[] La Combe to - Setup order

1 x8

Osmanville 2 x1

3 x8

4 x7 le CarrefGot St. Germaindu Pert

5 x4

La Cambe 6 x6

Gueret la ViellePlace 7 x2

8 x6 Historical Background The American plan was to capture the town of Isigny. Staying on the roads, with tanks leading the column of battalions, the force pushed south to hit the Isigny- highway west of Longueville. The advance echelon of tanks reached at 0300, but an 9 x6 attempt to enter the village was held up by antitank guns. The 747th Tank Battalion knocked out five of these for the loss of one tank, and during the morning the infantry-tank team succeeded in capturing la Cambe. Enemy resistance stiffened west of la Cambe, and artillery fire from 88mm guns disabled six tanks of Company C of the 747th Tank Battalion. A small enemy force supported by a few mobile 88's held the St-Germain-du-Pert area. On the other flank an enemy 10 x2 strongpoint protected the radar station at Cardonville. At Osmanville, enemy strength estimated at a company and disposing of antitank guns blocked the main highway. Too separated to give each other support, none of these enemy positions was able to cause more than temporary delay. The 3d Battalion of the 175th drove the enemy from St-Germain across the Aure by 1600. Aided by naval fire from the British cruiser Glasgow, the 2d Battalion captured Cardonville late in the evening. Resuming its advance after nightfall and encountering only weak enemy parties, at 0200 the 3d Battalion was within half a mile of Isigny, and leading tanks entered the town during the next hour.

or more of the targeted units is adjacent to a US Infantry unit, Briefing roll 1 extra dice. Allied Player [United States] Efficient Supply Lines - At the beginning of the game, before Take 6 Command Cards either side takes a turn, the US player may choose to discard You Move First any number of his available command cards. He then draws the same number of Command Cards into his hand to replace the Axis Player [Germany] discarded ones. Take 4 Command Cards Germany - Wehrmacht Kampfgruppe [rule developed by jdrommel] - Once per game, Conditions of Victory two depleted German infantry units can form a Kampfgruppe. 6 Medals This may only occur if the number of figures is not more than Exit Medal rules are in effect for the Allied Player four (ex : 1+1, 2+1, 2+2, 3+1). The dissolution of one unit (2 become 1) is not a medal for the Allied player. Only one unit can be activated to move towards the other unit and to form Special Rules the Kampfgruppe. If this unit has the capacity to battle, it can Apply Mobile Artillery rules [Troops 14]. battle in the same turn. Apply late war Ant-tank gun rules [SWA 5]. Optional Rules: Apply my Battle of Nations Command rules: United States - United States Army Overwhelming Fire Support - When US artillery is not in a Close Assault combat, and targets an enemy unit that is adjacent to a US Infantry unit, roll 1 extra dice. When the US player plays the Barrage or Air Power card, if one

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