On March 27th, 1945, the "Task Force Baum" heading to Hammelburg, 80 km behind the enemy lines to liberate a prisoner of war camp. Half the way they were detected by a German spotter plane, which enabled the Germans to organize countermeasures.
American | German | |
Division 1 |
2 Squad Bases 2 Sherman Tank 1x Flamethrower |
4 Squad Bases 2 SdKfz 251 Half Track 2x AntiTank |
Division 2 |
2 Squad Bases 2 Sherman Tank 1x Flamethrower |
5 Squad Bases 1 Panzer IV Tank 1x AntiTank |
Strategy Decks | Command 1 Morale 1 |
Ground Support 1 Supply 1 |
Starting Strategy Cards | 0 | 0 |
Operations Cards | {tip content=""}018 Seize the Initiative{/tip} 011 Elite Tank Crew |
013 Desperate Defenders |
Deployment Zone | Any hex with a green border. | Any of the hexes on maps 7A, 4B, and 1A. |
Starting Initiative | ||
Objective | At the end of any round, the American player wins the game if all his remaining units and the victory objective marker reach map 11B. | The German player wins if the American player is unable to fulfill his objective by the end of round 8. |
Rounds | 8 | |
Actions per turn | 3 | 3 |
Reinforcements | - | If the Germans control the command objective on the border of map 7A/4B (the bridge) during the Status Phase of round 5, they receive the following reinforcements: - 2 Squad Bases - 8 Regular Infantry - 2 M3A1 Half-Track - 3 Panzer IVs |
Special Rules |
After the American player take control over the victory objective marker (= the hostage) he must take this marker along with a squad or any own verhicle, until all his remaining units (and the marker) reach map 11B. If the squad or thevehicle transporting the victory objective marker is destroyed or unable to move, the victory objective marker remain on the current hex until another unit pick him up. To pick up this marker, the unit must end his movement in this hex and is instantly fatigued. Also a German unit can pick up the marker and bring him back to the original hex (same movement rules like mentioned above). |