A.K.A. Bulge - Defend the Hospital
As the Americans learn more of the scope of the German drive into the Ardennes know as the "Battle of the Bulge" (or Wacht Am Rhein) they are caught off guard. German forces smash into the American lines in an attempt to drive towards Antwerp.
The Americans are retreating West in this sector of the line, however, they must hold the aid station until the casualties can be evacuated as a wounded colonel is in the hospital.
The Germans must keep the momentum rolling forward and open the roadways. As the Germans will soon discover, though, the Americans do not intend to give ground easily.
American | German | |
Division 1 |
4 Squad Bases 1x Medic |
4 Squad Bases 1 Panzer IV Tank |
Division 2 |
5 Squad Bases |
5 Squad Bases 1x Engineer 1 Stug IV assault gun (use the Stug III values) |
Strategy Decks | Artillery 1 | German Reinforcements 1 |
Starting Strategy Cards | 2 | 2 |
Operations Cards | 014 No surrender 013 Desperate Defenders |
006 Merciless Assualt |
Deployment Zone |
Div. 1: any hex on Map 29B. * The Americans receive an anti-tank gun. The AT gun can be deployed on either of the American deployment zones. An entrenchment can be placed in the same hex as the gun so that the squad using the gun will have some cover. The American sqad is allowed to fire the gun from the entrenchment. |
Div. 1: Dark gray hexes (any of the road hexes on Map 7A) |
Starting Initiative | ||
Objective |
The Germans must capture the 2 road hex Objectives by the end of Round 8 to win a minor victory. The 3 objective markers are considered under American control at the start of the scenario. To collect the command points, however, the Americans will need to gain control of the command markers on the objective hexes. If the Germans capture the hospital and hold it until the end of a round, then the American colonel is considered to have been captured and the Americans then lose the scenario. If the Germans control both road hex objectives at the end of Round 3, then the Americans will not receive their reinforcements. |
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Rounds | 8 | |
Actions per turn | 3 | 3 |
Reinforcements | Round 3 (Status), receive the following reinforcements as another unit retreats into the sector: 1 Sherman tank 3 Squad bases 1 Officer 9 Regular Infantry 2 Elite Infantry |
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Special Rules | At the start of the action phase, the player in command of the aid station can roll one die for each reduced squad in the aid station. A result of 3 , 4, 5 or 6 will add one Regular Infantry back onto the sqaud base for that squad. This special healing phase takes place before the action phase begins and does not cost the player an action. To perform this healing action, the player must spend 1 command point. (Use the Hospital Operations Card rules) | |
Terrain Features | The stream is considered shallow. |