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Patton's Folly - November 08, 1944 - November 21, 1944

Battle of Metz
Western Front By: LooneyLlama - Last update: 12/08/2013
Axis Player: Allied Player:
x5 x10 x6 x10
first You play first    

There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
Metz had become an obsession for Patton. His earlier plan to blow past the city on his way to Berlin had been frustrated by supply shortages, unexpected enemy resistance, Allied politics, and those relentless rains that robbed the American Army of its mobility. Now he was determined to reduce this ancient citadel with a double envelopment and a direct thrust across the Moselle, which virtually enfolded Metz and provided a natural breastwork to the west. Mines, barbed wire, murderous machine gun nests, and 43 forts made Metz "probably the most formidable and well-prepared fortification that the American Army attempted to reduce in all of World War II".

Allies: 6 cards. You move first. Before drawing your cards, target four enemy units. Roll 2 dice for each unit. Unit symbols and grenades are hits. All flags may be ignored.
Axis: 5 cards.

Conditions of Victory:
10 medals.
The 5 fortress hexes are a majority temporary medal objective worth 1 medal for the Axis, and majority permanent medal objective worth 1 medal for the Allies. The fortresses are considered taken by the Allies upon eliminating or retreating the Axis units in each fortress. The Allies do not have to enter or remain in each fortress to count toward their medal.
The 2 center factory hexes form a majority temporary medal objective worth 2 medals for the Allies and 1 for the Axis.
The Power Plant and ruins hex form a majority temporary medal objective worth 1 medal for both sides.
The train station is a temporary medal objective worth 1 medal for the Allies. Also, if train station is captured reduce wagon/artillery unit by 1. Remember: it takes a total of 3 grenades to eliminate this unit.

The Axis start with 3 medals.

Special Rules:
Allied units are considered in trenches. Once moving 'up' on 'hills' that is considered flat ground. NO dice reductions for Axis units attacking any unit on these 'hill' hexes.
Hexes marked with a 'T' (use battle star tokens to designate them) are considered tunnels. Use cave rules(Terrain-52 ) for Axis movement only. Any infantry unit using a tunnel across flanks may immediately battle on entering any other tunnel hex but cannot move. It can take ground. Allies cannot seal tunnel hexes.
Air Power can be used by the Allies. Axis commander can select 1 unit of their choice.
Mines are laid by the Axis.
Use Armored Train rules.(Troops-5 and 7)
Special weapons asset, late war for the German units equipped with a machine gun(SWA-7), and anti-tank gun(SWA-5 )
Place a heavy anti-tank gun badge on the German unit.(Troops-23)
Place tank destroyer badge on the German unit.(Troops-24)
Place engineer badges on the U.S. units(Troops-5)
Use Actions-5 (Collapsible rafts and boats) for all engineer units equipped with a battle star token.
Place special forces badges on the U.S. units.(Troops-2)
British armor equipped with a 2eDB badge are Hobart's Funnies, Assault Bridge.(Troops-26)
Other British armor without badge is a Hobart's Funnies Mine Digger.(Troops- 26)
NOTE: All Hobart Funnies bridging units MUST place their bridge on or before turn 6. If bridge not deployed, Hobart Funny Assault Bridge unit reverts to a Mine Digger armor unit.

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