Ticket to Ride Berlin Ticket to Ride Berlin

Yellow Beach - August 19, 1942

Western Front By: RBorg - Last update: 01/21/2009
Axis Player: Allied Player:
x6 x5 x5 x5
    first You play first

Historical Background:
The 23rd British Assault Craft force heading toward the Yellow Beaches sailed into the path of a German convoy. The German ships opened fire and after a brisk engagement, the British commanders agreed that the landings at Yellow Beaches should be abandoned.

Seven craft, however, had veered away from the action and were closing in on the French shore. At Yellow II the landing was unopposed and after making it through the wire, Capt. Young led his commandos inland toward their objective of Goebbels Battery. But the German forces were now on alert and much too strong for a direct attack. The best Capt. Young could do was engage the gun position and divert the battery's attention for some time.

At Yellow I, as the five British craft hit the beach, the German defenders were on full alert and opened fire as they hit the beach. A bold attempt to outflank the defenders on the left failed as more German Infantry from the 570th and a company of engineers were rushed to support the forces defending the beach.

Both commando groups were forced back to the beaches, but the landing craft had already withdrawn and they had no choice but surrender.

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

Axis Player: Take 6 Command cards

Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory:
5 Medals
An Allied unit that captures Goebbels Battery Bunker hex counts as one Victory Medal. Place an objective medal on the Bunker hex.

Special Rules:
The hill that runs along the beach is a bluff. Moving up the bluff from a beach hex or down onto a beach hex is a 3 hex move. From a countryside (green) hex treat the bluff as a normal hill for movement.

The Axis player is in control of the Bunker and may claim it as a defensive position.

All the Allied Special Forces are Commando units. Commandos may move 1 or 2 hexes and still battle.

The Axis Special Forces are Engineer units. Place an Axis special force token in the same hex with these units to distinguish them from the other units. A Special Force Engineer unit may move up to 1 hex and battle or 2 hexes and not battle. A Special Force Engineer unit may target any enemy unit 3 or fewer hexes away. It rolls 3 dice in close assault (enemy in adjacent hex), 2 dice against a target at 2 hexes and 1 die against a target at 3 hexes. When in close assault combat (enemy target is in adjacent hex) they ignore defensive terrain combat dice reductions. An Engineer unit may remove wire and still battle.

Set-up Order