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A ridge not too fari

An Arras battle-based scenario for Mud & Blood

“9th April 1917: The task of VI Corps was to attack the area between the village of Tilloy les
Mofflaines on the main Cambrai Road and the Scarpe River on their left…
The 12th Division… would advance on the left of the 3rd with the Arras Cambrai Road on their
right. Like their neighbour the Division opted for a leap frog form of attack with the 36th and
37th Brigades taking the attack as far as the Hindenburg Line and then allowing the 35th
Brigade to pass through and sweep across the valley.
To the north of Tilloy les Mofflaines is a ridge which runs northwards towards the village of
Feuchy. This was known to the British as Observation Ridge for the obvious reason that the
Germans had a fine view of everything going on the British side of No Man's Land.
The Germans however were taking risks. As they had such an excellent field of observation they
had decided to leave their artillery clustered behind the ridge in what was known as Battery
Valley. If the ridge fell, the artillery would be lost with it.”ii

http://battlefields1418.50megs.com/arras_maps.htm
British objectives and forces
The objective of the British player is to take full control of the trench line and exit at least with
one platoon, opening the way towards the Battery Valley. To achieve these objectives, you
command two full platoons, each of four squads + HQ section respectively, organised as
follows:
A. Platoon 1 (big men status in brackets) - Assault force (Veteran/Good/Aggressive)
 HQ section: Lt (IV), Sgt (II), 2 scouts/runners
 Bombers: 6 bombers, 2 rifles, 1 corporal (I)
 Rifle: 6 rifles, 2 bombers, 1 corporal (I)
 Rifle grenadiers: 4 teams @ 2 crew each, 1 corporal (I)
 LMG section: 1 LMG, 1 loader, 6 rifles, 1 corporal (I)
B. Platoon 2 (big men status in brackets) - Mop up force (Regular/Good/Aggressive)
 HQ Section: Lt (III), Sgt (II), 2 scouts/runners
 Bombers: 6 bombers, 2 trench cleaners, 1 corporal (I)
 Rifle: 5 rifles, 2 bombers, 1 trench cleaner, 1 corporal (I)
 Rifle grenadiers: 4 teams @ 2 crew each, 1 corporal (I)
 LMG section: 1 LMG, 1 loader, 6 rifles, 1 corporal (I)
C. Support HMG: (Regular/good)
 HMG @ 5 crew
British forces enter deployed in blinds on the left side of the map. Each blind may contain up
to two squads and the HQ section. The British player organises its forces in two separate
commands (one for each platoon).The first platoon and the HMG section enter the table with
the first blind card activation. The second platoon is released once the artillery barrage (see
below) concludes, being activated on the blind card too.
Starting in turn 1, the British player will also have a creeping artillery barrage, lasting a total of
8 turns and covering the full width of the table. The artillery barrage may be assigned to fall in
four distinctive areas (wire, first trench line, second trench line and rearguard out of the table)
and the player should secretly record the bombardment plan: direction of the barrage and
total number of turns that will hit each of the designated areas.
Example:
• Turn 1/2 barrage on wire section
• Turn 3 moves to first trench line and stays turns 4/5
• Turn 6 moves to second trench line
• Turn 7 moves to rearguard
• Turn 8 moves to second trench line - barrage ends at the end of turn

Calculate the effect of the bombardment in a specific area once the barrage moves out to a
new area (see section 10.1.1. Effect of barrage). Status of wire will be assessed on a British
player spot attempt, as per rules (section 14.1 Artillery on the wire).

German objectives and forces


The objective of the German player is to maintain control of at least 1 section of the trench
line and reject the British attack.
The German forces are Regular/Good.
 HQ section: Lt (III), Feld (II), 2 runners/sentries, 1 sniper
 Squad 1: 4 rifles, 4 bombers, 1 gefreiter (I)
 Squad 2: 4 rifles, 4 bombers, 1 gefreiter (I)
 Squad 3: 8 bombers, 1 gefreiter (I)
 Squad 4: 2 granatenwerfer 16 @ 2 crew each, 3 rifles, 1 gefreiter (I)
 Squad 5: 1 HMG @ 5 crew
The German player can deploy its squads either in the first and/or the second trench lines, or
else be kept in reserve (placed in the rearguard). In the latter case, the player should record in
which turn the forces in reserve are to enter the table (through the communication trenches)
and deployed in blinds. Sentry posts (maximum 2) may be placed ahead of the first trench line
but behind the wire line.
In addition, the German player will have a fortified position (bunker) offering heavy cover
that can be placed anywhere in the table. This position can accommodate the HQ or the HMG
sections, but never a full squad.
Artillery barrage and spotting: if the artillery barrage is falling either in front or on the section
where the Germans are positioned, the British blinds will not visible to the German forces, and
therefore spotting is denied.
Examples:
A German squad in the second trench line cannot attempt to spot British blinds when the
barrage is falling on the wire, the first or the second trench line areas.
A German squad in the first trench line area may not try spotting while the barrage hits the
wire or its trench line, but may do when the barrage moves to the second trench line area
(...assuming that the section did not fly and hide in a dug-out as a result of the bombardment ).

Table map and features


The terrain (see illustration attached) is a relatively flat surface typically of the area, measuring
6" x 4" lightly shelled. To the right you'll see the German deployment area, consisting of 2
trenches lines (dark brown lines) connected with communication trenches to the rearguard
area and protected by a wire section. The area suffered from artillery bombardment but not as
intensive as to transform the terrain into a quagmire; some shell craters are randomly
scattered across the surface.
 Trenches provide medium cover to defenders.
 Shell craters provide light cover but reduce movement -1 pip per dice.
 Wire is status 4 at the beginning of the game.

Card deck
 Common: time for snifter
 British: Big Men; 3 x level I initiative, 2 x level II initiative, 1 x level III initive; 1 x
support weapon (to activate the HMG); Up and at them; Dynamic commander; Rally;
British blinds.
 German: Big Men; 2 x level I initiative: 1 x level II initiative; 1 x support weapon (HMG);
German blinds; Sentry (optional)

Variants
If you find the scenario too favourable to the British, I recommend introducing a reinforcement
German squad. Introduce a blank card in the deck once the artillery barrage is concluded after
the 8th “time for snifter”. The squad will be activated (entering the table through a
communication trench) after the blank card is dealt.
Another variant if you find it too favourable to the German is using the Preliminary
Bombardment rule (10.2)

Sources
Peter Simkims: The First World War (3) – The Western Front 1917-1918. Osprey Essential
Histories Series.
Arras Maps: http://battlefields1418.50megs.com/arras_maps.htm

Arras 1917: http://www.webmatters.net/france/ww1_arras_1917.htm

Battle of Arras 1917: http://en.wikipedia.org/wiki/Arras_1917


Appendix 1 – Troop Rosters
Considering the wide range of troop specialists involved in the game, I’m using troop rosters to
keep track of casualties. This is relevant in close fighting close, as different mixes of specialists
have significant effect on the number of combat dice.
British Platoon 1 Veteran/Good/Aggressive
Big Men Status
1 Lt Hicks IV
2 Sgt Smith II
3 Corp McDonald I
4 Corp Fraser I
5 Corp Campbell I
6 Corp Raymond I

Squads
HQ: Lt, Sgt + scouts
2 rifle, 6 bombers R R B B B B B B
4 rifles, 2 bombers, 2 trench clean R R R R B B TC TC
6 rifles, 1 LMG+loader R R R R R R R Lew
4 grenade rifles, 4 loaders A A B B C C D D

British Platoon 2 Regular/Good/Aggressive


Bid Men Status
7 Lt Jones III
8 Sgt Johnson II
9 Corp Kaye I
10 Corp Lehman I
11 Corp Mitchan I
12 Corp Hythe I

Squads
HQ: Lt, Sgt + scouts
2 rifle, 6 bombers R R B B B B B B
4 rifles, 2 bombers, 2 trench clean R R R R B B TC TC
6 rifles, 1 LMG+loader R R R R R R R Lew
4 grenade rifles, 4 loaders A A B B C C D D

Support HMG Section


HMG @ 5 crew
German Regular/ Good
Big Men Status
1 Feld Handke III
2 Gef Liptauer II
3 Gef Quark I
4 Gef Tilsiter I

Squads
HQ: Lt + 2 runners/rifle 1 sniper
4 rifles, 4 bombers R R R R B B B B
4 rifles, 4 bombers R R R R B B B B
8 bombers B B B B B B B B
2 Granatenwerfer (2 crew) 2 rifles A A B B R R
HMG @ 5 crew

5 Gef Budweisser Status II


R 6 rifles, 2 bombers, 2 pioneers R R R R R R B B

i
Historical background info and battle reports from the test phase of this scenario can be found at:
http://mylardiesgames.blogspot.com/
ii
http://www.webmatters.net/france/ww1_arras_VI.htm

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