A ragtag
group of US Rangers and Airborne have been thrown together to defend an intact
bridge across the Merderet river at the small Normandy town of Ramelle. Faced with a counter-attack from overwhelming
forces of 2. SS Panzerdivision “Das Reich”, the desperate defenders must hold
out until relieved.
US Forces
Captain
with 2 subordinates
Infantry squad of 8 men
Infantry squad of 8 men
HMG team
Bazooka team
Bazooka team
Infantry squad of 8 men
HMG team
Bazooka team
Bazooka team
Sniper team
All the US
units are Veterans and benefit from
the additional special rules: Fanatics,
Tank Hunters
German Forces
Wave 1
Infantry
squad of 10 men
Infantry
squad of 10 men
Infantry
squad of 10 men
Panzer IV
Panzer IV
Wave 2
Infantry squad of 10 men in SdKfz 251/1
Infantry squad of 10 men in SdKfz 251/1
Panzerschreck team in SdKfz 251/10
HMG team in Opel truck
Wespe self-propelled artillery
Wave 2
Infantry squad of 10 men in SdKfz 251/1
Infantry squad of 10 men in SdKfz 251/1
Panzerschreck team in SdKfz 251/10
HMG team in Opel truck
Wespe self-propelled artillery
All German
units are Veterans and benefit from
the additional special rule: Fanatics
(note that you can play the scenario without the transports, in which case you should allow Wave 2 reserves an extra 12" movement when they arrive)
Set-up
Deployment
First, the
US player secretly marks the location of his two demolition charges (see
special rules). This can be done on a separate map, writing down their
co-ordinates or any other suitable method.
Next the
German player deploys their first wave.
Finally,
the US player deploys his forces anywhere within his deployment zone. The US
forces start the game hidden and each
unit may be in Ambush.
Objective
The German
objective is to capture the bridge. If a turn ends so that German forces are
within 3” of the bridge and no US units are within 3” of the bridge, the
Germans win. If the game ends before this happens, the US player wins.
If the
bridge is detonated (see special rules below) the game is a draw.
If the "Private Ryan" model (see special rules below) is eliminated, the
US player can’t win – at best he can score a draw in case the Germans don’t
capture the bridge.
Game duration
The game
lasts for a variable number of turns. At
the end of turn 7 and any subsequent turns roll a die: on the roll of 4-6
play another turn.
Special rules
The Alamo: One building
adjacent to the bridge and on the opposite side of the river from the German
deployment zone is designated as the Alamo. US units that are ordered to
advance or run towards the Alamo pass their command check automatically. They
must move as fast and as directly as the command and terrain allows towards the
Alamo.
A unit inside the Alamo may blow up
the bridge if they pass a successful command check (need to roll even if no pin
markers). The bridge can only be blown up if no US units remain on the German
bank of the river or on the bridge. Blowing up the bridge results in a draw.
Demolition charges: The US player may
secretly mark down two points where demolition charges have been laid. Each
demolition charge may be blown up during an enemy’s action in the same way that
an Ambush action is resolved.
When blown up, select a single enemy unit
which, if within 3” of the demolition charge, takes a light howitzer hit (hitting vehicles on top armour).
Private Ryan: The US player must secretly mark a
single miniature (taking a photo is the best way) to be Private Ryan. If this miniature is removed
as a casualty, then the US player can’t win – the best they can get is a draw
in case they manage to hold the bridge. The miniature chosen can’t be the
captain.
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