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Traces of Victory

Traces of Victory: November 1944
November 1944—rain hangs over Lorraine, the Moselle swells, and between the forts of Metz and the passes of the Vosges two U.S. armies prepare to break the German line. Traces of Victory puts you in the map room of an army headquarters: orders are scarce, weather is unforgiving, and every activation can tip the front. As Patton drives east and Patch feels for openings through the mountains, your sense of timing, supply, and risk decides the fate of entire corps

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Disponible el: 14/11/2025

VUCA Simulations

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94,00 €
84,60 €10% Dto.
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Pago seguro
Envíos en 24-48h.
Gratis o 3,99 €
672 403 198
C/ Julián Zugazagotia, 5 Lonja 2 48003 - BILBAO - España
Descripción del juego
A HQ chit-pull powers the tempo: when an HQ is drawn, you unleash regiments and battalions to force rivers, seize towns, and pry open fortified lines—Metz, the Maginot remnants, the Westwall. Allied air power cracks defenses or slows German movement with interdiction, but mud bogs armor and turns quick thrusts into grinding fights. Push your luck with Combat Intensity—shift the odds for a bigger punch at the cost of higher losses. What starts as a routine offensive can become the operation that ends with Strasbourg in Allied hands—or with your spearheads stuck in the mire.



Highlights
HQ Chit-Pull with Teeth: Every draw reshuffles priorities—plan, react, and exploit before the weather closes in.

Weather & Terrain Matter: Swollen rivers, steep ridges, and mud constrain routes and keep offensives short.

Air at the Limit: Ground Support swings combats; Interdiction slows German movement—until clouds and rain shut it down.

Fortresses & Defence Lines: Metz multiplies defense, Maginot shifts columns, the Westwall doubles staying power.

Supply Decides Everything: Keep supply lines open—out-of-supply units bleed steps and HQs risk dislocation.

Risk Rules: Dial up Combat Intensity to push the odds—if you can stomach the attrition.

Three Scenarios, One Campaign: Patton’s Assault, Patch’s Advance, or the full Combined Assault; optional 3–4 player team variant.

Game Information
Setting: U.S. Third & Seventh Armies vs. German forces in Lorraine/Alsace, November 1944

Players: 2 (optional multiplayer variant for 3–4)

System: Hex-and-counter; HQ activation via chit-pull; ZOC; supply; CRT with column shifts

Core Mechanics: HQ command radius, Allied Ground Support & Interdiction, weather/mud, fortifications, Combat Intensity, reinforcements and reserves

Scenarios: Patton’s Assault, Patch’s Advance, Combined Assault

In the Box
Operational map with tracks & holding boxes • double-sided unit counters (U.S., French, German) including HQs • HQ & special chits (e.g., SHAEF, OB West, reinforcements, U.S. reserve, supply) • markers for weather, mud, air, VP, control & supply • player aids with CRT/TEC • rulebook.
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