2011 WBC Combat Commander Tournament A Midnight Clear: German Forces American Forces
2011 WBC Combat Commander Tournament A Midnight Clear: German Forces American Forces
SITUATION REPORT
ALLIES
6
2
AXIS
3
3
5
INITIATIVE: Axis
x22
SPECIAL RULES:
1. Prior to set-up, have each player draw from a shuffled fate deck.
High die roll will control the Axis forces.
2. HIDDEN WIRE: Set aside the two Wire markers. The Allied player
can place both Wire on the map at any time during play: One Wire
must be placed adjacent to a friendly hex and then the second
Wire adjacent to the first.
SITUATION REPORT
ALLIES
6
2
AXIS
6
3
5
start
x1 x1 YEAR MARKER: 1943
x2 x2
x2 x2 SPECIAL RULES:
1. Prior to set-up, have each player draw from a shuffled fate deck.
High die roll will control the Allied forces.
2
10
3
5
4
start
YEAR MARKER: 1944
x1 x1 INITIATIVE: Allies
OBJECTIVE CHITS: Open — Q
Axis — random
Allies — none
x1 x1 OBJECTIVE CONTROL: Axis — 1, 2, 3 and 5
Allies — 4
x2 x2
SPECIAL RULES:
in hex E3 3 x34 1. Prior to set-up, have each player draw from a shuffled fate deck.
High die roll will control the Axis forces.
2. EAGLE’S NEST: The Allied player may set up one of his Elite teams
and one of his Medium MGs in hex M8.
3. Pz. Kpfw. VI (TIGER): One Weapon team, one IG 18 Gun and one
Trench stacked together represent a “Tiger Tank” and must stay
together as a single unit. Removal of any one component
permanently eliminates the Tank. If a Tank is eliminated: (a) place
the Weapon team on the casualty track; (b) return the IG18 to the
in hex L4 3 counter mix instead of to the eliminated weapons track (c) replace
the Trench with Foxholes; and (d) place a random smoke counter
(of value no greater than 3) in that hex. Any other Axis unit that
ends an order or die trigger stacked with a Tank is eliminated.
© 2011 GMT Games, LLC
5. Water Barrier hexes do not exist: treat them as Field hexes instead.
The Bridge does not exist.
2011 WBC Combat Commander Tournament Saving Private Reno
SITUATION REPORT
SICILY — Early August 1943, Do you know where we can find Private
Reno?
1
ALLIES
6
2
AXIS
33
3
5
INITIATIVE: Allies
OBJECTIVE CHITS: Open — X3
x1 x1 2 Axis — none
Allies — none
OBJECTIVE CONTROL: Axis — all
Allies — none
x2 x2 SET UP: Axis — first; 8 hexes deep
Allies — last; 2 hexes deep
x3
x1 SPECIAL RULES:
1. Prior to set-up, have each player draw from a shuffled fate deck.
x5 High die roll will control the Allied forces.
x1
2. PVT. RENO: Place the Pvt. Reno counter aside during setup. Place a
US control marker in hex B6. When a French unit occupies any hex
adjacent to B6, replace the US control marker with Pvt. Reno and
x1 immediately award the Allied player 3 VPs. If Pvt. Reno exits the
map through hex O9 while activated for a Move or Advance order,
immediately award the Allied player another 3 VPs. Pvt. Reno can
x1 only voluntarily exit the map via hex O9; if forced to exit the map
from any other hex he is eliminated instead. Put Pvt. Reno back in
© 2011 GMT Games, LLC
the counter mix instead of onto the casualty track / turn track if he
is eliminated or exits the map.
2
17 Young Boys, did you?”
3
5
ALLIES
start
x1 x1 YEAR MARKER: 1944
x4
x2
SPECIAL RULES:
x1
x4
1. Prior to set-up, have each player draw from a shuffled fate deck.
High die roll will control the Axis forces.
x1
x1 2. ENCIRCLED: Do not add Objective W to the draw cup. No unit
may voluntarily exit the map; if forced to do so, eliminate it instead.
© 2011 GMT Games, LLC