ASL Scenario Conversions Set 3

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ASL SCENARIO

CONVERSIONS FOR
BATTLEGROUP
SET #3
DESIGNER’S NOTES:
The following scenarios have been loosely converted from ASL Scenario cards. The original map boards are
included to give players an idea how to theme their tables. ASL games are often played at a larger scale than
Battlegroup games. Maps should be scaled down where possible. While ASL frequently uses 20+ squads per
side, infantry units have been reduced to an appropriate number of platoons where possible.

The victory conditions have been modified but should be similar to the original ASL objectives. ASL special rules
have been converted into Battlegroup-friendly rules where possible.

Units listed can be drawn from any suitable Battlegroup book of the appropriate era (dates are included on each
scenario). For example, while playing late war games, players should use Fall of the Reich, Spring Awakening or
perhaps the Overlord books, etc. This is left to player discretion.

These scenarios have not been playtested, but I have attempted to balance out the point values and Battle
Ratings when possible. Many ASL scenarios are asymmetric by design. Players should feel free to modify
scenarios as desired. Also note that some ASL scenarios were released in 2-3 different versions (they were
adjusted in later magazines or game copies) so if you possess one of these scenarios, the OOB may be different
than what is featured herein.

SCENARIOS INCLUDED
Americans vs. Germans

A Breezeless Day 1945, France


A Sunday Stroll 1944, France
Ace in the Hole 1945, Germany
Bad Luck 1944, Germany
Mageret Morning 1945, Belgium
Singling, I think 1944, France
St. Barthelemy Bash 1944, France
The Bitche Salient 1945, Germany
A BREEZELESS DAY
(ASL Scenario conversion for Battlegroup)
January 2, 1945 – Gros Rederching, France
Historical Background Aftermath

Operation Nordwind was launched to take The spearhead of the XIII SS-Korps was the 17th SS-
advantage of the thin front offered by the American Panzergrenadier Division, a unit refitted just prior
Seventh Army. The Seventh was covering the to Nordwind with a high proportion of low quality
positions that had been occupied by Patton’s Third Volksdeutsche and the usual high quality equipment
Army, now deployed in the Ardennes. Initial thrusts lavished upon the SS divisions. The men of the 17th
by the attacking XIII SS-Korps were poorly led and SS-Panzergrenadier Division, with their flanks
gained minimal ground even though they protected by the volksgrenadiers, continued their
outnumbered the defending GIs. Reinforced attack on the 44th Infantry Division’s positions.
overnight by the 17th Volksgrenadier Regiment and Despite several spirited counterattacks by American
the 36th Volksgrenadier Division, the XIII SS-Korps infantrymen, the armored elements of the SS
continued its attacks the following morning. managed to break through and capture Gros
Rederching and Achen. Further counterattacks then
Original Scenario Design: Brian Youse forced the panzergrenadiers to retreat from their
newly won territory. By Nordwind’s second
nightfall, the offensive had lost all momentum.
Elements, SS Pz. Grenadier Regiment 37, SS- Elements, 71st and 397th Infantry Regiments,
Panzerjaeger Abteilung 653, and 776th Tank Destroyer, and 749th Tank Battalions
Flammkompanie 353
 1x Forward HQ (3R)
 1x Forward HQ (3R)  2x Infantry Platoon (13R)/(13R)
 2x Volksgrenadier Platoon (7i)/(7i)  1x Heavy MG team (1R)
 1x Volksgrenadier Platoon in SdKfz 251/1  2x Medium MG team (1R)/(1R)
halftracks (11i)  3x Bazooka team (1R)/(1R)/(1R)
 2x MG34 on tripod (1i)/(1i)  2x M4 Sherman (6R)
 1x Panzerschreck team (1i)  3x M36 Jackson w/ one officer
 1x Flammpanzer 38(t) (3R) (2R)/(2R)/(2R)
 2x StuH 42 G (3R)/(3R)  4x Minefields
 2x Jagdtiger w/ one officer (10V)  2x Off-Table 81mm Mortar
 4x StuG IIIG w/ one officer (12R)
701 Points, Battle Rating: 47
862 Points, Battle Rating: 62
Special Rules:
Special Rules:  None.
 Germans arrive as Reserves (D6 per turn)
on the east board edge starting Turn 1. Victory Conditions
The Americans win by breaking the
Victory Conditions: German force or preventing them from achieving
The Germans win by exiting 12+ units (with their victory condition.
less than 50% casualties) off the west table edge.
The Germans do not win by breaking the American
force.
A SUNDAY STROLL
(ASL Scenario conversion for Battlegroup)
June 12, 1944 – Caumont, France
Historical Background Aftermath

As a result of the confusion within German High The forward outposts, taking advantage of the American’s
Command and its indecision concerning the main Allied poor tactics, proceeded to rip the column of infantry apart
invasion effort, defensive units not already on the front with deadly, well-aimed machine gun fire. Other
lines received a series of conflicting movement orders. elements of the “Big Red One”, however, managed to
One such unit was the 2nd Panzer Division, which finally enter town under the growing cover of darkness. With
received orders to move towards the beachhead in a the flash of gunfire all around, the reconnaissance and
frantic attempt to stem the Allied tide. The 2nd Panzer anti-tank battalions of the 2nd Panzer were slowly forced
moved out in the late afternoon on the 9th, marching out of their positions as American firepower and numbers
throughout the nights and laagering at day. Upon began to take their toll. Not content with just inflicting
reaching Caumont the 2nd’s reconnaissance battalion brutal punishment on the advancing American infantry,
immediately deployed to cover the town’s approaches. A the Germans launched a counterattack. After a huge
half-hour later, a jeep full of men from the 26th Infantry effort supported by puma armored cars from the recon
Regiment rounded a bend in the road and quickly pulled battalion, the Germans finally managed to regain some
back after receiving fire from a 27mm anti-tank gun. This lost ground. Despite the skillful and professional defense
seemed to signal an American attack as several Shermans mounted by the 2nd Panzer, though, repeated massive U.S.
immediately began firing high explosive shells into the attacks were wearing the defenders down. The Germans’
town from long range. When the shelling ceased the positions were being manned by fewer and fewer soldiers
Americans began marching up the road into Caumont as if with no corresponding loss of American men or materiel.
on a Sunday stroll. So, when the American armour again pressed the attack,
the ever weakening Germans were finally dislodged from
Original Scenario Design: Ken Dunn Caumont. Such series of events would repeat themselves
Conversion: Curtis Turner throughout the Normandy campaign until its inevitable
conclusion.
Scenario Special Rules:
 No air support is available. Treat all air
strike chits as ‘1’ value Battle Rating tokens
instead.
 This engagement began in the evening.
Until Turn 4, all units firing Aimed Fire
suffer a -1 to spotting rolls.
 At the start of Turn 4, apply Night Fighting
rules: 20” max line of sight for all aimed
fire. Area Fire is treated as normal.
 Place eight buildings to create a “town” on
the table.
 Remove all ‘4’ and ‘5’ value Battle Rating
tokens.

Elements, 2nd Panzer Division Elements, 26th Infantry Regiment

 1x Forward HQ in SdKfz 251/1 (3R)  2x Rifle Platoon (7i)/(7i)


 1x Panzer Grenadier Platoon (11R)  2x Medium MG team (1i)/(1i)
 1x PaK 36 (2R)  1x Bazooka team (1i)
 1x PaK 40 (2R)  2x M4 Sherman (75) w/ one officer (6R)
 1x MG34 on Tripod (1R)
Reinforcements
Reinforcements  1x M4 Sherman (75) (3R)
 1x SdKfz 234/2 “Puma” (1R)
347 Points, Battle Rating: 26
241 Points, Battle Rating: 20
Special Rules:
Special Rules:  The main force begins arriving as Reserves
 Reinforcements arrive on the east table (D6 per turn) along the west table edge
edge on Turn 3. beginning on Turn 1.
 D6 German units may set up in Ambush  Reinforcements arrive on the west table
Fire when deployed. edge on Turn 5.

Victory Conditions: Victory Conditions:


The Germans win by breaking the The Americans win if they occupy five of
American force, or making it impossible for them to the eight buildings in town. They do not win by
achieve their victory condition. breaking the German force.
ACE IN THE HOLE
(ASL Scenario conversion for Battlegroup)
February 27, 1945 – Elsdorf, Germany
Historical Background Aftermath

When the 9th Panzer Division arrived in the Roer Fearing a counterattack through the Hambach
Plain sector on February 24th, it was but a shadow Forest, Combat Command B attacked the road
of its former self. Only twenty-nine tanks and center of Elsdorf while Combat Command A
sixteen assault guns remained in what three months advanced along the Dueren-Cologne highway. Their
before was one of the most feared formations on the fears were unwarranted, and cavalry units
Western Front. General Von Zangen needed all that screening the division encountered little German
9th Panzer could muster to stop the U.S. Ninth Army activity. Combat Command B, along with elements
in its bid to be the first across the Rhine. of the 13th Infantry Regiment, assembled directly in
Meanwhile, his counterpart, General Rose, divided front of Elsdorf during the evening of the 24th and
to spread the German Fifteenth Army even thinner attacked the next morning with an infantry
and force a breakthrough somewhere along the Erft battalion and a company of tanks, including one of
River. the new T-26 experimental heavy tanks on combat
trials. The tank gave a good account of itself,
Original Scenario Design: Pete Shelling knocking out two Mk IV’s from 2000 yards and
stopping a Tiger. As GI’s mopped up the remaining
Germans, Elsdorf was secured. At long last, the
Allies had a tank on the Western Front capable of
dealing with the feared Tigers.
Elements, Panzer Division 9 and Elements, Combat Command B, 3rd Armored
Panzergrenadier Division 3 Division and 13th Infantry Regiment

 1x Forward HQ (no kubelwagen) (3R)  1x Forward HQ (3R)


 1x Volksgrenadier Platoon (7i)  2x Infantry Platoon (13R)/(13R)
 1x MG34 in MG dug-out (1i)  1x Heavy MG team (1R)
 1x Panzerschreck team (1i)  2x Medium MG team (1R)/(1R)
 1x Volksgrenadier Squad (1i)  2x Bazooka team (1R)/(1R)
 2x Pz. IVJ (6V)  3x M4 Sherman w/ one officer (9R)
 1x Pz. VI Tiger (4V)  2x M4 76L53 Sherman (6R)
 1x StuG IIIG (3R)  1x M26 Pershing (4R)
 10” Improvised barricades
 2x Booby trapped building
 2x Improvised road block 659 Points, Battle Rating: 53

499 Points, Battle Rating: 26 Special Rules:


 None.
Special Rules:
 When setting up the table, select and Victory Conditions
identify five buildings (to both players) in The Americans win if, at the end of their
the yellow zone. turn, they control all three building objectives in the
 The German player secretly writes down town. The Americans do not win by breaking the
which three serve as objectives for the German force.
game. When a U.S. unit moves into an
objective building you must reveal it.
 The two booby trapped buildings may not
hold objectives inside.

Victory Conditions:
The Germans win by breaking the
American force.
BAD LUCK
(ASL Scenario conversion for Battlegroup)
November 12, 1944 – Merzig, Germany
Historical Background Aftermath

As part of the Third Army’s encirclement of Metz To help the 25th Panzergrenadier Division in the
and attack on the Saar Heights, Combat Command B attack, General Von Luck sent part of his 21st Panzer
of the 10th Armored Division was ordered to strike Division into the battle. On the afternoon of the 21 st
east towards the Saar River at Merzig to secure the the powerful German force smashed into part of
Army’s flank. Although attacking a lightly-defended Task Force Cheery, which was guarding the left
sector, the Americans advanced cautiously until flank of CCB. The Americans put up a stiff fight, but
they eventually held the hills overlooking the river were eventually forced back after losing a platoon of
and approaches to Merzig. Fearing that this was the tanks. The delaying action bought enough time,
main attack to roll up the Saar region, the Germans however, for the rest of CCB to mass its strength for
took advantage of the Americans’ slow advance and a charge across the Saar at Merzig. As the
launched a quick counterattack. Americans were preparing the cross, the Germans
blew up the bridge.
Original Scenario Design: Unlisted

Conversion: Curtis Turner


Scenario Special Rules
 Beginning on Turn 8 a heavy fog descends.
No air support is allowed and air strike
chits become ‘1’ Battle Rating chits. Line-
of-sight is limited to 30” and all units suffer
an additional -1 penalty when spotting for
Aimed Fire.

Elements, 21st Panzer Division and 25th Elements, Task Force Cherry
Panzergrenadier Division
 1x Forward HQ (no jeep) (3R)
 1x Forward HQ (no kubelwagen) (3R)  1x Infantry Platoon (7i)
 1x Panzer Grenadier Platoon (11R)  2x Medium MG team (1i)/(1i)
 1x 80mm Mortar team (1R)  2x Bazooka team (1i)/(1i)
 1x Panzerschreck team (1R)  1x 50mm Mortar team (1i)
 1x SdKfz 251/1 (0R)  2x M4 Sherman (6R)
 2x Pz. IVH (6R)  1x M4 76mm Sherman – officer (3R)
 1x Panther G – officer (3R)  2x 10” Trenches

378 Points, Battle Rating: 25 339 Points, Battle Rating: 24

Special Rules: Special Rules:


 Germans arrive as Reserves (D6 per turn)  None.
along the yellow board edges starting Turn
1. Victory Conditions
The Americans win by breaking the
Victory Conditions: German force.
The Germans win by breaking the
American force.
MAGERET MORNING
(ASL Scenario conversion for Battlegroup)
January 8, 1945 – Mageret, Belgium
Historical Background Aftermath

The German attack on Bastogne brought SS-Panzer After a costly attack against American strong points,
Division 12 to within 4 kilometers of the city center. including dug-in tanks, the pioneers were able to
The division was ordered to capture Hill 510 to the capture the hill. While waiting for relief from
west of Mageret to provide observation into Volksgrenadier Division 340, the pioneers were
Bastogne, since, from their current positions, they attacked by tanks of the 68th Tank Battalion.
were unable to see any activity there. The only Because of the losses from the initial attack it was
units available for the attack were Kompanie 2 of impossible to hold the hill. The pioneers were
the Pioneer Bataillon and Begleit Kompanie with forced to pull back to Mageret. With the attack on
some armour support. After a short artillery Hill 510, the offensive action of SS-Panzer Division
preparation the Germans attacked at 0730. 12 in the Ardenne came to an end.

Original Scenario Design: Bill Sisler


Elements, SS Pioneer Bataillon , SS Panzer Elements, 44th Armored Infantry Regt., and 68th
Division 12 ‘Hitlerjugend’ Tank Battalion

 1x Forward HQ (3R)  1x Forward HQ (3R)


 2x Panzer Grenadier Squad (6R)  1x Infantry Platoon (7i)
 2x Assault Pioneer Squad with  2x Medium MG team (1i)/(1i)
flamethrower (3V)/(3V)  2x Bazooka team (1i)/(1i)
 1x Light Mortar (1i)
Reinforcements A  2x M4 Sherman (dug in) (6R)
 Panzer Grenadier Platoon (11R)
 1x MG34 on tripod (1R) Reinforcements
 3x Pz. IV J w/ one officer (9R)  4x M4 Shermans w/ one officer (12R)
 2x M4 Shermans w/ 76mmL53 gun (6R)
Reinforcements B
 2x Panther G w/ one officer (6R) 603 Points, Battle Rating: 39

626 Points, Battle Rating: 42 Special Rules:


 Before the German player chooses which
Special Rules: units are pinned, the American player may
 Before the first German turn, the German place D6 units on Ambush Fire.
player may select D6 American units to  The initial two Sherman tanks are dug-in
become pinned. (immobile, but +1 armour to all facings)
 Reinforcements A arrive as Reserves (D6  There should be two objectives placed on
per turn) along the South table edge the hill on the north half of the map.
starting on Turn 1.  Reinforcements arrive as Reserves (D6 per
 Reinforcements B arrive as Reserves (D6 turn) on the North table edge beginning
per turn) along the South table edge Turn 3.
starting on Turn 4.  If the Germans hold both hill-top objectives
at the start of any American turn, the
Victory Conditions: American player must draw one battle
The Germans win by breaking the rating chit before taking their turn.
American force.
Victory Conditions
The Americans win by breaking the
German force.
SINGLING, I THINK…
(ASL Scenario conversion for Battlegroup)
December 6, 1944 – Singling, France
Historical Background Aftermath

In December, 1944, elements of the 4th Armored With somewhat underwhelming artillery support,
Division were making steady progress toward and weather keeping air support from making an
Germany. In an effort to take the important towns appearance, the Americans advanced. The armored
of Rohrbach and Bining, the small hamlet of Singling infantry left their halftracks behind due to the
was identified as a priority. This small agricultural muddy conditions, riding the Sherman tanks toward
town was located along a ridge which protected the the town. As the Shermans entered the town, many
routes to the major towns. Unfortunately for the were shot up by Panther tanks, self- propelled guns,
Americans Singling also incorporated elements of and AT guns. Supporting US infantry ran into much
the old Maginot Line, and was occupied by a strong heavier German resistance than expected. The
force from the German’s vaunted Panzer Lehr attack ground down with the Americans being
Division. unable to advance or push the strong German force
from the town. The American units eventually
After a failed attack on the previous day, in which yielded the town after a day’s fighting. Singling was
many Sherman tanks were lost, Company B of the eventually taken on the 10th of December, 1944.
37th Tank Battalion advanced on the small town,
supported by infantry.

Original Scenario Design: Curtis Turner


Special Rules (Scenario)
 No air cover is available. Treat Air Attack
chits as Morale Counters with a value of ‘1’.
 Due to the rain and mud, vehicles do not
benefit from Road speeds.
 Due to the failed attack the previous day,
several Sherman “wrecks” should be placed
along the area between the German and
American deployment zones.
 Place three objective markers as indicated
on the map.

Elements, Panzer Lehr Division (11th Div.) Elements, Company B, 37th Tank Battalion

 1x Forward HQ in SdKfz 251/3 (3R)  1x Forward HQ in M4 Sherman 105mm


 1x Forward Observer in kubelwagen (1R) (3R)
 3x Panzergrenadier Platoon  2x Armoured Infantry Platoon (9i)/(9i)
(11R)/(11R)/(11R)  3x Bazooka Team (1i)/(1i)/(1i)
 2x Panther G w/ one officer (6R)  2x Timed 105mm Barrage
 1x PaK 40 AT gun (2R)  3x Sherman M4 75mm w/ one officer (9R)
 1x Pak 38 in an AT gun dug-out (2R)  3x Sherman M4 75mm w/ one officer (9R)
 1x MG42 in concrete pillbox (1R)  3x Sherman M4 75mm w/ one officer (9R)
 2x Marder III H (1R)/(1R)  3x Sherman M4 76mmL53 – one assigned
 2x Off-Table 80mm Mortars to each of the above platoons (9R)
 3x Fortified Buildings  “Command chaos…” (-D6 BR)
 1x Timed 150mm Nebelwerfer Barrage
944 Points, Battle Rating: 60-D6
Reinforcements A
 1x Panther G (3R) Special Rules:
 As many squads as possible must begin the
963 Points, Battle Rating: 53 game as tank riders.
 Both 105mm Time Barrages must be fired
Special Rules: on Turn 2. The predetermined target
 The German player may secretly write locations must be written down before
down which three buildings within the either side deploys (as normal).
German deployment zone are Fortified.  Due to the terrible lack of communication,
 The MG42 pillbox and the PaK 38 in the gun the Americans suffer from “Command
pit must be located at point A on the map, chaos…” and must reduce their Battle
South of the normal deployment zone. Rating by D6 before the game begins.
 Reinforcements A arrive at road junction
on point B on Turn 4. Victory Conditions
 After deploying, place D6 units in Ambush The Americans win by breaking the
Fire. German force.

Victory Conditions:
The Germans win by breaking the
American force.
ST. BARTHELEMY BASH
(ASL Scenario conversion for Battlegroup)
August 7, 1944 – St. Barthelemy, France
Historical Background Aftermath

Following the disaster at St. Lo, four German panzer Lt. George Greene’s platoon of towed 3-inch anti-tank
divisions were hastily assembled for a desperate guns arrived at dusk on August 6th with no time available
counter attack. The ultimate objective of the for them to be situated in decent positions. The vacated
spots left by the 1st Division’s self-propelled guns were
German plan was to penetrate the American flank
unsuitable for the 823rd’s towed guns. At 0500 hours a
all the way to Avranches, thereby isolating German attack stepped off with an ineffective artillery
advancing American units in southern France. The barrage which served only to warn the Americans. The
main drive was spearheaded by the 2nd Panzer bulk of the attacking 2nd Panzer Division bypassed the
Division, trailed by the 1st SS Panzer Division stout resistance it encountered around St. Barthelemy.
through St. Barthelemy to Juvigny-le Terre and This resulted in the trailing 1st SS-Panzer driving almost
exploiting onward to Avranches. The only thing head on into a town it assumed was cleared. Greene’s AT
standing in their way was the newly arrived 30th guns claimed several Panthers early in the battle with
Infantry Division and the attached elements of the point-blank fire while bazooka teams laid in wait by the
roadside hedges for blundering tanks to roll out of the
823rd Tank Destroyer Battalion.
dense fog. Heavy and confused fighting ensued as the
German troops infiltrated the 823rd’s position and turned
Original Scenario Design: Eric Miller back American attempts to relieve the battalion. By noon,
Greene realized the futility of his position and ordered his
Conversion: Curtis Turner troops to fall back after spiking their last gun.
Scenario Special Rules:
 Heavy fog: Line of sight restricted to 30” for
all units. Aimed Fire suffers an additional
spotting penalty of -1.
 No air support available. Air strike chits
count as ‘1’ Battle Rating tokens.

Elements, SS-Panzer Division1 (Arrive Turn 1) Elements, 117th Infantry Regiment, and 823rd
Tank Destroyer Battalion
 1x Armoured Panzer Grenadier Platoon –
including halftracks (15V)  1x Forward HQ (3R)
 1x Infantry Platoon (7i)
Armour of SS-Panzer Division 1 (Arrive Turn 2)  2x Medium MG teams (1i)/(1i)
 4x Bazooka teams (1i)/(1i)/(1i)/(1i)
 2x Panther G (6R)  4x 3” AT guns (76L53) w/ loader teams
 2x Pz. IVH (6R) (2i)/(2i)/(2i)/(2i)
 2x Improvised road block
Armour of Panzer Division 2 (Arrive Turn 4)  2x 10” Improvised barricade

 4x Panther G w/ one officer (12R) 401 Points, Battle Rating: 24

626 Points, Battle Rating: 39 Special Rules:


 D6 American units may begin the game in
Special Rules: Ambush Fire.
 Before the Americans deploy, the German
player must write down which German Victory Conditions
group arrives on which road entrance (A, B The Americans win by breaking the
or C). Only one group may arrive on each German force or preventing them from achieving
road entrance. German units arrive on the their victory condition.
turns indicated above.

Victory Conditions:
The Germans win by exiting five or more
tanks (Pz IV or Panther) off the table corner
indicated in yellow on the map. They do not win by
breaking the American force.
THE BITCHE SALIENT
(ASL Scenario conversion for Battlegroup)
January 14, 1945 – Bitche, Germany
Historical Background Aftermath

Elements of the 29th Infantry Division had been The GIs were caught off-balance, and were hit by
ordered to continue closing the ring around German accurate artillery fire in conjunction with the
forces trapped near Bitche. However, due to poor flanking attack. To attempt to restore the situation,
radio security, the Germans were quite aware of the Americans quickly committed the 2nd Battalion
this latest development and had planned a flanking and elements of the 1st Battalion to support
attack by elements of the 11th Mountain Regiment the hard-pressed 3rd Battalion. This American
in an attempt to ambush the advancing Americans. reaction forced the Germans to release their death-
grip on the 3rd, but the American force had been
Original Scenario Design: Unlisted badly mauled nonetheless; five companies had been
effectively put out of action. As a result, the
Americans pulled back the entire 175th for a much
needed rest.
Elements, Jaeger Bataillon I, Gebirgsjaeger Elements, 175th Infantry Regiment
Regiment II
 1x Forward HQ (no vehicle) (3R)
 1x Panzer Grenadier Platoon (11R)  2x Infantry Platoon (7i)/(7i)
 2x MG34 on tripod (1R)/(1R)  1x Heavy MG team (1i)
 Trenches for all infantry units  2x Medium MG team (1i)/(1i)
 20” Barbed wire  2x Bazooka team (1i)/(1i)
 2x Off-Table 80mm Mortars  2x Off-Table 81mm mortar
 1x Timed 105mm Barrage (4 Guns)
Reinforcements A
Reinforcements A  1x Infantry Platoon (7i)
 1x Forward HQ (no vehicle) (3R)  2x Medium MG team (1i)/(1i)
 2x Panzer Grenadier Platoon (11R)/(11R)  2x Bazooka team (1i)/(1i)
 2x MG34 on tripod (1R)/(1R)  2x M7 Priest (2R)/(2R)
 1x MG42 on tripod (1R)  4x M3 Halftrack (4R)
 2x Opel Blitz
 3x SdKfz 251/1 halftrack (3R) Reinforcements B
 1x StuG III G with schurzen (3R)  1x Infantry Platoon (7i)
 1x Heavy MG team (1i)
605 Points, Battle Rating: 47  1x Medium MG team (1i)
 2x Bazooka team (1i)/(1i)
Special Rules:
 Reinforcements A start arriving as Reserves 745 Points, Battle Rating: 52
(D6 per turn) on either the East or West
table edge starting on Turn 3. All units Special Rules:
must arrive on the same table edge.  Reinforcements A begin arriving as
 Before deployment, secretly write down Reserves (D6 per turn) on the North table
the location of the timed 105mm barrage. edge, starting on Turn 5.
 Reinforcements B begin arriving as
Victory Conditions: Reserves (D6 per turn) on the North table
The Germans win by breaking the edge, starting on Turn 8.
American force.  Place four objectives on the road crossing
the map. These are marked A, B, C, and D
on the map.

Victory Conditions
The Americans win by holding all four objectives
at the end of any one of their turns. The Americans do not
win by breaking the German force.

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