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091 A Town Matter

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This is a 3rd army style advance through Germany. Non historic.
As the American Captain you must clear the town by nightfall. The armored boys have sent you an M-10 tank destroyer to support your infantry. These vehicles were often used in this role.
As the German Captain, you are charged with holding the town at all costs. No surrender or retreat, by order of the Fuhrer! I suggest you start building deffences!

 

  American German
Division 1

5 Squad Bases
- 10 Regular Infantry
- 6 Elite Infantry
- 2 Officer
- 1 Machine Gun Crew

1 M3A1 Half Track
2 GMC CCKW 353 Truck

1x Flamethrower
1x Medic
1x Engineer

3 Squad Bases
- 3 Regular Infantry
- 8 Elite Infantry
- 1 Officer

3x Engineer

Division 2

5 Squad Bases
- 12 Regular Infantry
- 4 Elite Infantry
- 2 Officer
- 1 Mortar Crew

1 Sherman Tank (see s pecial rules)
1 M3A1 Half Track
2 GMC CCKW 353 Truck

1x Engineer

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

1x AntiTank
1x Concealed Concealed

Strategy Decks Artillery 1 Morale 1
Starting Strategy Cards 005 Clear Mines
016 Clear Tank Trap
008 Lay Smoke
014 No surrender
007 Lay Razor Wire
Operations Cards 2 2
Deployment Zone After the Germans have placed defences, the Americans move onto the board from the southern edge(green hexes). Do not fatigue these units, as this is part of deployment and the game has not begun.
All units may be mounted onto vehicles as the player wishes. Mounted units may also dismount as part of thier move, as per normal.
Keep in mind that the Germans may choose to ambush you, based on your deployment moves.
After the Americans drive onto the southern board edge, you may place your units anywhere you like on any board.
The only rule being, you may not place units directly adjacent to any American unit. This alloys you to ambush the americans on the first turn if you wish.
Think about this carefully, a bad ambush will cost you the game. Weigh the American position wisely.
Starting Initiative   Initiative Token
Objective

The game ends at the end of the 6th round.

  • If any nuetral objectives remain in German control,or if both German objectives are German controled by the end of the 6th turn, The game is a German victory.
  • If both German objectives are American controled, the game is an American victory.
  • If only one Grman objective is American controled, the game is a draw.
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules The Sherman is really an M-10 Tank Destroyer.
M-10 (Tank, Heavy Vehicle)
=====================
Move: 6
Armor: 3
vs infantry = range: 5 Firepower: 6
vs vehicles = range: 8 Firepower: 10
Overrun
Cuncussive firepower
Hand cranked turret: this vehicle loses 4 movement points instead of 2 when using 'fire and move' orders
Open Topped turret: this vehicle is considered a light vehicle for purposes of assaults.

Before deployment begins, the German player places the following deffences on any board he wishes.

  • 1 Minefield
  • 1 Entrenchment
  • 3 Tank traps
  • 3 Razor wire

The Germans begin the game in control of both nuetral and both German command objectives.

Terrain The purple hex is a crossroad. The roads all meet in the middle of the hex.

 

Tags: American Army, German Army, Complexity: Medium, Rounds, Boards, Year: 1945

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