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2011 WBC Combat Commander Tournament A Midnight Clear: German Forces American Forces

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100% found this document useful (1 vote)
92 views5 pages

2011 WBC Combat Commander Tournament A Midnight Clear: German Forces American Forces

Uploaded by

amidge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2011 WBC Combat Commander Tournament A Midnight Clear

SITUATION REPORT

Ardennes Forest, Belgium — Mid-December 1944, two reinforced


reconnaissance platoons – one German, one US – face each other
1 across No Man’s Land ...

ALLIES
6

2
AXIS

3
3
5

German Forces American Forces


start
YEAR MARKER: 1944

VICTORY POINT MARKER: 0


TIME / SUDDEN DEATH MARKERS: 0/7
x1 x1
TROOP QUALITY / ORDER LIMIT: Axis — Line / 3
Allies — Line / 3

POSTURE: Axis — Recon


x1 x1 Allies — Recon

INITIATIVE: Axis

OBJECTIVE CHITS: Open — B, C, E and F


Axis — none
x4 x5 Allies — none

OBJECTIVE CONTROL: Axis — 3


Allies — 5

x2 x2 SET UP: Axis — first; 4 hexes deep


Allies — last; 4 hexes deep

SURRENDER MARKERS: Axis — 5


Allies — 5
x3 x1
FIRST TURN: 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.

3. NO MAN’S LAND: No unit may enter a hex lettered H until: (a)


after the first Time advance or (b) after the first unit breaks.

4. INTENSIVE SNIPER ACTIVITY: The Axis player conducts a free


© 2011 GMT Games, LLC

Sniper Trigger at the conclusion of each Time advance.

5. WINTER LANDSCAPE: Fields do not exist. Brush has a 1 hindrance.


If an LOS between two hexes would be blocked by only a single
woods hex, treat that woods hex as a hindrance 4 (instead of an
obstacle).
2011 WBC Combat Commander Tournament Where the Iron Crosses Grow

SITUATION REPORT

North Caucasus Front — Late Summer 1943, German Forces


counterattack probing Russian formations seeking to gain a foothold
1 in the key city of Novorossiysk.

ALLIES
6

2
AXIS

6
3
5

German Forces Russian Forces

start
x1 x1 YEAR MARKER: 1943

VICTORY POINT MARKER: 6 (Allied side)

TIME / SUDDEN DEATH MARKERS: 1/8


x1 x1 TROOP QUALITY / ORDER LIMIT: Axis — Line / 3
Allies — Line / 3

POSTURE: Axis — Attack


Allies — Defend
x3 x4 INITIATIVE: Allies

OBJECTIVE CHITS: Open — V, X and one random


Axis — none
x4 Allies — none
x4
OBJECTIVE CONTROL: Axis — 4
Allies — 1, 2, 3 and 5

SET UP: Axis — last; 3 hexes deep


x2 x1 Allies — first; 10 hexes deep
SURRENDER MARKERS: Axis — 6
Allies — 6
x1 x1 FIRST TURN: Axis

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. FOR THE FATHERLAND: German leaders and Elite Rifle squads


ignore the effects of Suppressed markers. However, if one of these
© 2011 GMT Games, LLC

units suffers a second suppression result while currently marked


with a Suppressed marker, break it instead. Remove the
Suppressed marker if a unit breaks in this manner.

3. FOR THE MOTHERLAND: Russian Rifle squads are considered to


have boxed firepower during Melee.
2011 WBC Combat Commander Tournament Objective Claremont
AXIS
SITUATION REPORT

Claremont, France (on the way to Nancy) — Late Summer 1944,


30 miles behind the front lines where even the Grave Registration
1 unit has a stake in the advance.
6

2
10
3
5

4
start
YEAR MARKER: 1944

VICTORY POINT MARKER: 5 (Axis side)


ALLIES
TIME / SUDDEN DEATH MARKERS: 0/7
German Forces American Forces TROOP QUALITY / ORDER LIMIT: Axis — Line / 2
Allies — Elite / 3

POSTURE: Axis — Defend


Allies — Recon

x1 x1 INITIATIVE: Allies
OBJECTIVE CHITS: Open — Q
Axis — random
Allies — none
x1 x1 OBJECTIVE CONTROL: Axis — 1, 2, 3 and 5
Allies — 4

SET UP: Axis — first; 7 hexes deep3


Allies — last; 2 hexes deep2
x2 x5 SURRENDER MARKERS: Axis — 6
Allies — 6

FIRST TURN: Allies


x4 x2

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

4. TANK BUSTING: If a Satchel Charge attack is made against a “Tiger


Tank” and the Fire Attack roll is exactly 8, eliminate the Tank.

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

Italian Forces Free French Forces


start
YEAR MARKER: 1943
VICTORY POINT MARKER: 5 (Axis side)

x1 x1 TIME / SUDDEN DEATH MARKERS: 1/7

TROOP QUALITY / ORDER LIMIT: Axis — Line / 2


Allies — Line / 3

POSTURE: Axis — Defend


x1 x1 Allies — Attack

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

SURRENDER MARKERS: Axis — 8


Allies — 7
x7 x4 FIRST TURN: Allies

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.

3. DEFENDING THE HOMELAND: Only the Axis player gains the


benefit of Objective Chit X (ie. the Axis player scores double VPs for
eliminated units; the Allied player does not).
2011 WBC Combat Commander Tournament The Bridge to Far
AXIS
SITUATION REPORT

ARNHEM, BELGIUM, 18 SEPTEMBER 1944 — Col. Frost’s 2nd Bn,


1st Airborne Infantry is cut off at Arnhem Bridge. Bittrich’s
1
Panzergrenadiers move in to eliminate the airborne pocket. “…what,
you didn’t really think the enemy was made up of Old Men and
6

2
17 Young Boys, did you?”

3
5

ALLIES

German Forces British Forces

start
x1 x1 YEAR MARKER: 1944

VICTORY POINT MARKER: 10 (Allied side)

TIME / SUDDEN DEATH MARKERS: 2/9


x1 x1 TROOP QUALITY / ORDER LIMIT: Axis — Elite / 4
Allies — Elite / 3

POSTURE: Axis — Attack


Allies — Defend
x1 x1 INITIATIVE: Axis

OBJECTIVE CHITS: Open — A, F, G and K


Axis — none
Allies — none
x6 x7
OBJECTIVE CONTROL: Axis — 5
Allies — 1, 2, 3 and 4

SET UP: Axis — last; 2 hexes deep


x3 x2 Allies — first; 7 hexes deep

SURRENDER MARKERS: Axis — 11


Allies — 10

FIRST TURN: Axis


x2 x2

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

3. LIGHT SUPPLIES: Allied player treats the Hidden Mines action


x1 (A35.2) as Hidden Wire action (A35.5) instead.

4. WELL-SUPPLIED: Axis player treats his Command Confusion


actions (A28) as Hand Grenade actions (A34) instead.

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