These are desperate times. British forces are struggling to hold back the German forces. All units not currently engaged with enemy units have been ordered to withdraw to the Southern Command Stop lines where high command hopes they will be able to hold the Germans back whilst reinforcements race south.
Whilst most units race north as fast as they can, others are digging in with orders to act as a rearguard. They are Britain’s last, great hope in this time of need.
The British forces are set up in the centre of the table. They may use the hidden set-up rules, (see Hidden Set-up p117).
The British positions must be set up in a line across the centre of the table, running the length of the table.
The British player must deploy all of his units prior to the battle commencing, there are no reserves.
As the British player sets up his force, he must nominate a minimum of three and up to five separate objectives in his set-up zone. All objectives must be in the centre of the table and must be at least 12″ from each other across the centre of the table.
Objectives should be either buildings or fortifications, perhaps even an artillery piece. The important thing is that both players clearly identify the objectives before the battle begins.
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate at least half of their force to form the first wave. This can be the entire army if they so wish. Any units not included in the first wave are left in reserve.
The objective is simple. The British must hold the line for three turns before they are allowed to start withdrawing their forces from the table. They may exit from any side of the table except for the German edge.
The British must hold their lines for three turns, then may attempt to escape off the edge of their set-up zone. They may withdraw the entirety of their force, or leave elements to deny total domination of the field to the Germans until the game ends. For every round past the third, they gain 2VPs.
The German player should apply the Preparatory Bombardment rules from page 118 of the Bolt Action rules.
The British artillery has a target-rich environment and too few guns to engage those targets.
Each subsequent turn following Turn One, the British player rolls a die. On Turn 2, the player must role 6 in order to receive the bombardment, each subsequent turn that number decreases by 1 so Turn 3 requires 5+, Turn 4, 4+ and so on.
If the player rolls successfully they should apply the Preparatory Bombardment rules from page 118 of the Bolt Action rules.
The battle begins. During turn 1, the attacker must move his first wave onto the table. These units can enter the table from any point on the attacker’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.
This game lasts for 6 rounds. After that the AU must retreat or face capture from the German forces that are racing to Brandenburg’s rescue.
Every turn after the third that the British hold their positions is worth 2VP.
Every unit destroyed is worth 1VP the British player.
Every British unit that escapes is worth 2VP to the British player.
Every British unit that is destroyed is worth 2VP to the German player.
Every objective captured is worth 5VP to the German player.