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119694_avalanche Press Presents

Invasion of Italy:
New Scenarios

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Contents:

28.5 Scenario Five: VI Corps Landing.

28.51 Time Frame. The scenario begins on the 9 September pre-dawn turn and ends following the conclusion of the 10 September night turn.

28.52 General Set Up. Place beachhead markers as noted below and roll on the Beachhead Table. Assault units are listed with their beachheads. Follow up units land on any beachhead. Reinforcements arrive as noted on the reinforcement schedules below.

28.53 Special Restrictions.

  • US units may not cross the river running from hexside 1430/1431 to 1932/1933 to 3034/3035. German units may cross the river.
     
  • On the turn following the turn during which the US player gains
    control of the airfields in hexes 1334 and 1336 (or when the nearest German unit is more than three hexes from the airfield) he or she must remove one engineer battalion from play for each airfield captured.
     
  • Neither player has any air points available. The German player may make a glider bomb attack (16.6) once during the scenario.

28.54 Levels of Victory. The Allied player wins if at the end of the 10 September night turn he or she controls five or more of the following: Altavilla (2136), Albanella (1938), Crotone (2339), Persano (2132) Rocco d’Aspide (1941), Vallo (1251) and hex 2633.

The German player wins if he or she controls four or more of the hexes listed above.

Any other result is a draw.

28.55 Ammunition. The German player begins with 7 x type I and receives no more during the course of the scenario. The Allied player may land artillery ammunition over beachheads (15.26)

28.56 Supply. All Allied units are supplied during the 9 September pre-dawn, AM and mid-day turns.

28.57 German Set Up.

  • Hex 1438: 2/7/9 inf: 16 Pz AT co.
  • Hex 1535: 1 x 2-2-12 [6] eng co; A/2/2 tank co; IP.
  • Hex 1633: 3116 art.
  • Hex 1636: 2/16 art.
  • Hex 1737: Doering leader; Doering/16 regimental HQ.
  • Hex 1832: 1 x 2-2-12 [6] eng co; IP.
  • One strongpoint (selected randomly) in each of the following: 1237; 1335; 1433.

German Reinforcements.

  • G2 Hex 3052: 113 para
  • G3 Remove all strongpoints
  • G4 Hex 3052: 29xx eng; 3/15 inf (reduced); 29xx AT co.

28.58 Allied Set Up.

  • Hex 1135: Beachhead Blue. 1/141 inf; 2/431 eng.
  • Hex 1234: Beachhead Red. 3/142 inf.
  • Hex 1235: Beachhead Yellow-Green. 3/141 inf; 2/142 inf; 1/531 eng.
  • Follow Up: 2/141 inf; 1/142 inf; 111 eng; 3/531 eng.
  • Naval Support: All US ships are available.

Allied Reinforcements.

  • A1 2 x 143 inf; 3 x 36xx AT co; 36xx recon co; 131 art; 132 art; 151 art; 1/540 eng.
  • A2 1 x 143 inf; 133 art; 36 HQ; Walker leader.
  • A3 155 art; 191 tank; 3 x 601 mech AT co.
  • A4 3 x 645 TD co; 751 tank.
  • A5 3 x 79 inf, 1 60 art, C/753 tank co, 27/1 xx art.

28.6 Scenario Six: X Corps Landing.

28.61 Time Frame. The scenario begins on the 9 September pre-dawn turn and ends following the conclusion of the 10 September night turn.

28.62 General Set Up. Place beachhead markers as noted below and roll on the Beachhead Table for all beachhead markers except Maori and Commando. Assault units are listed with their beachheads. Follow up units land on any beachhead. Reinforcements arrive as noted on the reinforcement schedules below.

28.63 Special Restrictions.

  • Allied units may not cross the river running from hexside 1430/1431 to 1932/1933 to 3034/3035. German units may cross the river.
     
  • The turn following the turn during which the Allied player gains control of the airfield in hex 1824 (or when the nearest German unit is more than three hexes from the airfield) he or she must remove an engineer battalion from play.
     
  • Neither player has any air points available. The German player may make a glider bomb attack (16.6) once during the scenario.

28.64 Levels of Victory. The Allied player wins if at the end of the 10 September night turn he or she controls live or more of the following hexes: Salerno (1918, 1919; each hex counted separately), Nocera (1911), Vietri (1717), Tobacco factory (2226), Montecorvino (2725), Battipaglia (222X), Eboli (2529), hex 2632.

The German player wins if he or she controls six or more of the hexes listed above.

Any other result is a draw.

28.65 Ammunition. The German player begins with 7 x type I and receives no more during the course of the scenario. The Allied player may land artillery ammunition over his or her beachheads (15.26).

28.66 Supply. All Allied units are supplied during the 9 September pre-dawn, AM and mid-day turns.

28.67 German Set Up.

  • Hex 1730: C/1/2 tank co; 1 x 2-3-12 [6] inf co; IP
  • Hex 1919: 1 x 2-2-12 [6] eng co.
  • Hex 1928 A/1/2 tank co; 1 x 2-3-12 [6] inf co; IP
  • Hex 2019: 1/3/2, B/3/2 C/3/2 tank cos.
  • Hex 2025: D/2/2 tank co; 1 X 2-3-12 [6] inf co; IP.
  • Hex 2123: 2/64 mech inf; IP.
  • Hex 2217: Dornemann leader; Dorne/16 regimental HQ.
  • Hex 2226 16 P. AT co; 16 recon.
  • Hex 2228: B/1/2 tank co; 16 Pz art co.
  • Hex 2321: 1/16 art
  • Hex 242X: Stempel leader; Stempel/16 regimental HQ.
  • Hex 2529: 1/64 inf.
  • Hex 2725: Sieckenius leader; 16 Pz xx HQ.
  • Hex 191 X: 274 AA.
  • Hex 2513: 215 tank (5-5-91 co.
  • Hex 2514: 215 tank (2-3-12) co.
  • One strongpoint (selected randomly) in each of the following hexes: 1629 1829 1921; 1922.

German Reinforcements.

  • G1 Hex 1301 OR 2601: HG recon.
  • G2 Hex 1301 OR 2601: TENTH HQ; 2/1/HG inf.
  • G3 Hex 1301 OR 2601: 3/1 para. Remove all strongpoints.
  • G4 Hex 3052: 1/15 inf.

28.68 Allied Set Up.

  • Hex 1315: Beachhead Maiori. Darby ldr; 1 ranger; 3 ranger; 4 ranger.
  • Hex 1821: Beachhead Uncle Red. 1/4H/128 inf.
  • Hex 1822: Beachhead Uncle Green. 2H/128 inf; 5H/128 inf.
  • Hex 1725: Beachhead Roger Amber. 9RF/167 inf.
  • Hex 1726: Beachhead Roger Green. 8RF/167 inf; 70BLI/167 inf.
  • Hex 1823: Beachhead Sugar. 2/5Q/169 inf; 2/7Q/169 inf.
  • Hex 1617: Beachhead Commando. 2 commando.
  • Follow Up: 41 commando; Ranger HQ; 83 mtr; 1 x 13X inf; 46xx eng; 35 cons; 6Q/169 inf; 56xx eng; 142 art; 2/4H inf; 3 cons.
  • Naval Support: All British ships, except battleships, are available.

Allied Reinforcements.

  • A1 Br: I x 138 inf; 172 art; 3 x 201G inf; RSG tank; 40 RTR tank.
    US: 2/540 eng.
  • A2 46 HQ; Hawkesworth leader; 1 x 138 inf; 56 HQ; Graham leader; 64 art; 65 art; 3 x 67 AT co.
  • A3 3 x 58 AT co; 2RNF MG; 71 art; 44 recon; 6C MG; 113 art.
  • A4 3 x 139 inf; 46 recon.
  • A5 70 art.

28.7 Scenario Seven: The Crisis

By the morning of September 13th the Germans had halted the American drive inland from the Salerno beaches. A series of attacks by the Hermann Göring Panzer Division and elements of 15th Panzergrenadier Division against the British Xth Corps had been held, but only barely. General Heinrich von Vietinghoff, commanding the German Tenth Army, had become convinced that the Allies were preparing to evacuate and ordered all-out attacks. Elements from four German divisions attacked along the seam between the US 36th and 45th Infantry Divisions. With the assistance of hastily dropped paratroopers and naval gunfire the Americans halted the German attack as it approached the American beaches.

28.71 Time Frame. The scenario begins on the 13 September mid-day German player-turn and ends following the conclusion of the 14 September PM turn.

28.72 General Set Up. The Allied player sets up first. US reinforcements arrive as noted. The German player receives no reinforcements.

28.73 Special Restrictions. The following special restrictions are in effect during the scenario:

  • No unit may enter hexes numbered ##26.
     
  • Neither player has any air points available. The German player may conduct a glider bomb attack (16.6) once during the scenario.

28.74 Levels of Victory. The following hexes count one victory point for the player controlling them at the end of play: 1528, 1632, 1634, 1729, 1832, 1838, 2132, 2136.

The player with six or more victory points at the end of play wins. If neither player has six victory points the result is a draw.

28.75 Ammunition. The German player begins with 6 x type 1 and 3 x type 2 artillery points and receives no more. The U.S. player begins with 3 x type M, 18 x type 2 and 5 x type 3 artillery points and receives no more.

28.76 Supply. All Allied and German units are in supply for the entire scenario.

28.77 German Set Up.

  • Hex 1041: 1/71/29 mot inf [3-4-12]
  • Hex 1341: 1/3/1 para
  • Hex 1642: 3/71/29 mot inf [5-7-12]
  • Hex 1941: 23/26 MC, 1x1-1-12 mot AT co [morale 5]
  • Hex 2044: 29 HQ
  • Hex 2139: 2/71/29 mot inf [5-7-12]
  • Hex 2228: 2/64/16 mech inf, A/2/2/16 tank co, 93 mot AT co
  • Hex 2237: 2/15/29 mot inf [5-7-12], 1x2-3-12 tank co [morale 5]
  • Hex 2328: 1/9/26 mech inf, Sieckenius ldr
  • Hex 2330: 1/79/16 mot inf [6-7-12], B/1/2/16 tank co
  • Hex 2331: 1/4/1 par, 3/4/1 para [4-5-12], 26 mot AT co
  • Hex 2333: 16/16 mot eng, C/3/2/16 tank co
  • Hex 2335: 3/15/29 mot inf [5-7-12], 29 mot AT co
  • Hex 2336: 1/15/29 mot inf, 1x2-3-12 tank co [morale 5], Fries ldr
  • Hex 2431: 2/16/16 art, 3/16/16 art
  • Hex 2433: 129/29 recon, D/2/2/16 tank co, Doering ldr
  • Hex 2438: 2/23/26 art
  • Hex 2529: 2/9/26 mot inf, 16 mot AT co
  • Hex 2530: 16 HQ
  • Hex 2736: 93 tank co [2-2-12]

28.78 Allied Set Up.

  • Hex 1039: 3/141/36 inf [4-4-6]
  • Hex 1135: 3/531 eng
  • Hex 1234: 2/36 eng, 3 x 636 TD co
  • Hex 1240: 2/141/36 inf
  • Hex 1335: 111/36 eng, VI HQ
  • Hex 1336: 27/1 SP art
  • Hex 1436: 36 HQ, Walker ldr, A/601 mech AT co, 1x2-2-12 tank co
  • Hex 1536: 131/26 art
  • Hex 1540: 1/141/36 inf, 36 mot AT co
  • Hex 1630: 171/45 art
  • Hex 1631: 45 HQ
  • Hex 1632: 155/36 art
  • Hex 1636: 133/36 art
  • Hex 1729: 160/45 art
  • Hex 1736: 132/36 art
  • Hex 1833: 158/45 art
  • Hex 1836: 151/36 art
  • Hex 1840: 2/142/35 inf, 36 recon co
  • Hex 1929: 1/179/45 inf, Middleton ldr
  • Hex 1931: 2 mtr
  • Hex 1933: 189/45 art
  • Hex 2027: 3/36 eng, C/645 TD co, IP
  • Hex 2029: 2/179/45 inf, A/645 TD co, IP
  • Hex 2030: 3/179/45 inf, 45 mot AT co, IP
  • Hex 2032: 3/157/45 inf
  • Hex 2038: 3/142/36 inf, C753 tank co
  • Hex 2131: 1/157/45 inf, 45 mot AT co
  • Hex 2132: 2/143/36 inf, 36 mot AT co
  • Hex 2135: 3/143/36 inf, 751 tank [6-5-12]
  • Hex 2136: 1/142/36 inf [4-4-6], C/601 mech AT co
  • Naval Support: Boise, Philadelphia, Ludlow, Woolsey

U.S. Reinforcements:

13 September night turn [all units are paradropped]:

  • Hex 1334: A/504/82 para co, B/504/82 para co, C/504/82 para co
  • Hex 1434: D/504/82 para co, E/504/82 para co, F/504/82 para co

28.8 Scenario Eight: The Forgotten Flank

The northern flank of the Allied landing was the last place either side looked for decisive results due more to its difficult terrain than anything else. Three US ranger battalions were detailed to anchor the left flank by occupying the high ground of the Sorrento Peninsula. The Germans committed what they could spare and in the end neither side gained the advantage.

28.81 Time Frame. The scenario begins on the 9 September predawn turn and ends
following the conclusion of the 13 September night turn.

28.82 General Set Up. Place the Beachhead marker as noted below. Assault units arrive as noted on the reinforcement schedules.

28.83 Special Restrictions. The following special restrictions are in effect:

  • No unit may enter hexes numbered 19##.
     
  • Neither player has any air points available. The German player may not conduct glider bomb attacks.

28.84 Levels of Victory. The Allied player wins if at the end of play he or she controls three or more of the following hexes: Pogani (1811), Vietri (1717), Cava di Terrelli (1514), Castellammare (1107) and Pompei (1406).

The German players wins if he or she controls four or more of the hexes listed above.

Any other result is a draw.

28.85 Ammunition. The German player begins with 4 x type 2 artillery points and receives no more. The U.S. player may land one point of mortar ammunition over the beachhead each AM turn.

28.86 Supply. All Allied and German units are in supply during the 9 September predawn, AM, mid-day and PM turns.

28.87 German Set Up.

No German units start on the map.

German Reinforcements.

  • G1: Hex 1301: HG recon; Hex 1801: 215 Tank co [2-3-12] (7 movement points expended)
  • G2: Hex 1301: TENTH HQ, 2/1/HG mot inf
  • G5: Hex 1301: comp mot AT co
  • G9: Hex 1301: 1/1/HG art
  • G12: Hex 1301: 274 AA
  • G14: Hex 1301: 1/8/3 mot inf

28.88 Allied Set Up.

  • Hex 1315: Beachhead Maiori. Darby ldr, 1 ranger, 3 ranger, 4 ranger
  • Follow Up: Ranger HQ, 83 mtr
  • Naval Support: Abercrombie

Allied Reinforcements.

  • A1: US: 2/540 eng
  • A5: US: 1/143/36 inf, B/601 mech AT co
  • A7: US: 1x2-2-12 tank co, 1x1-1-6 eng co

Errata and Clarifications

All Allied units are supplied on the pre-dawn, AM and mid- turns of 9 September.

Artillery units must be able to trace a supple path (7.1) to draw ammunition.

The Allied player does not roll the die (25.23) to determine if warships may bombard (8.0).

Following a bombardment a warship is depleted exactly as for offensive support.

Warships are never affected by formation rules.

The support counter for the US 83 mortar battalion is incorrectly numbered as 82 on front and back.


 

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