Mid 1921Location: Not too far northwest of Gothenburg.Briefing:You and your squads have been redeployed to a rural area just northwest of Gothenburg. The Norwegians have been pressing their advance into southern Sweden and have almost reached the city. We mustn't let them continue their assault, as Gothenburg contains a decent amount of industry dedicated to producing armaments for the war.
We believe that the enemy will be deploying armored cars in this area, so a light AT gun squad has been provided for you in this battle. As well, your position has been fortified in preparation for the Norwegians, so you have notable cover in terms of two small bunkers and some sandbag emplacements. Be reluctant to retreat, as we do not want the enemy any closer to the city than they already are, but if odds are heavily against you then retreat to the outskirts of the city and set up there.
One of your available squads (3rd Infantry Squad) consists of fresh Gothenburgian volunteers who are determined to help fend off the invaders. While they are extra manpower, they have not undergone as much training as would be hoped for.
Objectives:-
(Optional) Hold the line.
-If failed, retreat to Gothenburg and fortify.
Assume Combat Positions!Available Squads:None
Claimed Squads:
Moral: 10/10
Experience: 1/10
1. Melvin Gronberg (Rifle, 15/15 Ammo)
2. Rune Bergkvist (Rifle, 15/15 Ammo)
3. Simon Hagström (Rifle, 15/15 Ammo)
4. Bo Axelsson (Rifle, 15/15 Ammo)
5. Rifleman (Rifle, 15/15 Ammo)
6. Carl Enquist (Submachinegun, 10/10 Ammo)
7. Allan Sundin (Submachinegun, 10/10 Ammo)
8. Elias Ohly, AP Level: 1 (AT Rifle + Pistol, AT: 6/6 Ammo, Pistol: 6/6 Ammo)
9. Hans Jönsson (LMG + Pistol, 6/6 MG Ammo, 6/6 Pistol Ammo)
10. Herse Wahlström (!Squad Leader!, Pistol, 6/6 Ammo)
Moral: 10/10
Experience: 1/10
1.Lev Makogonov (Rifle, 15/15 Ammo)
2.Viktor Nyström (Rifle, 15/15 Ammo)
3.Emanuel Andersson (Rifle, 15/15 Ammo)
4.Olof Nödtveidt (Rifle, 15/15 Ammo)
5.Jan Eriksson (Rifle, 15/15 Ammo)
6.Abel Strömberg (Submachinegun, 10/10 Ammo)
7.Stefan Eka (Submachinegun, 10/10 Ammo)
8.David Olofsson, AP Level: 1 (AT Rifle + Pistol, AT: 6/6 Ammo, Pistol: 6/6 Ammo)
9.Klemens Wallin (LMG + Pistol, 6/6 MG Ammo, 6/6 Pistol Ammo)
10.Rickard Persson (!Squad Leader!, Pistol, 6/6 Ammo)
Moral: 10/10
Experience: -4/10
1. Rifleman (Rifle, 15/15 Ammo)
2. Rifleman (Rifle, 15/15 Ammo)
3. Rifleman (Rifle, 15/15 Ammo)
4. Rifleman (Rifle, 15/15 Ammo)
5. Rifleman (Rifle, 15/15 Ammo)
6. Submachinegunner (SMG, 10/10 Ammo)
7. Submachinegunner (SMG, 10/10 Ammo)
8. AT Soldier, AP Level: 1 (AT Rifle + Pistol, 6/6 AT Ammo, 6/6 Pistol Ammo)
9. LMG Operator (LMG + Pistol, 6/6 MG Ammo, 6/6 Pistol Ammo)
10. !Squad Leader! (Pistol, 6/6 Ammo)
Moral: 10/10
Experience: 0/10
-Light Anti-Tank Gun, AP Level: 2 (6/6 AP shells, 3/3 HE shells)
1. AT Gun Operator (Pistol, 6/6 Ammo)
2. AT Gun Operator (Pistol, 6/6 Ammo)
3. Rifleman (Rifle, 15/15 Ammo)
4. Rifleman (Rifle, 15/15 Ammo)
5. Rifleman (Rifle, 15/15 Ammo)
AT Squads can move 1 tile a turn with their AT guns. However, they have the option of abandoning the gun in order to move the normal two tiles of an infantry squad.
AT guns can target vehicles (With their AP shells) or infantry (with their HE shells).
AT guns are given an AP level, on a range from 1-10, which determines how effectively they penetrate armor. Enemy AFVs are given an armor level on a range from 1-10 as well. AT guns can target any AFV, but for each armor level above an AT gun's AP level, a -20 modifier is added to the attack roll. For each AP level ABOVE the targeted enemy AFV, a +20 modifer is added to the roll.
For example, your Light AT gun here has an AP level of 2. If the AT gun attacks a vehicle with an armor value of 1, then +20 is added to the AT gun's attack roll. If it were to go against a 2 Armor level vehicle, then no Armor modifier is added or subtracted. If it goes against a 3 Armor level vehicle, then the attack roll is subtracted by 20.
When an enemy infantry squad is attack with HE shells the attack roll determines whether or not it was a hit. If it IS a hit, then a 1d6 is rolled to determine how many troops are killed in the attack.
AT guns act as light cover for the entire squad in control of it.