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Soviet Airborne defence of a Bridge over the Leine RiverA Scenario Designed for Play with Ambush Alley’s Force of Force1987

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 linesand 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 musttry and use to impede the OMG’s advance. Soviet Airborne troops have now beenlaunched into the battle – seizing a number of key bridges ahead of the advance. Anairborne carpet if you will, for the ground forces to advance up. Any NATO combatforce available is being thrown at these bridgeheads in order to destroy them andrecapture 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 the2nd turn onward, roll for initiative each turn.

Special Conditions:

Pre-dawn: This mission begins at night and uses the Night Fighting rules. At thebeginning of Turn 4 a roll of 6 on a D6 determines that dawn breaks. On Turn 5 roll a5 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 tablesshould 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 describedbelow)

•  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 canonly be crossed at the bridge – even amphibious vehicles can only cross the river onthe bridge.

Firing across the Leine River: Opposing forces can not trade direct fire from one tableto 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-boardartillery can be directed at any proposed target as long as spotter is on the sametable as the proposed target.

Air strikes may only be called in against targets on the same table as the CAC.

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Leine River Bridge: It is not necessary to model the Leine River Bridge in thisscenario – but you can if you want to! The bridge is the only way Soviet vehicles canget from one table to the other.

To cross the bridge a vehicle must be travelling with enough speed to exit the tableedge 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 bridgeduring the game.

The bridge cannot be targeted. VDV Engineers working on the bridge cannot betargeted. Vehicles crossing the bridge cannot be targeted once they are beyond theramps.

Dropping the Bridge: Soviet VDV Engineers are on the bridge at the beginning of thegame, preparing the bridge for destruction – if necessary. It will take the VDVEngineers 7 turns to successfully wire up the bridge for destruction. If a NATOvehicle arrives on the bridge before the end of Turn 7 they will interrupt the work ofthe VDV Engineers and the bridge cannot be dropped.

From Turn 8 onwards, upon activation of the Soviet Battalion Commander, he mayorder 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 asHeavy Mortar Support. If one is destroyed the remaining weapon counts as LightMortar Support. Each turn, one Soviet unit may attempt to call down a salvo on adesignated target as spotter is on the same table as the proposed target using theCalling for Fire Mission Rules. The Soviets have reliable communications. Theoutcome 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 mayattempt to call down a salvo on a designated target as spotter is on the same tableas the proposed target using the Calling for Fire Mission Rules. The BritishTerritorials have reliable communications. The outcome of the salvo is determinedusing 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 smallerTwo 5’ x 4’ (1.8m x 1.2m) tables for 20mm or larger

The tables, except where otherwise indicated should be considered to be openagricultural terrain.

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WESTERN TABLE(Mainly rural)

A: Western Bridge RampB: Reichstrasse (Main Road)C: Wulfinger Str.D: Railway EmbankmentE: Small road tunnelF: Old FarmG: Modern FarmH: Wooded Area

Railway Embankment: The Railway Embankment can only be driven up and down atPatrol 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 iscompleted. If the test is failed the vehicle is immobilised for that turn. The crew mustdecide whether to:

1. Fight;2. Fight and Remobilise; or3. Remobilise.

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FightIf the crew decide to f ight, the vehicle remains immobilised but can continue to fightas per normal.

Fight and RemobiliseIf the crew decide to f ight and remobilise, the vehicle can continue to fight, but theFirepower for all the vehicle’s weapons are cut in half. Upon activation in the nextturn the vehicle can repeat the Troop Quality Test.

RemobiliseIf the crew decides to remobilise the vehicle may not fight for the remainder of theturn, but upon activation in the next turn may automatically move away at PatrolSpeed.

Small Road Tunnel: A single large armoured vehicle may pass through the SmallRoad Tunnel one at a time.

Old Farm: The Old Farm counts as a Shoddy Average building that has not beenfortified.

Modern Farm: The Modern Farm counts as a Decent Reinforced building that hasbeen fortified by VDV troops.

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EASTERN TABLE(Mainly Village of Poppenburg)

A: Eastern Bridge RampB: Reichstrasse (Main Road)C: Poppenburger Str.D: Village of PoppenburgE: Outlying FarmF: Row HousesG: Wooded AreaH: Mortar Positions

Village of Poppenburg: The houses that make up the village of Poppenburg count asa 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 notbeen fortified.

Row Houses: The Row Houses count as a Decent Average buildings that have notbeen fortified.

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VDV MISSION Soviet air assault forces have landed deep in NORTHAG’s rear and seized a criticalbridge across the Leine River near the village of Poppenburg. The paratroopershave beaten off the West German Territorials that were defending the bridge andnow 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 thiswill not be a peaceful wait as you can expect NATO to throw any and all availableforces at your little bridgehead. You must defend the bridge until advancing Soviettanks relieve you, but if it looks like the Capitalist’s are about to recapture it yourengineers 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 rocketpods.

•  Gunship (dedicated air) Mil 24 Hind E with 4 rocket pods and 4 AT-2c SwatterATGM

•  2 x Minefield (works as Improvised Explosive Devices). One per table. 6d8Firepower. Cards can be played at any time however the unit targeted israndomised by a die roll.

•  Roadblock. Eastern table only. The Soviet Player may place a Road Block onany road in the Village of Poppenburg or near the Row Houses at the beginningof Turn 1. Wheeled vehicles may not pass through the roadblock. Trackedvehicles may attempt to roll over it, but must roll a Troop Quality Test to avoid aMobility Hit.

VICTORY POINTS Each NATO soldier KIA/WIA: +2 points

Each NATO Soft Skin destroyed: + 5 pointsEach NATO Armoured Vehicle Destroyed: + 10 pointsEach NATO aircraft shot down: + 10 pointsBridge Dropped: + 5 pointsSuccessfully Defended Bridge throughout Game: +20 points

VDV FORCES VDV AIR ASSAULT INFANTRY BATTALIONConfident, with Normal Supply levels, TQ d8, Morale d10. All VDV paratroopershave 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 gameset in or within 2” of any one building in the Village of Poppenburg. They may be inpre-prepared fighting positions and hidden if they wish. The BMD-U is crewed andparked within 6” of the selected building.

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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. TheSniper Team start the game hidden.

VDV Man-Packed Anti-Tank Section2 x AT-4 Teams – each with (AT-4 & AKS and AKM)1 x AGS-17 Team – with (AGS-17 & AKS and AKMBTR-D

One AT-4 Team starts the game on each table, set up with any other VDV unit. TheAGS-17 Team and the BTR-D may be set up on either table with any VDV unit.

VDV Anti-Tank Platoon1 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 theBridge Ramp. The Command vehicle may be set up within 6” of either ATGMBDRM-2 (AT-5 Spandrel).

VDV EngineersTake no active part in the game, as they are laying charges on the Leine RiverBridge.

Western TableWestern VDV Air Assault Infantry CompanyCommander (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 theModern Farm and the Wooded Area. They may be in or within 2” of the buildingsand in pre-prepared fighting positions and hidden if they wish. The BMD-2s arecrewed and parked anywhere within 6” of the Modern Farm or Wooded Area.

Eastern TableEastern VDV Air Assault Infantry CompanyCommander (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), RPGTeam (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 theVillage of Poppenburg and the Row Houses. They may be in or within 2” of thebuildings and in pre-prepared fighting positions and hidden if they wish. The BMD-2sare crewed and parked anywhere within 6” of the Village of Poppenburg or the Row

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Houses.

Remnant VDV Air Assault Infantry CompanyCommander (AKS), Radio Operator (AKS)

2 Infantry Squads – each with Squad Commander (AKS), Fire Team (3 AKM), MGTeam (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), RPGTeam (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 buildingclosest to the end of the Bridge Ramp. They may be in or within 2” of the buildingand in pre-prepared fighting positions and hidden if they wish.

VDV Mortar Platoon2 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.

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NATO MISSION Soviet air assault forces have landed deep in NORTHAG’s rear and seized a criticalbridge across the Leine River near village of Poppenburg. The paratroopers havebeaten off the West German Territorials that were defending the bridge and nowcontrol 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 thebridgehead before it can be reinforced by air or the advancing Soviet tanks or theVDV engineers can rig it up for destruction. You must recapture the bridge anddestroy 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 pointEach VDV soldier captured: +2 pointsEach Soviet Armoured Vehicle Destroyed: +5 pointsEach Soviet aircraft shot down: + 10 pointsSuccessfully Captured Bridge before Turn 7: +30 pointsSuccessfully Captured Bridge during or after Turn 7: +20 points

NATO FORCES 

Western TableWEST GERMAN TERRITORIAL ARMYHeimatschutz 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) ATTeam (3 G3 and PzF44)

Medium AT Team (Carl Gustav & Uzi and G3)

The West German Territorial Force begin the game deployed anywhere on theWestern side of the Railway Embankment.

BRITISH ARMY ON THE RHINE (BAOR)Medium Reconnaissance SquadronConfident, with Normal Supply levels, TQ d8, Morale d8All BAOR troops have night vision equipment.

1 x CVR(T) Sultan Command Vehicle– Commander (FN SLR), AA Team (SterlingSMG & Blowpipe and SLR)

1 x Land Rover – CAC (Sterling SMG), Medic (Sterling SMG)

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3 x CVR(T) Scimitar 30mm Recce Vehicles

2 x CVR(T) Spartan APC – each with Section Leader (L85) and Fire Team (3 L85and 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 ofTurn 1 from a random direction. Roll a D6. On a roll of 1-2 they arrive alongWulfinger Str. On a 3-4 they arrive along the Reichstrasse and on a 5-6 they arriveanywhere on the Northern table edge.

Territorial Light Infantry CompanyConfident, with Normal Supply levels, TQ d6, Morale d8Territorials 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 (3FN SLR and 7.62 Bren LMG) and AT Team (Sterling SMG & Carl Gustav andSterling 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 InfantryCompany 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 6to 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 theReichstrasse and on a 5-6 they arrive anywhere on the Northern table edge.

Eastern TableWEST GERMAN TERRITORIAL ARMY

Remnants of Heimatschutz Jager CompanyConfident, with Poor Supply levels, TQ d6, Morale d6Territorials do not have night vision equipment.

Commander (G3), Medic (Uzi), Fire Team (4 G3 and MG3 LMG) and Fire Team (5G3)

The remnants of the West German Territorial Force begin the game deployed in anyof the buildings of the Outlying Farm.

BUNDESWEHRPanzer Grenadier CompanyConfident, 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 andG3)

3 x Marder 1A2 – each with Gruppenführer (G3) and Fire Team (4 G3 and MG3LMG) The fire team may fire 1 Armburst rocket per turn.

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NB. If Milan ATGM is dismounted from the Marder 1A3 the Fire Team is split into 2as follows: AT Team (G3 & Milan ATGM and G3) and Fire Team (2xG3 and MG3LMG).

The Bundeswehr Panzer Grenadier Company enters the table at the beginning ofTurn 1 from a random direction. Roll a D6. On a roll of 1-2 they arrive alongPoppenburger Str. On a 3-4 they arrive along the Reichstrasse, on a 5 they arriveanywhere on the Northern table edge and on a 6 they arrive anywhere on theSouthern table edge.

Panzer Recce Troop2 x Leopard 1A4

Panzer FlaK Element1 x Gepard

At the beginning of each turn roll a D6 to determine if the Bundeswehr Panzer RecceTroop and FlaK Element arrives on the table. They arrive together. In Turn 1 roll a 6on D6 to receive the reinforcements. On Turn 2 roll a 5 or 6 on a D6 to receive thereinforcements. To Turn 3 roll 4,5 or 6 to receive reinforcements etc.

The Bundeswehr Panzer Recce Troop and FlaK Element enter the table from arandom 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 theNorthern table edge and on a 6 they arrive anywhere on the Southern table edge.

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NATO FORCE SUBSTITUTIONS To use with other NATO forces the BAOR (Western Table) and West GermanBundeswehr (Eastern Table) units used in this scenario may be substituted. Beloware examples of other possible NATO forces which could be used. We recommendkeeping the German Territorial troops on the Western Table at the beginning of thegame remain regardless of the force chosen from below. 

NORTHAG VARIANT 1

Western TableRoyal Belgian Army: Substitute 1 Scorpion 76mm Recce Vehicle for 1 Scimitar30mm Recce Vehicle. Substitute Unimog Medium Truck for Bedford truck. Infantryshould be equipped with FN FNC, FN MAG, M72 66mm LAW and Carl Gustav 84mmMAW.

Eastern TableRoyal Netherlands Army: Substitute Leopard 1NL and YPR-765 PRI 25mm 1A2 &YPR-765 PRI .50 1A2 for Leopard 1A3 and Marder 1A2 respectively. Infantry shouldbe equipped with G3, FN MAG, M72 66mm LAW and Milan. 

CENTAG VARIANT 1

Western TableBundeswehr: Substitute Panzerspahwagen Luchs, Uzi, G3 and MG3 for SterlingSMG, FN SLR rifles and GPMGs respectively; M113s/M577 for Scimitars, Spartanand Sultan.

Eastern Table4th Canadian Mechanised Brigade Group: Substitute Leopard C1, M113s and M151MUTT (with 2 Blowpipe Teams) for Leopard 1A3, Marder 1A2 and Gepardrespectively. Infantry should be equipped with Sterling SMG, FN SLR, GPMG, M7266mm LAW and Carl Gustav 84mm MAW.

CENTAG VARIANT 2

Western TableUS National Guard: Substitute M113, M577 for Scimitar/Spartan and Sultan.Substitute M35 2 ½ ton trucks for Bedford trucks. Infantry should be equipped withM16, M203, M60 and Dragon ATGM.

Eastern TableUS National Guard: Substitute M60A3, M113 ACAVs, M163 for Leopard 1A3, Marder1A2 and Gepard respectively. Infantry should be equipped with M16, M203, M60,M72 66mm LAW and Dragon ATGM.