An extract from a book titled 2194 days of war.  An Alpino in Russia and how lucky he was. By: Domenico Sansotta

 

 

 

SASL Mission A1

 

 

Pathclearing

 

 



BRIEFING:

Your unit has to breach the enemy’s forward positions, destroy the main line of resistance and clear a path for our armored spearhead to exploit through. Reconnaissance reports indicate that the enemy has been digging in to stop this offensive, so you will be given support if necessary.  Clearing a gateway is of outmost importance for the remainder of this operation.

 

PREVAILING ATTITUDE (3.2): Hold {A2b}

 

MISSION TABLES:

Enemy SAN dr

Result

Friendly

SAN dr

Result

≤ 4

3

≤ 5

4

≥ 5

4

≥ 6

3

 

Enemy

AC dr

Result

≤ 4

3

≥ 5

4

 

Enemy RE dr

Result

Friend RE dr

Result

≤ 3

3/4

≤ 3

2/3

4

4/5

4-5

3/4

≥ 5

5/6

6

4/5

 

MAPBOARD SELECTION & ACTIVATION (13.):

MAPBOARD SELECTION: A8a

 

INITIAL MAPBOARDS:

3 boards are determined before play begins. 

 

 

 

 

 

N­

 

 

 

 

 

 

 

 

 

S? PLACEMENT (4.):

Place Enemy S? as per 4.1 cases a and b on the central and eastern board. 

 

SEQUENCE:

Friendly units enter along FBE.  Friendly side starts first.

 

MISSION END (see also 12.5):

At the end of Game Turn 12 and at the end of each turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.

 

VP SCHEDULE (12.6;9.41;17.1321):

 

 

 

MISSION SPECIAL RULES:

1. There is a +1 DRM to each enemy activation on Table A1 and x9. There is a +1 on Table A5.

2. Each Final even roll on Table A1 will indicates the possibility of a Fortication roll on a subsequent dr

3. At the cost of 3VP the Friendly player may choose to supplement his force by a Assault Engineer platoon of 3 squads.

4. At the cost of VP equal to 5% of the BPV (FRD) the Friendly player may pick a OBA of his choosing in H1.5. The Friendly player may also opt to supplement his force with a Friendly 8-0 and a radio.

 

© 2004 By Hans Mielants