| The Thunder Rolls |
| Lightfighters duke
it out, supported by heavy artillery. Background: 7th ID forces have
managed to establish a foothold in the northeastern end of the 11th MRR’s
defensive sector. It is a tenuous position, reinforced only by engineer
obstacles and held by a single heavy infantry company, Charlie Company,
5/7th Infantry, with some DIVARTY assets in support. The commander
of the 7th ID hopes to use the foothold to form a firebase within the sector
and allow for staging of cavalry assets from which to attack the enemy.
Unfortunately, the tank column that was slated was to reinforce Charlie Company was ambushed and has had to withdraw until they can make another attempt to break through. Charlie 5/7th is on its own. The commander of the 11th MRR has realized that this is a key moment to push the 7th ID assets out of this sector; however, his tanks have been engaged in a pitched battle in the neighboring sector and cannot be pulled out to attack the invaders on this front. It is up to a security force comprised of two light infantry companies – C and D Companies, 3/11th MRR – supported by some artillery assets that had been sent rearward for resupply and a single engineer company, the 64th Pioneer Company, 11th MRR. They will have to break through the enemy’s obstacles and allow the infantry to assault the enemy positions. Starting Forces: Defender:
Map:
Use any map with a random scattering of trees, hills, gullies, and whatnot. Setup: The map is considered to be 60" on each side. The defending force is entirely entrenched in whatever positions it finds to be the most advantageous. The single requirement is that all forces be within a 20" diameter of the very center of the board, although the defender is allowed to deploy two LP/OP’s of one Infantry stand each to any part of the board within a 40" diameter of the center. The attacker is able to place his units on any edge of the board he chooses, although all units must be placed on the same side and within 2" of the edge. Victory Conditions: The side that has operational, unsuppressed units remaining on the board wins. If neither side has any operational, unsuppressed units left, it’s a draw. |