“Hold Until Relieved” - WWPDnetwork.wwpd.net/pdf/PegasusBridge.pdf“Hold Until Relieved”...

4
“Hold Until Relieved” Pegasus Bridge 6 June 1944 Modified from FoW Diving Eagles; Death From Above- Glider Assault Location: Orne Canal Bridge (Pegasus Bridge) near Caen, Normandy France, 6 June 1944. History: Soon after midnight, 6 June, 1944, Glider borne infantry from D-Co, 2 nd Oxfordshire and Buck- ingshire Light Infantry Regiment attacks and captures a key bridge over the Orne Canal a few miles out- side of Caen France. Assisted by reserves from the 6th Airborne Division; the bridge must be held until relived by infantry and armored units landing along the Normandy Coast. Throughout June 6 th and the following days the airborne troops fought off no less than eight counterattacks by elements of the 21 st Panzer Division and the 716h Infantry Division. Forces: Germans: 1700+ pt German Force; Occupation troops, Grenadier Infantry and Panzer Grenadiers see OB for full list. Two of the six INF Div platoons must be in reserve must be in reserve. The AAA Platoon is static and must start on the board. The remaining “on-board” platoons will be placed hidden on the board (mark teams locations on the map). Once the British gliders land and before their initial assault or move- ment; place the German Platoons on the board according their map positions. GERMANS MOVE FIRST: Try to rally from “pinned” then move and shoot etc. Reserves: Using the FoW reserve rules and the Death From Above Scattered Reserves chart. Two of the INF Div platoons and all of the 21 st Pz Div platoons must be held in reserve. All AFV’s, and ether the INF Gun or AT gun must be in held reserve. The AAA Platoon is static and must start on the board.… Starting turn 2 roll two die for 5+(possible 2 platoons, turn 3 three die for 5+etc… The Infantry Division units must enter first. The turn after all of the INF Div is on the board start rolling for the 21 st Pz Div reinforcements. Start with 2d6, then 3d6 die etc… 21 st PzD must enter in order: Recon Plt first, PzGren Plt second, Stug III’s third and the Grille platoon last; see Death From Above rules. German Sniper: Enters the game on turn two. Set up and play using FoW Sniper rules. British: 1900+ pt Glider borne troops. Three Horsa Gliders (see glider capacity in special scenario rules) land on the board all others are reserves. Glider Infantry do get a free 4” assault or if they pass a skill check a “storm trooper move of 4.” This is made before turn one starts. This is measured from the cen- ter of the top of the wings. Glider borne HMG’s, Pac 75’s, Mortars or recon jeeps do not rec’d the free assault or “storm trooper” move.

Transcript of “Hold Until Relieved” - WWPDnetwork.wwpd.net/pdf/PegasusBridge.pdf“Hold Until Relieved”...

“Hold Until Relieved”

Pegasus Bridge

6 June 1944

Modified from FoW Diving Eagles; Death From Above- Glider Assault

Location: Orne Canal Bridge (Pegasus Bridge) near Caen, Normandy France, 6 June 1944.

History: Soon after midnight, 6 June, 1944, Glider borne infantry from D-Co, 2nd Oxfordshire and Buck-

ingshire Light Infantry Regiment attacks and captures a key bridge over the Orne Canal a few miles out-

side of Caen France. Assisted by reserves from the 6th Airborne Division; the bridge must be held until

relived by infantry and armored units landing along the Normandy Coast. Throughout June 6th and the

following days the airborne troops fought off no less than eight counterattacks by elements of the 21st

Panzer Division and the 716h Infantry Division.

Forces:

Germans: 1700+ pt German Force; Occupation troops, Grenadier Infantry and Panzer Grenadiers see OB

for full list. Two of the six INF Div platoons must be in reserve must be in reserve. The AAA Platoon is

static and must start on the board. The remaining “on-board” platoons will be placed hidden on the board

(mark teams locations on the map). Once the British gliders land and before their initial assault or move-

ment; place the German Platoons on the board according their map positions.

GERMANS MOVE FIRST: Try to rally from “pinned” then move and shoot etc.

Reserves: Using the FoW reserve rules and the Death From Above Scattered Reserves chart. Two of the

INF Div platoons and all of the 21st Pz Div platoons must be held in reserve. All AFV’s, and ether the

INF Gun or AT gun must be in held reserve. The AAA Platoon is static and must start on the board.…

Starting turn 2 roll two die for 5+(possible 2 platoons, turn 3 three die for 5+etc… The Infantry Division

units must enter first. The turn after all of the INF Div is on the board start rolling for the 21st Pz Div

reinforcements. Start with 2d6, then 3d6 die etc… 21st PzD must enter in order: Recon Plt first, PzGren

Plt second, Stug III’s third and the Grille platoon last; see Death From Above rules.

German Sniper: Enters the game on turn two. Set up and play using FoW Sniper rules.

British: 1900+ pt Glider borne troops. Three Horsa Gliders (see glider capacity in special scenario rules)

land on the board all others are reserves. Glider Infantry do get a free 4” assault or if they pass a skill

check a “storm trooper move of 4.” This is made before turn one starts. This is measured from the cen-

ter of the top of the wings. Glider borne HMG’s, Pac 75’s, Mortars or recon jeeps do not rec’d the free

assault or “storm trooper” move.

The observer for the 3” mortars may be attached to one of the landing “on board” Glider platoons. The

observers for the 75mm Howitzers must be attached to an “off board” reserve glider platoon.

Reserves: Remainder of the force is reserves. Use the modified FoW reserve rules and Death From

Above Scattered Reserves chart …turn 2 two dice (2d6) are rolled for 5+ (possible 2 platoons), turn 3

three dice for 5+ etc. After a platoon and entry is chosen roll 2d6. On any rolled double their off board

glider has crashed. Each team or vehicle in the crashed glider needs to Roll 5+ to be saved otherwise

they are destroyed. If any teams are destroyed the platoon must take an off board “motivation check!” If

they fail the platoon or teams in the glider are taken off the board as destroyed, if the destroyed teams

drop a platoon to below 50% the whole platoon must take a motivation check. If they pass the surviving

units entry will be delayed for one turn.

Victory Conditions:

1) If one of the two objectives is held at the start of the British Phase of turn 7, then start to check

for victory:

VICTORY POINTS AWARDED:

3 Points for British holding the Bridge OBJ

1 Point for holding the second objective

1 Point for each German Platoon eliminated

-1 Points for Germans holding Bridge OBJ

-1 Point for each British Platoon eliminated

-2 Points if German Aircraft destroy the bridge

If the Victory Points are a “positive” numbers it is a British Victory, if “negative” number then it

is a German Victory, if it equals a 0 then continue playing.

Special Rules: Airborne Assault rules from Diving Eagles

3ea OBJs: The three Objectives are placed before “battle planning!”

Glider Assaults: Glider landings pg 35 DE

Glider passes thru barbed wire: If a glider passes thru a barbed wire section, the entanglement

is removed

Total Air Superiority: Aircraft do not arrive until turn 6; on turn 6 the Allies get one FREE air

support. Roll airplane die for the number of planes.

The Germans only rec’d one aircraft. Once it arrives do not roll again.

Surprise: All defending platoons on the board start the game pinned and all AFV’s start bailed.

Special Rules continues:

Scattered Reserves: Both forces use the scattered reserve chart on page 39 DE. The

British start on turn one and the Germans start on turn two.

Night Rules: It is night until turn 6

British Off Board Reinforcements: After a platoon is chosen roll 2d6. On any double their off

board glider has crashed. Each team or vehicle needs to Roll 4+ to be saved otherwise they are

destroyed. If the glider crashes no matter the causalities it will be delayed one turn before

arriving on the board.

Glider Capacity: Gliders may carry one INF, HMG or Mortar Plt. The gliders may car-

ry a maximum of two Jeeps along with crew and towed gun.

(EX: One glider may carry 2ea Jeeps w/crew and 2ea pack 75mm howitzers)

The Orne Canal may be crossed by INF and MP teams only. Must start next to canal. Move

across and stop and then move out. No concealment or GtG is received while crossing canal.

Canal banks are steep: To shoot into the canal you must be next to it or at a higher elevation.

If a reserve entry section was entered through by an enemy platoon prior to your attempt; then re

-roll for entry. If the same entry point is rolled again the platoon is delayed one turn and will en-

ter the next turn.

Air Support:

a. Does not start until day light on Turn 6

b. Allied Priority Air Support: starts on turn 6. Due to allied air superiority on turn 6

the Allies get one FREE air support. Roll airplane die for the number of planes.

c. German Air Support: starting turn 6 the Germans receive limited air support. On a

roll of 6 the Luftwaffe will make one bomb run. It may target the enemy or destroy

the bridge. If the bomb hits the bridge it becomes un-armored target. The bridge

saves on a 4+.

(One German plane attacked and hit the bridge. The bomb bounced of the rafters

into the canal with no effect)

British Vickers: Any Vickers HMG team “dug in” within 12” from the center of the

bridge may fire as anti-aircraft (AAA) at any the attacking plane. All AAA rules are in

effect. By digging in the HMG team the Vickers MG may fire AAA in this scenario only

Bunkers: Use pg210-211 FoW v2 Bunker rules