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

As part ul'Operation Overlord, the American Ranger battalions attempted to capture gun batteries at Pointe du Hoc after making a cliff assault under enemy fire. However; upon reaching their taiga they discovered their Mformation was wrong and were famed to search almost a mile jiirther inland in order to find the gun batteries, which had been moved by the Germans prior to the attack.

 

  American German
Division 1

8 Squad Bases
- 20 Regular Infantry
- 8 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew

1x Engineer
1x Demolitions
2x charge

6 Squad Bases
- 18 Regular Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

1x Demolitions
2x charge

Division 2

9 Squad Bases
- 28 Regular Infantry
- 4 Elite Infantry 
- 2 Officers
- 1 Machine Gun Crew

1x Engineer
1x Demolitions
2x charge

7 Squad Bases
- 22 Regular Infantry
- 2 Officers
- 2 Machine Gun Crews

Strategy Decks American Air Support 1 Command 1
Ground Support 1
Starting Strategy Cards "Take Cover" (x2) and "Rally Cry" from Morale 1 3
Operations Cards 032 Scaling Cliffs
008 Lay Smoke
036 Naval Bombardments
028 Beach Defenses (shared)
024 Thermite Explosives (shared)
027 Outfitted Bunkers (shared)
033 Misinformation
028 Beach Defenses (shared)
024 Thermite Explosives (shared)
027 Outfitted Bunkers (shared)
Deployment Zone Any hex with a green border. Germans can deploy anywhere on mapboards 22B and 25B and in any hex with a grey border.
The grey hexes on boards 26A and 29A can have, at most, 3 squads per board.
Starting Initiative Initiative Token  
Objective The Americans win by eliminating the German units by the end of round 4 or if they have captured the "4" objective marker and the Germans don't win by the end of round 8. The Germans immediately win if the Americans do not move all of their troops off the beach terrain on game boards 26A and 29A by the end of round 4. Starting in round 6, the Germans can also win by controlling the German objective marker at the end of the round.
Rounds 8
Actions per turn 3 3
Reinforcements -

Status Phase 5:

6 Squad Bases
- 6 Regular Infantry
- 12 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

Special Rules
  • Engineers can "lay smoke" in adjacent hexes.
  • The Americans must plant and detonate a charge on the "4" neutral objective in order to capture it. When this happens, replace the command objective with an American objective marker (value 4) and place an American control marker on it. They have successfully destroyed the hidden guns!
  • Bunker hexes cannot be scaled.
-
Terrains All streams are shallow.
Weather Deck

1x Light Rain
4x Clear Skies
1x Fog

"Light Rain" is the weather for Turn I. Weather is checked on rounds 2, 4, 6, and 8.

   

 

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alecrespi replied the topic:
2 years 3 months ago
Posting here some comments found online.
www.boardgamegeek.com/geeklist/38275/tid...layer-comments-balan
  • This one is horribly unbalanced. The Americans must spend their first turn protecting the demo squads being picked out and mown down. 
  • Lots of luck rolling a '6' for Naval Artillery.
  • The American demolition squads are easily targetted by defensive fire and eliminated meaning that the Americans can only win by killing all defenders by the end of turn 4. This one could be improved by giving more American squads the demolition speciality.