Deep Blue Deep Blue

Riverside Forest - November 11, 1111

The Battle of the Pits
Western Front By: Zasdert Ultun - Last update: 09/16/2008
Axis Player: Allied Player:
x6 x6 x4 x6
    first You play first


Historical Background:
NOTE: The following is completely fictional.

The battle of Riverside Forest was the first time the Allies encountered the Axis defensive tactic of "Pitting". Pitting involved digging large pits and covering them in trees. Riverside Forest was perfect for that because it had scattered trees all over.
Many of the Allied forces were lost falling into these pits, though some pits luckily weren't dug well and some areas didn't even have them.
The day ended with an Axis victory, the remaining Allied troops retreating.

Briefing:
Axis Player:
-Take 6 Cards

Allied Player:
-Take 4 Cards
-You go First

Conditions of Victory:
6 Medals

An Allied unit that captures any hex of Foreston gains one medal. If that unit moves off or is eliminated, the medal is returned to the village hex.

Special Rules:
Infantry cannot shoot over Highbanks River nor can the shoot from the Bridge over it.

Tanks can only move 0 - 2 Hexes.

As the game is being set up, the Axis player can choose which forest hexes have pits (hills) on the other side (preferably without the Allied player looking).

Any time an Allied unit enters a forest hex, flip it over. If it is a hill, keep it flipped over, it now represents a pit. If it is not a hill, return it to the Forest side. If it is a pit, the unit moving in loses 1 figure and must be ordered twice (over the course of 2 turns) to get out to an adjacent hex. This represents climbing out. If a unit in a pit is not climbing out, they can attack out to adjacent hexes only at -1 die.

Forests give -2 dice roll to Axis infantry Attacking in.

Warning:
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
27
5
3
1
1
2
5
3