no background text.
American | German | |
Division 1 |
8 Squad Bases |
3 Squad Bases 3 SdKfz 251 Half Track |
Division 2 |
8 Squad Bases |
9 Squad Bases 2x Flamethrower |
Strategy Decks |
The American player may not chose to draw from the supply deck, but instead draws one card each time they capture a supply dump. (two cards for the 5-value supply dump) |
Command 1 (All reinforcements must be on dark gray bases.) |
Starting Strategy Cards | 2 | 4 |
Operations Cards | - Desperate Defenders - Lay Razor Wire - Lay Smoke |
- Massive Confusion * The Massive Confusion card is changed to: 'Your units may not combine fire with units of another division.' |
Deployment Zone | Div. 1: dark green hexes. Div. 2: light green hexes. |
Div. 1: dark gray hexes. Div. 2: light gray hexes. |
Starting Initiative | ||
Objective | The Americans gain one victory point for every squad or vehicle they kill. If the German player empties a squad base by transfering units, it counts as a point for the Americans. If they reach 12 victory points, the game immediately ends, and they win. | The Germans win by preventing the Americans from fulfiling these conditions. |
Rounds | 7 | |
Actions per turn | 3 | 3 |
Reinforcements | At the end of turn 5 2 Shermans |
- |
Special Rules |
The green Command Objectives are supply dumps. After collecting Command, discard the counter. The blue Command Objectives are awarded to the player who has the most units in the building. |
|
Terrain Features | Buildings may only be entered or left by the road that leads into them. (Note: Buildings may be assualted from any space, but the attacking units can't move in unless they are assualting from the road space.) |