The German 16th Army was in a desperate situation. Troops in the Denton pocket have recently surrendered, Folkestone cannot be resupplied via the Channel and the Luftwaffe has a hard time keeping the skies clear of RAF bombers.
At Canterbury, the situation is somewhat better. The supply situation is adequate, thanks to capturing precious fuel, ammo and provisions left behind by Home Guard units. Moltke's powerful strike on September 27 bought precious time for the defenders of Canterbury. Hitler hoped that controlling the town would force the pro-Axis faction of the British War Cabinet to negotiate a truce with Germany. It was only a matter of time...
Churchill believed that there is still a solution. In a speech he gave on the 27th he called upon the defenders of Canterbury to surrender: "You have until sunset tonight to lay down your arms. For if you do not, the sunrise you look upon tomorrow will be your last dawn."
On the 28th, Canadian and British troops began advancing towards fortifications set up in the center of the city. If they do not succeed, Bomber Command will raze Canterbury to the ground.
The stage is set, the battle lines are drawn and you are in command. The rest is alternate history.
German Player: 5 cards
British Player: 5 cards
You go first.
Conditions of Victory:
The Cathedral, the bridge across the Stour and the Supply Depot are Temporary Medal Objectives for the British forces.
All German infantry units are SS or motorized infantry (Troops 2 - Specialized Units). Badges are not required.
Place a badge on the British Commando infantry unit (Troops 2 - Specialized units).
British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).
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.