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Undaunted Normandy - ScenarioBook

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A GAME BY DAVID THOMPSON & TREVOR BENJAMIN

ILLUSTRATED BY ROLAND MACDONALD

SCENARIO BOOK
This book includes twelve scenarios based on the actions of the US 30th Infantry Division in
Normandy in the summer of 1944. If played in order, players will follow the division through the
assault to the Vire-et-Taute Canal (scenarios 1–5), the Saint-Lô breakthrough (scenarios 6–7),
the battle for Tessy-sur-Vire (scenario 8), and relieving the 1st Infantry Division in the battle of
Mortain (scenarios 9–12).
This is not the rulebook! To learn how to play, please consult the rulebook included.

THE US 30TH INFANTRY DIVISION


On 6 June 1944, the Allies invaded Normandy. Code-named Operation Neptune and often referred to as
D-Day, this was the largest seaborne invasion in history. The operation began the liberation of German-
occupied Europe and laid the foundations of the Allied victory on the Western Front.
The US 30th Infantry Division landed at Omaha Beach, Normandy, on 10 June 1944, four days after the
initial D-Day landings. The 30th Infantry Division was a National Guard unit, drawing from the states
of North and South Carolina, Georgia, and Tennessee. It trained in the United States for just over two
years before moving to England in February 1944, where it trained for D-Day until June.
After the 30th Infantry Division landed in Normandy, it secured key rivers and then moved to the town
of Saint-Lô. In late July, the division led the Saint-Lô breakthrough during Operation Cobra, which was
intended to break out of the Normandy bocage, thus ending the stalemate that had occurred. 
In August 1944, the German High Command launched a massive counter-offensive in an attempt to
throw the Allied armies back into the sea. The Germans moved vast amounts of armour and infantry to
the area of Mortain, France. The 30th Infantry Division met this German force head-on, stopping one of
Germany’s key counter-attacks during the war in Europe. 
After the defence of Mortain, the 30th Infantry Division continued its advance. It was the first infantry
division to enter Belgium and the Netherlands. The 30th was also instrumental in breaching the Siegfried
Line in October 1944, fought valiantly in the Battle of the Bulge, and captured Aachen, Germany.
By the end of the war, the 30th Infantry Division had been involved in 282 days of intense combat. It has
been called the war’s top infantry division in Europe for its accolades. 
SCENARIOS AND CAMPAIGN PLAY
Each scenario in this book is completely stand-alone and can be played in any order.
That said, the scenarios have been designed to be played in sequence. Playing the scenarios in order will maintain the chronology
of the real military campaign that the game is based on and provide a gradual scaling of complexity. This allows players to
become familiar with a slowly increasing pool of cards before being introduced to new elements.

Campaign Play
If you want to go even further, you can string multiple scenarios together into a campaign. To do so, start by choosing a group
of consecutive scenarios. Find the table at the back of this book and fill in the names of the scenarios selected.
After each game in a campaign, fill in the corresponding row in the table, clearly marking the victor. In the Casualties field, count
the number of combat cards that you removed from the game due to casualties. In the Heroic Contribution field, the victor may
nominate a card or a unit that they think deserves particular recognition. If they wish, they can let the loser nominate a heroic
contribution instead. Heroic contribution has no gameplay effect – it purely adds flavour to the campaign!

US GERMANY
SCENARIO DATE PLAYER CASUALTIES WIN PLAYER CASUALTIES WIN HEROIC CONTRIBUTION

27-Aug- Darren Green –


1. La Raye David 5 X Trevor 6
18 Rifleman, B Squad
2. Montmar- 27-Aug- Edward Wilson –
David 4 X Trevor 7
tin-en-Graignes 18 Scout, B Squad
3. Raid Across the 12-Sep- Heinrich Schneider
David 9 Trevor 3 X
Canal 18 – Gunner, A Squad
4. Behind Enemy
Lines
5. Crossing the
Vire
Once the campaign is completed, each player totals the number of victories. They subtract one from the total for each full ten
casualties they have suffered across the course of all played games. The player with the highest total has triumphed! They should
check the corresponding table below to see the aftermath, which is based on how wide a margin they have won by.
If neither player has managed to eke out an advantage, read the Indeterminate result below.

US VICTORY
ADVANTAGE RESULT
More than 5 Stunning breakthrough: The German forces are completely overwhelmed by the Allied assault and have no
time to regroup, sending them into disarray. The Western Front soon collapses, and Berlin falls not long after that.

4 or 5 Rapid advance: Surging from victory to victory, the Allied forces quickly push through Normandy and reach
German soil before the end of the summer.

1 to 3 Steady progress: The Allied advance is slow but inexorable and picks up momentum with every victory. The
German forces are promptly forced out of Normandy.

GERMAN VICTORY
ADVANTAGE RESULT
More than 5 Full stop: At every turn, the Allied attack is resisted and delayed, eventually grinding to a complete halt. For
months, the Western Front stands still, only seeing relief when the Red Army reaches Berlin.

4 or 5 Heavy delays: For each victory, a heavy cost is inflicted on the Allies. The campaign is severely delayed, and
Normandy remains contested until early spring.

1 to 3 Ardent resistance: The German resistance is steadfast, and no inch of soil is easily won. Only after heavy
reinforcements does the invasion ultimately succeed.

INDETERMINATE
0 Intense combat: The fighting is fierce, but slowly and surely the Allied forces gain ground.
STARTING DECK AND SUPPLY
Each scenario specifies which cards start in each player’s deck and supply. You can find this in the ‘Starting Cards’ table.
To assemble your starting deck, take one copy of each card per D symbol in the table. Shuffle those cards together into a face
down deck.
To assemble your supply, take one copy of each card per S symbol in the table. Place those cards in a face up supply.
Remove all the remaining cards from the game.

Example: Scenario 1: La Raye


CARD US
Platoon Sergeant D
Platoon Guide
Squad Leader A D
Squad Leader B D
Squad Leader C
Rifleman A D S S S S
Rifleman B D S S S S
Rifleman C
Scout A D S S
Scout B D S S
Scout C
Machine Gunner A
Machine Gunner B
Machine Gunner C
Mortar
Sniper
Fog of War D D S S S
S S S S S

The US player shuffles the following cards into their starting deck:

• 1 Platoon Sergeant
• 1 Squad Leader A
• 1 Squad Leader B
• 1 Rifleman A
• 1 Rifleman B
• 1 Scout A
• 1 Scout B
• 2 Fog of War

Then the US player places the following cards into their supply:

• 4 Rifleman A
• 4 Rifleman B
• 2 Scout A
• 2 Scout B
• 8 Fog of War

All the remaining US cards are returned to the box.


SCENARIO 1: LA RAYE

Assault to the Vire-et-Taute Canal US objective


La Raye — 15 June 1944
The 30th Infantry Division’s first action was on Control 5 objective points.
the morning of 15 June. While over half the division
was still afloat or moving through the assembly areas
on Omaha Beach, an initial attack was made by an
improvised combat team. Difficult opposition was GERMAN objective
encountered as soon as the leading squads crept past
the railway track leading east from Carentan. By mid-
afternoon the US forces had worked their way through Control 5 objective points.
intermittent artillery fire and swung to the south-east
to threaten German forces grouped around houses in If both sides are simultaneously pinned
the hamlet of La Raye. (no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A Machine Gunner A
Machine Gunner B Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Controlling objectives: You control an objective only if you have a control marker on the same tile as the objective
marker, with the control side up. Both sides can’t control the same objective! If you take the Control action on a tile your
opponent controls, flip their control marker back to its scouted side. You can’t take the Control action if one of your
opponent’s combat counters is on that tile.
SETUP

TILES

2B 3B 4B 5B 6A 7A 8A 11B 12B 13B 16B 17B


SCENARIO 2: MONTMARTIN-EN-GRAIGNES

Assault to the Vire-et-Taute Canal


L’Enauderie to Montmartin-en-Graignes - 15 June 1944
US objective
As the 30th Infantry Division moved south of the
railway, it encountered German machine-gun nests in Control 1 objective point.
the tiny settlement of L’Enauderie. After a forty-minute
battle, they cleared the area. By the end of the morning,
the US forces had inched forwards another quarter mile
to the outskirts of Montmartin-en-Graignes, a larger
hamlet, which boasted a church steeple projecting GERMAN objective
above the old mud-coloured farm buildings. After
another hour of hard fighting, they were in possession
of the hamlet. Pin the US forces (no US
Riflemen on the board).

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D D S S S D D S S S Rifleman A
Rifleman B D D S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S Scout B
Scout C Scout C
Machine Gunner A D S S Machine Gunner A
Machine Gunner B Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper Sniper
Fog of War D D S S S D D D S S Fog of War
S S S S S S S S S S

REMEMBER
Machine Gunners: This scenario introduces players to the Machine Gunner unit, a powerful addition to any platoon.
This unit has more firepower than Riflemen and Scouts, so it is better positioned to inflict enemy casualties. It is also the
only unit with access to the Suppress action, which trades away inflicting damage for reliably debilitating enemy units.
Enemies out of position or close to capturing vital objectives are good targets for suppression!
SETUP

TILES

1B 2B 3B 4A 5B 6B 7A 8A 9B 10B 11B 12B 15B 16B 18B


SCENARIO 3: RAID ACROSS THE CANAL

Assault to the Vire-et-Taute Canal US objective


Vire-et-Taute Canal - 16 June 1944
On 16 June, the 30th Infantry Division finished Control 6 objective points.
clearing the area north of the Vire-et-Taute Canal. That
night they dug in along the gentle slope leading down
to the bare and watery no man’s land along the canal.
The Germans mounted a counter-attack that evening, GERMAN objective
making a raid across the canal. It was driven back by
massed infantry fire.
Control 6 objective points.

If both sides are simultaneously pinned


(no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Hunker down: Sometimes the best thing to do is to sit tight and do nothing. You always have the option of returning
a card to your supply instead of playing it, allowing that soldier to find somewhere secure to hunker down and get out of
the action. This is usually most relevant for Squad Leaders of squads that have taken heavy casualties, as their Inspire
and Bolster actions are no longer useful, but you might also consider hunkering down if your platoon is large and unwieldy.
SETUP

TILES

1A 2B 3B 4A 5A 6A 7A 9B 10B 11B 12B 13A 14A 15A 17B 18A


SCENARIO 4: BEHIND ENEMY LINES

Assault to the Vire-et-Taute Canal US objective


Vire-et-Taute Canal - June 17 – 6 July 1944
16 June was followed by a lull for the 30th Infantry Control 5 objective points.
Division, while it waited for the arrival of more men and
equipment. Over the next three weeks, the division’s
activities consisted mostly of vigorous patrolling and
active defence. Daylight reconnaissance was impossible GERMAN objective
because of the vast open spaces, and the short summer
nights left only an hour for investigation. Many of the
patrols made during this period were unsuccessful, Control 5 objective points.
but on a number of occasions US forces successfully
penetrated German-controlled territory and raided If both sides are simultaneously pinned
key locations. (no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A S S S D S S Machine Gunner A
Machine Gunner B S S S D S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper D D D Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Snipers: This scenario introduces players to the Sniper unit, the strongest unit in the game in terms of raw firepower.
Rolling an impressive three dice in attack, Snipers are able to sustain fire that few units can withstand. In addition, their
Stalk action allows this unit to move freely, not requiring the tile to be previously scouted. Thus, the Sniper is able to
operate completely independently.
SETUP

TILES

1B 2B 3B 4A 5A 6A 7A 8A 9B 10A 11B 12B 13B 14A 15A 17A 18B


SCENARIO 5: CROSSING THE VIRE

Assault to the Vire-et-Taute Canal


River Vire - 7 July 1944
US objective
Three weeks after the 30th Infantry Division drove
the Germans back behind the protection of the Vire-et- Control 2 objective point.
Taute Canal and the River Vire, the division launched
its first full-scale offensive – an assault crossing of a
defended river line. The days preceding the assault had
been spent reconnoitring, planning, and constructing
improvised footbridges and ladders to scale the steep GERMAN objective
banks on the far shore. In the early hours of 7 July, the
US forces converged by the last hedgerows on the near
side of the river to launch their assault. Pin the US forces (no US
Riflemen on the board).

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide D Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S S S S Scout A
Scout B D S S S S S Scout B
Scout C Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar D D S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D D S S Fog of War
S S S S S S S S S S

REMEMBER
Mortars: This scenario introduces players to the Mortar unit, a potent piece of mobile artillery. A Mortar is cumbersome,
as it requires a separate Target action just to set up a target space, and needs another Target action whenever it
changes target or moves. However, it more than makes up for this with its excellent range and its effectiveness against
concentrations of enemy forces.
SETUP

TILES

1A 2B 3A 4A 5A 6A 7A 8B 9B 10B 12B 14A 15A 16B 17A 18A


SCENARIO 6: DESPERATE WITHDRAWAL

Saint-Lô Breakthrough
Saint-Lô - 24 July 1944
US objective
Operation Cobra was the code name for an Allied
offensive aimed at breaking out of the hedgerows of Control 1 objective point.
Normandy and punching through the German defences.
The operation was set to begin on the morning of 24
July, when hundreds of Allied bombers arrived over
the battlefield. Under poor visibility conditions, many
of the bombers accidentally targeted friendly troops. GERMAN objective
One platoon, forward deployed in preparation for the
assault, was forced to make a hasty withdrawal when
the German forces seized the opportunity to capitalise Pin the US forces (no US
Riflemen on the board).
on the critical bombing error.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide D Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D D S S S D D S S S Rifleman A
Rifleman B D D S S S D D S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S S S S Scout A
Scout B D S S S S S Scout B
Scout C Scout C
Machine Gunner A S S S Machine Gunner A
Machine Gunner B S S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar S S S Mortar
Sniper S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Platoon Guides: This scenario introduces players to the Platoon Guide, a versatile asset in any platoon. The Platoon
Guide lets you respond quickly to any problems that arise, as it is able to move straggling units into position through the
Guide action and bolster any part of the platoon that might need reinforcing.
SETUP

TILES

1A 2B 3A 4B 5A 6A 7A 8A 9B 10B 11B 12B 13B 14B 15B 16B 17B 18B


SCENARIO 7: LA HUBERDERIE

Saint-Lô Breakthrough US objective


Saint-Lô - 25 July 1944
After a one-day postponement due to the bombing Control 10 objective points.
errors, Operation Cobra got underway on the morning of
25 July. However, Allied bombing once again resulted in
friendly casualties. After order was restored, the 30th
Infantry Division began the assault, advancing across a GERMAN objective
steep-banked stream that flowed east to the River Vire.
Two or three fields south of the stream, they encountered
the enemy’s main line of resistance, which was centred Control 10 objective points.
on a cluster of buildings called La Huberderie. Enemy
mortar fire fell heavily on the attackers. If both sides are simultaneously pinned
(no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C S S Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C S S S S S S S S S S Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S S S S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Full platoon: This scenario introduces players to accessing any card in the game. This opens up a wide variety of strategies:
do you bring in a specialist attachment like a Mortar team or a unit of Snipers to focus on inflicting casualties on the opposing
forces? Do you instead focus on Machine Gunners, hoping to neutralise your enemies through barrages of suppressive fire?
Or do you bolster your Riflemen and hope to claim important objectives before enemy defences are ready to deal with them?
SETUP

TILES

1B 2B 3B 4B 5B 6B 7A 8A 9B 10B 11B 12B 13B 14B 15B 16B 17B 18B


SCENARIO 8: STREETS OF TESSY-SUR-VIRE

Battle for Tessy-sur-Vire US objective


Tessy-sur-Vire - 1 August 1944
On 1 August, the 30th Infantry Division was tasked Control 7 objective points.
with liberating the town of Tessy-sur-Vire. The Germans
held the town and commanded the high ground to the
east. The US forces entered from the ridge to the north
and were immediately met by mortar fire. They then GERMAN objective
battled through machine-gun nests and fought house by
house down the main street. German fire support from
across the river forced them to withdraw to the edge of Control 7 objective points.
town and wait for armoured support before renewing
the attack and ultimately liberating the town. If both sides are simultaneously pinned
(no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C S S Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C S S S S S D S S S S Rifleman C
Scout A D S S S S S Scout A
Scout B D S S S S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S D D S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S D D S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

SPECIAL RULES
Hills: This scenario introduces players to hill tiles, which serve as powerful defensive positions. Hill tiles are
easily recognisable by their variable cover bonus of 3/1. Against most attacks, hill tiles provide a cover bonus of
3, as attackers have a huge disadvantage when attacking uphill. However, if the attacker is also on a hill (whether the same
or another hill) or the attacker is a Mortar, the height advantage is negated and the space only provides a cover bonus of 1.
SETUP

TILES

1B 2A 3B 4B 5B 6B 7B 8B 9A 10A 11B 12A 13A 14A 15A 16A 17A 18A


SCENARIO 9: REINFORCEMENTS

Battle for Mortain


Mortain - 7 August 1944
US objective
In the early hours of 7 August, Germany launched
a counter-attack to eliminate the gains made by the US Control 1 objective point.
forces during Operation Cobra and to cut off the units that
had advanced into Brittany. One of the first key targets
was the town of Mortain, which had only recently been
occupied by the 30th Infantry Division. The German
forces made quick gains against the US forces’ light GERMAN objective
defences, overrunning roadblocks, and assaulting infantry
and heavy weapons platoons on the strategic Hill 314. The
Americans ordered reinforcements to repel the attacks Pin the US forces (no US
Riflemen on the board).
and restore a defensive perimeter. The reinforcements
battled their way through Mortain and up Hill 314.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide D Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D D S S S D S S S S Rifleman A
Rifleman B D D S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A S S S D S S Machine Gunner A
Machine Gunner B S S S D S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar S S S S S S Mortar
Sniper S S S S S S Sniper
Fog of War D S S S S D D D S S Fog of War
S S S S S S S S S S

REMEMBER
Concealment: This scenario presents a serious challenge for the US forces, who need to cross a large stretch of open
terrain with little or no cover against German machine-gun and sniper fire. To find an opening, it may be helpful to use your
Scouts to take Conceal actions to confuse the enemy. This forces your opponent to take Fog of War cards, slowing down
their deck, which may give you the turn or two you need to traverse the dangerous stretch intact.
SETUP

TILES

1B 2A 3B 4B 5B 6B 7B 8B 9A 10B 11B 12B 14B 15B 16A 17B 18B


SCENARIO 10: CRITICAL INTELLIGENCE

Battle for Mortain US objective


Romagny - 7 August 1944
By the early hours of 7 August, the German forces had Control 5 objective points.
overrun the key roadblock south-east of Mortain and had
advanced as far as the town of Romagny. In desperate need of
current tactical intelligence, the US forces sent an intelligence
and reconnaissance platoon to assess the situation on the GERMAN objective
southern flank. As they entered Romagny, they encountered
a German advance guard. Both sides sustained casualties,
but the US forces took three prisoners and continued fighting Control 5 objective points.
for over an hour, until their ammunition ran low. During the
fighting, the Americans interrogated their prisoners and If both sides are simultaneously pinned
immediately passed to the division headquarters any critical (no Riflemen on the board), the game ends.
information they extracted. The side with the most objective points wins.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D S Squad Leader A
Squad Leader B D S Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar D S S Mortar
Sniper Sniper
Fog of War D D D D S D D S S S Fog of War
S S S S S S S S S S

SPECIAL RULES
Radio intel: In this scenario the US forces have the opportunity to radio critical intelligence back to the division
headquarters. If the US side controls the tile with the radio marker, they may take the Control action while in that space
to increase the value of that tile. To do so, immediately place or swap the objective markers so that the total number of
objective points is increased by 1. There is no limit to the number of times this can be done, but if the German forces control
this tile, they benefit from the increased value. The German forces cannot increase the objective point value of the space.
SETUP

TILES

1B 2B 3B 4B 5B 6B 7B 8B 9B 10B 11A 12B 13B 14B 15B 16B 17B 18B


SCENARIO 11: HILL 314

Battle for Mortain


Mortain - 10 August 1944
US objective
The Germans launched the first attack against Hill Pin the German forces
314 shortly after midnight on 7 August. The initial (no German Riflemen
assault involved flanking manoeuvres that allowed for on the board).
surprise attacks against the widely separated American
defenders. Under constant attack, forward observers
called in well-aimed artillery strikes, which were critical
in preventing the Germans from overrunning Hill 314. GERMAN objective
The battles raged on until 10 August, when the Germans
launched their most ambitious attempt to take the hill.
Control 1 objective point.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C D D Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C D S S S S D S S S S Rifleman C
Scout A S S S S S S Scout A
Scout B S S S S S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S S S S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Three-pronged assault: No other scenario in the game asks players to simultaneously coordinate all three squads
from the start as in Hill 314. Think carefully about what your overall strategy is going to be, or you might find your deck
too inconsistent and your platoon in disarray. Watch your opponent! If the German forces are bolstering squad A, don’t be
caught off guard with all your defences in a poorly positioned squad C. If the US side brings in a Mortar team, don’t leave
your units bunched up as easy targets!
SETUP

TILES

1B 2A 3A 4A 5A 6A 7A 8A 9A 11A 12A 14B 15B 16A 17B 18B


SCENARIO 12: MORTAIN

Battle for Mortain US objective


Mortain - 7 August – 12 August 1944
Following the Germans’ successful seizure of Control 10 objective points.
Mortain on the morning of 7 August, battles raged
through the streets all around the city. The Americans
and Germans were locked in a stalemate until 11 August,
when the chief of staff of the 30th Infantry Division GERMAN objective
declared, ‘I want Mortain demolished … burn it up so
nothing can live there.’ Artillery strikes levelled the
city. On 12 August, the German retreat from Mortain Control 10 objective points.
began. The 30th Infantry Division had defeated the
German counter-attack. If both sides are simultaneously pinned
(no Riflemen on the board), the game ends.
The side with the most objective points wins.

STARTING INITIATIVE: GERMANY


STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C S S Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C S S S S S S S S S S Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S S S S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S

REMEMBER
Evenly matched: In this scenario, players will find a perfectly symmetric setup, with neither side advantaged in either
their starting decks or their positions on the board. You are given complete freedom in your approach, making it a great
scenario for more experienced players or a perfect climax to a longer campaign!
SETUP

TILES

1B 2A 3A 4A 5B 6A 7B 8B 10A 11A 12A 13B 14B 16A 17B 18B


SCENARIO TABLES
US GERMANY
SCENARIO DATE PLAYER CASUALTIES WIN PLAYER CASUALTIES WIN HEROIC CONTRIBUTION
SCENARIO TABLES
US GERMANY
SCENARIO DATE PLAYER CASUALTIES WIN PLAYER CASUALTIES WIN HEROIC CONTRIBUTION

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