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Scream, Aim, Fire!

Scream, Aim, Fire! Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Counters
  • 3.0 Setup
  • 4.0 Maps
  • 5.0 Play Sequence
  • 6.0 American Turn
    • 6.1 Enemy Spotted Check
    • 6.2 Order Phase
    • 6.3 Activate Units
      • 6.3.1 Movement
      • 6.3.2 Stacking
      • 6.3.3 Fire
      • 6.3.4 Cover Cards
      • 6.3.5 American DRMs and Damage
      • 6.3.6 Special Activations
        • 6.3.6.1 Move and Fire
        • 6.3.6.2 Covering Fire
        • 6.3.6.3 Medic
        • 6.3.6.4 Mortar
  • 7.0 German Turn
    • 7.1 Adjust Status
    • 7.2 German Infantry Actions
      • 7.2.1 German Move Action
      • 7.2.2 German Fire Action
      • 7.2.3 Fire Results
      • 7.2.4 German Assault Action
      • 7.2.5 German MG 42 Actions
      • 7.2.6 German Tank Actions
        • 7.2.6.1 Firing at Tanks
        • 7.2.6.2 Crosshair Icons
    • 7.3 Surprise German Reinforcements
  • 8.0 Scenarios
    • 8.1 Scenario 1: A Day Out in the Countryside
      • 8.1.1 American Setup
      • 8.1.2 German Setup
      • 8.1.3 Victory Conditions
    • 8.2 Scenario 2: Give 'Em Hell
      • 8.2.1 American Setup
      • 8.2.2 German Setup
      • 8.2.3 Victory Conditions
    • 8.3 Scenario 3: A Sight to Behold
      • 8.3.1 American Setup
      • 8.3.2 German Setup

1.0 Introduction

1.1 Background

A. Scream Aim Fire! is a solitaire WW2 game putting a player in control of American forces in the heart of Normandy after the D-Day landings. The player will have difficult decisions to make and will have to make the most of the limited resources available.

B. Scream Aim Fire! focuses on infantry and tank combat, American forces are loosely based on the 101st Airborne division but players can decide what company the American forces belong to. Air landings are not represented in the game, as the game focuses more on the fighting and chaos of war that would have taken place after the airborne landings.

C. Scream, Aim, Fire! aims to create tense and fun gameplay using a smart AI system. It is an "order dice" system. The heart of a Scream Aim Fire! victory is the morale score system. Morale is tracked via various actions like eliminating enemy units and achieving objectives. Morale is constantly being gained and lost, during a game the player will have to think about the best way to gain as many Morale points as possible.

D. This game is dedicated to all the brave men and women who fought during WW2 and sacrificed everything for their countries.

1.2 Abbreviations

AbbrMeaning
DRMDie Roll Modifier
LOSLine of Sight
MPMovement Point

2.0 Counters

A. Infantry counters represent a squad of five to ten men and an NCO. Infantry and Veterans are drawn separately.

B. Tank counters represent one tank.

C. The M10 has no side armor. Automatically draw a damage marker if hit from that direction.

D. Mortar counters represent a team of three men.

E. MG 42 teams represent a team of two men.

F. Snipers and 1st Lieutenants represent a single person.

G. Snipers do not move after placement.

Counter types: Infantry, Tank, Mortar, MG 42, Sniper, 1st Lieutenant.

3.0 Setup

A. Separate the Cover, Action, and German Reserve cards, shuffle them and set them aside in easy reach.

B. Set each counter type aside. A cup for the unit damage, tank hits, and tank damage chits will be useful; you will draw these a lot. You will draw these randomly, so do not look at a chit until after you have drawn it.

C. Each of the five scenarios has a list of the counters and map used. The map will usually be placed so that the US Morale track is opposite you. That edge is north for setup purposes.

4.0 Maps

A. The maps have unit silhouettes for American tanks, German tanks, MG 42 positions, and American mortar positions. In addition, there is a red hex with numbers around it that is used for German reinforcements, and a blue hex that is used for American reinforcements and a possible German surprise reinforcement.

5.0 Play Sequence

Play is divided between the player turn (American) and the AI turn (German). Each of these has a sequence of actions depending on the current state of the game.

A. American Turn (See 6.0.)

  1. Enemy Spotted Check
  2. Order Phase
  3. Activate Units
  4. Reserves Check

B. German Turn (See 7.0.)

  1. Adjust Status
  2. German Infantry Actions
  3. German MG 42 Actions
  4. German Tank Actions
  5. Surprise Reinforcement Check

6.0 American Turn

Each of the actions in 5.0.A is detailed below.

6.1 Enemy Spotted Check

A. If there are fewer than five German (Infantry + MG 42) units in play, roll 1d6 on the Enemy Spotted Table. The result is the number of German units of each type.

RollInfantryVeterans
120
230
332
443
543
654

B. Roll 1d6 for each unit entering play.

  1. On a 1, the unit arrives via the red hex.
  2. On a 2-6, the unit arrives via the matching reinforcement hex. (Each hex is numbered.)

C. If more than two German units would be in a hex as a result of this roll, place the first two in the reinforcement hex and any further excess in the lowest numbered hex that has fewer than two units in it.

D. Each German unit has a number in the upper right. This may correspond to the same number on an American unit and will affect that German unit's tactics.

6.2 Order Phase

A. The player rolls 5d6. These dice will be used to issue orders to your units. Each number on the dice refers to an order on the Issuing Orders Table. An x2 result means you need two dice with that result to perform that action.

Example: To conduct mortar fire, there must be two rolls of 4.

Issuing Orders Table

RollResult
1Attach Medic
1(x2) Assault into adjacent hex
2Infantry Move or Fire
3Infantry Move and/or Fire
4(x2) Conduct Mortar Fire
5Tank Move, Fire, or conduct HE Fire
6Covering Fire
6(x2) Sniper Fire or Spot

B. "We're outnumbered!" (optional rule): If there are more German units on the board than Americans, the player rolls 6d6 instead of 5d6.

C. After rolling 5d6, you may adjust one face of one die by one point.

Example: If your rolled one 4, one 5, and one 6, you could turn the 5 into a 6 to give you what you need to activate a Sniper, or turn the 5 into a 4 to give you what you need to conduct Mortar Fire.

D. Any dice that cannot be used to activate a unit are lost.

Example: The player rolls five order dice; the results are 1, 2, 3, 4, 5. The player has no units that need a Medic, so adjusts that roll to a 2 (new result is 2, 2, 4, 3, 5). The player can now issue orders. The player uses the two 2 results to activate American infantry units. A 2 allows the unit to move or fire, the player decides to move the units. Next the 3 is used to activate American infantry, a 3 allows the unit to move and/or fire. The player moves the unit and then conducts a fire action. The 5 is used to activate one of the players tanks, the player has no targets in range, so moves the tank two hexes. The 4 cannot be used and is lost. This completes the player's turn.

E. After a unit performs an action, flip the counter over to show that it cannot be used again this turn (the side with lighter shade). At the very end of the turn, flip all of these back to their normal side.

6.3 Activate Units

American units mostly move or make an attack of some sort, with special units like mortars or snipers doing things differently, and modifying units like the 1st Lieutenant affecting the rolls by and against nearby units.

6.3.1 Movement

A. A hex is defined as having the type of terrain that covers most of the hex. It costs infantry 1 movement point (MP) per clear hex, 2 MPs to enter a wood hex or hill hex, and 3 MPs for entering a building hex. Units spending their entire movement on a road get +1 MP.

B. You can always move into a hex adjacent to where you started the turn.

C. A unit can only move once in a turn, regardless of how many move actions you have.

6.3.2 Stacking

A. Infantry units (including Snipers, Mortars, and the 1st Lieutenant) have a stacking limit of two. No more than two units may be in a hex at any time.

B. Non-tank units may not be in the same hex as a tank.

C. Tanks have a stacking limit of one.

6.3.3 Fire

A. American infantry units conducting a fire action first check for a line of sight (LOS) to their target.

B. Trace an LOS from the center of the firing unit's hex to the center of the target hex.

C. An LOS cannot be traced through any part of a hex containing woods or a building.

D. An LOS can be traced along the exact side of one hex that would block it.

Example: LOS from B to E. (See Charts and Tables.)

E. An LOS can be traced into the first hex of woods and can be traced into a building hex if within range.

F. An LOS cannot be traced through hill hexes.

G. Units can trace an LOS to the first hexes of a hill from any direction, but they cannot trace an LOS into the center of the hill hex.

H. A unit occupying a hill hex has a clear LOS regardless of intervening cover hexes (except hill hexes, which always block an LOS).

I. Friendly infantry units block an LOS; a unit cannot fire through a hex containing friendly units. If you are on a hill, you are not shooting through intervening hexes, but over them, so units on a hill can shoot over friendly units to hit a target.

J. Tanks block an LOS through hexes with friendly tanks, but tanks do not block an LOS for friendly infantry.

K. If you have an LOS to a target and are in range, roll 1d6 to see if you hit. The target number you need to hit an infantry target is printed on the counter.

L. Both the target number and your roll may be modified by circumstance.

M. The LOS Matrix is with the Charts and Tables.

6.3.4 Cover Cards

A. When American units fire, they draw a cover card to see what type of cover the targeted unit has. The card provides the type of cover and dice roll modifier (DRM) applied. Even if in the open, Germans might have the benefit of incidental cover.

B. Each cover card has two entries, one for clear hexes and one for cover hexes (woods or building). Use the entry matching the target's hex.

C. Enemy units in a clear hex can gain Light Cover result (+1) or No Cover. Enemy units in a cover hex can gain Hard Cover (+2) or Bunker (no fire, American fire order is wasted).

D. After drawing a cover card, the player adds the number as a DRM.

Example: The player fires on a German infantry unit in a clear hex. The drawn cover card (reading the clear hex part) shows Light Cover +1, so a +1 is added to the targeted unit. The enemy unit has a base of 4 to be hit, +1 for light cover, so the player now needs a 5+ to hit the unit.

6.3.5 American DRMs and Damage

A. The American die roll can be modified two ways.

  1. Veteran units gain a +1 DRM.
  2. The unit that your 1st Lieutenant is attached to and those he is adjacent to gain a +1 DRM.

B. These DRMs are cumulative.

C. If the adjusted roll is equal to or greater than the adjusted target number for that German unit, the German unit is hit. A natural 6 always hits.

D. Draw a damage counter from their container. The German infantry damage counters are shown below.

  • Destroyed Unit: +10 Morale
  • Destroyed Unit: +5 Morale
  • No Effect

E. Draw and apply the result moving the morale score up or down. Put the damage counter back into the container you drew it from.

F. A German unit with no Alert or Panic marker on it becomes Alert after being fired on.

G. If the American natural roll to hit is a 1, that unit has run low on ammunition. It cannot move or fire again until a Supply counter is used to replenish it.

H. No unit can fire more than once in a turn, regardless of how many fire activations are available.

6.3.6 Special Activations

6.3.6.1 Move and Fire

A unit may move up to its full movement and may fire normally. That is, it may do one, the other, or both.

6.3.6.2 Covering Fire

A covering fire action allows a unit to fire, if desired, and one infantry unit that is adjacent to it may move up to two hexes (if its MPs and terrain allow). Both units are considered to have acted, even if one of them does not move or fire.

6.3.6.3 Medic

A. A Medic can be attached when using a Medic order. Place the First Aid counter on the selected unit.

B. A Medic is not an infantry unit and does not count toward stacking limits.

C. A Medic can reduce a unit from Panic to Alert but cannot reduce a unit back to a calm state. Roll 1d6 after placement. A roll of 4+ is needed to be successful, reduce the Panicked unit to Alert, then remove the Medic after the attempt regardless of the result.

6.3.6.4 Mortar

A. Before a mortar unit fires it needs to have an LOS to its target. Mortar units may use the 1st Lieutenant to spot for them or may fire at targets in their own LOS.

  1. If the 1st Lieutenant has been killed, mortars can only fire at enemy units within their LOS.
  2. If the 1st Lieutenant has an LOS to an enemy unit, then a mortar unit can fire at that target even if the mortar has no LOS.

B. In all cases, a mortar team will have to range in before conducting a fire action. A 1d6 roll of 3+ is needed to range in, and may not fire if the range in attempt is failed.

C. Mortars have unlimited range, they can hit anywhere they or the 1st Lieutenant can see.

D. Because mortars shoot over everything, friendly units never block their fire. Mortars normally may fire only at infantry, MG 42 positions, or AT guns.

E. Once ranged in, roll 2d6 and use the higher roll to see if you hit.

F. Targets of mortar fire do not draw cover cards, so their target number is always just what is printed on their counter.

G. If a double 6 is rolled, two units are hit (which can include a tank). Select a second target within two hexes of the original target.

H. If a targeted infantry is hit, do not draw a damage counter; the unit is destroyed, and the player gains +5 Morale.

I. If a targeted tank is hit, draw one tank damage chit as you would for a tank attack.

Example: The player activates a mortar unit. The unit can target any infantry or MG unit. The player selects an MG 42 team as its target. The player rolls 1d6 to range in; the result is a 5, so the mortar is ranged in and can now conduct a fire action. The player rolls 2d6 needing a 5+, and the results are 5, 6. The player uses the 6, which hits. The MG 42 team is destroyed and removed from play. The player increase the Morale score by five (+5).

6.3.6.5 Sniper

A. A sniper can either fire at enemy units or spot for friendly units.

B. A sniper has a range of five hexes for sniping and unlimited range for spotting. Decide which you intend to do, then roll 1d6. On a 3+, the sniper has managed to scope in on his target or get spotting information.

  1. If the roll is a 6, the sniper has eyes on an important individual (Officer/NCO) and rolls again. If he rolls a 4+, he has killed that individual and +10 Morale Points are gained, but no enemy unit counter is affected.
  2. Otherwise conduct a normal fire action.

C. If a sniper successfully conducts a spot action, the sniper can choose an enemy infantry unit within LOS. Any unit except a Mortar firing at this spotted enemy will gain a +1 DRM to their attack roll.

D. Enemy infantry never draws a cover card when being shot at by a sniper.

6.3.6.6 Assault

A. Infantry can be used to assault adjacent enemy units.

B. Enemy tanks can be assaulted.

C. Roll 4d6, with a result of 14+ destroying the enemies.

D. The player gains 10 Morale per unit and moves into the hex.

E. Veteran status, 1st Lieutenant, and cover DRMs apply.

F. Apply a +1 DRM if defender has a Low Supply marker, +1 DRM if Panicked, +2 DRM if a Sniper or Mortar is the sole defender (German assaults only) and a -2 DRM per defender past the first in a hex (but do not count the Sniper or 1st Lieutenant for this). All DRMs are cumulative.

G. If the assault is failed (or aborted because of a German bunker), the unit will stay in the hex it made the attack from; American units will receive a Low Supply counter.

H. German infantry units assault if an Action card tells them to.

I. German infantry units follow the same procedure for German assaults, with the player losing 10 Morale per American unit destroyed.

6.3.6.7 Tanks

A. There are two types of American tanks: the M4 Sherman and M10 tank destroyer. Tanks can do one of: move, fire, or fire HE.

B. American tanks have 2 MPs, and may not move into woods or building hexes.

C. A German infantry unit receives a Panic marker if an American tank is within two hexes at any time.

D. American tank counters have two Armor save ratings printed on them, front Armor and side/rear Armour. These are the numbers the player will need to roll to try and save the tank from incoming fire.

E. For a fire action against a German tank, first check LOS as you would for other fire. American tanks have a range of five hexes.

F. A Sherman tank draws one tank chit. An M10 tank destroyer draws two and keeps the better result.

G. A Sherman or M10 hits with a chit displaying one or two crosshairs. (The icons with two crosshairs are only for German tank fire actions).

H. If a tank is hit, draw a damage chit for the effect: BOUNCE, BAIL OUT (+5 Morale), or DESTROYED (+10 Morale).

I. Tanks using HE fire against infantry conduct a fire action as if it were an infantry unit. Tanks roll 2d6 when doing HE fire and use the higher die.

J. American tanks attacking German infantry only use the Clear hex part of a Cover card, even if a target is in a cover hex.

Example: The player conducts a fire action against a German tank with a M10 tank destroyer. The player draws two tank chits due to this being an M10. The results are MISS and a crosshairs icon. The player uses the best result so the M10 has a hit its target. The player next draws a damage chit to see what effect the hit had against the Panzer IV. The result is BOUNCED. The hit has no effect; the Panzer IV lives to fight another day.

6.4 Reserves Check

At the end of each turn, beginning with Turn 3, roll 1d6. On a 6, American reserves arrive. The player can add one infantry counter to the map via the American reinforcement hexes.

6.5 Special American Rules

There are a handful of rules that apply to American actions of various types.

6.5.1 Supply

A. An American unit can receive a Low Supply counter as a result of combat actions. A unit with this marker cannot move, fire, or assault.

B. For every two destroyed German units the players gain a Supply counter.

C. If a unit runs low on ammo, the player can use a Supply counter to replenish the unit. A Supply counter can be used at any time.

6.5.2 German Reserves

Every time the American morale score is decreased, move the German reserve total up by one box. Once the counter reaches the required score for a scenario, German reserves immediately arrive. Draw a German Reserve card and place the units listed on the card onto the map via German reinforcement hexes in the same way as you would during the Enemy Spotted Check at the start of the American turn.

6.5.3 1st Lieutenant

A. The 1st Lieutenant is always attached to a particular unit. If that unit takes fire or is assaulted by Germans, roll a d6. On a 1, the 1st Lieutenant is killed. Remove him from play and reduce Morale by 10 points.

B. Make the roll after the unit takes fire, even if the unit takes no damage.

C. If the unit the 1st Lieutenant is attached to is eliminated, so is the 1st Lieutenant, resulting in an additional five point Morale loss.

7.0 German Turn

Each of the actions in 5.0.B is detailed below.

7.1 Adjust Status

A. Panicked German units that are within two hexes of an American tank drop to Alert status.

B. German units with a Low Supply marker remove it unless also Panicked.

C. German units that are at Alert status remain so.

7.2 German Infantry Actions

A. Draw an action card and carry out the required action cross-referencing the action card drawn with the unit's state (Calm, Alert, or Panicked).

B. Complete the unit's actions before drawing the next action card for the next unit.

C. Each action card has multiple options, color-coded:

ColorOptionMarker
BlueCalmNone
RedAlertAlert
BlackPanicPanic

D. If possible, do both actions on the card in the order listed. If an action is not possible, either do not do it at all or do not do any part that is not possible.

E. Regardless, you cannot move or fire more than once, nor fire and then assault.

F. If the card has a Low Supply icon in the upper right, the German unit will get a Low Supply marker after its action, if it fires or assaults.

G. After a German unit performs its actions, flip it over to show that it cannot be used again this turn.

H. At the very end of the German turn, flip them all back.

I. If the drawn card states No Action, flip over the unit without doing anything else.

Example: You choose an Alert German unit and draw a card. The first action is "Hit the dirt, Fire with a +1 to their die roll." If the unit fires, it cannot move or fire again, so it is done and gets a Low Supply marker. If it cannot fire from its current position, it moves one hex, then fires if it is in range. If it does fire, it gets a Low Supply marker. If it cannot fire, it just moves one hex.

7.2.1 German Move Action

A. German units usually have a number on them to key them to a particular American unit. If this is the case, a German infantry unit will move toward that American unit by the path providing the best cover. While German units have MPs listed, they move the number of hexes listed on the action card.

B. German infantry have the same stacking limit as Americans (two units per hex), and Germans should be chosen to move in an order that reduces the chance of running into this limit. (Generally, you should have the Germans closest to the Americans act first.)

C. If a German unit is not keyed to a particular American unit, it will move toward the closest American unit.

D. A German unit starting its turn adjacent to an American unit will treat all move actions as fire actions.

7.2.2 German Fire Action

A. German units attack in the same way as Americans.

B. German Veteran units receive a +1 DRM to their attack die roll.

C. American units in woods or being shot from a lower elevation while on a hill increase their to hit number by one (+1) and those in a building get a +2.

D. A natural roll of a 6 always hits an American unit, regardless of DRMs.

E. A German unit fires on the following targets, in this order, based on their possibility.

  1. If there is more than one adjacent American, choose the one with the least amount of cover.
  2. The American whose number it has.
  3. A Panicked unit over one with Alert over one with no marker.
  4. A Veteran over regular infantry.
  5. The closest American in range.

Example: An American veteran unit has a 5+ to hit number, so a German firing at it to roll an adjusted 5 or more to hit. If this veteran was in woods, the number would be 6+.

7.2.3 Fire Results

A. If an American unit is hit, place an Alert counter on it. If it already has an Alert counter, flip the counter to Panic. An American with Panic cannot move or assault, but can fire with a -1 DRM.

B. A hit on a Panicked unit destroys it and any 1st Lieutenant attached to it. Remove them from play.

C. An American infantry loss from German fire is -5 to American Morale, and -10 if the 1st Lieutenant was attached to that unit.

7.2.4 German Assault Action

A. A German unit beginning its activation adjacent to an American unit with Assault as its action will do this order in preference to any other.

B. This is handled as for American assaults (6.3.6.6), with the exception that the 1st Lieutenant does not count as an extra unit on the defense.

C. A German success eliminates the American unit(s) and American Morale is reduced by 10 per unit (15 if the assault killed an infantry and the 1st Lieutenant).

7.2.5 German MG 42 Actions

A. Activate MG 42 teams after German infantry.

B. MG 42 teams do not draw an action card.

C. MG 42 teams never move. They always fire at the closest target, with preference for the least amount of cover, and Veteran over regular infantry.

D. MG 42 teams roll 2d6 to hit and use the higher die.

7.2.6 German Tank Actions

A. Activate German tanks after MG 42 teams.

B. They either move or fire, but not both.

  1. Panzer IV tanks have a range of five hexes.
  2. Tiger tanks have a range of seven hexes.

C. If a German tank is in range of an American tank and in LOS, it will fire at the closest one. Otherwise, it will move one hex towards the closest American tank, with any movement decision made with an aim of acquiring LOS.

D. If there are no American tanks, German tanks will move/fire at infantry targets.

7.2.6.1 Firing at Tanks

German tanks fire at American tanks by drawing a Tank chit.

A. Panzer IV tanks draw one Tank chit.

B. Tiger tanks draw two Tank chits and use the better result.

7.2.6.2 Crosshair Icons

A. If one crosshair icon is on the chit, the American tank may attempt an Armor save by rolling 1d6 to match or exceed its front armor number.

B. If two crosshair icons are on the card, the American tank attempts an Armor save using its flank armor number.

C. A red explosion behind a crosshair means no Armor save is possible and the American tank is automatically destroyed. The player loses 10 Morale points.

D. If an Armor save fails, draw one Tank Damage chit if being fired on by a Panzer IV, and two Tank Damage chits if being fired on by a Tiger (and use the more damaging result). This will have one of three results:

  1. Destroyed: Tank is destroyed, the player loses 10 Morale points; remove tank from play.
  2. Bail Out: Crew bails out, the player loses 5 Morale points; remove tank from play. (A bailed out crew is a special effect and not a infantry unit.)
  3. Bounced: Shot fails to penetrate armor; no effect.

7.3 Surprise German Reinforcements

A. There is a chance on every turn that the Germans will pull a surprise move to throw a monkey wrench into American plans. At the end of the AI turn, the player rolls 1d6; on a 6, a surprise German unit arrives. If this happens, roll 1d6:

RollResultPlacement
1-3VeteranBlue hex
4-6AT gunRed hex*

* or adjacent hex with better LOS to Americans

B. If the chosen hex is occupied by an American unit, then choose the other result.

C. If both hexes are occupied by an American unit or German stacking limits would be exceeded, no surprise unit appears that turn.

D. Only one surprise unit may be in play at a time, so do not roll if a surprise unit is currently in play.

7.4 German Veteran

A. This is an elite group tasked with capturing the American 1st Lieutenant. On the German turn, they will move two hexes toward the 1st Lieutenant, using cover and, if possible, avoiding LOS to Americans in range, if possible. Thus, they are trying to get close without getting shot.

B. Nonetheless, after moving, they will fire on the nearest American unit other than the one with the 1st Lieutenant, if possible.

C. If German Veterans end their move adjacent to the 1st Lieutenant, they will automatically conduct an Assault action (instead of firing).

  1. If successful, the American unit is eliminated, the 1st Lieutenant is captured, the player loses 10 Morale and the German Veteran is removed from play.
  2. If unsuccessful, the German Veterans are eliminated in the assault and the Americans gain 10 Morale.
  3. If the German Veterans are eliminated before the assault, the player gains Morale as for a normal combat result.

7.5 AT Gun

A. This is an AT gun and crew, making life difficult for American tanks and infantry. Like the Panzer IV, it has a range of five hexes. It does not move, but will fire at the closest American tank or infantry, with preference for the tank.

B. If firing HE at infantry, it acts identically to an American tank (rolling 2d6 and keeping the better die).

C. The AT gun remains in play until eliminated.

D. If it eliminates an American tank, the player loses Morale based on the combat result.

E. If the AT gun is eliminated, the player gains Morale as for a normal combat result.

8.0 Scenarios

A. Scream, Aim, Fire! has five scenarios of increasing complexity and size. They should be played in order. Optimally, you do not move on to the next scenario until you have won the current one.

B. Since this is a solitaire system, there is a measure of common sense and honor needed.

  1. If a setup rule puts Germans in play but does not say exactly which hexes, distribute them evenly.
  2. If a German moves and the choices are a hex that gives the Americans an easy shot and one that does not, you play the German move sensibly (counters have feelings, too).

8.1 Scenario 1: A Day Out in the Countryside

Date: 10th June 1944 Map: Map 1

8.1.1 American Setup

QtyTypeQtyType
3Infantry11st Lieutenant
3Veterans3M4 Sherman tanks
1Mortar

A. American infantry units set up on the west edge of the map in any hex in the second column.

B. Set up the 1st Lieutenant and his unit in the blue hex.

C. The M4 Sherman tanks set up in the American tank hexes.

8.1.2 German Setup

QtyType
2Panzer IV
1MG 42 team

A. Both Panzer IV tanks set up in the marked German tank hexes.

B. The MG 42 team sets up in its marked hex.

C. German infantry units arrive via the red hex or reinforcement hexes at game start after rolling on the Enemy Spotted Table.

D. German reserves arrive if the reserve counter reaches 30.

8.1.3 Victory Conditions

A. The player must reach a Morale score of 40 and either

  1. Control the objective hex with at least one infantry unit, or
  2. There must be no German units left on the map.

B. To control the objective, an American infantry unit must be in the objective hex at turn end.

C. If after 12 turns the conditions have not been met, then it is a German victory.

8.2 Scenario 2: Give 'Em Hell

Date: 10th June 1944 Map: Map 1

8.2.1 American Setup

QtyTypeQtyType
3Infantry3Veterans
11st Lieutenant1Mortar team
3M4 Sherman Tanks1Sniper

A. American infantry units set up on the west edge of the map in any hex in the second column.

B. Set up the 1st Lieutenant and his unit in the blue hex.

C. The mortar team sets up in the player's choice of the American mortar hexes.

D. The sniper sets up in any building hex.

E. The M4 Sherman tanks set up in the American tank hexes.

8.2.2 German Setup

QtyType
3Panzer IV tanks
1Tiger tank
1MG 42 team

A. The Panzer IV tanks set up evenly distributed on the east edge of the map.

B. The MG 42 team sets up in its marked hex.

C. The Tiger tank arrives in the red hex after the German Tank action step on Turn 3. On future turns, it will either move three hexes towards the closest American tank or fire if in range and LOS.

D. German infantry units arrive via the red hex or reinforcement hexes at game start after rolling on the Enemy Spotted Table.

E. German reserves arrive if the reserve counter reaches 30.

8.2.3 Victory Conditions

A. The player must reach a Morale score of 50 and destroy one Panzer IV tank to secure victory.

B. If after 12 turns the conditions have not been met, then it is a German victory.

8.3 Scenario 3: A Sight to Behold

Date: 12th June 1944 Map: Map 2

8.3.1 American Setup

QtyTypeQtyType
4Infantry4Veterans
11st Lieutenant2Mortar teams
3M4 Sherman tanks1Sniper
2M10 tank destroyers

A. American infantry units set up on the west edge of the map in any hex in the second or third column.

B. Set up the 1st Lieutenant and his unit in the blue hex.

C. The mortar teams set up in the American mortar hexes.

D. The sniper sets up in any building hex.

E. The M4 Sherman tanks set up in the American tank hexes.

8.3.2 German Setup

QtyType
3MG 42 teams
4Panzer IV tanks
2Tiger tanks

A. The MG 42 teams set up in their marked hexes.

B. The Panzer IV tanks set up in the marked hexes, two per hex. After leaving the hex, normal stacking limits apply.

C. Both Tiger tanks arrive in the red hex after the German Tank action step on Turn 3. On future turns, they will either move three hexes towards the closest American tank, or fire if in range and LOS. After leaving the hex, normal stacking limits apply.

D. German infantry units arrive via the red hex or reinforcement hexes at game start after rolling on the Enemy Spotted Table.

E. German reserves arrive if reserve counter reaches 30.

8.3.3 Victory Conditions

A. The player must reach a morale score of 60 and have two infantry units within two hexes of the red hex.

B. If after 12 turns the conditions have not been met, then it is a German victory.

8.4 Scenario 4: Out of Ammo

Date: 14th June 1944 Map: Map 2

8.4.1 American Setup

QtyTypeQtyType
4Infantry*4Veterans
11st Lieutenant2Mortar teams
4M4 Sherman tanks1Sniper
2M10 tank destroyers

* two low on ammo

A. American infantry units set up on the west edge of the map in any hex in the second or third row.

B. Set up the 1st Lieutenant and his unit in the blue hex.

C. The mortar teams set up in the American mortar hexes.

D. The sniper sets up in any building hex.

E. Two M4 Sherman tanks set up in the American tank hexes.

F. The other two M4 Sherman tanks arrive at the start of Turn 4 via the blue hex. After leaving the blue hex, normal stacking limits apply.

G. The two M10 tank destroyers arrive on the east edge of the map in any hex at the start of Turn 8.

8.4.2 German Setup

QtyType
2MG 42 teams
2Panzer IV tanks
3Tiger tanks

A. The MG 42 teams set up in their marked hexes.

B. The Panzer IV tanks set up in their marked hexes.

C. The Tiger tanks arrive in the red hex or surrounding hexes after the German Tank action step on Turn 8. On future turns, they will either move three hexes towards the closest American tank, or fire if in range and LOS. After leaving the hex, normal stacking limits apply.

D. German infantry units arrive via the red hex or reinforcement hexes at game start after rolling on the Enemy Spotted Table.

E. German reserves arrive if reserve counter reaches 30.

8.4.3 Victory Conditions

A. The player must reach a morale score of 70 and have eight American infantry counters that are not eliminated or under an Alert or Panic counter.

B. If after 12 turns the conditions have not been met, then it is a German victory.

8.5 Scenario 5: Battle of Bloody Gulch

Date: 15th June 1944 Map: Map 2

8.5.1 American Setup

QtyTypeQtyType
6Veteran11st Lieutenant
2M4 Sherman tanks3Mortar
4M10 tank destroyers1Sniper

A. American infantry units set up on the west edge of the map in any hex in the second or third column.

B. Set up the 1st Lieutenant and his unit in any hex in the second column.

C. The mortar teams set up in the American mortar hexes.

D. The sniper sets up in any building hex.

E. The M4 Sherman tanks set up in the blue hex. After leaving the blue hex, normal stacking limits apply.

F. The M10 tank destroyers arrive in the blue hex at the start of Turn 4. After leaving the blue hex, normal stacking limits apply.

8.5.2 German Setup

QtyType
4MG 42 teams
4Panzer IV tanks
3Tiger tanks

A. The MG 42 teams set up in two of their marked hexes, two per hex.

B. The Panzer IV tanks set up evenly distributed on the east edge of the map.

C. The Tiger tanks arrive in the red hex or surrounding hexes after the German Tank action step on Turn 8, On future turns, they will either move three hexes towards the closest American tank, or fire if in range and LOS. After leaving the hex, normal stacking limits apply.

D. German infantry units arrive via the red hex or reinforcement hexes at game start after rolling on the Enemy Spotted Table.

E. German reserves arrive if reserve counter reaches 30.

8.5.3 Victory Conditions

A. The player must reach a morale score of 80 and have five unused supply counters at game end.

B. If after 12 turns the conditions have not been met, then it is a German victory.

8.6 Capture and Hold

This is a new scenario added by the designer on BGG.

Map: Map 2

8.6.1 American Setup

QtyTypeQtyType
4Infantry4Veterans
11st Lieutenant2Mortar
3M4 Sherman Tanks1Sniper

A. American infantry units set up on the west edge of the map in any hex in the second column.

B. Set up the 1st Lieutenant and his unit in the blue hex.

C. The mortar teams set up in the American mortar hexes.

D. The sniper sets up in the woods on the north edge facing the center buildings.

E. The M4 Sherman tanks set up in tank hexes.

8.6.2 German Setup

QtyType
3MG 42 teams
2Panzer IV tanks
3Veterans
1Tiger tank

A. The veteran units set up in the center building hexes, one unit in each hex.

B. The MG 42 teams set up in their marked hexes.

C. The Panzer IV tanks set up in their marked hexes.

D. The Tiger tank arrives on Turn 3 via the blue hex. It will fire at the closest unit infantry or tanks when entering play, and will move three hexes towards the closest tanks on the following turns.

E. The Veteran units controlling the buildings will fire at the closest unit to them. Do not draw an action card for these units.

8.6.3 Victory Conditions

A. The player must reach a morale score of 50 and control all three building hexes in the center of the map.

B. If after 12 turns the conditions have not been met, then it is a German victory.

  • 6.3.6.5 Sniper
  • 6.3.6.6 Assault
  • 6.3.6.7 Tanks
  • 6.4 Reserves Check
  • 6.5 Special American Rules
    • 6.5.1 Supply
    • 6.5.2 German Reserves
    • 6.5.3 1st Lieutenant
  • 7.4 German Veteran
  • 7.5 AT Gun
  • 8.3.3 Victory Conditions
  • 8.4 Scenario 4: Out of Ammo
    • 8.4.1 American Setup
    • 8.4.2 German Setup
    • 8.4.3 Victory Conditions
  • 8.5 Scenario 5: Battle of Bloody Gulch
    • 8.5.1 American Setup
    • 8.5.2 German Setup
    • 8.5.3 Victory Conditions
  • 8.6 Capture and Hold
    • 8.6.1 American Setup
    • 8.6.2 German Setup
    • 8.6.3 Victory Conditions