Hill54/VII is a themed event around Operation Market Garden and the Lorraine Campaign, in which teams of two players face each other in semi-historical battles in The Netherlands and Lorraine.
All Army lists from Market Garden and Bridge by Bridge are allowed, in addition the following lists are available from various books:
Atlantik Wall (no fortifications allowed, and support must also be from one of the below units):
- FHH Panzerkompanie (page 20)
- FHH Panzersturmkompanie (page 24)
- FHH Panzergrenadierkompanie (pag 30)
- 111. Panzerbrigade Panzerkompanie (page 36)
- 111. Panzerbrigade Panzergrenadierkompanie (page 38)
Citizen Soldier pdf: 5th, 9th, 28th, 35th and 80th Infantry Divisions
Each player have 1400 points available, so that each team plays with 2800 points – players are allowed to borrow up to 140 points from their teammate.
Each team may only select one Air Support and AOP - if one of the players play Commando, there may be up to two Naval Support selections.
Pairing
Each round will be paired manually with regards to the players choise of army and available missions, which means that players will predominantly play missions in the area where their units were in combat during the Market Garden and Lorraine Campaigns. This will, however, not always be possible because the following pairing rules will take precedence: Players will only meet each other once during the event; Players will only play the same Mission once during the event; And finally, Players will only meet players from the opposing faction.
Missions
The missions for Hill54/VII will predominantly be modified Battlefront missions, with some homemade missions played on double tables. The usual rules for determining the defender and attacker will be suspended – instead the missions will determine which side (Axis or Allies) is the attacker or defender. There will be missions where both Axis and Allies respectively are the attackers.
Missions will be published here as they are completed. They are, however, subject to change as there will be continous playtesting up to the event.
Adjustments to the Main Rules
Company Morale
A player only check for Company Morale once the player's and the teammate's army combined have more platoons destroyed than on the table. At this time the player will test once against the motivation of the company that have the majority of destroyed platoons. If both companies have lost equally many platoons, then the players may choose which company perform the test.
If the Company Morale check fails, then the entire force have lost as normal.
Fortifications and obstacles
Fortifications and obstacles may not be deployed from ambush, even if they belong to a platoon in ambush. If a platoon, capable of deploying fortifications or obstacles, begin the game in Ambush, then that units fortifications and obstacles are deployed when fortifications and obstacles would normally be deployed.
Reserves
Regardless of the type of reserves, allways take the entire force of the team into consideration when determining how many platoons are placed in Reserve.