Re: [Epic] DROP PODS

From: Alan E & Carmel J Brain <aebrain_at_...>
Date: Sat, 23 May 1998 23:43:06 +1000

Kelley, Kevin J., JCS wrote:
>
> If you really intend to try to capture Market-Garden the drop troops should
> not have heavy weapons or any transport- historically they Allied paratroops
> were not able to deal with the German armor, and one of the other
> weaknesses of paratroops were their lack of mobiltiy once they landed. I am
> presuming you will have the SM/IG be the attackers - who will be the
> defenders???

Since I recently spent 6 months working on a computerised simulation of
Market-Garden, I know a bit about it. Right down to the captured French
Char 2B the Germans converted by ripping out its 75mm gun and having a
flamethrower put it, sort of a Close Support SuperHeavy, BUT I DIGRESS.

If you want a really close analogue of Market/Garden with SMs, you
should have:

a) Mainly SM Tacticals, with a few support weapons (the UK Paras had
quite a few 6lb (57mm) AT guns, which did quite well vs German Armour -
as an SS Recon Batallion found when it attempted to recapture the
bridge, and suffered 40% casualties in 3 minutes, including the CO). SMs
with Rapiers works fine.
b) The UK Paras had a surprisingly large amount of Artillery brought in
by Glider. Not the really heavy stuff, but Thudd Guns and Mole Mortars
(support weapons like Ork Big Gunz if you use E41K).
c) The UK paras also had quite a few jeeps. About 200. Most were used
for logistics work, and only a few were armed for reconnaisance. It was
these that "bounced" the bridge on day 1, but as soon as they ran into
serious resistance, got creamed. There were also a few Bren Carriers,
which are light APCs, also brought in by Glider. So a reasonable
proportionate mix would be:

30 SM Stands
3 Rapiers
3 Bikes
1 Rhino or Razorback or Landspeeder
3 Thudd Guns.

Have most of the SM stands coming in via Drop Pod, the Rapiers, Bikes,
Thudd Guns and Rhinos coming in via Thunderhawk. Rapier = 1, Thudd Guns,
Bikes = 2, Rhino/Razorback/Landspeeder = 4 stand-equivalents each.

As for the games...

Have a total of 5 tables, best if played in parallel so you have the
same number of moves.

Table 1: Swamp, Woods, Dangerous Terrain with a single road running
along it lengthways. Imperials (IG recommended) must fight their way
along it.

then they'll reach..

Table 2: River with buildings on both sides, and a bridge. One group of
SMs is dropped here.

After fighting through the built-up area, they come to..

Table 3: Like Table 1, but less cover, and even more dangerous terrain.

Leading to...

Table 4: River with buildings on FAR side only. 50% of the near side is
dangerous terrain, and none of it has cover. On the far side, it's
buildings, buildings and buildings.

Table 5: Connected sideways to table 4. This is 50% clear, 50% woods and
hills, and is where the main SM force is dropped.
                                               ________
                                              |Table 5|
Diagram: |_______|
___________ ___________ __________ ____|_____
| Table 1 | | Table 2 | | Table 3 | | Table 4 |
|__________| -> |____{}___| ->|_________| -> | |
                townRivertown |_________|
                                             clearRiverTown
Good Opponents:
Orks. Have a few ( like about 6...) Gargants entering Table 4. Supported
by lots of infantry. Tables 1-3 should be filled with razorwire, mines
and field defences, concentrated on the road. A few Speedstas with Deth
Rays.

Eldar: Probably better than Orks. Have a large number of Aspects on
Table 4, complete with Flacons and Wave Serpents.
 
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| Alan & Carmel Brain|      xxxxx       Improve his shining tail?
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                    By pulling MAERKLIN Wagons, in 1/220 Scale
Received on Sat May 23 1998 - 13:43:06 UTC

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