Post by ∬: Erhard Strumfelder on Dec 8, 2008 18:03:23 GMT
Mission One:
Battle for Lausdell Crossroads
20:30, 17th December 1944
Lausdell, Belgium
Heavy Snow, Northerly Wind 4knts, Temperature: -6ºC
Overview:
The German spearhead of Operation Herbstnebel has burst through from Germany and is making rapid progress, until they reach the hamlet of Lausdell. Contained at the centre of the hamlet is a crossroads that must be captured. But stiff resistance is proving troublesome, and the fighting could be a lot more intense than first thought. Every minute the Allies hold off the attack, the longer they give there fellows to prepare in Rocherath, just one and a half kilometres down the road. But there is also a medical triage in the small hamlet that needs to evacuate itself. The defenders must hold off the assault, or Medical supplies will fall into German hands.
Map:
When setting up, you do have a bit of choice. Please PM me an edited version of the map indicating where you wish to set up, and it will be displayed on the final map. If you do not send a PM request, or you do not position your troops in the parameters displayed below, it will be the mod-markers choice.
Objectives:
Allies:
1. Prevent the capture of the four central buildings situated around the cross roads for twenty posts. OB 1
2. Do not let the village hall be captured for twenty posts. OB 2
3. Parked behind the village hall are two trucks, each with a ten man capacity (the medics will be using up the other space). Use these to escape via the western end of the main road. If they are destroyed, you can flee by foot. A member unit must drive each one. OB 3
Axis:
1. Seize or destroy the four central buildings situated around the cross roads within twenty posts. At least two buildings must survive. OB 1
2. Capture the village hall within twenty posts. OB 2
3. Stop the Allied troops escaping. OB 3
Special Rules:
1. All Axis troops have been equipped with white camouflage smocks, but they are a double edged sword. They mean they are harder to see by the enemy, but also harder to see by their commander. They do not count as winter clothing.
2. All Allied troops have been equipped with one Gammon grenade. These have been made to be used against vehicles, and will have too smaller an area of effect to be used against infantry.
3. The Allied forces may choose a building to rig to blow with timed charges. They must state which building to the Mod-marker, and which post will it detonate in.
4. The weather, combined with the darkness means it is only possible to see up to fifty metres away. With a lack of winter clothing, both sides will suffer from the cold, and any time spend in the snow will lead to hypothermia.
Players:
The battle is two Axis players vs. two Allied players. An Allied medic may join if they do not use any weapons. The Allied players must bring no more than 13 NPC units. The Axis must also bring no more than 13 NPC units. The Axis troops are launching an armoured spearhead, and must include at least one tank (hence the Gammon grenades).
With a general offensive being launched all across the front, Command has a limited number of reserves, and will only commit men where a breakthrough looks likely. In the post after the capture of the first house, five Volksgrenadier NPC's will join the battle at POINT 3. In the post after the capture of the second house, ten Volksgrenadier NPC's will join the battle at POINT 3. Remember, Volksgrenadiers are old men, or young boys, and will not be as elite as the Waffen-SS stormtroopers. All the reinforcements are free-units.
Set Up:
1. Allied player 1 will set up with four NPC in any of the four central buildings, forming a squad. POINT 1
2. Allied player 2 will set up with four NPC units inside the village hall, forming a squad. POINT 2
3. Five NPC units will set up in one of the central buildings, but it cannot occupy the same on as player 1. POINT 1
1. All Axis units will set up at the eastern end of the main road, including both players and their men. Axis player 1 will command four NPC units, forming a squad. Axis player 2 will command four NPC units, forming another squad. Five NPC units will form another squad. The highest ranking of the two members will control the NPC squads actions, and command the tank. POINT 3
Victory Conditions:
Victory will be determined by the side that completes the largest amount of their objects.
Final Battle Bonus:
Allied Victory: Gain three NPC medics that can heal fallen men (as long as they are not KIA).
Axis Victory: Gain an extra platoon of Volksgrenadier NPC Units. (30 men)
Designer’s Note:
The battle may seem leaned towards the Axis forces, but this defence is not meant to push back the German advance. The Allied forces just have to hold off for twenty posts, then escape. This battle is designed to be one sided, to be historically accurate, but the objectives set make the battle fair, but not a suicide mission. Remember, twenty posts is just five posting rounds, with the first round just being introductory.
Sign Up:
Please post with the character with whom you wish to use, and state how many NPC's you are bringing. Also state which player you wished to be, either one or two.
Allies:
Player 1: Aaron Mitchell
Player 2: James Mason
Unit Count: 13/13
Axis:
Player 1: Jonas Merhoff
Player 2: Edward McMillian
Unit Count: 13/13
Vehicle Count: 1/1
Battle for Lausdell Crossroads
20:30, 17th December 1944
Lausdell, Belgium
Heavy Snow, Northerly Wind 4knts, Temperature: -6ºC
Overview:
The German spearhead of Operation Herbstnebel has burst through from Germany and is making rapid progress, until they reach the hamlet of Lausdell. Contained at the centre of the hamlet is a crossroads that must be captured. But stiff resistance is proving troublesome, and the fighting could be a lot more intense than first thought. Every minute the Allies hold off the attack, the longer they give there fellows to prepare in Rocherath, just one and a half kilometres down the road. But there is also a medical triage in the small hamlet that needs to evacuate itself. The defenders must hold off the assault, or Medical supplies will fall into German hands.
Map:
When setting up, you do have a bit of choice. Please PM me an edited version of the map indicating where you wish to set up, and it will be displayed on the final map. If you do not send a PM request, or you do not position your troops in the parameters displayed below, it will be the mod-markers choice.
Objectives:
Allies:
1. Prevent the capture of the four central buildings situated around the cross roads for twenty posts. OB 1
2. Do not let the village hall be captured for twenty posts. OB 2
3. Parked behind the village hall are two trucks, each with a ten man capacity (the medics will be using up the other space). Use these to escape via the western end of the main road. If they are destroyed, you can flee by foot. A member unit must drive each one. OB 3
Axis:
1. Seize or destroy the four central buildings situated around the cross roads within twenty posts. At least two buildings must survive. OB 1
2. Capture the village hall within twenty posts. OB 2
3. Stop the Allied troops escaping. OB 3
Special Rules:
1. All Axis troops have been equipped with white camouflage smocks, but they are a double edged sword. They mean they are harder to see by the enemy, but also harder to see by their commander. They do not count as winter clothing.
2. All Allied troops have been equipped with one Gammon grenade. These have been made to be used against vehicles, and will have too smaller an area of effect to be used against infantry.
3. The Allied forces may choose a building to rig to blow with timed charges. They must state which building to the Mod-marker, and which post will it detonate in.
4. The weather, combined with the darkness means it is only possible to see up to fifty metres away. With a lack of winter clothing, both sides will suffer from the cold, and any time spend in the snow will lead to hypothermia.
Players:
The battle is two Axis players vs. two Allied players. An Allied medic may join if they do not use any weapons. The Allied players must bring no more than 13 NPC units. The Axis must also bring no more than 13 NPC units. The Axis troops are launching an armoured spearhead, and must include at least one tank (hence the Gammon grenades).
With a general offensive being launched all across the front, Command has a limited number of reserves, and will only commit men where a breakthrough looks likely. In the post after the capture of the first house, five Volksgrenadier NPC's will join the battle at POINT 3. In the post after the capture of the second house, ten Volksgrenadier NPC's will join the battle at POINT 3. Remember, Volksgrenadiers are old men, or young boys, and will not be as elite as the Waffen-SS stormtroopers. All the reinforcements are free-units.
Set Up:
1. Allied player 1 will set up with four NPC in any of the four central buildings, forming a squad. POINT 1
2. Allied player 2 will set up with four NPC units inside the village hall, forming a squad. POINT 2
3. Five NPC units will set up in one of the central buildings, but it cannot occupy the same on as player 1. POINT 1
1. All Axis units will set up at the eastern end of the main road, including both players and their men. Axis player 1 will command four NPC units, forming a squad. Axis player 2 will command four NPC units, forming another squad. Five NPC units will form another squad. The highest ranking of the two members will control the NPC squads actions, and command the tank. POINT 3
Victory Conditions:
Victory will be determined by the side that completes the largest amount of their objects.
Final Battle Bonus:
Allied Victory: Gain three NPC medics that can heal fallen men (as long as they are not KIA).
Axis Victory: Gain an extra platoon of Volksgrenadier NPC Units. (30 men)
Designer’s Note:
The battle may seem leaned towards the Axis forces, but this defence is not meant to push back the German advance. The Allied forces just have to hold off for twenty posts, then escape. This battle is designed to be one sided, to be historically accurate, but the objectives set make the battle fair, but not a suicide mission. Remember, twenty posts is just five posting rounds, with the first round just being introductory.
Sign Up:
Please post with the character with whom you wish to use, and state how many NPC's you are bringing. Also state which player you wished to be, either one or two.
Allies:
Player 1: Aaron Mitchell
Player 2: James Mason
Unit Count: 13/13
Axis:
Player 1: Jonas Merhoff
Player 2: Edward McMillian
Unit Count: 13/13
Vehicle Count: 1/1