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Battle of the Kerch Peninsula - May 08, 1942 - May 18, 1942

Operation Bluecoat -
Eastern Front By: LooneyLlama - Last update: 08/10/2015
Axis Player: Allied Player:
x6 x8 x5 x8
first You play first    

Historical Background:
Compared to other German masterpiece battles of maneuver Kerch Peninsula is unknown. Erich von Manstein utilized a simple maneuver of warfare to win this battle: envelopment of a single flank. The battle was won so decisively because General D.T. Kozlov was convinced the major push would come in the north and also because the major push was so swift and well-supported. Can Kozlov blunt the attack long enough to exploit Manstein's precarious position fighting two fronts?

Axis: 6 cards, you move first.
Allies: 5 cards.

Conditions of Victory:
8 medals
Each Axis unit exiting the board on or between the exit markers count as 1 victory point.
The Headquarters and Supply tent hex is a temporary medal objective for the Allies.

Special Rules:
Blitz rules are in effect.
Russian Commissar rules are in effect.
Hill 317 rules are in effect for the Allies. As long as an Allied unit occupies the hill marked with an 'H'(center section hex occupied by the Russian special forces unit) it can use a recon 1 card as air power in the designated section.
The Headquarter and Supply tent hex belongs to the Axis. If any Allied unit occupies the hex the Axis loses one card from their hand.
Axis and Allied engineers as marked.
Axis and Allies special forces as marked.
The two mines next to the Axis inf. units are laid out by the Axis.
The 3 mines next to the Allied inf. units are laid out by the Allies.

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