Corinth Corinth

South Vagsoy - December 27, 1941

Norwegian Island - Raids and Special Ops
Western Front By: rasmussen81 - Last update: 09/23/2008
Axis Player: Allied Player:
x4 x6 x6 x6
first You play first    

Historical Background:
The newly created Commandos were put to the test on their first major raid with the planned attack on Vagsoy, an island off the Norwegian coast between the ports of Tronheim and Bergen. The purpose of the raid was not new for the Commandos; to destroy fish-oil factories that converted the herring and cod oil into glycerine that the Germans used for munitions, and into vitamin A and B pills for troops.

This attack was, however, the first big Combined Operations raid of the war. Hampden bombers would attack nearby German airfields, a cruiser and four destroyers would bombard German artillery positions in South Vagsoy, and then the 576 man raiding force would take out the factories. The plan worked well until the attacking Commandos had some bad luck and ran into heavy resistance in Vagsoy.

A Hampdens was hit by antiaircraft fire and dropped a 60-pound phosphorous smoke bomb right into a landing boat, killing or badly injuring half of the Commandos on board. When the boats reached the shore they were immediately engaged by German troops. The Germans slowly retreated into the wood houses of the town as Commandos pushed up off the beach.

Heavy fighting continued for two hours before the Commandos managed to reach their objectives and set their explosives. In the end all of the fish-oil factories, the Vagsoy radio station and the lighthouse had been demolished. The mission was a shining success.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Axis player: Take 4 cards.
You move first.

Allied player: Take 6 cards.

Conditions of Victory:
6 Medals.

The 2 factories, lighthouse, and radar station are all Objective Targets that must be destroyed before they count toward victory. The Allied player must destroy two of the four Objectives to win the game.

To destroy a building, the player must have a unit on the Objective hex and play a Section card corresponding to the flank in which the Objective lays. Upon playing the card, the building is destroyed and removed from the board. This action takes up the player's entire turn, and the player DOES NOT draw a new command card at the end of his turn. Instead, his had is now reduced by one less card for the rest of the game.

Special Rules:
Axis recieve reinforcements from their Barracks hex. Each turn after the first one, the Axis player rolls one Battle Die at the start of their turn. If a soldier is rolled, a four-man infantry unit is placed on the Barracks hex. This unit can not move the turn he arrives on the board. The Axis player cannot recieve reinforcements when a unit (friendly or enemy) is on the Barracks hex. The Allies can stop reinforcements by taking and holding the Barracks hex.

Air Rules are in effect. Give one Air Sortie card to the Axis player and shuffle the other one into the deck.

The Allied Special Forces Units are SAS Commandos. (Troops 2)

Scenario Bibliography:
The Commandos - World War II by Russell Miller

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