C. Convoy Escort  (P)

Briefing: Fighting in the front lines has become more intense in recent days.  It is imperative that we keep our front-line troops supplied with ammunition, rations and other materiel.  You are ordered to escort a supply convoy to the front.  If you fail, our troops may be forced to retreat in this sector.

Prevailing Attitude (3.2): Hold {A2b}

Mission Tables (12.32):
 
ENEMY SAN FRIENDLY SAN ENEMY AC# RE Numbers
DR SAN DR SAN dr AC# dr RE#s
<=4 6 <=3 4 <=3 2 <=2 5/6
5-6 5 4-7 3 =>4 3 3-5 4/5
7-8 4 =>8 2 6 3/4
=>9 3
Mapboard Selection: Table A8e.  Initial mapboards:  Three mapboards are determined before play begins.  Each mapboard must be placed such that a Road Network (13.231) exists from FBE to EBE.  There is a -1 modifier to each  mapboard determination DR [A9]. No additional mapboards may be activated during play.

^N
 
* * *
VPO Locations: None.  See also 9.25.

S? Placement/Entry (4.):  Place one S? in each building/woods Location [EXC: 4.11-.13] within a radius [A6g] of hexes of each "Intersection" hex of the Road Network on each mapboard.  Also, place one S? in each concealment terrain on or within 1 hex of any hex of the Road Network.  No more than 1 S? may be placed in any non-building hex or in any building Location.  For purposes of this Mission, an "Intersection" is defined in the same manner as in SASL Mission 5 'Take the Highway'.
 

 

Sequence: S? set up first. Friendly set up second, off board.  Friendly units enter on/after Turn 1.  Convoy must enter by Convoy Movement [E11.], see also MSR 5.

Mission End (See also 12.5): The minimum number of turns is equal to the length of the shortest (if > one exists) Road Network (in road whole/half hexes) divided by 4 (FRU).  At the conclusion of each Game Turn starting on this determined Turn, make a dr.  On a dr <=3, the Mission ends immediately.

VP Schedule:

  • The ENEMY gains VP for Casualty VP earned.
  • At Mission end, the ENEMY gains 1 VP for each Enemy unbroken-unit/S? within 4 hexes of any Location of the Road Network.
  • Friendly gains VP for successfully exiting the loaded convoy vehicles and cargo from the EBE using the following schedule:    a) VP value of each convoy transport exited [EXC: vehicles transporting infantry MMC/SMC] and b) 2 VP per each exited cargo chit

  •  

     

    Mission Special Rules:

    1.  There is a -1 drm to the colored die of each DR on Table A11.

    2. An Enemy RE may occur even if no Enemy unit has been activated.

    3. The number of cargo-loaded transport vehicles in the convoy is equal to a DR divided by 2 (FRU).  Once the number of cargo vehicles has been determined, make a separate DR for each on Table x7 [EXC: Reroll any "Wagon" or "---" results].  All such transport must be motorized.  To each cargo transport vehicle, add one blank chit (representing the cargo) for each 7PP of the vehicle (ignore unused fractions).

    4. At least 1/2 of the Friendly company US# (FRU) must ride in escort vehicles as a part of the convoy, using the following table:
     
    dr Escort Vehicle
    1-2 DR on Friendly Table x7a [EXC: Vehicle may not be a 
    fully-tracked, tank-like AFV]
    3-4 Halftrack or other APC of Friendly nationality in 
    common use per Mission date
    5-6 DR on Friendly Table x7
    The player may opt to generate sufficient transport for the entire Friendly company and SW.  All element of the Player's company entering play in vehicles must do so as a part of the convoy.  MMCs/SMCs may not ride in any fully/partially loaded convoy transport vehicle.

    5.  The order of entry of of the convoy vehicles is left to the Player's discretion.  The convoy must enter the mapboard during the first Friendly MPh following the activation of the first Enemy unit(s).

    6.  Cargo may be moved from immobilized vehicles to other vehicles with PP capacity of 7 PP or more [EXC: Prior to making such transfer, make a dr.  On a result of 6, vehicle's cargo is too heavy to move by hand and transfer is not possible].  Both vehicles (the immobilized and non-immobilized) and at least one MMC [EXC: Crew of the non-immobilized vehicle may not assist] must begin the Friendly MPh in the same hex.  To transfer the cargo, all MMCs involved in the transfer must rmain in GO for the duration of the transfer and must become TI for a number of turns equal to the PP of the cargo to be transferred, minus the US# of the transferring MMC(s), +1;  with a minimum transfer time of 2 turns (Ex.: The crew of an immobilized truck and an infantry squad would take 3 turns to move 7PP of cargo to another vehicle-- 7 - (2+3) +1 =3).  Except for keeping MMCs in good order due to any MC they may have to take, Leadership DRM is N/A to cargo transfer.

    (Mission Design Convoy Escort: Copyright, Rick Lubben, 1998)

    Return to Custom Missions Main.
    Return to Main.