A: MEETING OF PATROLS A1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. |
B: CITY FIGHT B1: The Pillbox, Minefield and Marsh cards are treated as Cower cards. The player with the most Victory Points (16.4) at the end of the time limit is the winner. However, territorial Victory Points are awarded only to those men occupying Buildings terrain. Victory Points for casualties (including men removed due to rout.) are awarded normally. |
C: ASSAULTING A FORTIFICATION C1: The defending player receives the Pillbox card prior to setup (23.2) in addition to his normal allotment of Action cards and places it on his Group B. Preparation for Play terrain placement then begins normally. C2: The Minefield and Sniper cards are treated as Cower cards if held by the attacking player. They can be used only by the defender. Treat all Marsh cards as Cower cards. The attacking player wins by eliminating all Personality cards in the Pillbox or if the Pillbox is vacated. The defending player wins by avoiding the attacker's Victory Conditions. |
D: REAR GUARD ACTION D1: The Sniper cards are treated as Cower cards if held by the attacking player. They can be used as Sniper attacks only by the defender. D2: The Pillbox and Minefield cards are treated as Cower cards. The attacking player wins immediately if he has five unpinned Personality cards in one or more non-infiltrated groups in terrain which will reduce the Fire Strength of an attack against it, at Relative Range 5 to any defending group. The attacking player also wins if he can reduce the defending player to one group while losing less men than the defender. If the attacking player has not fulfilled either of these victory conditions by scenario end, the defending player wins. |
E: ARMORED RECON PATROL E1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. If neither player accomplishes this by the time limit, the defending player wins |
F: INFANTRY'S IRON FIST F1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. If neither player accomplishes this by the time limit, the defending player wins. |
G: BLOCK CLEARING G1: The defending player is given a Buildings card with a TEM of -3 for placement during Preparation for Play in addition to his normal hand. G2: Only the player on defense may use Sniper cards to make Sniper attacks. The attacker must use them as Cower cards. G3: The Pillbox, Marsh, and Minefield cards are treated as Cower cards. The attacker must have twice as many Victory Points as the defender at the end of the time limit. In this scenario, territorial Victory Points are awarded only to those men occupying Buildings terrain. Casualty Victory Points are awarded normally. The defending player wins by avoiding the attacking player's Victory Conditions. |
H: ARMORED ADVANCE H1: Reinforcements are eligible to enter anytime after one deck of Action cards has been used. H2: Treat Pillbox and Minefield as Cower cards. The attacking player must also treat Sniper cards as Cower cards. H3: The defending player gets at least one functioning Terrain card to use during Preparation for Play. If he has none in his hand at start, he draws cards until he gets one. All other cards drawn in this process are returned to deck and reshuffled. The attacking player wins if at any time he has at least five unpinned Personality cards in one or more non-infiltrated groups at Range Chit 5 occupying any Terrain which will reduce the Fire Strength of an attack against them. The defending player wins by avoiding the attacker's Victory Conditions. |
I: PARTISANS I1: The Pillbox cards are treated as a Cower card. I2: The German player must treat Sniper and Minefield cards as Cower cards. The Partisan player must use Minefields as Booby Traps (37.6) The German player wins automatically if at least half of his force reaches range chit 5 and he has more Victory Points than the Partisan. In the scenario, Victory Points are only awarded for casualties and for the range chits occupied by the Partisan at game end per rule 16.4. The Partisan player wins by avoiding the German Victory Conditions. |
K: ELITE TROOPS ON THE ATTACK K1: The Pillbox and Minefield cards are treated as Cower cards. K3: Any Sniper capability or weapons lost in the first part of the scenario is regained at the start of the second part of the scenario, even if carried in the form of a weapon chit in place of the normal printed weaponry of a Personnel card. Squad size is determined by the size of the squad at the start of the second part. Any wounds of men in the Elite force carry over to the second part. Weapons captured in the first part cannot be used in the second part. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner of that particular scenario segment. The Elite force must win both scenario segments to win the game. The defending player wins if he wins either segment or by avoiding the Elite force victory conditions. Victory Points are not counted in this scenario. |
L: OUTPOST LINE L1: The defender may start nay or all of his groups entrenched and therefore is not subject to terrain placement by the attacking player during Preparation for Play. L2: The Pillbox and Minefield cards are treated as Cower cards. The attacking player wins if at any time he has at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 5 occupying any Terrain which will reduce the Fire Strength of an attack against them. The defending player wins by avoiding the attacker's Victory Conditions. |
M: PATROL M1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. |
N: JUNGLE MEETING ENGAGEMENT N1: The Pillbox and Minefield cards are treated as Cower cards. The player with the most Victory Points (16.4) at the end of the time limit is the winner. However, territorial Victory Points are awarded only to those men occupying Jungle terrain. Victory Points for casualties (including men removed due to rout.) are awarded normally. |
O: ASSAULTING A PILLBOX O1: The defending player receives the Pillbox card prior to setup (23.2) in addition to his normal allotment of Action cards and places it on his Group B. Preparation for Play terrain placement then begins normally. O2: The Minefield and Sniper cards are treated as Cower cards if held by the attacking player. They can be used only by the defender. The attacking player wins by eliminating all Personality cards in the Pillbox or if the Pillbox is vacated. The defending player wins by avoiding the attacker's Victory Conditions. |
P: EVACUATION P1: The Pillbox and Minefield cards are treated as Cower cards. P2: The defender must set up in three or four groups, all of which start at Range Chit 2. Following placement of terrain, the defending player must draw a RNC for each of his own men; the man drawing the lowest RNC (red RNC's are considered negative values) is considered wounded (Defender choice in case of tie.) Reshuffle the deck including all RNC's drawn to determine wounds, but excluding the players' dealt hands and placed terrain. All wound rules are in effect except the need to draw a Black RNC at the start of each new deck (33.7). A wounded man may not individually transfer to another group unless he is the only member of his group. The attacking player wins immediately if he has four unpinned Personality cards to Range Chit 5 in one or more non-infiltrated groups in terrain which will reduce the Fire Strength of an attack against them.. The defending player wins by avoiding the attacking player's Victory Conditions, or automatically if has at least two of his originally wounded men of his originally wounded men in unpinned groups in terrain that will reduce the Fire Strength of any attack against them at Relative Range 0 to a ll attacking groups. |
Q: DELAYING ACTION Q1: The Pillbox and Minefield cards are treated as Cower cards for both players. The Sniper, Wire and Stream cards are considered Cower cards for the attacking player; they may be played normally by the defender. Q2: The defending player may set up entrenched in applicable terrain. Q.3: Jungle deck must be used when Japanese are the Axis side. The attacking player wins immediately if he has fiver unpinned Personality cards in one or more non-infiltrated groups in terrain which will reduce the Fire Strength of an attack against them, at Relative Range 5 to any defending group. The defending player wins by avoiding the attacking player's Victory Conditions. |
R: PARATROOP DROP R1: The Pillbox and Minefield cards are treated as Cower cards R2: The attacker must set up in four groups with no more than four men per group. The four Group ID's are then drawn randomly from a cup and placed one to a group from left to right; after which the attacker's groups are rearranged on the table accordingly so as to set up opposite their opponent's like-named groups. Two of each of the following range chits are then placed in a cup: -1/0, 0/1, 2/3, 4,5. The defender then draws one range chit at a time randomly from the cup and places it instantly on the attacker's group of his choice before drawing another chit. The attacker then draws an RNC to determine which side of the range chit is placed face up: Black RNC indicates the higher is number is placed face up, Red RNC indicates the lower number is placed face up. The process is repeated for the remaining three attacking groups, after which terrain may be placed normally. R3: All members of paratroop group which sets up in Woods terrain must make a Morale check (20.21) prior to the start of play. Failure of the Morale Check in this case results in a Wound--not a pin result. R4: The Paratroop player may not set up with any LMG already crewed, nor can he play a Concealed card during the defender's first turn. R5: The attackers are paratroops (not marines) and are entitled to their respective nationality's Elite status capabilities (39) The attacking player wins at the end of his turn if he has at least five unpinned men (including SL or ASL) in one non-inilftrated group at range chit 3, 4, or 5 in terrain which will reduce the Fire Strength of an attack against it. The defender wins by avoiding the attacker's Victory Conditions. |
S: JUNGLE ASSAULT S1: Treat the Pillbox and Minefield as Cower cards. S2: The defender may start with all of his groups in applicable terrain entrenched and is mot subject to terrain placement by the attacking player during Preparation for Play. The attacking player wins immediately if he has four unpinned Personality cards in one or more non-infiltrated groups at Range chit 5 in terrain which will reduce the Fire Strength against them. The defender wins by avoiding the attacker's Victory Conditions. |
T: ARMOR PATROL T1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. If neither player accomplishes this by the time limit, the defending player wins. |
U: ARMOR U1: The Pillbox and Minefield cards are treated as Cower cards. The first player to have at least four unpinned Personality cards in one or more non-infiltrated groups at Range Chit 4 or 5 occupying any Terrain which will reduce the Fire Strength of an attack against them is the winner. If neither player accomplishes this by the time limit, the defending player wins. |
V: AMBUSH V1: The Pillbox and Minefield cards are treated as Cower cards. V2: The Attacking force is considered Elite and entitled to use Elite troop capabilities (39). Any listed man with morale of 1 becomes a Morale 2. All others retain their printed values. V3: The defender may receive Random Reinforcements throughout the game The attacking player wins by breaking the defending player's squad (16.5). Note that each arrival of reinforcements (other than snipers) increases the size of the defending “squad” and makes it that much more difficult to break. The defender wins by avoiding the attacker's Victory Conditions. |
W: SURPRISE ATTACK W1: The Pillbox and Minefield cards are treated as Cower cards. W2: The defender may set up all of his groups in Buildings prior to set up by using the first buildings revealed by a random search through the deck sufficient to house all of the defender's groups. Preparation for then begins normally. Once these buildings cards are vacated, they are removed from play. W3: The defender starts play with all but one Morale 3 rifleman pinned. He may not rally any of these men until he is fired upon or survives a DC attack, or until the subsequent turn after he makes an attack of his own. He may rally men with a Hero card at any time. W4: The defender may make no sniper attacks until he has rallied someone without the use of a Hero card. A sniper attack would constitute fire upon the defender and allow him to rally his men. The attacking player wins immediately by occupying an equal or greater number of Buildings cards than are currently occupied by the defender. The defender wins by avoiding the attacker's Victory Conditions. |
X: SURROUNDED X1: The Pillbox and Minefield cards are treated as Cower cards. X2: Jungle deck must be used for all Japanese vs. US / British scenario variations. X3: Red RNC Movement cards are NOT required to use Retrograde movement (5.51) X4: The defender sets up first using Range chits 0. The attacker must then divide his Personnel cards into two “forces” with two or more groups in each force. Any side with two or more LMG's must start them in separate forces. One force of the attacker's choice is set up with Range chits 0, while the other force must be set up with Range chits 10 (5+5). In this scenario, the attacker may have two groups with the same identity letter as long as the defender starts at range chit between them; in fact, the attacker MUST set up with two group A's and two Group B's X5: Note the defender does not start the game technically “encircled” as per 17.6. Such encirclement status is only incurred per 17.6 or if a group is a Relative Range 5 to adjacent (or directly opposite) groups both behind and in front of it. However, only one group (in front or behind) is necessary to qualify as the “directly opposite” group necessary for Flanking Fire. The attacking player wins immediately by breaking the defending squad (16.5) The defender wins by avoiding the attacker's Victory Conditions |