Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Prison Valley - May 20, 1941 - May 21, 1941

Unternehmen Merkur
Mediterranean Theater By: RBorg - Last update: 12/16/2011
Axis Player: Allied Player:
x5 x6 x5 x6
first You play first    


Historical Background:
The first wave of gliders from Gruppe Mitte's (Center Group) 3rd Fallschirmjäger Regiment had a number of bold objectives: Hauptmann Altmann's men were tasked with silencing a dangerous anti-aircraft battery in the Akrotiri peninsula, while the men of Oberleutnant Genz were to knock out another anti-aircraft battery and a wireless station south of Hania; concurrently, Oberst Heidrich's Paratroopers would take Galatos and establish a defensive position on the hills surrounding the town.

Although scattered during their airdrop, Altmann's men eventually managed to capture their objective, only to find this battery to be a dummy! Meanwhile, two of Genz's gliders released early over Hania while a third exploded in mid-air, when caught in ground fire; but the others successfully landed near their anti-aircraft objective, and Genz detachment put their MG34 machine guns to good use, quickly overrunning the outgunned battery's defenders. They then attempted to reach the wireless station but were blocked by 1st Ranger Battalion and Bren gun carriers of Royal Welch Fusiliers. As for Heidrich's paratroopers, they managed to set foot on some of the hills around Prison Valley, but Brigadier Puttick's New Zealanders and light tanks counterattacked pushing them back into the valley.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player [Germany]
Take 5 Command cards.
You move first.

Allied Player [Great Britain]
Take 5 Command cards.

Conditions of Victory:
6 Medals.

The towns of Hania, Galatos, Stalos and Platanias are Start Turn Temporary Medal Objectives worth 1 medal each for the Axis forces. The moment a unit vacates a town for any reason (movement, retreat or elimination), the medal is lost.

The Axis Medal in the Forest hex represents the Allied Wireless Station. It is a Turn Start Permanent Medal Objective for the Axis forces. The medal is gained and can no longer be lost, once the Axis forces manage to occupy this hex at the start of one of their turns.

Place an Objective Medal on the hex containing the Allied artillery unit. The elimination of this unit is worth one additional medal for the Axis forces.

The 5 hill hexes (Pink 1, Ruin 1, Wheat 1 and Cemetery x2) form a Turn Start Temporary Majority Medal Objective worth 1 Medal for whoever controls the majority of these high ground hexes. If the majority is lost for any reason (movement, retreat or elimination), the medal is immediately lost and put back in play.

Special Rules:
British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).

The British Armor unit only has 2 figures and it only moves 2 hexes.

Place a badge on the 1 German engineer unit (Troops 4 - Combat Engineers).

All the other Axis infantry units are Para Special Forces (Troops 2 - Specialized Units). Badges are not required.

The Axis forces have Air Superiority. When an Air Power card is played, the Axis player rolls 2 dice, the Allied player only 1 die.

Set-up Order
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