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Contents
Basics .............................................................................................. 1
Determine Sides .......................................................................... 1
Determine Mission Objective .................................................. 1
Mission Objectives ............................................................... 1
Break Through ................................................................ 1
Recovery .......................................................................... 1
Search and Destroy ....................................................... 2
Strategic Control ............................................................ 2
Take and Hold ................................................................. 2
Special Mission Objectives .................................................. 3
Charlie Foxtrot ............................................................... 3
Rear Guard ...................................................................... 3
Reconnaissance ............................................................... 4
Determine Game Effect ............................................................. 4
Determine Deployment Zones ............................................... 4
Determine Deployment Order ............................................... 5
Tables
Mission Objective ........................................................................ 1
Special Mission Objective .......................................................... 1
Deployment Zone ...................................................................... 4
Written By
Ray S
Edited By
John M
Based on
Secrets of the Third Reich: 1949
A joint production of Grindhouse Games and West Wind Productions of an original idea by Andy Cooper
Written by
Jim Bailey and Johnathan Bailey
Game Length
Nine turns
Special Rules
The night limits line of sight to 18” and increases the
distance a model can Sneak to 4”. All of the attacker‟s
units are Elite and have the Camouflage Special Rule. Opposite Corners
Players deploy in opposite corners of the tabletop. The
Victory Conditions deployment zones extend 12” along one side and the
The attacker wins if he gets at least one unit off the entire length of an adjacent short side.
tabletop through the defender‟s deployment zone. The
defender wins if he kills all the attackers or prevents any
of the attacker‟s units from exiting through his end of
the tabletop.
Opposite Corners
Players deploy in opposite corners. The deployment
zones extend 24” along one long side and the entire
length of the adjacent short side.