Situation Dev10 - Rushin' Guns

Author: Shaun Austin (12/15/2009)

 

Map IDs and Orientation:

4, 11, 1; North is UP

Turn length:

6 Turns

Sides:

German (Player A), British/US

 

Scenario Setup

German:

German player states whether he will enter Group 1 from the right side or the left side of Map 1 before the British set up.
Choosing the left side means entering from A4 or F5.
Choosing right side means entering from K3 or F5.
Group 1 guns are towed and Infantry transported by the Sdkfz 251s.
Sandbags are located in Hexes E1, F1, I2 and J1 on Map 11. These are emplacements meant for the Flak36/37s.
Group 2 is placed anywhere on Map 11 except in the sandbag hexes.
Group 3 enters Map 11 on Turn 3 on hex A4.

British:

The British set up anywhere on Map 1 and should determine the minefield location, which can be on any hex row numbered 3-6.

US:

US forces enter at hex F1 or K3 of Map 4 on Turn 3.

 

Scenario Balance

British/US:

None.

German:

None.

 

Victory Conditions

British/US:

British/US win if they get at least 4 mobile AFVs onto Map 1.

German:

Germans win if they prevent the British/US to achieve their victory condition.

 

Scenario Details

Game Length and Initiative:

The game length is 6 Turns. The German player has initiative and begins the game as Player A.

Special Scenario Rules:

None.