The Peenemunde incident, 1945

 

The problem with most commando raid games is that the defenders know they are coming. Not in this one, they don't! This is actually a 3 player scenario, but it is important that neither the German nor the Russian player knows that a force of British commandoes will be putting its oar in. You can pretend to be the umpire right up till the first canoe is spotted….

 

 

 

Herr Oberst Albrecht Stahler

Acting commander, 151st Panzer Kampfgruppe

 

Your group has been tasked with defending the Peenemunde missile factory from the advancing Russians. The factory contains highly secret missile program materials and must not under any circumstances be allowed to fall into the hands of the enemy.

Personally, zou would like to blow up the factory and have done with it. However, a directive has recently arrived from the Fuhrer himself stating that the factory is vital to the German war effort and must continue to operate. While it is true that the Fuhrer's power is not what it was, it would most unwise to disobey such an order. Accordingly, you will only destroy the factory as a last resort should it be obvious that it is about to be captured. In addition to the factory itself, the office next door contains vital files that also must not be allowed to fall into the hands of the enemy.

Your troops are at best of dubious quality, being a mixture of old men, young boys, and shell shocked veterans. They are, however, well equipped, and furthermore you have a few armoured vehicles as well, although not all of them have petrol. You have no proper demo charges, so will have to use HE from one of your guns to destroy the factory should it become necessary.

 

Your forces are

1x company infantry, with support weapons, place where you wish.

3x MMG one in each pillbox

1x Quad 20mm AA gun on factory roof

1x 88mm AT gun

1x 50mm mortar

3x PanzerSchreck teams

1x Jagdtiger

1x Sturmpanzer IV Brummbar (Both these vehicles have no petrol).

1x Panther

1x Panzer IV

The factory takes 50 HE points to destroy. A weapon does 1pt damage per 10mm calibre, so the Jagdtiger does 12 pts, the Sturmpanzer 15, the tanks 7.

 

Points

For holding on to factory intact 10 points

For holding on to the files 3 points

Per Russian AFV destroyed 2 points

For holding on to bridge 1 point

 

For having factory captured -10 points

For having files captured -3 points

For each tank lost -2 points

 

 

Commissar Nikloai Andreivich Lobosov

You are in command of 3rd Guards Motorized Brigade, crack troops hardened by four zears of war. You have been given the task of capturing a top secret German Missile factory. The factory contains missile making equipment which will be invaluable to the Soviet cause once this war is over. Comrade J.V.Stalin himself has taken an interest in this, so its importance cannot be too highly stressed. You are also to secure the area round the factory to make it safe for technicians to investigate it.

 

Your forces all enter from the east edge along the road

 

2x companies infantry, in half tracks

2x ISII tanks

6x T34-85 tanks

2x 76mm AT guns, truck towed

3x HMG in trucks

2x 80mm Mortars in trucks

 

Points

For capturing the factory 15 points

For capturing the bridge 5 points

Per pillbox destroyed 2 points

Per German AFV destroyed 1 point

 

If factory destroyed -5 points

If bridge destroyed -2 points

Per AFV lost -1 point

 

Major J.M.Johnson

You are the commander of 2nd Commando Group, special missions.

The Germans have a secret missile factory near Peenemunde which contains information and material which could be vital to the German war effort. Not only that, but the Russian advance has nearly reached the factory and is in danger of capturing it. It is essential that the factory is destroyed, and that if possible you capture the files and return to England with them.

 

Your men are elite troops of the highest quality. They have been dropped from R.N vessels stationed off shore and will come in small boats. The three commando platoons are in a boat each. You also have 2 canoes and two dinghys. These will carry 1 or 2 squads, respectively with equipment. These are of shallow enough draught that they can go up the river if you wish; the boats cannot. You have two sets of demo charges with the support team. Either one can destroy the factory when properly placed. It takes three actions for each of the two men to lay the charge, move away, and set it off.

As well as destroying the factory and capturing the files, you should try to cause general mayhem in the area by destroying communications. The files are probably in the office block next to the factory.

 

Your forces are

 

2x commando platoons

1x support platoon

(Includes 2 demo teams and 2 bazooka teams)

 

Points

For destroying factory 12 points

For capturing files 10 points

(Must get them safely off the table)

For destroying the bridge 3 points

For cutting the phone lines 2 points

Per pillbox destroyed 1 point

 

Per squad lost -1 point

Per squad left behind -5 points

If Russians capture factory -5 points