When the German offensive in the
Ardennes opened, speed was of the
essence for them to win. The capture of
the crossroads at Lausdell in the first
days of the attack was crucial, as this
would allow the 1st SS Panzer division
to breakthrough. Holding the critical
road juncture were the 1st Battalion,
9th Regiment of the 2nd Infantry
Division, with support from Company A,
741st Tank Battalion and
elements of the 99th Infantry
Division, who had fallen back in the
face of the overwhelming opening attacks
the day before at Lanzerath. Behind this
small force there was literally nothing
to stop the Germans. Tasked with seizing
the Lausdell crossroad was the 12th
SS, Hitler Youth Division. One of the
war’s truly epic fights was about to
begin.
The Game
The heart of the game is card draws determines the number of
activations a player may do in their round. The game has 8
Turns, but each with many Rounds.
Both players reveal top cards from their
decks at the start of each round of
play. The side with the highest Card
Draw (CD) wins the Round. If the winning
player’s CD is odd, that side can do 1
Activation (ACT) or pass. If the winning
CD is even, that side can do up to 2
ACTs or pass. On ties, the side that did
not get to perform any ACTs in the
previous round can perform 1 ACT.
The side drawing the first joker gets no
ACTS that Round and instead that player
rolls a die to determine if a Random
Event is in effect (see the Random
Effects Chart). When the second joker is
drawn, the turn ends immediately (with
no ACTs performed).
Activations possible are:
Artillery support combat;
Air Support combat;
Move;
Assault;
Entrench; Rally