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