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

During WWII, not all battles and skirmishes had defined defenders and attackers. Sometimes two opposing forces just happened to cross each other’s paths while on the move. Such meeting engagements normally occurred by chance, and were more likely to happen when reconnaissance and intelligence on enemy positions and/or operations were ineffective or inaccurate. Meeting engagements were also known to occur when opposing forces were aware of each other’s presence, but not to the intentions or plans of the other side. As a result, a meeting engagement could occur simply because both sides decided to attack or advance upon the enemy at the same time. 

  American German
Division 1

10 Free Squad Bases
* See special rule “Building Your Army” for more details.

10 Free Squad Bases
* See special rule “Building Your Army” for more details.
Division 2

10 Free Squad Bases
* See special rule “Building Your Army” for more details.

10 Free Squad Bases
* See special rule “Building Your Army” for more details.
Strategy Decks Determined by pregame selections. See special rules. Determined by pregame selections. See special rules.
Starting Strategy Cards 2 2
Operations Cards Determined by pregame selections. See special rules. Determined by pregame selections. See special rules.
Deployment Zone One player rolls a die. If odd, the Americans start on Side A and the Germans on Side B; if even, the Americans start on Side B and the Germans on Side A. Deploy your forces on the yellow hex plus any number of the road hexes leading off-map.
Starting Initiative Randomly determined (i.e., roll a die)
Objective The side with the most Victory Points by the end of the game wins.
If both sides have the same number of Victory Points, the game is a draw.
Rounds 6 to 11 (see special rules)
Actions per turn 3 3
Reinforcements - -
Special Rules

Building your You army: receive 10 free squad bases. In secret, you must build your forces using the appropriate American or German Build Roster (see below).
Use the number of scenario “Build Points” given (see below) to build your forces. Once you finished filling out your roster, wait for your opponent(s) to finish, and then exchange your roster with your opponent(s) so they can check and gather your units. Once you receive your units for the game, you are free to organize them as you wish, but the four holes in a squad base must be filled before starting a new squad. That is, only one squad base is allowed to be partially filled with any leftover figures.
• Place a value “1” Command Objective marker of your nation in the yellow-bordered hex on your starting side.
• At the end of round 6 (and any subsequent rounds), the player with the initiative rolls one die. If the number on the die plus the current round number is equal to 12 or more, the game ends. Otherwise, another round is played.
• Players receive one Victory Point for each Victory Objective marker they control. During Step 3 of the Command Phase of every round, players may spend available Command Points to buy Victory Points at the rate of 3 Command Points for 1 Victory Point.
• Build Points: The number of Build Points for the scenario is determined by rolling one die. On 1 both sides get 70 Build Points; 2–3, both sides get 90 Build Points; 4–5, both sides get 100 Build Points; 6, both sides get 120 build points.
• The extended roadways: Should players need to during set-up, they are allowed to extend their road further to make room for squads and vehicles. If enough road tiles are not available, use a temporary substitute. Squads and vehicles on the extended roadway are not allowed to fire and must always advance forward to get on the main game board.
• Choosing Strategy Decks: At the same time and in secret, each side fills out his Strategy Deck Priority by writing 1, 2, 3, 4, 5 or 6 in any order next to the name of a deck.
Each number can be used only once, with 1 being the lowest priority and 6 the highest priority. Both sides reveal their selections at the same time. Starting with 6, players compare their choices. If the choice is unique to one player, he receives that Strategy Deck. If both players selected the same deck (i.e., both wrote 6), that deck is removed from the game. Proceed by checking 5, then 4, etc. until each side receives two Strategy Decks. Once both sides receive two Strategy Decks, the procedure is finished. Though uncommon, it is possible to receive no Strategy Decks (or only one) because each side used the exact same priority numbers for each deck.
• Choosing Operations Cards (001-018): At the same time and in secret, each side fills out his Operations Cards Selections by writing the name or number of three Operations cards to be removed from the game and two he would like to receive. If the Operations card he wants to receive has not been removed from the game, he receives that card. If both sides wrote down the same Operations card, that card is shared during the game.

Effective Road Movement (For all Trucks): It costs one half (1/2) of a movement point - instead of one third (1/3) - for trucks to enter a contiguous road hex.

Terrain Features The stream is Shallow.

American Build Roster

Receive 10 squad bases for free.

Name  Value Limit # Sub-total
Regular Infantry 1 54    
Elite Infantry 3 12    
Officer  4 6    
Machine Gun Crew 5 4    
Mortar Crew 5 3    
Truck 2 5    
Half-track 8 3    
Sherman Tank 20 4    
Extra Squad Base 5 8    
Antitank Specialty 6 3    
Engineer Specialty 6 3    
Flamethrower Specialty 6 3    
Medic Specialty 6 3    

 

American Operations Cards Selections

Choose three Operations Cards by name or number to be removed:
1)
2)
3)

Choose two Operations cards by name or number you want to use or to give to your opponent:
1)
2)

American Strategy Deck Priority

  Artillery 1
  Artillery 2
  Command 1
  Ground Support 1
  Morale 1
  Supply 1

German Build Roster

Receive 10 squad bases for free.

Name  Value Limit # Sub-total
Regular Infantry 1 54    
Elite Infantry 3 12    
Officer  4 6    
Machine Gun Crew 6 3    
Mortar Crew 5 3    
Truck 2 5    
Half-track 8 3    
Panzer IV Tank 23 3    
Tiger I Tank 36 2    
Extra Squad Base 5 8    
Antitank Specialty 6 3    
Engineer Specialty 6 3    
Flamethrower Specialty 6 3    
Medic Specialty 6 3    

 

German Operations Cards Selections

Choose three Operations Cards by name or number to be removed:
1)
2)
3)

Choose two Operations cards by name or number you want to use or to give to your opponent:
1)
2)

German Strategy Deck Priority

  Artillery 1
  Artillery 2
  Command 1
  Ground Support 1
  Morale 1
  Supply 1

 

Optional Rule

Instead of removing the Strategy Deck from the game when both players selected the same deck, have it "Shared" instead. All players must agree upon this before starting to choose Strategy Decks.
Remember, once both sides receive two Strategy Decks, the procedure is finished.

 

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