Event Information Common Rules Missions
Carentan

The Carentan mission uses the Defensive Battle, Close-In Fighting, Ranged Support, Carentan Reserves, Ambush (page 266), and There are No Draws (page 275) special rules.

Your Orders

Allies
The battle for Carentan has lost momentum, but now that we are at full strength, you will push the Axis out of Carantan and link up our landing beaches.

Axis
The Allied attack on Carentan has lost momentum, and our soldiers have reorganised after the shock of the invasion. Now is the time to push the Allies out of Carentan for good.

Carentan Map

Preparing for battle

  1. Determine who will be the attacker using the Defensive Battle special rule.
  2. Starting with the attacking players, both sides place two Objectives on the enemy's side of the table. The Objectives must be placed at least 20cm from the centre of the table and at least 10cm from all table edges.
  3. Each side selects a platoon to hold in Ambush, and may select any platoons to be placed in Carantan Reserves.
  4. Starting with the attacking players, each side alternate deploying their remaining platoons in their own half of the table more than 20cm from all enemy teas that are within line of sight.
  5. Starting with the attacking players, both sides now deploy any Warrior teams that are not part of a platoon, and all Independent teams.

Beginning the Battle

  1. Starting with the attacking players, both sides may make Reconnaissance Deployment moves for any Recce teams they have on table.
  2. All players now roll a die. The player who finished deploying his platoons first adds +1 to the roll. If both players, on one side, finished deploying before the other side they add another +1 to the roll. The team with the higher total result has the first turn. In the event of a tie roll again.
  3. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

Ending the Battle

The battle ends when:
  • Any player has taken any of the Objectives in the enemy's table half at the start of their turn

Deciding Who Won

The players that took an Objective in the opponent’s table half wins the battle. They have turned the battle and are pushing their enemy out of the city.

Calculate your Victory Points using the Victory Points Table below.

If neither side won use the There are No Draws special rule to determine their Victory Points.





Mission Special Rules

The Carentan mission uses the Defensive Battle, Close-In Fighting, Ranged Support, Carentan Reserves, Ambush (page 266), and There are No Draws (page 275) special rules.

Defensive Battle
Determine which side will be the Attacker and Defender.
Each team of players will decide the point total of their force from the list below:
0 point: All lists with a "Must Defend" special rule.
1 point: All Infantry lists.
2 point: All Mechanised lists.
3 point: All Tank lists.
4 point: All lists with a "Must Attack" special rule.

The team with the most point will be the attacker.
If both teams have the same point total, then any "Must Attack" or "Must Defend" rule will be a tie-breaker. If both teams are still at the same point total, each team roll a die and add this to their total, and continue to do this until one team have more points than the other.

Close-In Fighting
The standard table for street-fighting battles is half a normal table size (in our case this means a normal table).

Ranged Support
You may hold any platoons capable of firing an artillery bombardment off table. If you do so, the guns, command team, and staff team are not placed on the table. Only the observers are placed on the table as normal. You still use the normal spotting and ranging rules when firing your artillery.
Artillery held off table in this manner have the range and field of fire to hit any target on the table.
As your artillery units are not on table, they do not count as being on the table for Company Morale Checks. Simply ignore any artillery placed off table when calculating whether your company is below half strenght.

Carantan Reserves
In the starting step, when you would normally roll for Reserves, roll a die for each platoon placed in Carantan Reserves. On a result of 1, the enemy players deploys the command team of that platoon on any table edge on their side of the table. On a result of 5 or 6 the owning players deploy the platoon command team on any table edge in the enemy table half. Regardless of who deployed the command team, that platoon will enter from Carantan Reserve at this point in the movement step.
On any other result nothing happends this turn for that platoon, and the owning player roll for that platoon again in their next starting step.

Victory Point Table
The winning players has lost one or no platoons - Stunning Victory 6:1
The winning players has lost two or three platoons - Major Victory 5:2
The winning players has lost four or more platoons - Minor Victory 4:3
If a winning player started the game with nine or more platoons in the player's own company (not including transport platoons), the first destroyed platoon from that company is ignored when determining the victory points above.