Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by pino on 2023-09-12 00:11:35

Colonel you might be interested to know, we've learned the German high command is having a little meeting on the 22nd. We also know where it is being held... It's a shame I can't order a team to go in and pay them a visit. If you know what I mean? That would be, well, unethical. But if someone wanted to, say, take it upon themselves to visit France in the spring...?
By the way have you seen those new rubber boats we got in last week?

 

  American German
Division 1

3 Squad Bases
- 11 Elite Infantry
- 1 Officer

1x Medic
2x Engineer
3x Concealed Concealed

3 Squad Bases
- 5 Regular Infantry
- 5 Officer
- 1 Machine Gun Crew

1 SdKfz 251 Half Track

Division 2

-

3 Squad Bases
- 11 Regular Infantry
- 1 Officer

1 SdKfz 251 Half Track
1 Opel Blitz Truck

Strategy Decks Command 1 (remove 1x Major Offensive card) Morale 1 (remove 2x Take down the Beast cards)
Starting Strategy Cards 3 3
Operations Cards 017 Camoflauge -
Deployment Zone

Green bordered hex on map 4A.

The green bordered hex on map 4A is the exit point for the American squads. After completing the objective the American squads may spend 1 movement point to exit the board from this hex.

Division 1: squads - Any building hex(s) on map 9 A / vehicle - map 9A
Division 2: squads - Any building hex(s) on map 1A / vehicle - map 1A
Starting Initiative Initiative Token  
Objective The Americans must eliminate 4 or more of the German officers and escape.  The American officer must Survive the mission or the Germans win.
Rounds 8
Actions per turn 3 3
Reinforcements -

if able to call for them (see special rules)

2 squads
- 4 regular infantry

1 Opel Blitz truck 

Special Rules
  • Night mission: Maximum LOS is 4 Hexes. All ranges are halved, rounded up.
  • Telephone wires: The two American 1 point command objectives are locations where telephone wires can be cut. An engineer squad in the hex, may spend 2 movement points to cut the wires. Remove the command objective when the wires are cut. The Americans recive 1 command point, one time, for each cut wires.
    The wires on map 7A are the phone line between the two German divisions.
    The wires on map 1A allow German division 2 to call for reinforcments. German division 1 may also call for reinforcments if the lines on map 7A and 1A are still intact.
  • Patrol: German squads may not leave their starting maps unless a American squad is sighted (revealed). Only the division who sighted them will be free to move until the other division is notified by phone or by moving a squad to their map to tell them in person. To notify in person move a squad from one division ajacent to a squad from the other division. That division is then released to move at the start of the next round.
  • Reinforcements: Reinforcements may only be called in by a division that has been made aware of the Americans presence.
    One call may be placed by using 1 action. The other division is then released to move at the start of the next round or the reinforcments enter if they have been called.
    Reinforcments enter during the status phase of the round after they are called. A one round delay.
    The player must specify who he/she is calling.
  • Vehicle drivers: Vehicles may only be used if there is a squad in them. They may be stolen by the American squads. To steal an unoccupied vehicle, enter it and activate it with an action.
Terrain Features The stream is shallow and provides +1 cover.

 

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Discuss this article in the forums (4 replies).
alecrespi replied the topic:
6 months 4 weeks ago

Sounds like the scenario needs a lot more effort to make it good, though. Thanks for bravely going forth for all of our benefit!
Some scenarios (like this one) have good potential or are interesting at first glance, but once the game begins some gaps emerge immediately.
During our games Pino and I try to be as objective as possible and we like to share doubts and concerns on this forum (to avoid them being just our own errors of interpretation).
JVHillegas-Elting replied the topic:
7 months 2 days ago
I haven't yet tried to play this one, but when I do I'll take these points into account and report-back my results.

Sounds like the scenario needs a lot more effort to make it good, though. Thanks for bravely going forth for all of our benefit!
alecrespi replied the topic:
7 months 6 days ago
I'll make a short list of the concerns that emerged during the last match:
  1. If hexes shared with adjacent boards are allowed during setup, are those units considered to belong to both boards for the "Patrol" special rule?
  2. Following the "Vehicle Drivers" special rule the German reinforcements correspond to an Opel Blitz carrying 2 units. What would be the point of calling only one infantry at a time?
  3. What stops the Germans from deploying 4 officers in a single squad base and placing them at the farthest point of the map compared to the Americans (as you can see in the scenario picture). The Americans do not physically have time to get there, eliminate them and go back.
  4. The river, apart from offering 1 cover, requires 2 movement points to be crossed, so even if the Americans chose to advance tirelessly they could reach the extreme edge of the forest (thus maintaining cover and concealment) on turn 5 and would no longer have time to come back.
  5. The 2 command points on the bridge would force the Americans to waste a turn to stop there... but they don't have all that time.
  6. Even if you always remain in terrain that offers cover, the concealed marker is lost at the exact moment in which a German unit ends the round adjacent to the American units: the chances of losing concealment within the first 3 rounds seem very high to me.
pino replied the topic:
7 months 6 days ago
A really strange scenario.
Played with my friend Ale tonight and still we don't really understand how the Americans could win.
We appreciate some other point of view.