"This is quite possibly the most foolish thing that has ever happened to a vessel of the Kriegsmarine."
Battlefield Location: South Atlantic, 1941 Conditions: Overcast Time of Day: Early Evening
German Order of Battle
British Order of Battle |
Morale All British units are Qualified. All German units are Qualified.
Terrain and Setup The map should describe a body of water with two large oceangoing vessels of roughly equal size directly alongside one another. The fore and aft decks of each should be fairly open, and each should have a large superstructure amidships. The two vessels should be 1 MU apart. Use this as a guide. The 6-Lb gun installations should be set in the middle of the the forward deck and the middle of the aft deck on the British vessel. The 8.8 cm installation should be set in the center of the German ship, in a special traverse mount which will allow it to fire at any point on the British ship. The HMG installations should be set somewhere atop the superstructure of the British vessel. Players are free to set up their remaining units as they see fit on their own ships. This scenario would be ideal for the "Tactical Scale" rules used in Heavy Gear. To sum up:
Alternately, you can abstract things even further, and simply assume that the entire engagement is fought at Short range. |
The Royal Navy special-mission ship H.M.S. Whitworth, disguised as a merchant vessel, has stumbled upon the German commerce raider Z-99, also disguised as a merchant ship. The two vessels have closed to short range, and each has revealed its array of hidden weapons and its complement of Walkers. A pitched melee is about to erupt on the decks of two ships adrift in the silver-gray nothingness of the South Atlantic.
This scenario is Medium Mission Priority for both sides.
The TV ratings for the gun emplacements have been calculated as though their Maneuver Multipliers were for a rating of -3, which is the defense penalty suffered by stationary targets. It seems to make sense.
Walkers that attempt to jump the gap between ships must succeed in a Driving roll against a threshold of 2. For any Walker that doesn't succeed, roll a single die. On an even result, the Walker lands clumsily and suffers Light Structural Damage. On an odd result, the Walker plunges through the gap and is lost.
Walkers attempting to jump between ships must succeed against a Threshold of 4 to avoid the risk of damage or falling, as described above.
Infantry moving between ships must spend 2 MP to do so. Command Points may not be spent to purchase extra actions for a crossing Infantry unit.
At the beginning of Turn 4 of the Rough Seas variation, one of the players should roll a die. If the result is an odd number, it begins to rain.
Size: 4 Armor: 6/12/18 Maneuver: NA Sensors: None Fire Control: -2 |
Crew: 4 Move: NA Deployment Range: NA Communications: None Threat Value: 39 |
Perks and Flaws:
Exposed Crew |
Weapon 6 Lb Gun |
Arc T |
S 4 |
M 8 |
L 16 |
Ex 32 |
Acc 0 |
DM x9 |
# 1 |
Ammo 50 |
Size: 4 Armor: 7/14/21 Maneuver: NA Sensors: None Fire Control: -2 |
Crew: 6 Move: NA Deployment Range: NA Communications: None Threat Value: 141 |
Perks and Flaws:
Exposed Crew |
Weapon 8.8 cm KWK Gun |
Arc T |
S 7 |
M 14 |
L 28 |
Ex 56 |
Acc 0 |
DM x16 |
# 1 |
Ammo 60 |
Size: 3 Armor: 3/6/9 Maneuver: NA Sensors: None Fire Control: -2 |
Crew: 2 Move: NA Deployment Range: NA Communications: None Threat Value: 7 |
Perks and Flaws:
Exposed Crew |
Weapon Vickers HMG |
Arc T |
S 1 |
M 2 |
L 4 |
Ex 8 |
Acc 0 |
DM x4 |
# 1 |
Ammo 1200 ROF2, AI |