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\vPs are scored equal to the point value of each destroyed unit at the end of round 8. Ifthe Allies control the northernmost original tows
= hex, they score additional 30 VPs. Fer the hex to be considered controlled, Allied units must he the sole occupants or have been the
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Axis units deploy first 1 Oe ey esas 3 ® 110
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Allies: Replace 1 M4A1 Sherman by a M4A1 Sherman Commander OR start with an additional paratrooper commander.
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Wehrmacht Veteran Infantrymen OR replace the Tiger I by a Veteran Tiger.
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4. All Paratrooper units deploy (not as per their special ability).
2. All Allied Soldier units are considered Paratoopers, 20 they can all benefit from th
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3. Two German units may deploy as “hidden” (write down their location on a slip of paper). Only one of thes may be a
Vehicle. If this Vehicle has the Transport SA and Is loaded with a Soldier unit, an additional Soldier might be deployed
“hidden” and the loaded Soldier wouldn't count against this limit. For game balance purposes, units may not be put on
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A “hidden” unit is revealed under the following circumstances:
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4. The first hex entered by the British reinforcements doesn't provoke (any) Overwatch shot(s), but does count against
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6. The Cromwell IV units don't have the SA Vanguard.
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Vehicles or Soldier units (However, Vehicles without the SA Overlapping Fire still can't make defensive fire/Overwatch
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8, Rather than only being allowed to put units Into Overwatch in a straight line, draw an Imaginary line between the unit in
‘Overwatch and the furthest hex that can be targeted in a certain direction (range and LOS). A moving uni
be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction
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2. The Axle units deploy first on any town hex. Two Axis units may deploy as “hidden” (See Spectal Rules).
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4 itoh Renfooements #1 enter onthe fll rod hor fom the west In ther moveunnt phase on tun 2 (Bee Specal Rules)
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6. Relnforcements must enter the map on the turns indicated.