146 Iron Men of Metz

Written by Ron Howard. Posted in Western Front

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The 95th Infantry Division was activated and made part of the Third Army on October 19th 1944 and sent to the Moselle River area. They were given the job of taking out the numerous forts in the area around the city of Metz. One of the most defended, Fort Driant was besieged by the 95th on November 11th. They placed satchel charges against doors and stairs to block stairway exits and blow doors open, while thermite charges were placed in ventilation shafts to prevent the sneak attacks the 95th endured when they attempted to take other forts in the area. The German reinforcements were ambushed trying to reach the fort. Cut off, the defenders finally surrendered.

 

  American German
Division 1

4 Squad Bases
- 10 Regular Infantry
- 5 Elite Infantry
- 1 Officer

2 M4A1 Sherman Tank

2x Demolitions
1x Flamethrower

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

1 Flak 36 88mm Gun

1x Medic

Division 2

4 Squad Bases
- 10 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Mortar Crew

3 M4A1 Sherman Tank

1x Demolitions
1x Medic
1x Flamethrower

4 Squad Bases
- 11 Regular Infantry
- 1 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew

1 Flak 36 88mm Gun

Strategy Decks American Air Support 1
American Reinforcements 1
Leadership (shared)
German Reinforcements 1
Leadership (shared)
Weather
Starting Strategy Cards 2 2
Operations Cards 018 Seize the Initiative
023 Satchel Charges
-
Deployment Zone

Division 1: dark green hexes on map 12A.
Division 2: light green hexes on map 3A.

The Americans start with the George Patton Commander card.
The  Americans get four demolition tokens.
American reinforcements are paced on the reinforcement hex.

Division 1: black hexes on map 1A.
Division 2: light gray hexes on map 2B and 11B.

The Germans get the Model Commander card.

Starting Initiative Initiative Token  
Objective The Americans will get one objective medal for taking out one bunker, or two objective medals for taking two or three bunkers by the end of the ninth round. The Germans will win if they can keep the Americans from taking any bunkers by the end of the ninth round.
Rounds 9
Actions per turn 3 3
Reinforcements - -
Special Rules
  • The American squads are all Veteran units.
  • Place a Anti-Tank Gun in the two outer bunkers. The guns cannot retreat, but are destroyed if the must retreat. They only fire if there is an active squad in the bunker with them. When a squad fires an anti-tank gun, both are fatigued. The squad can fire it's own weapons or the anti-tank gun.
  • German reinforcements are placed on the two buildings on map 1A with dark grey hexes, they are barracks. Underground tunnels connect the barracks to the bunkers, so German reinforcements can be moved to a bunker that can take a squad without going over staking limit as an advance action.
  • German reinforcements cannot be placed with a truck or half track.
Weather Weather checks are made at the third, sixth and ninth rounds. Place two of evey type of rain cards and the four clear skies in the weather deck and shuffle it.

 

Tags: American Army, German Army, Complexity: High, Rounds, Boards, Year: 1944

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