE (BAOR) Medium Reconnaissance Squadron Confident, with Normal Supply levels, TQ d8, Morale d8 All BAOR troops have night vision equipment.
1 x CVR(T) Sultan Command Vehicle– Commander (FN SLR), AA Team (Sterling SMG & Blowpipe and SLR)
1 x Land Rover – CAC (Sterling SMG), Medic (Sterling SMG)
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 10/12
3 x CVR(T) Scimitar 30mm Recce Vehicles
2 x CVR(T) Spartan APC – each with Section Leader (L85) and Fire Team (3 L85 and an 7.62 GPMG). The fire team may fire 1 LAW 80 rocket per turn.
The BAOR Medium Reconnaissance Squadron enters the table at the beginning of Turn 1 from a random direction. Roll a D6. On a roll of 1-2 they arrive along Wulfinger Str. On a 3-4 they arrive along the Reichstrasse and on a 5-6 they arrive anywhere on the Northern table edge.
Territorial Light Infantry Company Confident, with Normal Supply levels, TQ d6, Morale d8 Territorials do not have night vision equipment.
1 x Land Rover – Commander (FN SLR), Fire Support Team (GPMG and FN SLR) and Mortar Team (Sterling SMG & L9A1 51mm Mortar and Sterling SMG)
3 x Bedford MK 4-ton truck – each with Section Leader (FN SLR), 2x Fire Team (3 FN SLR and 7.62 Bren LMG) and AT Team (Sterling SMG & Carl Gustav and Sterling SMG). One fire team may fire 1 LAW AT rocket per turn.
At the beginning of each turn roll a D6 to determine if the Territorial Light Infantry Company arrives on the table. In Turn 1 roll a 6 on D6 to receive the reinforcements. On Turn 2 roll a 5 or 6 on a D6 to receive the reinforcements. To Turn 3 roll 4,5 or 6 to receive reinforcements etc.
The Territorial Light Infantry Company arrives from a random direction. Roll a D6. On a roll of 1-2 they arrive along Wulfinger Str. On a 3-4 they arrive along the Reichstrasse and on a 5-6 they arrive anywhere on the Northern table edge.
Eastern Table WEST GERMAN TERRITORIAL ARMY
Remnants of Heimatschutz Jager CompanyConfident, with Poor Supply levels, TQ d6, Morale d6 Territorials do not have night vision equipment.
Commander (G3), Medic (Uzi), Fire Team (4 G3 and MG3 LMG) and Fire Team (5 G3)
The remnants of the West German Territorial Force begin the game deployed in any of the buildings of the Outlying Farm.
BUNDESWEHR Panzer Grenadier Company Confident, with Normal Supply levels, TQ d8, Morale d8
All Budeswehr troops have night vision equipment.
1 x Marder 1A2 Command Vehicle – Company Commander – POSITIVE LEADER – (G3) CAC (G3) Medic (G3) GPMG Team (Uzi & MG3 on sustained fire mount and G3)
3 x Marder 1A2 – each with Gruppenführer (G3) and Fire Team (4 G3 and MG3 LMG) The fire team may fire 1 Armburst rocket per turn.
8/16/2019 Force on Force - Final VDV Mission
http://slidepdf.com/reader/full/force-on-force-final-vdv-mission 11/12
11
NB. If Milan ATGM is dismounted from the Marder 1A3 the Fire Team is split into 2 as follows: AT Team (G3 & Milan ATGM and G3) and Fire Team (2xG3 and MG3 LMG).
The Bundeswehr Panzer Grenadier Company enters the table at the beginning of Turn 1 from a random direction. Roll a D6. On a roll of 1-2 they arrive along Poppenburger Str. On a 3-4 they arrive along the Reichstrasse, on a 5 they arrive anywhere on the Northern table edge and on a 6 they arrive anywhere on the Southern table edge.
Panzer Recce Troop 2 x Leopard 1A4
Panzer FlaK Element 1 x Gepard
At the beginning of each turn roll a D6 to determine if the Bundeswehr Panzer Recce Troop and FlaK Element arrives on the table. They arrive together. In Turn 1 roll a 6 on D6 to receive the reinforcements. On Turn 2 roll a 5 or 6 on a D6 to receive the reinforcements. To Turn 3 roll 4,5 or 6…