Below you will find illustrations and brief descriptions of all the components in the game.

Plastic Figures

These 216 detailed plastic figures represent the American and German military personnel and vehicles that the players will be commanding. Each player starts the game with the specific figures listed by the chosen scenario.

    

Squad Bases

The squad bases come in four different shades representing the players of a four-player game. All green bases belong to the American players, while the grey bases belong to the German players. Each base can hold up to four infantry figures. In a twoplayer game, each player takes control of all bases of one color (nation), ignoring the light and dark shades.

    

Player Reference Sheets

These sheets provide players with the combat values and special abilities of each figure, as well as summaries of important rules and concepts.

Map Boards

The 12 double-sided map boards are used to build the game board for each scenario. They can be arranged in a large number of different variations, allowing for a wide variety of scenarios.

Map Overlay Pieces

Map overlay pieces are placed on top of the map boards to add additional terrain features. Map overlay pieces feature everything from additional buildings and woods to streams and roads.

 

Dice

Black dice are attack dice and represent the firepower and effectiveness of an attack. Red dice are defense dice and represent both cover gained from terrain features and the difficulty of penetrating a vehicle’s armor.

Round Track, Round Marker, and Victory Markers 

The round marker is placed on the round track to keep track of the number of game rounds. Each nation also has a victory point marker, which is placed on the round track to keep track of each nation’s current victory point total. All of these markers have “+10” on their reverse sides, for use if a nation exceeds 10 victory points or a game goes longer than 10 rounds.

  

Strategy Cards

During the game setup, as instructed by each individual scenario, players typically will receive one or more Strategy card decks. During the game players will be able to activate cards from these decks for a variety of benefits, including reinforcements and artillery support.

Operations Cards

Some scenarios indicate that one or both nations start with certain Operations cards, which add additional game rules. These rules can cover anything from weather conditions and morale options to specialization enhancements, such as those that give engineer squads the ability to remove minefields or lay smoke on the battlefield.

Initiative Cards and the Initiative Token

At the end of each Command Phase, the player with the most cumulative command on his Initiative card gains the initiative token. The player with the initiative token acts first during a game round and breaks ties during timing conflicts.

 

Activation Tokens

These tokens are used to keep track of which units have already acted during a game round. The activation tokens have two sides: a fatigued side and an opportunity fire side.

Damage Tokens

These tokens are used to indicate when a vehicle has been damaged. The two sides of these tokens indicate whether the vehicle is lightly damaged or heavily damaged.

Condition Tokens

These tokens are used to reflect the condition (i.e., morale) of a squad that has been subject to suppressive fire. The two sides of these markers indicate whether a squad has been pinned or disrupted.

Squad Specialization Tokens

Specialization tokens are used to indicate that a squad has special equipment or training, giving it additional abilities.

Victory Objective Markers

These markers act as reminders as to which hexes are related to the victory conditions specified by the scenario. Each scenario will describe where to place these as well as their purpose on the game board.

Command Objective Markers

These markers come in three colors and with various numeric values. They are placed on the game board and represent areas of tactical importance on the battlefield. Controlling these objectives provides a player with command points. Each scenario will indicate where to place these on the game board.

Control Markers

Each nation has eight control markers, which are used to indicate which nation has control of which victory and command objectives.

 

Command Tokens

Command tokens are used to keep track of a nation’s total available command.
Nations will spend command to gain initiative as well as to activate Strategy cards.

 

Transport Markers, Off-Board Indicator Tokens, and Concealed Squad Markers

Each nation has 8 transport markers with corresponding offboard indicator tokens, and four concealed squad markers. These are used to mark which squads are being transported in vehicles and to mark concealed squads.

    

Fortification Markers

These markers are used to show where fortifications are present on the game board. They are double-sided, with one side showing a pillbox and the other showing an entrenchment. These fortifications provide defensive bonuses to squads that enter them.

 

Obstacle Markers

These markers are used to show where obstacles are present on the game board. They are double-sided, with one side showing a tank trap and the other showing razor wire.

 

Smoke and Minefield Markers

These markers are used to indicate where smoke or minefields are present on the game board.

Target Token

The target token is used in conjunction with many Strategy cards to mark a target hex on the game board, usually in conjunction with artillery, or other off-board support cards.

North Directional Marker

The north directional marker is used to determine the direction of drift for artillery and various other effects. Every scenario will indicate which direction is north.

 

Game Area

 

Log in to comment