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

St. Aignan, Normandy, 8th August 1944
At 0130 hours on August 8th, General Simonds's IInd Canadian Corps initiated Operation Totalize that threatened to trap the German army in Normandy by linking up with Patton's 3rd Army.
After regrouping, at 1150 hours Kampfgruppe Prinz of the 12nd SS-Panzer -Division "Hitlerjugend" was ordered to make a counterattack through St. Aignan and Garcelles to take Tilly. Though the 33rd British Armoured Brigade and the 1st Polish Armoured Division suffered horrendous losses, with the support of the154th Brigade of 51st Highland Infantry Division the Allied forces could halt the German attack at St. Aignan.
At 2000 hours in the northeastern fringe of the village the 25/I SS-Panzergrenadier Battalion desperatley holds its ground. The grenadiers need to buy time for a maintenance company to arrive and patch up two Tigers currently immobile because of damaged tracks .Then should the inevitable retreat to Soignolles be executed.

 

  American German
Division 1

8 Squad Bases
- 18 Regular Infantry
- 6 Elite Infantry
- 2 Officer
- 1 Mortar Crew
- 2 Machine Gun Crew

2 Sherman Tank

1x Flamethrower
1x Medic
1x AntiTank

7 Squad Bases (3x weakened squads)
- 9 Regular Infantry
- 7 Elite Infantry
- 2 Officer
- 1 Mortar Crew
- 2 Machine Gun Crew

2 Tiger I (lightly damaged + immobile)
1 SdKfz 251 Half Track

2x AntiTank
2x Concealed Concealed

Division 2

6 Squad Bases
- 15 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Mortar Crew
- 1 Machine Gun Crew

2 Sherman Tank
2 M3A1 Half Track

1x Medic
2x AntiTank

4 Squad Bases
- 10 Regular Infantry
- 5 Elite Infantry
- 1 Officer

1 Panzer IV Tank
2 SdKfz 251 Half Track
2 Opel Blitz Truck

2x Engineer
1x AntiTank

Strategy Decks American Reinforcements 1
Command 1
Ground Support 1
Morale 1
Starting Strategy Cards 4 3
Operations Cards 018 Seize the Initiative 013 Desperate Defenders
010 Inspiring Leadership
Deployment Zone Div. 1: any dark green hexes
Div. 2: any light green hexes
Div. 1: any of the hexes on map 1A and 8B, exept that the Tigers must be placed on map 1A.
Div. 2: three grey hexes on map 4A. The squads with the engineer specialization deploy in the Opel Blitzs, one in each!
Starting Initiative   Initiative Token
Objective

The nation with the most VPs at the end of round 9 wins.

The Germans earn VPs under the following conditions:

  • Each Tiger that exits the board from one of the blue-bordered hexes (exit points) on maps 4A and 6A scores 3 VPs. 
  • The Panzer IV leaving the board from one of the exit points scores 1 VP.
  • Each squad and transpor vehicle that leaves the board from one of the exit-points scores 1/2 VP. 
  • Each destroyed Sherman M4A1 scores 1/2 VP.

See "Scenario Special Rules" for more details on exit points.

The Allies earn VPs under the following conditions:

  • Each Tiger destroyed scores 3 VPs.
  • Destroying the Panzer IV scores 1VP.
  • Each destroyed German squad and transport vehicle scores 1/2 VP.
  • If the Allies have at least three units other than trucks on any hexes on map 4A and/or control the bridge at the end of the game they score 1VP for any german units (including vehicles) to the west of the stream.
Rounds 9
Actions per turn 3 3
Reinforcements

If the Allies control the command objective on map 12B at the end of round 3, they recieve 6 Sherman M4A1s in the Status Phase of round 4.

Otherwise the Shermans only arrive in the Status Phase of round 6.

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Special Rules   When an Opel Blitz enters map 1A place the 'Vehicle Parts' strategy card from the Supply Deck I in the German play area and place two Activation Tokens on it and an additional two when the other Opel Blitz enters the very same map. A fresh squad with the engineer specialization in the same hex with a Tiger can be fatigued as an action to repair one level of damage on the tank (lightly damaged, immobile> lightly damaged, -1 movement> undamaged). To symbolise the limited possibillities of a field repair the player after a repair action must immediately remove a token from the card and discard it after it's empty. The spare parts are specifically for the Tigers so the engineers are unable to repair other vehicles with the method above.
Special Rules

Night Fighting - After the Status Phase of turn 5 LOS cannot be estabilished for more than eight hexes away. All attacks made from more than six hexes away are counted as beeing long ranged. In addition all units receive +1 cover even in the open.
During the final turn LOS cannot be estabilshed for more than six hexes away. Attacks made from more than four hexes away are counted as beeing long ranged. The +1 cover bonus is still applied.
Cover bonus for darkness is never applied against area attacks like mortar and artillery fire. (Thanks for Jose Luis Meseguer, alias cogollo for his wise suggestion.)

Exit Points - The blue-bordered hexes (also marked with X) represent exit points for the retreating German forces. A unit on a blue-bordered hex must spend 1 movement point to exit the board.
Historically three Jagdpanzer IVs of the 1st company, 12nd SS-Panzerjäger-Abteilung were holding St. Aignan's northeastern outskirts. (I plan to upload a few experimental rules onto the TOI site for such and other armoured vehicles in the near future.)

Terrain Features The Stream is Shallow

  

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alecrespi replied the topic:
11 months 2 weeks ago
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

Lots of interesting tactical decisions. The best scenario yet!"
Time: 3 h
Favors: Balanced?
Fun Factor: *****
Strategy: The German player should not try to take the initiative after the 2nd turn and use his points for cards.
Note: Complex scenario. Introduces special rules for nightfighting.