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Opération Commando - Pegasus Bridge
In 1944, during the night of 5th to 6th June, paratroopers of the British 6th Airborne achieved three heroic missions that made possible the D-Day Normandy Landings on the East sector (Gold, Juno and Sword beaches).
In Operation Commando - Pegasus Bridge, one player leads the English commandos, while his opponent is in charge of the defending German troops.
Each turn, on a different battlefield (each ground having specific characteristics), players draw cards (each player has his own deck), can play events, and then an assault begins. The German plays a unit; the English answers with a unit, that must have a Combat value equal or higher than the German unit's, or reach it thanks to boosts. If it does, the German can boost his unit, then the English, and so on until a player stops. A unit's combat value can be raised by combat action cards and tokens (one side +1 Combat, one blank side) taken from the player's tokens reserve and flipped.
If the English's unit is destroyed, he loses one of his 3 Manpower Points (MP) but moves to the next ground (the assault ends, as does the turn on this ground). If the German's unit is destroyed, he can play another one (depending on the ground's size) and the assault goes on. If the English destroys all enemy units present on the ground, he wins the assault and progresses without losing a MP.
Players also have a pool of special cards, the powerful "heroic" cards, from which they secretely choose one card to add to their hand each two turns. Since heroic cards have potent effects and can't be countered, choosing them well depending on the situation of the game is strategically very important. These cards feature actual historical officers and events.
The game contains three scenarios, each of which corresponding to one of the three missions that the English commandos had to fulfill this night: the taking of the bridge of Bénouville ("Pegasus Bridge") to allow the landed troops to progress deeper inside the land; the assault on the Merville Gun Battery, a fortified area threatening the Landind beaches with long distance cannons; and the bombing of the bridges on the Dives river to prevent the tanks of the 21th Panzer Division from reinforcing the German troops. Each scenario has its own pool of cards (including heroic cards) and different gameplays.
To win, the English must fulfill his objective (which depends of the scenario), by winning the assault on one or more objective grounds. To win, the German has to prevent the English to reach his goal, generally by bringing his Manpower Points to zero or, in the Dives scenario, by preventing him to destroy two bridges out of four.
The three scenarios can be played in campaign mode (one after the other) to recreate the historic night. Depending on his results, the English gets more or less campaign points, and when the three scenarios have been played, his total score indicates if the D-Day Landing will be possible or not.
The 120 artworks illustrating the cards are realistic and faithful to historical documents (uniforms, weapons, locations...)
| Mechanics: | Hand Management |
| Categories: | Card Games War |
| Alternative names: | Operation Commando - Pegasus Bridge |
| BARCODE: | 3760034410011 |
| This was seen 12401 times | |
In 1944, during the night of 5th to 6th June, paratroopers of the British 6th Airborne achieved three heroic missions that made possible the D-Day Normandy Landings on the East sector (Gold, Juno and Sword beaches).
In Operation Commando - Pegasus Bridge, one player leads the English commandos, while his opponent is in charge of the defending German troops.
Each turn, on a different battlefield (each ground having specific characteristics), players draw cards (each player has his own deck), can play events, and then an assault begins. The German plays a unit; the English answers with a unit, that must have a Combat value equal or higher than the German unit's, or reach it thanks to boosts. If it does, the German can boost his unit, then the English, and so on until a player stops. A unit's combat value can be raised by combat action cards and tokens (one side +1 Combat, one blank side) taken from the player's tokens reserve and flipped.
If the English's unit is destroyed, he loses one of his 3 Manpower Points (MP) but moves to the next ground (the assault ends, as does the turn on this ground). If the German's unit is destroyed, he can play another one (depending on the ground's size) and the assault goes on. If the English destroys all enemy units present on the ground, he wins the assault and progresses without losing a MP.
Players also have a pool of special cards, the powerful "heroic" cards, from which they secretely choose one card to add to their hand each two turns. Since heroic cards have potent effects and can't be countered, choosing them well depending on the situation of the game is strategically very important. These cards feature actual historical officers and events.
The game contains three scenarios, each of which corresponding to one of the three missions that the English commandos had to fulfill this night: the taking of the bridge of Bénouville ("Pegasus Bridge") to allow the landed troops to progress deeper inside the land; the assault on the Merville Gun Battery, a fortified area threatening the Landind beaches with long distance cannons; and the bombing of the bridges on the Dives river to prevent the tanks of the 21th Panzer Division from reinforcing the German troops. Each scenario has its own pool of cards (including heroic cards) and different gameplays.
To win, the English must fulfill his objective (which depends of the scenario), by winning the assault on one or more objective grounds. To win, the German has to prevent the English to reach his goal, generally by bringing his Manpower Points to zero or, in the Dives scenario, by preventing him to destroy two bridges out of four.
The three scenarios can be played in campaign mode (one after the other) to recreate the historic night. Depending on his results, the English gets more or less campaign points, and when the three scenarios have been played, his total score indicates if the D-Day Landing will be possible or not.
The 120 artworks illustrating the cards are realistic and faithful to historical documents (uniforms, weapons, locations...)
| Mechanics: | Hand Management |
| Categories: | Card Games War |
| Alternative names: | Operation Commando - Pegasus Bridge |
| BARCODE: | 3760034410011 |
| This was seen 12401 times | |