Deep Blue Deep Blue

The Battle for Newmonton - January 01, 1999

Cutthrough Pass
Pacific Theater By: Zasdert Ultun - Last update: 09/11/2008
Axis Player: Allied Player:
x5 x5 x5 x5
first You play first    


There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
NOTE: The following is not at all true.

As the German forces invaded from the southern beaches of the city of Newmonton in Guam and captured the entrance roads from Oldmonton, the US fortified their defenses, quickly building a makeshift Airbase north of Marshton. As the Germans brought in more and more artillery by train, the US was crushed out of Newmonton and forced to retreat to the Ilygan Marsh where the Marines were infiltrating a Japanses Radio tower and not only calling for reinforcements from the Northeast, but also confusing and using the Japanese forces all over the area. Eventually, the US captured the German Base at Marshton, sending them away.

Briefing:
US Player:
Take 10 Command Cards

German Player:
Take 10 Command Cards
You Go First

Conditions of Victory:
15 Medals
Designated Town Hexes give a medal when captured by the intended player; the medal is lost if the unit is moved or eliminated.

Special Rules:
Ignore the message that this is unable to be set up. This Battle Requires 2 Memoir '44s, 2 Pacific Theaters, and 2 Terrain Packs.

All German Infantry are elite forces and can move two spaces and Attack.

Jungles are normal except that they don't reduce dice rolls at all.

Treat Bridges with roads at both ends as roads.

The train is controlled by whoever controls the switch hex. The train can move 2 hexes a turn with an order from a card. It can only go forward. When it goes off the edge of the board, places it on its starting hexes next turn. Units take a turn to load/unload. Units cannot shoot from the train.

Whoever has the church hex can play recon cards as air power cards.

The Japanese units can be controlled by whoever has the radio tower. They then become like normal infantry. You cannot attack them when you control them or no one does. It takes 2 Japanese units killed to gain a medal.

If all for Hexes of Marshton are held by the US Player, the German player discards 1 card and cannot draw another until there is at least 1 Marshton hex not owned by the US player.

If playing with Air rules, the runway hexes have ready to take off markers for the US player. 1 Air Sortie is given to the German player. The other is shuffled into the deck.

The US Marines treat all Rivers as Fordable River Hexes.

All other special units and terrain can be found in the rule booklets.

Scenario Bibliography:
FAKE

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
2
2
2
4
3
2
1
1
1
3
1
1
13
3
1
40
5
2
2
2
1
1
1
16
2
1
1
1
30
4
1
5
7
2
7
6
10
4
20
19
2
1
7
1
2
9
4
8
1