Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

In an attempt to flush out the Maquis and gather information about the partisans' next target, Hauptmann von Saukopf leads a raid against the hamlet of St. Gilbert, where theinhabitants are suspected to be harbouring and aiding the group of Jaques Brouchaux. Von Saukopf hopes to capture enough villagers to learn more about the partisans' plans so that he can deploy his forces more effectively to counter any moves by the enemy. The Maquis try to get as many villagers to safety as possible and to protect their support base in the local population.

 

  Maquis Polizei
Division 1

5 Squad Bases (max 3 figs each)
- 9 Regular Infantry
- 5 Elite Infantry
- 1 Officer

5x Concealed Concealed

6 Squad Bases
- 19 Regular Infantry
- 1 Elite Infantry
- 2 Officer
- 1 Machine Gun Crew
Division 2

10 Squad Bases (Villagers)
- 10 Regular Infantry

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Strategy Decks Desert Tactics 1 (remove the Dust Cloud card).
Hero Leadership Deck (remove the Never Give Up card).

Command 1
Assaulter Leadership deck (remove the Take Down the Beast card).

Starting Command Points 0 2
Starting Strategy Cards 3 3
Operations Cards - No Surrender
- Camouflage
- Double Time
- No Surrender
Deployment Zone Div. 1: The Maquis may set up in any building hex with no more than one squad per hex. Jaques Brouchaux (the officer) sets up in the building with the 2-point Command Objective. Place an American control marker in this hex.

Div. 2: The villagers set up in the building hexes, with at least one villager per building hex. They are just placed without bases into these hexes .
Any gray-shaded hexes
Starting Initiative   Initiative Token
Objective

The Partisans win if they get at least five villagers off the map.

Even if the winner is clear, the game is played until there are no more villagers on the map. It is important for the next mission to see how many villagers are captured by the Germans.

The Germans win if they capture at least six villagers or if the partisans accidentally kill a villager.

Even if the winner is clear, the game is played until there are no more villagers on the map. It is important for the next mission to see how many villagers are captured by the Germans.
Rounds Special
Actions per turn 2 2
Reinforcements - -
Special Rules

If the partisans destroyed or immobilized (heavily damaged) at least one truck in the previous scenario, they receive a scavenged German MG. Exchange on regular soldier with an MG team. This counts as only one figure for the "no more than three figures per base" rule. The MG team uses the stats for German MG teams.

MG teams may use Fire and Movement actions in this mission. Their Range is reduced to 4 if they do so. This is a bipodmounted MG34 that is easier to move around.

Villagers
As villagers, use British regular infantry, or any other miniatures you can find (such as civilians for model railroads etc.). Villagers are not mounted on Squad Bases. Villagers do not count towards the stacking limit. Villagers have 3 Movement Points. The Double Time operations card does not apply to villagers. Two villagers can be activated with one activation. Villagers may only be activated with an Advance action and may only move. They cannot perform any other action. Villagers moving on their own may leave the map from any board edge hex at the cost of one Movement point. Villagers cannot move if they are in a hex without partisan squads and within two hexes and line of sight of a German squad with guard dogs. Villagers also cannot move if they are in the same hex as a German squad, even if they have not been taken prisoner yet. Partisan squads may pick up one fresh villager in the same hex during movement at the cost of one Movement Point. A Partisan squad may not "escort" more than one villager. Squads "escorting" a villager have one less Movement Point. Partisan squads can release escorted villagers into safety from any board edge hex at no Movement Point cost. Villagers can accidentally be destroyed if a line of sight for a direct-fire attack by a partisan squad passes through one or more hexes containing villagers. For each of the attack dice that comes up 6, one villager closest to the firing unit is hit and cover dice (if any) are rolled to prevent destruction. This also applies to Suppressive Fire because villagers are not trained to hit the dirt when the bullets start flying. The 6 is still also used for determining the suppression effect. The full result, including any 6s, is then applied to the original target of the attack.  Villagers cannot establish control over an objective marker.

For every truck up to three that escaped the ambush in the previous mission, change one regular soldier in a squad into an elite soldier and give that squad a German control marker as a specialization marker. This unit is now equipped with guard dogs which are used to round up villagers. No more than three soldiers and squads may be converted in this way. Villagers cannot move if they are in a hex without partisan squads and within two hexes of a German squad with guard dogs.

MG teams may use Fire and Movement actions in this mission. Their Range is reduced to four if they do so.

Villagers
Villagers can be destroyed if the line of sight for a direct-fire attack by a German squad passes through or is aimed into one or more hexes containing villagers. For each of the attack dice that comes up 6, one villager closest to the firing unit is hit and cover dice (if any) are rolled to prevent destruction. This also applies to Suppressive Fire because villagers are not trained to hit the dirt when the bullets start flying. The full result, including any 6s, is then applied to the original target of the attack. If the affected villagers are in the same hex as the target, the Partisan player must allocate successes from any cover dice to hit villagers before saving any Partisan figures or preventing suppression effects. This represents the Partisans risking their lives to get the villagers out of the line of fire. Yes, it is dangerous for Partisans to have civilians in their hex.
This also applies to assaults.
Villagers cannot move if they are in a hex without partisan squads and within two hexes and line of sight of a German squad with guard dogs. Villagers also cannot move if they are in the same hex as a German squad, even if they have not been taken prisoner yet.
German squads can enter hexes containing only villagers without having to assault that hex.

German squads can take villagers in prisoner by spending one movement point per villager if the villagers are in the same hex as the squad. Squads with guard dogs may also take villagers in prisoner by spending one movement point per villager if the villagers are in an adjacent hex wihtout any Partisan squads. Villagers who are taken prisoner are simply removed from the map and kept be the German player.

Terrain Features

The Stream is shallow.

The roads are all dirt roads, Effective Road Movement is 0.5 Movement Points per contiguous road hex entered.

Weather

Create a Weather Deck consisting of:

  • 4 Clear Skies cards
  • 1 Fog card
  • 2 Light Rain cards

The weather is checked at the beginning of the Action Phase of every odd turn (1, 3, 5, 9 etc.).

 

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