Operation Avalanche, Battle of Salerno - September 09, 1943 - September 16, 1943

Operation Avalanche -
Mediterranean Theater By: LooneyLlama - Last update: 11/15/2012
Axis Player: Allied Player:
x5 x10 x6 x10
    first You play first


There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
The main effort in the invasion of the Italian mainland was Operation Avalanche at Salerno, where the U.S. Fifth Army under General Mark Clark came ashore. Fifth Army was composed of the U.S. 6th Corps, the British 10th Corps, and the US 82nd Airborne Division. In the early morning hours of 9 September, the approximately 450 ships of Operation Avalanche assembled off the Salerno coast. U.S. Rangers hit the beach unopposed at 0310, moving quickly inland to seize their objectives. British Commandos captured the town of Salerno against light opposition. The untested men of the U.S. 36th Infantry Division came ashore at 0330 without supporting fire, hoping to surprise the Germans. Also, a night drop of 600 paratroops of the 21st Battalion 509th Parachute Infantry Division was widely dispersed and failed to disrupt German movements. German General Vietinghoff was ordered to contain the Salerno beachhead until reinforced. The battle lines are drawn. YOU are now in charge.

Briefing:
Allies: 6 cards, you move first. An attempted para drop of 3 units will take place before your first turn.
Axis: 5 cards

Conditions of Victory:
10 medals
Battipaglia, Penta, and Eboli are all temporary medal objectives worth 1 medal for the Allies.
Salerno is a temporary medal objective worth 1 medal for the Allies and 2 medals for the Axis. If any unit is on any of the 2 town hexes you receive the medal(s) even if an opponent is on any of the other hexes.
Maiori is a temporary medal objective worth 1 medal for the Allies and 2 medals for the Axis. If any unit is on any of the 2 town hexes you receive the medal(s) even if an opponent is on the other hex.
Eliminating German Special force armor is worth 2 victory points.

Special Rules:
Hill 317 rules are in effect for the Allies for the hill marked '317'.
You are able to retreat onto the docks without the loss of a figure.
Sele River is fordable only on hex marked with an 'f'.
All German armor moves two hexes due to low fuel supply, EXCEPT the special force armor. It still moves 3.
All Allied armor also moves only 2 hexes due to difficulty in unloading.
Allied artillery units represent offshore bombardment from ships. They can not move.
British, U.S. and German special forces as marked. Move 2 and battle.
U.S., British, and German engineers as marked. Ignore terrain dice reductions in close assault.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
1
2
7
2
2
6
4
2
1
3
9
4
4
1
4
2
5
2