Sainte Mère-Église

This scenario introduces Hills, Hedgerows and Armour units.

Armour

An Armour Unit consists of 3 tanks.

It can Move up to 3 hexes and Battle.

Its Battle range is 3 hexes, with 3 dice unless modified.

Dice are reduced by TWO if attacking units on Forest or Town/Village hexes.

Armour attacking FROM a Town/Village hex lose two dice.

Terrain

Hill hexes – block Line of Sight. If attacking a unit up a Hill you lose one die.

Hedgerow hexes – To enter you must be on an adjacent hex. You must stop on entering and you cannot Battle on the turn you enter. On leaving you may only move to an adjacent hex. If attacking a unit on a Hedgerow hex, Infantry lose one die and Armour lose two dice. These hexes block Line of Sight.

Battle

If an Armour unit in Close Combat destroys the enemy unit or forces it to Retreat, it may Take Ground – move into the hex vacated by the retreating unit – AND claim an Armour Overrun Combat: if the Armour unit is now adjacent to an enemy unit it MUST Close Combat and may take ground again. If it is not adjacent to an enemy unit it may Fire on a more distant unit.

A unit can only claim one Armour Overrun Combat per turn.

Victory Conditions

You must win 4 Victory Medals.

Playing

Axis player takes 4 cards.

Allied player takes 5 cards and moves first.

Before playing the first card, the Allied player performs an Air Drop:

Hold 4 figures in your hand about a foot above any area of the board and open your hand to let the figures drop.

  • If any part of a figure is off the board, put it back in the box.
  • If any part of a figure is in the same hex as an existing unit of either side, put it back in the box.
  • If any parts of two or more of the dropped figures are in the same hex, put them back in the box.

If there are any dropped figures left, they have landed safely. If a figure overlaps hexes, choose which hex to put it in and add 3 figures to bring it up to strength.