(COI.COD) SQLA Scenario WG311 (TAHGC Scenario O) 

' STRAYER STRAY’S '

Published in the GENERAL volume 20 number 4: Updated 070211

NORMANDY FRANCE, JUNE 6, 1944: By dawn, Lt. Colonel R. L. Strayer has pieced together a unit composed of men of the 502nd, 506th and 508th Parachute Regiments. Front lines and flanks were meaningless.  The officers and men didn't know one another.  Radio contact with HQ didn't exist.  All Strayer knew was that his objective was the southern causeways.  As the sun rose, he drove his patchwork team towards the lower causeways.  Almost at once they encountered scattered German resistance.

VICTORY CONDITIONS:  To win the US player must exit five squads off the southern edge of the map. The German player wins by avoiding the US victory conditions.

BOARD Configuration:

?

 6   

North

TURN RECORD CHART:

German Sets Up First
1
2
3
4
END
American Moves First

GERMAN FORCES:

                1x8-0;  1x7-0;  7x4-6-7;  5x4-3-6; 

AMERICAN FORCES:

                1x8-0;  1x7-0;  8x8-4-7;  1xMMG;  1xPLC;

SPECIAL SCENARIO RULES:

AFTERMATH: A number of light Russian AFVs, supported by a single KVII and a single T-34, advanced on the lead elements of the 21st Panzer Regiment. Stunned by the appearance fob the two armored monsters not encountered before on the Army Group Center from, the German panzerjaegers scattered. A handful of German tanks were all that stood in the path of the Soviet advance. The T26S and BT5 tanks were routed by the PzKwIII's. The German 37mm shells, however, were unable to affect the KVII or T-34. Tow panzers were quickly destroyed. At that count three PzKwIV's arrived to engage the KVII, while the remaining PzKwIII's concentrated on the T-34s vulnerable tracks. Soon both Russian heavy tanks were out of action, the KVII bogged down on soft ground and the T-34 with its treads shot away. Without the threat of the KVII or T-34, the panzerjaegers rallied and were able to hold their position. this incident reveals the cardinal sin of the Russian command: employment of their superior T-34 and KV types not in formation, but individually among light and medium tanks, or as support for the infantry. It was a mistake Soviet Russia was to pay dearly for.

CREDITS: Original design by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios were used in the Origins 1983 COI/COD tournament.

Applicable COD Rules:

118. ORCHARD (Provided here from the COD rulebook for clarification of the terrain and its effects)

118.1 Any hex or half hex containing multiple dark green clusters is considered an orchard hex.  An example of an orchard hex is 6F5.  The term “orchard” is used to represent any wooded area without dense undergrowth.

118.2 The movement cost for entering an orchard hex is identical to that of Open Ground for all types of units.

118.3 Orchards have no terrain effect modifier of any kind.  Therefore, target units moving through an orchard are not subject to the -2 defensive fire DRM for moving in the open.  The TO HIT category for ordnance weapons firing at an orchard hex is “other”.

118.4 Orchard hexes do not block LOS or penetration except as listed below.  They are not considered “woods” for any purpose.

118.41 Units on the same level as the orchard may not trace a LOS through more than two orchard hexes inclusive of the target hex.  MG penetration may extend through more than 2 orchard hexes but in so doing is resolved as Area Fire.  Remember, however, that MGs must have a LOS to a target (or suspected target) in order to fire.  Keep in mind that the green clusters do not obstruct LOS; they merely identify the hex as an orchard hex.

118.42 The hex directly behind an orchard hex in direct LOS from a firing hex of higher elevation is considered a blind hex and cannot be fired upon during any scenario taking place during April through November.

118.5 The “kindling” (102.22) number of an orchard hex is 11+.  The “Spread” (59.4) number is 9+.

118.6 Orchards do not cause breakdowns or present any movement hindrance to vehicles.

118.7 Broken units may rout through orchard hexes without being eliminated due to the presence of enemy units in LOS and normal range.  An orchard hex is not suitable cover for a broken unit to end its rout in, although they could remain in such terrain until a possible route to a woods or building hex exists.

118.8 The allowable LOS through orchard hexes is increased from 2 hexes to 3 hexes during any scenario taking place during the December-March period.