file ple m Sa A Nations at War Series Game ple m Sa file 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. Sa m Introduction17 The Plan 17 The Attack 17 Aftermath18 Reference18 Contributors18 Credits18 SCENARIOS file ple The Campaign 5 Cobra Scenario 1: 5 Cobra Scenario 2: 6 Cobra Scenario 3: 6 Cobra Scenario 4: 7 Cobra Scenario 5: 7 Beyond Cobra: Nine Stand Alone Scenarios 8 Scenario 1: Mont Ormel Ridge 8 Scenario 2: Operation Totalize 10 Scenario 3: Mortain 10 Scenario 4: Mont Pincon 11 Scenario 5: Rolling Forward 12 Scenario 6: St. Lambert-sur-Dives 13 Scenario 7: Chambois 14 Scenario 8: Alencon 14 Scenario 9: Hebecrevon 15 Order of Battle (OOB) Formations 16 Poland16 France16 United States 16 Canada16 Great Britain 16 Germany16 Cobra and Beyond 17 The Allied Breakout from Normandy 17 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. 3 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. ple 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 file 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 Sa m 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. 4 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 file Playable Area: Map A from White Star Rising. The playable area is columns A-M, inclusive. ple Scenario Length: Eight turns, use two End Turn markers in the cup. m 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. Sa 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. 5 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. ple 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. file Scenario Length: Ten turns, use two End Turn markers in the cup Sa m 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. 6 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] file GERMANS ple 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 Sa m 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 7
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