The Road from Toledo

I tend to work better when I place my avowed aims down on the blog.  The next Spanish Civil War battle is going to be The Road from Toledo.  I read this scenario years ago on the webpage of Martin Rapier of the University of Sheffield found HERE and always wanted to convert it to AWA and give it a bash.

Its the early days of the war, 10th November 1936 and Franco is trying to relieve the siege of Toledo on his way to Madrid.  The Nationalist columns are marching towards the capital and a group of international brigade and local militia are trying to hold them up while reinforcements arrive.

Its a fairly straight forward table mostly flat with a three small hills and a four forested areas.  A straight road splits the table in half.  There are three villages, each represented by three buildings.  The Republican hold Calahonda three quarters of the way towards the Nationalist lines, so its another game where the Republic start in the teeth of the Nationalism columns.

The game runs over 18 turns.  The game is scored with 5 points of each village held at the end of the game and the Nationalists score 1 point for each squad (10 men or one vehicle/artillery piece) exiting off the Republics table edge.  The Republic score a bonus of 1 point from each Nationalist squad left on the table at the end of the game.

There are 18 chance cards.
9 no effects
2 x reinforcement cards for the Republic
1 double reinforcement card for the Republic.
1 reinforcement card for the Nationalists.
1 double reinforcement card for the Nationalists.
A tank hunter card.
Republican requisitions card
A tank breakdown card.
A Nationalist aircraft card.

The Republican forces on the table at the start of the game are:
Thaelmann Battalion, 3 units with one HMG and an AT gun.
5 units of local militia armed with rifles.
A command HQ.

The fighting units will start in dug out positions.  The militia won't stray further than 12 inches from the village of Calahonda.  The command HQ will be 20 inches behind the front line.

The reinforcements should have their arrival order determined before the game begins.  They will arrive on the chance cards.

Assault guards 2 units plus armoured car and truck.
Madrid militia 4 units with rifle and 2 two LMG.
Durrutti Column 4 units of political militia in 2 armoured trucks led by Durrutti.  Durrutti will have the "flashman" effect, he has a command rating of four and cannot be killed.
Pavlov's T26's 3 units


The Nationalist have a choice. They can start the game with four of the following on table and must place the rest off table to be brought on via chance cards.  The order of their arrival must be decided before the game begins.

Spanish Foreign Legion 3 units.
Moroccans 3 units with HMG and LMG.
Regular army cavalry 2 units.
Guardia Civil (Police) 2 units with 2 SMG
4 CV33 Tankettes
2 artillery 37mm HE pieces plus tows.
1 PAK 36 plus tow.

The Command HQ will be on their base line.  This will be Colonel Barron and his staff car.

To take a village the players must move at least one unit into the village and spend a turn there doing nothing else but persuading the villagers.  A unit of local of local militia will appear on the next turn.  On a roll of 5-6 they will be hostile and attack the players troops otherwise they will join with the unit.

On paper this looks like a cracking little battle.  Time to crack on and paint.

¡No pasarán!


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