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Paestum Landing Salerno 141st RCT Scenario notes.doc

Paestum Landing - Salerno 141st RCT

Salerno Invasion - September 9, 1943

MG Fred L. Walker vs. General der Panzertruppen Rudolf Sieckenius

Start time: Americans have first turn movement and combative action after German deployment and beach defense placement. Landing on the beach at 0330 hours (night) without any preliminary naval bombardment, the American leading LCVP assault craft are greeted by German loudspeakers, aerial flares lighting the beaches, and machine guns.

End time: 16 turns or if during scenario play no German or American combat or weapon platoons exist on tabletop at start of scenario game turn.

Special scenario rules: All German and American national characteristics Flames of War rules apply.

On the Beach mission rules (D-Day): Scenario basically follows the Hit the Beach mission special rules with the following exceptions:

a). No Preliminary bombardment for this scenario.

b). Nighttime landing so night combat rules in effect. See below.

c). Objectives specifically positioned per victory condition rules. See map below.

d). No American DD Sherman tanks available in 1943.

e). Naval gunfire support spotted only by naval shore observer team. No AOP used.

f). Normal air support rules. Allied air force doesnt dominate the sky at Salerno landing so no air reserves interdiction rule in effect.

f). Only minefields and barbwire available. Torre di Paestum is a HMG nest.

Beach and sea area movement: When landing on the beach, a player may place his vehicle or infantry teams on the actual sea zone area, if the beach becomes over crowded with miniature bases, as long as a tiny part of the team base touches the actual beach ground, it has landed on the beach. If the tabletop space is insufficient to land all the teams, the player may declare the infantry teams occupying the same space and double up the usage of the tabletop (place excess just off table for the moment). Vehicle teams cannot double occupy space. Beyond that, no teams can triple occupying the same ground and will be either removed from tabletop or prevented from landing (exiting the landing craft) till next turn. The landing craft miniature model remains on the beach for next turn and any teams in the landing craft are targets in open ground. The landing craft itself cannot be destroyed and will follow the normal rules to retire once the last American team has exited the craft. Remember the actual beach is difficult going for all vehicles unless traveling on steel mat.

Automatic landing craft 1st wave & return: All landing craft will arrive on beach for the 1st wave (1st turn). The coming ashore rule (D-Day booklet) only used to determine the drift distance. If a 5 or 6 rolled i.e. delayed or failed to land, re-roll the d6 again.

Landing craft can only fail the returning for more rule d6 roll once (D-Day booklet). On the 2nd attempt the landing craft automatically retire from the beach and return to the beach color zone reserve pool for another American platoon.

American Landing craft drift: Since the Gulf of Salerno was calm during the landing, half the rolled drift distance for all landing craft and DUKW craft (4 drift becomes 2 for example per D-Day rules). The DUKW swamping possibility (4 rolled) is omitted and becomes no drift distance. The delayed or failure to land roll remain the same.

Prepared positions: All scenario starting German infantry teams are entrenched in foxholes (dug in) and gone to ground.

Nighttime combat rules: Turns one to four are played using the nighttime combat rules. Each platoon rolls their visibility for distance (4 to 24) each turn unless firing at enemy platoon which just previously fired. Starting on turn five, dawn has occurred and the rest of scenario (turns five to sixteen) are played in daylight.

Torre di Paestum: Garrisoned by two HMG teams and a sniper team which is specifically allowed to fire from the stone tower even with nearby friendly teams. Treat the Torre di Paestum just like a nest bunker in the MRB Bunker rules (pg219). If the German top-level HMG team is removed from play, there is one automatic replacement HMG team stationed inside the tower, along with the German sniper team. Just remove the internal extra HMG team from the tower defense when the top-level HMG team is hit. The single top-level HMG team, along with the sniper team, can see any position on the scenario tabletop from their elevated position, including the dunes. The other HMG team is considered to be ground level for visibility inside the tower. All these teams defend the tower position if attacked with normal defensive fire rules, including the sniper. The tower sniper only is allowed to fire with friendly teams within 4 (overrides MRB rule pg 110, 2nd text column of rules).

The Torre di Paestum or its German occupants cannot be directly targeted or effected by any indirect offshore naval firepower during the scenario. German teams placed outside the tower can be targeted, solely affecting them by the bombardment template. [Historically it wasnt touched by American naval bombardment for reasons unknown]

German beach defenses: The German players have five (5) barbwire sections (8 each) and two minefield sections (8 each), to place anywhere on B or C tabletop scenario map row. During pre-game, place all these sections on scenario tabletop before the American initial deployment of landing craft and scenario first turn start.

Transports: Players can decide if reinforcement platoons ride onto scenario tabletop in their transports or disembark, and walk in leaving transports for later use per rules. Otherwise the platoon must have transport assigned per forces schedule below.

Ambush deployment restriction: Only one German platoon or unit can use the ambush deployment rules each game turn. German players cannot deploy two or more ambushing platoons or units on same German scenario turn. Each hidden sniper team counts as an ambush platoon for this rule. The Torre di Paestum sniper omitted for this rule.

Aerial support: Both sides receive Limited aerial support level starting with scenario turn six. Aerial interdiction is possible for the German players to interdict American aerial ground support mission that turn.

American bulldozer: This armored military bulldozer can clear the beach dunes and, concurrently in game play, lay a steel mat for vehicles to transit the beach dunes as clear terrain on steel mat roadway (pg 226 MRB). The steel mat is deployed behind the bulldozers movement trail. Bulldozer stats are: Fully tracked, 0 0 0 Bulldozer rules, Very Slow

Weather: Clear with no effect during scenario. Night battle for first four turns of scenario then daylight (dawn) on fifth turn.

Line of communications (LOC): Beach landing. Either success on the landing invasion or a large American POW camp will be established near Paestum in the near future.

Terrain notes: Follow normal Flames of War terrain rules for visibility and targeting. Hedges and low stone walls conceal all vehicles but allow direct fire across to engage vehicle targets, otherwise block infantry ground level weapon engagement unless adjacent. The citrus orchard and beach dunes treated like light woods and restrict ground visibility to maximum of six (6) inches into the terrain. The old roman Paestum town wall cannot be crossed by any vehicles and provides complete concealment from direct fire weapons unless adjacent to the terrain wall feature. Vehicle or gun teams cannot fire through the old roman wall (just too high) except at road passageways. Farm crop fields provide infantry teams only (no vehicles) ground level concealment except from weapons firing from Torre di Paestum upper level, which can see down into the crop fields. Paestum roman ruins and temples provide hard cover (bulletproof terrain) and are very difficult going for all vehicles. Steams and beach sand is difficult going for vehicle movement. Torre di Paestum has special rules above.

Battle Map picture:

Map scale: Each map square is 12 or one foot on scenario table. Table 6x8 size.

Starting American and German positions:

American positions:

No American Regiment HQ 141st RCT platoons deploy anywhere on the tabletop at start. Beach invasion scenario so every platoon enters the tabletop from the beach table edge using the amphibious assault rules (D-Day) via landing craft or DUKW. American aircraft arrive overhead starting with scenario turn six.

German positions:

Kampfgruppe Doering deploys various platoons in different scenario map row zones depending on the platoon or independent team. German aircraft arrive overhead starting with scenario turn six. Beach minefield and barbwire section all deployed in scenario map row B or C before American initial deployment of landing craft:

Two minefields and five barbwire sections placed in scenario map rows B or C.

Quad 2cm and single 2cm AA Flak, at minimum 12 apart, in beach dunes B4 or B5.

Torre di Paestum defense consists of two CV rated HMG teams and one sniper team. See special rules for this independent team garrison and tower is rated as a nest bunker. Cannot exit building nest during scenario.

PzGren Company HQ (CinC, 2inC Pzk, 2x 8cm GW34 mortars) anywhere in rows D to G.

PzGren platoon (Cmd Pzk, 6x MG teams without transport) starts deployed along beachfront. Teams must be linearly (single line of teams) spread out and placed at least four (4) apart within row C, and 8 away from the two 2cm B row AA positions.

PzGren Heavy platoon (Cmd PzK, 2x MG42 HMG without transport) deploys using ambush rules, anywhere in ro