V-2 Nightmare
German Forces - March, 1945

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Hitler has unleashed one of the most successful terror weapons used in WWII. It has been said that if the Germans had, had the V-2 earlier in the war, that the outcome could have been much different. Then imagine if they had been able to add nuclear capability to it... The Allies had been ordered to capture the V-2 at all costs. The Germans were to protect it until it was launched. The result was a very bloody battle between very determined foes.

Setup

This is obviously a 1/72 scale scenario, designed by Alan. It is played on a 7 foot by 12 foot table played at Paul's house.

German
Dawn, March 19, 1945

Situation

You are the commander of a V-2 launch site. Your troops are on alert because you are aware of a task force approaching from the South. You have one V-2 left and your orders are to launch it or destroy it (last resort) before it can fall into enemy hands. However, preparations for either action will not be ready until at least turn 20.

The armor you have available to you to defend the launch site is an eclectic mix of vehicles that are leftovers from other outfits. Due to a critical shortage of ammunition, you have issued orders that armored cars, personnel carriers and troops are not to be fired upon by the AFV’s main armament unless that vehicle is under direct attack by forces capable of destroying that vehicle.

Your defense force has enough fuel for about 25 turns of action (that’s your best estimate). Ammo and other restrictions are as noted for each vehicle.

1 JadgPanther (5 AP rounds. Engine running fitfully. Check each turn, 1-50 OK; 51-100 stalled that turn)
1 Tiger I (no restrictions)
1 Tiger II (5 AP, 5 HE rounds)
1 Marder II (6 AP, 3 HE)
1 Marder III [Sdkfz 139, 76.2(r)] (3 AP)
1 Hetzer (no restrictions)
1 K18 105 (4 AP, 5 HE . Immobile)
1 JadgTiger (3 AP, 4 HE. Immobile)
1 StuG IV (no restrictions)
1 Lynx (no restrictions) At checkpoint
1 RSO w/PaK 40 (8 AP)
1 PaK 40 (10 AP)
1 Sdkfz 234/4 Puma (no restrictions)
2 Sdkfz 231 (no restrictions)
1 Sdkfz 251/1 w/rockets (6 rockets)
1 Sdkfz 222 (no restrictions) At checkpoint
1 88mm Flak (10 AP) -25 to hit
1 Quad 20mm AA (3 turns)
1 37mm AA (3 turns)
6 Sdkfz 251
8 regular squads
6 squads SS w/1 Panzerfaust each
2 Medium trucks
5 Heavy MG’s
2 Heavy MG bunkers
1 “Atlantic wall” type of bunker with Somua S-35 turret


Return to the top of the page.

Preparing to launch.

Note the JadgTiger protecting it. That is a 222 armored car in front of the V-2.

Note: if the V-2 blows up, the blast radius is 12” with equivalent of 16 ROF On-Board artillery. If the rocket launches, the blast radius is 6” with the equivalent of 8 ROF On-Board artillery. More ammo and fuel may be available late if a supply truck gets through. You do not know what ammunition is on the truck. There is also the possibility of reinforcement by limited reserves of the 3rd SS Panzer Division.

General Notes

It is early morning, just becoming light.

Weather is patchy fog.

Maximum sight ranges are as follows:
Turns 1 & 2: 30”
Turns 3 & 4: 40”
Turns 5 & 6: 50”
Turn 6: 60”
Turn 7: 70”
Turn 8: 80”
Turn 9: full

Sighting distance for buttoned up vehicles is 80”. Sighting from a buttoned vehicle carries a +20% penalty.

Judge's special rules

German air support
25% chance between turns 10 & 20 (one occurrence)

Chance V-2 will be ready
turn 20 20% Turn 23 40%
turn 21 25% Turn 24 50%
turn 22 30% Turn 25 65%


German Armor Table


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