Showing posts with label DB077. Show all posts
Showing posts with label DB077. Show all posts

Thursday, January 20, 2011

Might As Well Jump.

Brushing up on the chapter E Airdrop rules for DB077 Speed, Shock & Surprise, has brought to light a few things I either forgot or never knew in the first place.

First off, until they land, parachute sticks are Aerial targets. (Not Ariel targets. Relax. No one is shooting at The Little Mermaid.) Range is always doubled for Aerial targets, and PBF/TPBF do not apply. Though the partisans will still get some -2 shots, this will help the Germans considerably in DB077, as the partisans have a pretty limited range to begin with. That one's easy.

Hurting the Germans a bit, is the fact that Aerial parachute sticks always check morale as a 7 morale unit, regardless of the morale of the elite SS Fallschirmjagers they represent.

Ground units always have LOS to an Aerial stick unless they are in a blind hex formed by an Adjacent obstacle.

The only possible LOS hindrance affecting fire at an Aerial target is SMOKE. (LV Hindrances may still apply) However, level 2 Smoke (the kind we will have from the Blazing Rubble in DB077), only affects the shot if ground level firer is IN the hex with the Smoke. Even if the parachute ITSELF is in the Smoke hex, fire is unaffected if the firer is not IN Smoke.

In the example, (after all drift has been resolved and during Defensive First Fire) the 337 w/LMG in J6 can fire on stick A with 2FP -2. The Aerial range is six hexes, making it long range for both the inherit firepower and the LMG. (E.5) There is a -2 mod for Hazardous Movement. The level 2 Smoke does not affect the shot, because it is not In the same hex as the ground level unit.(E.6)

In addition, if the squad was concealed, they would remain so after firing, because the stick is treated as "Broken" for LOS purposes. (9.6) Even if the LMG should get ROF, it could not fire again at this time, because "No Aerial target can be attacked twice in the same hex by the same firer." (9.3)

The 337 in J8 can not fire on stick A because the Aerial range is 10 (5x2). It does have a LOS to stick A. The obstacle in K7 creates only one Blind Hex (7.25). This squad can fire on stick 'B' with 1FP (3 / 2 for long range) -2.

The 337 in G8 can fire on stick 'B' with 3FP -2.  TPBF/PBF is NA vs Aerial targets (.5). After Defensive First Fire, stick 'B' will take a NMC as it's landing DR, because it has landed in a building hex. The squad then MUST fire TPBF at the stick (9.43). Assuming the squad is already marked First Fire, this attack is 4FP +2. If the squad is already marked Final Fire due to Cowering in First Fire, this would be a Final Protective Fire shot.

At the end of First Fire all German parachutes land in their current hex. Non-German paratroops would would be able to move one hex just prior to landing. (9.4). All must take a landing DR. If landing in a building or woods hex (plus many other terrain types listed in E9.42), this is a NMC, still using the 7 morale printed on the parachute counter. Otherwise, it a NTC, failure of which results in any squad deploying, and one HS drifting one hex downwind. (9.42) During a Mild Breeze, as we have in this scenario, these become 1TC and 1MC. Could be ugly.

Tuesday, January 18, 2011

It Never Snows In May Either.


Getting back into the ASL swing this weekend. Jim and I are taking on Speed, Shock & Surprise from Dispatches from the Bunker (DB077).

The scenario represents the airborne portion of attempt by the Germans to eliminate Tito and his partisan headquarters near Drvar Yugoslavia.

I've only played an airdrop scenario once before (as part of the Primosole Bridge campaign game). The airdrop is very dicey, especially when there is a breeze of undetermined direction (the wind direction in this scenario is determined just prior to beginning play). You assign your sticks, pick your drop points and hope for the best. Bad luck on turn one might put you hopelessly behind.

My Germans have 25(!) SS Fallschirmjager squads. The German leadership is an embarrassment of riches, with 10 leaders including three -2s and 4 -1s. Some of these units will likely be lost in the airdrop when they are very vulnerable to enemy fire (hazardous movement). Others will drift way off target or be broken by terrain, and be quite delayed entering the fight. Whatever force gets down will have 7 turns to capture all of the stone building locations.

The partisan onboard force is comparatively weak, though in a good defensive position. By set-up instructions they can not concentrate. *But* they are stealthy, concealed, and allowed to use H-T-H. They also get four L3 Italian light tanks on turn three, and a turn five infantry reinforcement that is no joke.

A pregame quasi-bombardment is conducted in which some buildings are rubbled (and possibly set ablaze), and some road hexes get hit with shell holes. Having completed the pre game rolls, here is the terrain we will be dropping into:



Tito: We are coming for you.