Firefight Friday #8: Scenario Design 2

Welcome back to Firefight Fridays. Last week, in the seventh article, I talked about my approach to scenario design, then about the history, design, and surface level strategies for the first scenario, “Done with Sand”. This week I will be doing the same thing, covering the second scenario “Between the Reich and a Hard Place”.

The First Spice Added

As I mentioned last week, I intend for each scenario played in sequence to add something mechanically to the previous scenarios. The first extra beyond the core system that I am adding to our journey is Support Weapons. Now, all Support Weapons have some rules in common, but they are each their own beast mechanically. Obviously a M1919 machine gun is going to be a much different tactical asset from an M2 mortar. The machine guns are the most similar in function to infantry squads though, so that is what is being added here.

There are two things that are important to note about Support Weapons. First, all Support Weapons are single step (like a half squad), so if they take a reduction they are eliminated outright. A special thing about Support Weapons though is that they can be passed off. For example, if your MG42 gets taken out, you can have members of a squad in that zone take it up and continue firing. Mechanically what this means is that if a Support Weapon is eliminated while in the same zone as a friendly squad you may choose to reduce that squad instead to keep the Support Weapon in play. If you choose not to, or cannot perform this procedure, the Support Weapon is eliminated permanently.

These rules are very important to keep in mind when leveraging Support Weapons. They will always be among your most key assets in a scenario which also paints a big target on them. Keeping them well supported is crucial to keeping them around as long as possible so you can get the most utility out of them.

A Leap Off Point

The second scenario of Firefight Tactical follows the US Rangers at Ponte du Hoc. On D-Day elements of the 2nd Ranger Battalion scaled the beach cliff face at Ponte du Hoc with the objective of destroying a large artillery gun emplacement there that could fire on the invading forces. After successfully reaching the top of the cliff however, they found that the guns had recently been removed. They sent out scouts to try and find the moved guns, successfully located, and then neutralized most of them.

Determined to hold the taken high ground, the rangers dug in on Pointe du Hoc awaiting reinforcement from the 2nd and 5th Ranger Battalions that landed on Omaha Beach. In the time it took them to receive reinforcement they got hit hard by the German 914th Grenadier Regiment, taking significant casualties. They were at last relieved on the morning of the 8th by the rangers, and the 1st Battalion of the 116th Infantry Regiment.

Nowhere to Run

The second scenario is another tight attack and defend scenario much like the first. What differentiates this one is that it is a search and destroy objective, the quantity of the defenders, and the nature of the terrain.

Between the Reich and a Hard Place is the first scenario where the American forces themselves are the objective. This introduces some interesting elements to their game play. Whereas in Done with Sand, the Germans must be sure not to leave the houses undefended, here the Americans can retreat however much they want, to a point (get it?). There is also a bit greater parity between the number of defenders and attackers. As a result, the German player can’t throw their weight around quite as well as the Americans can in Done with Sand. The biggest difference though is the terrain. Pointe du Hoc is sparse terrain wise. This is a double-edged sword. The Americans have few defensive positions to cling to, but the Germans will also have to advance through that terrain to continue to push the Americans to the cliff side in order to force them to surrender.

Rangers Lead the Way

Concealment is the American’s best friend here. In Done with Sand you had a good idea where the Germans were because they had to hold on to the farmhouses. Here you don’t have to hold anything. Setting up using superior recon of the area (you get to view most of the cards before setup), will enable you to have the best position possible and hopefully give you a few positions to fall back to as the Germans advance. As mentioned earlier, the terrible terrain can work to your advantage as the Germans will also be forced to pass through it. Make them pay for every zone taken.

This is another run out the clock scenario, so it is important to keep in mind that pinning the enemy is almost as good as eliminating them. The Germans cannot say the same here. Frustrate them as much as possible. Lay down Suppressing Fire as much as you can to pin them. Use your Sentry Squads to slow them down with heavy opportunity fire and then Conceal them again to generate more decoys and have them firing at shadows.

Above all, know the right time to retreat. The German objective is to push you to the cliffs so you will start surrendering, but doing so requires them to advance, and potentially overextend. Knowing the right time and place to let your line move a bit back will help you to pace your casualties and hopefully bait some unsuspecting Germans into open field, or even better, wire!

Like Fish in a Barrel

The Germans in the second scenario have quite a bit going for them. They have numbers, a trapped enemy, and Support Weapons. What they lack is decent positioning. Your first priority as the German is to set up a position to kick off your assault. Sometimes this will be right in front of you, sometimes it will require some searching. Fortunately, you can Scout. Scouting in Done with Sand was about finding the best position in FoW. In Between the Reich and a Hard Place, you will be using it more for lateral movements to try and find the best terrain in areas you already occupy.

Once you have a decent position your strategy will likely revolve around the use of your two greatest assets in this scenario: MG42 fire and smoke. Because the terrain is so poor, the Americans are going to have to stack up on the limited good terrain to which they have access. Heavy fire from your MG42 can pin large stacks at once. Further, units that rout into terrain in unhindered Line of Sight without a defensive bonus are eliminated. This brings up the second part of your approach.

Utilizing liberal amounts of Smoke actions from you Assault Squads, you can advance with much greater safety and speed to reach the point where you can get the Americans into a crossfire. Use combined fire to pin the Americans in large groups and then when they are forced to rout, you will have them in vulnerable enough positions that they will be eliminated.

Time for Paratroopers

That covers everything I wanted to say about Scenario 2. It is another quick playing scenario, but despite its simplicity it generates a lot of memorable moments. It also holds the distinction of being the scenario I first used to teach Gene how to play Firefight Tactical. He still claims I let him win, but in truth, as the Americans I did the complete opposite of all the strategy recommendations I laid out in this article.

Next week we will be talking about the third scenario, A Shot in the Dark. It covers the night airdrop of American Airborne into the area around St. Mere Eglise. It brings in some fun new things like night rules and reinforcements. See you there!


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Sam London
Author: Sam London

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