"Stab To The Flank" Scenario
Americans setup and move first
AMERICANS: Setup in hex rows A to B of the map.
2x Sherman HQ's (2-9-2)
5x Sherman's (2-9-2)
1x Priest (5-8-1)
2x Infantry (1-7/10-1)
GERMANS: Setup at start in hex rows D to I of the map.
2x Panzer IV HQs (2-9-2)
3x Panzer IV (2-9-2)
1x AT Gun (3-8/9-1)
1x Infantry (1-7/10-1)
1x Tiger ACE (3/11/1) may enter via hex row I beginning with Turn 3.
If either player destroys all enemy units, he immediately wins; otherwise, the game ends after Turn 9....
The Americans win if they score more points than the Germans (any other result is a German Victory):
- A player scores 1 Victory Point for each enemy unit destroyed.
- The Americans score 1 Victory Point if they control hex E6, and another if they hold F6.
- The Americans score 1 Victory Point for each unit exited off hex row I.
- The Germans score 1 Victory Point if no American unit exits the map.
The MAXIMUM number of Action Points (APs) a player can ever get on a turn is 4. On your turn, you will get 2 AP's automatically; however, AP 3 & 4 are dependent on a successful die roll! ...so, you will get 2 AP's; and you may get 3, or may get 4 AP's. You won't know until AFTER you submit your orders!! So plan wisely. (Always provide 4 Aps worth of action until you no longer have enough units/actions to perform at that rate). Each player, on their player turn will PM the GM [u]with everything they'd like to do this turn.
The players must be specific with references to hexes. For example:
"I want to fire my Sherman platoon in Hex E3 at the Panzer IV in D4"
"Move Wolverine from Hex F3 to E4"
"Fire units in hexes F3, E3, and D3 at the Panzer IV in hex E5"
LOGITICS THREAD HERE:
Good luck, Commanders!!!