SASL Mission H1 - King of The Hill - ww-2

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v1.

Mission H1
King of the Hill
FRIENDLY ELR: 4
BRIEFING: Chiunzi Pass, Salerno Italy, September 12,
1943. MAPBOARD SELECTION & ACTIVATION (13.):
EC: Dry, No Winds. INITIAL MAPBOARDS:
TIME OF DAY (S12.33): Day. No additional mapboards are activated during play.
AT START: After the beachhead at Salerno was secured the ⇧N
Allied drive for Naples began. This included seizing the
Chiunzi Pass, gateway across the rocky Sorrento peninsula
to Naples in the north.

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The elements of the 3rd Ranger Battalion attached to the
U.S. 3rd Infantry Division were tasked with this objective.
Once the pass was taken the advance towards Naples could
begin. Landing on September 8th in the first wave, being
the left flank of the main Allied effort, the rangers seized
the pass on the same day overlooking Highway 18, the
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main supply route for the Germans in the Salerno area.


To stop the interdiction of German supplies by artillery
strikes on Highway 18, as part of a coordinated effort, VPO LOCATIONS (14.):
elements of PGR 1 & 2 of the Panzer-Division Hermann The following are Friendly VPO locations: 15H5, 15R8, and
Göring attempted to move into a ridgeline near the 3rd 2W7.
Ranger Btn. position.
S? PLACEMENT/ENTRY (4.):
AFTERMATH: Small unit actions erupted with artillery
strikes from both sides exacted a heavy toll in casualties. The ENEMY begins the Mission with an off board pool of
American 60mm mortars were used to break-up the x50 S?.
German concentrations. The panzergrenadiers launched S? ENTRY: At the start each ENEMY RPh in which there is ≥
ten separate attacks that were repelled for which the 3rd
one unentered S? remaining in the ENEMY’s off board S?
Ranger Battalion received afterwards a Presidential Unit
pool make a DR+4. This sum is the number of S? from the
Citation for their bravery.
off board pool which enter during the ENEMY MPh along
the EBE according to S4.22.
PREVAILING ATTITUDE (3.2): Advance {A2a}
ENEMY SAN: 4
FRIENDLY SAN: 3
ENEMY AC#: 4
ENEMY RE: 4/5
FRIENDLY RE: 3/4
ENEMY ELR: 4

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result achieved. If all RE events are used, no more
RE events are available for that side.
FORCES:

G2: SQUAD (5.72)


2-4 4-4-7
FRIENDLY: 5-6 4-6-7
Elements of 3 Ranger Btn: setup on boards 15 and 12 7-12 4-6-8
anywhere west of hex row BB.
x12 6-6-7
x4 3-4-7
x10 1-2-6 G6: STANDARD AFV (5.71)
x4 MMG
x4 M2* 60mm MTR 2-3 Pz IIIN
x4 BAZ 43 M1A1 4-7 Pz IIIL
x2 ATR
x1 8-1 8-12 Pz IVH (3/5) Sz
x2 8-0
x1 7-0
G6a: SPG (5.71), G6c: TD GENERATION
SEQUENCE: TABLE (5.71)
Place the VPO location markers. Place shellholes and 2-5 StuH 42
wooden rubble. FRIENDLY forces set up first (remember 6-12 StuG IIIG
to Boresight). ENEMY forces set up second offboard. The
ENEMY side moves first.
MISSION END: U9: U.S. Random Event Table (2.)
At the end of Game Turn 10, and at the end of each Game U9: 15 Enemy resistance is
2
Turn thereafter, perform a dr. If the result is ≤ 1 the fading!
Mission ends immediately. There is a -1 drm for each 3 U9: RE 63 Go get 'em boys!
complete Game Turn completed after Game Turn 10.
U9: RE 24 Enemy ammunition
4-5
VP SCHEDULE (9.41, 12.6): supplies dwindling!
• The ENEMY gains VP for Casualty VP earned. Reinforcements! Enter from FBE:
6
• Each side gains normal VPO for Control of VPO. determine number {A6h} of 6-6-7
• The FRIENDLY player gets 1 VP for every turn Reinforcements! Enter from FBE:
7
extension. x2 6-6-7, L{U3}, SW{U4}
Reinforcements! Enter from FBE:
MISSION SPECIAL RULES: 8 determine number {A6h} of 3-4-
1. The following hexes have shellholes: 15F6, 15G8, 7, each armed with BAZ 43 M1A1
15H6, 15O9, 15P9, 2Q1, 2T2, and 2U2. Reinforcements! Enter from FBE:
9-10
3-4-7, L{U3}, MMG
2. The following hexes have wood rubble: 15G6, 15G7, U9: RE 51 Infantry stage flank
15G9, and 2T1. 11
attack! (use 6-6-7 as squad type)
3. The following hex has stone rubble: 15O10. 12 U9: RE 64 Tanks!
4. The ENEMY will use the following German
Generation Tables in lieu of the normal tables,
5. Instead of the normal RE tables, the following
FRIENDLY and ENEMY RE’s are each used only once
per Mission. If already used reroll until different

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A11: ENEMY Random Event Table (2.)
2-3 A11: RE 06 Enemy Infiltration!
4 A11: RE 15 Enemy Infiltration!
5 A11: RE 35 Enemy SPG!
A11: RE 33 Enemy Harassing Fire
6
FFE!
A11: RE 31 Enemy artillery
7
strike!
A11: RE 33 Enemy Harassing Fire
8
FFE!
9-10 A11: RE 36 Flank Attack!
A11: RE 72 Friendly ammunition
11
shortages.
12 A11: RE 45 Enemy HMG!

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