At the start of the landings on the beaches, the American paratroopers had not yet secured the objective town of Carentan that connected the two beaches, and they had not yet silenced the German artillery.
Will the landing forces be able to form a beachhead and take the towns without the help of the paratroopers, or will the Germans keep them pinned down on the beaches.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Allied player, take 10 command cards.
Axis player, take 8 command cards. You play first.
Conditions of Victory:
The towns of Vierville-sur-mer, Colleville-sur-mer and Saint-Laurent-sur-mer are each worth 1 temporary victory medal for the Allied forces. The two bridges over the Douve and Aure river are each worth 1 temporary victory medal for the Allied forces. The two town hexes of Carentan are each worth one temporary victory medal for the Allied forces. Exit markers are in effect for the Allied forces on the two marked hexes of the Axis base line. Each exiting unit is worth one victory medal for the Allies.
The hills along the beach are Sea Bluffs.
The rivers are impassable except at the bridges.
The terrain rules for marshes are in effect.
Sea wall rules are in effect.
The Axis forces control the bunkers.
Special forces on both sides are marked with badges.
The two American combat engineers are marked with engineer badges.
Late war SWA rules are in effect for the Axis troops marked with SWA badges.
Late war mortar, anti tank gun, and machine gun rules are in effect.
The axis artillery in front of Carentan is a heavy anti tank gun (Flak 88).
The axis artillery in front of the marshes is a big gun.
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.