Orange Beach - August 19, 1942

Operation Jubilee - Operation Jubilee
Western Front By: Sgt Storm - Last update: 12/21/2008
Axis Player: Allied Player:
x5 x8 x6 x8
    first You play first


Historical Background:
British No. 4 Commando commanded by Lt. Col. Lovat led the assault on Orange beach to destroy the six 150mm guns of the Hess coastal battery at Varengeville before they could damage the ships participating in the main assault on Dieppe. The German battery was protected by roughly 200 men of the 813th Battery, along with machine guns, mortars, wire, a complex series of trenches and 2 AA cannons mounted on a flak tower. Elements of 1st Company, 1st Battalion, 571st Infantry Regiment were based in St. Marguerite and elements of 3rd Company in Quiberville.

At 0450 hr. Group 1 of 4 Commando, commanded by Maj. Mills-Roberts landed undetected at Orange I near Versterival. Troop C advanced to the edge of the woods overlooking the battery with snipers occupying a nearby farm. Most of Troop A advanced to occupy the crossroads at Le Haut de Blancmesnil, while a small patrol moved to the lighthouse to sever the cables to the battery. At 0453 hr. Lovat's larger group of 164 men in 4 LCAs were spotted just before landing. After taking out two pillboxes, the main body of the force moved inland skirting St. Marguerite and Blancmesnil and approached the battery from the rear, while a small party joined Troop A at the crossroads.

At 0540 hr. the battery opened fire on Allied ships approaching Dieppe. Mills-Roberts group then engaged the battery in small arms and mortar fire. The AA cannons were quickly silenced and the 2nd mortar round setoff ammunition and a huge explosion silenced the battery. German reinforcements from St. Margeurite were ambushed at the crossroads and eliminated. At 0630, Lovat's group assaulted the battery from the rear and the six guns were destroyed.

Briefing:
British Player:6 command cards. You move first.
German Player:5 command cards.
Remove the Barrage and Air Power cards before play begins. Place an Allied objective medal on the Field Bunkers, Hess Battery (HB), and Battery Observation Post (BOP).

Conditions of Victory:
Allies: Obtain 4 medals (destroy HB, destroy or control the BOP and control the field bunkers) or eliminate all Axis infantry.
Axis: Eliminate 8 enemy units.

Special Rules:
All Allied units are British Commandos (Troops 2 - Specialized Units). Sandbags are permanent and may be taken as defensive positions by both sides.

A player gain controls of a medal hex when it is occupied, but it needn't be occupied to maintain control. Control is lost when an enemy unit enters the hex. Initially the Axis player controls all medal hexes including the BOP.

All hexes in the left and center sections behind and to the left of the ridge of cliffs and hills are at the same height. That includes, the Supply Depot, Hess Battery, BOP and town hexes. Mountain hexes are cliffs (Terrain 11 - Cliffs & Sea Bluffs). They are 2-hex move to/from the beach, impassable from the coast/ocean, and at the same height as the hexes behind.

Hess Battery (HB): As long as the BOP is in Axis control and has not been destroyed, big gun rules apply (Troops 3 Big Guns) and the HB fires 1/2/2/2/1/1/1/1. When the BOP is in Allied control or has been destroyed, the HB fires 1/2/2/2/1/1, and can only fire at targets within line of sight (LOS) of a friendly unit. The HB always fires forward towards the coast, not sideways or backwards. The HB cannot move and is situated in a bunker. If the HB unit is eliminated, the medal is awarded permanently to the Allied player.

Battery Observation Post (BOP): Initially in Axis control, the BOP is destroyed when an occupying Allied units rolls a Star with close assault dice (in lieu of battling an Axis unit) or when the HB fires on the BOP and a Star is rolled. If the BOP is intact, and in Axis control, it serves as a forward spotting artillery post (Actions 4 - Forward Spotting). If BOP is destroyed, the medal is awarded permanently to the Allied player.

Mortars: The 2-figure Allied unit is infantry (commandos) with 2 in. mortars. It may move upto 2 hexes and battle or 3 hexes and not battle. They take hits like artillery (grenade only). They fire 2/2/1/1 when target is in LOS and (1/1/1/1) when target is not in LOS, provided a friendly unit has LOS to the target, otherwise they may not fire. Mortars fire without terrain battle reductions.

Snipers: When ordered, Allied units with a Battle Star that have landed may deploy 1 sniper unit of 1 new infantry figure. Sniper units are deployed by moving the Battle Star and a new infantry figure (if available) as per sniper movement rules. Normal sniper rules apply (Troops 10 - Snipers) and snipers may battle on the turn they are deployed. The original infantry unit does not lose a figure, but cannot be ordered (move or battle) the same turn. Eliminating the sniper unit does not award a victory point. Snipers may use the BOP, when intact, to fire at units anywhere within range provided LOS is not blocked by a built-up area (e.g., town, HB, etc.).

Supply Depot: Axis player loses 1 random command card when Supply Depot is captured (Actions 17 - Capture HQ/Supply Tent). If hex is reclaimed, Axis player replenishes his hand. Allied mortar unit may destroy Supply Depot by battling this hex; if a Star is rolled, the command card is permanently lost.

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
1
1
1
1
10
2
5
19
5
3
5
2
4
1
2
7
4
2