Friday, 19 March 2010

Outlining an Arras game

We are currently working a scenario based on the fighting south of Arras, as described in the previous entry. Key aspects follow.

British objectives and forces
The British player's objective is twofold:
  • To control the German trench line,
  • and to exit behind the German lines with at least a platoon.
The British player has two full platoons each of four sections + HQ, 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

German objectives and forces
The Germans should maintain control of at least 1 section of the trench line and reject the British attack. The German troops 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 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 were randomly scattered across the surface.

• Trenches provide medium cover to defenders.
• Shell craters provide light cover but reduces movement -1 pip per dice.
• Wire is status 4 at the beginning of the game.

British deployment
British forces enter deployed in blinds on the left . 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 platoons may enter the board in any order, on the "blind" card activation.

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.

• 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

if 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.

  •  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 ).
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 the rules (section 14.1 Artillery on the wire)

German deployment
The German player can place 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.

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)

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