Up Front Scenario JHJ/G15: Bone of Contention Adapted from ASL Scenario G15 (The General 28/4) Rouen, France, 31 August 1944 German Attacker: 1-10, PFx6 French Partisan Defender: 4-12, 15, 16, 21, 27 w/German LMG, German 34 Defender Sets Up and Plays First. Number of Decks: 3 Remove the first four Woods cards to be discarded unused or as an RNC/RPC draw. Special Rules: A.1 The Pillbox and Marsh are treated as a Cower cards. A.2 The Attacker must treat Sniper and Minefield cards as Cower cards. The Partisan player may use Minefields as Booby Traps only. A.3 The Partisan player may place no more than half (rounded up) of his men in a single group during setup. A.3 The AFV begins the game Immobilized (out of fuel) and abandoned. No terrain may be played on its group; the AFV was abandoned on a road. The Partisan player can use the rules for Individual Transer (17.8) to move men into the AFV (a leader is not required). The AFV provides a -2 TEM for transferring men (which will cancel out the +2 for the transfer). The personality cards are removed from play upon completion of the transfer, and are not considered for purposes of determining squad break. The AFV may be operated after one transfer at -2 TH/MGFS (just as if it had 2 Crew Killed). After two transfers, it performs at -1 TH/MFGS, and after all three transfers it performs normally. A.4 The AFV ignores all Button Up results until the third Partisan transfers in. It is CE unless the Partisan expends an action to Button Up; no further transfers may be while it is Buttoned Up. A.5 The AFV has a -2 TH penalty against an unacquired target, to reflect the difficulty involved in manually cranking the turret around. A.6 If the Partisan's LMG malfunctions (on a Red 5-6 if crewed, Red 4-6 if uncrewed), it is not automatically eliminated. It may be repaired on a Black 2-6 and is eliminated on a Red 3-6. The AFV is treated as a captured weapon for determing malfunction. The AFV's Ordnance and MG may not be repaired by the Partisan player if they malfunction. A.7 The Partisan player may ambush (37.5) from Buildings. Victory Conditions: The attacking player wins immediately by eliminating the AFV. The defender wins by avoiding the attacker's Victory Conditions.