Raid on cerreto alto - Flames Of War
[Pages:6]raid on cerreto alto
Your Orders
Allied Reconnoiter and raid the enemy garrison in Cerreto Alto. Accomplish your mission swiftly and with minimum casualties.
German The Black Devils have been raiding all along the Mussolini Canal. Stay alert and be ruthless at any sign of their presence. Many of your comrades have already fallen victim to their attacks. Stay vigilant!
Preparing for Battle
1. Set up terrain using the map as your guide.
2. Buildings are objectives. Off-road terrain is Very Difficult Going.
3. The German player deploys one Pionier platoon and company headquarters within 8"/20cm of the Cerreto Alto building. Place a second Pionier Platoon within 8"/20cm of Point C and the thrid Pionier Platoon within 8'/20cm of Point D. Deploy the Artillery battery within 8"/20 cm of Point E.
4. The US player places all their platoons in the 24"/60cm x 48"/120cm deployment area containing Borgo Sabotino but no closer than 12'/30cm from any German team.
5. The German Player has one minefield they may place in Ambush. Place the minefield anywhere on the table at the beginning of any of your turns. The minefield cannot be deployed within 4'/10cm of any enemy team or 8"/20cm and Line of Sight of any Recce team.
6. Beginning with the German player, both players now place their Independent teams in their respective deployment zones.
6" 8"
6" E
24"
Treeline CERRETO ALTO 8"
C
8"
A
B
12"
D
8"
Treeline
Vineyard 24"
Treeline 48"
Treeline
Borgo Sabotino
Beginning the Battle
1. All German platoons deployed at the start of the game are mobile and Pinned. All US Platoons start the game mobile.
2. The US player has the first turn. 3. The game begins as a Night Attack and all Night Fighting
Rules are in effect until Daybreak. 4. German Delayed reserves are random and enter the table via
the roads at either Point A or B .
Ending the Game
The battle ends at the completion of Turn Eight or if either Player's force fails a Company Morale test.
Deciding Who Won
Use the Victory Table to determine Victory Level:
Major SSF Victory - Hold an objective at Cerreto Alto by the end of Turn Five and then exit at least six platoons off the table through their deployment zone by the end of Turn 8.
Minor SSF Victory - Hold a building at Cerreto Alto by the end of Turn Five and then exit at least half their platoons off the board through their deployment zone by the end of Turn 8.
Draw - Fail to take an objective at Cerreto Alto but remove at least half your platoons from the table..
Minor German Victory - Prevent at least half the Allied platoons from leaving the table.
Major German Victory - Prevent at least half the Allied Platoons from leaving the table and hold one of the buildings in Borgo Sabotino.
Removing Allied Platoons Beginning on any Turn they hold a building at Cerreto Alto or on Turn 6, the Allied Player may remove up to three platoons off the table by exiting them from their deployment zone.
German Delayed and Random Reserves Use the normal Delayed reserves rule on Page 200 of the Flames of War rulebook to determine if a German Reserve platoon arrives. To determine which reserve platoon arrives first, roll a die. On a 1 or 2 the Elefant Platoon arrives, on a 2 or 3 the Br?mbar Platoon arrives, and on a 5 or 6 the Semovente Platoon arrives. On the arrival of subsequent Reserves continue to roll the die until you determine which platoon arrives second.
Once you have determined which reserve platoon arrives roll a die once again. On a roll of 1, 2, or 3 the reserves arrive at Point A. On a roll of 4, 5, or 6 the Reserve platoon arrives at point B.
Night Attack and Night Fighting Rules The Night Fighting Rules are located on page 154 of the Flames of War Rulebook while the Night Attack Rules can be found on page 171 of the rulebook.
The Devil's Brigade in Flames of War
Creating the Devil's Brigade as a Flames of War list ran the gamut from a labour of love to pushing the envelope in Special Rules. The innumerable capabilities of the First Special Service Force together with its elite nature well-supported by its short but flamboyant combat record provides a structure unique in the game. Incorporating their bravado into a hard charging do or die unit was both challenging and fun.
Warning: This unit is not for the meek or mild. It is expensive, destructive, and ultimately very satisfying or extremely disappointing. It has the capability to completely break through
and destroy the best enemy infantry even when they're dug in. It can sweep through rough terrain, destroy even the heaviest armour, and completely dominate the battlefield. But a word of caution. If the enemy can catch them in the open they are quite brittle. They will take horrible casualties and still fight.
And now, with the support of the entire 5th Army, they can deliver many hours of sheer excitement whether in a tournament or a friendly game. Handle them with care and love and they will deliver.
1.
2nd battalion, 2nd Regiment, 1st Special Service Force
SSF platoons are rated Fearless Trained all others rated Confident Veteran.
Company C HQ, 2/2 SSF 1st Platoon, Company C
2nd Platoon, Company C
3rd Platoon, Company C
SSF Cannon Platoon
1st Platoon, Company C, 81st Recon Battalion 2nd Platoon, B Company, 1st Tank Regiment 3rd Platoon, D Company, 1st Tank Regiment 1st Platoon, B Company, 601st Tank Destroyer Battalion 463rd Parachute Field Artillery Battery
Special Service Force Company HQ with two bazooka teams. SSF Platoon with two SSF Sections with 1 bazooka team and 1 M2 60mm mortar. SSF Platoon with two SSF Sections with 1 bazooka team and 1 M2 60mm mortar. SSF Platoon with two SSF Sections with 1 bazooka team and 1 M2 60mm mortar. SSF Cannon Platoon with one Cannon section (2 M3 75mm/81mm mortar GMC 1 Armored recon patrol Tank Platoon with 3 M4 or M4A1 Sherman tanks. Tank Platoon with 5 M5 Stuart tanks. A Tank Destroyer Artillery Platoon with one Tank Destroyer Section.
Parachute Field Artillery Battery of two sections of M2A1 105mm howitzers.
1.
B Kompanie, I/ Hermann G?ring Panzerpionier Regt
HG platoons are rated Confident Veteran.
Kompanien B HQ, I/HG Panzerpionierregiment 1. Zug, B Kompanie 2. Zug, B Kompanie 3. Zug, B Kompanie
2/263. Artillerieregiment, 362. Infanteriedivision Random Delayed Reserves
Kompanie B, 653. Panzerj?ger Abteilung Kompanie A, 216. St?rmpanzer Abteilung
10. Kompanie, 26. Panzerregiment, 26. Panzerdivision
Panzerpionierkompanie HQ with two panzershreck teams. Panzerpionier Platoon with two Panzerpionier Squads plus Panzerknacker Panzerpionier Platoon with two Panzerpionier Squads plus Panzerknacker Panzerpionier Platoon with two Panzerpionier Squads plus Panzerknacker Motorised Artillery battery with 4 10.5cm leFH18 howitzers.
Two Elefant heavy tank-hunters. Two Brumb?r assault tanks. Four Semovente 105/25 assault guns.
Scenario tested by `Firstborn Gaming', Reno, Nevada.
Headquarters
Hermann G?ring
Panzerpionierkompanie Hermann G?ring Motorised Pioneer Company
Headquarters Company HQ
53
(Infantry Company)
A Hermann G?ring Panzerpionierkompanie must field a Company HQ and two or three HG Panzerpionier Platoons and may field a HG Panzergrenadier Heavy Platoon and one Weapons Platoon from each box shown. It may also field one Support Platoon from each Support box shown (Armoured, Infantry, etc).
DivisionAL Support Platoons
Infantry
panzerpionier Platoon
Armour
Artillery
(Choose one platoon from each box)
(Choose one platoon from each box)
Weapons Platoons
Combat Platoons
75
70
76 77 77
76 77 77
HG Panzerpionier Platoon
Infantry
53
HG Armoured Panzerpionier Platoon
53
HG Panzerpionier Platoon
Infantry
53
HG Panzerpionier Platoon
Allied Platoons
Hermann G?ring companies can have Heer and Italian troops as support options. Remember that these platoons retain their own rules and ratings, and count as Allied Platoons (see page 183 of the rulebook).
elite troops
Herman G?ring Platoons fight to the last and may reroll any failed Platoon Morale Checks. Your Company Command team may re-roll Company Morale Checks.
Official Battlefront List
Use this page to create an Official Hermann G?ring Pamzerpionierkompanie playable in any FoW game or Tournament by using it with the Dogs & Devils Battle Book.
74
HG Panzer Platoon Heavy Tank Platoon Panther Platoon
Armour
HG Assault Gun Platoon HG Anti-tank Gun Platoon Radio-control Tank Platoon Assault Tank Platoon Tank-hunter Platoon
Infantry
Fallschirmj?ger Platoon Panzergrenadier Platoon Paracadutisti Platoon
Infantry
HG Aufkl?rungs Platoon HG Motorised Aufkl?rungs Platoon HG Motorised Pionier Platoon
Reconnaissance
HG Light Panzersp?h Platoon HG Heavy Panzersp?h Platoon
61 61
59 60 74
71 64 71
73 75 68 69 69
49 68 69
HG Motorised Artillery Battery Rocket Artillery
Rocket Launcher Battery
Anti-aircraft
HG Heavy Anti-aircraft Gun Platoon HG Self-propelled Antiaircraft Platoon HG Light Anti-aircraft Gun Platoon
Anti-aircraft
HG Heavy Anti-aircraft Gun Platoon HG Self-propelled Antiaircraft Platoon HG Light Anti-aircraft Gun Platoon
Anti-aircraft
HG Heavy Anti-aircraft Gun Platoon HG Self-propelled Antiaircraft Platoon HG Light Anti-aircraft Gun Platoon
Aircraft
Air Support
76 77 77
72
Motivation and Skill
These elite troops fought the Allies through Sicily and into Italy. A Hermann G?ring Panzerpionierkompanie of the Hermann G?ring Fallschirmpanzerdivision is rated as Confident Veteran and use the Elite Troops Special Rule.
Reluctant Confident
Fearless
Conscript Trained Veteran
Headquarters
Company HQ
Headquarters
Company HQ
45 points
Options
? Replace either or both Command SMG teams with Command Panzerknacker SMG teams for +5 points per team.
? Add Anti-tank section with a Kfz 70 truck and up to three Panzerschrek teams for +25 points per team.
? Add a one Sniper team for +50 points.
An HG Panzerpionier HQ may use the Motorised Movement special rule.
Herman G?ring Platoons fight to the last and may reroll any failed Platoon Morale Checks. Your Company Command team may re-roll Company Morale Checks.
Combat Platoons
HG Panzerpionier Platoon
Platoon
HQ Section with:
3 Panzerpionier Squads 2 Panzerpionier Squads
205 points 150 points
Options
? Replace the Command Pioneer Rifle/MG team with a Command Pioneer Panzerknacker SMG team for +5 points.
? Add Kfz 15 field car and Kfz 70 trucks for +5 points for the platoon.
? Add a Pioneer Supply Truck for +25 points or Pioneer Supply Maultier half-track for +30 points.
? Equip one Pioneer Rifle/MG team with a Goliath demolition carrier in addition to its normal weapons for +30 points.
Motorised Panzerpionier Platoons of the Hermann G?ring Fallschirmpanzerdivision may use the Motorized Movement Special Rule.
You may replace up to one Pioneer Rifle/MG team per Pioneer Squad with a Flame-thrower team at the start of the game before deployment.
The Panzerpioniers of the Hermann G?ring Fallschirmpanzerdivision held the line against the US Rangers and the First Special Service Force along the Mussolini Canal at Anzio.
Random Delayed Reserves
Use the following support platoons to play the Raid on Cerreto Alto scenario. Additional support platoons for the Hermann G?ring Panzerpionierkompnaie can be found in the Dogs and Devils Battle book. There you will find the individual support platoons needed to field a full Panzerpionier Company for any Flames of War game.
The support platoons near Cerreto Alto all came from experienced battalions sent to provide armour support for the troops holding the line at Anzio. All German support platoons used in the Cerreto Alto scenario are rated Confident Veteran.
Assault gun platoon
From 10. Kompanie, 26. Panzerregiment
Platoon
4 Semovente 105/25 3 Semovente 105/25 2 Semovente 105/25
320 points 240 points 160 points
The captured Semovente assault tanks, known as the Dachshund, were formed as the 10. Kompanie, 26. Panzerregiment, from the Italian Ariete Division. These remnants of the Italian armoured corps supported both the German defence and counterattack at Anzio and were found to be quite effective against Allied medium tanks.
Leutnant
Leutnant Unteroffizier
Command Semovente HQ Section
Unteroffizier
Semovente Assault Tank
SECTION
Unteroffizier
Semovente
Assault Tank SECTION
Semovente
Assault Tank SECTION
Semovente Platoon
Tank-hunter Platoon
From 525. Panzerj?ger Abteilung and 653. schwere Panzerj?ger Abteilung
653. Panzerj?ger Abteilung Platoon
4 Elefant 3 Elefant 2 Elefant
1200 points 900 points 600 points
The 653. Panzerj?gerabteilung contained 48 Elefants. The first company was transferred to Italy in February 1944. It saw combat at Nettuno, Anzio and Cisterna while assigned to the 69. Panzerregiment.
Assault Tank Platoon
From 216. St?rmpanzer Abteilung
Platoon
4 Brummb?r 3 Brummb?r 2 Brummb?r
280 points 210 points 140 points
A veteran of Kursk and Nikopol, the 216. St?rmpanzer Abteilung was transferred to Italy with 28 vehicles in early February 1944. It participated in the German counterattack Fischfang and remained in Italy for the rest of the war. Designed to withstand artillery attacks and provide close-in heavy gun support to the infantry, Brumbars demanded attention when seen on the battlefield.
Motorised Artillery Battery
From LXXXVI Panzerkorps
Platoon
HQ Section with:
4 10.5cm leFH18 2 10.5cm leFH18
220 points 125 points
? Add Kfz 15 field car, Kfz 68 radio truck and Sd Kfz 11 half-tracks for +5 points for the battery.
Motorised Artillery Batteries equipped with 15cm sFH18 howitzers may not be deployed in Ambush.
The 10.5cm leFH18 field howitzer is the mainstay of German Artillery Regiment. While fighting at Anzio the German Artillery was ordered to provide the highest priority support for the infantry in the field. To accomplish this, the Germans placed additional observers directly in the field with the front line troops. This enabled them to provide a quick response for any requested artillery support.
Keep your observers close to your pioniers so they can bring the firepower of the 10.5cm leFH18 down upon any patrols spotted in the Italian countryside. Having the observer up-front also allows indirect support during the night.
Howitzer Tractor
Howitzer Tractor
Howitzer
Howitzer
Tractor
Tractor
Motorised Artillery Battery
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