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Operation Lightning - Days of Wonder

Date post: 23-Feb-2022
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Operation Lightning - Free prisoners Setup order 1 x2 2 x12 3 x4 4 x9 5 x5 6 x1 7 x2 8 x1 9 x1 10 x1 11 x1 12 x1 13 x1 14 x10 15 x15 16 x2 17 x1 18 x2 19 x1 20 x1 21 x2 22 x1 23 x6 24 x1 25 x2 26 x1 27 x1 28 x1 29 x19 30 x8 31 x14 32 x2 33 x1 34 x2 35 x2 Historical Background An Allied commander has been captured by the German forces and imprisoned deep within German territory. In an attempt to free the Allied commander a night attack has been launched with a U.S. paratrooper division dropping behind enemy lines. Briefing During the night the Allied forces launch an attack on the heavily fortified German forces in an attempt to free their commander. However all four routes towards the prisoners camp are heavily fortified and defended. in an attempt to free up a passage for the Allied armor divisions a U.S. Paratrooper division drops deep behind enemy lines and is tasked with securing a foothold in German territory. As the Allied commander the plan laid out by your general is to secure a foothold using the paratroopers in one of the main routes to the prisoners camp. A swift Allied armored assault in this route should reach the prisoners camp and be able to free the prisoner. After securing the prisoner using the train to swiftly evacuate the freed prisoner is deemed to be the most likely plan to succeed. As the Axis commander you are taken by surprised by the bold Allied night attack. Fortunately 2 elite German armor units have come in for repairs in the neighboring tank repair facilities, and are just battle ready. Although all routes towards the prisoners camp are heavily fortified, the German infantry unit in castle Ludwig is equipped with demolition charges to cut off an eventual escape by blowing up a bridge or creating a roadblock. Battle lines are drawn, and you are in command! Conditions of Victory 12 victory medals Freeing the Allied commander and exiting the freed unit between the exit markers results in instant victory for the allied commander. After freeing the allied commander, death of the freed Allied commander results in instant victory for the Axis commander. Special Rules - Night Attack rules are in effect. - At the start of the 1st allied turn, the allied player may Paradrop 3 U.S. airborne units. These are considered special forces and may move 2 spaces and battle, or move 3 spaces and not battle. - Allied player has control of the train and may order it like any other unit using command cards. - Allied player can order units to enter or exit the wagon (max 1 unit). - The German infantry unit in Castle Ludwig has a demolition charge (as indicated by the battle star). When ordered it may attempt to blow up a bridge it is adjacent to, or create a roadblock on an adjacent road hex. To do so the Axis commander rolls 2 battle dice. Rolling a star means the attempt was successful and the Axis commander may either remove a bridge (including the railroad bridge) or place a roadblock on the adjacent road hex. After a successful attempt the battle star is removed and the unit no longer has the demolition charge. - The captured Allied commander is represented by the battle star in the prisoners camp. The commander can be freed by an Allied unit entering the prisoners camp hex. The commander will then be considered part of the unit by which it was freed - When ordering a unit that has the freed Allied commander, instead of moving and/or battling, the commander can be transferred to an adjacent Allied unit. - If the unit with the commander is destroyed by a close assault the commander is considered killed. This results in an instant win for the Axis commander - If however the unit with the commander is killed by other means (e.g.: Barrage, Air power, Artillery) The battle star representing the commander will stay on the hex. - Any attack that rolls a star against the freed commander who is not with a unit results in the death of the freed commander and instant victory for the Axis commander - The freed commander may not be ordered - Any allied unit picking up the freed commander must stop and cannot move or battle this turn. Symbols & Graphics Copyright (c) 2004 - 2022 Days of Wonder, Inc. Produced with permission, for non-commercial use only.
Transcript

Operation Lightning - Free prisoners

Setup order

1 x2

2 x12

3 x4

4 x9

5 x5

6 x1

7 x2

8 x1

9 x1

10 x1

11 x1

12 x1

13 x1

14 x10

15 x15

16 x2

17 x1

18 x2

19 x1

20 x1

21 x2

22 x1

23 x6

24 x1

25 x2

26 x1

27 x1

28 x1

29 x19

30 x8

31 x14

32 x2

33 x1

34 x2

35 x2

Historical BackgroundAn Allied commander has been captured by the German forces and imprisoned deep within German territory.In an attempt to free the Allied commander a night attack has been launched with a U.S. paratrooper division dropping behind enemy lines.

BriefingDuring the night the Allied forces launch an attack on the heavily fortifiedGerman forces in an attempt to free their commander. However all four routestowards the prisoners camp are heavily fortified and defended. in an attempt tofree up a passage for the Allied armor divisions a U.S. Paratrooper division dropsdeep behind enemy lines and is tasked with securing a foothold in Germanterritory. As the Allied commander the plan laid out by your general is to secure a footholdusing the paratroopers in one of the main routes to the prisoners camp. A swiftAllied armored assault in this route should reach the prisoners camp and be ableto free the prisoner. After securing the prisoner using the train to swiftlyevacuate the freed prisoner is deemed to be the most likely plan to succeed. As the Axis commander you are taken by surprised by the bold Allied nightattack. Fortunately 2 elite German armor units have come in for repairs in theneighboring tank repair facilities, and are just battle ready.Although all routes towards the prisoners camp are heavily fortified, the Germaninfantry unit in castle Ludwig is equipped with demolition charges to cut off aneventual escape by blowing up a bridge or creating a roadblock.Battle lines are drawn, and you are in command!

Conditions of Victory12 victory medalsFreeing the Allied commander and exiting the freed unit between the exitmarkers results in instant victory for the allied commander.After freeing the allied commander, death of the freed Allied commander resultsin instant victory for the Axis commander.

Special Rules- Night Attack rules are in effect.- At the start of the 1st allied turn, the allied player may Paradrop 3 U.S. airborneunits. These are considered special forces and may move 2 spaces and battle, ormove 3 spaces and not battle.- Allied player has control of the train and may order it like any other unit usingcommand cards.

- Allied player can order units to enter or exit the wagon (max 1 unit).- The German infantry unit in Castle Ludwig has a demolition charge (asindicated by the battle star). When ordered it may attempt to blow up a bridge itis adjacent to, or create a roadblock on an adjacent road hex. To do so the Axiscommander rolls 2 battle dice. Rolling a star means the attempt was successfuland the Axis commander may either remove a bridge (including the railroadbridge) or place a roadblock on the adjacent road hex. After a successful attemptthe battle star is removed and the unit no longer has the demolition charge.- The captured Allied commander is represented by the battle star in theprisoners camp. The commander can be freed by an Allied unit entering theprisoners camp hex. The commander will then be considered part of the unit bywhich it was freed- When ordering a unit that has the freed Allied commander, instead of movingand/or battling, the commander can be transferred to an adjacent Allied unit.- If the unit with the commander is destroyed by a close assault the commanderis considered killed. This results in an instant win for the Axis commander- If however the unit with the commander is killed by other means (e.g.: Barrage,Air power, Artillery) The battle star representing the commander will stay on thehex. - Any attack that rolls a star against the freed commander who is not with a unitresults in the death of the freed commander and instant victory for the Axiscommander- The freed commander may not be ordered - Any allied unit picking up the freed commander must stop and cannot move orbattle this turn.

Symbols & Graphics Copyright (c) 2004 - 2022 Days of Wonder, Inc.Produced with permission, for non-commercial use only.

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