Avalanche press´s operational level wargames

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Avalanche press´s operational level wargames

AP´s series of games that include 1: Blood on the snow, Winter fury, Op Cannibal, Tiger of Malaya, MacArthurs return 2: Avalanche the invasion of Italy, Red parachutes, Red steel, Alamein 3: Gazala 1942, Alsace 45, Bitter victory Red god of war.

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Latest Activity: Mar 9

Alternative scenario instruction for Alsace 45 Nordwind

As many have noticed there are german divisions that took part in the historical offensive that are missing from the OOB in the scenario (but the units are in the countermix). 10th SS FB, 21 Pz and 25 Pzgren for example. I found the following alternative scenario instructions on the french site "Strategikon" and they include the missing units.

12.3 OPERATION NORDWIND

The Ardennes offensive to the North stretched the American seventh Army’s front. Areas previously held by Third Army Troops had to be covered when that army went north to attack the German penetration’s southern flank. With the Ardennes operation stalled, Hitler looked for an opportunity to strike a powerful blow against the Allies and came up with the Alsace region of France where German analysts believed the Americans were especially weak.

12.31 Special Rules

• The scenario begins with the 1 January turn and ends at the conclusion of either the 21 January turn or the 27 January turn (German player’s choice)

• To represent the surprise factor, the German player may return any Allied impulse chit to the cup once during the first turn. When this occurs, another chit is drawn and play continues.

• The German player does not roll for a halt to operations (7.3) on the first three turns

• The Germans gathered massive amounts of relatively immobile artillery for the offensive. The German player receives two combat odds shifts as a headquarters bonus rather than one on the 1 January turn for up to three headquarters, on the 2 January turn for up to two headquarters, on the 3 January turn for one headquarter.

• The German may replace one step each of the following turns: 2, 5,8,11,15,19,23,27 January. The Allied player may replace one step each turn beginning with the 2 January turn. The Allied player may replace a two steps unit previously destroyed by placing it on the map at reduced strenght.

• The Allied begins with five supply points and the German Player with seven.

• Units belonging to the SHAEF Reserve may not move until released. Beginning on the 2 January turn, the Allied player rolls one die for anyone (and only one – Allied player’s choice) division of the SHAEF reserve at the beginning of each turn. The division is released on a result of 6 or more. Add one to the result if at least six Allied steps have been lost. A division is automatically released if a German unit enters a hex within 5 hexes of the division.

• The Eisenhower’s attitude marker begins in the “R” box. The Allied player rolls for the Eisenhower’s attitude and for the French government action (rule 6.6) beginning with the 2 January turn.

• The weather Condition on the 31 December turn was Cloudy and the Ground Condition was Snow. Add one to the die roll when the players determine the weather at the start of each turn.

12.32 Allied Setup

XV Corps:

Units must suffer two step losses before play (Allied player’s choice)

In or south of, and within 3 hexes of, hexes 1103,1204,1303,1404,1504,1505,1606, and 1705:
XV (H), 71/44(I), 114/44(I), 324/44(I), 397/100(I), 398/100(I), 399/100(I), 253/Harris(I), 255/Harris(I), 749(T).

Hex 1107: CCL/2(M), CCV/2(M), CCD/2(M)

VI Corps:

Units must suffer two step losses before play (Allied player’s choice)

In or south of, and within 3 hexes of, hexes 1806,1905,2006,2105,2205,2304,2404,2503,
2604,2605,2705,2806,2906,3007,3107,3207: VI (H), 157/45(I), 179/45(I), 180/45(I), 313/79(I), 314/79(I), 315/79(I), 101(T), 191(T), 781(T), 94(R), 117(R), 540(E).

Adjacent to the Rhine river between hexes 3108 and 2419: 222/Linden(I), 232/Linden(I), 242/Linden(I), 274/Herren(I), 275/Herren(I), 276/Herren(I),

SHAEF Reserve:

Hex 1113: 141/36(I), 142/36(I), 143/36(I),
Hex 1115: CCA/14(M), CCB/14(M), CCR/14(M)
Hex 1711: CCA/12(M), CCB/12(M), CCR/12(M)

12.33 Allied reinforcements

5 January

Any Allied controlled hex of Strasbourg (all units are French) : II(H), 4T/3Alg(I)
Any Allied controlled hex on the western side of the map. One unit must be reduced one step: 409/103(I), 410/103(I), 411/103(I)

7 January

Any Allied controlled hex of Strasbourg (all units are French): 3A/3Alg(I), 7A/3Alg(I)

Conditional US reinforcements (8 January or 20 January)

Enter along the south edge of the map, west of the Rhine River, any Turn after the German 2nd Mountain Division and/or 11th Panzer Division is in play. One unit must be reduced one step: 7/3(I), 15/3(I), 30/3(I)

12.34 German Setup

XIIISS Corps:

In or up to 2 hexes north of hexes 1102,1202,1302,1403,and 1503:
XIIISS(H), 17/17SS(T), 37/17SS(M), 38/17SS(M), 97/36(I), 118/36(I), 165/36(I), 12/6SS(Mtn), 653(T)

XC Corps:

In or up to 2 hexes north of hexes 1604,1605,1704, and 1805:
XC(H), 1125/559(I), 1126/559(I), 1127/559(I), 457/257(I), 466/257(I), 477/257(I)

LXXXIX Corps:

In or up to 2 hexes north of hexes 1904,2005,2104,2204,2303,2403,2502,2603,2703,2704,2805,2905,3006, and 3106:
LXXXIX(H), 951/361(I), 952/361(I), 953/361(I), 456/256(I), 476/256(I), 481/256(I), 935/245(I), 936/245(I), 937/245(I), Raessler(I)

XIVSS Corps:

Within 2 hexes east of the Rhine River: XIVSS(H), 1119/553(I), 1120/553(I), 405(I), WkV(MG), WkV(MG), (+ optionelle: 600SS(P) )

12.35 German reinforcements

Conditional German reinforcements (2 January to 6 January)

XXXIX PanzerCorps:

Enter play along the north edge this turn if any hexes numbered ##09 is German occupied at the start of the turn; otherwise, these units enter automatically on the 7 January turn: XXXIX(H), 100/21(T), 125/21(I), 192/21(I), 5/25(T), 35/25(I), 119/25(I)

2 January

Roll one die for each unit. On a result of 4 or more, the units enter play along the north edge this turn. Roll at the beginning of each turn until all units have entered play:
11/6SS(Mtn), 506/6SS(M)

4 January

Roll one die for each unit. On a result of 6, the units enter play along the north edge this turn. On any other result the units never enter play:
106(T), 150(T)(reduced)

5 January

Enter play along the north edge this turn.: 59/19(I), 73/19(I), 74/19(I)

7 January

XXXIX PanzerCorps:

Enter play along the north edge this turn.: XXXIX(H), 100/21(T), 125/21(I), 192/21(I), 5/25(T), 35/25(I), 119/25(I)


Roll one die. On a result of 6, the units enter play along the north edge this turn. On any other result, the entry will be tested again on 19 january:
15/11(T), 110/11(M), 111/11(M). One unit must be reduced one step.


10 January

Enter play along the north edge this turn.: 19/7(P), 20/7(P), 21/7(P)
Roll one die for each unit. On a result of 4 or more, the units enter play along the north edge this turn. Roll at the beginning of each turn until all units have entered play: 384 (T), 667 (T)

13 January

Enter play along the north or east edge this turn.: 10/10SS(T), 21/10SS(M), 22/10SS(M)

16 January

Enter play along the north edge this turn.: 103/47(I), 104/47(I), 115/47(I)

19 January

Roll one die. On a result of 5, the units enter play along the north edge this turn. On any other result the units never enter play:
136/2(Mtn), 137/2(Mtn)

Roll one die only if these units are not in play. On a result of 6, the units enter play along the north edge this turn. On any other result, the units never enter play:
15/11(T), 110/11(M), 111/11(M)

12.36 Victory

The German player wins if, at the end of the 21 or 27 January turn (German Player’s choice), he controls one or more hex of Strasbourg OR any six town hexes numbered ##11 or higher.

The Allied player wins if, at the end of play, the German player controls no town hexes numbered ##11 or higher.

Discussion Forum

End of this series? 4 Replies

Started by Ola Palmquist. Last reply by Mark E. Owens Jul 26, 2017.

Persuade me to buy Alamein! 1 Reply

Started by Brett W Avants. Last reply by Mark E. Owens Nov 2, 2016.

Replay of Alamein 7 Replies

Started by Ola Palmquist. Last reply by John Kranz Feb 25, 2010.

Comment Wall

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Comment by Mark E. Owens on April 19, 2016 at 8:30am

I enjoyed Operation Cannibal for a variety of reasons, not least of which is the rarity of anything that handles this campaign.

Comment by Roger Morley on February 24, 2013 at 8:37am

I am on the second scenario and the game plays quite fast. I like how the system works with impulses and the varied types of them too.

Playing solo, I have all the impulse chits in one container and draw them randomly.

Comment by Ola Palmquist on February 24, 2013 at 3:55am

Op Cannibal is somewhat underrated by many in my opinion. Its is a fast small game that adds insight to the campaign. Good enough for the limited time invested in playing it.

Comment by Roger Morley on February 21, 2013 at 3:53am

I have just started playing Operation Cannibal. I started with the first scenario but stopped after the second turn, as it seemed like to bulls had locked horns and were going nowhere, but it was a good one to get accustomed to the game mechanics. I have now set up scenario 2. Looking forward to giving this game a good run out.

 

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