the green hell- left

1
The Green Hell- LEFT - Setup order 1 x59 2 x33 3 x12 4 x2 5 x1 6 x2 7 x1 8 x1 9 x2 10 x12 11 x2 12 x5 13 x1 14 x1 15 x7 Obermaubach Kleinhau Grosshau Hürtgen Historical Background After crossing the German border in September 1944, the Allies commonly believed that the war would be over by Christmas. However, while the Allies were ever further away from their supply sources, the Germans were now fighting on their home soil which not only eased their supply situation, it also invigorated their will to resist. Rather than taking the Stolberg corridor or the Aachen gap, Allied High Command decided on a broad front approach and , for reasons that defy logic, decided to advance through the heavily wooded and hilly area known as the Hürtgen forest on the Belgian-German border. This hellish terrain, exacerbated by the German Siegfried line defenses, effectively negated the Allied advantages of overwhelming air and artillery support and superiority in numbers. The incessant Autumns rains and the onset of a particularly cold winter didn't help the Allied cause either. By early November 1944, after having suffered horrendous casualties, the American forces made it to the edge of the woods in the southern sector of the battleground., but they were anything but out of the woods! In front of them lay a number of villages and hills whose names are now infamous, among others Vossenack, Bergstein, Schmidt and Hill 400. Hill 400 was especially critical to both sides as it offered a commanding view of the battlefield allowing for accurate artillery fire. Moreover, from it the build-up of German forces for the Ardennes offensive could be observed, which the Germans went to great pains to conceal from the Allies. Historically, The US forces initially took many of these villages and hills, only to lose them again in German counter-attacks. The US forces were effectively bled dry, which led them refer to the fighting in the Hürtgen forest area by names such as The Meat Grinder, Death Factory and The Green Hell. The 28th US infantry division was transferred to the relative calm of the Ardennes region a little further South to recover. On the 16th of December this phase of the fighting in the Hürtgen forest area effectively ended when the Germans launched the Ardennes offensive (Battle of the Bulge) in the exact same region the battle weary and exhausted US troops had just been transferred to! It wasn't until February 1945 that the area of the Hürtgen forest was seized by the Allies once and for all. All in all, it was one of the most costly battles in the history of the US armed forces and remains so to this day. As the US Commander, will you manage to achieve victory in the Hürtgen forest in 1944 or will the German commander inflict an equal or even higher toll on your forces? The battle lines are drawn, you are in command and the rest is history! Briefing Allies take 5 command cards; Germans 6 (on each map) Allies move first (on both maps). Conditions of Victory This battle map is played in combination with The Green Hell -RIGHT (South). The player who has obtained 24 medals at the end of the German turn is the winner. However, to win the Allies [only] need at least 5 of those medals to be victory point medals. Special Rules Note that unless specifically stated otherwise, the special rules listed here also apply to the Right/Southern map making up this scenario! This Overthrough scenario (2 or more breakthrough maps placed side by side) is inspired by the D-Day landings expansion and can be played by 2-4 players. In case of two players, obviously, each controls one faction. In case of four players, each faction has two players each commanding their side's units on one of the two maps. In case of three players, one player controls one faction, the other faction is split between the other two players. Each map has its own deck of breakthrough cards. Cards are selected (followed by the active player's reinforcement rolls), movement is performed and battle is conducted in this order per faction on both maps before the turns switches to the other side. Units may move between maps. The Germans start with 3 medals on their victory stand (1 for control of Vossenack church and 2 for control of Hill 400). The Americans start with one medal on their victory stand for control of the town of Germeter (The towns of Vossenack and Germeter and Hill 400 are all on the Southern map: The Green Hell Right (South). Add a hill tile on the second row from the bottom where the left and right breakthrough maps join, on the 4th a straight road hex, on the 6th a hill, on the 8th and 10th woods and on the 16th a curved river (bending upwards). Entry (indicated by a battle star) as well as exit rules are in effect for the Germans and Americans respectively on the so marked road hex. Any US unit exited yields two medals rather than the regular one. The town of Hürtgen is a temporary majority medal objective worth two medals to the Allies. The towns of Grosshau, Kleinhau and Obermaubach are temporary majority medal objectives worth one medal each to the Allies. Ground reinforcement (Actions 28) are in effect. Use the D-Day landings Reinforcement Chart. Note that French resistance, Hobart's Funnies, Flamethrower tanks and airborne may not be called up. Both sides may obtain supply trucks, half-tracks and tank destroyers when the appropriate result is rolled. American reinforcements are placed on eligible Allied baseline hexes; German reinforcements are placed on the entry hex(es) if available. Reduced visibility rules are in effect (Actions 27); Forward spotting rules ( Actions 4) are in effect for hill 400 and Vossenack Church. However, affected artillery units only get one cross-hair marker each, except for the big guns on top of Hill 400 which get the regular three; Tree bursts: The reduced visibility rules do not apply to artillery units, that is, they hit on unit symbols normally. Note that mortars are infantry type units! SWA's Late war (SWA 4), Late war machine gun (SWA 7), Late war mortar (SWA 6) and Late war anti-tank gun (SWA 5) are in effect. Hills are steep (Terrain 13; Steep hills). This also applies to hills with villages and hills with forests. Note that this means that (regular) artillery cannot move up a steep hill, unless via contiguous road movement. Note that even a hill with a road does not negate this (i.e. it still counts as a two-hex move) in this scenario, unless, again, via contiguous road movement! Difficult terrain: Armor moves a maximum of two hexes, unless via contiguous road movement. Note that bridges interrupt contiguous road movement. Air superiority rules (Actions 34) are in effect: When the Axis player plays an airpower card, they only roll 1 die per hex. Symbols & Graphics Copyright (c) 2004 - 2022 Days of Wonder, Inc. Produced with permission, for non-commercial use only.

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The Green Hell- LEFT -

Setup order

1 x59

2 x33

3 x12

4 x2

5 x1

6 x2

7 x1

8 x1

9 x2

10 x12

11 x2

12 x5

13 x1

14 x1

15 x7

Obermaubach

Kleinhau

Grosshau

Hürtgen

Historical BackgroundAfter crossing the German border in September 1944, the Allies commonly believed that the war would be over by Christmas. However, while the Allies were ever further away from their supply sources, the Germans were now fighting ontheir home soil which not only eased their supply situation, it also invigorated their will to resist.Rather than taking the Stolberg corridor or the Aachen gap, Allied High Command decided on a broad front approach and , for reasons that defy logic, decided to advance through the heavily wooded and hilly area known as the Hürtgenforest on the Belgian-German border. This hellish terrain, exacerbated by the German Siegfried line defenses, effectively negated the Allied advantages of overwhelming air and artillery support and superiority in numbers. The incessantAutumns rains and the onset of a particularly cold winter didn't help the Allied cause either.By early November 1944, after having suffered horrendous casualties, the American forces made it to the edge of the woods in the southern sector of the battleground., but they were anything but out of the woods! In front of them lay anumber of villages and hills whose names are now infamous, among others Vossenack, Bergstein, Schmidt and Hill 400. Hill 400 was especially critical to both sides as it offered a commanding view of the battlefield allowing for accurateartillery fire. Moreover, from it the build-up of German forces for the Ardennes offensive could be observed, which the Germans went to great pains to conceal from the Allies.Historically, The US forces initially took many of these villages and hills, only to lose them again in German counter-attacks. The US forces were effectively bled dry, which led them refer to the fighting in the Hürtgen forest area by namessuch as The Meat Grinder, Death Factory and The Green Hell. The 28th US infantry division was transferred to the relative calm of the Ardennes region a little further South to recover. On the 16th of December this phase of the fighting in theHürtgen forest area effectively ended when the Germans launched the Ardennes offensive (Battle of the Bulge) in the exact same region the battle weary and exhausted US troops had just been transferred to! It wasn't until February 1945 that the area of the Hürtgen forest was seized by the Allies once and for all. All in all, it was one of the most costly battles in the history of the US armed forces and remains so to this day. As the US Commander, will you manage to achieve victory in the Hürtgen forest in 1944 or will the German commander inflict an equal or even higher toll on your forces? The battle lines are drawn, you are in command and the rest is history!

BriefingAllies take 5 command cards; Germans 6 (on each map)Allies move first (on both maps).

Conditions of VictoryThis battle map is played in combination with The Green Hell -RIGHT (South). The player who has obtained 24medals at the end of the German turn is the winner. However, to win the Allies [only] need at least 5 of thosemedals to be victory point medals.

Special RulesNote that unless specifically stated otherwise, the special rules listed here also apply to the Right/Southern mapmaking up this scenario!This Overthrough scenario (2 or more breakthrough maps placed side by side) is inspired by the D-Day landingsexpansion and can be played by 2-4 players. In case of two players, obviously, each controls one faction. In caseof four players, each faction has two players each commanding their side's units on one of the two maps. In caseof three players, one player controls one faction, the other faction is split between the other two players. Eachmap has its own deck of breakthrough cards. Cards are selected (followed by the active player's reinforcementrolls), movement is performed and battle is conducted in this order per faction on both maps before the turnsswitches to the other side. Units may move between maps.The Germans start with 3 medals on their victory stand (1 for control of Vossenack church and 2 for control of Hill400). The Americans start with one medal on their victory stand for control of the town of Germeter (The towns ofVossenack and Germeter and Hill 400 are all on the Southern map: The Green Hell Right (South).Add a hill tile on the second row from the bottom where the left and right breakthrough maps join, on the 4th astraight road hex, on the 6th a hill, on the 8th and 10th woods and on the 16th a curved river (bending upwards).Entry (indicated by a battle star) as well as exit rules are in effect for the Germans and Americans respectively onthe so marked road hex. Any US unit exited yields two medals rather than the regular one. The town of Hürtgen is a temporary majority medal objective worth two medals to the Allies. The towns ofGrosshau, Kleinhau and Obermaubach are temporary majority medal objectives worth one medal each to theAllies.Ground reinforcement (Actions 28) are in effect. Use the D-Day landings Reinforcement Chart. Note that Frenchresistance, Hobart's Funnies, Flamethrower tanks and airborne may not be called up. Both sides may obtain

supply trucks, half-tracks and tank destroyers when the appropriate result is rolled. American reinforcements areplaced on eligible Allied baseline hexes; German reinforcements are placed on the entry hex(es) if available. Reduced visibility rules are in effect (Actions 27); Forward spotting rules ( Actions 4) are in effect for hill 400and Vossenack Church. However, affected artillery units only get one cross-hair marker each, except for the bigguns on top of Hill 400 which get the regular three; Tree bursts: The reduced visibility rules do not apply toartillery units, that is, they hit on unit symbols normally. Note that mortars are infantry type units!SWA's Late war (SWA 4), Late war machine gun (SWA 7), Late war mortar (SWA 6) and Late war anti-tank gun(SWA 5) are in effect. Hills are steep (Terrain 13; Steep hills). This also applies to hills with villages and hills with forests. Note that thismeans that (regular) artillery cannot move up a steep hill, unless via contiguous road movement. Note that even ahill with a road does not negate this (i.e. it still counts as a two-hex move) in this scenario, unless, again, viacontiguous road movement!Difficult terrain: Armor moves a maximum of two hexes, unless via contiguous road movement. Note that bridgesinterrupt contiguous road movement.Air superiority rules (Actions 34) are in effect: When the Axis player plays an airpower card, they only roll 1 dieper hex.

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