Pegasus Bridge
This scenario only involves Infantry, 3 terrain types and 2 moveable obstacle types.
Infantry
An Infantry Unit consists of 4 figures.
It can Move 2 hexes OR Move 1 hex and Battle OR stay put and Battle.
Terrain
River hexes – impassable. You may not enter a River hex UNLESS it is a River hex with a Bridge on it (there are two bridges in this scenario).
Town/Village hexes – you must stop on entering and you cannot Battle on the turn you enter. If attacking an enemy unit on a Town/Village hex you lose one die. These hexes block Line of Sight.
Forest hexes – you must stop on entering and you cannot Battle on the turn you enter. If attacking an enemy unit on a Forest hex you lose one die. These hexes block Line of Sight.
Moveable Obstacles
Wire – you must stop on entering. If attacking an enemy unit FROM a Wire hex you lose one die. You can Remove Wire instead of Battle.
Sandbags – a unit on a sandbagged hex MAY ignore the first Flag rolled against it if attacked. If attacking a unit on a sandbagged hex you lose one die. If a sandbagged hex is vacated, the sandbags are removed.
Battle
Infantry have a range of 3 hexes. They can Close Combat an enemy unit on an adjacent hex, rolling 3 dice, unless reduced because the attacking unit is on a Wire hex, or the defending unit is on a Forest hex, on a Town/Village hex, or on a Sandbagged hex.
Infantry may Fire on a unit 2 hexes away with 2 dice unless reduced as above, or on a unit 3 hexes away with 1 die unless reduced as above.
If a unit is able to Close Combat it MAY NOT Fire on a more distant enemy unit.
If an Infantry unit in Close Combat destroys an enemy unit or forces it to Retreat, it may Take Ground – move into the hex vacated by the destroyed/retreating unit.
Battle Dice have 6 sides:
2 Infantry
1 Armour
1 Grenade
1 Flag
1Star
If an Infantry or Grenade symbol is rolled, one figure is removed from the attacked unit.
If a Flag is rolled, the attacked unit must retreat a hex towards its side of the board. Note the effect of sandbags. If 2 Flags are rolled, the unit must retreat 2 hexes, etc. If a unit is unable to retreat, it loses a figure for each hex it cannot retreat. When retreating, a unit does not stop on entering a Forest, Town/Village or Wire. It cannot pass through hexes containing other units or impassable hexes (River hexes here).
If Firing, you must check for Line of Sight. Imagine a line from the centre of the attacking hex to the centre of the attacked hex. If it crosses any part of a hex containing another unit (of either side), a Wood or a Town/Village, your Line of Sight is blocked and you cannot Fire.
In some circumstances the Line of Sight will follow the edges of the hexes – in this case, do not just consider the hexes it passes over but also the hexes adjacent to the Line of Sight. Provided obstacles (other units, Woods, Towns/Villages) are only adjacent on ONE side, you may fire. If they are adjacent on BOTH sides (not necessarily opposite each other) you may not.
Victory Conditions
You must win 4 Victory Medals.
You win a Victory Medal by destroying an enemy unit – place the last figure on the stand on your side of the board.
You may also win Victory Medals by achieving certain objectives – in this case, by occupying the bridges. Both bridges are marked with Allied Victory Medals – you win these by occupying the bridges.
Here, the Axis side wins by destroying 4 Allied units.
The Allied side wins by destroying 4 Axis units OR destroying 3 Axis units and occupying 1 bridge OR destroying 2 Axis units and occupying both bridges.
Playing
The Allied side starts with 6 Command Cards, The Axis side with just 2.
The Allied side starts.
On your turn:
- Choose a Command Card, place it face upwards in front of you and read it out.
- Specify which units you are going to issue orders to.
- Perform all movements of units.
- Perform all battles in turn – you must finish each battle before starting the next.
- Draw a new Command Card.
At the end of the first turn, the Axis player draws TWO cards rather than one, bringing the total to three.
At the end of the second turn, the Axis player again draws TWO cards rather than one, bringing the total to four.
Thereafter, the Axis player draws the usual one card at the end of each turn, maintain the total at 4.