Crossing the Volturno Line - October 03, 1943 - October 16, 1943

Mediterranean Theater By: LooneyLlama - Last update: 01/29/2014
Axis Player: Allied Player:
x9 x12 x10 x12
    first You play first


Historical Background:
On the Adriatic coast, elements of the British 78th Infantry Division crossed the Biferno at dawn on October 3rd, 1943 following an amphibious landing at Termoli by commandos. However, logistical problems had prevented the Allies building a heavy duty bridge across the Biferno and there remained no way to get tanks across the river to support the infantry. On hearing of the landings at Termoli, General Kesselring ordered the 16th Panzer Division to switch to the Adriatic front, presenting a major threat to the unsupported infantry. As more German armor arrived, the Allies were forced onto the defensive. A Bailey bridge was finally constructed, after around the clock efforts by engineers. By October 6th, the Allies were on the attack.

On the other coast, the U.S. Fifth Army attacked across the Volturno on the night of October 12th. The Germans, using rearguard tactics and skillfully using terrain which was favorable for defense, retreated to the next line north(the Barbara Line) which the Allies reached by Nov. 2nd.

Briefing:
Allies: 10 cards, you move first.
Axis: 9 cards.

Conditions of Victory:
Axis: 13 medals
Allies: 13 medals, with one of the medals being either an escaped unit or holding the Termoli objective.
The 3 town hexes comprising Termoli are a majority medal objective, turn start, worth 1 medal for both sides.
Allies gain one additional medal for each exiting unit on the Axis baseline.

The Allies start with 1 medal.

Special Rules:
Night rules are in effect.(Actions-19)
BCF rules are in effect.(Nations-5)
Place tank destroyer badge on the German units.(Troops-24)
Place heavy anti-tank badge on the German unit(Troops-23)
German artillery unit with a rosette badge is a Screaming Meemie unit.(Troops-25) They can use smoke shells.(Actions-21)
Place special forces badges on the German and Allied units.(Troops-2)
Special weapons asset, late war, for the German and Allied units equipped with a machine gun(SWA-7), anti-tank gun(SWA-5) and mortar(SWA-7)
Tiger tank unit follows Troop-16 rules.
Place mobile artillery badge on the Allied unit. (Troops-14)
Place engineer badges on the Allied units.(Troops-5)
Allied armor equipped with a 2eDB badge are Hobart's Funnies Assault Bridge.(Troops-26) NOTE: British Assault Bridge units cannot move until turn 4.
All hill hexes in center 2 sections are impassable to armor and artillery.
Mountain hexes block line of sight and are impassable to all units.
The Volturno River is fordable for infantry units only. (Battle out in river at -1 die, and unit does not need to be adjacent to fordable stream to enter)
The Biferno River is fordable for only the units equipped with a raft(star). Use Action-5, Collapsible Boats and Rafts, for these 4 units.
ALL infantry units in fordable river or on rafts in river may only exit to an adjacent hex.
On Allied left flank all units must cross bridges from road to road hex.
German Reinforcements(16th Panzer Division): Starting turn 4 the German Commander may allocate reinforcements to his section commanders. Using the appropriate section card(Recon, Recon in Force, Probe, Attack, Pincer Move and General Advance only) the flank commander can place the reinforcements on the appropriate baseline hex in his section. These reinforcements may move and battle that turn. The overall commander may allocate as many units to his section commander as available on the card. (For example, an Attack 3 card allows a maximum of 3 reinforcement units to the section designated.) The following are the units available: 1 Tiger tank, 3 regular armor, and 2 special force infantry units.

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
1
1
1
8
6
2
3
12
16
24
1
9
9
2
3
12
1
1
2
4