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Allies (100%)

Having broken through the Siegfried Line fortifications by the end of the first week in October 1944, the American 30th Infantry Division wheeled south to link up with the "Big Red One" (1st Infantry Division) at Wiirselen to encircle the city of Aachen. Instead of a relatively easy conclusion to its attack, within hours of jumping off General Hobbs' 30th Division was fighting for its life against desperate German counterattacks from the east.

 

  American German
Division 1

10 Squad Bases
- 20 Regular Infantry
- 5 Elite Infantry
- 3 Officers
- 3 Machine Gun Crews
- 3 Mortar Crews

2x AntiTank
1x Flamethrower

10 Squad Bases
- 24 Regular Infantry
- 6 Elite Infantry
- 2 Officers
- 2 Machine Gun Crew
- 2 Mortar Crew

2 Panzer IVs

2x AntiTank
1x Flamethrower

Division 2

7 Squad Bases
- 9 Regular Infantry
- 6 Elite Infantry
- 3 Officers
- 2 Machine Gun Crews
- 3 Mortar Crews

4 Sherman M4A1s

1x AntiTank
1x Medic

11 Squad Bases
- 28 Regular Infantry
- 6 Elite Infantry
- 2 Officers
- 2 Machine Gun Crews
- 2 Mortar Crews

2 Panzer IVs
1 Tiger I

1x AntiTank
2x Flamethrower

Strategy Decks Command 1 (remove both "Surprise Assault" cards — see special rules)
Artillery 1
American Reinforcements 1
German Reinforcements 1
Starting Strategy Cards 2 2 (the two "Surprise Assault" cards from Command 1)
Operations Cards - Desperate Defenders
002 Heavy Fog (shared)
- Massive Confusion
002 Heavy Fog (shared)
Deployment Zone Div. 1: Any hexes on maps IA and 11A.
Div. 2: Any green bordered hexes on maps SB, 6B, and 12B.
Any grey bordered hexes.
Starting Initiative Setup First Initiative Token
Objective
  • At the end of a game round, the Americans win if they control all three Victory Objective Markers.
  • At the end of a game round, the Germans win if they control the Victory Objective Markers on maps 1A and 5B.
  • If neither side has won by the end of round 10, the game ends in a draw.
Rounds 10
Actions per turn 3 until the end of round 4, then 4 actions per side. 3 until the end of round 4, then 4 actions per side.
Reinforcements - -
Special Rules
  • Americans set up first.
  • Starting with the Status Phase of round 5, the Americans draw 2 Strategy cards instead of 1.
  • If the Germans control the Victory Objective Marker on map board lA at the end of round 8, the Americans may draw an additional 2 Strategy cards during the next Status Phase, both from American Reinforcements I.
  • The "Heavy Fog" and "Massive Confusion" Operations cards are discarded at the end of round 5. While it is in effect, all firing ranges, except for mortar fire, are halved and all squad movement is -1, all vehicle movement -2, and no Artillery I cards may be activated.
  • The Hill hexes in maps 8A, 3A and 4B represent slag heaps from mining, and are impassible to all vehicles (even if the hex has a road).
HINTS Time is on the side of the Americans, but they cannot afford to allow the Germans to capture the objectives in or north of Alsdorf (map 1A). This scenario is very challenging for the Germans, but not impossible. They should consider systematically reducing the American positions rather than gambling on a sudden breakthrough.

 

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Discuss this article in the forums (4 replies).
alecrespi replied the topic:
1 month 2 weeks ago
After analyzing and playing 046 Ring Around Aachen, it feels like the scenario heavily favors the American player.

There are two main issues:
  1. The Turn 1 Rush: The victory condition ("At the end of a game round, the Americans win if they control all three VOMs") allows the US player to just rush the objectives on Turn 1 with all their units and instantly win before the Germans can properly react.
  2. The NW Armor: The 4 Shermans in the north corner provide too much pressure if they are allowed to act from Turn 1.
To turn this into a much more balanced and tense urban siege, we came up with the following House Rules. Try them out and let me know!

Suggested House Rules:

1. Modified Victory Conditions (No Sudden Death)
The American victory condition is evaluated only at the end of the final game round (Round 10), instead of at the end of any round.
(Alternative: If you still want the sudden death mechanic, it only becomes active starting from the end of Round 6. This forces the Americans to actually hold the line rather than just doing a Turn 1 suicide rush).

2. Delayed US Armor Reinforcements
The American tanks originally deployed in the North sector do not start on the board. Instead, they arrive from the top map edge as reinforcements at the beginning of Turn 2.
Additionally, during the round they enter the map, these units are restricted and may only perform an Advance or a Fire and Movement action.
This gives the Germans a crucial window of time to set up Opportunity Fire and deal with the threat tactically.

Optional
Dynamic Weather (Clearing Fog)
The Heavy Fog effects apply normally for Turns 1, 2, and 3. Starting from Turn 4, during the Status Phase, the German player rolls one die. On a result of 4, 5, or 6, the Heavy Fog effects are ignored for the entire upcoming round. This simulates the weather temporarily clearing up. It adds tension.

Has anyone else experienced the "Turn 1 US rush" in this scenario? Let me know what you think of these fixes!
JohnLocke77 replied the topic:
2 months 2 days ago
Yes, something needs to be fixed up with the scenario because the allies can easily take the object to without the Germans being able to reach them at all
alecrespi replied the topic:
4 years 8 months ago
Posting here some comments found online.
www.boardgamegeek.com/geeklist/37980/tid...1-player-comments-ba
  • I'm not sure Mr. Radey has played ToI.
  • Looking at the victory conditions, it seems the Allies just need the one objective hex that is within a 2 turn reach to win the game while it would be nigh impossible for the Germans to prevent that.
pino replied the topic:
5 years 4 days ago
The last words of the original scenario design...."This scenario is very challenging for the Germans, but not impossible. They should consider systematically reducing the American positions rather than gambling on a sudden breakthrough"....i've played this scenario 2 times and i wonder how could it be possible for the Germans to win with such a limitations in terms of movement, impassible terrains, victory points, cards draw, range of fire, no possibilities of combined fire for the first 5 rounds and the need to control both the victory objective markers.