Situation F5 - Reach The Beach

Author: Felbrigg Herriot (12/13/2009)

 

Map IDs and Orientation:

9, 3; North is DOWN

Turn length:

5 Turns

Sides:

German (Player A), British

 

Scenario Setup

General:

Place Barbed Wire on 9E1, 9G1, 9H3 and 9J3, Minefield on 9A4, 9D2 and 9E3, Bunker on 9B3 and 9I4, Sandbags on 9B1.

German:

Group 1 starts in 9A1, Mortar in 9B1, Group 3 in 9B3, Group 4 in 9K2, Group 5 in 9F5, Group 6 in 9I4.

British:

Group 1 starts in 3F1, Group 2 in 3G3, Group 3 in 3G4, Group 4 in 3G2.

 

Scenario Balance

German:

None.

British:

None.

 

Victory Conditions

British:

The British win if Adamson reaches hex 9G6 by the end of Turn 5.

German:

The Germans win by preventing the British objective or by eliminating Adamson.

 

Scenario Details

Game Length and Initiative:

The game length is 5 Turns. German player is Player A and starts the game.

Special Scenario Rules:

The beach is made of very soft sand, it costs 2 MP to enter a sand hex.

For the first turn only the British may not use OP Fire (as they are slamming on the brakes of the convoy).

The Bunkers are for sea defense and may only be fired out seaward. Thus the Bunker in 9I4 may only fire along the fire arc proscribed by 9H4, 9I5 and 9J4 and the hexes that fall within that arc. Likewise the Bunker in 9B3 uses hexes 9A4, 9B4 and 9C4 to describe its fire arc.

The fields on Map 3 are in season and full of corn and provide +1 cover (cumulative).