SASL Mission A2

 

Take Out the Railway Gun

 

 



BRIEFING:

A large enemy railway gun has been harassing your frontline for some time and your parent unit has decided to deal with the problem. Your unit is to break through the frontline, evade enemy troops, search and destroy the gun and return to the frontline.  Do not waste anytime as to let the train slip away.

 

PREVAILING ATTITUDE (3.2): Hold {A2b}

 

MISSION TABLES:

Enemy SAN dr

Result

Friendly

SAN dr

Result

≤ 3

2

≤ 5

2

≥ 4

3

≥ 6

3

 

Enemy RE dr

Result

Enemy AC dr

Result

≤ 2

2/3

≤ 4

2

3-4

3/4

≥ 5

3

≥ 5

4/5

 

 

 

 

MAPBOARD SELECTION & ACTIVATION (13.):

MAPBOARD SELECTION: A8d

 

INITIAL MAPBOARDS:

2 boards are determined before play begins. N­

 

 

 

 

Upon entering a new board after the western board roll a die  . On a roll of  3 place overlay RR2 on the hexrow 10 hexes from the EBE (hexrow J or X). There is a -2 drm for every board placed after the initial setting.

 

S? PLACEMENT (4.):

-Place Enemy S? as per 4.1 case a and b on the western board on the first 13 hexes from the FBE [EXC. As per S4.11], 4.1 b on the rest of the western board as well as any other board.  Place grey S? on each RR hex regardless of terrain.

-As soon as any S? is being activated after the grey RR S? have been placed, roll a die : on a dr of ≥ 5  the grey RR S? (or its activated units) will start to move offboard along the RR (randomly determine which edge) at the rate of 1 MP per hex per MPh.

-As soon as any grey RR S? has been sucessfully activated the black S? will assume Advance attitude and treat Friendly units as VPO.

 

SEQUENCE:

Friendly units enter along FBE.  Friendly side starts first.

 

MISSION END (see also 12.5):

The number of turns depends on the number of boards placed (and subsequently activated)  Mulitply the number of boards by 7.  At the end of the determined turn 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 a +2  DRM on Table x2.

2. Upon activation of a S? on the RR roll on the following table (and the printed result is ignored). If 2 ART Railway guns have been activated read the result as Transport + Ammo.

 

DR

Result*

2-3

Roll on {x7a} Escort Vehicle*

4-5

Roll on {x7} Transport

6

Roll on {x7} Transport + loaded HS

7

Nothing

8

Roll on {x7} Transport + Ammo

9

210 ART Railway Gun*,**

10

280 ART Railway Gun*,**

11

350 ART Railway Gun*,**

12

Roll on {x6} Standard AFV*

If moving all wagons will face the direction of the movement

*All Vehicles and Guns are presumed to have a train carriage and part of an (armored) train : all wheels/tracks and Bow mounted weapons are replaced by the carriage and the units are NM during the Mission [EXC S4. above] but are crewed. Reroll if NT and non-OT.

**All guns are represented by a PzA III/IV Hummel and have an additional crew adjacent hex (radomly determined) [EXC. If moving the gun has two crew loaded].

 

3.  The Friendly side may opt to supplement his starting OB with a Engineer Platoon consisting of a leader and 3 Elite Assault Engineer squads.  SW are determined as per H1.83.

 

4.  Reroll for any Enemy OBA RE.

 

 

© 2004 by Hans Mielants