Command Bunker
Description
By July 1944, the breakout from the Normandy beachheads was well under way. The allies found themselves up against new problems facing stubborn German defenses and navigating the difficult hedgerow country of northern France.
The German Army put up a tenacious defense, and even went over to the offensive when opportunities presented themselves.
“Command Bunker” represents
one of those rare occasions when the Germans went on the offensive.
A lightly defended battalion headquarters near a critical crossroads
proved too tempting for the Nazi’s to ignore.
Tu Turn Record
Special
Rules:
1. 1. T he American Battalion Headquarters garrison consists of a Company of Engineers (8 Squads), some machine guns, some artillery, and a tank.
2. T he Command Bunker faces North (it was previously captured from the Germans).
2. 3. Using the Point Value Chart, each player selects a German Attack force they deem sufficient to achieve the Victory Conditions.
3. 4. The player with the lower Attack Force point value becomes the German Attacker, and uses the force they have selected.
5. The American sets up using Hidden Initial Placement.
6. 6. The Germans enter on Turn 1 from the southern edge.
German
Point Value Chart:
|
Item |
Point Value |
Total |
|
10-2
Leader |
145 |
|
|
9-2
Leader |
120 |
|
|
9-1
Leader |
100 |
|
|
8-0
Leader |
60 |
|
|
Squad |
25 |
|
|
Assault
Engineer |
80 |
|
|
Flamethrower/Demo
Charges |
250 |
|
|
HMG’s |
30 |
|
|
MMG’s |
20 |
|
|
LMG’s |
15 |
|
|
Panzerfaust |
15 |
|
|
Radio
/ Artillery |
200 |
|
|
Tiger
Tank |
200 |
|
|
Panzer
IV |
160 |
|
|
StuG
III |
140 |
|
|
Stuka |
120 |
|
|
76
mm PAK |
160 |
|
|
Truck |
30 |
|
Victory
Conditions:
The Germans win if they solely occupy the Command Bunker at
game end. The Americans win if they
avoid the German Victory conditions.
© 2005 Carriage House Productions, LLC