Event Information Common Rules Missions
Bourguébus Ridge

The Bourguébus Ridge mission uses the Combined Arms Bombardment, Armoured Offensive, Overwhelming Force, Axis Ambush, Axis Commitment, Delayed Reserves (page 266) and Prepared Positions (page 264) special rules.

Your Orders

Allied
We have amassed a massive armoured force ready to break out of our beachhead. Your objective is to seize Bourguébus Ridge while wearing down German armoured strength. Safeguard your infantry, but do not worry too much about tank losses, we have plenty in reserve.

Axis
The Allies have been building up for a strong offensive in this area. Holding Caen is vital to our defence of Normandy, and an Allied breakthrough here will threaten Caen. When the allies decide to attack, you must stop them here, there can be no retreat.

Bourguébus Ridge Map

Preparing for battle

  1. The Axis players nominates at least half of their platoons to be held in Delayed Reserves.
  2. The Axis players now deploys one platoon within 20cm of each of the objectives marked "A" and "B".
  3. The Axis players may hold one of the remaining platoons in Axis Ambush.
  4. The Axis players now deploy the remaining platoons on the table south of the southern railway embankment, gun teams may be deployed "hull down" on the southern slope of the southern embankment.
  5. The Allied deployment zone is 40 cm from the northern table edge.
  6. The Allied players deploy all their platoons in their deployment zone.
  7. 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. Starting with the Axis players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
  2. Apply the Combined Arms Bombardment mission rule.
  3. The Allied players have the first turn.
  4. 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 all of the Objectives at the start of their turn, or
  • the Axis players starts their turn with no Allied teams within 40cm of an Objective.

Deciding Who Won

The ground taken or lost and the cost of the battle decides who won.

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







Mission Special Rules

The Bourguébus Ridge mission uses the Combined Arms Bombardment, Armoured Offensive, Overwhelming Force, Axis Ambush, Axis Commitment, Delayed Reserves (page 266) and Prepared Positions (page 264) special rules.

Combined Arms Bombardment
Hundreds of strategic bombers, Royal Artillery guns and even battleships were used to soften defenders and delay reserves prior to operations Charnwood and Goodwood. Soldiers were thoroughly shaken and tanks buried in dirt and rubble, occasionally even turned downside up.
After deployment, place two "Pinned Down" markers with each Axis platoon (including those in reserve). Roll one die for unpinning, for each platoon in the starting step as normal (including those in reserve). Each successful roll removes one "Pinned Down" marker, and both must be removed for the platoon to unpin.
Likewise, place two "Bailed Out" markers with each tank team (including those in reserve), and roll one die for unbailing, for each team in the starting step as normal (including those in reserve). Each successful roll removes one "Bailed Out" marker. Platoons entering from reserve with teams still "Bailed Out" will leave those teams off table until the markers are removed. The teams will then arrive from the same table edge as the rest of the platoon entered from. Teams left of table are counted as operational for the purpose of platoon morale check only.

Armoured Offensive
Whenever an Allied platoon, containing only fully armoured tank teams, is destroyed, replace the destroyed armoured vehicles with markers, and re-deploy in the Allied deployment Zone in the next Allied Starting Step. The platoon still counts as destroyed for calculating the victory conditions.

Overwhelming Force
The Allied players are never required to roll for Company Morale but losses will influence the victory conditions. Platoon Morale is not affected by this rule.

Axis Ambush
In any turn after the platoon held in ambush is deployed, that platoon may return to ambush in the moving step. The platoon can then be deployed from ambush during the next starting step. Deploying the platoon from Ambush is always done according to the rules on page 266, within the Axis deployment zone including within 20 cm of the objectives labelled "A" or "B".

Axis Commitment
Axis Reserves arrive from the table end indicated on the map. However, as long as the Axis player holds the objectives labelled "A", "B" and "C", reserves may also arrive from the table edges labelled "A", "B" and "C" respectively.

Calculating Victory
An Armoured platoon, is any platoon containing only fully armoured tank teams. Any destroyed Allied armoured platoon is only counted as destroyed once. An Allied armoured platoon is only counted as "one the table" if it has never been destroyed during the game. Calculate the cost for the allies from the formulas below.

If "Destroyed Allied platoons" - "Destroyed Axis armoured platoons" > "Allied platoons on the table" then the Allied costs are high.
If "Destroyed Allied platoons" - "Destroyed Axis armoured platoons" < "Allied platoons on the table" then the Allied costs are low.

Then determine the Victory point score in respect to the Allied players:
Allied holds 3 objectives at low costs6:1
Allied holds 3 objectives at high costs5:2
Allied holds 2 objectives at low costs4:3
Allied holds 2 objectives at high costs3:4
Allied holds 1 objectives2:5
Allied holds no objectives1:6