Avalanche: The Invasion of Italy Additional Scenarios 28.5 Scenario Five: VI Corps Landing. 28.51 The scenario begins on the 9 September pre-dawn game-turn and ends following the conclusion of the 10 September night game-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 The following special restrictions arc in effect during the scenario: 1) US units may not cross the river running from hexside 1430/1431 to 1932/1933 to 3034/3035. German units may cross the river. 2) The game-turn following the game 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 must remove one engineer battalion from play for each airfield captured. 3) Neither player has any air points available during the scenario. 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 conclusion of the 10 September night game-turn he controls five or more of the following hexes: Altavilla (2136), Albanella (1938), Crotone (2339), Persano (2132) Rocco d Aspide (1941), Vallo (1251) and hex 2633. The German player wins if he 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 his beachheads (15.26) 28.56 Supply. All Allied units are supplied during the 9 September pre-dawn, AM and mid-day turns. 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 hexes: 1237; 1335; 1433. German Reinforcement Schedule G2 Hex 3052: 113 para G3 Remove all strongpoints G4 Hex 3052: 29xx eng; 3/15 inf (reduced); 29xx AT co. 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 Reinforcement Schedule. 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 tar.): co, 27/1 xx art. 28.6 Scenario Six: X Corps Landing. 28.61 The scenario begins on the 9 September pre-dawn game-turn and ends following the conclusion of the 10 September night game-turn. 28.62 General Set Up. Place beachhead markers as noted below and roll on the Beachhead Table for all beachhead markers except Maiori 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 The following special restrictions arc in effect during the scenario: 1) Allied units may not cross the river running from hexside 1430/1431 to 1932/1933 to 3034/3035. German units may cross the ever. 2) The game-sum following the game 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 must remove an engineer battalion from play. 3) Neither player has any air points available during the scenario. The German player may make a glider bomb attack (16.6) once during the scenario. 28.64 Levels of Victory. The Allied player w ins if at the conclusion of the 10 September night game-turn he 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 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 beachheads (15.26) 28.66 Supply. All Allied units are supplied during the 9 September pre-dawn, AM and mid-day turns. 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 Reinforcement Schedule 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. Allied Set Up Hex 1315: Beachhead Maiori. Darbv 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; 2/6Q/169 inf; 56xx eng; 142 art; 2/4H inf; 3 cons. Naval Support: All British ships, except battleships, are available. Allied Reinforcement Schedule. Al 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. Errata and Clarifications Avalanche 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 his 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.