Victory Results:
 0 %
Record a victory for BOTTOM ARMY  100 %
Total plays 1 - Last reported by pino on 2023-06-01 23:56:18

On June 6, 1944, the 3rd Canadian Division landed on Juno Beach in the Battle of Normandy and sustained 50 percent casualties in their first hour of attack. By the end of D-Day, the Canadians had penetrated deeper into France than either the British or the American troops at their landing sites, overcoming stronger resistance than any of the other beachheads except Omaha Beach. In the first month of the Normandy campaign, Canadian, British, and Polish troops were opposed by some of the strongest and best trained German troops in the theatre, including the 1st SS Division, the 12th SS Division and the Panzer Lehr Division. Several costly operations were mounted by the Canadians to fight a path to the pivotal city of Caen and the south towards Falaise.
In this scenario, three heavily armored trucks carrying supplies try to sneak past a German roadblock.

 

  Canadians German
Division 1

2 Squad Bases
- 7 Regular Infantry
- 1 Elite Infantry

3 GMC CCKW 353 Truck (see special rules)

1x Engineer

2 Squad Bases
- 2 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1x AntiTank

Division 2

4 Squad Bases
- 14 Regular Infantry
- 2 Officer

1 M3A1 Half Track (see special rules)

1x Medic

2 Squad Bases
- 2 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Mortar Crew

1x Engineer

Strategy Decks Supply 1 Artillery 1
German Reinforcements 1
Starting Strategy Cards - -
Operations Cards - Clear Mines
- Clear Tank Traps
- Lay Razor Wire
Deployment Zone Yellow hexes. On map 3A or 7A.
Reinforcements may come in on any road
hex adjacent to the edge of the board,
from any direction, including north.
Starting Initiative Initiative Token  
Objective Canadians receive 1 VP for removing the tank trap, 1 VP for removing each land mine, and 2 VPs for moving a truck off the road to the south or the east. Germans receive 2 VPs for each truck they destroy, and 1 VP for each 2 unspent command points at the end of six turns.
Rounds 6
Actions per turn 2 2
Reinforcements - -
Special Rules

The Canadians start the game with 8 command points and the Vehicle Parts card. They can use this card as many times as they wish (providing they pay command points each time to use it).

The trucks are armored (meaning that they can be heavily damaged without being destroyed). They only have a movement of 3 and cannot carry squads.

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pino replied the topic:
10 months 2 weeks ago
I've played this scenario tonight with my friend Ale.
We choose this one because it seems easy and fast (4 boards, 6 turns) and not too complex.....but we're wrong.
The scenario, in my opinion, is a very good balance between easiness and complexity in terms of deployment, resources, tactical choices and fortune!
Even if the final result was a English victory (mainly by a wrong deployment of German units and a bit of misfortune), i found this scenario really good.
In the final debriefing with my friend Ale, we have revised the deployment of German units and decided to re-play this scenario the next week....so....stay tuned!