Autumn Mist - December 16, 1944 - December 19, 1944

Attack by the 5th Panzer Army
Western Front By: LooneyLlama - Last update: 12/12/2013
Axis Player: Allied Player:
x4 x4 x4 x4
first You play first    


Historical Background:
At the front lines, the faint clop of horses and a growl of engines in low gear drifted to American pickets along the Our River, demarcating Luxembourg from Germany. Their report of disturbing noises in the night ascended the chain of command from one headquarters to the next, with no more heed paid than had been paid to earlier portents. The command post in Bastogne issued a weather forecast for Saturday-"Cloudy, snow beginning around 1300. Visibility 2 miles-and a three word battle summary for the Ardennes: "Nothing to report."

Briefing:
Axis: 6 cards, you take the first 4 turns.(Allies play their first card after the 4th Axis card)
Allies: 4 cards. Pick up 2 cards after turns 5 and 6 to get to a maximum of 6 cards for the balance of the game.

Conditions of Victory:
Allies: 13 medals
Axis: 16 medals or 13 medals with one of them being an escaped unit.
Two medals are awarded to each Axis unit that exits the Allied baseline.
One medal is awarded to each Axis unit exiting on the 2 road hexes on each flank.
Bastogne (2 hexes) is a majority temporary medal objective, turn start, worth 2 medal for the Allies and 1 for the Axis.

Therefore, the Allies start with 2 medals.

Special Rules:
Use Air Power as Artillery Bombard.
Only infantry units can cross frozen rivers.
All German units on their back 2 rows CANNOT be targeted for attack until turn 10 OR attack from that position at any time . (They must move off the 2 back rows to attack.)
Allied units on back row cannot be attacked until turn 6.
Any town connected to a road hex is considered a road hex for movement. It is still considered a town hex for defensive and offensive purposes.
NOTE: The bridges at Houffalize and Noville can be crossed from the clear hex.
The U.S. back center row cannot move until turn 6. Right flank back row moves turn 7 and left flank row moves turn 8.
Infantry unit with one figure(Patton) is a command car (Troops-20). He cannot be ordered until turn 6.
Place Tank Destroyer badges on the U.S. and German units.(Troops-24) Allied tank destroyers are also 4 figures.
Place heavy antitank badge on the U.S. unit.(Troops-23)
Place Special Forces badges on the German and U.S. units.(Troops-2)
Place engineer badges on German units. (Troops-4)
Special weapons asset, late war, for the U.S. units equipped with a machine gun(SWA-7) and anti-tank gun(SWA-5)
U.S. and German special Force armor are 4 figures.
Single figure German armor units are Tiger Tanks.(Troops-16)
Place mobile artillery badges on the U.S. and German units.(Troops-14)
The U.S. 101st Airborne unit in Bastogne with a battle star is an heroic leader.(General McAuliffe).(Actions-8)
Place half-track badges on the U.S. and German units. They are 3 figures and may resupply.(Troops-18)
After turn 10, all German armor moves only 2 hexes.(low fuel supply)
The Allied fuel depot can be captured by the Axis. It cannot be captured by the BEL card during the first 4 turns. If captured, the Axis armor can move 3 hexes for the remainder of the game.
To destroy the fuel depot, the Allied commander can select it like one activated unit ALONG with any other units with a left section card only. (Example: Attack 3 card, select 2 units plus trying to blow bridge) Roll 2 dice, if a star is rolled it has been destroyed. Remove from game.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
3
1
1
2
11
4
3
11
19
22
2
6
2
3
1
4
1
2
1
4