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

The Tuscan town of Cecina was the scene of a bitter engagment in the summer of 1944. Men of the US 34 Infantry division, supported by the 752nd Tank Battalion, struggled to liberate the town from the 16th SS Panzergrenadiers.
By the first day of July, the town was largly in Allied hands but SS men hung on to the outskirts.
Morale bolstered by the arrival of elements of the 504th Heavy Panzer Battalion, the I./SS Panzergrenadiers Regiment 35 launched a counter attack into the town on the afternoon of July 1.
The men of the 3rd platoon, B company, 752nd had thus far managed to dodge that days action, but word came over the radio that enemy tanks were entering the town.
With elements of E company,133rd Infantry Regiment, they drove east, to meet the enemy......
Historicaly, this portion of the battle ended as soon as it started when the lead Sherman knocked out the lead Tiger in a old west style shootout. I have designed this scenario so a similar ending is possible. If however the battle stays close and the Germans make progress, this scenario can form into a fine battle with rienforcements coming in for both sides, as could have easily happend in history.


  American German
Division 1

5 Sherman Tank

1 Panzer IV Tank
2 Tiger I
Division 2

4 Squad Bases
- 11 Regular Infantry
- 2 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1x Medic
2x AntiTank

4 Squad Bases
- 10 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1x Engineer
1x AntiTank

Strategy Decks American Reinforcements 1
Artillery 1
Supply 1
Command 1
German Reinforcements 1
Morale 1
Starting Strategy Cards 3 3
Starting Command Points 1 2
Operations Cards - Tank Ace
- Elite Tank Crew
- Lay Smoke
Deployment Zone Any green hex. Div. 1: Any grey and any purple hexes.
Div. 2: Any purple hex.
Starting Initiative Initiative Token  

The Americans are ordered to stop the German advance. If they get a foot hold into town, we may be in for a fight.
Beware the Tigers and dont lose ant Shermans, there are none that can reinforce you. If you can manage to hunt and kill a Tiger early, the Germans may lose heart.


The Germans are ordered to take the road junction and repell any american forces. If they have any success, they can expect reinforcements.
Tip: use your Tigers very wisely. Bring them to bear without putting them in danger, losing just one of them can cause a rout of your forces.

Victory Points

The player with the most victory points at the end of 8 turns wins the game. If by the end of any command phase, a player is 2 or more victory points in the lead, then the opossing forces begin to route and he is immediately declared the winner.

  • 1 VP / turn for each victory objective held.
  • 1 VP  for knocking out a Panzer or Sherman tank.
  • 2 VP for knocking out a Tiger tank.
Rounds 8
Actions per turn 3 3
Reinforcements - -
Special Rules

If the tank ace is lost, so is the elite tank crew card. These cards represent the leadership of Lietenant Edwin W. Cox.

The Shermans are M4A3(75)W with the following stats.
M4A3(75)W Sherman(heavy vehicle)
movment: 7
armor: 5
vs infantry range: 5 firepower 6 vs armor range: 6 firepower 8 cuncussive firepower overrun

The Panzer is not a Panzer. Instead it is a SugIIIG with the following stats.
StugIIIG(heavy vehicle)
movement: 5
vs infantry range: 5 firepower: 6
vs armor range: 8 firepower 10
Cuncussive firepower
May not use move and shoot order(no turret)


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alecrespi replied the topic:
1 year 2 weeks ago
Scenario Overview by Evil Knivel @ BGG

"This is a nice small balanced scenario."
Time: 1 h
Favors: Balanced?
Fun Factor: ****
Note: Introduces two custom panzers.