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Combat Commander: Europe – C3i #20 Scenarios thumbnail

Combat Commander: Europe – C3i #20 Scenarios

Expansion for Combat Commander: Europe

Combat Commander: Europe – C3i #20 Scenarios Rulebook

Table of Contents

Table of Contents

  • Scenario 104: Go For Broke
    • Map Configuration
    • Forces
    • Setup and Track Information
    • Special Rules
  • Scenario 105: La Fiere Counterattack
    • Map Configuration
    • Forces
    • Setup and Track Information
    • Special Rules

Scenario 104: Go For Broke

Vosges Mountains, Alsace, France, 28 October 1944. The 442nd Regimental Combat Team ("Nisei") was made up of second generation Japanese Americans. While the families of many of its soldiers were forced to live in internment camps, the 442nd RCT became the most highly decorated U.S. Army unit of the war, including 21 Medal of Honor recipients.

The 1st Battalion, 141st Infantry Regiment (a Texas National Guard unit) was ordered to clear a ridge deep in the Vosges. They advanced several miles into enemy territory but on October 24th found themselves cut off. The other two battalions of the 141st were unable to break through. "The Lost Battalion" was running low on supplies. Attempts to re-supply them by air and by artillery failed in the rugged terrain. On October 27, the 442nd RCT received the order to attack the following day.

Like a real-life Saving Private Ryan mission, the 442nd RCT fought through minefields, booby traps, dense woods, heavy fog, and freezing temperatures to rescue 211 Texans of the Lost Battalion. After six days of heavy fighting, the entire campaign – which also included liberating the towns of Bruyeres and Biffontaine – cost the 442nd RCT 216 dead and 856 wounded.

Map Configuration

Mapboard configuration: hex 7 is the centre hex, with hexes 1 through 6 printed around it, labelled ALLIES and AXIS at the card's edges. (Map diagram not reproduced.)

Forces

German Forces (the card prints a superscript ¹ after the heading; no matching note appears on the card):

UnitPrinted valuesCount
Lt. Lauerbach9 · circled 1 · 1 1 6x1
Sgt. Esser8 · circled 2 · 2 1 6x1
Rifle7 · 5 5 4x6
Line7 · 3 3 4x2
Weapon8 · 2 2 4x1
Heavy MG8 · 16 · -1 (the -1 printed in red)x1
Light MG4 · 8 · -x3
Mines(no values printed)x8
Foxholes

Surrender: "8"

American Forces:

UnitPrinted valuesCount
Cpl. Sitner10 · circled 2 · 2 1 6x1
Sgt. White8 · circled 1 · 1 1 6x1
Elite7 · 6 6 5x4
Line6 · 6 6 4x4
Medium MG6 · 10 · -x4
Radio (105mm)10x1

Surrender: "8"

Setup and Track Information

  • Year Marker: "1944" space.
  • VP Marker: "1" space (Axis side).
  • Time Track: TIME – "1" space. SUDDEN DEATH – "7" space.
  • Troop Quality / # Orders: ALLIES – Elite / 3. AXIS – Line / 3.
  • Posture: ALLIES – Attack. AXIS – Defend. INITIATIVE CARD – Allies.
  • Objectives Chits: OPEN – W. ALLIES – none. AXIS – none.
  • Objective Control: ALLIES – none. AXIS – none.
  • Set Up: (Allies will take first Turn.) ALLIES – first; 3 hexes deep. AXIS – last; 12 hexes deep.

Special Rules

  1. All German units have their VP values reduced to "0".
  2. GO FOR BROKE: Allied player may treat any Artillery Denied Order in his hand as a Recover Order instead.
  3. The Railway does not exist.
  4. UPHILL SLOPE: All terrain has its Move Cost increased by ½ when a unit is moving in compass direction 2 or 3.
  5. FOG: There is an inherent -3 Hindrance in every hex of the map. As for normal Hindrances, this fog Hindrance is not cumulative with itself or other Hindrances (such as Smoke). Reduce the fog Hindrance by one each time a Breeze Event occurs (to "-2", then "-1", then "0"). Mark the Fog level by placing an unused marker on the "3" space of the Time Track, moving it one space to the left after every Breeze Event.

Scenario 105: La Fiere Counterattack

La Fiere Causeway, France, 6 June 1944. While the paratroopers of the 82nd Airborne's 505th PIR clung to their positions at the La Fiere Causeway, elements of the German 1057th Grenadier Regiment counterattacked through Cauquigny to the west, sweeping away the defenders they met there.

Their next mission was to retake the vital bridge across the Merderet River, which had been captured by the American troopers during the morning.

Map Configuration

Mapboard configuration: hex 5 is the centre hex, with hexes 1 through 4 printed around it. The card's diagram marks the Merderet River, a swamp, an Allied setup area and an Axis setup area. (Map diagram not reproduced.)

Forces

German Forces:

UnitPrinted valuesCount
Lt. Lauerbach9 · circled 1 · 1 1 6x1
Sgt. Esser8 · circled 2 · 2 1 6x1
Elite Rifle8 · 5 6 5x6
Weapon8 · 2 2 4x1
Medium Mortar9 · 3-16 · -3 (the -3 printed in red)x1
Heavy MG8 · 16 · -1 (the -1 printed in red)x1
Light MG4 · 8 · -x3

Surrender: "7"

American Forces:

UnitPrinted valuesCount
Lt. Wray9 · circled 2 · 2 1 6x1
Sgt. Gosnik8 · circled 1 · 1 1 6x1
Paratroop8 · 6 4 5x4
Medium MG6 · 10 · -x2

Surrender: "5"

Setup and Track Information

  • Year Marker: "1944" space.
  • VP Marker: "11" space (Allied side).
  • Time Track: TIME – "2" space. SUDDEN DEATH – "8" space.
  • Troop Quality / # Orders: ALLIES – Elite / 2. AXIS – Elite / 3.
  • Posture: ALLIES – Recon. AXIS – Attack. INITIATIVE CARD – Axis.
  • Objectives Chits: OPEN – U. ALLIES – none. AXIS – none.
  • Objective Control: ALLIES – hexes 1, 2 and 5. AXIS – hexes 3 and 4.
  • Set Up: (Axis will take first Turn.) ALLIES – first; 8 hexes deep (the card prints a superscript ⁴ after this entry with no matching note; transcribed as printed). AXIS – last; 4 hexes deep.

Special Rules

  1. MERDERET RIVER: The Stream is treated as a Water Barrier instead (and is thus impassable except across the Bridge).
  2. SWAMP: Hexes A10, B9, B10, C9 and C10 are considered Water Barrier hexes instead of Brush. Place Russian control markers in these five hexes as a reminder of their impassable status. (The card prints "Russian control markers"; transcribed as printed.)
  3. BOCAGE: Treat all Fences as if they were Hedges instead. All Hedges then have their Move and Cover numbers increased by one (to "+2" and "2", respectively).
  4. Allied player cannot set up on the Axis side of the river/swamp. Example: Allied units can set up in hex H4 but not in H7 or D9 (see map diagram above).
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