Written by: 1A Games
Category: Western Front
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On December 16, 1944, the Germans launched a major offensive through the densely forested Ardennes region. Better known as the Battle of the Bulge, the Germans caught the Allies by surprise and made early progress. At times, however, the efforts of American engineers caused havoc and much grief as they delayed the advancing German elements, especially those of Kampfgruppe Peiper. American engineer units blew up bridges, planted landmines, obstructed roadways, and did whatever they could to help defend important key positions in the face of oncoming German Panzer columns. Upon seeing another bridge blown up just as his Panzers reached it, Joachim Peiper is said to have uttered, “Those damned engineers!” In the end, Kampfgruppe Peiper was contained and the Panzer crews had to abandon most of their vehicles on their way back home.

 

  American German
Division 1

5 Squad Bases
- 15 Regular Infantry
- 1 Officer
- 1 Mortar Crew
- 1 Machine Gun Crew

1 Concealed Concealed
1x Demolitions
1x AntiTank

5 Squad Bases
- 13 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1 SdKfz 251 Half-track

1x Medic

Division 2

6 Squad Bases
- 18 Regular Infantry
- 2 Officers
- 2 Machine Gun Crews

1 Concealed Concealed
1x Demolitions
1x AntiTank

5 Squad Bases
- 13 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1 SdKfz 251 Half-track

1x Medic

Strategy Decks Morale 1
Winter Tactics 1 (shared) (remove the Frostbite and Sniper Attacks cards)
Command 1
German Reinforcements 1
Winter Tactics 1 (shared) (remove the Frostbite and Sniper Attacks cards)
Starting Strategy Cards 2 2
Starting Command Points 2 3
Operations Cards 023 Satchel Charges
013 Desperate Defenders
002 Heavy Fog (shared)
010 Inspiring Leadership
002 Heavy Fog (shared)
Deployment Zone Division 1: Any hex on map 31A or 39B.
Division 2: Any hex on map 35A or 38B.
Divisions 1 and 2: Any reinforcement hex on map 37B or 36A.
Starting Initiative   Initiative Token
Objective The American player wins if the German player is unable to fulfill his victory conditions by the end of round 8. At the end of any game round, the German player immediately wins if he controls the Victory Objective marker (board 39B).
Rounds 8
Actions per turn 2 2
Reinforcements - Status Phase 5:
2 King Tiger tanks
Special Rules
  • All the Command Objective Markers start the game already controlled. Place American control markers on the American and Neutral Command Objective Markers, and German control markers on both the German Command Objective Markers.
  • All American squads are trained engineers and are considered to have the Engineer specialization, but do not place Engineer Specialization tokens on the squads.
  • The Americans receive three Instant Mines markers and may place them in different hexes anywhere on maps 35A and 38B.
  • Bogging Down: A vehicle must check for bogging down for each hex that it enters except while on a road hex. On a roll of 5 or 6 the vehicle immediately stops moving. Mark the unit with a crater token to denote that it is bogged down. A bogged-down vehicle cannot move for the rest of the game, but may still fire. As long as a vehicle is moving continuously along a road, it does not have to check for bogging down.

Allies

  • Allied Forces: Units belonging to one Allied force cannot capture the other Allied nation’s specific objectives. Units belonging to one nation may never  be placed in a squad base belonging to the other Allied nation. Otherwise, Allied forces are treated as any other two divisions of a single side. They share available command and a single Initiative card. They can enter (and remain in) each other’s hexes and for all game purposes are considered friendly pieces.
  • Bernard Montgomery: Add the Hero Leadership Deck. Remove the Never Give Up card.
  • Gun Transport: This vehicle may transport one squad and one gun. To limber the gun, the vehicle must be in the same hex as the gun and the squad (the squad may be in an entrenchment and may leave the entrenchment as part of the action). As one action, place both the gun and the squad entering the vehicle on the off-board transport marker and fatigue both the gun and the squad. To unlimber the gun, as one action, fatigue the gun and the squad leaving the vehicle and place both the gun and the squad in the same hex as the vehicle. If an empty entrenchment is in the hex, the squad may enter the entrenchment as part of the action. Both limbering and unlimbering provoke Opportunity Fire, either at the gun or at the squad, but not at the transport.
  • Company Command: As long as this squad is on the board and contains at least one officer, receive 1 Command Point during the Command Phase.
  • Gun Emplacements: Guns may be placed in entrenchments or trenches during set-up. These guns may not leave the entrenchment or trench during the game. Guns may still not enter empty entrenchments or trenches during the game. Guns in entrenchments or trenches may be operated by squads in other entrenchments or trenches in the same hex.

Germans

  • Gun Transport: This vehicle may transport one squad and one gun. To limber the gun, the vehicle must be in the same hex as the gun and the squad (the squad may be in an entrenchment and may leave the entrenchment as part of the action). As one action, place both the gun and the squad entering the vehicle on the off-board transport marker and fatigue both the gun and the squad. To unlimber the gun, as one action, fatigue the gun and the squad leaving the vehicle and place both the gun and the squad in the same hex as the vehicle. If an empty entrenchment is in the hex, the squad may enter the entrenchment as part of the action. Both limbering and unlimbering provoke Opportunity Fire, either at the gun or at the squad, but not at the transport.
  • Company Command: As long as this squad is on the board and contains at least one officer, receive 1 Command Point during the Command Phase.
  • Gun Emplacements: Guns may be placed in entrenchments or trenches during set-up. These guns may not leave the entrenchment or trench during the game. Guns may still not enter empty entrenchments or trenches during the game. Guns in entrenchments or trenches may be operated by squads in other entrenchments or trenches in the same hex.
Terrain Features
  • The stream is Deep.
  • Buildings are Destructible.
  • All five swamp hexes on map 37B are woods hexes.

 

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