The Listening Post
Part 2: Escape!
American forces:
To be played by whichever allied player shot his bazooka at the most
pointless targets in the previous game.
Morale: Veteran
The Americans start with the men they had left after the first game. All
troops are rallied and unsuppressed, but carry over wounds from part 1.
All troops start where they ended the first game.
German forces:
Morale: Green
- 2x rifle squads of 12
- 2x MP40 SMG: squad leader, asst. leader
- 9x bolt-action rifle
- 1x MG34 LMG
- d4 grenades
- 2x light tank or armored car (Panzer II F, Sdkfz 231, etc.)
The Axis is played by two players, with one squad and one tank each.
Their forces may be adjusted by the game master to compensate for the
number of Americans left.
Setup
Allied troops start where they ended the previous game. All troops are
"spotted."
Axis deploys their rifle squads on the South table edge, within 6" of
the road. The tanks start rolling for orders on turn 3, and enter on the
road at the South table edge. All troops are "spotted."
Goals
The primary American goal is to leave the table via their first game's
deployent zone with as much code material as possible. Their secondary
goal is to minimize their losses.
The primary Axis goal is to prevent any code materials from leaving the
board. Their secondary goal is to maximize American losses.
Allied special rules
Allied soldiers inside the radio shack may each pick up one point of
code material as a free action with no orders necessary. American
casualties are not removed from the board, and anyone (including
enemies) in base-to-base contact with them may pick up any code
material they carried. Obviously, don't tell the Germans who's holding
the bag.
Game Master Special Rules
In the event that the Americans are being completely crushed, the game
master (playing on the German side) may provide reinforcements, who
arrive in the first scenario's allied deployment zone. Total
reinforcements available are one additional squad of 12 like those which
started the first game. Reinforcements should be used only as needed,
because losses will reduce the forces available in part 3.
Game end
The game ends when all Americans have either left the board (record
their wounds) or been killed.
At the end of the game, keep track of all remaining Allied forces and
their wounds. There was time for first aid after this battle, so before
part 3, wounds may be adjusted to create fully healed and fully dead
soldiers. Soldiers may be rearranged into fire teams of 5-6 as needed to
improve morale before the third game.
Alan Ferrency 2004, alan-baps@hiddenfortress.org