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KG Peiper

KG Peiper. Dec 16, 1944. KG Peiper : December 16 th Scenario Special Rules. All clear terrain is difficult terrain BOG for Vehicles No Double move for INF All woods terrain is VERY Difficult Terrain Skill test for Vehicles Victory Conditions

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KG Peiper

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  1. KG Peiper Dec 16, 1944

  2. KG Peiper: December 16thScenario Special Rules • All clear terrain is difficult terrain • BOG for Vehicles • No Double move for INF • All woods terrain is VERY Difficult Terrain • Skill test for Vehicles • Victory Conditions • There will be three objectives placed on the table by GM • Each is worth 8 VP’s • Table win is side with greatest number of VP’s after turn 9 • Marginal= difference <8 points • Tactical= 8 to 16 points • Decisive = >16 points • Scenario win is • German Decisive = 2 decisive • German Tactical = 1 decisive • German Marginal = 2 tactical • American Marginal= 1 German Tactical • American Tactical = 2 German Marginal • American Decisive = any other result!

  3. KG Peiper: December 16thGerman Special Rules • Pre-Bombardment • Site two pre ranged in locations for initial bombardment on map of each table • This will happen before allied troops placed • This bombardment will strike before 1st turn movement and can be maintained for 1st two turns • Starting Turn 3; additional artillery can be called in with reserve roll • Losheimergraben special rule • Part of force can be held until turn two then come in on flank road (North table side) • This can be up to ½ of force (after any kampfgruppe created) • Reinforcements • KG PeiperSpitze Force can be called on for reinforcement to aid breakthrough after turn 1 during starting phase • They take one turn to arrive • Cost of Platoon/100 = MINUS Vp’s!

  4. KG Peiper: December 16thUS Special Rules • At Start Forces are • Losheimergraben: CMP A & D; CMP B is in reserve • Bucholtz Station: CMP I and CMP L; CMP J is in reserve • Reserves have a random entry point; rolled for when they first come in • All US forces that start onboard are pinned • Only support weapon platoons and gun teams can start “dug-in” • GM will place objectives AFTER US forces are placed but BEFORE German forces are placed • Each Battalion HQ has an OBT that can call in an offboard artillery battery if the reserve roll is made • On a second die roll • 1-4 is a 105mm battery • 5-6 is a 155mm battery • This artillery cannot be called in until Turn 2! • Starting turn 2 the US side rolls a Random Reinforcements roll • a die is added each turn no Random Reinforcements come in • If Random Reinforcements come in, roll two die • The GM will give you a communiqué to tell you what can come in • The US team must decide which entry point on what table not controlled by enemy forces (4” radius) the reserve comes in!

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