n February 1945, the Germans had their backs to the Rhine and Germany's border. The Canadian 3rd Division and the 4th Canadian Armored were to take Hochwald Forest, a forested area on top of a large hill. The hill was actually two hills with a gap in between. It had rained the day before the operation began, so the only way for the tanks to move was on the road, all of the low ground was very muddy.. The Canadians had ten times the number of infantry and tanks that the Germans had, but the Germans were dug in with the road in their sights. One in six of the Sherman tanks were the Firefly tanks with their 17 pounder gun that could stop a Panzer. Many of the Shermans were destroyed by Panzers hidden in.
5 Squad Bases
3 M3A1 Half Track
1 Squad Bases
1 SDKFZ 251 HT
4 Squad Bases
2 M3A1 Half Track
2 Squad Bases
1 Panzer IV Tank
|Strategy Decks||American Air Support 1
Leadership Deck (shared)
Ground Support 1
Leadership Deck (shared)
|Starting Strategy Cards||3||3|
|Operations Cards||011 Elite Tank Crew||013 Desperate Defenders|
|Deployment Zone||Division 1: dark green hexes on map 8A.
Division 2: light green hexes on map 4A.
|Division 1: dark gray hexes on map 12B and 1B.
Division 2: light gray hexes on map 11A and 9A.
|Objective||The Allied objectives are to take the town of Udem and get units through the "gap".
Also, the Canadians get one victory point for every half track they get off the board in the blue space, and two points for every tank.
|The German objective is to prevent the Canadians from making it through the gap and keep Udem.|
|Actions per turn||3||2|
|Special Rules||The roads are high ground and tanks may move normally. All other normal terrain is low ground and muddy. Tanks and half tracks in low ground move 1 hex per 2 movement. The Germans start the game with two Artillery 1 cards in their play area. The "Leadership Deck's" are the leadership card from the Normandy expansion. The Canadians can swap the M-10 TD's for Sherman Firefly tanks with the following stats Inf range 5, Inf firepower 6, Armor range 8, armor firepower 12, move 6, armor 4. They also have Concussive Firepower and Overrun capability. Mark the firefly's somehow so that you can tell them from the standard Sherman's. The weather deck is made up of the 4 clear weather cards and two each light rain, heavy rain, and thunderstorm. Weather checks are made in the second, fourth, sixth, and eighth turns. The Germans start out with three command points.|
|Terrain Features||The stream is deep.|