Event Information Common Rules Missions
Villers-Bocage

The Villers-Bocage mission uses the Ambuscade, Racing to the Rescue and Reserves (page 268) special rules.

Your Orders

Allied
So far our advance on Caen have met no resistance, but keep an eye out, the Axis are sure to put up a fight at some point.

Axis
You must destroy the Allied column, or at the very least cripple their forces. Otherwise our forces to the north are in danger of being encircled and destroyed.

Villers-Bocage Map

Preparing for battle

  1. Place two objectives on the main road where indicated. The map is devided into 5 sectors labelled "A" to "E".
  2. The Axis players chooses one of the Allied platoons to be deployed on the main road in sector "D". All allied platoons deployed on the table, must be deployed in single file facing along the road away from Villers-Bocage. Teams must be mounted in their transport vehicles if they have them.
  3. All remaining Allied platoons, Warriors and Independent teams are held off table. They will appear with the Racing to the Rescue special rule.
  4. The Allied ploayers then chooses four platoons to be deployed on the main road in sectors "A", "B", "C" and "E".
  5. The Axis now nominates at least half of their platoons to be held in Reserve.
  6. One of the remaining platoons is then declared to be delivering the Ambuscade, and all of the remaining platoons are deployed in anywhere in sectors "B" to "E" at within 20cm of the northern table edge.
  7. The Axis players now deploy any Warrior teams that are not part of a platoon, and all Independent teams. Warriors and Independent teams may also be held in reserve, providing that at least one platoon that they can legally join held in reserve, in this case, they will arrive from reserve with that platoon.

Beginning the Battle

  1. The Axis players deploy the platoon delivering the Ambuscade anywhere in sector "D" and then fires the Ambuscade with it.
  2. Starting with the Allied players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
  3. The Allied players have the first turn.

Ending the Battle

The battle ends on or after turn eight when either:
  • the Axis players have Taken all of the Objectives at the start of their turn, or
  • the Allied players starts their turn with no Axis teams within 40cm of an Objective.

Deciding Who Won

The Axis wins if they hold either objective. The road has been blocked and the enemy offensive has been stopped.

Otherwise the allies wins. The road remains open and the way to Caen is clear.

Calculate your Victory Points using the "Calculating Victory" Table below.







Mission Special Rules

The Villers-Bocage mission uses the Ambuscade, Racing to the Rescue and Reserves (page 268) special rules.

Ambuscade
The Axis players holds a platoon to deliver the ambuscade off the table when they deploy. After deployment, but before the game begins, the Axis players deploys that platoon in the specified area.

Immediately after deploying, the platoon fires its ambuscade. Every team in the platoon shoots at their full ROF using the normal shooting rules.
During this shooting all Armour Saves that would normally use the Front armour rating use the Side armour rating instead and Gun teams do not benefit from their Gun Shields as the troops are on the march and not ready for combat.
If a platoon receiving fire is a Recce Platoon, it may Disengage from this shooting as normal.

Teams lost before the start of the first turn do not cause Platoon or Company Morale Checks and do not count for future Platoon or Company Morale Checks. Platoons that are Pinned Down and vehicles that are Bailed Out remain so at the start of the first turn, although they can Rally or Remount as normal.

Only the platoon delivering the ambuscade is deployed in Prepared Positions (page 264). If the Axis force contains Michael Wittmann they may nominate his Tiger 1E to deliver the Ambuscade, in which case the Axis players will have the first turn rather than the Allies.

Racing to the Rescue
At the start of each turn, the allied players counts up the number of platoons still held off table.

If the number is six or more, then two platoons will arrive this turn, otherwise only one will.

The arriving platoons are placed on table as if arriving from Reserve along either the western short table edge, the southern most 60cm of the eastern short table edge, at the Allied players' choice.

Warrior and Independent teams arrive with any platoon racing to the rescue.

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.