Operation Sealion has begun. The forces of the Third Reich have crossed the English Channel, landing on the southern coast and sending elite forces deep in to Southern England to capture key objective points, and people.
The allied forces are racing to either rescue, or kill, the boffins, whilst the Germans race to capture them.
Captain Chumsley, of the Exeter Homeguard Unit, has knowledge of top secret defence plans, plans that would reveal not only key weaknesses in the Southern Command Stop Line, but also the names of other key intelligence assets.
He, and five of his men are currently on a patrol, unaware of the peril they are in, directly between the opposing forces. They can be up to 12″ to the left or right of the centre of the table, but must not be closer to one player.
Both players roll a die, with the highest roll determining which player chooses their deployment area. The table should be setup so as to not offer either player an advantage.
The objective for both players is to either capture Captain Chumsley or, should he fall into enemy hands, kill him. They may not attempt to kill him until he has been captured by the opposing player. In order to capture him, a player must have a unit close to within 6″ of him, at which point both he and his surviving men will surrender.
The points limit for this engagement is 500 points. Neither side can use vehicles heavier than a Kubelwagen or Jeep.
The German player is limited to using Veteran troops, preferably Fallschirmjagers. This does mean that they will be outnumbered, but elite troops love a challenge.
In order to hit Chumsley, players must roll 4+ to reflect those escorting him get in the way and keep him as low down as possible.
The Allied player must treat any surviving Home Guard as prisoners – due to the alternative objective of their mission – and must allocate one guard per two prisoners. Unit cohesion does not apply however, and the prisoners are disarmed.
Captain Chumsley has no leadership value.
All shots taken against Captain Chumsley must have line of sight (bar indirect fire weapons). If they do not, then intervening models are struck.
The prisoners may be placed in vehicles such as Kubelwaggens as well as the unit that is guarding them (if that unit has a vehicle). They are just stuffed in/sat on by their captors.
The German player may treat the Home Guard as prisoners, and must allocate one guard per two prisioners. Alternatively, they can execute the Home Guard on the spot. This action, if the scenario is being played as part of the Operation Sealion Campaign, results in -1 VP.
Players may use medics. If Chumsley is killed by the opposing player, the medic can be used to revive him so long as they get to within 3″ within one turn.
During the initial approach stages, the Home Guard Unit will open fire on the German forces, but will not move from their position. Treat them as Inexperienced Troops.
Both players bring their entire force onto the table, and must initially be given either a run or advance order. No order test is required to move units onto the table as part of the first wave, there are no subsequent waves.
Players have six turns to achieve their objective.
Victory is achieved in two ways.
- Major Victory – Capture Chumsley and then escort him off their table edge – +5CP
- Minor Victory – Kill Chumsley before he can be escorted off the opposing player’s table edge. – +1CP