Written by: Cymrusaint
Category: Western Front
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One night Kelly captures a German officer, and after getting him drunk learns that there is a bank in the small town of Clairmont, behind enemy lines, containing 16 million dollars in gold bars.
His platoon led by Big Joe, has three days of R&R coming, so, with the aid of Oddball and his tanks, Kelly leads his men deep behind enemy lines to steal the gold.
Major General Colt thinks they are brave GI's and is chasing after these heroes to pin medals on them.

 

  American German
Division 1

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

1 Sherman Tank

2x AntiTank
6x Concealed Concealed

8 Squad Bases
- 27 Regular Infantry
- 1 Officer
- 1 Mortar Crew
- 1 Machine Gun Crew
Division 2

-

3 Tiger I
1 Opel Blitz Truck
Strategy Decks Command 1
Morale 1
Supply 1
Starting Strategy Cards 2 1
Operations Cards 004 Double Time
011 Elite Tank Crew
015 Shaken Defenders
Deployment Zone Kelly's Heroes deploy anywhere on map tile 10B. The German player deploys his infantry in any light grey hex. He deploys his Tigers in the dark grey hexes. The Opel Blitz Truck is deployed in the yellow hex.
Starting Initiative Initiative Token  
Objective Kelly and his men must get the gold off the board via the blue hex, before the end of turn 10, to win, otherwise the Germans win.
Rounds 10
Actions per turn 3 3
Reinforcements - -
Special Rules
  • All of Kelly's squads start the game "concealed". Use the 4 concealed markers plus 2 others.
  • The Tigers are turning their engines over, and start the game fatigued. The noise drowns out the Sherman, so it is able to move without being detected as long as it doesn't enter the LOS of an enemy unit. If none of Kelly's units have been spotted before round 2 starts, the Tigers must again begin the round fatigued. If any units have been spotted in the previous round, or at the end of the Status Phase the Tigers can move as normal.
  • Kelly's Heroes may attempt to assault a Tiger tank in order to capture it. Only one Tiger can be captured. The Tiger must be alone in the hex. All normal rules apply to the assault, in addaition, a squad with an anti-tank specialisation gains +3 firepower. If Kelly's Heroes score any hits the Tiger is captured. The assaulting squad become the Tigers crew, remove the squad and place a transport marker under the Tiger and an off board marker by the squad. If the assaulting squad is destroyed the Tiger is still captured but will need another squad to crew it. Because the crew will be unfamiliar with the Tiger they suffer a -1 firepower. The crew can exit the Tiger any time they want.
  • The bank is locked, no troops can enter until the doors are blown off. Only a shot from a tank can blow the doors open. The tank has 6 firepower, the doors 3 armour. Normal rules apply.
  • The German machine gun is placed on the roof of the bank in an entrenchment. It cannot be moved from the bank roof.
  • The Opel Blitz Truck is the only way of transporting the gold. The Germans cannot shoot the truck until one of Kelly's squads has stolen it. The Germans have no control over the truck, and their squads cannot enter it. Usual rules apply to entering and exiting the truck. A squad must enter the truck to drive it, place a transport marker under the truck and an off board marker by the squad.
  • To load the gold onto the truck, the truck must be parked on the crossroads in front of the bank. Unfatigued squads that start their turn in either the bank or the crossroad hex can help to load up the truck as anaction. For each squad loading the truck roll a dice. The squad in the truck doesn't get a dice roll unless it exits the truck. If any dice roll a 6 the truck is fully loaded and as long as it is un-fatigued and has a driver it can move.

 

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