Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by pino on 2025-12-02 01:08:08

I think it is safe to assume that everyone saw the movie.

You can see a revisioned version of this scenario here: 352 Kelly's Heroes (Revised)

  American German
Division 1

3 Squad Bases (Kelly´s heroes)
- 4 Regular Infantry
- 2 Elite Infantry
- 2 Officer
- 2 Machine Gun Crew

3 Sherman Tank
2 M3A1 Half Track

2x Medic
1x Engineer
1x AntiTank

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

2 Opel Blitz Truck

1x Engineer
1x AntiTank

Division 2

6 Squad Bases (Oddball´s band)
- 24 Regular Infantry

3 GMC CCKW 353 Truck

3 Tiger I
Strategy Decks Artillery 2
Morale 1
Supply 1
Artillery 1
Command 1
German Reinforcements 1
Starting Strategy Cards 3 3
Operations Cards 009 Tank Ace
011 Elite Tank Crew
-
Deployment Zone D1 Kelly´s heroes: any road hex on map 10A,
D2 Oddball´s band: any road hex on map 5A. Oddball´s marching band arrives in their trucks, two squads in each truck.
Anywhere on map 1A and 3A.
Starting Initiative Initiative Token  
Objective Rob the bank (VOM) before the end of round 9. -
Rounds 9
Actions per turn 3 3
Reinforcements - -
Special Rules - -
Terrain Features The stream is deep.

 

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Discuss this article in the forums (3 replies).
pino replied the topic:
3 months 5 days ago
A scenario I played last night left me perplexed. What's the point of the minefields next to the Americans' MANDATORY deployment zone? And what about the Americans' need to deploy on the road and place ALL their infantry on the transports? For the German player, it's easy to fire the Tigers' powerful guns at the fragile trucks, pulverizing both the transport and the two units inside.
What about strategic decks? Aside from the uselessness of the artillery deck (which I won't dwell on), the German's reinforcement deck is an absolute godsend for a player whose only concern is digging in and preventing the Americans from conquering the final objective (the bank!). The German doesn't care about initiative in the slightest; he cares about command points to throw reinforcements onto the battlefield every turn (and he does so with impressive regularity).
It should also be noted that, on a personal level, the Tank Ace and Elite Tank Crew abilities, pogo, add to the Shermans' meager capabilities against the mighty German Tigers (not to mention that, for the German player, the Sherman identified as Tank Ace is a tasty morsel...it easily brings 3 CP). Oh, and one last point... are 12 boards really necessary for a scenario that would have achieved the same goal with 6?
alecrespi replied the topic:
3 months 5 days ago
Played this one yesteday.

Tank Ace and Elite Tank Crew for the Americans... are of little use when comparing 3 Shermans to 3 Tiger Is.
Tank Ace only serves to give the Germans 3 command points.
Tiger Is can wait for the enemies in the forest and exploit a defense of 7 + thick armor, rolling 13 dice while standing still.
Definitely too much of a 1:1 ratio with the Shermans.

If we add that with the Reinforcement Deck the Germans can call in 1 or 2 units each turn, I think it's highly unlikely the Americans will even get close to the objective building.
alecrespi replied the topic:
4 years 5 months ago
Kelly´s heroes (American Division 1) only have 3 squad bases but 4 specialization tokens. Is it supposed to be "player's choice" to decide which one to use?
Moreover there are 2 Machine Gun Crews units, so 1 or 2 squad bases cannot receive any specialization token...