Raid on Ramsgate! Episode IV, by Scott Lynch


"By mid-afternoon, rounds were exploding all around our position, and we could see Tommy tanks coming up the road. Dozens of them, with infantry. After a few months vacation, it was good to see them again, even if we did have to leave their beautiful city without a polite good-bye. We apologized by shooting at them as they came in."

Sergeant Gerhard Brandt, Fallschirmjager Platoon NCO


Battlefield
Location: England, 1940
Conditions: Clear
Time of Day: Late Afternoon


German Order of Battle
  • Any survivors of Episodes II and III
  • 2 x Wehrmacht Rifle Squad
  • 3 x Wehrmacht Anti-Tank Team
  • 2 x Pak 36 Light Anti-Tank Gun


    British Order of Battle
  • Any survivors of Episodes II and III
  • 5 x Matilda Mk. II Tank
  • 5 x MVIIIB Cavalier Walker
  • 2 x Commando Rifle Section
  • 1 x Humber Mk II Armored Vehicle
  • 6 x British Army Rifle Section

  • Morale
    All new German units are Veteran.

    All British units are Qualified, save for the Commando Rifle Sections and the Humber, which are Elite.


    Terrain and Setup
    The map from Episode II should be flipped around. Replace the water area with a flat woodland, and move several buildings around. The roads should still form several routes into the heart of the city, but scattered wreckage should make the paths more interesting. Players may find it amusing to throw a burned hulk onto the map for every tank or walker previously lost in city fighting.

    The German player may set up his units anywhere within the city. German infantry, guns, and armored vehicles may be "hull-down" in prepared positions as the game begins. The British player may set up within 3 MU of the southern edge of the map.


    Mission Briefing
    The Germans have been thrown back into the port of Ramsgate itself, and a gigantic British armored thrust has formed up to drive them into the sea. A unit of Commandos has been thrown into the van to lead the way, and a little-known General Montgomery has elected to lead from the front in a modified armored car. While the main body of the raid withdraws with prisoners and captured materials, the German forces remaining on the map have been assigned to hold the British at all costs.


    Mission Objectives
    The German objective is to delay the British for as long as possible. The Germans win a Minor Victory if any units are still operative after Turn 10. The Germans win a Major Victory if any units are still operative after Turn 15. After that, any remaining German units should seek to withdraw off the German edge of the map.

    The British objective is to kick the Germans out of their city, and they have relatively unlimited reinforcements to do it with. Rule Britannia.


    Special Circumstances: British Reinforcements

    At the beginning of Turn 6, the British player may add the following to the table:

  • 5 x Matilda Mk. II Tank
  • 5 x British Army Rifle Section

    At the beginning of Turn 11, the British player may add the following to the table:

  • 2 x Crusader Mk. I Tank
  • 4 x MVIIIB Cavalier Walker

    At the beginning of Turn 16, the British player may add the following to the table:

  • 2 x MVIIIB Cavalier Walker
  • 5 x British Army Rifle Section

    Reinforcements may be placed anywhere within the initial British setup area. All British reinforcements are Qualified.


    Designer's Notes
    This episode gives the British player some sweet, sweet reciprocity for the abuse he has suffered at the hands of the German player. Pity the poor town of Ramsgate and the clean-up it's going to need when this mess is over.


    Raid on Ramsgate! Introduction
    Episode I: Clash by Night
    Episode II: Fire on the Waterfront
    Episode III: Counterstrike
    Episode IV: England Undaunted

    Snark Hunt Main | Ghosts of the Steel Age | Gear Krieg Scenario Bank