In an attempt to flush out the Maquis and gather information about the partisans' next target, Hauptmann von Saukopf leads a raid against the hamlet of St. Gilbert, where theinhabitants are suspected to be harbouring and aiding the group of Jaques Brouchaux. Von Saukopf hopes to capture enough villagers to learn more about the partisans' plans so that he can deploy his forces more effectively to counter any moves by the enemy. The Maquis try to get as many villagers to safety as possible and to protect their support base in the local population.
Maquis | Polizei | |
Division 1 |
5 Squad Bases (max 3 figs each) 5x |
6 Squad Bases - 19 Regular Infantry - 1 Elite Infantry - 2 Officer - 1 Machine Gun Crew |
Division 2 |
10 Squad Bases (Villagers) |
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Strategy Decks | Desert Tactics 1 (remove the Dust Cloud card). Hero Leadership Deck (remove the Never Give Up card). |
Command 1 |
Starting Command Points | 0 | 2 |
Starting Strategy Cards | 3 | 3 |
Operations Cards | - No Surrender - Camouflage - Double Time |
- No Surrender |
Deployment Zone | Div. 1: The Maquis may set up in any building hex with no more than one squad per hex. Jaques Brouchaux (the officer) sets up in the building with the 2-point Command Objective. Place an American control marker in this hex. Div. 2: The villagers set up in the building hexes, with at least one villager per building hex. They are just placed without bases into these hexes . |
Any gray-shaded hexes |
Starting Initiative | ![]() |
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Objective |
The Partisans win if they get at least five villagers off the map. Even if the winner is clear, the game is played until there are no more villagers on the map. It is important for the next mission to see how many villagers are captured by the Germans. |
The Germans win if they capture at least six villagers or if the partisans accidentally kill a villager. Even if the winner is clear, the game is played until there are no more villagers on the map. It is important for the next mission to see how many villagers are captured by the Germans. |
Rounds | Special | |
Actions per turn | 2 | 2 |
Reinforcements | - | - |
Special Rules |
If the partisans destroyed or immobilized (heavily damaged) at least one truck in the previous scenario, they receive a scavenged German MG. Exchange on regular soldier with an MG team. This counts as only one figure for the "no more than three figures per base" rule. The MG team uses the stats for German MG teams. MG teams may use Fire and Movement actions in this mission. Their Range is reduced to 4 if they do so. This is a bipodmounted MG34 that is easier to move around. Villagers |
For every truck up to three that escaped the ambush in the previous mission, change one regular soldier in a squad into an elite soldier and give that squad a German control marker as a specialization marker. This unit is now equipped with guard dogs which are used to round up villagers. No more than three soldiers and squads may be converted in this way. Villagers cannot move if they are in a hex without partisan squads and within two hexes of a German squad with guard dogs. MG teams may use Fire and Movement actions in this mission. Their Range is reduced to four if they do so. Villagers German squads can take villagers in prisoner by spending one movement point per villager if the villagers are in the same hex as the squad. Squads with guard dogs may also take villagers in prisoner by spending one movement point per villager if the villagers are in an adjacent hex wihtout any Partisan squads. Villagers who are taken prisoner are simply removed from the map and kept be the German player. |
Terrain Features |
The Stream is shallow. The roads are all dirt roads, Effective Road Movement is 0.5 Movement Points per contiguous road hex entered. |
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Weather |
Create a Weather Deck consisting of:
The weather is checked at the beginning of the Action Phase of every odd turn (1, 3, 5, 9 etc.). |