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. |