ASL The General Scenario G46 - Triumph Atop Taraldsvikfjell
Published in The General #32.3
THE TARALDSVIKFJELL, NORWAY, 28 May 1940: Although the campaign
for Norway had been one demoralizing setback after another for the Allies, their efforts in
the north had not gone unrewarded. Despite an incredible number of command mistakes, a
series of flanking attacks had put the Allies in position to cut off and destroy the isolated
Germans who had captured Narvik. The defending German force was a mixed batch of
excellent Gebirgsjager infantry and the crews from the destroyer flotilla which had transported
the mountain troops during the assault on Narvik. With no training and only captured
Norwegian weapons to use. the crews were almost more of a liability to General Dietl's
command than an asset. The Allies launched a coordinated attack from two sides: the Poles
from the south, and a beach assault from the north by combined forccs of the Norwegians
and the French Foreign Legion. The beach assault met with initial success, but the accompanying
armor support soon bogged in the mud of the fjord banks. Just as the Legionnaires
gained the first slopes of the Taraldsvikfjell, the Germans counterattacked, nearly driving a
wedge between the French on the hill and the Norwegians who had just landed. Only naval
gunfire from a Btitish ship stationed in the fjord stopped the counterattack, driving the Germans
back in confusion. The French regrouped and were quick to react.
Best played as Allied vs. German when playing against the AI.
Units
German: Squads, Half Squads, LMG, HMG, Leaders
Allies: Squads, Half Squads, LMG, Leaders
Maps: ASL Maps 2, 3, 7, 8 (Only map 2 and some edge hexes from maps 3 and 7 are playable)
Setup
Germans set up anywhere in GE Zone 1 (Hill 621)
Allies set up anywhere in GB Zone 1 (Hill 538) and along GB Zone 2
Terrain: Hills, Cliffs, Grain, Woods
Visibility: 16 hexes
Scenario Length: 7 Game Turns
Victory Objective: Victory is determined by victory point level at the end of the game.
In the original ASL scenario, the Allies win if no good-order German units occupy hexes
[5,48]; [4,49]; [4,50]; [4,51]; [4,52]; [4,54]; and [3,55]. Any other result is a German victory.
So if you can force the good-ordered Germans out of those hexes, consider yourself the winner no
matter what the final score says
Scenario Notes: Eight foxhole counters were also given to the German forces to be placed anywhere in
the German setup zone. Trenches have been used instead and placed in the German setup zone, but feel
free to go into the scenario editor and place them where you'd like before beginning the scenario if
you want to follow the ASL rules.
Original scenario design by: MMP
NOTE: I also included a scenario with a GE prefix that allows for German set-up when playing against
a human or the Allied AI. The other scenario has pre-placed German units.