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  #1  
Old 03 Sep 10, 18:42
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Interactive Game - Another Summer's Day - Sit Rep

NISCEMI, SICILY - 10 July 1943
To form a defensive zone ahead of the vulnerable beachheads, parts of
the 82nd Airborne Division was dropped during the night before the main
landings. But poor coordination, friendly AA fire and bad weather all made
the operation a very difficult one. The paratroopers found themselves
scattered far from their planned drop zones, but formed small isolated
groups that harassed Axis patrols and lines of communications, according
to their mission. The Germans had only one unit in the area, but quickly
committed the reforming Herman Goring Panzer Division to battle,
desperate to gain the initiative.

VICTORY CONDITIONS - You have 6 turns
The Americans win at game end if they have Good Order units with a line
of sight to any hexes of the road highlighted in red, provided that those
units can also apply at least 15 firepower to those same hexes.

A US airborne squad at 0-4 hexes applies 7FP.
A US airborne squad at 5-8 hexes applies 3.5FP.
An MMG at 0-10 hexes applies 4FP.
An MMG at 11-16 hexes applies 2FP.
A 60mm mortar at 3-45 hexes applies 4FP.
A bazooka at 0-4 hexes applies 8FP.

As German squad leaders your objective is to prevent the American troops from controlling the road!

A note about the game
The game will proceed at a fairly liesurely pace. The game master will
make specific requests for troop actions. When I need orders I will ask
for them. Orders will be taken one squad leader at a time. It will be up to
the players to decide things such as in what order their squads will act,
pre game organisation, etc... Communication between players will be
very important!

A note about the game system
Although this game uses the Advanced Squad Leader Starter Kit #3 as a
base it is not ASL or ASLSK. It is our own creation using ASLSK as a
base and altered to fit within an internet forum environment. ASL and
ASLSK are published by and the copyright is owned by MultiMan Publishing.

Last edited by Duncan; 04 Sep 10 at 18:48..
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  #2  
Old 03 Sep 10, 19:23
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The Terrain
The road that the US Airborne troops are trying to control (see the
previous post for victory conditions) is highlighted in red.

The US troops will arrive as two groups randomly dispersed around two
rally points. They consist of paratroops equipped with MMG, mortar, and
bazooka.

The German troops will be entering as three to five groups on the first
and perhaps third turn. The German forces might consist of 1st line
infantry, elite infantry, HMG, MMG, LMG, flamethrower, demo charge, a
panzer VIE, and/or a couple of PSW 232. They will enter from any board
edge. This will depend on the pre-game decisions you make.

Here's a teaser. Do you want to take time to organise a stronger
force or do you want to hit the Americans quickly?


  #3  
Old 04 Sep 10, 02:09
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U.S. UNIT IDENTIFICATION
Elements of 504th Parachute Infantry Regiment <-- click me
These are your enemy!

Lieutenant...... Sergeant........ Sergeant....... Corporal
................................

Full Squad .......Half Squad.......30cal M1919.....M1A1 Bazooka......60mm M2 Mortar
.. . .................................................


Last edited by Duncan; 04 Sep 10 at 02:51..
  #4  
Old 04 Sep 10, 13:29
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GERMAN UNIT IDENTIFICATION
Elements of Herman Goring Division
This is you!

....Lieutenant......Lieutenant.......Sergeant.........Corporal
....................................

Combat Engineers....Combat Engineers.....First Line Infantry......First Line Infanty
....Full Squad...............Half Squad...............Full Squad.............Half Squad
............................................................

....Elite Infantry.......Elite Infantry
....................

Last edited by Duncan; 04 Sep 10 at 18:10..
  #5  
Old 04 Sep 10, 18:09
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.................................................Belt Fed MG34
.............................MG34............With Tripod and
....MG34.............With Tripod........Telescopic Sights
................................

5cm leGRW36. ...Flamethrower.......Demolition Charge
................................

.Panzer VIE...........PSW232
............


Last edited by Duncan; 04 Sep 10 at 18:35..
  #6  
Old 06 Sep 10, 00:41
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PRE-GAME
The first U.S. airborne group has arrived.




They attempted to marshal around hex M9 but are badly scattered.
To the right you can see the other U.S. group due to arrive.
They will arrive pre-game but their rendezvous point is not known.

..........


Information about U.S. troops and equipment.
7-4-7
These are the 82nd Airborne. They are able to use smoke during their movement with a 50% chance of success.
Their normal range is 4 hexes but they can fire up to 8 hexes as area fire (1/2 FP).
They are very good up close and with assault fire.
"E" is for elite.
BAZ
These are M1A1 bazooka. They have a range of only 4 hexes.
They have a backblast and are therefore difficult to fire from buildings.
MTR
This is a 60mm M2 mortar. It has a minimum range of 3 hexes and a maximum range of 45 hexes.
Fire from mortars is area fire. They are more dangerous when fired against targets in the woods because of airbursts.



Last edited by Duncan; 06 Sep 10 at 01:13..
  #7  
Old 08 Sep 10, 03:04
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GERMAN ORDER OF BATTLE

Group 1......................................Group 2
...............


Group 3..........................................Group 4
..................


Group 5............................................Group 6
......................................
  #8  
Old 08 Sep 10, 03:10
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ACTION REQUIRED
No cheating. We're taking eachother on our words.
  1. Secretly choose three groups.
  2. You may delay the entry of one or two groups until turn 3.
  3. For each group that you choose to delay entry you may choose an additional group to enter on turn 3.
  4. Secretly record the entry locations for all groups. Your groups will enter on or adjacent to these hexes.
For example -
  1. You choose groups 1, 2, 3
  2. You decide to delay the entry of group 3 until turn 3.
  3. You have delayed the entry of one group and therefore may choose one additional group. You choose group 4.
  4. Groups 1 and 2 will enter on turn 1. Groups 3 and 4 will enter on turn 3. You record the entry locations for all four groups.
Ask whatever questions you like in the HQ thread.

Last edited by Duncan; 08 Sep 10 at 03:14..
  #9  
Old 20 Sep 10, 13:00
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PRE-GAME
More U.S. troops arrive around location R6.
U.S. action will follow soon.





  #10  
Old 25 Sep 10, 20:48
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TURN 1 of 6
The U.S. para move to cover.







ACTION REQUIRED
Tell me what groups will arrive on turn 1 and what their arrival hexes are. You can do this either by PM or publicly in the German HQ thread.

You can ask me questions in the German HQ thread. Feel free to ask for pictures with specific information included.
I will be asking for more German orders once the initial German groups have been placed on the map.

Last edited by Duncan; 25 Sep 10 at 20:50..
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  #11  
Old 27 Sep 10, 18:47
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TURN 1 OF 6
A platoon of German infantry moves into the area.
A U.S. para squad attempts to fire on them in the open but its fire is blocked by the edge of a low hill.







ACTION REQUIRED
Give me the movement orders for the rest of Group 1 and Group 2 when you are able.
Feel free to break up your orders and wait for results before continuing.

Notes
The picture here does not exactly match the orders recieved from DD because there is still a single hex advance to happen later in the turn.
If you need it your 467 squads have a 1:6 chance of placing smoke during movement. It costs 1MF to place it in your own hex and 2MF to place it adjacent. Your 838 squads have a 3:6 chance of placing smoke.

Last edited by Duncan; 27 Sep 10 at 18:54..
  #12  
Old 30 Sep 10, 00:11
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TURN 1 OF 6
A second platoon of German infantry enter from the west.
They double time and use the trees and hill to hide their movement.







NO ACTION IS REQUIRED

The CX Status stands for 'Counter Exhaustion.' It's a result of double time movement.
These units suffer a penalty to fire and close combat for one turn.
The units did not move quite as far as ordered because even with double time they couldn't make it up the hill. They still have a single hex advance later in the turn.

Last edited by Duncan; 30 Sep 10 at 00:21..
  #13  
Old 03 Oct 10, 17:57
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TURN 1 OF 6
German troops begin to enter from the north.
A single squad moves into the woods and is immediately fired on and broken by the US para.





ACTION REQUIRED
Only one squad has moved from this group. I opted not to move them as a stack to limit exposure to fire.
The single squad has been broken by close range small arms fire. Any other squad that enters that hex will be subject to 8FP of residual fire.
Do you want to continue with your oders or modify them?
  #14  
Old 11 Oct 10, 22:44
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TURN 1 OF 6
The last of the initial German troops move onto the field and quickly disperse.
A US machinegun fires innefectively through the grain field.








NO ACTION REQUIRED
The U.S. troops will now decide if there is any more fire going your way.
  #15  
Old 13 Oct 10, 23:23
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TURN 1 OF 6
A few U.S. squads continue to fire at the broken Germans but get no further results.








ACTION REQUIRED
German units may now engage in advancing fire.
Send me either your fire orders or a note telling me you decline.

Notes:
-Firepower is halved during this phase.
-Exhausted squads (marked with CX) fire at +1 to the dice.
-Support weapons typically malfunction when a 12 is rolled for their fire.
-Adjacent squads may combine their fire.
-Squads firing at an adjacent enemy double their firepower (but it is also halved for advancing fire).

Last edited by Duncan; 17 Oct 10 at 14:35..
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