Author: Felbrigg Herriot (12/13/2009)
Map IDs and Orientation: |
9; North is UP |
Turn length: |
4 Turns |
Sides: |
British (Player A), German |
|
Place Barbed Wire on C3, E3, G3
and J3, Minefield on A3 and K4, Bunker on D3 and I4, Sandbags on F3 and Trenches
on B3 and H3. |
German: |
Group 1 starts in C1, Group 2 in D3, Group 3 in F1, Group 4 in F3, Group 5 in H1, Group 6 in I4, Group 7 in J1, Group 8 in K2. |
British: |
Group 1 starts in B5, Group 2 in C6, Group 3 in D5, Group 4 in E6, Group 5 in F5, Group 6 in C6, Group 7 in H5, Group 8 in I6. |
|
None. |
British: |
None. |
|
At the end of Tturn 4 sum the total defence factors of the defensive positions you occupy, the highest total wins. For the purposes of scoring, Sandbags are worth 2 points, Trenches 2 points and Bunkers 4 points. No other terrain features count towards scoring. |
|
The game length is 4 Turns. British player is Player A and starts the game. |
Special Scenario Rules: |
The beach is made of very soft sand, it costs 2 MP to enter a sand hex. For the first turn only the British have reduced MP allowance, all units
have 1 less point than usual. This represents the dismounting from the
dingies. The Minefields are clearly marked, to stop the locals wandering into them! However they may be fake, the crews who laid the Minefields in this area forgot to leave a map. So whenever a unit first moves into a Minefield hex a special die roll is made. A score of 4+ means the Minefield is fake, thus remove the minefield token from the board. If the minefield is real, roll dice as normal for the Minefield. |