Day at the Races
26th June, 1944
A wargaming scenario for miniatures using Spearhead
by Iain Black
British VIII Corps have been tasked to capture the bridges across the river Odon. First they must secure the villages of Cheux & St Manvieu and cross the ridge into the river valley beyond. 15th Scottish Division is on the start line, the Churchills of 31st Tank brigade are moving up and 11th Armoured Div is in reserve. A bombardment by 30 regiments of guns and 2 cruisers should clear the way. But do Panzer Meyer's Grenadiers have a different script in mind?
SCALE: 15mm. Number of PLAYERS: 12. LENGTH: 6-8hours.
"Funnies"- Crocodiles and AVREs count as "assault engineers" if used in town sector combat.
Distances- Using 15mm figures, all Spearhead ranges and distances are doubled.
Hedges-Hedges on Boards 2 and 4 are Hedgerows, all others are light Hedges. Hedgerows provide -1 cover from Direct Fire for all Platoons. Light Hedges provide cover from spotting for all platoons but protective cover only for non-vehicular stands. See Movement Chart for penalties.
Royal Navy-The British player may call on a Naval squadron for Fire Support at any time during the game for which purpose he gets 4 RN FOs which must attach as usual. The "Call-in" is made during the Indirect Fire portion of the turn but, at the time of call-in, the Player plots each ship firing as though it were a battery of artillery conducting Pre-Planned Fire. The fire lands as plotted 2 turns later (e.g. called-in on turn 3, lands with effect turn 5). Response is automatic, no die roll is needed. Each cruiser has SIX fire missions. The Cruisers use a Beaten Zone 6" square. Each Platoon in the Beaten Zone is attacked once with the following factors:
6" Gun AT-4, AI-7
If the Beaten Zone is a Town Sector, treat the 6" guns as 150mm.
Garrisons-The player has the option to drop off Garrisons in captured villages. He may do so without regard to Command Zone restrictions, but any Platoons so dropped become separate Morale Units within the villages and are deducted from the "total original strength" of the parent Battalion, e.g. a Battalion of 12 Platoons drops off a Company of 3. The Battalion now has a "total original strength" of 9 and, if Regular, will test Morale when it loses 5 of the 9 remaining. The Garrison will test if it loses 2. Garrisons may be dropped without needing a Change of Orders but a Change is needed for them to rejoin their Battalions. The Battalion is increased in size by the Garrison the instant the Garrison leaves the Sector. The Garrison may only move towards its BC until it is once again within the Command Zone. Of course, Support Weapons normally eligible to be dropped off to give Fire Support may still do so following standard rules.
AGRA (Army Group Royal Artillery)- FIVE fire missions permitted. The AGRA effect pattern was 12"x8" split into 6 sections of 4"x4". Each firing unit of the AGRA rolled one d6 to determine which part of the AGRA template it hit This spreads the fire over an area but not evenly, allows serious concentrations sometimes but can be frustrating. Fire factors for the 7.2" Gun: AT-4, AI-8.
If the Beaten Zone is a Town Sector, treat the 7.2" guns as 150mm.
Other Artillery- All other British artillery is restricted to 12 missions, or about 50% of the available turns in a day. German guns have 4+1D6 turns of fire per battalion. Werfers use 4+1D4 for number of fire missions. Batteries use a 4"x 4" pattern. Minefiels may be cleared by rolling a "1" on D6 if a 4"x4" or larger template covers the minefield counter.
This shot is from the game as played at Historicon in Lancaster, PA, July, 2002.
Game charts can be printed for your use. Right click on image, then "save picture as", then paste into your word processor for printing.