On the morning of June, 13 1944 elements of the British 7th Armored Division, are attempting to flank and encircle Panzer Lehr by exploiting a weak point in the German lines.
During the mornings advance they have made no contact with the enemy and are being welcomed by mobs of cheering French citizens who pour into the streets as they enter the village, still occupied by hidden German units.
Lead armored units of the column have continued the advance to Point 213, a hill overlooking the road to Caen about a mile northeast of the village, where they have halted.
The British commander, Lord Cranley has ordered a meeting of his officers at point 213 to discuss the next phase of their advance. As the officers meet, looking at maps and discussing plans, the troops make tea and enjoy some breakfast.
The time is 9:00am when the first shot roars from Michael Whitmann's Tiger I E tank. The Germans have other plans for this column and its continued advance is not one of them.
This is where the game begins. The British are deployed along the road from Villers-Bocage to point 213. Part of the British force is still off the map and will arrive as reinforcments later on.
The Germans begin the battle with Just 1 small company of Tiger tanks and scouts lead by the ace Michael Whitmann. They will be joined later by another company of Tigers. Panzer Lehr will also join the battle from the north.
The British find themselves in a trap of their own making.
British | German | |
Division 1 |
(light green hexes) 2x AntiTank 4 Cruiser tanks
(yellow hexes) 2 half-tracks(US) |
4 Squad Bases (Panzer Lehr) (starts game on the board, all concealed) 2 Panzer III observer tanks 14x Concealed
4 Squad Bases (Village Garrison) 1 Panther (may be concealed in cover providing terrain) |
Division 2 |
(dark green hexes) (orange hexes) 1x Medic 2 Cruiser tanks |
3 squad bases (2. Kompanie) 1x AntiTank 3 Tiger I E tanks 3 squad bases (1. Kompanie) 1x AntiTank 3 Tiger I E tanks |
Heroes |
Tom Stanley is the British hero. He is a sargeant on 6 pounder gun team. Pick one squad from the yellow group and mark it with a victory objective token. When Stanley's team fires a 6-pounder gun their attack gains +3 firepower. If Stanley's team is targeted for attack any losses may be shifted to another squad in the same hex. The British player recives the tank buster leadership deck and may draw 3 cards from it at the start of the game. So long as Stanley's team is alive the player may play one card from this deck each round for free. Other cards from this deck may be played normaly for the printed command cost. If Stanley's team is eliminated, this deck and all cards already drawn from it are removed from play.
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Michael Whitmann is the german hero, he is a tank ace. At the start of the game place the "tank ace" operations card in play. The chosen Tiger I E tank is Whitmann's tank. If his tank becomes heavily damaged Whitmann may, as an action, abandon it and take over any other fresh German tank within 4 hexes. This fatigues both the abandoned tank and the one he took over. Move the victory objective token to the new tank. The German player recives the Blitzkrieger leadership deck and may draw 3 cards from it at the start of the game. So long as Whitmann is alive the player may play one card from this deck each round for free. Other cards from this deck may be played normaly for the printed command cost. If Whitmann is eliminated, this deck and all cards already drawn from it are removed from play. |
Strategy Decks | Tank buster leadership British reinforcment |
Blitzkrieger leadership German Reinforcments |
Starting Strategy Cards | 3 | 3 |
Operations Cards | 010 Inspiring Leadership 025 Hospital 011 Elite Tank Crew |
009 Tank Ace |
Deployment Zone |
Div. 1: light green / yellow hexes Assign to any squad: |
Div. 1: along the road in the black hexes on map 25B. Assign to any squad: |
Starting Initiative | Setup First | |
Objective |
The British start the game with control of both victory objectives. They need to hold on to at least one of them to have a chance of winning. In the event that both sides control one victory marker at the end of the game the side holding the most command objectives wins. Obviously the more your side controls the greater your victory. The game can also end in a draw. Each victory objective is worth 3 command points during the game. |
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Rounds | 12 | |
Actions per turn | 3 | 3 |
Reinforcements | Round X (Status Phase) 2 Cruiser tanks 1 Firefly tank. |
Round X (Status Phase) 3 squad bases 2 MG crews 1 officer 4 elite infantry 3 regular infantry 1x AntiTank 3 Tiger I E tanks 3 half-tracks |
Reinforcements procedure | Starting in round 2 for the Germans and round 3 for the British each side will roll a number of dice equal to the current round number. If a 5 or 6 is rolled that player may bring on reinforcments. The German player may only bring on one group in a round. He will need to roll again in the next round to see if the next group arrives. The player may choose which group to bring in. This is done during the status phase. The reinforcments are moved onto the board with an "advance" or "fire and movement" action. See the map for entry points. | |
Special Rules |
Firefly tank: Use a M4A1 Sherman tank figure to represent this unit. All stats are the same as the M4A1 Sherman except that "Firepower" vs. armor is increased to 10 and the unit gains the "Penetration" attribute of the US M10. Cruiser tank: Use the Crusader MK. II tank figure from DotF to represent this unit. All stats are the same as a standard US M4A1 Sherman tank except "Movement" is increased to 7. Honey light tank: Use the Matilda MK. II tank figure from DotF to represent this unit. All stats are the same as the Matilda tank except that "Movement" is incresed to 7 and "Armor" is reduced to 3. This is a recce unit and gains the following: "Recon", place a recon token next to this tank. It gains all of the recon abilities listed in the DotF rules. This unit also gains "Incresed Priority". Fatigue this unit to reduce the cost of an Artillery card played from your hand by 1 (to a minimum of 0). When establishing contact with an artillery card add 1 to your die result. This unit must be the spotter for the attack. Panzer III observer tank: This is a recce unit and gains the following: "Recon", place a recon token next to this tank. It gains all of the recon abilities listed in the DotF rules. This unit also gains "Incresed Priority". Fatigue this unit to reduce the cost of an Artillery card played from your hand by 1 (to a minimum of 0). When establishing contact with an artillery card add 1 to your die result. This unit must be the spotter for the attack. |
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Board Rules | The open corners of the map block line of sight. You can't shoot or see across them. This is bocage country and visability is limited. |