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The convoy to Dieppe ran into German patrol boats crossing the channel. The short firefight did nothing to disrupt the Allied formation, but it did alert the German defenders all up and down the coast. The landing crafts, in many cases got lost and were 40 minutes behind schedule, so the landing took place in broad daylight instead of the planned pre-dawn darkness. Finally, the Canadians expected to be met by only 500 German conscripts. They met nearly a whole German division of veterans, who had just arrived from the eastern front.
Game Length 18 turns -- Canadian player moves first.
2nd Canadian Division
Commander Roberts (d6 command; breakpoint 11AP)
9x Infantry
2x Churchill tanks (Heavy Tank)
11x Landing craft (combat D4 D4; move 6”; carry one stand; 1 AP)
Morale -- all Canadian troops have two recoils before they are destroyed
Paratroop stands have four recoils before they are destroyed
302 Infantry Division
Commander Haase (d6 command; break point 12AP)
8x Infantry
1x Motorcycle Infantry (moves like a truck)
2x Heavy Weapons
2x AT gun (horse drawn)
4x Heavy Artillery guns (immobile)
Morale – all German stands have 3 recoils before they are destroyed.

two Landing Craft, carrying one infantry each 12” off of Pourville
one Landing Craft, carrying one infantry 12” off of Puys
two Landing Craft, carrying one tank each 12” off of Dieppe
four Landing Craft, carrying one infantry each 12” off of Dieppe
two infantry stands in Dieppe
one infantry stand in Pourville
one Heavy Weapons stand in Puys
one Light AT gun at Arques-la-Bataille
the four Heavy Artillery and a Heavy Weapons stand at the locations marked on the map.
Whenever the Canadian player rolls a “6” for command he may place his remaining two Landing Craft (carrying one Infantry stand ea.) 12” off of any beach. This costs him 1 PIP for each landing craft. He may still use the remaining 4 PIPs to command elements on shore
Whenever the German player rolls his first “6” on the command roll he places 3 Infantry stands at entry point B on the map. Placing this whole force cost the player 1 PIP. He may still use the remaining 5 PIPs to command elements on the table. The Division HQ stand is with this group. Before this time all German elements are considered out of command.
Whenever the German player rolls his second “6” on the command roll he places 3 Infantry and a Light AT gun stand at entry point A on the map. Placing this whole force cost the player 1 PIP. He may still use the remaining 5 PIPs to command elements on the table
Whenever the German player rolls his third “6” on the command roll he places 1 Motorcycle Infantry stand at entry point C on the map. Placing this whole force cost the player 1 PIP. He may still use the remaining 5 PIPs to command elements on the table.
The first army to reach its Breaking Point loses. In additon, the Canadian player can win an automatic victory if he at any time has elements in Dieppe, Puys and Pourville simultaneously. If neither player breaks and the Canadian player does not achieve automatic victory the game is considered a draw.
What if...? |
Rules Variants |
Victory Conditions |
| The assault was on time? | The German Heavy artillery cannot fire for the first three turns. | Same as historical scenario. |
| The Admiralty had not vetoed the use of a capital ship? | The Canadians get to use 4 Heavy artillery (off table) every turn. They may fire anywhere on the table, but cost 1 PIP to change targets. | Take five objectives for an automatic victory. |
| The RAF had not vetoed the use of heavy bombers? | The Canadians get to use 5 Heavy bombers. | Take five objectives for an automatic victory. |
| An Airborne Division had been used? | On turn 1 three SMG Infantry stands land anywhere south of Dieppe, with their own HQ stand (d4). Roll a direction die to determine which direction each stand deviates from its intended landing point and a d6 to determine the distance in inches. Break Point for the Paratroops Div is 2 AP. | Take six objectives for an automatic victory. |
| Capital Ship + Bombers | As above. | Take seven objectives for an automatic victory. |
| Capital Ship + Bombers + Paratroops | As above. | Take all objectives for an automatic victory |
1. All cliffs are impassable to all ground units
2. All sea walls give the defender to the landward a close combat bonus of +1
3. It costs 0 PIPs to disembark from a Landing craft. Once the Landing craft touchs shore the element it is carrying automatically is placed on the land but still toughing the landing craft. The land element cannot move further that turn
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