Event Information Common Rules Missions
Dompaire

The Dompaire mission uses the Rigorous Night Patrols, Prepared Positions (page 264) and Reserves (page 268) special rules.

Your Orders

Allied
Your patrols have reconnoitered the enemy positions since yesterday evening. You are in a good position to attack their position.

Axis
You have been sheltering in the village during the rainy night. The Allies have been harassing you all through the night, but that is of no concern, because today you will link up with your supporting troops and make ready for the coming offensive.

Arnhem Map

Preparing for battle

  1. The Axis deployment zone is all of the table within 100cm of the northern table edge.
  2. The Allied deployment zone is all of the table within 100cm of the southern table edge, excluding the area within 20cm of the southern table edge.
  3. The Axis players place one Objective within their deployment zone at least 20cm from table edges and at least 40cm from the centre of the table
  4. The Allied players place one Objective within their deployment zone at least 20cm from table edges and at least 40cm from the centre of the table, as well as one Objective in the Axis deployment zone at least 20cm from table edges and at least 40cm from the centre of the table.
  5. The Axis players nominates at least half of their platoons to be held in Reserve. The Reserves will arrive from anywhere on the southern table edge.
  6. The Axis players deploy the remaining platoons in their deployment zone.
  7. The Allied players now deploy their entire force in their deployment zone.
  8. Starting with the Axis players, both sides 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 Allied players may now make Reconnaissance Deployment moves for any Recce teams they have on table.
  2. The Allied players have the first turn.
  3. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

Ending the Battle

The battle ends on or after turn eight when either:
  • the Allied players have Taken any of the Objectives in the Axis deployment zone at the start of their turn, or
  • the Axis players have Taken the Objective in the Allied deployment zone at the start of their turn.

Deciding Who Won

The Allied players win if the game ended because they started one of their turns holding an objective in the Axis deployment zone. The enemy buildup has been disrupted, and their offensive might never recover.

Otherwise the Axis players win. The enemy was much stronger than anticipated, but in the end posed no serious delay to the upcoming offiensive.

Calculate your Victory Points using the Victory Points Table below.





Mission Special Rules

The Dompaire mission uses the Rigorous Night Patrols, Prepared Positions (page 264) and Reserves (page 268) special rules.

Rigorous Night Patrols
The French conducted rigorous patrols throughout rainy night, while the Germans stayed in the comfort of the villages. Preparing for the battle ahead, the French commander coordinated air support during the night, to be ready to strike in the morning... In short, the French were far better prepared for the battle when the morning came.

The mission uses the Dusk special rules (page 273), except the Axis players starts to roll their die to check if morning has broken during their first turn, the Allies then roll two dice at the start of their second turn, and so on.

If the Allies have air support for the mission, then rather than rolling for availability on their first turn after morning breaks, they simply remove one die. The Allies may now conduct one air strike with their air support unit, that automatically arrives with three aircraft.

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.