After a bloody battle to cross the Moro river intelligence informed the 1st Canadian division that the Germans had pulled back to the next defensive line to the north leaving the way to Ortona clear.
The Divisional command set the objective of "Cider" to be the next way point and then straight on to Ortona (set to be a R&R spot for the 8th army). However the Canadians were in for a shock. The 90th Panzergrenadiers had set themselves up in a highly defensive position just outside of Ortona where they intended to put up a fight and prevent the taking of Ortona "at all costs". Then on the night of the 13-14th Dec. the battered 90th were replaced by the formidable 1st Parachute division (the same division which would cause much grief for the Americans at Monte Cassino later on).
On the morning of December 10th the lead elements of the 1st Canadian division, Second Brigade, ran headlong into this line. The Candians wouldn't clear the objective of Cider until December 19th after many casualties and much heroics (quite a few Military Medals were awareded and Capt. Triquet of the Royal 22nd Regiment the 'Van Doos' would win the Victoria Cross).
The bloody fighting for Ortona (termed by the media 'little Stalingrad') still lay ahead. Before that there was much blood to be shed at a place known in Canadian millitary history simply as The Gully.
Historian Reginald Roy says the Gully "was a trench, anti-tank ditch and a natural obstacle all rolled into one". It's steep banks and narrow width made it practically immune to artillery fire.
Axis Player [Germany]: Take 5 Command cards
Allied Player [Canada]: Take 5 Command cards.
You move first.
Conditions of Victory:
The the hex Vino Ridge is a Temporary Medal Objective for both the Axis or the Allies, it cannot be the last medal taken to win.
The objective "Cider" is a Temporary Medal Objective for the Allies.
The marked hex of Ortona is a Sudden Death Objective for the Allies.
The Axis Special Forces infantry are elite units (Troops - 2)
Behind Enemy Lines - is treated as an Infantry Assault card (thanks Sam1812!)
The Gully -
Line of Sight: Does not block line of sight, Unit in the Gully blocks line of sight as usual.
Movement: An Infantry unit that moves onto a Gully hex must stop and may not move further on that turn. The Gully is impassable to Armor and Artillery. Units may move along the Gully at no penalty.
Battle: When battling an enemy unit that is on a Gully hex, Infantry and Artillery reduce the number of Battle dice rolled by 1. Armor reduces the number of Battle dice rolled by 2. An Infantry unit in the Gully may ignore the first flag rolled against it. Battle between Gully hexes nullifies all Gully battle rules.
Post Air Pack Note; These Gully rules are different from what was officially adopted there. Units can fire to and from the gully at range in this scenario. All other Gully rules apply as written here as opposed to the official gully rules.
Air Rules are optional: if used, shuffle both cards into the deck at game start.
The D-Day Dodgers, The Canadians in Italy 1943-45 - Daniel G. Dancocks
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.