DAREDEVIL OF DIEPPE


A Gear Krieg scenario by Scott Lynch


"Lieutenant Commander Dewey has both of the quintessential heroic qualities- absolutely no sense of personal mortality, and chalk dust for brains."

  • Anonymous Captain of the 2nd Canadian Division
  • "If I die on a gyrobike, mate, rest assured I couldn't have possibly died happier."

  • Lieutenant Commander James J. Dewey, No. 3 Commando

  • Battlefield
    Location: France, 1942
    Conditions: Clear
    Time of Day: Morning


    British Order of Battle
  • 4 x Commando Gyrobike
  • 4 x Commando Rifle Section
  • 1 x Commando Engineer Section
  • 3 x Commando MVIIIC Cavalier Walker
  • 2 x Commando MV12B Roundhead Walker

    German Order of Battle
  • 4 x Wehrmacht Rifle Squad
  • 3 x Wehrmacht Machinegun Team
  • 2 x PzKpf IV Aust C "Loki" Walker
  • 2 x PzKpf V Ausf B "Valkurie" Walker
  • 2 x SdKfz 231 (8-Rad) Armored Car

  • Morale
    All British units are Veteran.

    All German units are Veteran.


    Terrain and Setup
    Use the map provided to guide the setup of the play area. The German position is a verdant clifftop overlooking a narrow beach (about 1 MU wide along its entire expanse). The beach should be considered sand and the area atop the cliffs should be considered clear terrain. Three dirt roads should bisect the German position, running from the inland edge of the map to the very edge of the cliff. The MU at the heads of these three roads are the only areas through which ground units may move from the beach up onto the cliff, and vice versa.

    This area is dotted with German structures. The largest, a coastal gun emplacement, has a SDC of 300. The three machinegun nests are makeshift and each have SDC ratings of 50. The observation bunker (marked "Obs" on the map) has a SDC of 150.

    The German player may place his vehicles anywhere on the map at least 5 MU back from the cliff edge. The three machinegun units are placed in their prepared nests. If the German player wishes, he may put another infantry unit into the observation post. Other infantry units may be placed at will (and dug-in if desired) anywhere at least 2 MU back from the cliff edge.

    The British player has five infantry units in an LCI, five walkers in an LCW, and four experimental Gyrobikes in an LCX. These may be placed wherever the British player likes, on the water directly adjacent to the beach.


    Mission Briefing

    It is August 19, 1942. Five thousand Canadian infantrymen, supported on their flanks by British Commandos and American Rangers, are attacking the fortified port of Dieppe on the English Channel coast. The Dieppe raid is part intelligence operation, part dress rehearsal, and part morale exercise for the hundreds of thousands of Canadian soldiers bivouacked in England without action since 1939.

    The Dieppe raid is a combination of old and new techniques, and more than a dozen unusual experiments and brand-new devices are being tested under fire. For example, the Landing Craft Walker (LCW) is specially designed to offload a platoon of walkers on a hostile shore in less than thirty seconds, and the Mk. I Linguabomb is a computator-powered demolition device based on captured German "cockroach" automatons. The Linguabomb's crude sensors are programmed to lead it in the direction of the sound of spoken German (it recognizes thirty common German nouns), scuttling on mechanical feet with a hundred-pound bomb ticking away at its core. Perhaps the most audacious (and certainly the riskiest) new vehicles taking part in the raid are No. 3 Commando's rocket-assisted Gyrobikes, the pride and joy of the infamous Lt. Cmdr. J.J. "Nads" Dewey.

    Dewey, a born commando, became obsessed with motorcycles in the early 1930s and gathered a private collection of ten machines before the war. While "testing" his bikes (his preferred method was to drive down hills at top speed and jump fences with the aid of small wooden ramps) he amassed enough broken bones to invalidate himself from combat duties and only managed to keep his army commission thanks to a doting uncle in the Ministry of Defense. In 1938, Dewey observed a test of a prototype "Cavalier" walker and got into a discussion with one of the machine's gyroscope technicians. Dewey became convinced that a motorcycle equipped with advanced shock absorbers and a modified gyroscope could be used to perform stunts that would wreck any conventional bike. All of his spare time for the next three years was devoted to this pet project, and with the aid of several enthusiastic Army mechanics, he finally convinced Combined Operations Command in 1941 that his ideas were worth official consideration.

    The results of this consideration were another five broken bones for the experiment-happy Lt. Cmdr. Dewey, and four working models of the Mk. I Gyrobike. Each Gyrobike had dual solid-fuel rocket tubes placed beneath the rider's pedals, to be actuated by foot. When fired, these rockets could accelerate the Gyrobike to nearly one hundred miles per hour on a flat stretch, or launch it into the air for an appreciable distance. Aerodynamic nacelles were added for in-line weapons, and a modified gyroscope at the heart of each bike kept it reasonably balanced and steady when the rockets were in use. In skilled hands, a gyrobike could indeed perform stunts that would destroy lesser machines. Dewey envisioned an entire Gyrobike regiment, leaping from landing craft and vaulting beach defenses with their rockets. Once behind enemy lines, they would be free to roam at great speed, sowing terror and confusion in the enemy rear while the main invasion came in behind them.

    Although his overall scheme was deemed grandiose, his small-scale test platoon was merely deemed eccentric, and so it was included in the British order of battle for Dieppe. His Royal Majesty's 1st Experimental Rocketcycle Assault Platoon has been given the task of attacking a coastal gun emplacement at Berneval, several miles northeast of Dieppe. The bikes will be rocket-vaulted over the cliffs from a Landing Craft Experimental (LCX), and the officers of No. 3 Commando will pray to God that they land in one piece.

    This scenario is Medium Mission Priority for both sides.


    Mission Objectives

    The British objective is to destroy the coastal gun emplacement by delivering at least 300 points of damage to the building. Nothing else matters to them, tactically speaking.

    The German objective is to either destroy all the British units on the map (not counting the landing craft, which are irrelevant for combat purposes after their units are delivered) or hold out for fifteen turns of combat. If they can delay the British that long with the gun emplacement still intact, reinforcements will approach and the British will lose the battle.


    Tactical Considerations

  • British Combat Engineers
    Treat this as a rifle section with one exception- it carries a single large shaped demolition charge that will deliver 125 points of damage to any building it is placed on. In order to place this device, the engineer unit must move adjacent to the target structure and take no other action for one full round. So long as even one engineer survives, the device may be placed. On the following turn, the device will explode inward, delivering all of its force to the structure without endangering the engineers.

  • Launching Gyrobikes
    The LCX has rigged the gyrobikes to launch using their own rockets from a curved ramp at the bow of the boat. All four of them may launch simultaneously, moving up to 4 MU. In order to land safely, a gyrobike rider must make a Driving skill test against a difficulty threshold of 5. Failure means an automatic roll on the Light Damage table.

  • German Buildings
    German buildings reduced to 0 SDC points are replaced with rubble terrain, from which any units inside may keep fighting. Not entirely realistic, but a playable compromise.

  • Landing Craft
    All of the British units begin the game within their landing craft. Once they have moved out, the landing craft are irrelevant for the rest of the scenario and the German player need waste no time shooting at them.


    The Mk. I Rocket Assault Gyrobike
    Size: 3
    Armor: 2/4/6
    Maneuver: +1
    Sensors: None
    Fire Control: -3
    Crew: 1
    Move: 5/9*
    Deployment Range: 50 km
    Communications: None
    Threat Value: 12
    Perks and Flaws:
    Exposed Crew
    Highly Flammable
    Improved Off-Road
    Smoke Launchers (AUX)
    Weapon
    Browning .30 MG
    Grenades
    Arc
    FF
    FF
    S
    1
    -
    M
    2
    -
    L
    4
    -
    Ex
    8
    1
    Acc
    0
    0
    DM
    x2
    x6
    #
    1
    1
    Ammo
    100
    3, AI

    The Mk. I Gyrobike is armed with a machinegun fixed in a nacelle forward of the rider's right leg, as well as a grenade launcher (the same model carried on British walkers of the time period) on the opposite side. Both weapons are actuated by safety-locked triggers on the handlebars of the motorcycle.

    The gyrobike pilot may also actuate a smoke grenade dispenser mounted to the rear of his seat. This last-minute modification was added at Lt. Cmdr. Dewey's request, in conjunction with his idea to use the bikes to spread confusion behind enemy lines.

    Gyrobike rocket engines may fire up to two times. Each burst may be used to launch the vehicle into the air (when ramps are unavailable, the pilot may attempt a Driving test against a threshold of 4 to "pop a wheelie") a distance of 4 MU or to propel the vehicle along the ground at increased speed. Such a burst results in a ground move of 15, but the gyrobike pilot must succeed in a Driving test against a threshold of 5 if he moves through anything but road spaces. Failure results in automatic Light Damage.

    Gyrobikes grant their drivers a +1 bonus to Dangerous Terrain tests due to their inherently forgiving nature and unusual balance.


    Variations

    By the Rockets' Red Glare

    Equip all British infantry units with rocket packs as well, and give the Germans an additional MG team in the Coastal Gun Emplacement.


    Designer's Notes

    The Gyrobike itself is the most maneuverable unit yet appearing in my scenarios (and with an armor rating like that, it needs to be). The unusually poor fire control rating reflects the fact that the gyrobike's weapons are fixed forward and cannot be aimed save by driving straight at the intended target.

    As if it weren't readily apparent, I like jumping units. I really like jumping units. Part of this stems from some wasted hours in my youth spent playing BattleTech. Beside that, however, I simply have a fondness for the tactical variations they allow, further altering the character of the battlefield and adding that Gear Krieg flair.

    Full writeups on Lt. Cmdr. Dewey and the Linguabomb will be added to my Pulp Super-Science page next week.


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