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 |
5 Squad Bases 3 Panzer IV Tank 1x Flamethrower |
Division 2 |
4 Squad Bases |
4 Squad Bases 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 | ||
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) |