3.5 INITIAL SCENARIO: The special information needed to play the Initial Scenario for CGI, CGII, and CGIII is provided in 3.51, 3.52, and 3.53, respectively. For each Initial Scenario, players begin with RePh step 3.617 (Purchasing Reinforcements) and complete RePh steps 3.617-.623 (these steps are preceded by a "!" in the RePh Sequence; 3.6). In each initial scenario the side moving first is considered the attacker. No attack chit expenditure is necessary for the initial scenario.
3.51 PBr CAMPAIGN GAME I: "Who Are These Devils?"
CG LENGTH: A CG Scenario is played for twelve CG Dates in this CG (July 13 Night, July 14 AM, PM, Night, July 15 AM, PM, and Night, July 16 AM, PM, and Night, July 17 AM and PM).
CG VICTORY CONDITIONS: The British player wins at Game End if there are no unbroken Axis MMC within 5 hexes of any Paved Road hex and the Axis Control ≤ 25 olive grove, vineyard, building, and/
ATTACK CHIT LIMITS: Axis 3; British 5.
INITIAL-SCENARIO SETUP SEQUENCE: Italians set up first; British move first.
Elements of the 372nd Coastal Defense Battalion of the 213th Coastal Defense Division of the Italian XVI Corps [ELR: PBr SSR 5] set up on or adjacent to at least one Paved Road Hex in a building or fortification with ≤ 1 MMC per hex [EXC: See SSR I-8]: {SAN:2}
Elements of the Hermann Göring Division [ELR: See PBr SSR 5] enter on turn 5 in Convoy (E11) on hex R1 (See SSR I-7):
Elements of the 1st Parachute Battalion, 1st Airborne Division [ELR: See PBr SSR 5] enter by Paratroop Landing (E9.) on Turn 1 (See SSR I-3 and I-5): {SAN:2}
I2 x2
Elements of 1st Airlanding Anti-Tank Battery, 1st Airborne Division [ELR: See PBr SSR 5] enter by Glider (E8.) on Turn 1 (See SSR I-3):
G2 x2
Elements of the 1st and 3rd Parachute Battalion, 1st Airborne Division [ELR: See PBr SSR5] enter at an eligible entry area on or after Turn 1 (See SSR I-4 and I-6):
I2
The following SSR apply during the Initial Scenario
I-1 See PBr SSR.
I-2 Night Rules are in effect (CG SSR 3).
I-3 For the purposes of the paradrop and glider landing the wind is assumed to be coming from the southeast (although there is no wind).
I-4 At the start of each British Player turn (prior to the Wind Change DR if any) a reinforcement dr is made. On a dr of ::; the current turn the British player may enter reinforcements.
I-5 A paradropped weapon which does not land in a hex with a British MMC may only be recovered on a final dr of 1. Each platoon drops as a wing. Contrary to E9.11 the British player may have more than one Wing consisting of less than 5 sticks. Each wing must be lined up in the direction of the wind. If a wing contains an even number of units the extra is placed on the down-wind side of the drop point. If a Wing fails to land in its pre-designated Drop Point make a Random Location DR (with the white die halved, FRD), measuring from the pre-designated Drop Point. The Randomly Determined Location is the actual Drop Point.
I-6 Non-paradropped/
I-7 The Axis Turn 5 reinforcements must move as a Convoy (E11.) following the paved road and attempt to exit along the South edge from Hex H28. All personnel units/
I-8 The Autocarretta must be set up on a paved road. A Pillbox must be placed in Hex N16, M23, O20, and O27. A Trench counter must be placed in hexes P27 and Q26. Mines must be placed in non-road hexes, outside the barbed-wire fence compound, and south of the river(s).
3.52 PBr CAMPAIGN GAME II: "Paying The Devil's Bill"
CG LENGTH: A CG Scenario is played for eight CG Dates in this CG (July 15 AM, PM, and Night, July 16 AM, PM, and Night, July 17 AM and PM).
CG VICTORY CONDITIONS: The British player wins at Game End if there are no unbroken Axis MMC within 5 hexes of any Paved Road hex and the Axis Control ≤ 25 olive grove, vineyard, building, and/
ATTACK CHIT LIMITS: Axis 1; British 4.
INITIAL-SCENARIO SETUP SEQUENCE: Axis sets up first; British move first.
Elements of the Fallschirmjäger Pioneer Battalion, 1st Fallschirmjäger Division, with attached support elements of Kampfgruppe Schmalz of the Hermann Göring Division [ELR: See PBr SSR 5] set up in hexes numbered ≤ 27 (See SSR I-2 and I-3): {SAN:4}
Elements of the 9th Durham Light Infantry and 44th Royal Tank Regiment, 50th Northumbrian Division [ELR: See PBr SSR 5] enter on/
RG V1 x2 | RG B1 | 52 CPP |
---|
The following SSR apply during the Initial Scenario
I-1 I-1 See PBr SSR.
I-2 All Axis Guns must set up north of the river(s). No more than 6 Axis MMC may set up south of the river(s).
I-3 Mines must be placed in non-road hexes, outside the barbed wire fenced compound, and south of the river(s). A Pillbox must be placed in Hex N16, M23, O20, and O27. A Trench counter must be placed in hexes P27 and Q26.
I-4 Place Burnt Out Wrecks in hexes N20, N21, N23, and O19.
CG LENGTH: A CG Scenario is played for three CG Dates in this CG (July 13 Night, and July 14 AM, PM).
CG VICTORY CONDITIONS: The Axis win at game end if they 1) Control all building/
ATTACK CHIT LIMITS: Axis 2; British 0.
INITIAL-SCENARIO SETUP SEQUENCE: Italians sets up first; British move first.
Same as CG I
Same as CG I
Same as CG I