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Paestum Landing - Salerno 141st RCT
Salerno Invasion - September 9, 1943
MG Fred L. Walker vs. General der Panzertruppen Rudolf Sieckenius
Start time: Americans have first turn movement and combative action after German deployment and beach defense placement. Landing on the beach at 0330 hours (night) without any preliminary naval bombardment, the American leading LCVP assault craft are greeted by German loudspeakers, aerial flares lighting the beaches, and machine guns.
End time: 16 turns or if during scenario play no German or American combat or weapon platoons exist on tabletop at start of scenario game turn.
Special scenario rules: All German and American national characteristics Flames of War rules apply.
On the Beach mission rules (D-Day): Scenario basically follows the “Hit the Beach” mission special rules with the following exceptions:
a). No Preliminary bombardment for this scenario.
b). Nighttime landing so night combat rules in effect. See below.
c). Objectives specifically positioned per victory condition rules. See map below.
d). No American DD Sherman tanks available in 1943.
e). Naval gunfire support spotted only by naval shore observer team. No AOP used.
f). Normal air support rules. Allied air force doesn’t dominate the sky at Salerno landing so no air reserves interdiction rule in effect.
f). Only minefields and barbwire available. Torre di Paestum is a HMG nest.
Beach and sea area movement: When landing on the beach, a player may place his vehicle or infantry teams on the actual sea zone area, if the beach becomes over crowded with miniature bases, as long as a tiny part of the team base touches the actual beach ground, it has landed on the beach. If the tabletop space is insufficient to land all the teams, the player may declare the infantry teams occupying the same space and double up the usage of the tabletop (place excess just off table for the moment). Vehicle teams cannot double occupy space. Beyond that, no teams can triple occupying the same ground and will be either removed from tabletop or prevented from landing (exiting the landing craft) till next turn. The landing craft miniature model remains on the beach for next turn and any teams in the landing craft are targets in open ground. The landing craft itself cannot be destroyed and will follow the normal rules to retire once the last American team has exited the craft. Remember the actual beach is difficult going for all vehicles unless traveling on steel mat.
Automatic landing craft 1st wave & return: All landing craft will arrive on beach for the 1st wave (1st turn). The “coming ashore” rule (D-Day booklet) only used to determine the drift distance. If a 5 or 6 rolled … i.e. delayed or failed to land, re-roll the d6 again.
Landing craft can only fail the “returning for more” rule d6 roll once (D-Day booklet). On the 2nd attempt the landing craft automatically retire from the beach and return to the beach color zone reserve pool for another American platoon.
American Landing craft drift: Since the Gulf of Salerno was calm during the landing, half the rolled drift distance for all landing craft and DUKW craft (4” drift becomes 2” for example per D-Day rules). The DUKW swamping possibility (4 rolled) is omitted and becomes “no drift” distance. The “delayed” or failure to land roll remain the same.
Prepared positions: All scenario starting German infantry teams are entrenched in foxholes (dug in) and gone to ground.
Nighttime combat rules: Turns one to four are played using the nighttime combat rules. Each platoon rolls their visibility for distance (4 to 24”) each turn unless firing at enemy platoon which just previously fired. Starting on turn five, dawn has occurred and the rest of scenario (turns five to sixteen) are played in daylight.
Torre di Paestum: Garrisoned by two HMG teams and a sniper team which is specifically allowed to fire from the stone tower even with nearby friendly teams. Treat the Torre di Paestum just like a “nest bunker” in the MRB Bunker rules (pg219). If the German top-level HMG team is removed from play, there is one automatic replacement HMG team stationed inside the tower, along with the German sniper team. Just remove the internal extra HMG team from the tower defense when the top-level HMG team is hit. The single top-level HMG team, along with the sniper team, can see any position on the scenario tabletop from their elevated position, including the dunes. The other HMG team is considered to be ground level for visibility inside the tower. All these teams defend the tower position if attacked with normal defensive fire rules, including the sniper. The tower sniper only is allowed to fire with friendly teams within 4” (overrides MRB rule pg 110, 2nd text column of rules).
The Torre di Paestum or its German occupants cannot be directly targeted or effected by any indirect offshore naval firepower during the scenario. German teams placed outside the tower can be targeted, solely affecting them by the bombardment template. [Historically it wasn’t touched by American naval bombardment for reasons unknown]
German beach defenses: The German players have five (5) barbwire sections (8” each) and two minefield sections (8” each), to place anywhere on B or C tabletop scenario map row. During pre-game, place all these sections on scenario tabletop before the American initial deployment of landing craft and scenario first turn start.
Transports: Players can decide if reinforcement platoons ride onto scenario tabletop in their transports or disembark, and walk in leaving transports for later use per rules. Otherwise the platoon must have transport assigned per forces schedule below.
Ambush deployment restriction: Only one German platoon or unit can use the ambush deployment rules each game turn. German players cannot deploy two or more ambushing platoons or units on same German scenario turn. Each hidden sniper team counts as an ambush platoon for this rule. The Torre di Paestum sniper omitted for this rule.
Aerial support: Both sides receive Limited aerial support level starting with scenario turn six. Aerial interdiction is possible for the German players to interdict American aerial ground support mission that turn.
American bulldozer: This “armored” military bulldozer can clear the beach dunes and, concurrently in game play, lay a steel mat for vehicles to transit the beach dunes as clear terrain on steel mat roadway (pg 226 MRB). The steel mat is deployed behind the bulldozer’s movement trail. Bulldozer stats are: Fully tracked, 0 0 0 Bulldozer rules, Very Slow
Weather: Clear with no effect during scenario. Night battle for first four turns of scenario then daylight (dawn) on fifth turn.
Line of communications (LOC): Beach landing. Either success on the landing invasion or a large American POW camp will be established near Paestum in the near future.
Terrain notes: Follow normal Flames of War terrain rules for visibility and targeting. Hedges and low stone walls conceal all vehicles but allow direct fire across to engage vehicle targets, otherwise block infantry ground level weapon engagement unless adjacent. The citrus orchard and beach dunes treated like light woods and restrict ground visibility to maximum of six (6”) inches into the terrain. The old roman Paestum town wall cannot be crossed by any vehicles and provides complete concealment from direct fire weapons unless adjacent to the terrain wall feature. Vehicle or gun teams cannot fire through the old roman wall (just too high) except at road passageways. Farm crop fields provide infantry teams only (no vehicles) ground level concealment except from weapons firing from Torre di Paestum upper level, which can see down into the crop fields. Paestum roman ruins and temples provide hard cover (bulletproof terrain) and are very difficult going for all vehicles. Steams and beach sand is difficult going for vehicle movement. Torre di Paestum has special rules above.
Battle Map picture:
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Map scale: Each map square is 12” or one foot on scenario table. Table 6x8’ size.
Starting American and German positions:
American positions:
No American Regiment HQ 141st RCT platoons deploy anywhere on the tabletop at start. Beach invasion scenario so every platoon enters the tabletop from the beach table edge using the amphibious assault rules (D-Day) via landing craft or DUKW. American aircraft arrive overhead starting with scenario turn six.
German positions:
Kampfgruppe Doering deploys various platoons in different scenario map row zones depending on the platoon or independent team. German aircraft arrive overhead starting with scenario turn six. Beach minefield and barbwire section all deployed in scenario map row B or C before American initial deployment of landing craft:
Two minefields and five barbwire sections placed in scenario map rows B or C.
Quad 2cm and single 2cm AA Flak, at minimum 12” apart, in beach dunes B4 or B5.
Torre di Paestum defense consists of two CV rated HMG teams and one sniper team. See special rules for this independent team garrison and tower is rated as a “nest bunker”. Cannot exit building nest during scenario.
PzGren Company HQ (CinC, 2inC Pzk, 2x 8cm GW34 mortars) anywhere in rows D to G.
PzGren platoon (Cmd Pzk, 6x MG teams without transport) starts deployed along beachfront. Teams must be linearly (single line of teams) spread out and placed at least four (4”) apart within row C, and 8” away from the two 2cm B row AA positions.
PzGren Heavy platoon (Cmd PzK, 2x MG42 HMG without transport) deploys using ambush rules, anywhere in rows D to G. [Note: 8cm GW34 mortars attached to company HQ].
PzGren Mortar Platoon (Cmd, 4x GW34 mortars, 2x obs, with transport) deploys anywhere in rows D to G. The mortar platoon observers can deploy in rows C to G.
Two sniper teams hidden per the sniper ambush rules.
Assault gun platoon (3x StuG III G) deploys using ambush rules, anywhere in rows D to G.
Off board German Motorized Artillery battery (10.5cm LeFH18 howitzers) able to fire upon entire battlefield with observed fire from nearby hill observation posts or using their observers. The two observer teams (with their transport) are placed on tabletop anywhere in rows C to G.
Off map reinforcements: Both Americans and Germans have arriving reinforcement platoons. American reinforcements come from their offshore pool of platoons, landing via the landing craft on the beach shoreline, and using the Overwhelming Forces rule, replacements for destroyed platoon replacement. The “red” scenario map edge zones “A” and “B” mark table edge entrance for the German reinforcements.
American reinforcement schedule:
Turn Two onwards: Per each beach color zone area. See the complete American OOB for list of available platoons in Reserve pool. Follow the rules for “Amphibious Assaults” found in D-Day booklet, for the Reserve pool platoons for that beach color zone (Yellow or Blue), and replacement of destroyed platoons (if allowed). Be aware any rules restricting daylight only doesn’t apply since this historical landing took part during night and daylight.
Regiment HQ 141st RCT base (in scenario acts as extra or as replacement Company CinC team in either beach zones for all morale and leadership tests). Lands with any other American platoon from either Reserve pools.
Turn Six: American Limited air support arrival over the scenario tabletop. Roll d6 for type of plane:
1-3 P-40 Warhawk with bombs or cannon
4-6 Spitfire mkV with only cannon (use Hurricane IIc stats in NA)
Turn Seven: Naval Gunfire support becomes available hereafter for the Americans after nighttime confusion on the beaches, poor radio communications, and daylight allowed close in naval support ships to navigate inshore. See naval gunfire support rule in D-Day booklet. Two naval observer teams are placed directly adjacent to either American Company CinC team stand or the special 141st RCT HQ base. The naval observers are immediately ready to call in NGFS.
German reinforcement schedule:
Turn Seven: Red zone A. PzGren motorized platoon (Cmd PzK, 6x MG teams with transports), Panzer IV G platoon (3 tanks), and Limited Ju 87G Stuka, Fw190E, or Bf109e air support overhead anywhere on tabletop. The German aerial support may interdict American aircraft starting with American turn six. Roll d6 for German plane flight type after any American aerial interdiction result:
3. Bf109e flight with bombs or cannon
5. FW19f flight with bombs or cannon
6 Ju87D Stuka flight with bombs only
Turn Ten: Red zone B. PzGren motorized platoon (Cmd PzK, 6x MG teams with transports), Panzer IV G platoon (3 tanks), Light A/A gun platoon (2x Sd Kfz 10/5 2cm).
Order of battles:
American complete Order of battle, including reinforcement scheduled above. Platoons organized from Battlefront’s Flames of War North Africa book using the American Rifle company formation.
3x LCM or LCVP landing craft available for 1st wave at each beach color zone. When they retire from the beach and return to Reserve pool, they automatically platoon loaded and can reinforce next turn the beach with any platoon from the Reserve pool of that beach color (per D-Day booklet rules) ;isted below. The M4 Sherman platoon must be the last platoon chosen and landed on the Yellow or Blue beach sector. Note: The DUKW separately lands the field 105mm artillery battery thus saving the landing craft for other platoons.
Regiment HQ 141st RCT team base. In scenario acts as extra or as replacement Company CinC team, in either beach zones for all morale and leadership tests). Lands with any other American platoon from either beach Reserve pool on turn two or later.
Starting with turn six the Americans have scenario tabletop Limited air support flying overhead, contesting the German aerial effort, or directing attacks on the German tabletop platoons.
On turn seven the American offshore naval gunnery support option (D-Day booklet) comes available and two naval observer teams are placed directly adjacent to either Company CinC team or the special Regimental CinC team. No AOP or NGAOP available.
Yellow Beach First wave (3rd Btn 141st RCT):
Company HQ (CinC, 2inC, 2x bazooka), 1st and 2nd Rifle platoons (Cmd, bazooka, 9x rifle teams each), Weapons platoon (Cmd, 3x M2 60mm mortar, 4x M1919 LMG)
Yellow Beach Reserve pool (3rd Btn 141st RCT):
3rd Rifle platoon (Cmd, bazooka, 9x rifle teams, truck transport if desired).
Cannon platoon (2x T19 105mm HMC).
SP A/A platoon (2x M13 MGMC).
Field Artillery battery (Cmd, Staff, Obs. with jeep, 4x M1a1 105mm howitzers, 5x DUKW transport). Note DUKW artillery transport rules in D-Day booklet for landing this artillery battery.
Engineer platoon (Cmd, jeep 50cal, 4x bazooka, 4x pioneer rifle, 2x 1919 LMG teams, military bulldozer, and halftrack transport available).
M4 Sherman platoon (5x M4 Sherman). Must arrive as last platoon chosen except for replacement platoons.
Any suitable replacement platoon from destroyed platoons (like for like platoon either rifle platoon or weapon platoon). See “Overwhelming force” rule in D-Day booklet.
Blue Beach First wave (1st Btn 141st RCT):
Company HQ (CinC, 2inC, 2x bazooka), 1st, 2nd Rifle platoons (Cmd, bazooka, 9x rifle teams each), Weapons platoon (Cmd, 3x M2 60mm mortar, 4x M1919 LMG).
Blue Beach Reserve pool (1st Btn 141st RCT):
3rd Rifle platoon (Cmd, bazooka, 9x rifle teams, truck transport if desired).
Mortar platoon (Cmd, 6x 81mm mortars, no bazookas, with jeep transport).
SP A/A platoon (2x M13 MGMC).
SP A/T platoon (4x M3 75mm GMC, 3x carbine teams, 3x jeeps).
M4 Sherman platoon (5x M4 Sherman). Must arrive as last platoon chosen except for replacement platoons.
Any suitable replacement platoon from destroyed platoons (like for like platoon either rifle platoon or weapon platoon). See “Overwhelming force” rule in D-Day booklet.
German complete Order of battle, including reinforcement scheduled above. Platoons organized from Battlefront’s Flames of War North Africa book using the Panzer Grenadier Company formation.
Off board Motorized Artillery battery (Cmd, Staff, 4x 10.5cm LeFH18 howitzers, 2 obs.) positioned in the local hills on call with observed fire anywhere on the scenario battlefield at start. Cannot be counter-bombarded during scenario. The battery observer teams start on tabletop in row C to G, with their kubelwagen transport available.
Kampfgruppe Doering deploys at start:
Two minefields and five barbwire sections placed in Row B.
Quad 2cm and single 2cm AA Flak, at minimum 12” apart, in beach dunes B4 or B5.
Torre di Paestum defense post consisting of two HMG teams and one sniper team.
PzGren Company HQ (CinC and 2inC Pzk, attached 2x 8cm GW34 mortars, transport).
PzGren platoon (Cmd Pzk, 6x MG teams w/o transport).
PzGren Heavy platoon (Cmd PzK, 2x MG42 HMG without transport).
PzGren Mortar Platoon (Cmd, 4x GW34 mortars, 2x obs, with transport).
Assault gun platoon (2x StuG III G).
Two sniper teams.
Two off board artillery battery observer teams, with their kubelwagen transport.
German arriving reinforcements during scenario play see schedule above:
PzGren motorized platoon (Cmd PzK, 6x MG teams with transports) at Zone A.
PzGren motorized platoon (Cmd PzK, 6x MG teams with transports) at Zone B.
Light A/A gun platoon (2x Sd Kfz 10/5 2cm) at Zone B.
Panzer IV G platoon (3 tanks) at Zone A.
Panzer IV G platoon (3 tanks) at Zone B.
Victory conditions:
Objective marker placement marked on scenario map with red star symbol. One on Torre di Paestum (C2), another outside of Temple di Hera (G2), and last one besides Highway 18 Via Magna Graecia at (G6).
American Victory: Have one platoon exit the northeast corner of map towards Paestum RR station via H1 or H2 eastern map edge (yellow zone on map) and control two objectives.
American Minor Victory: Control two out of the three objectives placed on the scenario map and tabletop. [Historical event]
German Minor Victory: Control two of the objective at scenario end and allow no American platoon to exit the map towards Paestum RR station.
German Victory: Control all the objectives. The Salerno invasion is a major disaster in the making at the American beaches.
Rules of Play: Flames of War. Wargamerabbit. has a rules section providing files; charts, table and game play example YouTube videos.
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