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LINE OF FIRE > Band Of Heroes > Scenario

The Crossing

Both elements of the Private-ente


rprise Operation had finally united,
but
they still had to cross the river betw
een them and Clermont, and the
gold. The last bridge had been des
troyed hours ago, but, luckily, Odd
ball
enticed some friends from a battalion
of engineers to tag along. Under
fire, a pontoon bridge was laid, but
damaged, along with two of Odd
balls
Shermans. Kelly and Oddball wer
e already across, but Big Joe and
most
of the men still had to brave the ene
my fire if they were going to mak
e it
to Clermont.

Scenario Design Jeff Lewis

Order of Battle

Americans
A Private-enterprise Operation;
set

Germans
Elements of a Wehrmacht Reargua
rd Battalion; set up second in
any hex numbered 6 or greater:

up as follows:

In hex 17H6:
1 x 2-2-6 Hero w/ Preempt Skill
Card
1 x M4A1 Sherman (Buttoned)
Sgt Darius w/ Speedy Skill Card

2 x 1-6-4
2 x 1-4-4
2 x 0-5-4
Sgt Baumann
1 x MG34
1 x PzF30
1 x 50 mm Mortar WT
2 x Foxhole

In hex 17G6:
1 x 1-4-4
1 x M1919A4

In hex 17H3:
1 x 1-4-4
1 x BAR
Sgt Hill w/ Die Hard Skill Card
1 x Wreck

In hex 17I3:
1 x 1-4-4
1 x BAR
1 x Scout
1 x Wreck

Scenario Length

Four turns. Roll for initiative on turn

Victory Conditions

one.

The side with the most Victory Poin

ts (VPs) at the end of the scenario


wins. VPs are awarded as follows:
The Private-enterprise Operatio
n player earns 1 VP for each MMC
, SMC and Vehicle that exits the
Sgt. Darius and his Sherman coun
Board via hex 17H8, 17G8 or
t as one 1 VP.

The German player earns 1 VP

for every eliminated Private-enterpr

ise Operation MMC, SMC and Vehi

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cle.

17I8.

LINE OF FIRE > Band Of Heroes > Scenario


Special Scenario Rules

1. Sherman Modifications:
Speed: Sgt. Dariuss (Oddballs
) Speedy Skill Card adds 2 MPs
to his Shermans Movement Allow
as quickly as they got into it.
ance. They liked to get out of troub
le
Paint Rounds: When Sgt. Dari
us (Oddballs) Sherman fires its
ordnance and scores a hit, if the
shell full of paint. Do not roll for pene
colored die is odd, the tank has fired
tration or perform a Damage Che
a
ck; the target(s) is automatically
Shaken are not affected when hit
Shaken. Targets that are already
by a second paint-filled shell.
Intimidation: Though Oddballs
Sherman had a standard 76 mm
gun, he had a tube placed over it
gun, to intimidate the Germans. Any
to make it look like it was a 90 mm
German unit with LOS to Sgt. Dari
us Sherman subtracts 1 from its
Morale.
2. Terrain Modifications: apply
changes to the Board as defined
below:
In hex 17G6: Light Woods coun
ter (from Not One Step Back)
All Bocage hexsides are considere
d Walls.
All Marsh hexes are considered
Clear terrain.
Hexes 17H4 and 17H5 represent
the Pontoon Bridge. Hex 17I4 is
a Water hex: clearly N/A. The Pont
by an adjacent hex. Vehicles are
oon Bridge hexes can be accessed
prohibited from entering a Pontoon
Bridge hex.
3. Positive (or Negative) Waves:
Sgt. Darius (Oddball) is susceptib
le to his perception of a situation,
initiative. If the Private-enterprise
which, in game terms, is married
Operation has the initiative, hes
to
feeling Positive Waves; if the Germ
Negative Waves. If hes feeling Posi
ans have the initiative, hes feeling
tive Waves, his Leadership Modifier
feits his LM for that turn.
(LM) is raised from 1 to 2. If hes
feeling Negative Waves, he for-

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