Victory Results:
 67 %
Record a victory for BOTTOM ARMY  33 %
Total plays 6 - Last reported by PAB on 2026-01-16 00:34:18

On November 8 1942, 556 American parativopers landed in Oran, Algeria. Most forces landed off-course and were subsequently captured. Deep behind enemy lines, a British force attempts a daring rescue.

"A leader is a man who can adapt principles to circumstances."
General George S. Patton

 

  British German
Division 1

4 Squad Bases
- 10 Regular Infantry
- 4 Elite Infantry
- 1 Mortar Crew

1x Recon

4 Squad Bases
- 4 Regular Infantry
- 8 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew

1 Flak 36 AT Gun

Division 2

3 Squad Bases
- 8 Regular Infantry
- 2 Elite Infantry
- 2 Officers

1 Crusader Mk. II

3 Squad Bases
- 4 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 2 Mortar Crews

1 Half-track

Strategy Decks Supply 1
Desert Tactics 1 (Shared) (remove the "Sniper Attack" card from the deck)
Disruption 1
Desert Tactics 1 (Shared) (remove the "Sniper Attack" card from the deck)
Starting Strategy Cards 3 3
Operations Cards 021 Fuel Shortages -
Deployment Zone Any hex with a orange border. Any hex with a grey border.
Starting Initiative   Initiative Token
Objective

If the British control the hex containing the objective marker at the end of a round, it is removed from the board.
Once the objective marker is removed from the board, the British player may control the American squad as if it were a unit belonging to Division I.

The British immediately win if they exit the American squad off the board from the blue shaded hex.

The Germans immediately win if the American Officer is killed or if the British player is unable to fulfill his objective by the end of round 7.
Rounds 7
Actions per turn 2 2
Reinforcements - -
Special Rules
  • At the start of the game, place a squad consisting of 1 American officer and 3 American elite infantry in the hex containing the victory objective marker. This squad may not be activated while the victory objective marker is present.
  • German units may not move into or assault nor fire the hex containing the victory objective marker.
  • The blue shaded hex represents the exit point for the American squad. An American squad on the blue shaded hex may spend 1 movement point to exit the board.

 

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Discuss this article in the forums (4 replies).
alecrespi replied the topic:
2 months 6 days ago
What about adding the "004 Double Time" Operation card for the British Army?
alecrespi replied the topic:
4 years 4 weeks ago
Posting here some comments found online.
www.boardgamegeek.com/geeklist/43255/tid...layer-comments-balan
  • It appeared that the British have a harder time of it. They have to move quickly to win the scenario, and the Germans are merciless.
  • Even without a Hidden Minefield card being played on the exit hex, there's little hope for the Allies here. 5 rounds is only just enough time to reach the paras and escape off the board, any successful suppressive fire and it's all over.
  • The Brits don't stand a chance. I think the scenario might need a bit of tweaking.
  • I highly recommend to remove from a desert deck a "Hidden Minefield" card. If German player gets it it's auto win for him (placing minefield on blue-shaded hex will delay an american squad and there will be no chance to escape before 5th round end).
alecrespi replied the topic:
4 years 3 months ago
Hi Joe,
I've added the quote!

Just to be sure...  Rounds / German objective are as follows?
FFG   5 / 5
1A    7 / 7
joeyama replied the topic:
4 years 3 months ago
Hello again,

The objective for German Player should be "by the end of round 5." instead of " by the end of round 7."
(Sorry if 1A/FFG have modified by errata or any kind of information.)

The round of this scenario by FFG is 5 while by 1A is 7.

And Patton said:

"A leader is a man who can adapt principles to circumstances."
-General George S. Patton

Thx again!
-joe

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