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.
You should play this scenario together with the right flank scenario of the same name. There are enough tiles when you play these two together. You should have two base sets, two breakthrough maps desert, two Mediterranean theaters and one terrain pack for the palm forests.
Significant as the first large-scale meeting of American and German forces in World War II, the untested and poorly-led American troops suffered heavy casualties and were pushed back over fifty miles (80 km) from their positions west of Faid Pass. The scenario starts on the moment that Faïd has fallen into axis hands! The US forces and french forces withdrew to defend Sidi Bou Zid and where in the surrounding hills. Rommel is in command and tries to get as quickly as possible to the Kasserine Pass and beyond. By the night of February 21, the 10th Panzer Division was just outside the small town of Thala, with two road links to Tébessa. If the town fell and the German division decided to move on the southernmost of the two roads, the U.S. 9th Infantry Division to the north would be cut off from its supplies, and Combat Command B of the 1st Armored Division would be trapped between the 10th Panzer division and its supporting units moving north along the second road. Can you do better and conquer the city of Thala which was the endpoint of the axis assault.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
This is a 4 player scenario (it can off course be played by two persons). The axis player on the left flank (other scenario) starts followed by the allied player on the left. The third player is the axis player on the right flank followed by the allied player on the right flank. You can trade 1 command card/turn with your ally for the cost of 1 order. I recommend to play with breakthrough cards (1 deck is enough)
Both player gets 6 cards but from the moment the axis get their 3th medal, they lose one card. Upon getting their 4th medal they lose a card again (up to 4)
The axis objective markers are permanent medal objectives. The medal is not returned or put back in play, even if the unit later vacates this hex.
When axis forces of the right flank are moved to the left flank, they are still ordered by the right player. That's why they have different badges!
Conditions of Victory:
For the axis:
- capture 5 of the 6 objective markers
- you start first
For the allies
- 20 medals
Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the allied units equipped with Anti-Tank weapons (SWA 5), Mortars (SWA 6) and Machine Guns (SWA 7))
Air rules are in effect: remove the air sortie cards from the deck. The axis player can order 4 planes throughout the game, the allied 2. You don't need an air sortie or an air power card to put a plane in.
The German forces (not the Italian) may move 2 hexes and still battle representing their combat superiority and experience
Place a badge on the 2 Axis Heavy Anti-Tank Gun units (Troops 23 - Heavy Anti-Tank Guns)
British Commonwealth Forces and Italian Royal Army command rules are in effect.
The 4 french units (on the left flank scenario) are free french units. They only have 3 figures to represent their heavy losses defending Faïd. Also their equipment was far inferior to the US and German forces
Place a badge on the 2 Axis Half-Track units (Troops 18 - Half-Tracks) Supply Vehicle rules are in effect
The Allied (Us and British) Tank units can move 2 hexes instead of 3 and battle at 3 2 2 to represent the inferior firepower of the M3 Lee and M3 Stuart tanks.
center of military history - maps and sketches appendix off the Kasserine Pass battles
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.