A platoon of German soldiers is occupying a French village and oppressing the citizens. The Resisitance comes to liberate the village. Once the FR attacks, Germans will be alerted of the Resistance and will be prepared for any future skirmishes.
FR: Completely control the town hexes at the end of 7 turns, when the German command learns of the battle and sends reinforcements.
Germany: Hold the town hexes for 7 turns.
Germany sets up first. Set up in the town hexes.
mauser Kar 98K (x3)
FR setup on any half hex.
French Resistance Fighter (x5)
FR: Village citizens join FR. You receive 3 French Resistance Fighters.
Germany: German forces are now on alert. You can deploy 2 Mausers as reinforcements on any half hexes on turn 2.
SEARCH AND FIND
An Allied pilot was shot down over France. The pilot had knowledge of RAF plans. The Germans want these plans, and the FR need to prevent them from getting them. However, neither side is exactly sure where the plane was shot down.
Map 4 is the west. Both numbers should be in the bottom left corner. Replace shellholes on map 16 with town hexes.
Make 4 markers. Mark 1 as the pilot. You should not be able to tell which is the pilot. Shuffle the markers face down. Players take turns placing a marker in any grass hex at least 3 rows from the half hexes. When a unit enters a hex with the pilot, flip it over to see if it is the pilot.
If the FR enters the hex with the pilot, he becomes a FR Fighter. Remember which one he is.
If Germnay enters the hex, the pilot a German Opel Blitz enters the same hex, he is immediately loaded into the truck. He is unable to offload.
FR: Return the pilot to the town on map 16.
Germany: Transport the pilot off the west edge of map 4 for interrogation.
Draw: The pilot is killed. The pilot is killed if he is destroyed as the FR fighter, or the truck carrying him is destroyed. A draw counts as 0.5 wins. If the FR has half a win at the end of a year, roll a die. On a 1-3, round down. On a 4-6, round up. Neither side can use the bonus from this scenario.
Germany sets up in half hexes in the north of map 16.
Opel Blitz (x2)
Mauser Kar 98k (x4)
Luftwaffe Infantry (x2)
FR sets up in half hexes in south of map 4.
FR Fighter (x5)
FR: The pilot joins the Resistance. You receive a FR Fighter.
Germany: The Germans know of RAF plans. They lose less planes, and can afford to use them against the Resistance. You receive a Messerschmitt ME 110, but it has to leave at the end of turn 3.
The SS has discovered the location and time of an important Resistance meeting. In attendance are some very important FR leaders that are critical to the war effort. The FR must stop the assassination.
FR player’s choice. Place 3 adjacent town hexes in or near the middle. The hexes cannot be on top of hill or Forest.
FR: Defeat all Germans. Both commanders must survive.
Germany: Kill both commanders, disrupting FR plans and demoralizing its fighters.
Draw: 1 commander survives.
FR sets up first.
Meeting attendees, set up in town:
FR FIighter (x4)
FR Leader (x2) (FR Leader has same stats and SAs as Red Devil Captain)
Meeting guards, set up adjacent to town:
MAS 7.5 rifle
Germany: set up on any half hexes
Wehrmacht Expert Sniper (x3)
FR: You receive 2 FR Leaders.
Germany: The Resistance is demoralized and their plans disrupted. -2 to all their initiative rolls.
A platoon of German tanks is heading west towards Caen. Along the way, the come to a village. The village is being used as a base for a group of FR tanks.
1 is in the west. The number “1” should be in the SW corner. The number “3” should be in the NE corner.
Defeat all enemies.
FR Setup first in town
Hotchkiss H-39 (x3)
MAS 7.5 mm
German tank platoon, on 2 eastern rows of hexes
Panzer III Ausf. F. (x3)
FR: You receive a Hotchkiss H-39.
Germany: You receive a Panzer III.
Germany has recently built a tank factory in the French countryside. The Germans are using forced laborers from a nearby camp to produce their tanks. The FR needs to liberate the camp and destroy the factory.
11 in west. Numbers should be at the bottom.
Germany: Eliminate all French forces.
FR: Destroy the factory. The FR can destroy the factory if they hold it uncontested for 3 turns. Check turns during the casualty phase.
Germany sets up first
Camp guards, set up in town (the town represents the labor camp)
Mauser Kar (x4)—must always have at least 1 in the camp
Factory guards, set up in factory
Mauser Kar (x3)
Armored guards, row of half hexes between the maps
Panzer III Ausf. F (x2)
FR sets up on 2 eastern rows of hexes on map 2.
FR Fighter (x7)
P107 Half Track (x2)
Hotchkiss H-39 (x3)
Keep track of how many turns the Germans control the factory uncontested. Every 7 turns they control it, place a PzKpfw IV Ausf. A in the factory.
When the FR liberates the camp, they receive a FR Fighter in the camp.
FR: People from camp join the Resistance. You receive 4 FR Fighters.
Germany: The factory is producing tanks. You receive 4 PzKpfw IV Ausf. A’s.
Those are all the 1941 scenarios. When all are completed, move on to 1942, unless Germany won. I’ll try to get the 1942 scenarios up by Sunday.