Author: Felbrigg Herriot (12/13/2009)
Map IDs and Orientation: |
6, 3; North is UP |
Turn length: |
4 Turns |
Sides: |
German (Player A), British |
|
Group 1 starts in 6F5, one PzKW IVh each in 6F4, 6F3, 6F2 and 6F1. |
British: |
The British player secretly notes the hex for each British group before play - see Special Rules. |
|
None. |
British: |
None. |
|
The side with the most VPs at
the end of the game wins. |
British: |
Each PzKw IVh killed earns a Victory Point for the British player. |
German: |
Each PzKw IVh exiting the top
of Map 3 earns a Victory Point for the German player. |
|
The game length is 4 Turns. German player is Player A and starts the game. |
Special Scenario Rules: |
All fields are OUT of season and do not hinder LOS. The British troops are waiting in ambush. Before play starts the British
player notes the board and hex in which each unit is hiding. These may be any
hex on either board except road hexes. The British units are only placed on the
board when they move, fire, split up or the German player moves into the hex
they occupy. If the German player moves into a hex containing hidden British units the German counters are returned to the previous hex, the British counters are placed on the board and the German continues his move. In this case the German player may Overrun without the discovered unit having a chance to Opportunity Fire. |