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038 So Near and Yet So Far

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German doctrine emphasized immediate counterattacks when the enemy was relatively weak and had not Yet consolidated the positions they had just seized. During the D-Day invasion of Normandy, the American airborne forces had the mission to prevent or delay such German counterattacks against the Allied beachheads when those landing areas were most vulnerable.
Here men of the U.S. 101st Airborne Division "Screaming Eagles" must capture a position held by German troops near a key bridge over the Merderet River. To the American paratroopers, their objective near La Fiere seemed tantalizingly close, but the scattering of their force and the tough German defense will make that goal far from easy.

 

  American German
Division 1

11 Squad Bases
- 36 Regular Infantry
- 2 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

2 Squad Bases
- 3 Elite Infantry
- 1 Officer
- 2 Machine Gun Crews

2x Concealed Concealed

Division 2

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

2 Squad Bases
- 4 Elite Infantry
- 2 Machine Gun Crews

1x Medic
2x Concealed Concealed

Strategy Decks American Reinforcements 1
Command 1
Ground Support 1
Morale 1
Starting Strategy Cards 0 2
Operations Cards - - No Surrender
Deployment Zone Div. 1: Any hexes on map 3A.
Div. 2: Enters during the Status Phase of round 3 (see Reinforcements).
Divisions 1 and 2, plus three entrenchments, on any hexes on maps 2A, 6A, IA. 7A, 9B and 11B.
Starting Initiative Initiative Token  
Objective The Americans win if the Germans are unable to fulfill their objective by the end of round 9. At the end of Round 9, the Germans win if they control any building hex, or if they have destroyed eight or more American squads. Otherwise, the Americans win.
Rounds 9
Actions per turn 3 1
Reinforcements
  • Units from American Division 2 enter as reinforcement during the Status Phase of round 3.
  • All reinforcements from the American Reinforcements Deck I are added to Division 2.
  • The Americans cannot gain trucks from the American Reinforcement Deck 1.
  • Each time the Americans receive reinforcements, the player rolls two dice, adds them together, and must place all reinforcing units on hex(es) along the board edge with the matching number. On a roll of 4, 5, 9, or 10, the reinforcements are not placed immediately, and are instead placed on the matching board edge during the Status Phase of the following round.
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Special Rules - German units that are not fatigued, pinned or disrupted may attack as if they are on Opportunity Fire (and then are fatigued).
Terrain Features
  • All Hill and Rough hexes are considered ground—level hedgerows, which are treated as Rough and blocks LOS except through road hexsides.
  • The stream is Flooded
HINTS The Americans need to push hard — they have a numerical advantage. The Combined Fire tactic should be used whenever possible. The Germans need to carefully select avenues of approach to the buildings and cover them with the MG units to delay the American forces as best as they can.

 

Tags: American Army, German Army, Complexity: High, Rounds, Boards, Year: 1944, Version: FFG DS

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alecrespi's Avatar
alecrespi replied the topic: #727 8 months 2 weeks ago
Posting here some comments found online.
www.boardgamegeek.com/geeklist/37980/tid...1-player-comments-ba
  • It isn't perfectly balanced but still able to win for both sides (favors Americans).
  • German player should focus on winning a game via elimination of 8 American squads.

Random Quote

Force is the only language they understand, like bullies.  (speaking in reference to Italian dictator Benito Mussolini and German dictator Adolph Hitler)
U.S. President Franklin D. Roosevelt