From: "Patrick R. Collins" Subject: Landships Scenarios The Last Offensive Aug. 10, 1919 (this scenario is for Infernal Machines) By late July, General Ironsides, the commander of the North Russia forces hundreds of miles south of Archangel, had decided to not make a go of Kotlas. Already, the Dvina river had dropped to 4 feet, forcing the big monitors to move cautiously in Upper Dvina. Only the China class gunboats could support the upcoming attack. British Grade A forces were deployed on both sides of the Dvina opposite some 6000 Reds. Gen Sadlier-Jackson, the commander of the new troops, had about 4000 vets, air support, naval support and a new weapon, gas. Use map 11. The 11 appears on the right. The map is set up vertical. The top of the map is north. The Reds set up first and move last. No bridges exist on the map. All hexes adjacent to 0827 and 1327 are mined. For each hex entered by a gunboat etc., roll one D6 die. If a 1, a mine hit. Roll the die again. If a roll of 1-3, the vessel is crippled and may not move any further in the scenario. Mined hexes cost +2mp to enter in addition to the hex. Red naval units are prohibited in entering these hexes. The British FO may spot for gunboats. All airplanes may spot for gunboats. Gas attacks effect the impact hex and all adjacent hexes. British troops are not affected by gas. Trenches exist in hexes: 0418, 0419, 0620, 0530, 0523, 0533, 0433, 0432, 0431, 0430, 0422, 0523, 0524, 0318, 0319, 0320, 0525. Game length: 13 turns RED Place one 3-6-3 in: 0418, 0419, 0420, 0421, 0522, 0622, 0623, 0624, 0625. Place one 3-6-4 infantry unit in: 0530, 0531, 0532, 0533, 0418, 0419, 0620, 1023, 1029. One 77mm arty gun and crew in: 1324, 1332, 1920, 2820, 2129. One FO in: 0620, 0830. One 3-9-5 MG in 0620, 0532. One 2-9-3 MG in 0625, 0830, 1029. One 4-9-5 MG in 0920, 1429. Reinforcement: Turn 2: Two gunboats, one steamer with four 4-6-4 infantry units carried, enters north edge on river. Turn 5: Four Cavalry, morale of 3, 2 Austin AC, north edge. BRITISH: Move first. Place the following on the left side of the river, opposite and adjacent to Red units: Six 4-6-4 infantry units, Six 4-6-5 MG units, 1 FO. Place a balloon in 0223. One 4-9-5 MG in 0423 and 0326. Three Lewis guns, two GL. On Right side of river: Six 4-6-5 infantry units, three 4-9-5 MG, one FO. These set up adjacent and opposite Red units already set up. Three Lewis Guns, 2 GL. The British have two off board artillery modules, strength of 25 each, available every turn. Reinforcements: Turn 2: British may conduct gas attacks using two planes on any two hexes. The Mantis and Firefly gunboats enter hex 2132. Three DH5 and one DH9 airplanes are available every turn. Turn 4: Two Ford Armor cars, one seebrook truck enter south map edge. Two steamers, each carries four 4-6-4 infantry units. Turn 5: Four Cavalry, morale of 5, enter south edge. These may only Gallop or trot. Turn 6: Four trucks, each with one 3-6-4 infantry unit enter the south edge. VICTORY: British win by taking hexes 1831, 1932, 1931, 2030, 2131, 2230 and exiting eight infantry and/or MG units off the north edge. OUTCOME: Sadlier - Jackson's brigade easily broke open the front. The airplanes dropped gas causing the Reds to flee in panic. While the gunboats could not follow the infantry advance, they continued to provide artillery support. Within a few days, the Brits advanced 20 miles. Then the offensive halted and the British began to evacuate. By mid-September, most were gone. It was the first battle in which gas bombs were dropped from airplanes. It was a "bloody" good show! COVER THE EXIT February, 1920. South Russia. (this can be played with Landships game) In February, A British and White Russian force continued to hold Ekaterinodar with a rear guard force including Two Mark V and One Whippet tank. These tanks, all manned with British tankers covered the final withdrawal of the British Military Mission from Novorossiisk and kept the Red forces amazingly at bay. Map: Use map 8. Place the map horizontal so that the "8" appears in the upper right hand corner and the town of Al Rami is to the left. The only trenches are those which surround Al Rami and adjacent to it incl. 6011. All forts are in play. Game is 6 turns British set up first, move second. Reds move first. Force Pool: Five 4-6-5 infantry, two 4-9-5 MG, two Lewis Guns. These units may set up in Al Rami or any of the Forts., British player discretion. Place two Mk V tanks and One Whippet in/adj. to 6011. Red: Nine Cavalry units, morale of 3 , two Austin AC, one Seabrook truck enter turn one between 4106-4110. Cavalry units may gallop or trot only, no charging. The Red has two artillery modules off board, strength of 10 each, available each turn. Only the forts and three hexes with towns are spotted. Victory: Whomever controls all three hexes of Al Rami, wins. Turn 1: British receive one DH5 aircraft, available every turn. OUTCOME: The British repelled all Red attacks and after awhile, the Reds made no further attempts and waited for the British to leave. Special Rules: All road hexes east of the river are considered to be rail hexes instead. The armored train may exit the east edge of the map and reappear at a different road hex the next turn. All bridges are destroyed at the start of the game. It's considered to be snowing the first 10 game turns so reduce all Spotting Ranges by 2. French artillery had particularly bad fuses during this engagement. Increase all French BCRT die rolls by + 1. The trench lines running along the west edge of the map do not exist, instead the first row is considered a hill slope hex so the area to the west of the trench is all considered high ground (use the higher elevation increased visibility optional rule). The strongpoints printed on the map do exist. Victory Conditions: The German player wins by exiting 10 platoons off the west edge of the map, otherwise it's a French win. Aftermath: The opening barrage stunned the defenders, severing all communications with the rear. Crossing the Meuse at Brabant and Champneuville. the Germans quickly pocketed the defenders, helped immeasurably by direct fire support from the armored train. French artillery observers soon spotted the tell tale smoke from the train and zeroed in, forcing it to withdraw. But many French shells fail to go off in the soft snowy ground. Much territory was taken that day along with 3,000 French prisoners, but not the vital Mort Homme, due to the diversionary frontal attack degenerating into an utter fiasco. THE OUTPOST AT NINJI GORA Jan 19, 1919 (this scenario uses new weapons and maps which appear in INFERNAL MACHINES) Some 200 miles from Archangel, the lead elements of the US Co.A/1st Bn held the line. A few miles away, the majority of Company A held Ust Padenga. The Bolos (slang for Red)planned for a concerted attack to drive the Americans out of Ust Padenga and Shenkursk. Shenkursk, was the largest city in the area besides Archangel. The Bolos struck at Ninji Gora first and then quickly moved onto Ust Padenga and finally Shenkursk. The Americans were severely outnumbered. At Ninji Gora, only a platoon from Company A defended. This platoon armed with two Colt Mgs, three Lewis Guns held a series of fortified positions .This platoon would battle many battalions (of 300-400 men each) and shelled by artillery. Map set up: Using only map 12, fold the map so that the "12" is not in play. The playing area is from row 17xx to 30xx. Weather: Good Ground Conditions: Deep Snow Game Length: 6 turns. Place one fort in 2126, 2326. A communication trench exists between the two forts and to 2626. Low wire are in hexes 2025,2026. Concertina wire in 2125,2127, 2226,2327. US UNITS: (last to move, first to set up) Place one infantry squad, morale of 5 , one GL, 1 Lewis Gun, 1 MMG, 1 FO, 1 Sniper in2126 and 2326. Place another squad, 1 lewis gun , 1 GL, in 2626. The US has one artillery module, strength of 11. This modules fires only shrapnel. REDS: (Move first, set up last) Place one infantry 3-6-3 platoon in: 1930, 2129, 1928, 1916, 2630, 1824. Place one 2-9-3 MG in 2229, one 3-9-3 MG in 1829 and 1927. Two leaders anywhere. Turn 2: Two Gunboats, each with one 6 gun plus 1 MG enter 2118 Special Rules: Both players wear white smocks. Units in prone position cannot be seen in deep snow. The artillery from the Red gunboats is never spotted and scatters. They only fire HE. Snipers are a single person, morale of 5. When attacked, the To Hit roll is modified, +2 in addition to terrain. To signify a sniper, use the German AT rifle counter. The Sniper has a range of 6 hexes, use the 0-4 column to resolve and apply a -2 to the TOHIT roll. If a hit is received, the target automatically is pinned. A sniper can never eliminate a platoon. RED troops may not move unless they are adjacent or in the same hex as a leader. If the leader is pinned, the units adjacent or in the hex cannot move. If the leader is killed, they remain in place until a leader moves adj or in the hex to "motivate" them. If the To Hit roll is a 1, and the target is a leader, he is dead. Victory: The Reds must take both forts. OUTCOME: The Americans stood their ground for some time as their automatic weapons blazed. Hundreds of Reds were mowed down as the Commissars urged their men to advance. However, eventually numbers did prevail and the Americans barely escaped and many did not. The Red artillery laid down an awesome barrage but never hit any of the forts. New counters for scenario! The LVCP amphibious troop carrier. ( Counter is 5-1) Riverine Assault 1952 : Operation Lotus One of the unique things about Landships is that it can be adapted to other eras such as the one depicted. Infantry units are universally armed the same way. This scenario only appeared in an old issue of A7V, and is quite interesting and typical of the French riverine ops in Vietnam (remember, they were there first and we ignored the warnings). The only new units are LSSL's (40-4), LCVP's (troop carriers) and Monitors (10-6). The speeds reflect a cautious pace. These have a strength of 40 per each side of the ship. Each LSSL can absorb 10 hits from bazookas before it is sunk. Any hits from mines also sink it. The LCVP units each have a FP strength of 5 per side. This strength can only be used for fire arcs directed toward the front. Each gun has a 90 degree arc, front to side. If the target is directly in front, the FP is 10. Each carries one platoon. The units can absorb 3 hits from bazooka's before sinking. Any mine hit sinks it. The platoon is placed on the nearest land hex. LCVP's have a speed of 4. Monitors have a speed of 6 and an FP of 10 from it's 76mm main gun. This gun may fire in any direction. Because the LCVP and Monitors were low lying vessels, any fire directed at these is modified, +1, whether small arms or bazooka. Map set up: Use maps 1 and 7. Place #1 above #7. The map numbers should both be in the lower lefthand corner. Fold the maps to show only the town of Tramelan is in the active area (map 7),The town of Chambley on map 1 is not in play. All shell holes are clear hexes and considered to be grass. All forest and woods are jungle. No bridges exist across the river. The hill on map 1 is jungle and only hex 1609 has a trench. The Forts on map 7 all exist. A fort is also in 2108 map 7. Game length: 8 turns OPERATION LOTUS This simulates the French riverine operation to hold the small village of Tu Vu near the Hoa Binh pocket. The French sent two Daussaunts (riverine forces) attempting to land Marines there to keep the Black River open, south of Hanoi. The Viet Minh , armed with bazookas, sunk six ships in the force and the French withdrew. French player is first to move. Neither side set up any units on the map. French unit arrival: Turn 1: Two LSSL, two Monitors enter map 1, hex 2101 on river. Turn 2: 4 LCVPS, each with one platoon 4-6-5. These enter at hex 2101 map 1 and hex1107 map 7. VIETMINH : He has a force pool consisting of : three 3-6-3 inf., five 3-6-4 units, three 4-6-5 units. He has one FO and one 77mm art. gun (this sets up in hex 1609 map 1). Two 2-9-3 MG units and six AT rifles (these represent bazookas and have a 2 hex range. Bazookas use the same rules printed on the back of the counter. At least four VM units begin set up in Tramelan. VM artillery may only fire at spotted units and scatter must be rolled. Only a roll of 1 hits a naval unit. Any artillery hit sinks the naval unit. Mines Hexes 2307-2311 on map 1 are mined. Hexes 1706,1806,1906 map 7, are mined. Every naval unit entering any of these hexes must roll for a mine hit. A roll of 1 (use a D6)indicates the mine is hit and ship is sunk (if LCVP, Monitor). On any other roll (only if ship is LSSL) the damage is less serious. Roll the die again, if roll is 1, the speed of the ship is reduced by 1 permanently. An LSSL sinks upon receiving the 4th mine hit. Monitors and LCVPs sink whenever they hit a mine. The men being carried are placed on any adjacent land hex in a pinned state. VM Bazooka fire These fire in the AT segment of the sequence at only at naval units. Use the AT rifles vs. Tanks chart in the game. Small arms or MG fire at LSSL or Monitors has no effect. On LCVP, roll for a morale. If hit, a -1 occurs for morale checks only on the infantry being carried. The crews of the unit are not affected. The infantry unit being carried may fire normally at targets to the side or rear of the LCVP only. If the troops being carried fail morale, they remain in the LCVP. As naval units are hit, keep track of the accumulated amounts. French Napalm: Only two such attacks may be used per game, beginning turn 3 or after. The player designates a target hex. On the next turn, the impact is rolled for. A 1-3 hits the selected hex; a 4-6 it scatters to the adjacent hex, French player choice. Once impacted, the attack attacks all hexes in the path. A path consists of three hexes beginning with the impact hex inclusive. All units in the path are pinned. Units can escape from the impact path. Roll a D6 , if a 1, the unit escapes to any adjacent hex. On any other result, the unit is KIA. If it escapes, it is pinned. Roll once per unit in the napalm path. Units in trenches or forts, move two hexes away but only if a 1-2 is rolled. French naval units move in the tank movement phase . Each one may only move once per turn. During the VM player turn, he may place units from his pool within two or less hexes of the river to conduct an ambush. Once placed, they immediately conduct an attack on any Naval units within range as if the vessels were ground units. The VM player may also elect to place any number of units in Tramline or on the hill in map 1. French LCVPs may drop off their men along any river hexside. No naval unit may pass through one another and stacking of naval units is prohibited. Only LCVPs can turn around by expending all their movement points an move the opposite direction. Naval units may expend any amount of MPs during a turn or none at all. VICTORY: French win by taking the fort, five hexes of Tramline and the apex of the hill on map 1(1609). If only one objective is taken, result is a draw. ANOTHER SCENARIO! FLIGHTS A and B 47TH SQUADRON TO THE RESCUE Late October, 1919, South Russia The collapse of Denika's front began, in part, some 40 miles west of Tsaritsin (commonly known as Stalingrad in WW2 near the junction of the Don and Caucasus Armies. Earlier that month, the 47th squadron comprising of DH5, DH4, Sopwith aircraft had relocated to Beketovka, which placed the British within 50 miles of the city. When the Reds attacked at the junction, much of Wrangel's army had been weakened through loss and desertions. His morale went in the wrong direction and the Red cavalry division led by Dumenko swooped down the empty steppes to retake the city. Once the White front line had been pierced, their was nothing to stop them except the eight planes. (this will appear in INFERNALMACHINES). Map set up: Verbal instructions: There are 3 maps. Map 8, is folded. Only the side containing the road is used. The "8" is positioned so it is at the lower left. Make sure the roads connect to the other map. To the right of map 8, use all of map 2. The map is placed so the "2" appears at the lower left hand corner. Likewise, map 6 is placed to the right of map 2 and is placed so the "6" is in the lower left corner. The west edge is off map 8. Make sure the roads between Maps 2 and 6 connect. Game length: 8 turns Terrain changes: The north row of hexes of the map edge are considered to be a river. The river extends across the northern map edge of all maps. The Trench line is considered to be Hasty. Ground conditions: Good WHITE set up first, move last. Place eight 3-6-3 infantry units map 2. These must be placed in the trench row, 64xx. There must be at least one intervening hex between each unit. Place one 3-9-4 in 6826, m2. Place 3-6-3 infantry unit, prone position, in 5128 m6, 6024 m6, 4921 m6. Turn 1: Flight B: Three DH5, one Sopwith Salamander (available every turn. These may only attack enemy ground units). Flight A: Two Sopwith Strutter, one DH4 (these may only attack gunboats or steamers). RED: Move first. Turn 1: Ten cavalry, morale of 5 enter east. map edge in Charge mode; two Austin AC, one FT 17 tank enter east edge on road. One Nieuport 17 ( available turn 1 and 2 only). The Red has three artillery modules, 21 FP, available every turn. These may only barrage enemy units in trench lines, forts or towns Turn 2: steamers ea. with four 3-6-4 infantry and two Gunboats. These enter east edge at 5618 m6. Ea. gunboat has two guns, one front and rear and one MG. Steamers are unarmed. Special rules: Rule 6.33 applies, but the trench line is considered to be the target of the charge and all defending units in it. The charge continues until row 67xx, after which, the speed changes to gallop (movement is 10 mps) for the rest of the game. Cavalry may also trot (5 mps). 11.33 applies but MG modifiers do-apply when aircraft strafe for either side. The morale of the Cavalry dropped when attacked by aircraft, thus, Red cavalry morale drops to 4. This morale is used instead of the printed value when under an attack from an airplane-as it's base morale value for morale check rolls. Aircraft may also combine their strafing and bombing strengths into one total when attacking cavalry. When bombing gunboats, only their bombing strengths are used. Naval units cannot be strafed only bombed. When bombing, use the ATCRT chart. Always resolve the AA fire first from MG, resolve the To Hit roll using the range of 5 (the planes dive-bombed from 500m) apply a -1 for pilot skill and -1 for size. If a hit is scored, roll on the Air bombardment table. Any P result sinks a steamer. For this game only, in the 6-10 column, a P result occurs with a roll of 1-3 on six sided die. On a P result, if the target is a gunboat, a second roll must occur. If 1-2, it is sunk. Allied pilots in air to air combat also receive a -1 Hit modifier due to pilot expertise. The Red pilot receives a +1 to Hit modifier in air to air combat. Victory: The Red wins by exiting at least one steamer and gunboat off the west edge map 8 and five cavalry units. If both armor cars exit, then only four cavalry units need to exit. Outcome: Flight B intercepted the Red Calvary units streaking toward Tsaritsin, creating havoc amongst them. The four planes dive-bombed from 500m before releasing their bombs. The Red flotilla which also was moving up along the Volga fell prey to Flight A which sunk several Red naval vessels. Flight B had disorganized the Cavalry division so much that Dumenko recalled the unit to reorganize and gather the dispersed units before advancing on the city. This delay allowed Wrangel to withdraw and avoid a trap!