Sample file Nations at War

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A Nations at War Series Game
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WHITE STAR RISING:
OPERATION COBRA
TABLE OF CONTENTS
Scenarios3
Scenario Layout
3
General Scenario Rules
4
Cobra Campaign
4
Author’s Note: Campaign Introduction
4
Expansion Designer: Matt Lohse
On July 25th, 1944 the American, British, Canadian, Free French,
and Polish Armies launched an offensive to eliminate the deadlock in
the Norman peninsula and launch the Allied Armies into the interior
of France. The German Army, over committed and underequipped,
was soundly defeated and thousands of its troops, in addition to
much of their equipment, were captured in the Falaise pocket.
Winning4
Leaders4
Refitting 4
In short, the offensive worked, but those five words fail to do justice
to the blood spilled and courage shown during the six-week battle.
As with any battle, the whole is made up of an almost uncountable
number of skirmishes, clashes, and firefights. Fourteen such events
make up the scenarios of White Star Rising: Operation Cobra.
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Introduction17
The Plan
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The Attack
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Aftermath18
Reference18
Contributors18
Credits18
SCENARIOS
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The Campaign
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Cobra Scenario 1: 5
Cobra Scenario 2: 6
Cobra Scenario 3:
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Cobra Scenario 4: 7
Cobra Scenario 5: 7
Beyond Cobra: Nine Stand Alone Scenarios
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Scenario 1: Mont Ormel Ridge
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Scenario 2: Operation Totalize
10
Scenario 3: Mortain
10
Scenario 4: Mont Pincon
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Scenario 5: Rolling Forward 12
Scenario 6: St. Lambert-sur-Dives
13
Scenario 7: Chambois
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Scenario 8: Alencon
14
Scenario 9: Hebecrevon 15
Order of Battle (OOB) Formations
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Poland16
France16
United States
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Canada16
Great Britain
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Germany16
Cobra and Beyond
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The Allied Breakout from Normandy
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The following rules apply to both the five campaign scenarios as
well as the nine stand-alone scenarios.
SCENARIO LAYOUT
Title: A catchy name for the battle at hand. This might be followed
by the type of battle and the who, what, where, and when of the
fight.
Background: A brief lead in for the impending battle that sets the
stage for the combatants.
Forces and Setups: Each scenario will list a number of formations,
such as The 24th Polish Lancers [24PL], and the units that are either
part of the formation [have the formation name on their counter]
or Attached to the formation [listed in the scenario as Attached].
Unless stated otherwise, place the Formation marker for each
listed formation in the opaque container. Also listed is the support
[artillery, air support, Fate Points, and fortifications allocated to the
given side]. Where and when units are placed on the map is stated
in the setup.
Map Layout: An explanation of which maps and what areas the
battle takes place in.
Turns and Markers Used: This is how long the battle will last
and the number of turn markers to use [2 or 3] and any special
information on other markers.
Victory Conditions: These are the objectives each player must
achieve in order to win the battle. Some scenarios will define
victory with control of a location or locations. To control a hex a side
must be either the only side with a unit in the hex, or the last side
to move a unit through a currently unoccupied hex.
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GENERAL SCENARIO RULES
Control: To control a city, a player must have a unit in, or have been
the last player to pass a unit through, each hex of the city. A player
automatically begins the game with control of all hexes he could
theoretically set a unit up in.
COBRA CAMPAIGN
A Five-scenario Campaign for Operation Cobra. By Matt Lohse
AUTHOR’S NOTE: CAMPAIGN INTRODUCTION
Five linked scenarios comprise the Cobra Campaign, which is
based on the experience of the American 2nd Armored Division
during Operation Cobra in July 1944. Gamers command a small
portion of this division and must lead them through the campaign.
Refitting, or the ability to rebuild units, is the cornerstone of the
Cobra Campaign. The American 2nd Armored Division has limited
resources and will only use them to reinforce success. Accordingly
the American player earns Refit Points [RPs] in relation to how
well they do. These Refit Points can be used to purchase new
[but Reduced] units, refit existing units, or buy Support Weapons
[Bazookas or Hvy MGs]; a player can also bolster an already
Reduced HQ in to a full-strength HQ, purchase a P-47 Airstrike,
or purchase HE artillery strikes. Refit costs are listed below. Refit
points can be saved for later use.
Note: Reinforcing units can also be split to bring two existing
Reduced units of that type up to full strength. Refitted units are
switched from their Reduced to their full-strength side. Purchased
platoons enter play as Reduced platoons and cannot be refitted to
full strength until the next scenario. For example, you can’t spend 6
RPs and bring in one new full-strength platoon.
At no time can there be more than six M4A1, three M4A3E8, two
M5A1s, five Arm Inf, one M7, one M10, one M18, one M4/105, or two
support weapons [any combo of HMG/Bazooka]. If reinforcements
called for would exceed these limits, the extra units are lost. The
M10 and M7 may not be purchased until Scenario 3.
Airstrikes do not carry over from scenario to scenario.
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The primary goal of a combat leader is to accomplish the assigned
mission, but also to take care of the members of his command. For
example, the American player may take an objective, but without
preserving his command he might be left with insufficient forces
to win subsequent scenarios. This campaign simulates those
conflicting objectives. It also adds the dimension of Refit Points for
the Americans—but only if the Americans win, of course!
REFITTING
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Special Scenario Rules: These are special rules that apply for
the scenario being played. Players should take care to read these
rules so as not to miss out on things like surprise, reinforcements,
withdrawals, and other important items.
Refit Points Table
Refit Point Cost [RPs]
Armored Infantry Platoon
3
M5 Stuart
3
M4A1
3
M4A3E8
4
M7
4
M10
4
M18
4
M4/105
4
sHQ
3
Bolster HQ
5
HMG
3
Bazooka
2
Scenario 5: American Marginal
P47 Airstrike
6
Win Scenario 5: American Decisive
HE Strike [3^4]
6
Designated Formation Marker
10
WINNING
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Unit Type
The emphasis is not just on winning the campaign, but also fighting
the good fight and preserving your force. Scenarios have specific
victory conditions, but more importantly how well you do in a
scenario will determine how many refit points you have to use to
prepare your force for the next battle. For those who must keep
score, losing the following scenarios corresponds to the following
result [having your force wiped out and/or failing to satisfy the
victory conditions counts as a defeat in a scenario].
Scenario 1: German Decisive
Scenario 2: German Marginal
Scenario 3: Draw
Scenario 4: Draw
LEADERS
The American leader follows the normal WSR leader rules. If the
leader is removed due to a combat result, he returns two scenarios
later [i.e. if removed in scenario 2 return in scenario 4]. The leader
can stack with any American unit.
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THE CAMPAIGN
COBRA SCENARIO 1:
July 26, 1944 - Despite yesterday’s carpet-bombing by the 8th Air Force and attacks by several Infantry Divisions, a thin line
of German forces is still preventing an American breakout. Two Armored Divisions have been committed to today’s follow up
in the hopes of shattering the remaining German defenders. –Matt Lohse
AMERICAN
Setup second, between columns K and M [inclusive].
•Elements of CCA: 1 x HQ, 4 x M4A1, 1 x M4A3E8, 1 x M5 Stuart, 4 x Arm Inf
Support: 1 x P47 close air support mission. Place in the cup at the beginning of Turn 1.
GERMANS
Setup first, anywhere between columns A and F, inclusive. See SSRs 1 and 2.
•Elements of Stz107: 1 x HQ, 5 x Infantry, 1 x HMG, 1 x STuG III [Attached],
1 x 75mm ATG [Attached], 1 x Quad 20mm [Attached]
Support: 3 x Improved Positions
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Playable Area: Map A from White Star Rising. The playable area is columns A-M,
inclusive.
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Scenario Length: Eight turns, use two End Turn markers in the cup.
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Victory conditions/Refit point schedule: The Americans win as long as they
exit at least two full strength units from hex A6. Two Reduced units count as one
full strength unit, HQs and Support Weapons do not count for this purpose.
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The Americans get 5 refit points if no German units are within 2 hexes of the road
from A6 to Celles at the end of play. They also get refit points based on the turn on
which the first American unit exits the map via hex A6.
On or before Turn 3:
7rp
Turn 4:
6rp
Turn 5:
5rp
Turn 6:
4rp
Turn 7 or later:
3rp
Scenario Special Rules:
1.No more than one unit may occupy the hexes with Improved Positions. Improved Positions may not be setup in urban hexes.
2.The Cobra offensive was preceded by a massive airstrike. To reflect this, prior to Turn 1, roll
one dice for each German unit. On a result of 2-4 the unit starts the game disrupted. On a roll
of 5-6 the unit is disrupted and Reduced to start the game. A roll of 1 has no effect.
3.In the event the P47 is shot down or rolls for a return to base, it returns two turns later.
4.CCA goes first on Turn 1. Do not put its chit in the cup until Turn 2.
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COBRA SCENARIO 2:
July 26, 1944 - Commitment of the Armored Divisions enabled several breakthroughs during the course of the day. The Germans
had a few mobile reserves in the area, but what they had made every effort possible to contain the Americans before they could
exploit the morning’s successes. –Matt Lohse
AMERICAN
Enter on column A during CCA’s activation on Turn 1.
•Elements of CCA: Survivors from Scenario 1 plus any new units purchased using refit
points, 1 x M4A1, 1 x M10 [Attached from 73rd Recon], 1 x M7 [Attached]
Support: 1 x P47 close air support mission. Place in the cup at the beginning of Turn 2.
GERMANS
Enter on Column U on KG Becks’ activation on Turn 1.
Elements of KG Beck: 1 x HQ, 3 x PzIV, 1 x STuG III, 3 x Arm Inf, 1 x Wirbel [Attached]
Playable Area: Board C from White Star Rising.
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Victory conditions/Refit point schedule: The American player
wins by controlling Kruispunten and exiting at least two full
strength units from Column U. Two Reduced units count as one
full strength unit, HQs and Support Weapons do not count for
this purpose.
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Scenario Length: Ten turns, use two End Turn markers in the
cup
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The American player gets 4 refit points for each hex of Kruispunten
controlled at the end of the game. The American player gets 3 refit
points for each unit exited off the south end of the map [Column
U] by the end of Turn 7, 2 points per unit exited after that point.
Scenario Special Rules: Ignore the first removal requirement [due to abort [11.3.1] or ammo[11.3.2 paragraph 5]] for the P47.
COBRA SCENARIO 3:
July 27, 1944 - After breaking out, American forces raced to advance as far as possible before the Germans could organize a
new defensive front. In the process they ran into various German units that were trying to escape or to impose as much of a
delay as they could. Regardless of the German motivations, the Americans needed to keep up the pace of the advance. – Matt
Lohse
AMERICAN
Setup second between rows A-D, inclusive.
•Elements of CCA: Survivors from Scenario 2 plus
any new units purchased using refit points.
GERMANS
Setup first in any hex of Ville Sur Le Fleuve.
Elements of Abt4: 1 x HQ, 1 x Puma, 1 x SdKfz234, 1 x STuG III,
2 x Arm Inf, 1 x 50mm ATG.[Attached]
Playable Area: Use Board B from White Star Rising. All four
bridges are intact.
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Scenario Length: Seven turns, use two End Turn markers in the cup
Victory conditions/Refit point schedule: The American player wins by controlling at least two bridges hexes in Ville Sur Le
Fleuve by the end of the game. Control is defined as having the last unit to be in that hex. All Ville Sur Le Fleuve and bridge hexes
start as German controlled.
The American player gets 1 refit point for each hex of Ville Sur Le Fleuve or Ville Sur Le Fleuve bridge hex [17 total] controlled at
the end of the game.
Scenario Special Rules: CCA activates first on Turn 1. Do not put its chit in the cup until the beginning of Turn 2.
COBRA SCENARIO 4:
July 28, 1944 - Reeling from the American success, German units did their best to escape while they still could while other units
tried to open escape routes. All that stood in their way were the thinly spread American armored spearheads.
AMERICAN
Setup in or adjacent to any Ville Sur Le Fleuve hex.
•Elements of CCA: Survivors from Scenario 3 plus any new units
purchased using refit points. , 1 x M4A3E8, 1 x 76mm ATG .[Attached]
Setup second between rows A and C inclusive.
•Elements of KG Beck: 1 x HQ, 1 x Tiger, 2 x Panther, 2 x
PzIV, 1 x STuG III, 3 x Arm Inf, 1 x STuG IV [Attached]
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GERMANS
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Playable Area: Board B from White Star Rising. All four bridges are intact.
Scenario Length: Nine turns, use two End Turn markers in the cup
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Victory conditions/Refit point schedule: The American player wins by controlling
at least two bridges hexes in Ville Sur Le Fleuve by the end of the game. Control is
defined as having the last unit to be in that hex. All Ville Sur Le Fleuve and Ville Sur Le
Fleuve bridge hexes start as American controlled.
The American player gets 2 refit points for each Ville Sur Le Fleuve bridge hex controlled
at the end of the game. The American player also gets 3 points for Ville Sur Le Fleuve
hex north of the river [side with 5 urban hexes] controlled at the end of the game. The
non- Ville Sur Le Fleuve bridge does not count for RP or Victory purposes
COBRA SCENARIO 5:
July 30, 1944 - With the road in front of them clear, the American forces tried to advance as far as possible before the Germans
could shift forces to oppose them or before their supplies ran out.
AMERICAN
Setup first between Columns M and O of Map A.
•Elements of CCA: Survivors from Scenario 4 plus any new units purchased using refit points. , 1 x M5
Stuart, 2 x M8 [Attached from 73rd Recon], 1 x M18 .[Attached], 1 x M8 HMC [Attached}
GERMANS
Setup per SSR1
•Elements of Schtz.Btl.107: 2 x Infantry, 1 x 88mm ATG [Attached], 1 x 75mm ATG [Attached],
1 x SdKfz234 [Attached from Aufkl.Abt.4] , 1 x Puma [Attached from Aufkl.Abt.4]
Enter on column U of map B on the turns indicated
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