Small advance forces from both German and American armies each have orders to capture Hill 229 (in the center with the victory marker on it) as soon as possible and for as long as possible. Both armies want the advance forces to radio back critical intelligence gathered on the hill to the larger body of their respective armies.
American | German | |
Division 1 |
2 Squad Bases |
2 Squad Bases - 5 Regular Infantry - 2 Elite Infantry - 1 Officer |
Division 2 |
2 Squad Bases |
2 Squad Bases - 4 Regular Infantry - 2 Elite Infantry - 1 Mortar Crew |
Strategy Decks | - | - |
Starting Strategy Cards | - | - |
Operations Cards | - | - |
Deployment Zone | Any of the green shaded hexes on boards 1A and 9B. | Any of the green shaded hexes on boards 8A or 11B. |
Starting Initiative | ||
Objective | Players score 1 point for being in control of Hill 229 (the hill in the center with the victory marker) at the end of round 1, 2 points for being in control of Hill 229 at the end of round 2, and 3 points for being in control of Hill 229 at the end of round 3. Ties go to the player who controlled Hill 229 last (whether at the end of a round or not) wins. | |
Rounds | 3 | |
Actions per turn | 2 | 2 |
Reinforcements | - | - |
Special Rules | - | - |
There are no special rules. The purpose of this scenarios is to learn the attributes of the various infantry units available in the base game. Players are encouraged to try normal fire, suppressive fire, and assault, if needed.
Don't forget the special abilities and limitations of your units and figures. Here are some things people tend to forget
> Squads gain +1 die vs. suppressive fire for each elite figure
> Some special abilities of officers affect all units in their hex (so up to three squads can benefit from an officer)
> Squads with machine guns or mortars cannot fire and move > Mortars do not need line of sight to a unit if another fresh unit can see the target