RulesPal
Chat
Rulebook
Combat Commander: Europe – C3i #22 Scenarios thumbnail

Combat Commander: Europe – C3i #22 Scenarios

Expansion for Combat Commander: Europe

Combat Commander: Europe – C3i #22 Scenarios Rulebook

Table of Contents

Table of Contents

  • Scenario 108: In My Time of Dying
    • Situation Report
    • Map
    • Scenario Parameters
    • Forces
    • Special Rules
  • Scenario 109: Escape is Everything
    • Situation Report
    • Map
    • Scenario Parameters
    • Forces
    • Special Rules

Scenario 108: In My Time of Dying

Situation Report

STRONGPOINT HILLMAN, FRANCE, 6 JUNE 1944 — D-Day. After fighting ashore at Sword Beach, the British met relatively light resistance as they moved south towards Caen. Strong-point Morris gave-up almost without a fight. Reconnaissance had noted another significant defensive position south of Morris and it was designated "Hillman". The 1st Suffolks were assigned the task of reducing the strongpoint. It was occupied by 150 men of the 736th Grenadier regiment of the 716th division and they would not give up easily.

HISTORICAL OUTCOME — This first attack failed. Captain Ryley and Lt. Tooley were killed. Lt. Powell was awarded the MC and Pvt. JR Hunter the DCM in the action, but Hillman held out into the evening.

Map

The card shows a single map hex, numbered 27, with its six sides numbered 1 to 6. The Axis edge is on the left and the Allies edge on the right.

Scenario Parameters

  • Year Marker: 1944
  • Victory Point Marker: 3 (Axis side)
  • Time / Sudden Death Markers: 0 / 7
  • Troop Quality / Order Limit: Axis — Line / 3; Allies — Line / 4
  • Posture: Axis — Defend; Allies — Attack
  • Initiative: Allies
  • Objective Chits: Open — V; Axis — none; Allies — random
  • Objective Control: Axis — 2, 3, 4 and 5; Allies — 1
  • Set Up: Axis — last; 10 hexes deep ²; Allies — first; 1 hex deep ³
  • Surrender Markers: Axis — 5; Allies — 9
  • First Turn: Allies

Forces

German Forces

  • Lt. v. Karstlen [name as read from the scan; small print], leader, 9 (2 1 6), x1
  • Sgt. Esser, leader, 8 (2 1 6), x1
  • Rifle, 7 (5 5 4), x4
  • Weapon, 8 (2 2 4), x1
  • Light MG (4 8 –), x2
  • Heavy MG (8 16 –1), x1 ²
  • Bunker (6 Cover), x1 ¹
  • Trench (4 Cover), x2
  • Mines, x4
  • Wire (–1, –1 A), x6

British Forces

  • Cpt. Iggleby, leader, 10 (2 1 6), x1
  • Lt. Forbes, leader, 9 (2 1 6), x1
  • Line, 7 (5 5 4), x6
  • Weapon, 8 (2 2 4), x1
  • Light MG (3 7 –), x3
  • Medium Mortar (7, 3-16, –3), x1

Reinforcements ³

  • Lt. Lyndhurst, leader, 9 (1 1 6), x1
  • Engineer, 8 (7 3 5), x3
  • Satchel Charge (12 1 –), x3

Special Rules

  1. ARMORED CUPOLA: Axis player must set up his Bunker before the Allies set up.

    Historical Note: Initial reconnaissance had noted the location of the cupola.

  2. GERMAN HMG: The German Heavy MG was mounted in the armored cupola. It must set up in the same hex as the Bunker and cannot leave this hex. If forced to do so (via Blaze or Rout, for example) it is eliminated instead.

  3. REINFORCEMENTS: Place the Allied Reinforcements in the "1" space of the Time Track.

  4. COMMONWEALTH: Allied player uses the British Fate Deck.

Scenario 109: Escape is Everything

Situation Report

HILL 262, THE FALAISE POCKET, 19 AUGUST 1944 — After the Allied breakout forced by Operation Cobra, the German army was caught between two pincer movements with most of the Seventh Army trapped in the rapidly closing "Falaise Pocket". The retreating army desperately sought to escape along its last remaining route, the Chambois-Vimoutiers road, which passed before Hill 262. The 1st Polish Armoured Division attached to the 1st Canadian Army was ordered to take the hill (which had previously been invested by the Germans with strong defensive positions) to somehow "close the door". On August 19th, the retreating German units marched in tightly packed order along roads which came to an intersection, leading to a major traffic jam causing nearly total disorganization. The Polish forces, hidden in the former German entrenchments, unleashed a devastating ambush. Surviving German units retreated (but not out of the pocket). The following night, there would be a desperate assault on the Polish position, which would become known as one of the greatest Polish defensive actions of the war, for they formed the mace that hammered the door shut. Hill 262 became known as Maczuga – "The Mace".

Map

The card shows a single map hex, numbered 21, with its six sides numbered 1 to 6. The Allies edge is at the top of the map and the Axis edge at the bottom.

Scenario Parameters

  • Year Marker: 1944
  • Victory Point Marker: 3 (Allied side)
  • Time / Sudden Death Markers: 0 / 8
  • Troop Quality / Order Limit: Axis — Line / 3; Allies — Elite / 2
  • Posture: Axis — Recon; Allies — Recon
  • Initiative: Allies
  • Objective Chits: Open — W; Axis — none; Allies — none
  • Objective Control: Axis — 1; Allies — 2, 3, 4 and 5
  • Set Up: Axis — last ², ³; Allies — first; 7 hexes deep ²
  • Surrender Markers: Axis — 13; Allies — 8
  • First Turn: Allies

Forces

German Forces

  • Sgt. Ganz, leader, 8 (2 1 6), x1
  • Cpl. Retterhaus, leader, 7 (1 1 6), x1
  • Elite Rifle, 8 (5 6 5), x3
  • Rifle, 7 (5 5 4), x3
  • Elite, 8 (3 3 5), x2
  • Line, 7 (3 3 4), x4
  • Green, 6 (3 3 3), x4
  • Light MG (4 8 –), x6

Polish Forces

  • Lt. Chatham, leader, 9 (1 1 6), x1
  • Sgt. Hawes, leader, 8 (1 1 6), x1
  • Guards, 7 (5 5 5), x2
  • Line, 7 (5 5 4), x2
  • Weapon, 8 (2 2 4), x2
  • Elite, 7 (3 3 5), x2
  • Light MG (3 7 –), x3
  • Heavy MG (7 14 –2), x1
  • Trench (4 Cover), x4
  • Wire (–1, –1 A), x5

Special Rules

  1. NORMANDY TERRAIN: A road does not reduce the cover of its hex by 1. Hedges have both their Move and Cover values increased by one (to "+2" and "2", respectively).

  2. TRAFFIC JAM: Axis player may only set up in the following eighteen hexes, no more than one unit per hex: A7, B6, C6, D5, D6, E7, E8, F8, F9, G9, G10, H8, I8, J7, K8, L8, M9 and M10. Allied player cannot set up in these hexes.

  3. RESISTANCE: During setup, Axis player keeps his six allotted Light MGs off-map. At any time during the game, the Axis player may give one of these weapons to a German unit without one.

  4. AMBUSH: Allied player's starting hand consists of cards B-14, B-28, B-55, B-56 and B-72.

  5. REACTION: Axis player's starting hand consists of cards G-4, G-28, G-65, G-68 and G69.

  6. DETERMINATION: As long as there is at least one German leader on the map: (1) Allied player cannot gain Exit VPs; and (2) any Allied unit exiting the map for any reason is eliminated.

  7. 1st POLISH ARMOURED DIVISION: Allied player uses the British Fate Deck.