Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

According to Section 10 of the Geneva Conventions, POWs are suppose to be housed in conditions similar to or better than those of the troops in the field. Unfortunately, Germany did not follow those rules and many POW camps were overcrowded with sub-par living conditons.
While pushing through Nazis 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 POW camp in Moosburg, Stalag VIIA. Orders came down to liberate the camp while securing the bridges.

 

  American German
Division 1

3 Squad Bases
- 10 Regular Infantry
- 2 Officer

3 Sherman Tank
3 M3A1 Half Track

8 Squad Bases
- 14 Regular Infantry
- 8 Elite Infantry
- 2 Officer
- 2 Mortar Crew
- 2 Machine Gun Crew

3x AntiTank
2x Concealed Concealed

Division 2

3 Squad Bases
- 10 Regular Infantry
- 2 Officer

3 Sherman Tank
3 M3A1 Half Track

8 Squad Bases
- 18 Regular Infantry
- 4 Elite Infantry
- 2 Officer
- 2 Mortar Crew
- 2 Machine Gun Crew

3x AntiTank
2x Concealed Concealed

Strategy Decks Artillery 1
Command 1
Ground Support 1
Morale 1
Starting Strategy Cards 3 3
Operations Cards - 013 Desperate Defenders
Deployment Zone Any of the Green Hexes Any hex on maps 1A, 3A, 4A, 6A, or 7B
Starting Initiative Initiative Token  
Objective

On Turn 6, each side gains 5 Victory Points for each bridge that they control. If the Americans control a bridge, it is assumed that they captured it intact. If the Germans control a bridge, it is assumed that they were able to destroy it. The Germans may also score VP when the Americans use Artillary.

Point difference:

  • 10+ : Total Victory
  • 5 to 9 : Major Victory
  • 2 to 4 : Minor Victory
  • -1 to 1 : Draw
  • -4 to -2 : Minor Defeat
  • -9 to -5 : Major Defeat
  • < -9 : Total Defeat
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules

Historically, since there were so many Allied prisoners of war in the area, the risk of casualties due to "friendly fire" was high. As a result, the attack was made without the powerful guns of the 500th Armored Field Artillery Bn.

Each time that an American player uses an Artillery Card, the Germans score 1 Victory Point. If the "Make Contact" roll fails, the Germans do not score the victory point.
If an Area Attack hits a hex in the POW camp, kill all POWs in that hex (Germans score 1 Victory Point per POW killed). Additionally, if the final target hex is a building in the POW camp, the Germans gain 1 Victory Point as the attack is assumed to have hit one of the barracks. The buildings in the POW camps can be hit multiple times. (Wide area attacks can affect multiple hexes in the POW camp).

Any direct fire attack against the Germans whose LOS is traced through the POW camp gains +2 cover.
Terrain Features

In the POW camp (the yellow hexes) set up 14 stands containing exactly 1 regular infantry outside the buildings, 2 per hex. These represent the POWs that are caught out in the open when the attack begins and are not part of either force.

Niether side may enter the POW camp nor the Razor Wire surronding it.

Due to the danger of the bridges being demolished, heavy vehicles can not end their movement on a bridge. If they are forced to end their movement on a bridge, they are moved back to the last legal hex that they were in or moved through.

The Rivers are Shallow

 

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