113 Bloody Valley


The Germans and Americans rush to occupy a strategic valley town.
American | German | |
Division 1 |
6 Squad Bases 3 Sherman Tank 1x |
6 Squad Bases 2 Panzer IV Tank 1x |
Division 2 |
6 Squad Bases 3 Sherman Tank |
6 Squad Bases 1 Panzer IV Tank |
Strategy Decks | American Air Support 1 American Reinforcements 1 Supply 1 |
German Reinforcements 1 Ground Support 1 Morale 1 |
Starting Strategy Cards | 3 | 3 |
Operations Cards | - | - |
Deployment Zone | Division I deploys in dark green hexes. Division II deploys in light green hexes. |
Division I deploys in dark gray hexes. Division II deploys in light gray hexes. |
Starting Initiative | ![]() |
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Objective | To control the objective marker and the adjacent hexes at the end of round 12. If an army does not control the victory objective marker at the end of round 12, play proceeds into sudden death--the first army to control the hex wins. | |
Rounds | 12 | |
Actions per turn | 3 | 3 |
Reinforcements | Reinforcements deploy in their division color R hex unless it is occupied by an enemy squad. | |
Special Rules | - | - |
They start on open grounds and enemy units can see them... what's the point of "concealment"?
From the rules (www.commandsandcolors.net/tideofiron/the...oncealed-squads.html):
If at any time a concealed squad is within LOS of an enemy unit and is not located in cover-providing terrain, it is immediately revealed.
Have to fix the central hex on map 10B.
It's not a bunker on hill level 2, instead it's a building with road connection.