Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by censur on 2026-01-17 15:31:05

April 29, 1945. While pushing through Nazi Germany the 14th Armor Division sent forward Combat Command A to capture the bridges around Moosburg (crossing the Amper and Isar rivers). As CCA neared their objectives, they learned of a massive Prisoners of War Cam (POW) in Moosbutg, Stalag VIIA. Orders came down to liberate the camp while securing the bridges.

 

  American German
Division 1

3 Squad Bases
- 10 Regular Infantry
- 2 Officers

3 M4A1 Sherman Tanks

3 M3A1 Half Tracks

8 Squad Bases
- 14 Regular Infantry
- 8 Elite Infantry
- 2 Officers
- 2 Mortar Crews
- 2 Machine Gun Crews

3x AntiTank
2x Concealed Concealed

Division 2

3 Squad Bases
- 10 Regular Infantry
- 2 Officers

3 M4A1 Sherman Tanks

3 M3A1 Half Tracks

8 Squad Bases
- 18 Regular Infantry
- 4 Elite Infantry
- 2 Officers
- 2 Mortar Crews
- 2 Machine Gun Crews

3x AntiTank
2x Concealed Concealed

Strategy Decks Artillery 2
Command 1
Ground Support 1
Morale 1
Starting Strategy Cards 3 3
Operations Cards - 013 Desperate Defenders
Deployment Zone Any of the green shaded hexes on map 2A, 7B, or 8A. Any hex on maps 1A, 3A. 4A, 6A, or 713.
Starting Initiative Initiative Token  
Objective At the end of Turn 6, each side gains 5 Victory Points for each bridge that they control. The Germans may also score VPs when the Americans use Artillery (see special rules).The side with the most victory points at the end of round 6 wins.
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules
  • Each time the Americans use an Artillery strategy card, the Germans score 2 VPs. The German player scrims only for Artillery cards which successfully "make contact".
  • When an Artillery Attack hits, kill all POW units in that hex. The German player scores 2 VPs for each POW killed in this manner. If the final target hex is a building hex inside the POW camp, the Germans score an additional VP (in addition to any POWs killed).
  • Any direct fire attack (i.e. not mortars or artillery) against a German unit whose line of sight must be traced through the POW camp gains +2 cover.
  • Neither side may enter the POW camp.
  • Heavy vehicles cannot end their movement on a bridge. If they are forced to end their movement on a bridge, instead move them back to the last legal hex that they were in or moved through.
Terrain Features The streams are shallow.
Setup   The yellow shaded hexes represent the POW camp. The German player deploys two bases, each containing one regular American infantry, in each clear hex of the POW camp.
These represent the POWs and are not part of either force.

 

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censur replied the topic:
3 weeks 1 day ago
Seems impossible for this to end in any other way then a "draw". Why would the US use artillery cards when it gives germans VP? The whole setup of the POW-camp is unecessary. Of all scenarios I played so far, this is the only one where I feel that I would not like to play it again.