Each team has 3 players. 1 player is the CiC and the other 2 players run the infantry.
The CiC is responsible for:
- Making sure all players follow and use the rules to their advantage
- Makes sure all player knows their stats, and the enemies stats
- Collects and spends command pints (cards, initiative)
- Allocates annotated resources
- Play all action cards
- Counts possible objective points and tries to guess which team is in the lead.
- Assigning objectives to players
Players:
- Move and coordinate the strategy aspect and actual “boots on the ground”.
American | German | |
Player 1 (CiC) |
3 Squad Bases Reinforcements Round 5 2x AntiTank |
1 Squad Base Reinforcements Round 5 1x Flamethrower |
Player 2 |
5 Squad Bases Reinforcements Round 5 1x AntiTank
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1 Half-track Reinforcements Round 1 Reinforcements Round 3 Reinforcements Round 5 2 Half track |
Player 3 |
5 Squad Bases Reinforcements Round 5 1x AntiTank |
1 Squad Base Reinforcements Round 2 Reinforcements Round 4 Reinforcements Round 5 |
Strategy Decks (Round 1-4) | “Command” Strategy deck “Moral Deck I” |
“German Reinforcement Deck” (These are NEW units, in addition to reinforcements. Allocated to players by the CiC). “Supply Deck I” |
Strategy Decks (Round 5-8) | “US Air Support Deck” | “Artillery Deck I” |
Starting Strategy Cards | - | - |
Operations Cards | 017 Camouflage (until turn 5) 018 Seize the Initiative (until turn 5) |
012 Massive Confusion (until turn 4) 013 Desperate Defenders (until turn 4) 009 Tank Ace (After turn 4) |
Setup | -Place a 2 point Objective on any bridge hex. This is unknown to the German players. Special rules: -While one objective markers are placed on the table, the second is carried by the CiC and is placed on the table any turn he sees fit. This Objective marker is a spawn point, and needs to be protected. It has special rules: -IS the only objective that US troops can spawn on. -Does not generate CP’s until placed. |
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Deployment Zone |
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Shaded hexes on map 2B. |
Starting Initiative | ||
Objective | The army controlling the most Objectives in the game at the end of turn 8 wins. | |
Rounds | 8 | |
Actions per turn | 3 | 3 |
Penalties | If any player loses his officer the following penalties occur until a new officer arrives. Actions are reduced 2 per player (CiC is still 1) per turn. Until another officer (reinforcement) event occurs. |
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Reinforcements | Turn 5-8: reinforcements may spawn in, or 1 adjacent hex, to any US captured Objective. | Turn 1-4: reinforcement units may deploy on, or within 1 hex of controlled German objectives. Turn 5-8: reinforcements may deploy in any or adjacent road hex on the edge of the map, in any fashion. |
Special Rules | - | - |
Terrain Features |
3 Landmine markers 3 Barbed wire 3 sandbag bunkers 3 tank traps 3 objectives: First Objective (2 points) is the church). Second Objective (3 points) is the AA gun. Third Objective is the US players Obj point (Unknown location and value) |
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Tactics ( Round 1-4) | Turns 1-4 are at night. Although you are scattered about, you have the element of surprise. Recon, move quick and take them by surprise. Only the Bold players that are willing to kick some teeth in will win the day. You MUST capture Objective in 4 turns, before the sun comes up. DO NOT HESISTATE. |
Turns 1-4 are at night. Although your slow to wake and prepare for combat, the US Soldiers are scattered far and wide from their airdrop. Use surprise as a crucial element. Defend and cause as many casualties as you can. |
Tactics ( Round 5-8) | Turns 5-8 is the real battle and the counter attack. Repeal at all costs. Dig in and hope for the best. |
Turns 5-8 is the real battle. It is a daylight counter attack. You outnumber the defending US Infantry, move in fast and hard supported wit armor and Mortars. |