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The Final Roar This special scenario uses the core rules from

“Until the Bitter End” and the rules that are relevant
V1.0 - This PDF describes the special scenario to this scenario. The full game includes many more
“The Final Roar”, the scenario overviews for both scenarios, larger double maps, many more infantry
solitaire and two players, the Infantry Counters counters, heavy weapons and vehicles. If you
used plus any specific rules. There are separate would like to learn more about the game (which is
Scenarios for the two player and Solitaire games. always available as a print and play series) please
contact me at:
Please note that these Scenarios include
reinforcements or special rules that are specific to Board Game Geek
this Scenario. https://boardgamegeek.com/boardgame/284849/
until-bitter-end-us-airborne
This scenario’s narrative is that the Airborne glider
has crashed and littered the battlefield with Facebook
smashed parts of the glider. The few survivors are https://www.facebook.com/worldwarIIart/
in desperate fight, surrounded by a ruthless enemy,
using what cover they can find from the remnants Email
of their glider in a brutal and bloody fight. mawhite55@hotmail.com

Read Me First!!
Finally I would like to take this opportunity to thank
Before delving into the rules, or printing out all the Kickstarter backers, gaming community,
counters etc there is a couple of areas I would like followers, friends and family for their ongoing
to draw attention to: support and feedback.

Rules - the rules PDF is split down into the 2-player Many Thanks!
and Solitaire rules. Both these two rule sets share a
lot of the same game play mechanics and both fully Matt

detailed, which means there is some duplication. If
you want to only play the game two player you
don’t need to read the Solitaire rules and vice
versa.

Counter JPGs - We have included more of the


gameplay token’s than you probably need. By all
means print them out, mount them and cut them
out. Never hurts to have some spares!!

Bravery Point Counters - These are only used in


the Two Player game.

Maps -There are two ways to print out the maps,


due to their size. Firstly I have included a JPG of
the whole map and if you have access or want to
print your map at a printers you can use that.
Secondly for folk printing the game at home I have
split the map over 3 PDFs so print them out and
stick the 3 pieces together - there is quite a bit of
overlap to help.

In addition if you would prefer to print the map


bigger to have larger hex space, then feel free - as
a rough recommendation I would say print at 150%
size to have larger hexes. The resolution and art
will certainly stand up to enlargements.

As this is a print and play game feel free to print at


home or use a professional printers.
Rule Notes Cover. It is important to note that a Glider Hex is
considered Cover (the same as Woods) for ranged
As this is a special scenario not all the rules combat and close combat.
sections in the rule book are relevant - for example
there are no vehicles in this scenario and so you Infantry Counters
don't need to refer to the vehicles rules.
This scenario comes with all the Infantry Counters
The rules that are not used in these scenarios are: that are required - in this case the American
Airborne and German forces. If you prefer though,
14.0 Special Weapon Rules
 and you have the full copy of Until the Bitter End -
15.0 Vehicle Inhabitants
 feel free to replace the US Airborne with the British
18.0 Buildings
 Airborne counters or German Fallschirmjäger
counters to your requirement and tastes.

I would also add that section 21.0 the Infantry


Squad Creation is entirely optional (creating
abilities for each counter can add a lot of narrative
to the scenario but isn't a requirement).

Additional Rules

The below rules are in addition to the rules found in


the rule book that are relevant to this scenario for
the Solitaire and Two-Player Scenarios.

Glider Hexes

On this map the wrecked Glider provides cover and


for rules they are considered the same as Woods.
The Glider wreck represents broken pieces of the
Glider where we assume the soldiers can crawl
under the broken wing, or fit inside the main
compartment for example.

Any Hex that has roughly 33% and above of the art
work that contains artwork of the crashed Glider
main components are considered to be classed as
Glider Hex. In detail they are:
D3, D6, D7, E3, E6, E7, E8, F3, F4, F8, F9, G3,
G4, H4, H5, J6, K5, K6, L5, L6, M5, M6, M7, M8,
M9, N5, N6, N8, N9, O4 & O5.

Movement. This type of Hex costs 2 Movement


Points for an Infantry Counter to enter.

Line of Sight. Line of sight is possible into a Glider


Hex but not through the hex. So for example if a
German Infantry Counter was in Q4 and wanting to
target an Airborne Infantry Counter in N5 it would
not have Line of Sight (due to the hex O4 being a
Glider Hex and therefore blocking Line of Sight)

If however in the same example the German


Infantry Counter was in Q4 but the the Airborne
Infantry Counter was in O4 then the Germany
Infantry Counter would have Line of Sight.
The Final Roar - Two Player Scenario Reinforcements
Turn 2
This Scenario is intended to give 2 players an Infantry Counter 5 - Any hex S1-S10
introduction to the game with one player taking the 1 Extra German Pull Chit
side of the Airborne, desperately fighting for their Turn 3
very lives or the Axis forces trying to encircle the Infantry Counter 6 - Any hex numbered 1
Airborne’s crashed glider defeat them in bloody 1 Extra German Pull Chit
combat. Turn 4
Infantry Counter 7 - Any hex A1-A10
Allied Forces - US Airborne Counters 1 through to 1 Extra German Pull Chit
and including 4. Turn 5
Infantry Counter 8 - Any hex numbered 11
German Forces - German Infantry Counters 1 1 Extra German Pull Chit
through to and including 4.
Bravery Point Pool
Pull Chits - 8 Allied and 4 German Pull Chits mixed Allied Forces - 2 points
up and put in a cup. German Forces - 2 points

Turns: 5 Victory Conditions


Allies - Survive until the end of Turn 5
Map - Special The Final Roar Map German - eliminate all Allied Infantry Counters

Special Rules

The Allied Player can activate each Infantry


Counter TWICE per turn - once per Allied Chit Pull
Chit pulled. They can be given the same action
twice - there are no limitations.

Any Heads Down and Snap Fire counters remain


Set Up Positions on any Allied Infantry Counter between each turn.
Allied Forces (Thanks Tony Graham for this idea!)
Infantry Counter 1 - N6
Infantry Counter 2 - H4
(Infantry Counter 2 starts the game with a
Wounded Counter)
Infantry Counter 3 - N5
Infantry Counter 4 - D6

(Infantry Counter 1, 3 and 4 all start with a Heads


Down Counter)

German Forces
Infantry Counter 1 - P2
Infantry Counter 2 - R9
Infantry Counter 3 - E1
Infantry Counter 4 - B10
The Final Roar - Solitaire Scenario Victory Conditions
Allies - Survive until the end of Turn 5
This Scenario is the Solitaire specific version of the German - eliminate all Allied Infantry Counters
game pitching the player playing as the Airborne
against the German AI.
Special Rules
Allied Forces - US Airborne Counters 1 through to
and including 4. The Allied Player can activate each Infantry
Counter TWICE per turn - once per Allied Chit Pull
German Forces - German Infantry Counters 1 Chit pulled. They can be given the same action
through to and including 4. twice - there are no limitations.

Pull Chits - 8 Allied and 4 German Pull Chits mixed Any Heads Down and Snap Fire counters remain
up and put in a cup. on any Allied Infantry Counter between each turn.
(Thanks Tony Graham for this idea!)
Turns: 5

Map - Special The Final Roar Map

Set Up Positions
Allied Forces
Infantry Counter 1 - N6
Infantry Counter 2 - H4
(Infantry Counter 2 starts the game with a
Wounded Counter)
Infantry Counter 3 - N5
Infantry Counter 4 - D6

(Infantry Counter 1, 3 and 4 all start with a Heads


Down Counter)

German Forces
Infantry Counter 1 - P2
Infantry Counter 2 - R9
Infantry Counter 3 - E1
Infantry Counter 4 - B10

Reinforcements
Turn 2
Infantry Counter 5 - S6
1 Extra German Pull Chit
Turn 3
Infantry Counter 6 - E1
1 Extra German Pull Chit
Turn 4
Infantry Counter 7 - A8
1 Extra German Pull Chit
Turn 5
Infantry Counter 8 - Any hex numbered 11
1 Extra German Pull Chit

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