This scenario introduces Beach and Ocean terrain, Artillery, Special units and the Fixed Obstacles Hedgehogs and Bunkers.
Artillery
An Artillery Unit consists of 2 Field Guns.
It can Move 1 hex OR Battle.
Its Battle range is 6 hexes, with 3, 3, 2, 2, 1, 1 dice unless modified.
Dice are NOT reduced when attacking enemy units on Town/Village, Hill or Forest hexes, or when attacking units on Sandbagged or Bunkered hexes.
Special Units
Commandos – may move 2 hexes and still Battle.
Terrain
Beach hexes – all units are restricted to 2 hexes of movement.
Ocean hexes – all units are restricted to 1 hex of movement and cannot Battle.
Fixed Obstacles
Bunker – Armour units may not enter. Artillery units may not enter but may be stationed in a bunker at the start. They cannot leave. Infantry units may enter and leave – but the Bunker only has defensive value for the side in possession at the start. Infantry may Battle on entering. If attacking a unit on a Bunker, Infantry lose one die, Armour lose two dice. Infantry on a Bunker may ignore the first Flag. Artillery ignore the first Flag, but take damage on the second Flag as they cannot Retreat.
Hedgehogs – only Infantry units may enter, and may ignore the first Flag if attacked.
Victory Conditions
You must win 5 Victory Medals.
Note that there is an Allied Victory Medal on each of the 3 Town/Village hexes on the Axis side of the board. You must occupy and hold these hexes to claim these.
Playing
Axis player takes 4 cards.
Allied player takes 5 cards and moves first.
Do not forget to put the markers on the 3 Commando units.