Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 2 - Last reported by pino on 2023-12-05 01:39:25

This is a Carentan-like counter attack. American infantry must hold on while the Germans, morale boosted by the support of assault guns, tries to retake the town.
Non historic.

 

  American German
Division 1

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

1x AntiTank
1x Engineer
2x Concealed Concealed

5 Squad Bases
- 11 Regular Infantry
- 6 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

3 Panzer IV Tank
1 SdKfz 251 Half Track

1x Flamethrower
1x Medic

Division 2

4 Squad Bases
- 9 Regular Infantry
- 3 Elite Infantry
- 1 Mortar Crew
- 1 Machine Gun Crew

1x AntiTank
2x Concealed Concealed

4 Squad Bases
- 9 Regular Infantry
- 3 Elite Infantry
- 1 Mortar Crew
- 1 Machine Gun Crew

2 SdKfz 251 Half Track

1x Engineer

Strategy Decks American Air Support 1
Morale 1
Command 1
Supply 1
Starting Strategy Cards 2 0
Operations Cards 014 No surrender
007 Lay Razor Wire
008 Lay Smoke
006 Merciless Assault
Deployment Zone May be deployed anywhere on boards 5, 1, 11, and 9. 1st Platoon must deploy in the grey hexes.
2nd Platoon enters play in the rienforcement phase of round one, being placed in the blue hexes.
Starting Initiative Initiative Token  
Objective The victory hex marked on the board represents the Airborne headquarters.
If this hex is occupied by germans, the game immediately ends and the Germans win.
Americans must prevent German victory conditions through 6 rounds of play.
Rounds 6
Actions per turn 3 3
Reinforcements Round one:
Americans may paradrop 1 squad of regulars, anywhere he wishes. Use drift rules as per normal.
Round one:
Germans recieve 2nd platoon in any blue hex.
Special Rules The american player gets two entrenchments that he may place anywhere on boards 5, 1, 11, and 9. Two of the panzers are Stug SPG's.
Stug IIIG(heavy Vehicle)
=================
Movement: 5
Armor: 4
vs infantry range: 5 firepower: 6
vs armor range: 8 firepower: 10
cuncussive firepower
overrun
may not use move and fire order(no turret)

 

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Discuss this article in the forums (3 replies).
alecrespi replied the topic:
1 year 1 month ago
After 1 and a half years we played this scenario again. I had some memories that were confirmed during the match.
3 German tanks added to 3 halftracks seems way too many compared to 2 US antitank specializations.
If the German manages to exploit the assaults well (as Pino, my opponent, did) there are few chances for the Americans.
Furthermore, in the Supply deck available to the Germans there are some interesting cards (such as Munitions Resupply) which allow you to add another flamethrowr specialization... unstoppable combined with the operational card Merciless Assault.
In a couple of turns the Germans managed to control the majority of the command points and also hold the initiative for the rest of the game.
The Americans can only close up and hope for some good defensive launches.
German victory in round 4.
alecrespi replied the topic:
2 years 7 months ago
Nice game and fun scenerio.
The Germans advanced inexorably also thanks to the great maneuverability of the vehicles.
Due to the massive losses the Americans tried to retreat too soon and found themselves crushed into the Victory Building (HQ).
Clear German victory.
pino replied the topic:
2 years 7 months ago
Well balanced scenario. Great game