Situation
The Italian Government has surrendered to the Allies. For this
reason Hitler ordered that the Italian Military be disarmed. Now
the Italian weapons are being pressed into German service.
The Allies are slowly pushing the Germans up the boot, but it
is anything but a rout. Field Marshal Kesselring has
systematically withdrawn his forces from one prepared defensive
position to another. All the while making the allies pay dearly
for every foot of ground they gain.
Presently you hold the village of Scarpiello sitting astride
the main highway. Your orders are simple; hold the village until
ordered to withdraw.
Your pioneers may place booby traps anywhere on the board. They
require 2 turns to set up and are equal to a demo charge. The
pioneers may also assist crews in digging in AFV’s and guns. One
squad can build an improved position for an AFV in 8 turns, two
squads in 6 turns, and three squads in 4 turns (max of 4 turns).
One squad can dig in a gun in 5 turns, two squads in 3 turns (max
of 3 turns). Neither weapons nor squads may fire during this
process as well as their close assault defense being reduced by
one.
5 M13/40
3 75/18 Semovente
1 90/53 Semovente
1 Lancia w/90mm AA
4 Marder III
2 SIG 33 Pz. III
2 Pz IV H
Judge - Axis reinforcement
if required
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Fallshirmjager manning a 75/18 Semovente
3 SdKfz. 250/7 Mortars (= 3
batteries)
1 28mm Squeeze bore *
2 Quad 20mm AA
2 50mm ATG
* The 28mm is manned by a
fallshirm squad not a gun crew
18 Fallschirmjager Squads (FJ)
3 MMG
12 Pioneer Squads (E)
3 booby traps
Booby Traps:
Your pioneers have three options for the booby traps. You must
choose between options 1 and 2 prior to the start of the game. All
three traps will be the same. Option 3 can be used anytime prior
to the trap being placed.
1.) booby trap may be placed with trip wire activation (exact
location of trip must be noted)
2.) booby trap may be remote detonated (pioneer squad remains
within 12" radius and LOS)
3.) If the trap hasn't been placed, then it may be used as a
standard demo pack
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