Author: Game Guardian (12/15/2009)
Map IDs and Orientation: |
2; North is UP |
Turn length: |
4 Turns |
Sides: |
American (Player A), German |
|
Set up Barbed Wire in hexes F0,
F1, F2 and F3, Foxholes in J3. |
American: |
The American player sets up anywhere on the first 2 columns of the eastern side (K row and half hexes). |
German: |
The German player sets up anywhere within the first 2 columns of the western side, except for hexes A1 and A2. |
|
None. |
German: |
None. |
|
The Germans win if at least 3 Squads
(or their equivalent) occupy at least 2 farmland hexes by the end of Turn 4. |
American: |
The Americans win if they
prevent the German objective. |
|
The game length is 4 Turns. American player is Player A and starts the game. |
Special Scenario Rules: |
German units that do not start on the board emerge 1 per turn from either
E2 or G1 ( German players choice) into an adjacent hex ( paying the cost of
doing so ). They may not occupy a building on the turn they emerge. American units may enter on theAllied players turn at a rate of 2 counters per turn into both or either of E6 orG6paying the movement cost to do so. |