INDEX 2
Introduction
3
Playing the Campaign
6
Notes
8
Figure Requirements
19
The Maps
20 21 22 23 24 25 26 27
Map Map Map Map Map Map Map Map
35
The Scenarios
35 43 51 59 67 75 83 92 100 108 116 124 132 140 148
Scenario 1 Scenario 2A Scenario 2B Scenario 3A Scenario 3B Scenario 3C Scenario 3D Scenario 4A Scenario 4B Scenario 4C Scenario 4D Scenario 4E Scenario 4F Scenario 4G Scenario 4H
296
Appendix A: Unit Blinds
One Two Three Four Five Six Seven Eight
West of Pierrecourt Near Chemont Avaux Near Belle Maison Saint Melotte Blenneville Vartres Pierrecourt
West of Pierrecourt Avaux Near Belle Maison Near Chemont Pierrecourt Pierrecourt Saint Melotte Vartres Near Avaux Near Avaux Belle Maison Near Avaux Belle Maison Belle Maison Diot
1
28 29 30 31 32 33 34
Map Map Map Map Map Map Map
Nine Ten Eleven Twelve Thirteen Fourteen Fifteen
156 164 175 183 191 199 210 218 226 234 242 250 258 268 278 286
Scenario 5A Scenario 5B Scenario 5C Scenario 5D Scenario 5E Scenario 5F Scenario 5G Scenario 5H Scenario 5I Scenario 5J Scenario 5K Scenario 5L Scenario 5M Scenario 5N Scenario 5O Scenario 5P
Diot Neuf-Foix Chemont Near Avaux Belle Maison Near Saint Melotte East of Pierrecourt
Blenneville Chemont Vartres East of Pierrecourt Vartres Chemont Near Chemont Near Saint Melotte Vartres Belle Maison Avaux Diot Chemont Diot Near Saint Melotte Neuf-Foix
INTRODUCTION that might never hit the table top again, I have used the same Big Men and the same two to three companies for each side throughout, with OBs taken straight from the Battle For Liberation supplement. The idea is that if you’re using one as a guide to what late war figures to collect, you will find that it matches the other.
Blenneville or Bust! is a campaign booklet for the I Ain’t Been Shot, Mum! rules for company-sized WW2 wargaming. The campaign described is fictional, both in terms of setting and the units involved, as what I have attempted to create is a generic Normandy campaign that allows either a series of linked games to be played, or provides a collection of one-off battles for players who do not have time to create their own scenarios.
Also in the Figure Requirements section you will find not only the usual table giving you a summary of what figures you require for each scenario, but also a list of the fictional units that feature in the scenarios, along with their unit markings and named Big Men.
Please note that unlike my historical scenario packs (e.g. Operation Compass) this work is not designed to be printed out and read as a book. By all means do so if you wish, but I would suggest that you read the introductory pages on screen then print out the scenarios as and when you are going to play them.
Geography Blenneville is a small town at the head of the Ribeaux valley that runs on the same axis as the Allied advance from the Normandy beachheads.
Structure
The Allies are therefore seeking to drive south down the valley towards Blenneville and break out into more open French countryside, whilst the Germans are trying to first stop them and then drive them back to at least Neuf-Foix.
There are thirty-one individual scenarios in this booklet laid out in pyramid format to five levels: scenario 1 leads to either 2A or 2B, which lead to 3A/3B and 3C/3D respectively, and so on until 5A through to 5P.
The action begins west of Pierrecourt: another small town about half way up the valley.
No two scenarios are the same, although the same ground may be fought over with different opponents or from different directions. For example, the three-way road junction near Avaux features in three scenarios on the fourth level of the pyramid but fought north to south; south to north; and west to east; with German fallschirmjaegers defending against British armour; US infantry and US armour respectively.
Afterword I love reading AARs from the scenarios I’ve written, and especially seeing how people have interpreted the maps onto their table tops. Please do join the TooFatLardies Yahoo Group and post your battle reports there for all to enjoy, and I’ll re-post them to the Vis Lardica website (www.vislardica.com) the unofficial library of all IABSM AAR!
Troop Types Rather than present a huge variety of troop types, necessitating the purchase of figures
2
PLAY ING THE CAMPAIGN The Blenneville or Bust! campaign works on a simple pyramid system, with the result of each battle determining where the next is fought.
the black lines down. For example, if the Allies win battle 4b, which takes place Near Avaux, then the next encounter will be battle 5c at Chemont; if, however, the Germans win 4b, then the next game will be battle 5d, fought East of Pierrecourt.
The campaign hierarchy overleaf shows how the players progress through the campaign. Each time the Allies win a battle, they follow the green line up to the next encounter; if the Germans win, then follow
I would suggest printing the full campaign hierarchy out on A3 paper, or using the two branch breakdowns given afterwards.
3
Full campaign hierarchy: 5A: Blenneville GB 36th Armd Brgd Fallschirmjaeger
Campaign: Total Allied Victory
5B: Chemont US 425th Inf Reg 30th Pnzr Div
Campaign: Major Allied Victory
Campaign: Major Allied Victory
4A: Vartres US 21st Armd Div Fallschirmjaeger
Campaign: Minor Allied Victory
3A: Near Chemont US 21st Armd Div 1002nd Inf Reg RE 5C: Vartres US 425th Inf Reg 30th Pnzr Div/1001st Inf Reg
Campaign: Major Allied Victory Campaign: Minor Allied Victory
4B: Near Avaux GB 36th Armd Brgd Fallschirmjaeger 5D: East of Pierrecourt 1002nd Regt GB Alban
Campaign: Minor Allied Victory Campaign: Minor German Victory
2A: Avaux GB 36th Armd Brgd 1001st Inf Reg 5E: Vartres US 21st Armd Div 30th Pnzr Div/1001st Inf Reg
Campaign: Major Allied Victory
5F: Chemont 30th Pnzr Div US 21st Armd Div
Campaign: Minor Allied Victory
5G: Near Chemont US 21st Armd Div Fallschirmjaeger
Campaign: Minor Allied Victory
Campaign: Minor Allied Victory
4C: Near Avaux US 425th Inf Reg Fallschirmjaeger
Campaign: Minor German Victory
3B: Pierrecourt US 425th Inf Reg 1002nd Inf Reg
Campaign: Minor German Victory
4D: Belle Maison 30th Pnzr Div US 425th Inf Reg 5H: Near Saint Melotte 1001st Inf Reg GB Alban
1: West of Pierrecourt US 107th Inf Div Recon 30th Pnzr Div Afklrng
Campaign: Minor German Victory Campaign: Major German Victory
5I: Vartres GB 36th Armd Brgd 30th Pnzr Div/1002nd Inf Reg
Campaign: Major Allied Victory
5J: Belle Maison 30th Pnzr Div GB Alban
Campaign: Minor Allied Victory
5K: Avaux GB 36th Armd Brgd Fallschirmjaeger
Campaign: Minor Allied Victory
Campaign: Minor Allied Victory
4E: Near Avaux US 21st Armd Div Fallschirmjaeger
Campaign: Minor German Victory
3C: Pierrecourt US 21st Armd Div 1002nd Inf Reg
Campaign: Minor German Victory
4F: Belle Maison 30th Pnzr Div US 21st Armd Div 5L: Diot 30th Pnzr Div GB Alban
Campaign: Minor German Victory Campaign: Major German Victory
2B: Near Belle Maison 30th Pnzr Div US 425th Inf Reg 5M: Chemont Fallschirmjaeger US 21st Armd Div
Campaign: Minor Allied Victory Campaign: Minor German Victory
4G: Belle Maison US 21st Armd Div 30th Pnzr Div 5N: Diot 1002nd Inf Reg The Allies
Campaign: Minor German Victory
5O: Near Saint Melotte GB 36th Armd Brgd Fallschirmjaeger
Campaign: Minor German Victory
5P: Neuf-Foix 30th Pnzr Div The Allies
Campaign: Major German Victory
Campaign: Major German Victory
3D: Saint Melotte 1001st Inf Reg GB 36th Armd Brgd
Campaign: Major German Victory
4H: Diot 1001st Inf Reg GB Alban
4
Campaign: Total German Victory
If the Allies win Scenario 1:
Campaign: Total Allied Victory 5A: Blenneville Campaign: Major Allied Victory 4A: Vartres Campaign: Major Allied Victory 5B: Chemont Campaign: Minor Allied Victory 3A: Near Chemont Campaign: Major Allied Victory 5C: Vartres Campaign: Minor Allied Victory 4B: Near Avaux Campaign: Minor Allied Victory 5D: East of Pierrecourt Campaign: Minor German Victory 2A: Avaux Campaign: Major Allied Victory 5E: Vartres Campaign: Minor Allied Victory 4C: Near Avaux Campaign: Minor Allied Victory 5F: Chemont Campaign: Minor German Victory 3B: Pierrecourt Campaign: Minor Allied Victory 5G: Near Chemont Campaign: Minor German Victory 4D: Belle Maison Campaign: Minor German Victory 5H: Near Saint Melotte Campaign: Major German Victory
If the Germans win Scenario 1: Campaign: Major Allied Victory 5I: Vartres Campaign: Minor Allied Victory 4E: Near Avaux Campaign: Minor Allied Victory 5J: Belle Maison Campaign: Minor German Victory 3C: Pierrecourt Campaign: Minor Allied Victory 5K: Avaux Campaign: Minor German Victory 4F: Belle Maison Campaign: Minor German Victory 5L: Diot Campaign: Major German Victory 2B: Near Belle Maison Campaign: Minor Allied Victory 5M: Chemont Campaign: Minor German Victory 4G: Belle Maison Campaign: Minor German Victory 5N: Diot Campaign: Major German Victory 3D: Saint Melotte Campaign: Minor German Victory 5O: Near Saint Melotte Campaign: Major German Victory 4H: Diot Campaign: Major German Victory 5P: Neuf-Foix Campaign: Total German Victory
5
NOTES Layout
Turn Card
Each scenario is presented in the same way. First there is the Game Briefing that contains all the information that the Umpire needs to run the scenario. Then there are individual briefings for both the Allied and German commanders.
When required by a scenario, you may need to include a Turn Card in the pack. This is distinct from the Tea Break card, and governs when certain scenario events happen. Reinforcements for one side, for example, might arrive on the fifth appearance of the Turn Card, no matter how many times the Tea Break card has been turned.
The Umpire needs to read all three briefings as there is occasionally some information on the players’ briefing sheets that is not duplicated on his own.
Big Men & Aces
Players should only read their own briefing sheet. All Umpires need to do is to print off the players’ briefing sheets and hand them over: players require no additional information.
All Big Men for both sides are named. The names are fictional, and those who have read my other scenario booklets will recognise many of them. Where the same units appear on the table, the same Big Men are used, allowing the rules for Aces to be used if the scenarios in this booklet are being played as part of a campaign.
Maps A map is provided for each scenario. Some scenarios allow both players access to the map prior to the game; some scenarios allow only one side to prepare their tactics and deployment in advance. Details are given in the Umpire’s briefing.
Any one Big Man on each side who survives a scenario may be carried over to the next scenario in which he appears as a Junior Ace. If he survives this next scenario, then he may be carried over to the next game as an Ace. If he then survives this third scenario, then he may be carried over to the fourth and later games as a Top Ace.
The maps are configured for a 6’ by 4’ playing area but are not designed to be followed exactly: there is a lot of flexibility built into the terrain descriptions, particularly regarding buildings, which are represented slightly over-sized on the maps.
Artillery Support Artillery support is defined in terms of a number of fire missions of one or more artillery batteries, with the number and type of gun available to each relevant battery being specified.
This is deliberate: the intention being that you can interpret the map onto your table top based to a certain extent on what terrain and building models you have available. Read the Map & Terrain section of the Game Briefing and go from there.
If, for example, the Allies have access to three fire missions of 4 x 105mm howitzers, then this means that off-table fire support is carried out as per the usual rules, but becomes unavailable after the Allies have fired three full fire missions.
Oh, and if the player’s ever complain that the table top doesn’t match their map, tell then that the map Division have issued them with is obviously wrong!
6
A fire mission is defined as the whole battery firing for effect i.e. you can fire as many ranging shots as you like, but are limited to how many times you can actually fire the battery doing damage.
be available of where troops might be positioned . The Umpire should where these Blinds careful attention to Break card automatic
Blinds Many of the scenarios involve units beginning the game on the table but under Blinds and sometimes concealed in ambush or dug-in positions. The player controlling those Blinds should mark on his map where they are positioned, but need not place a Blind marker on the table, as this would give the enemy more indication than should actually
obviously also know are, and must pay the distance and Tea spotting rules.
Should the player under these already-ontable Blinds want to move them before they have been spotted, then he may do so, but must then place a Blinds marker on the table to mark the unit’s position. Umpires should feel free to allow the player to move the occasional dummy Blind in the same way!
7
FIGURE REQUIREMENTS I have deliberately tried to keep the troops fighting in the campaign as close as I can to the orders of battle given in the Battle for Liberation supplement: the idea being to make the games easily accessible to as many people as possible.
you buy will form the core of almost any force that you might need to field in the future. Some of the infantry units could substitute for each other, particularly for the Germans. The same fictional units and Big Men feature across the campaign, so in addition to giving the figure requirements for each scenario as a table, the Big Men and orders of battle for each of the units are presented below.
If you already have company-sized forces for late war British, Americans and Germans, then you should be able to play any of the scenarios with little or no extra expenditure.
Note that not all the sub-units listed will be present every time the parent unit appears on the table top. The main parent units are:
If you are using Blenneville or Bust! as a guide to building late war, company-sized forces for the western front, then you can rest easy in the knowledge that the figures
US Forces
425th Infantry Regiment from 107th Infantry Division 830th Tank Battalion and 830th Armoured Infantry Battalion from 21st Armoured Division
British Forces
101st Royal Tank Regiment and 1st Battalion, the Royal Windsor Foresters from 36th Armoured Brigade 1st Battalion, the Alban Regiment
German Forces
30th Panzer Regiment and 30th Panzer Grenadiers from 30th Panzer Division 1001st and 1002nd Infantry Regiments from 750th Infantry Division Units from 22nd Fallschirmjaeger Division
I apologise if I have accidentally included real people and/or units: blame my poor Google Fu! You will find Blinds for each unit in Appendix A.
8
107TH INFANTRY DIVISION Cavalry Reconnaissance Troop Recon HQ Major Bob Boston (Level IV) 2 x M8 Greyhound armoured car Recon Platoon 1 Captain Martin Minnesota (Level III) 3 x M8 Greyhound armoured cars 3 x Jeep with non-combatant driver and 0.30cal MMG 3 x 60mm Mortar Team (2 crew) 1 x Bazooka Team (2 crew)
Recon Platoon 2 Captain Steve Seattle (Level II) 3 x M8 Greyhound armoured cars 3 x Jeep with non-combatant driver and 0.30cal MMG 3 x 60mm Mortar Team (2 crew) 1 x Bazooka Team (2 crew)
Cavalry Assault Gun Platoon Lieutenant Chris Chicago (Level II) 2 x M8 Howitzer Motor Carriage (HMC)
Light Tank Platoon Sergeant Nugent Nashville (Level II) 4 x M5 Stuart Light Tank
Divisional Support Units Anti-Tank Platoons Sergeant Arnie 'Los' Angeles 2 x 57mm Anti-Tank Guns (5 crew each) 2 x 3” Anti-Tank Guns (5 crew each) 2 x M2 or M3 half-tracks as tows Security Team of 1 x MMG (5 crew)
Combat Engineer Platoon 1 x Engineer Draughtsman 1 x Jeep with 0.50cal HMG 3 x Engineer Squads (10 men each) 2 x MMG (5 crew each) 4 x 2.5 ton truck 2 x flatbed 2.5 ton tipper trucks 1 x 2.5 ton supply truck
Tank Destroyer Platoon Lieutenant Micky Miami (Level II) 2 x M10 Tank Destroyer
9
425TH INFANTRY REGIMENT A Company, 1st Battalion, 425th Infantry Regiment and Supports Company HQ Major Dave Denver (Level III) Captain Alan Albuquerque (Level II) Forward Observation Officer (FOO) 2 x Bazooka Team (2 crew each) 2 x Jeep Platoon One Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each) 3 x 1½ ton truck Platoon Two Lieutenant Dino Dallas (Level II) 3 x Rifle Squad (10 men each)
Platoon Three Lieutenant Marshall Manhattan (Level II) 3 x Rifle Squad (10 men each)
Weapons Platoon Sergeant Bill ‘Horns’ Buffalo (Level II) 3 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG
Regimental Support Units Intelligence & Reconnaissance Platoon Captain Will Winnipeg (Level II) 1 x 7 man squad in Jeep with AA 0.50cal HMG 2 x 8 man squad, each in three Jeeps Cannon Platoon 2 x M7 Priests
10
21ST ARMOURED DIVISION A Company, 830th Tank Battalion Company HQ Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Platoon Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Platoon Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
3rd Platoon Lieutenant Billy-Bob Boulder (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
B Company, 830th Armoured Rifle Infantry Battalion Company HQ Captain Sy Sacramento (Level III) Staff Sergeant Ollie Oakland (Level II) Forward Observation Officer (FOO) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Platoon Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Platoon Lieutenant Charles Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Platoon Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack
11
36TH ARMOURED BRIGADE 36th Armoured Brigade includes the 101st Royal Tank Regiment and 1st Battalion, The Windsor Foresters
101ST ROY AL TANK REGIMENT A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
THE ROY AL WINDSOR FORESTERS A Company, 1st Battalion, The Royal Windsor Foresters and Supports Company HQ Captain George Grimsby (Level III) Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car
1st Platoon Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) 2 x Truck
2nd Platoon Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) 2 x Truck
3rd Platoon Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
12
Battalion Support Units Anti-Tank Gun Platoon Sergeant Huntley Halifax (Level II) 2 x 6-pounder AT guns (5 crew each) 2 x Lloyd Carriers as tows
MMG Platoon Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) on Universal Carriers
THE ALBAN REGIMENT B Company, 1st Battalion, The Alban Regiment & Supports Company HQ Captain Gordon Glasgow (Level III) Forward Observation Officer (FOO) 1 x Jeep Platoon One Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
Platoon Two Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
Battalion Support Units Anti-Tank Platoon Sergeant Mikey Motherwell (Level II) 2 x 6-pounder AT gun (5 crew each) 2 x Lloyd Carrier Divisional Support Units MMG Platoon Corporal Angus Aberdeen (Level I) 2 x MMG on Carriers (5 crew each) Attached Tank Support (from 21st Independent Tank Brigade) Infantry Tank Platoon Lieutenant Will Warwick (Level I) 3 x Churchill Mk VI
13
30TH PANZ ER DIVISION Aufklärungskompanie, 30th Panzer Division, plus Supports Kompanie HQ Hauptmann Heigel Heffweisen (Level IV) 1 x SdKfz 250/3 2 x Panzerschreck Team (2 crew) 1 x MMG (5 crew) Zug One Oberleutnant Ars Apfelwein (Level II) 3 x Rifle Gruppe (each 8 men with two LMGs)
Zug Two Leutnant Erik Eierlikör (Level II) 3 x Rifle Gruppe (each 8 men with two LMGs)
Schwerer Armoured Car Zug Leutnant Siggi Spaten (Level II) 4 x SdKfz 231 or 232 1 x SdKfz 234/2 Puma
Improvised Anti-Tank Zug Stabsfeldwebel Raus Riesling (Level II) 2 x SdKfz 250/10
1st Kompanie, 30th Panzer Regiment Kompanie HQ Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther
Schwerer Panzerzug Leutnant Eberhard Eisbein (Level III) 4 x Tiger I
Panzer Zug 1 Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 Oberleutnant W. Weinbrand (Level II) 2 x Panther
1st Kompanie, 30th Panzergrenadier Regiment Kompanie HQ Oberleutnant S. Schnapps (Level III) Forward Observation Officer 1 x SdKfz 251/9, 1 x SdKfz 251/10 1 x MMG Team (5 crew)
Zug 1 Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 5 x Truck
Zug 2 Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
Zug 3 Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
14
750TH INFANTRY DIVISION 10O1ST INFANTRY REGIMENT 1st Kompanie, 1st Battalion, 1001st Infantry Regiment Kompanie HQ Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer 2 x Rifle Gruppe (8 men) 2 x tripod-mounted MMG (5 crew each) 3 x Kubelwagen
Zug One Leutnant F. Feuerzangenbowle (Level III) 4 x Rifle Gruppe (8 men each) 4 x Panzerfaust 30 (one per gruppe) 2 x Opel Blitz Trucks
Zug Two Leutnant Bjorn Bittburger (Level III) 3 x Rifle Gruppe (8 men each)
Zug Three Leutnant Patrick Pfankuchen (Level III) 3 x Rifle Gruppe (8 men each)
Regimental Support Units Anti-Tank Zug Leutnant Kai Krepple (Level I) 1 x PaK 40 Anti-Tank Gun (5 crew) with SdKfz 11 tow
10O2ND INFANTRY REGIMENT 1st Kompanie, 1st Battalion, 1002nd Infantry Regiment Kompanie HQ Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer 2 x MG42 tripod-mounted MMG (5 crew each) 1 x 8cm Mortar (5 crew) 1 x Kubelwagen Zug One Leutnant Berti Brotknodel (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
Zug Two Leutnant K. Kartoffeln-Kuchen (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
15
Reserve Kompanie, 1st Battalion 1002nd Infantry Regiment Kompanie HQ Oberleutnant Bastian Bratwurst (Level II) 1 x FOO (only connected to the 15cm artillery battery) 2 x tripod-mounted MMG (5 crew each) Zug One Hauptfeldwebel W. Warsteiner (Level II) 2 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30
Zug Two Feldwebel G. Gevultzstraminer (Level II) 2 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30
Battalion Support Units Machine Gun Zug Stabsfeldwebel A. Asbach-Uralt (Level II) 3 x MG42 tripod-mounted MMG (5 crew each)
Regimental Support Units Light Infantry Gun Zug 1 x le.IG 75mm Gun (5 crew each) 1 x SdKfz 10 as tow
Anti-Tank Zug Feldwebel Otto Ochsenbohnen (Level II) 2 x PaK 40 anti-tank guns (5 crew each)
Anti-Tank Zug Unterfeldwebel G. Glühwein (Level II) 2 x PaK 38 Anti-Tank Guns (5 crew each) 2 x SdKfz 10 as tows
DIVISIONAL SUPPORT UNITS Assault Gun Zug Oberfeldwebel Maik Mohntorte (Level II) 4 x StuG III G Assault Guns
16
22ND FALLSCHIRMJAEGER DIVISION Elements of 22nd Fallschirmjaeger Division Kompanie HQ Major Sascha Sauerbrauten (Level IV) Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer 2 x 8cm Mortars (5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two Leutnant Heinreich Hammelschulter (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Battalion Support Units Machine Gun Zug 3 x MG42 MMG (5 crew each) Regimental Support Units Anti-Tank Zug 2 x Pak 40 75mm AT guns (5 crew each) 2 x Opel Blitz truck as tows Ad Hoc Attached Support Tank Hunter Zug Feldwebel Siegfried Spatzen (Level III)
1 x Jagdpanther
17
FIGURE REQUIREMENTS # Max. 1 2A 2B Big Man 9 6 5 Scout Squad 8 3 3 Rifle Squad 10 9 3 LMG Squad 6 3 Engineer Squad 10 3 3 FOO 2 1 60mm Mortar Team 2 6 6 Bazooka Team 2 4 2 2 MMG Team 5 3 2 57mm ATG 5 2 3" ATG 5 2 Jeep 6 6 2 Jeep/.30cal MMG 6 6 Jeep/.50cal HMG 1 1 1 1½ ton truck 3 3 2½ ton truck 7 7 M2 ½-track 3 M3 ½-track/.30cal MMG 3 M3 ½-track/.50cal HMG 3 M4 Sherman 8 M4 Sherman 76mm 2 M5 Stuart Light Tank 4 4 M7 Priest 2 M8 Armoured Car 6 6 M8 HMC 2 2 M10 Tank Destroyer 2 2 M21 ½-track/mortar 2 Big Man 9 9 Rifle Section 8 9 9 FOO 2 1 1 PIAT Team 2 3 3 2" Mortar Team 2 3 3 MMG on Carrier 5 2 2 6pdr ATG 5 2 Jeep Truck 4 Lloyd Carrier 2 White Scout Car 1 1 M4 Sherman 8 8 Sherman Firefly 2 2 Churchill Mk VI 3 Big Man 9 5 4 6 Rifle Gruppe 8 11 4 5 Rifle Gruppe/2LMG 8 6 6 FOO 2 1 Panzerschreck Team 2 2 2 MMG Team 5 5 1 2 8cm Mortar Team 5 1 Pak 38 ATG 5 2 PaK 40 ATG 5 2 1 75mm Infantry Gun 5 1 Kubelwagen 3 Opel Blitz Truck 5 SdKfz 10 3 SdKfz 11 1 1 SdKfz 231/232 4 4 1 SdKfz 234/2 Puma 1 SdKfz 250/3 1 1 SdKfz 250/10 2 2 SdKfz 251/1 5 5 SdKfz 251/9 1 SdKfz 251/10 1 1 StuG III G 4 2 Panther 6 4 Tiger I 4 Jagdpanther 1 Big Man 5 Fallschirmjaeger Gruppe 6 FOO 2 1 Panzerschreck Team 2 2 5 3 MMG Team 8cm Mortar Team 5 2 PaK 40 ATG 5 2
U S A
3A 3B 3C 3D 4A 4B 4C 4D 4E 4F 4G 4H 5A 5B 5C 5D 5E 5F 5G 5H 5I 5J 5K 5L 5M 5N 5O 5P 8 6 8 9 6 5 9 7 9 8 8 9 9 9 9 5 5 6 3
9
6 3
6 3
F J
4
6 3
4 1
6 3
1 2 1 3
1 3 3 2
1 1 3 3
1
2 1
1 3 3 2
2 1 3 2 3
1 3 3 2
1 3 3 2
2 1 3 2 3
1
2
1
1
2
2
1
2 3 3 7 2
3 1
1
2 3 3 7 2
2 3 3 7 2
9
9
1 3 3 2
2 1 3 2 3 2
2 1 3 2 3 2
1
2
2
1
1
1
2
3 1
2
2 1 2 8 2
2 1 4 1
2 3 3 7 2
2
2
3 1
3 1
6 3 2 1 3 3 3
6 3 2 1 3 3 3
6 3 2 1 3 3 3
1
1
1
2
2
2
2 3 3 7 2
2 3 3 7 2
2 3 3 7 2
6 3 1 4 4 2
1 1
2 3 3 8 2
3
3
1
1
2 1
2 1
3
3
2
2
2 2 2
2
2
2 6 4 1 1 1 2 2
B R I T I S H
G E R M A N
9
9 9 1 3 3 2
4 2 1 2 1 6 4
5 6
6 6
5 8
1
1
1
1
2
5
5 1
2
2
2
1
1
2 6 6 1 2
2
2
2
9 9 1 3 3 2 2 2 1
6 6 1 2
6 6 1 2
2 2 1
2 2 1
2
2
2
1 8 2
8 2 1
2
2
2 2
8 9
2 2
8 9
3 7 6 1 5 11 1
1
1
6 6 1 2 2 2 1
7 6
1
5 2
3 6 8
5 2
1
1
1
2
4
2
8 8
1
1
9 9 1 3 3 2
2 1 8 2
1 2
9 9 1 3 3 2
3 6 5 11 2 1
1
2
2
6 6 1 2
4 3 1 1
2 2 1
2 1
4 3 1 1 2 1
2 1 8 2
3 8 9
9 9 1 3 3 2
1
1 8 2 3 9 9
3 4
2 7 9
1
2 9 9
1 1
1
4
1
2 1
1
1
1 3
3 2
2
2
2
1 2
3
1 1
1
3 5
1
2
1 1
2
2
3 1
1
1
1 1
1 1
2
2 1
2 1
2 1
2 1
2 1
3 1
3 1
5
3 1
3 1
3 1
3 1
3 1
6
5 2
1 2
1
3
1 6
4 6
4
5
5
1 3
2 1 4 5 4 4 1 1 2 2 3 3 2 2 2 2
1 4 5 1 2 3 2
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1 4 5 1 2 3 2
1 3
1 3
4 5
2 1 4 4 1 2 3 2 2
1 2
1 3
2 1 2
1 4 4 2 3 2 2
1 3
1 2
1 4 4 2 3 2 2
2
4
2
2
4 6
1 3
2 3 2
5 2 1 4 6 1 2 3 2 2
THE MAPS Map One
West of Pierrecourt
Map Two
Near Chemont
Map Three
Avaux
Map Four
Near Belle Maison
Map Five
Saint Melotte
Map Six
Blenneville
Map Seven
Vartres
Map Eight
Pierrecourt
Map Nine
Diot
Map Ten
Neuf-Foix
Map Eleven
Chemont
Map Twelve
Near Avaux
Map Thirteen
Belle Maison
Map Fourteen
Near Saint Melotte
Map Fifteen
East of Pierrecourt
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MAP ONE: WEST OF PIERRECOURT
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MAP TWO: NEAR CHEMONT
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MAP THREE: AVAUX
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MAP FOUR: NEAR BELLE MAISON
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MAP FIVE: SAINT MELOTTE
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MAP SIX: BLENNEVILLE
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MAP SEVEN: VARTRES
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MAP EIGHT: PIERRECOURT
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MAP NINE: DIOT
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MAP TEN: NEUF-FOIX
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MAP ELEVEN: CHEMONT
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MAP TWELVE: NEAR AVAUX
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MAP THIRTEEN: BELLE MAISON
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MAP FOURTEEN: NEAR SAINT MELOTTE
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MAP FIFTEEN: EAST OF PIERRECOURT
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SCENARIO 1: WEST OF PIERRECOURT the Moire to protect their wider left flank. As the Allied advance begins, their commanders send out 30th Panzer Division’s reconnaissance units to cover as many river crossings as they can. This scenario covers the first clash between the opposing scouts.
Reconnaissance forms a vital part of any military campaign. As the Allies move up the Ribeaux Valley, and the Germans move to defend it, both sides throw out reconnaissance forces to locate the enemy and scout out the best routes forward. The first scenario of the Blenneville or Bust! campaign therefore involves a clash between opposing recon units.
Map & Terrain The scenario map shows the stretch of the Moire River about half way between Pierrecourt and Belle Maison. The river can only be crossed at the bridge at the southern end of the map. The road that runs alongside the bank of the river is more of a track. Vehicles can use it, but gain no benefit to movement. The other north-south road is a reasonable quality, tarmacked surface, so does give the usual road movement bonus.
Use Map One: West of Pierrecourt. Introduction The Allies are moving up the valley hoping to hook round Pierrecourt to the west. In order to do this, they need to be able to cross the Moire River. There’s a major bridge at Belle Maison, but Belle Maison is apparently full of Germans, so it would be good to find somewhere else to cross. Aerial assets have spotted a small bridge west of Pierrecourt, and the reconnaissance elements of the US 107th Infantry Division (nicknamed the Coyotes) have been sent forward to check it out.
The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry take three dice of movement to cross bocage.
The Germans, meanwhile, are keenly aware that the troops in Pierrecourt are relying on
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The hill to the west is grass covered and dotted with small copses. There is no additional penalty for moving up and down the hill, although wheeled vehicles will not move if they roll more 1’s than 6’s on any dice rolled for movement i.e. they have become temporarily bogged down and lose any Actions that they wanted to use for movement. The copses themselves are impenetrable to vehicles and count as heavy ground for infantry.
35
they manage to get at least one Big Man, M8 armoured car or squad of infantry (whether in jeeps or not) onto the bridge.
The farm to the north of the map consists of two main buildings: a two-storey farmhouse made of stone, and a long, low wooden barn. The building by the bridge is the house where the man who used to collect the tolls used to live. It’s abandoned now: a bit of a ruin.
The German objective is to keep the capacity of the bridge secret from the enemy. They therefore win the game if they prevent the Americans from fulfilling their victory condition.
Initial Deployment
The Cards
The Germans begin the game with as much of their force as they like on-table. They may be deployed anywhere they like. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus three dummy Blinds.
Scenario 1
Game Tea Break
Any German units that start the game offtable may enter the table under a Blind at the bridge whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. Note that the mortar halftracks will never come on-table during this scenario. The Americans may enter the table under Blinds along any of the three roads at the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. The American reinforcements (the light tanks) must be called for by the most senior US Big Man before they can enter the table. It takes all his actions to call them in, and the tanks appear on any of the three roads under a Blind on the next appearance of the US Blinds card. Objectives & Victory Conditions The American objective is to find out the strength of the bridge at the southern end of the table i.e. whether it can take armour, just lighter vehicles, or is only safe for infantry. They therefore win the game if
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Allies
Germans
Blinds Big Man 1-6 Recon HQ 1st Recon Platoon 2nd Recon Platoon I&R Platoon Assault Guns Light Tanks Air Support Rapid Deployment Recon Bonus Mortar Bonus
Blinds Big Man 1-5 Kompanie HQ Zug One Zug Two Anti-Tank Zug Armoured Car Zug Off-Table Artillery Armoured Bonus Rapid Deployment Recce Bonus Anti-Tank Bonus Rally Dynamic Leader
SCENARIO 1: US BRIEFING boys have reported a bridge about half way between Belle Maison and Pierrecourt, and your mission is to find out how strong that bridge is: will it take tanks, or just lighter vehicles, or is it really only suitable for infantry?
You are Major Bob Boston, commander of the 107th Division’s Cavalry Squadron. It’s summer 1944 and things are moving apace! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 107th has advanced south as far as the small town of Diot, with its next target now defined as Pierrecourt.
Map & Terrain The map shows the stretch of the Moire River about half way between Pierrecourt and Belle Maison. The river can only be crossed at the bridge at the southern end of the map.
There is a main road to Pierrecourt but, as you know from bitter experience, attacking the Germans head on is not a sensible option. Ideally you’ll hook around the town, and hit Pierrecourt’s defenders in the flank. The 107th have been assigned the corridor on the western side of the town, near the river Moire.
The road that runs alongside the bank of the river is more of a track. Vehicles can use it, but gain no benefit to movement. The other north-south road is a reasonable quality, tarmacked surface, so does give the usual road movement bonus. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry take three dice of movement to cross bocage.
The Moire is quite a substantial obstacle, and although there is a route over it near Belle Maison, that’s still in enemy hands. You and your recon unit have been tasked with finding an alternative crossing. The fly-
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The hill to the west is grass covered and dotted with small copses. There is no additional penalty for moving up and down the hill, although wheeled vehicles will not move if they roll more 1’s than 6’s on any dice rolled for movement i.e. they have become temporarily bogged down and lose
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any Actions that they wanted to use for movement. The copses themselves are impenetrable to vehicles and count as heavy ground for infantry. Initial Deployment Your troops may enter the table under Blinds along any of the three roads at the northern end of the table. You may enter a maximum of three Blinds whenever your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds. Your reinforcements (the light tanks) must be called for by the most senior US Big Man before they can enter the table. It takes all his actions to call them in, and the tanks appear on any of the three roads under a Blind on the next appearance of the US Blinds card.
each turn they may be assigned to the three mortars, the bazooka or the LMG, with the remainder firing as infantry. The drivers just drive the jeep. Objectives & Victory Conditions Your objective is to find out the strength of the bridge at the southern end of the table i.e. whether it can take armour, just lighter vehicles, or is only safe for infantry. You therefore win the game if you manage to get at least one Big Man, M8 armoured car or squad of infantry (whether in jeeps or not) onto the bridge.
Notes Any mortar or bazooka team members of the recon platoons who do not fire their support weapon as part of their turn may instead fire as an infantry squad, or two of them may fire their Jeep’s LMG (2D6). To clarify, there are eight infantrymen in the platoon:
Unit Ratings & Armoury
Troops/Dice All Infantry
Vehicle M5 Stuart M8 Greyhound M8 HMC Infantry AT Infantry Squad Bazooka MMG HMG
0 1 1, 2 3, 4 All infantry are Veterans
2 5
3 6, 7, 8
AC Weapon Speed Notes 4 5 37mm Fast 3 5 37mm Wheels Low Profile 4 4 75mm Fast No hull MG All AFVs have crew morale of three and have three Actions 0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of the Cavalry Squadron from US 107th Infantry Division: The Coyotes Recon HQ BM 1: Major Bob Boston (Level IV) 2 x M8 Greyhound armoured car Recon Platoon 1 BM 2: Captain Martin Minnesota (Level III) 3 x M8 Greyhound armoured cars 3 x Jeep with non-combatant driver and 0.30cal MMG 3 x 60mm Mortar Team (2 crew) 1 x Bazooka Team (2 crew) Recon Platoon 2 BM 3: Captain Steve Seattle (Level II) 3 x M8 Greyhound armoured cars 3 x Jeep with non-combatant driver and 0.30cal MMG 3 x 60mm Mortar Team (2 crew) 1 x Bazooka Team (2 crew) Intelligence & Reconnaissance Platoon, 425th Infantry Regiment (attached) BM 4: Captain Will Winnipeg (Level II) 1 x 7 man squad in Jeep with AA 0.50cal HMG 2 x 8 man squad, each in three Jeeps Cavalry Assault Gun Platoon BM 5: Lieutenant Chris Chicago (Level II) 2 x M8 Howitzer Motor Carriage (HMC) Possible Reinforcements BM 6: Sergeant Nugent Nashville (Level II) 4 x M5 Stuart Light Tank Air Support Roll D6, appears on a 5 or 6: strafing fighters with MGs
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SCENARIO 1: GERMAN BRIEFING which they claim is anchored on another river, the Moire.
You are Hauptmann Heigel Heffweisen, commanding 1st Aufklärungskompanie of 30th Panzer Division. It is the summer of 1944 and the defence of France has begun!
As is also always the way, the infantry are short of specialist recon units, so your Kompanie has been brought forward and tasked with covering one section of the Moire: making sure that no Allied force slips around the infantry’s flank undetected. Obviously, the enemy will need to cross the Moire at some point, and you have determined that there are only a few places where they can do so. One in particular, about half way between Pierrecourt and Belle Maison, would be where you would cross if you had the option.
The Normandy landings came as a great shock to the Third Reich. OKH seemed confident that (a) the Allies were in no position to launch a major attack and (b) even if they did, the attack would not happen in Normandy. Unfortunately, as is often the case, OKH got it wrong on both counts! Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
You have decided to head for the bridge in question and deny it to the enemy for as long as possible. If the enemy know their business, and it seems that they do, then they will send out reconnaissance units of their own to scout the bridge and find out whether it is a viable route over the river.
The 30th is based just south of Pierrecourt, in what you would describe as a fire-brigade role: ready to react to the enemy should the main line of defence around the town be broken. The infantry in Pierrecourt, as the infantry always are, are worried about their flanks: particularly about their left flank,
Your plan is to turn back their recon units and then withdraw once heavier opposition approaches. This should give the footsloggers plenty of time to get ready! Map & Terrain The map shows the stretch of the Moire River about half way between Pierrecourt and Belle Maison. The river can only be crossed at the bridge at the southern end of the map. The road that runs alongside the bank of the river is more of a track. Vehicles can use it, but gain no benefit to movement. The other north-south road is a reasonable quality, tarmacked surface, so does give the usual road movement bonus. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium
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tank. Infantry take three dice of movement to cross bocage. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The hill to the west is grass covered and dotted with small copses. There is no additional penalty for moving up and down the hill, although wheeled vehicles will not move if they roll more 1’s than 6’s on any dice rolled for movement i.e. they have become temporarily bogged down and lose any Actions that they wanted to use for movement. The copses themselves are impenetrable to vehicles and count as heavy ground for infantry.
Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus three dummy Blinds. You are not dug in. Any German units that start the game offtable may enter the table under a Blind at the bridge whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
The farm to the north of the map consists of two main buildings: a two-storey farmhouse made of stone, and a long, low wooden barn. The building by the bridge is the house where the man who used to collect the tolls used to live. It’s abandoned now: a bit of a ruin.
Note that the mortar half-tracks will never come on-table during this scenario.
Initial Deployment
The enemy are about to arrive on table in order to scout out the bridge. Your objective is to keep the capacity of the bridge secret from them. You therefore win the game if you prevent any enemy unit from getting onto the bridge.
Objectives & Victory Conditions
You begin the game with as much of your force as you like on-table. Your troops may be deployed anywhere you like. If in cover, then your troops are deployed under hidden
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Aufklärungskompanie, 30th Panzer Division Kompanie HQ BM 1: Hauptmann Heigel Heffweisen (Level IV) 1 x SdKfz 250/3 2 x Panzerschreck Team (2 crew) 1 x MMG (5 crew) Zug One BM 2: Oberleutnant Ars Apfelwein (Level II) 3 x Rifle Gruppe (each 8 men with two LMGs) Zug Two BM 3: Leutnant Erik Eierlikör (Level II) 3 x Rifle Gruppe (each 8 men with two LMGs) Improvised Anti-Tank Zug BM 4: Stabsfeldwebel Raus Riesling (Level II) 2 x SdKfz 250/10 Armoured Car Zug BM 5: Leutnant Siggi Spaten (Level II) 4 x SdKfz 231 or 232 Off Table Artillery Unlimited fire missions from 2 x SdKfz 250/7 (8cm mortars)
Unit Ratings & Armoury
Troops/Dice All Infantry
0 1 2 1, 2 3 4 All infantry are Veterans
3 5, 6, 7
4 8
Vehicle SdKfz 250/3 SdKfz 250/10 SdKfz 231/232
AC Weapon Speed Notes 2 ~ MMG Fast Open body 2 5 37mm Fast Open body 3 4 20mm Wheels Open turret All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerschrek MMG
0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
SCENARIO 2A: AVAUX Following the successful location of a route over the Moire, the Americans are preparing to hook around Pierrecourt to the west. In order to keep the Germans occupied elsewhere, the British will now launch a diversionary, demonstration attack on Avaux, just to the east.
Map & Terrain
The British commander, however, has other ideas. Determined to be first to Blenneville, he will press home his attack, hoping to break through the German lines before the Americans have even had time to begin their advance.
Just to the west of the square is a small drive leading to a larger manor house nestled amongst apple orchards. The orchards provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
The small village of Avaux consists of four two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. All buildings are stone and thus provide good cover.
Use Map Three: Avaux. Introduction
The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other, but if the moving tank rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre rather than end up in the ditch carrying the small stream. The village pond is impassable to both infantry and tanks.
This is a straight attacker and defender scenario, with most of a squadron of British tanks backed up by a company of infantry assaulting a small German force dug-in around the village of Avaux. Note that the scenario includes two British pre-game stonks, off-table artillery for both sides, and an off-table German ‘88’.
The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
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Initial Deployment
Germans have an off-table 88mm AA Gun deployed in an anti-tank role, pointing down the main north-south road. When its card appears, the 88 may fire one aimed shot at long range at any vehicle that is on the main road south of the northern end of the village pond. This fire does not need to be called in: it will happen automatically if the gun’s card appears and there is a suitable target waiting for its attention.
The Germans begin the game with as much of their force as they like on-table. They may be deployed anywhere south of the most northerly line of bocage. If in cover, then they count as dug-in and are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds.
The Cards
Any German units that start the game offtable may enter the table under a Blind at the end of the small track that runs into Avaux from the east whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
Scenario 2A
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-4 Squadron HQ Kompanie HQ Troop One Zug One Troop Two Anti-Tank Gun Infantry Co. HQ Assault Guns FOO Off Table Artillery 1 1st Platoon Off Table Artillery 2 2nd Platoon Anti Tank Bonus 3rd Platoon Rally MMG Platoon Off Table Artillery Air Support Armoured Bonus Rapid Deployment Rally Dynamic Leader
The British may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions Although technically the British objective is to probe the German line as a diversion from the main American attack, the British commander has decided to attempt a full break through. The British therefore win the game if they exit at least four tanks and one Big Man from the southern end of the table. The German objective is technically to hold their position in the face of enemy attack: something they will find difficult to do if the British break through behind them. They therefore win the game if they prevent the British from fulfilling their victory conditions. Special Rules The British get two pre-game stonks (each 12” by 12”) that may land anywhere on the table, British player’s choice where. In addition to their off-table mortars, the
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SCENARIO 2A: BRITISH BRIEFING the idea being, as your US Liaison Officer rather patronisingly explained, that the Germans can’t use the troops in Avaux to reinforce Pierrecourt if they are fighting you lot. Yes, thank you, Lieutenant: it’s good to have it explained to me as the long years fighting at the coal face have made my military strategy skills a little rusty!
You are Captain Miles Manchester, commander of A Squadron, 101st Royal Tank Regiment, part of 36th Armoured Brigade. It’s summer 1944 and the liberation of Europe is well under way. Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The brigade has advanced south as far as the small town of Saint Melotte, accompanied by hordes of Yanks to your right.
You and, it appears, Monty himself, seem to see things differently. The American recon action will have alerted the Germans to the danger to their positions at Pierrecourt. They will therefore have rushed men there to defend it, leaving somewhere like Avaux short on defenders...and therefore an ideal break through point for your own troops.
Their target is Pierrecourt, and a couple of days ago their reconnaissance teams successfully identified a way to cross the river Moire and thus potentially hook around the town and attack it from the flank and/or rear.
Therefore, although your orders are to demonstrate towards Avaux as a diversion, your OC has tipped you the wink and told you to go for it in a big way. He wants you to actually break through the German lines here, proving to your Allies that quality and drive as much as quantity really counts, and ideally positioning the Corps for a final advance on Blenneville (the town at the head of the valley and the ultimate objective of the campaign) itself.
This attack should go in within the next day or so, and you have therefore been ordered to demonstrate towards the village of Avaux, aiming to keep the Germans occupied whilst the Yanks take Pierrecourt:
Map & Terrain Your map tells you that the small village of Avaux consists of a number of two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. Just to the west of the square is a small drive leading to a larger manor house surrounded by trees, perhaps an orchard. The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other, but if the moving tank rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition
45
for the manoeuvre rather than end up in the ditch carrying the small stream. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Although technically your orders are to probe the German line as a diversion from the main American attack, your objective is to achieve a full break through. You therefore win the game if you exit at least four tanks and one Big Man from the southern end of the table.
The fields themselves count as broken terrain. Initial Deployment Your troops may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
Special Rules You have two pre-game stonks (each 12” by 12”) that may land anywhere on the table, your choice where.
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers Off Table Artillery Unlimited fire missions from 4 x 25 pounders Air Support Roll D6, appears on a 5 or 6: strafing fighters with MGs
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SCENARIO 2A: GERMAN BRIEFING have had to send some of your men to reinforce that area.
You are Hauptmann Siggi Starkbier of 1001st Infantry Regiment. It is the summer of 1944 and the defence of France has begun!
Now your scouts tell you that there is a large enemy force, presumably more Americans, of both tanks and infantry heading your way. You don’t know if this is another probe or the precursor to a larger attack. All you know is that you have to stop them!
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. The Third Reich is now fighting on two fronts, three if you count Italy, and, quite frankly, France, which has always seemed like an easy option, now seems decidedly not so easy!
Map & Terrain The small village of Avaux consists of four two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. All buildings are stone and thus provide good cover.
Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1001st forms part of the force sent to stop them.
Just to the west of the square is a small drive leading to a larger manor house nestled amongst apple orchards. The orchards provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
You are based in the small village of Avaux, holding the eastern end of the main defensive line which stretches from Avaux, through Pierrecourt, and on to Chemont. You have heard that the Americans have managed to probe forward and breech the line on the other side of Pierrecourt, and
The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other. The village pond is impassable to both infantry and tanks. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
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The fields themselves count as broken terrain. Initial Deployment You begin the game with as much of your force as you like on-table. Your troops may be deployed anywhere south of the most northerly line of bocage. If in cover, then they count as dug-in and are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Objectives & Victory Conditions
Any of your units that start the game offtable may enter the table under a Blind at the end of the small track that runs into Avaux from the east whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. This represents your philosophy of immediate counter-attack, preferably from an unexpected direction.
Your objective is to hold your position in the face of enemy attack: preventing them from penetrating your lines. The Allies’ victory conditions involve exiting troops from the southern edge of the table i.e. penetrating your lines. You therefore win victory if you prevent the Allies from fulfilling their victory conditions.
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Elements of 1001st Infantry Regiment Kompanie HQ BM 1: Hauptmann Siggi Starkbier (Level IV) 2 x MG42 tripod-mounted MMG (5 crew each) Zug One BM 2: Leutnant Freddi Feuerzangenbowle (Level III) 4 x Rifle Gruppe (8 men each) 4 x Panzerfaust 30 (one per gruppe) Anti-Tank Zug BM 3: Leutnant Kai Krepple (Level I) 1 x PaK 40 Anti-Tank Gun (5 crew) with SdKfz 11 tow Assault Gun Zug BM 4: Oberfeldwebel Maik Mohntorte (Level II) 2 x StuG III G Assault Guns Off-Table Artillery 1 1 x 88mm AA Gun positioned in an anti-tank role. The gun is off-table, and pointing down the main north-south road. When its card appears, the 88 may fire one aimed shot at long range at any vehicle that is on the main road south of the northern end of the village pond. Note that this fire does not need to be called in: it will happen automatically if the gun’s card appears and there is a suitable target waiting for its attention. Off Table Artillery 2 Unlimited fire missions from three 8cm mortars
Unit Ratings & Armoury
Troops/Dice 1001st Infantry
0 1 2 1, 2, 3 4 5 All infantry are Regulars
3 6, 7
4 8
Vehicle StuG III G
AC Weapon Speed Notes 7 9 75mm Average Low Profile All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerfaust 30 MMG
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun 88mm
Strike 16
SCENARIO 2B: NEAR BELLE MAISON unaware that they are about to be ambushed by the Germans. The scenario begins as the Germans launch their attack.
The American reconnaissance force sent to find a way over the river Moire has failed in its objective: kept from completing its mission by a protective screen of German aufklärung units. Keen to keep driving forward, the Americans send up engineer units with orders to build their own bridge across the Moire. The Germans, however, exploit the delay in the Allied campaign’s forward momentum by sending out a series of small kampfgruppes to harass the American advance from the flank. One such kampfgruppe comes across the column of American engineers and their escorts.
Map & Terrain The eastern edge of the table is defined by the river Moire: impassable terrain bordered by a thin strip of marshy ground covered in bullrushes. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are small country lanes: vehicles can use them, but gain no benefit to movement.
Use Map Four: Near Belle Maison. Introduction As the Americans haven’t found a suitable bridge over the Moire, they have dispatched a team of engineers to scout out a site where such a bridge might be built. Key to this mission is their “engineering draughtsman”: an asset that they need to get off the table to the south. The engineers are halted on the road, checking directions,
The fields shown (the green patches) are bordered by bocage everywhere except on the river bank. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The hill to the west is grass covered and dotted with small copses. There is no additional penalty for moving up and down
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draughtsman manages to exit the table to the south.
the hill, although wheeled vehicles will not move if they roll more 1’s than 6’s on any dice rolled for movement i.e. they have become temporarily bogged down and lose any Actions that they wanted to use for movement. The copses themselves are impenetrable to vehicles and count as heavy ground for infantry. The single building to the north-west is a single storey shack made of stone.
The Germans only know that they have managed to get the drop on what looks like a column of reinforcements and/or supplies. Although their objective is to cause as much damage as possible, they win the game if the US engineer draughtsman is killed or otherwise fails to exit the table to the south.
Initial Deployment
Special Rules
The American column begins the game under Blinds on the main north-south road, heading south. They have one Blind per platoon and no Dummy Blinds. This makes six Blinds in all, which should be evenly spaced out along the road. The Blinds are in the order described in their briefing i.e. Escort HQ followed by Platoon One followed by the Engineers followed by the Tank Destroyers. The lead Blind (i.e. the Escort HQ) should be just level with the fork in the road in the centre of the table.
The US engineer draughtsman counts as a Big Man for the purposes of determining if he becomes a casualty. The Cards
Scenario 2B
Game Tea Break
All the Germans except Panzer Zug Two begin the game on the western edge of the table under Blinds. They have one Blind per platoon, with one Dummy Blind, so six Blinds in all. There are two Blinds on the end of each of the tracks: German player’s choice which is where. To clarify, they begin the game on table, and move as soon as the German Blinds card appears. Panzer Zug Two begins the game under a Blind at the southern-most road junction, facing north. Note that the curve of the road means that there is no initial direct line of sight between German Zug Two’s Blind and the Blind representing the head of the US column. Objectives & Victory Conditions The Americans need an engineering expert to scout out where to cross the river. They therefore win the game if the engineer
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Allies
Germans
Blinds Big Man 1-4 Escort HQ 1st Platoon Combat Engineers H Combat Engineers T Tank Destroyers Off Table Artillery Air Support Anti-Tank Bonus
Blinds Big Man 1-6 Kampfgruppe HQ Aufklarung Zug Panzer Zug 1 Panzer Zug 2 Infantry Zug 1 Infantry Zug 2 Armoured Bonus Recce Bonus Rally Dynamic Leader
SCENARIO 2B: US BRIEFING You are Major Dave Denver, commander of Alpha Company of 1st Battalion, the 425th Infantry Regiment. It’s the summer of 1944 and, following the Normandy landings on DDay, the need is now to break out from the already extended beachhead into France proper.
build their own bridge, with the question now becoming where that bridge should be built...which is a long winded way of explaining why you are motoring through the French countryside at the head of a column providing escort to a platoon of engineers and an “expert draughtsman”.
High Command have identified the Ribeaux Valley as a possible axis of advance. The 425th, as part of 107th Division, the Coyotes, has advanced south as far as the small town of Diot, with its next target now defined as Pierrecourt.
The rest of the battalion are already ahead of you, along with other elements from the 107th. Your orders are to babysit the engineers and expert up to join them. You’ve also managed to pick up a couple of “lost” tank destroyers. They are not sure where they are, or where they should be going, but seem happy to follow you forward and sort things out later!
The plan is to hook around Pierrecourt to the west, but unfortunately recon units from the division’s cavalry squadron have been unable to find out whether the bridge that was the intended crossing point over the Moire will take the weight of a tank. This is a bit of a SNAFU, as the success of the hook depends on being able to cross the river!
Although you have fairly good maps, the countryside all looks the same, and these damn hedges stop you seeing more than a few hundred yards ahead. You’ve just stopped to check your position when you hear one of your men shouting something about Germans, frantically pointing up the hill on your right. Not only that, but Sergeant Perry is running down the road towards you (from where he’d been looking around the next bend), and he doesn’t look too happy either.
This is, however, apparently only a temporary setback, as it has now been decided that the Division’s engineers will
Okay, enough of the talking: looks like the engineers needed your escort after all! Map & Terrain The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are small country lanes.
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The eastern edge of the table is defined by the river Moire: impassable terrain bordered by a thin strip of marshy ground covered in bullrushes. The fields shown (the green patches) are bordered by bocage. You know from bitter experience that this bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
all, which should be evenly spaced out along the road. The Blinds are in the order described below i.e. Escort HQ followed by Platoon One followed by the Engineers followed by the Tank Destroyers. The lead Blind (i.e. the Escort HQ) should be just level with the fork in the road in the centre of the table.
The hill to the west is grass covered and dotted with small copses.
Objectives & Victory Conditions The lead elements of the division, up ahead of you, need an engineering expert to scout out where to cross the Moire. You therefore win the game if the engineer draughtsman accompanying the combat engineer platoon manages to exit the table to the south.
Initial Deployment Your column begins the game under Blinds on the main north-south road, heading south. They have one Blind per platoon and no Dummy Blinds. This makes six Blinds in
Unit Ratings & Armoury Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars Vehicle M10 TD
Infantry AT Infantry Squad Bazooka MMG HMG
AC Weapon Speed Notes 4 10 76mm Average All AFVs have crew morale of three and have three Actions 0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 425th Infantry Regiment/107th Division Escort HQ BM 1: Major Dave Denver (Level III) BM 2: Captain Alan Albuquerque (Level II) 2 x Bazooka Team (2 crew) 2 x Jeep Platoon One BM 3: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each) 3 x 1½ ton truck Combat Engineer Platoon Head 3 x Engineer Squads (10 men each) 2 x MMG (5 crew each) 4 x 2.5 ton truck Combat Engineer Platoon Tail 1 x Engineer Draughtsman 1 x Jeep with 0.50cal HMG 2 x flatbed 2.5 ton tipper trucks 1 x 2.5 ton supply truck “Lost” Tank Destroyer Platoon BM 4: Lieutenant Micky Miami (Level II) 2 x M10 Tank Destroyer Off Table Artillery You may call in up to four fire missions from 2 x 155mm Guns Air Support Roll D6, appears on a 5 or 6: strafing fighters with MGs
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SCENARIO 2B: GERMAN BRIEFING reports that the clash was a success for the 30th: with the Americans driven back from the Moire without managing to properly reconnoitre the area. As a result, the Allied advance seems to have stalled for a moment as they decide what to do next.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore, and now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and 30th Panzer Division forms part of the force sent to stop them.
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is about to do. Quickly moving from behind Pierrecourt to Belle Maison, you have assembled one of a number of small kampfgruppes ordered to harry the flank of the American advance.
You are based just south of Pierrecourt, in what you would describe as a fire-brigade role: ready to react to the enemy should the main line of defence around the town be broken. The infantry in Pierrecourt, as the infantry always are, are worried about their flanks: particularly about their left flank which they claim is anchored on another river, the Moire. 30th Panzer’s Aufklärung units have already fought a sharp action with the leading elements of the enemy’s scouts. Leutnant Spaten took part in the engagement, and he
Moving forward under cover of darkness, you seem to have successfully evaded any enemy screening force and have just reached the crest of a hill that leads down to the Moire itself. Ahead of you, you can see the river road and, on the road, you can see a halted column of enemy vehicles, most of which are trucks. An excellent target indeed! Sending Oberleutnant Weinbrand to the right to prevent them escaping south, you prepare to attack. Map & Terrain The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. The eastern edge of the table is defined by the river Moire: impassable terrain bordered by a thin strip of marshy ground covered in bullrushes. The hill to the west is grass covered and dotted with small copses. There is no additional penalty for moving up and down the hill, although wheeled vehicles will not move if they roll more 1’s than 6’s on any dice rolled for movement i.e. they have become temporarily bogged down and lose any Actions that they wanted to use for movement.
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The copses themselves are impenetrable to vehicles and count as heavy ground for infantry. The fields shown (the green patches) are bordered by bocage everywhere except on the river bank. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
begin the game on table, and move as soon as the German Blinds card appears. Panzer Zug Two begins the game under a Blind at the southern-most road junction, facing north.
The fields themselves count as broken terrain.
Objectives & Victory Conditions You have managed to surprise what looks like a column of reinforcements and/or supplies. Your objective is to cause the column as much damage as possible.
Initial Deployment All your troops except Panzer Zug Two begin the game on the western edge of the table under Blinds.
You win the game if you prevent certain elements of the column joining up with the most forward elements of the enemy advance by exiting the table to the south.
They have one Blind per platoon, with one Dummy Blind, so six Blinds in all. There are two Blinds on the end of each of the tracks: your choice which is where. To clarify, they
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Ob’leutnant D. Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 BM 4: Ob’leutnant W. Weinbrand (Level II) 1 x Panther
Infantry Zug 1 BM 5: Leutnant Freddi Fastnachts (Level III) 1 x SdKfz 251/10 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 Infantry Zug 2 BM 6: Leutnant Fabian Fastnachts (Level II) 2 x Rifle Gruppe (8 men each) 2 x SdKfz 251/1
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 251/1 SdKfz 251/10 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret MMG 2 Fast Open body 2 5 37mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 3A: NEAR CHEMONT valley near Chemont. The church is a typical example of a Normandy church, with a tower of medium height at its southern end. The church is surrounded by a waist-high stone wall, the graveyard by a shoulder-high stone wall.
Having successfully crossed the river Moire, and with the enemy distracted by the British demonstration at Avaux, the Americans now thrust deep into the heart of the German lines. Bypassing the German defences at Pierrecourt, an American armoured column heads for Vartres. A hastily cobbled together German force comprising rear echelon troops backed up by the fire brigade of 30th Panzer Division is in their way.
The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the east-west road which has a small stream in a shallow ditch running alongside its northern edge.
Use Map Two: Near Chemont. Introduction This is a standard attacker/defender scenario, with units from US 21st Armoured Division attacking a German blocking force. The game begins with the Americans advancing onto the table against an all ontable German force.
The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
Map & Terrain L’Eglise du Manteau de St. Martin and its accompanying graveyard nestle in a small
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The open ground in the centre and west of the table is grass covered and dotted with
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The German objective is to halt the enemy’s advance whilst units are rushed north to shore up the line. Denying the crossroads to the Americans will help this. They therefore win a victory if they have on-table forces either occupying or able to threaten the crossroads at the end of the game.
small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles. There is no additional penalty for moving up and down the hills.
The Cards
Initial Deployment
Scenario 3A
The Americans may enter the table under Blinds anywhere along its northern edge. They may enter a maximum of three Blinds whenever their Blinds card appears.
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-8 Big Man 1-6 Tank HQ Kampfgruppe HQ 1st Tank Platoon Panzers 2nd Tank Platoon Infantry HQ Infantry HQ Infantry Zug One FOO Infantry Zug Two 1st Infantry Platoon Light Infantry Guns 2nd Infantry Platoon Anti-Tank 1-2 3rd Infantry Platoon Off-Table Artillery 1 Support Platoon Off-Table Artillery 2 Off-Table Artillery Armoured Bonus Air Support Hesitant Troops Armoured Bonus Anti-Tank Bonus Rapid Deployment Dynamic Leader Mortar Bonus Dynamic Leader
They have one Blind per platoon, plus three Dummy Blinds. The Germans may deploy their men anywhere south of the main east-west road. They deploy under hidden Blinds, and up to half of them may be dug-in. They may also deploy up to three Blinds in the church, churchyard or graveyard. These Blinds are also hidden, but are not dug-in. They have one Blind per platoon, plus two Dummy Blinds. Objectives & Victory Conditions The American objective is to clear all enemy activity from around the crossroads. They therefore win the game if they neutralise all enemy forces on the table. An enemy unit is counted as neutralised if it cannot pose a threat to the crossroads in the future.
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SCENARIO 3A: US BRIEFING Vartres, just coming level with the town of Chemont. Opposition so far has been light: probably because British forces on the other side of Pierrecourt have apparently struck forward towards Avaux, keeping the Krauts nicely busy and out of your way!
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and you are out front and driving forward deep into the heart of enemy territory! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command has identified the Ribeaux Valley as a possible axis of advance. The 830th has advanced south as far as the small town of Diot, with its next target defined as Pierrecourt: the plan being to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
As usual, you have been posted out in front of the main force. You’re not sure if this is a compliment or whether the CO is still annoyed about his cat! Whatever the reason, your orders are to secure the crossroads by the church of St. Martin the Something-OrOther, allowing the division to advance forward quickly for the next stage of the campaign. By your reckoning, the church is just over that next rise... Map & Terrain L’Eglise du Manteau de St. Martin and its accompanying graveyard nestle in a small valley near Chemont. The church is a typical example of a Normandy church, with a tower of medium height at its southern end. The church is surrounded by a waist-high stone wall, the graveyard by a shoulder-high stone wall.
Although you were expecting to have some difficulty in crossing the river, recon units from 107th Infantry found a bridge able to take the weight of your tanks. The battalion, accompanied by its armoured rifle infantry, is now driving south towards
The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the east-west road which has a small stream in a shallow ditch running alongside its northern edge. The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
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The open ground in the centre and west of the table is grass covered and dotted with small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles. There is no additional penalty for moving up and down the hills. The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment Your troops may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to clear all enemy activity from around the crossroads. You therefore win the game if you neutralise all enemy forces on the table.
The fields themselves count as broken terrain.
Unit Ratings & Armoury Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant M. Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) Staff Sergeant Ollie Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep 1st Armoured Rifle Platoon BM 5: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG 2nd Armoured Rifle Platoon BM 6: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 7: Lieutenant R. Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 8: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Off-Table Artillery You may call upon four fire missions from three M7 Priests (105mm guns) Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 3A: GERMAN BRIEFING engagement was not a success, and the enemy was able to cross the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted. Worse than this, the enemy has also struck at Avaux, and reinforcements that are badly needed here near Chemont are currently on their way to Avaux to shore up the line there.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux valley, and 30th Panzer Division forms part of the force sent to stop them.
Very mindful of the danger of allowing the Yanks to bypass Pierrecourt entirely, you have cobbled together a small kampfgruppe consisting of your kompanie’s remaining operational tanks and as many rear-echelon infantry as you can find. These are not of the finest quality, not panzergrenadiers, but they seem determined to do their duty.
You are based just south of Pierrecourt, in what you would describe as a fire-brigade role: ready to react to the enemy should the main line of defence around the town be broken. The infantry in Pierrecourt, as the infantry always are, are worried about their flanks: particularly about their left flank which they claim is anchored on another river, the Moire.
You have dug in near a crossroads which you believe will be vital to the enemy’s continued advance. Deny them access to the crossroads for long enough, and reinforcements should arrive in time to stop Pierrecourt being surrounded.
30th Panzer’s Aufklärung units have already fought a sharp action with the leading elements of the enemy’s scouts. This
Map & Terrain The crossroads near L’Eglise du Manteau de St. Martin and its accompanying graveyard nestles in a small valley near Chemont. The church is a typical example of a Normandy church, with a tower of medium height at its southern end. The church is surrounded by a waist-high stone wall, the graveyard by a shoulder-high stone wall. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on
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the east-west road which has a small stream in a shallow ditch running alongside its northern edge. The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement. The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
hidden Blinds, and up to half of them may be dug-in. You may also deploy up to three Blinds in the church, churchyard or graveyard. These Blinds are also hidden, but are not dug-in. You have one Blind per platoon, plus two Dummy Blinds. Note that you have preregistered the church, churchyard, graveyard and crossroads as targets for your off-table artillery.
The open ground in the centre and west of the table is grass covered and dotted with small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles.
Objectives & Victory Conditions Your objective is to halt the enemy’s advance whilst units are rushed north to shore up the line. The crossroads will, you think, prove vital to the enemy’s advance.
There is no additional penalty for moving up and down the hills.
You therefore win a victory if you resist this, the enemy’s first attack, and have forces either occupying or able to threaten the crossroads at the end of the game.
Initial Deployment You may deploy your men anywhere south of the main east-west road. They deploy under
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Elements of 30th Panzer Division and 1002nd Infantry Regiment Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Panzer Zug 1 BM 2: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Infantry Kompanie HQ BM 3: Oberleutnant Bastian Bratwurst (Level II) 1 x FOO (only connected to the 15cm artillery battery) 2 x tripod-mounted MMG (5 crew each) Infantry Zug One BM 4: Hptfeldwebel W. Warsteiner (Level II) 2 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30
Infantry Zug Two BM 5: Feldwebel G. Gevultzstraminer (Lvl II) 2 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30
Light Infantry Gun Zug 1 x le.IG 75mm Infantry Gun (5 crew) 1 x SdKfz 10 as tow
Anti-Tank Gun Zug BM 6: Unterfeldwebel G. Glühwein (Level II) 2 x PaK 38 Anti-Tank Guns (5 crew each) 2 x SdKfz 10 as tows
Off-Table Artillery 1 Unlimited fire missions: 4 x 8cm Mortar Preregistered targets: the graveyard, the crossroads
Off-Table Artillery 2 Two fire missions: 4 x 15cm howitzers Preregistered targets: the church and churchyard, the crossroads
Unit Ratings & Armoury
Troops/Dice 0 1 2 1002nd Infantry 1, 2, 3 4, 5 6 These men from the 1002nd count as Regulars
3 7, 8
Vehicle Panther G
AC Weapon Speed Notes 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerfaust 30 MMG
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun PaK 38 (50mm)
Strike 7
SCENARIO 3B: PIERRECOURT used provided the basic pattern is adhered to. The northern end of the table should contain a small number of well-spaced houses, some with gardens. The main northsouth road is bordered by hedge not bocage at this point. The town itself is typical, with terraced shops or residences bordering the roads. Any open spaces in the town are rough, common ground with the odd bush. The structure marked WM is a war memorial.
Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British are now in trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east.
It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Use Map Eight: Pierrecourt. Introduction This is a straight attacker and defender battle. An American infantry force, backed up by a few tanks, will attempt to clear the Germans from the outskirts of Pierrecourt.
The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other.
Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. To allow flexibility in terms of available terrain models, the briefings allow any layout to be
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map.
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The German objective is also simple: hold their position. They therefore win the game if they finish the game with any units having three or more available Actions.
These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Special Rules The Americans get three pre-game stonks (each 12” by 12”) that may land anywhere on the table, American player’s choice where.
The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The duck pond is impenetrable to all troops...well, they can get into it, but not out again!
The Cards
Scenario 3B
Initial Deployment
Game
The Americans may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
Tea Break
The Germans begin the game with as much of their force as they like on-table. They may be deployed anywhere south of the war memorial. If in cover and dug in, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds. Any German units that start the game offtable may enter the table under a Blind at the end of either road leading on-table from the south whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. Objectives & Victory Conditions The American objective is simple: clear this area of the town of all opposition. They therefore win the battle if they dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions.
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Allies
Germans
Blinds Big Man 1-6 Company HQ 1st Platoon 2nd Platoon 3rd Platoon Weapons Platoon Combat Engineers Tanks Priests Off-Table Artillery Air Support Mortar Bonus Rally Dynamic Leader FOO
Blinds Big Man 1-5 Kompanie HQ Infantry Zug One Infantry Zug Two Anti-Tank 1-2 FOO Machine Gun Zug Off-Table Artillery Anti-Tank Bonus Rally Dynamic Leader
SCENARIO 3B: US BRIEFING Limeys on your left flank have screwed things up!
You are Major Dave Denver, CO of Alpha Company of 1st Battalion, the 425th Infantry Regiment. It’s the summer of 1944 and, following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper.
Ordered to make a demonstration attack against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they are now under extreme pressure from a German counter-attack.
High Command have identified the Ribeaux Valley as a possible axis of advance. The 425th, as part of 107th Division, the Coyotes, has moved south as far as the small town of Diot, with its next target now defined as Pierrecourt.
If the Germans do drive the Brits back, then you can’t advance past Pierrecourt: your left flank would just be too vulnerable. In a desperate measure designed to take the pressure off the Limeys, the division has therefore now been ordered to forget the hook and drive straight at the Krauts at Pierrecourt.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
As 21st Armoured are already in their jump off positions for the original plan, there aren’t that many tanks immediately available for your attack: only a platoon’s worth. It looks like taking the town is going to be down to you grunts again, but at least you have plenty of artillery.
Although you were expecting to have some difficulty in crossing the river, recon units from division found a bridge able to take the weight of 21st Armoured’s tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the
Okay, enough of the talking. Time to take a town! Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. Once into the town, it costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more
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ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions Your objective is simple: clear all opposition from this area of the town. You win the battle if you dominate the table at the end of the game, with the Umpire defining whether you have achieved dominance or not.
The fields themselves count as broken terrain. The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry.
Special Rules
Initial Deployment
You get three pre-game stonks (each 12” by 12”) that may land anywhere on the table.
Your troops may enter the table under Blinds anywhere along the northern end of the
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Elements of 425th Infantry Regiment and Supports Company HQ BM 1: Major Dave Denver (Level III) Forward Observation Officer (FOO) 2 x Bazooka Team (2 crew) 2 x Jeep Platoon One BM 2: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each)
Platoon Two BM 3: Lieutenant Dino Dallas (Level II) 3 x Rifle Squad (10 men each)
Platoon Three BM 4: Lieutenant M. Manhattan (Level II) 3 x Rifle Squad (10 men each)
Attached Combat Engineer Platoon 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each)
Weapons Platoon BM 5: Captain Alan Albuquerque (Level II) 3 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG Tank Platoon (from 830th Tank Battalion) BM 6: Lieutenant Billy-Bob Boulder (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman Regimental Cannon Platoon 2 x M7 Priests
Off-Table Artillery 4 x 81mm Mortars
Air Support Roll D6, appears on a 6: fighters with rockets Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M7 Priest 2 n/a 105mm Slow various Jeep 0 Wheels All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
SCENARIO 3B: GERMAN BRIEFING looks like they are coming straight at you!
You are Hauptmann Sebastian Schneeballeen of 1002nd Infantry Regiment. It is the summer of 1944 and the defence of France has begun!
Your scouts report large numbers of enemy infantry approaching from the north. Your orders are clear: hold your position against enemy attack.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1002nd forms part of the force sent to stop them. You are currently dug into the northern end of Pierrecourt, the town that sits in the centre of the valley, forming a roadblock against the enemy advance.
Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. The southern end of the table contains a small number of well-spaced houses, some with gardens. The main north-south road is bordered by hedge not bocage at this point. The town itself is typical: terraced shops or residences bordering the roads. Any open spaces in the town are rough, common ground with the odd bush. The structure marked WM is a war memorial.
Over the last few days, the Amis have tried outflanking your position. On your left, an enemy recon force managed to scout out a suitable crossing over the Moire, but have so far done nothing to exploit it. This is probably down to the fact that they also tried to take Avaux, on your right, but were turned back by troops from your sister regiment, the 1001st. Now, however, it
It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium
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tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The duck pond is impenetrable to all troops...well, they can get into it, but not out again!
Any German units that start the game offtable may enter the table under a Blind at the end of either road leading on-table from the south whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
Initial Deployment You begin the game with as much of your force as you like on-table. They may be deployed anywhere south of the war memorial. If in cover and dug-in, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds.
Objectives & Victory Conditions Your objective is simple: hold your positions. You win the game if you prevent the Americans achieving dominance over the table. The Umpire will define whether the Americans have achieved dominance or not.
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Elements of 1002nd Infantry Regiment/750th Infantry Division Kompanie HQ BM 1: Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer 2 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Zug One BM 2: Leutnant Berti Brotknodel (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe) Zug Two BM 3: Leutnant Kurt Kartoffeln-Kuchen (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe) Anti-Tank Zug BM 4: Feldwebel Otto Ochsenbohnen (Level II) 2 x PaK 40 anti-tank guns (5 crew each) Machine Gun Zug BM 5: Stabsfeldwebel Adolf Asbach-Uralt (Level II) 3 x MG42 tripod-mounted MMG (5 crew each) Off-Table Artillery You may call in up to two fire missions from four 21cm Nebelwerfers
Unit Ratings & Armoury
Troops/Dice 1002nd Infantry
Infantry AT Infantry Squad Panzerfaust 30 MMG Gun PaK 40 (75mm)
0 1 2 1, 2, 3 4 5 All infantry are Regulars 0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
Strike 9
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3 6, 7
16-24" ~ ~ 1
4 8
SCENARIO 3C: PIERRECOURT to. The southern end of the table should contain a small number of well-spaced houses, some with gardens. The main northsouth road is bordered by hedge not bocage at this point.
Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. The advance can therefore continue. Maybe the Allies cannot, for the moment, bypass Pierrecourt entirely, but at least they can attack the town from the flank.
The town itself is typical: terraced shops or residences bordering the roads. Any open spaces in the town are rough, common ground with the odd bush. The structure marked WM is a war memorial.
Use Map Eight: Pierrecourt.
It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house.
Introduction This is a straight attacker and defender battle. A combined arms American force will attempt to clear the Germans from the outskirts of Pierrecourt.
Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. To allow flexibility in terms of available terrain models, the briefings allow any layout to be used provided the basic pattern is adhered
The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross
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a Big Man to bring them on will not take part in the battle.
the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions The American objective is simple: clear this area of the town of all opposition. They therefore win the battle if they dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions.
The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry.
The German objective is also simple: hold their position. They therefore win the game if they finish the game with any units having three or more available Actions.
The duck pond is impenetrable to all troops...well, they can get into it, but not out again!
Special Rules The Americans get three pre-game stonks (each 12” by 12”) that may land anywhere on the table, American player’s choice where.
Initial Deployment The American troops may enter the table under Blinds from its western edge anywhere on or north of the road that leads into the town from the table’s western edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
The Cards
Scenario 3C
Game Tea Break
Allies
The Germans begin the game with as much of their force as they like on-table.
Germans
Blinds Blinds Big Man 1-8 Big Man 1-6 Tank HQ Kompanie HQ 1st Tank Platoon Infantry Zug One 2nd Tank Platoon Infantry Zug Two Infantry HQ Anti-Tank 1-2 FOO FOO 1st Infantry Platoon Machine Gun Zug 2nd Infantry Platoon Assault Gun Zug 3rd Infantry Platoon Off-Table Artillery Support Platoon Anti-Tank Bonus Off-Table Artillery Rally Air Support Dynamic Leader Armoured Bonus Rapid Deployment Mortar Bonus Dynamic Leader
They may be positioned anywhere in an arc east of the main north-south road and/or just north of the road that leads onto the table from its western edge. If in cover and dug-in, then they are deployed under hidden Blinds (the German player will need to mark their positions on their map); if not in cover, then they are placed on the table under Blinds. They have one Blind per platoon, plus two dummy Blinds. Any German units that start the game offtable may enter the table under a Blind at the end of either road leading on-table from the south whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without
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SCENARIO 3C: US BRIEFING built, and you and your tanks are ready to cross.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and the advance seems on again!
As driving forward to Vartres is currently nixed (the Germans are too ready to risk a straightforward assault) the plan is now to hit Pierrecourt from the flank. Your mission is to attack the northern end of the town from the west, securing the main route in from Diot for your heavier support units. Up ahead of you, you can see the main road and the buildings that form the outskirts of the town. You’d rather not mix it with the Krauts in a built-up area, but that’s what the crunchies are for!
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th has advanced south as far as the small town of Diot, accompanied by 107th Infantry, with your next target now defined as Pierrecourt. The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, your scouts failed to find a suitable bridge over the Moire, so the attack stalled whilst engineers and bridging equipment were brought up. This gave the Germans a chance to counter-attack, but this counter-attack was beaten off. The bridge has now been
A quick glance at your watch: right on time. Forward the Steel Fists! Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. Once into the town, it costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however,
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numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. Initial Deployment Your troops may enter the table under Blinds from its western edge anywhere on or north of the road that leads into the town from the table’s western edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
battle if you dominate the table at the end of the game, with the Umpire defining whether you have achieved dominance or not. Note that you need to have cleared the northern outskirts of the town as well as the town itself: that’s the route the division’s main support units intend to use to advance forward.
Objectives & Victory Conditions
Special Rules
Your objective is simple: clear all opposition from this area of the town. You win the
You get three pre-game stonks (each 12” by 12”) that may land anywhere on the table.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant M. Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) Staff Sergeant Ollie Oakland (Level II) Forward Observation Officer (FOO) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 5: Lieutenant P. Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 6: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 7: Lieutenant R. Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 8: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Off-Table Artillery You may call upon four fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 3C: GERMAN BRIEFING suitable bridge with which to cross the river.
You are Hauptmann Sebastian Schneeballeen of 1002nd Infantry Regiment. It is the summer of 1944 and the defence of France has begun!
Unfortunately, however, a counter-attack launched from Belle Maison has been driven back, and the resultant confusion in your line has given the enemy an opportunity: latest reports indicate that American engineers have built their own bridge across the Moire, allowing enemy armoured units to advance on Pierrecourt.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1002nd forms part of the force sent to stop them. You are currently dug into the northern end of Pierrecourt, the town that sits in the centre of the valley, forming a roadblock against the enemy advance.
A short time ago, your reconnaissance teams reported an enemy force of infantry and tanks heading towards your positions from the west. This is not ideal, as you have set up expecting an attack from the north. With customary efficiency, however, you have altered the axis of your defence, and are now ready to receive whatever they may throw at you. This promises to be a tough fight, but tough fights are what you are about!
The problem with a roadblock is the vulnerability of its flanks. Your right flank is secure: covered by troops in and around Avaux, who are holding firm in the face of probes from the British. Your left flank is covered by the Moire, and Aufklärung units from 30th Panzer Division have so far prevented Amis scouts from finding a
Map & Terrain The map represents the outskirts of the small Normandy town of Pierrecourt. The southern end of the table contains a small number of well-spaced houses, some with gardens. The main north-south road is bordered by hedge not bocage at this point. The town itself is typical: terraced shops or residences bordering the roads. Any open spaces in the town are rough, common ground with the odd bush. The structure marked WM is a war memorial. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each
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other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
main north-south road and/or just north of the road that leads onto the table from its western edge. If in cover and dug-in, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Any German units that start the game offtable may enter the table under a Blind at the end of either road leading on-table from the south whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The duck pond is impenetrable to all troops: well, they can get into it, but not out again!
Objectives & Victory Conditions
Initial Deployment
Your objective is simple: hold your positions. You win the game if you prevent the Americans achieving dominance over the table. The Umpire will define whether the Americans have achieved dominance or not.
Expect an attack from the north-west. You begin the game with as much of your force as you like on-table. They may be positioned anywhere in an arc east of the
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Elements of 1002nd Infantry Regiment/750th Infantry Division Kompanie HQ BM 1: Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer (FOO) 2 x MG42 tripod-mounted MMG (5 crew each) 1 x 8cm Mortar (5 crew) 1 x Kubelwagen Zug One BM 2: Leutnant B. Brotknodel (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
Zug Two BM 3: Lt. K. Kartoffeln-Kuchen (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
Anti-Tank Zug BM 4: Fldwbl O. Ochsenbohnen (Level II) 2 x PaK 40 anti-tank guns (5 crew each)
Assault Gun Zug BM 5: Obrfldwbl M. Mohntorte (Level II) 2 x StuG III G Assault Guns
Machine Gun Zug BM 6: Stabsfeldwebel Adolf Asbach-Uralt (Level II) 3 x MG42 tripod-mounted MMG (5 crew each) Off-Table Artillery You may call in up to three fire missions from four 21cm Nebelwerfers
Unit Ratings & Armoury
Troops/Dice 1002nd Infantry
0 1 2 1, 2, 3 4 5 All infantry are Regulars
3 6, 7
4 8
Vehicle StuG III G
AC Weapon Speed Notes 7 9 75mm Average Low Profile All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerfaust 30 MMG
0-4" 4 11 2
Gun PaK 40 (75mm)
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
Strike 9
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16-24" ~ ~ 1
SCENARIO 3D: SAINT MELOTTE British) defending.
The Americans have failed to find a way across the Moire. Firstly, German reconnaissance units effectively screened a vital bridge from American scouts; and, secondly, US engineers sent forward to build a bridge of their own fell victim to a vicious counter-attack from a small enemy kampfgruppe. It is fair to say that American plans to move up the western side of the Ribeaux valley are in disarray.
The British begin the game in possession of Saint Melotte, with their troops either on table or ready to come on. The Germans will make a frontal assault on their position, but with the option to have a small force appear on the British flank. The game begins as the Germans first appear. Map & Terrain
This has given the Germans a chance to counter-attack. They aim to capitalise on their current success by striking down from Avaux in the east towards Saint Melotte. There the British are caught somewhat on the hop: their force is deployed in preparation not for defence but for a planned diversionary attack of their own.
The scenario map represents the small Normandy village of Saint Melotte. The village sits on a hill, with the ground sloping down to the south. Some of the stone-built houses have a small garden bordered by low hedges or a wooden fence. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
Use Map 10: Saint Melotte. Introduction This is a straight attacker and defender scenario, but this time it’s the Germans attacking and the Allies (specifically the
The manor house in the centre of the table has two orchards, which provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The main road leading into Saint Melotte from the east is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones
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than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
The other, smaller roads that run perpendicular to the main road or off the town square are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The even smaller tracks give no benefit to movement.
The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The small stream does not provide an obstacle to movement for infantry, but vehicles attempting to move along it run the risk of bogging down.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment The British begin the game with as much of their force as they like on-table. They may be deployed anywhere the British player likes.
There are, however, numerous gates between the fields, all marked on the map.
If in cover, then British troops are deployed
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they have infantry in two or more of their main objectives: the church, the manor house and the village square.
under hidden Blinds (the British player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The British have one Blind per platoon, plus two dummy Blinds. They are not dug in.
The British objective is to hold their position. They therefore win the game if they prevent the Germans from achieving their objectives.
Any British units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
Special Rules The Germans get one 12” by 12” pre-game stonk, which may land anywhere they choose. The Cards
German troops may enter the table under Blinds anywhere along its southern edge.
Scenario 3D
Game
In addition, a Dummy Blind or up to one infantry Zug or the infantry contingent of the Kompanie HQ may enter the table from where the small track towards the southern end of the table hits its eastern edge i.e. near where the two trees are. This means they could potentially outflank any British forces arrayed along the bocage at the top of the ‘T’ formed by the track.
Tea Break
The Germans may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions The German objective is to take the village. They win victory if, at the end of the game,
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Allies
Germans
Blinds Big Man 1-6 FOO 1st Platoon 2nd Platoon MMG Platoon Anti-Tank x 2 Tanks Air Support Off-Table Artillery Rapid Deployment Rally Dynamic Leader Heroic Leader Anti-Tank Bonus
Blinds Big Man 1-5 FOO Kompanie HQ Infantry Zug One Infantry Zug Two Infantry Zug Three Panzers Off-Table Artillery Rally Dynamic Leader
SCENARIO 3D: BRITISH BRIEFING The Yanks have apparently failed to cross the Moire and, worse, Jerry has hit their right flank and knocked them a bit for six. You are up ahead of the brigade, scouting out the best assembly areas for your demonstration attack. You’ve hit the pretty little village of Saint Melotte and stopped as, from your position atop the hill, you can see a mass of grey coloured troops moving towards you PDQ!
A counter-attack? No, no, my man, you must have it wrong: it’s us who are attacking, not Jerry! You are Captain George Grimsby, commander of A Company, 1st Battalion, The Royal Windsor Foresters, part of 36th Armoured Brigade. It’s summer 1944 and things are moving apace! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The brigade has advanced south as far as the small town of Saint Melotte, with hordes of Yanks on your right.
This looks like it could be decidedly inconvenient. You’re less than a company strong, and only have a few tanker boys with you. No matter, you’ve called for reinforcements and ordered your men to prepare to resist all borders. Jerry on the attack, eh? Well, we’ll show them what for!
The Americans, as you are supposed to call them, are due to cross the Moire and either attack or bypass Pierrecourt. You are due to move up in support, possibly demonstrating towards Avaux in orders to keep the Jerries there occupied. Well, that was the plan, but it appears that things have gone a bit awry!
Map & Terrain The scenario map represents the small Normandy village of Saint Melotte. The village sits on a hill, with the ground sloping down to the south. Some of the stone-built houses have a small garden bordered by low hedges or a wooden fence. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The manor house in the centre of the table has two orchards, which provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the
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dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The main road leading into Saint Melotte from the east is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The other, smaller roads that run perpendicular to the main road or off the town square are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The even smaller tracks give no benefit to movement.
Initial Deployment You begin the game with as much of your force as you like on-table. They may be deployed anywhere you like, but note that Germans have been spotted approaching from both the south and the east.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. You are not dug in.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Any British units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
The fields themselves count as broken terrain.
Objectives & Victory Conditions
The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The small stream does not provide an obstacle to movement for infantry, but vehicles attempting to move along it run the risk of bogging down.
Your objective is to hold Saint Melotte. The enemy will be trying to capture significant buildings or areas within the village. You must prevent him from doing so.
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Elements of 1st Royal Windsor Foresters and Supports Infantry Company HQ (from 1st Royal Windsor Foresters) BM 1: Captain George Grimsby (Level III) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 2: Lieutenant Bob Bristol (Level II) 2 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 2 x Truck
2nd Infantry Platoon BM 3: Lieutenant Ian Ipswich (Level II) 2 x Rifle Section (8 men each) 1 x 2” Mortar Team (2 crew) 2 x Truck
MMG Platoon BM 4: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers Anti-Tank Gun Platoon BM 5: Sergeant Huntley Halifax (Level II) 2 x 6-pdr anti-tank guns (5 crew each) 2 x Lloyd Carriers as tows
Tank Troop (from 101st RTR) BM 6: Lieutenant S. Salisbury (Level II) 1 x Sherman Firefly 2 x M4 Sherman
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Off Table Artillery You may call upon up to four fire missions from 4 x 25 pounders
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions 0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun 6-pounder ATG
Strike 7
SCENARIO 3D: GERMAN BRIEFING easy, but you have cobbled together enough transport to get your men forward as far as Saint Melotte: an important target as it sits on top of a hill that dominates the area. Not only this, but you have managed to persuade the commander of a reserve zug of heavy tanks to join you: adding some much needed schwere to your punkt! You also know the area quite well, so know how to get into the town from a number of different directions.
You are Hauptmann Siggi Starkbier of 1001st Infantry Regiment. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1001st forms part of the force sent to stop them.
Your aim is to get into Saint Melotte and capture the key assets that will give you control of the heights. This will give the rest of the division a foundation from which to launch their own counter-attacks, and drive the enemy back into the sea!
You are based in the small village of Avaux, holding the eastern end of the main defensive line which stretches from Avaux, through Pierrecourt, and on to Chemont. On your left, troops from 30th Panzer Division have apparently successfully counterattacked the enemy from Belle Maison and driven them back. This gives you and your men the opportunity to launch a sudden counter-attack of your own.
Map & Terrain The scenario map represents the small Normandy village of Saint Melotte. The village sits on a hill, with the ground sloping down to the south. Some of the stone-built houses have a small garden bordered by low hedges or a wooden fence.
Switching from defence to offence is never
The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The manor house in the centre of the table has two orchards, which provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side
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may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The main road leading into Saint Melotte from the east is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. attempting to move along it run the risk of bogging down.
The other, smaller roads that run perpendicular to the main road or off the town square are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The even smaller tracks give no benefit to movement.
Initial Deployment Your troops may enter the table under Blinds anywhere along its southern edge. In addition, a Dummy Blind or up to one infantry Zug or the infantry contingent of the Kompanie HQ may enter the table from where the small track towards the southern end of the table hits its eastern edge i.e. near where the two trees are. This means they could potentially outflank any British forces arrayed along the bocage at the top of the ‘T’ formed by the track.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
You may enter a maximum of three Blinds whenever their Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your aim is to deny Saint Melotte to the Allies. You therefore win victory if, at the end of the game, you have infantry in at least two of your three main objectives: the church, the manor house and the village square.
The fields themselves count as broken terrain. The rest of the table is open, grass covered ground dotted with trees and small copses. Any copses are impenetrable to vehicles and count as heavy ground for infantry. The small stream does not provide an obstacle to movement for infantry, but vehicles
Special Rules You have one 12” by 12” pre-game stonk, which may land anywhere you choose.
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Elements of 1001st Infantry Regiment and Supports Kompanie HQ BM 1: Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer 2 x MG42 tripod-mounted MMG (5 crew each) 2 x Rifle Gruppe (8 men) 3 x Kubelwagen Zug One BM 2: Leutnant Freddi Feuerzangenbowle (Level III) 3 x Rifle Gruppe (8 men each) Zug Two BM 3: Leutnant Bjorn Bittburger (Level III) 3 x Rifle Gruppe (8 men each) Zug Three BM 4: Leutnant Patrick Pfankuchen (Level III) 3 x Rifle Gruppe (8 men each) Schwerer Panzerzug BM 5: Leutnant Eberhard Eisbein (Level III) 4 x Tiger I Off-table Artillery Unlimited fire missions from three 150mm guns
Unit Ratings & Armoury
Troops/Dice 1001st Infantry
0 1 2 1, 2, 3 4 5 All infantry are Regulars
3 6, 7
4 8
Vehicle Tiger I
AC Weapon Speed Notes 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 4A: VARTRES of the other scenarios in this pack, the Allied target is a particular building (the water mill) as opposed to just dominance of the battlefield.
The Allies are on a roll! Everything in the campaign has gone right so far. US Recon forces found the bridge across the Moire, allowing US 21st Armoured Division to outflank Pierrecourt. Whilst the British successfully distracted the Germans at Avaux, US 21st Armoured Division then broke through the enemy’s lines near Chemont.
The Germans begin the game with their entire force on-table. The Americans enter the table to begin their attack, but can do so at a variety of different points: either end of the main road or, for their footsloggers only, anywhere along the table’s western edge.
Now the US 21st Armoured Division drives forward again. This time the target is Vartres: specifically a German command post established in the water mill that is the village’s most significant feature. In their path are newly-arrived fallschirmjaeger reinforcements: better quality German troops than the Americans have encountered before.
Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Use Map Seven: Vartres. Introduction This is an attacker-defender scenario, with the Americans attacking elite German troops dug-in to the village of Vartres. Unlike most
The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area. The open space surrounding the town is rough, common ground with the odd bush. The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They
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their map); if not in cover, then they are placed on the table under Blinds. They have one Blind per platoon, plus two dummy Blinds. Note that Germans are in cover but not dug-in.
are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
Objectives & Victory Conditions The Germans have established a command post in the mill, and this will be the target of the American attack. The Americans therefore win the battle if, at the end of the game, they have taken the mill, defined as having at least one infantry squad or Big Man and no Germans within the mill building itself.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
The Germans must defend their command post. They therefore win the battle if, at the end of the game, they have prevented the Americans from both occupying the mill and clearing them from it. Note that the mill can be shot at and knocked down in order for either side to win victory. For the purposes of this game, occupying the rubble that is all that’s left of the mill is still occupying the mill! The Cards
Scenario 4A
Game
Initial Deployment
Tea Break
Allies
American troops may enter the table under Blinds from either end of the main northsouth road. Alternatively, any US troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Tank Co. HQ Kompanie HQ 1st Tank Platoon Zug One 2nd Tank Platoon Zug Two Arm'd Rifle Co. HQ FOO 1st Infantry Platoon MG Zug 2nd Infantry Platoon Anti-Tank 1 3rd Infantry Platoon Anti-Tank 2 Support Platoon Tank Hunter FOO Anti-Tank Bonus Off-Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
The Germans begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on
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SCENARIO 4A: US BRIEFING now driving south towards Vartres. You’ve had one dust-up with the enemy so far, near Chemont, but really opposition has been light: probably because British forces on the other side of Pierrecourt have apparently struck forward at Avaux, keeping the Krauts nicely busy and out of your way!
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and you are once again driving forward deep into the heart of enemy territory! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th had advanced south as far as the small town of Diot, with its next target then defined as Pierrecourt.
You’ve just received more orders from HQ. Apparently the enemy have established some form of command post in Vartres which, when operational, will be responsible for co-ordinating all activity in the area. The plan is for you, out in front again, to launch a sudden strike at Vartres, aiming to neutralise the command post, and so keep the Germans off balance whilst the rest of the division moves forward.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
HQ have also let you know one more thing as well. Apparently the Krauts have moved reinforcements into the area. They’d like to be able to tell you more, but the scouts sent forward to Vartres haven’t come back...
Although you were expecting to have some difficulty in crossing the river, recon units from 107th Infantry found a bridge able to take the weight of your tanks. The battalion, accompanied by its armoured rifle infantry, has outflanked Pierrecourt and is
Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de
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Moulin) just to the east of the town. The open space surrounding the town is rough, common ground with the odd bush. The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. from either end of the main north-south road. Alternatively, any US troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
You may enter a maximum of three Blinds whenever their Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions The Germans have a command post in the mill, and this is the target of your attack. You therefore win the battle if, at the end of the game, you have taken the mill. Taking the mill is defined as having at least one infantry squad or Big Man, and no Germans, within the mill building itself.
Initial Deployment Your troops may enter the table under Blinds
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Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant M. Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) BM 5: St. Sergeant O. Oakland (Level II) Forward Observation Officer 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 6: Lieutenant P. Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant R. Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each); 2 x MMG (5 crew each) 2 x M21 MC Halftrack; 2 x M2 Halftrack Off-Table Artillery Unlimited fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
SCENARIO 4A: GERMAN BRIEFING This, however, is where you will make your stand. A command post has been set up in the only decent defensive position in Vartres: the water mill. Your mission is to protect the command post at all costs: its transmitters are the only ones in the area powerful enough to contact all German forces in the valley and therefore properly co-ordinate the defence. Without the command post, things could go badly wrong very fast indeed.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
A short time ago, your forward outposts dealt with an enemy reconnaissance force. This is good, but following behind the aufklärung will be the rest of their army!
You have been moved into the valley because of the successes that the enemy have already enjoyed. Firstly, the Allies were able to cross the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted. Following this, Britisher tanks struck at Avaux, drawing in reinforcements from elsewhere in the valley, allowing the Americans to push past Chemont and threaten the strategically vital town of Vartres.
Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The open space surrounding the town is rough, common ground with the odd bush. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area.
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The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Note that as you have just arrived, your men are in cover but not dug-in.
There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions You must defend the command post in the mill. You therefore win the battle if, at the end of the game, you still have at least one asset within the mill and have prevented the Americans from occupying it.
The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
Notes
Initial Deployment
The Vehicle Breakdown card applies to the Jagdpanther only. The Anti-Tank Bonus card applies to both the PaK40s and the Jagdpanther. The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
You begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm AT guns (5 crew each) 2 x Opel Blitz truck as tows
Tank Hunter Zug BM 5: Feldwebel S. Spatzen (Level III) 1 x Jagdpanther
Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
0 1 2 1, 2 3 4 The paratroopers are Veterans
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions 0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 4B: NEAR AVAUX Introduction
After their reconnaissance units succeeded in their mission to find a viable bridge across the Moire, and with the enemy distracted by the British demonstration at Avaux, the Americans bypassed Pierrecourt and thrust forward for Vartres.
This is a horrible scenario for the British. Despite having much larger numbers, they are up against elite troops with plenty of anti-tank capacity on bocage-filled terrain ideally suited for the defence.
The Germans had, however, managed to cobble together enough rear-echelon troops to block their path near Chemont, and these troops, backed up by a fire brigade from 30th Panzer, managed to turn back the US advance.
Although the British have the most part of a squadron of tanks (including Fireflies) well supported by infantry, the Germans have a nasty surprise up their sleeve: a Jagdpanther that, provided it doesn’t break down, could prove the dominant force on the battlefield.
This failure, coupled with an immediate German counter-attack, has put huge pressure on the American axis of advance. The British, fresh from their success at Avaux, therefore thrust forward again: driving down the main road towards Vartres from the east. The Germans have, however, moved elite reinforcements into their path...
The Germans begin the game on-table, and have the option of attempting to disrupt the initial British advance by use of a “forlorn hope”. The game begins as British Blinds appear on the table’s northern edge. Map & Terrain
Use Map 12: Near Avaux.
The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
The main north-south road is the AvauxVartres road, the turn off leads to Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side. The table top should have a distinct rise in its centre, but should not look like a cone!
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For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. Note that these houses belong to two brothers who do not get on: there are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road.
under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds. The Germans may if they wish also have a “forlorn hope” in the most northerly woods: up to one squad or infantry and an anti-tank weapon. Objectives & Victory Conditions
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The British objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table. They therefore win the game if, at the end of the battle, no on-table enemy troops can shoot onto any of the roads with more than two initiative dice.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The German objective is to stop the British advancing along the roads to either Pierrecourt or Vartres. They therefore win the game if, at the end of the battle, they have troops that can shoot with more than two initiative dice onto any of the roads. The Cards
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Scenario 4B
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Squadron HQ Kompanie HQ Troop One Zug One Troop Two Zug Two Infantry Co. HQ FOO FOO MG Zug 1st Platoon Anti-Tank 1 2nd Platoon Anti-Tank 2 3rd Platoon Tank Hunter MMG Platoon Anti-Tank Bonus Off-Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
Initial Deployment The British may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. The Germans begin the game on-table. They may be deployed anywhere south of the most northerly line of bocage in the fields west of the main north-south road. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table
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SCENARIO 4B: BRITISH BRIEFING attention away from where the Americans aimed to hit them.
You are Captain Miles Manchester, commander of A Squadron, 101st Royal Tank Regiment, part of 36th Armoured Brigade. It’s summer 1944 and things are still moving apace!
Well, you smashed through the Germans at Avaux, and were all set to charge forward to Vartres, when you were ordered to halt to let the Yanks attack the enemy near Chemont. You were a bit annoyed at having to rein in the horses, as it were, but could see the point of the old “one-two”.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance.
Unfortunately, however, the Americans have chuffed it up! They’ve let themselves be beaten back by, from all reports, a load of cooks and bottle-washers! Worse than that, they’re now embroiled in repelling a counter-attack, and apparently going to be tied up for ages!
The brigade had advanced south as far as the small town of Saint Melotte On your right were hordes of Yanks whose aim was to get across the River Moire, bypass Pierrecourt, and so strike at Vartres and Blenneville, giving you complete control of the valley.
So it’s up to the good old one hundred and ones again! Your orders are to clear the road of all enemy opposition between Avaux and Vartres. But watch out, you’ve been warned, apparently Mr Hitler has sent some of his better trained lads in as reinforcements.
With the aid of some fine reconnaissance work, the Yanks were able to get across the Moire and threaten Pierrecourt from the flanks and rear. Your squadron was then called on to launch a diversionary attack towards Avaux, aiming to draw the Krauts’
Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the AvauxVartres road, the turn off leads to Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side.
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The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
The fields themselves count as broken terrain.
Objectives & Victory Conditions Your objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table. You therefore win the game if, at the end of the battle, no on-table enemy troops can shoot with more than two initiative dice onto any of the roads.
Initial Deployment You have learnt that advancing your tanks into enemy territory along bocage-lined roads is not a very sensible thing to do. You may therefore enter the table under Blinds anywhere along its northern end. You may enter a maximum of three Blinds whenever
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions 0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant S. Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers Off Table Artillery Unlimited fire missions from 4 x 25 pounders Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 4B: GERMAN BRIEFING You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun!
elsewhere in the valley, allowing the Americans to try and push past Chemont and threaten the strategically vital town of Vartres.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
That, however, is when things started to go wrong for the Allies. A hastily cobbled together defensive line managed to turn the American tanks back, and a counter-attack is now keeping them occupied. That means that the next advance is likely to be up the other side of the valley: the side that you are currently protecting. You have positioned your force around a strategically important junction where the roads from Avaux, Vartres and Pierrecourt meet. If you can hold this junction, then you can prevent the British and Americans from joining forces. Your scouts report that British tanks are on their way south from Avaux, on or hugging the road you are currently looking down.
You have been moved into the valley because of the successes that the enemy have already enjoyed. Firstly, the Allies were able to cross the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted. Following this, Britisher tanks struck at Avaux, drawing in reinforcements from
Well, let them come: you have a nice warm, fallschirmjaeger welcome all ready for them! Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off leads to Pierrecourt.
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The junction itself sits on top of a hill that slopes evenly and gently down on each side. For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. There are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions Your objective is to stop the enemy advancing along the roads to either Pierrecourt or Vartres.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
You therefore win the game if, at the end of the battle, you have troops that can shoot with more than two initiative dice onto any of the roads. Notes The Anti-Tank Bonus card applies to both the anti-tank guns and the Jagdpanther. The Vehicle Breakdown card applies to the Jagdpanther only.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
Initial Deployment All your troops begin the game on-table. They may be deployed anywhere south of the most northerly line of bocage in the fields west of the main north-south road. If in cover, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. You may if they wish also have a “forlorn hope” in the most northerly woods: up to one squad or infantry and an anti-tank weapon.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm AT guns (5 crew each) 2 x Opel Blitz truck as tows
Tank Hunter Zug BM 5: Feldwebel S. Spatzen (Level III) 1 x Jagdpanther
Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
0 1 2 1, 2 3 4 The paratroopers are Veterans
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions 0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 4C: NEAR AVAUX German forces involved: it’s the second of three outings for the Near Avaux map, and the third appearance of Herr Major Sascha Sauerbrauten’s Fallschirmjaeger.
Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east.
The game is an attacker-defender scenario, with the Americans attacking. The Germans begin the game on-table, and have the option of attempting to disrupt the initial US advance by use of a “forlorn hope”. The game begins as American Blinds appear on the table’s western edge.
The American attack on Pierrecourt was a success, and American troops now pour through the town, heading south for Vartres. An American force is sent to take the vital junction east of the main PierrecourtVartres road: there they encounter the enemy again.
Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The main north-south road is the Avaux-Vartres road, the turn off leads to Pierrecourt.
Use Map 12: Near Avaux. Note that this map will also be used for scenarios 4b and 4e.
The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Introduction Those of you reading this scenario booklet in order will recognise both the terrain and the
The junction itself sits on top of a hill that slopes evenly and gently down on each side. The table top should have a distinct rise in its centre, but should not look like a cone! For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. Note that these houses belong to two brothers who do not get on: there are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles
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Objectives & Victory Conditions
weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The American objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table. They therefore win the game if, at the end of the battle, no ontable enemy troops can shoot with more than two initiative dice onto any of the roads.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
The German objective is to stop the Americans advancing along the roads to either Avaux or Vartres. They therefore win the game if, at the end of the battle, they have troops that can shoot with more than two initiative dice onto any of the roads.
Initial Deployment
The Cards
The Americans may enter the table under Blinds anywhere along its western edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
Scenario 4C
Game Tea Break Turn Card
Allies
Germans
Blinds Blinds Big Man 1-6 Big Man 1-5 Company HQ Kompanie HQ 1st Platoon Zug One 2nd Platoon Zug Two 3rd Platoon FOO Weapons Platoon MG Zug Combat Engineers Tank Hunter Tanks Off-Table Artillery Priests Vehicle Breakdown Off-Table Artillery Mortar Bonus Air Support Rally x 2 Mortar Bonus Tank Killers Rally Heroic Leader Reinforcements Dynamic Leader FOO Big Man 6 Zug Three StuG
The main German force begins the game ontable. They may be deployed anywhere east of the bocage that borders the western side of the main north-south road. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds. The Germans may if they wish also have a “forlorn hope” in the most southerly woods: up to one squad or infantry and an anti-tank weapon. The German reinforcements will appear under a Blind at the northern end of the main north-south road on the fourth appearance of the Turn Card. That is their go i.e. they cannot move until the next appearance of the German Blinds card.
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SCENARIO 4C: US BRIEFING Ordered to make a demonstration attack against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they then came under extreme pressure from a German counter-attack.
You are Major Dave Denver, CO of Alpha Company, 1st Battalion, the 425th Infantry Regiment. It’s summer 1944 and, following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command had identified the Ribeaux Valley as a possible axis of advance. The 425th, as part of 107th Division, was moved forward with 21st Armoured Division past the small town of Diot ready to take its next target: the town of Pierrecourt.
This meant that the 425th had to launch an immediate attack on Pierrecourt: looking to concentrate the Krauts’ attention there and so let the Brits recover. That attack was led by the 425th, with you and Alpha Company leading the way. It succeeded, and the division has now driven through it and is on the way to its next objective: Vartres.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Although you were expecting to have some difficulty in crossing the river, recon units found a bridge able to take the weight of 21st Armoured’s tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the Limeys on your left flank screwed things up!
The road to Vartres splits just north of the town, with one fork heading off to a road connecting Vartres with Avaux. That junction - of the Avaux, Vartres, Pierrecourt roads - is vital strategically: control of it allows an attack into the rear of any enemy troops still threatening the Brits to the north, and allows a two-pronged attack on Vartres itself. The Krauts know this too, and have apparently sent reinforcements to hold the area. Your mission is removing them, and open the junction to Allied traffic. Okay, enough of the talking. Time to take a road junction! Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up
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short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off comes from Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions Your objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table.
Initial Deployment
You therefore win the game if, at the end of the battle, no on-table enemy troops can shoot with more than two initiative dice onto any of the roads.
You may enter the table under Blinds anywhere along its western edge. You may enter a maximum of three Blinds whenever
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M7 Priest 2 n/a 105mm Slow various Jeep 0 Wheels All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 425th Infantry Regiment and Supports Company HQ BM 1: Major Dave Denver (Level III) Forward Observation Officer (FOO) 2 x Bazooka Team (2 crew) 2 x Jeep Platoon One BM 2: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each)
Platoon Two BM 3: Lieutenant Dino Dallas (Level II) 3 x Rifle Squad (10 men each)
Platoon Three BM 4: Lieutenant M. Manhattan (Level II) 3 x Rifle Squad (10 men each)
Attached Combat Engineer Platoon 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each)
Weapons Platoon BM 5: Captain Alan Albuquerque (Level II) 3 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG Regimental Cannon Platoon 2 x M7 Priests Tank Platoon (from 830th Tank Battalion) BM 6: Lieutenant Billy-Bob Boulder (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman Off-Table Artillery 4 x 81mm Mortars
Air Support Roll D6, appears on a 6: fighters with rockets
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SCENARIO 4C: GERMAN BRIEFING You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun!
themselves up for an advance on Vartres. One force has, however, peeled off from the main thrust, and looks to be trying to loop behind German forces at Avaux.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of advance is through the Ribeaux river valley, and it is there that the Allies are mounting their next attack. You have been moved into the valley because of the successes that the enemy has already enjoyed.
You have positioned your force around a strategically important junction where the roads from Avaux, Vartres and Pierrecourt meet. If you can hold this junction, then you can prevent the British and Americans from joining forces. Your scouts report that a large American force is on their way east from Pierrecourt, on or hugging the road you are currently looking down. Well, let them come: you have called for reinforcements and, whether they turn up or not, you have a nice warm, fallschirmjaeger welcome all ready for the Amis!
Firstly, the Allies were able to cross the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted. Although an attack on Avaux by the British was turned back, the Amis then struck at Pierrecourt, smashing their way into the town, and setting
Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off leads to Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side. For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. There are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road.
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The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
If your reinforcements do arrive, then they will be coming from Avaux i.e. they will appear under a Blind at the northern end of the main north-south road.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Objectives & Victory Conditions Your objective is to stop the enemy advancing along the roads to either Avaux or Vartres. You therefore win the game if, at the end of the battle, you have troops that can shoot with more than two initiative dice onto any of the roads.
Initial Deployment All your troops begin the game on-table. They may be deployed anywhere east of the bocage that borders the western side of the main north-south road. If in cover, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds.
Notes The Anti-Tank Bonus card applies to both the anti-tank guns and the Jagdpanther. The Vehicle Breakdown card applies to the Jagdpanther only. The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
You may if they wish also have a “forlorn hope” in the most southerly woods: up to one squad or infantry and an anti-tank weapon.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Tank Hunter Zug BM 5: Feldwebel S. Spatzen (Level III) 1 x Jagdpanther Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars Possible Reinforcements from 1001st Infantry Division at Avaux: Zug Three BM 6: Leutnant Freddi Feuerzangenbowle (Level III) 2 x Rifle Gruppe (8 men each) 2 x Opel Blitz Truck 1 x StuG III G Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars Vehicle StuG III G Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
4 7, 8 8
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions
0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
SCENARIO 4D: BELLE MAISON received some divisional ATGs in support), and the Germans have been quite heavily reinforced.
Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east.
The Americans begin the game in possession of Belle Maison, with their troops either on table or ready to come on. The game begins as German Blinds appear on the table’s southern edge. Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. Noone can remember why it is called Belle Maison, particularly in view of the fact that all its houses look a bit battered and worn.
The American attack on Pierrecourt was, however, not a success. Now the Germans counter-attack from south of Belle Maison. Use Map 13: Belle Maison. Introduction
The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
This is a standard attacker/defender game, but with the Allies on the defensive for a change. Those of you who have already played games with either 30th Panzer or the US 425th should note that the OBs are slightly changed from those used before: the Americans are battered after their failed assault on Pierrecourt (although they have
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church at the northern end of the village is a typical example of a Normandy
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German troops may enter the table under Blinds anywhere along its southern edge. The Germans may enter a maximum of four Blinds whenever their Blinds card appears. They have one Blind per platoon, plus four Dummy Blinds.
church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions The German objective is to hurl the Americans from the town, providing an easy route for their Schwerer forces to drive north. They therefore win the game if, at the end of the battle, there are no combatcapable US troops south of the church.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The American objective is to hold the town for as long as possible, denying an easy route north to the Germans. They therefore win the game if they have combat-capable troops south of the church at the end of the battle.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Take the ‘victory line’ as an east/west line running across the northern end of the church. The Cards
Initial Deployment The Americans begin the game with as much of their force as they like on-table. They may be deployed anywhere north of the most southerly track.
Scenario 4D
Game Tea Break
If in cover, then American troops are deployed under hidden Blinds (the US player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Americans have one Blind per platoon, plus two dummy Blinds. They are not dug in. Any American units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the US Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
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Allies
Germans
Blinds Big Man 1-5 Company HQ 1st Platoon 2nd Platoon Weapons Platoon Anti-Tank 1 Anti-Tank 2 Anti-Tank Bonus FOO Off-Table Artillery Air Support Dynamic Leader Rally
Blinds Big Man 1-8 Kampfgruppe HQ Aufklarung Zug Panzer Zug 1 Panzer Zug 2 Infantry HQ Infantry Zug 1 Infantry Zug 2 Infantry Zug 3 Armoured Bonus Rapid Deployment Recce Bonus Rally x 2 Dynamic Leader
SCENARIO 4D: AMERICAN BRIEFING Ordered to make a demonstration attack against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they then came under extreme pressure from a German counter-attack.
You are Major Dave Denver, OC A Company of 1st Battalion, the 425th Infantry Regiment. It’s summer 1944 and the advance is faltering again! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 425th, as part of 107th Division, has advanced south past the small town of Diot and taken its next target: Pierrecourt.
This meant that the 425th had to launch an immediate attack on Pierrecourt: looking to concentrate the Krauts’ attention there and so let the Brits recover. That attack, led by the 425th, failed, and you have retired onto the village of Belle Maison (captured earlier by 21st Armoured) to lick your wounds and recover.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
The problem is that the Krauts have no intention of letting you have that period of recovery time that you know your men desperately need. Your forward outposts have been driven in by what’s reported as a strong force of enemy heavy tanks backed up by Panzergrenadiers. Now the Germans are heading for Belle Maison: determined to open up the road through the village in order to drive north for Diot.
Although you were expecting to have some difficulty in crossing the river, recon units from Division found a bridge able to take the weight of your tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the Limeys on your left flank screwed things up!
Well, you and your boys might be battered, but you’re not beaten: not by a long chalk! Hurriedly deploying your men, you wait for the enemy onslaught. Okay, enough of the talking. Time to hold a village! Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or
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stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. They are not dug in. Any American units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the US Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Note that the ATGs’ security team must be placed in a position that provides some security for the ATGs. It acts on the first Anti-Tank card drawn each turn. Objectives & Victory Conditions The German objective is to hurl you from the town, providing an easy route down the road for their forces to drive north towards Diot. They therefore win the game if, at the end of the battle, there are no combatcapable US troops south of the church.
Initial Deployment
Your objective is to therefore to hold the town for as long as possible, denying an easy route north to the Germans. You therefore win the game if you have combat-capable troops south of the church at the end of the battle.
You begin the game with as much of your force as you like on-table. Any troops ontable at the beginning of the game may be deployed anywhere north of the most southerly track.
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Some of the Surviving Elements of 425th Infantry Regiment and Supports Company HQ BM 1: Major Dave Denver (Level III) Forward Observation Officer (FOO) 1 x Bazooka Team (2 crew) Platoon One BM 2: Lieutenant Pat Phoenix (Level II) 2 x Rifle Squad (10 men each)
Platoon Two BM 3: Lieutenant Dino Dallas (Level II) 2 x Rifle Squad (10 men each)
Weapons Platoon BM 4: Captain Alan Albuquerque (Level II) 2 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG Divisional Anti-Tank Platoon BM 5: Lt. M. Manhattan (Level II) (ass.) 2 x 3” Anti-Tank Guns (5 crew each) 2 x M2 or M3 half-tracks as tows Security Team of 1 x MMG (5 crew) Off-Table Artillery Four fire missions from two Priests (105mm SP guns)
Air Support Roll D6, appears on a 6: fighters with rockets
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars Infantry AT Infantry Squad Bazooka MMG HMG
Gun 3" ATG (76.2mm)
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
Strike 10
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16-24" ~ ~ 1 1
SCENARIO 4D: GERMAN BRIEFING You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun!
Americans managed to properly reconnoitre the area and seemed to be preparing for a major advance towards either Pierrecourt or Vartres.
The Normandy landings must be seen as a great success for the enemy. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
Next, the axis of the Allied attack switched to the eastern side of the valley, with British tanks leading a charge on Avaux. This assault was beaten off by the 1001st Infantry Regiment, quickly followed by another success: the 1002nd Infantry regiment beating off an American attack on Pierrecourt itself. With these two victories, it looks as if the Allied advance is stalled!
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened when your Aufklärung units fought a sharp action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire. Leutnant Spaten took part in the engagement, and he reports that the clash was not a success for the 30th: the
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is now preparing to do. Quickly moving from behind Pierrecourt to Chemont, you have assembled a powerful kampfgruppe which has been ordered to drive ahead of the main force and kick the Amis who have retired on Belle Maison after their battering at Pierrecourt out of the village, so opening up the main road there for the main drive north. Forward the 30th Panzer Division! Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
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The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment Your troops may enter the table under Blinds anywhere along its southern edge. You may enter a maximum of four Blinds whenever your Blinds card appears. You have one Blind per platoon, plus four Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to hurl the Americans from the town, providing an easy route for your Schwerer forces to drive north. You therefore win the game if, at the end of the battle, there are no combat-capable US troops south of the church.
The fields themselves count as broken terrain.
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Ob’ltnt D. Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 BM 4: Ob’ltnt W. Weinbrand (Level II) 2 x Panther
Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew) Infantry Zug 1 BM 6: Leutnant Fr. Fastnachts (Level III) 3 x Rifle Gruppe (8 men each)
Infantry Zug 2 BM 7: Leutnant Fa. Fastnachts (Level II) 3 x Rifle Gruppe (8 men each)
Infantry Zug 3 BM 8: Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 Off-Table Artillery None available: you are out in front of the main force. Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 4E: NEAR AVAUX This is a horrible scenario for the Americans. Despite having much larger numbers, they are up against elite troops with plenty of anti-tank capacity on bocage-filled terrain ideally suited for the defence. Although the Americans have the most part of a company of tanks well supported by infantry, the Germans have a nasty surprise up their sleeve: a Jagdpanther that, provided it doesn’t break down, could prove the dominant force on the battlefield.
Although US reconnaissance units failed to locate the bridge over the river Moire, their engineers managed to fight off a German counter-attack and build a bridge of their own. This allowed the Americans to hit Pierrecourt from the flank as opposed to having to make a full frontal assault on the German lines there. The American attack on Pierrecourt was a success, and American troops now pour through the town, heading south for Vartres. An American force is sent to take the vital junction east of the main Pierrecourt-Vartres road: there they encounter the enemy again. Use Map 12: Near Avaux. Note that this map will also be used for scenarios 4b and 4c.
The Germans begin the game on-table, and have the option of attempting to disrupt the initial US advance by use of a “forlorn hope”. The game begins as American Blinds appear on the table’s western edge.
Introduction
Map & Terrain
Those of you reading this scenario booklet in order will certainly recognise both the terrain and the German forces involved: it’s the third of three outings for the Near Avaux map, and the fourth appearance of Herr Major Sauerbrauten’s Fallschirmjaeger.
The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off leads to Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side. The table top should have a distinct rise in its centre, but should not look like a cone! For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. Note that these houses belong to two brothers who do not get on: there are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road.
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Objectives & Victory Conditions
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
The American objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table. They therefore win the game if, at the end of the battle, no ontable enemy troops can shoot with more than two initiative dice onto any of the roads. The German objective is to stop the Americans advancing along the roads to either Avaux or Vartres. They therefore win the game if, at the end of the battle, they have troops that can shoot with more than two initiative dice onto any of the roads. The Cards
Initial Deployment
Scenario 4E
The Americans may enter the table under Blinds anywhere along its western edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
Game Tea Break Turn Card
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-6 Tank Co. HQ Kompanie HQ 1st Tank Platoon Zug One 2nd Tank Platoon Zug Two Arm'd Rifle Co. HQ FOO 1st Infantry Platoon MG Zug 2nd Infantry Platoon Anti-Tank 1 3rd Infantry Platoon Anti-Tank 2 Support Platoon Tank Hunter FOO Anti-Tank Bonus Off-Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
The main German force begins the game ontable. They may be deployed anywhere east of the bocage that borders the western side of the main north-south road. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds. The Germans may if they wish also have a “forlorn hope” in the most southerly woods: up to one squad or infantry and an anti-tank weapon. The German reinforcements will appear under a Blind at the northern end of the main north-south road on the fourth appearance of the Turn Card. That is their go i.e. they cannot move until the next appearance of the German Blinds card.
Reinforcements Big Man 6 Zug Three StuG
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SCENARIO 4E: AMERICAN BRIEFING them off, and then complete their bridge without further interference.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and you are driving forward deep into the heart of enemy territory!
The 830th, accompanied by its armoured rifle infantry, then poured across the bridge, and were able to assault Pierrecourt from the west, hitting the German defences in the flank. It was hard fighting, but you managed to push the Krauts out of the town. Now the advance continues again: this time south towards Vartres.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th had advanced south as far as the small town of Diot, with its next target then defined as Pierrecourt. The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
The road to Vartres splits just north of the town, with one fork heading off to a road connecting Vartres with Avaux. That junction - of the Avaux, Vartres, Pierrecourt roads - is vital strategically: control of it allows a two-pronged attack on Vartres itself and opens up the possibility of linking up with the British force driving south from Avaux. The Krauts know this too, and have apparently sent reinforcements to hold the area. Your mission is removing them, and open the junction to Allied traffic.
Recon units from 107th Infantry failed to find a bridge able to take the weight of your tanks, so engineers had to be brought forward to build a bridge of their own. The Germans counter-attacked, but the engineers and their escorts managed to fight
HQ have also let you know one more thing as well. Apparently the Kraut reinforcements are some of their elite troops. They’d like to be able to tell you more, but the scouts sent forward to investigate haven’t come back... Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off comes from Pierrecourt.
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The junction itself sits on top of a hill that slopes evenly and gently down on each side. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions Your objective is to remove all enemy opposition to travel along the main roads. Realistically, this can only be achieved by removing all enemy opposition from the table. You therefore win the game if, at the end of the battle, no on-table enemy troops can shoot with more than two initiative dice onto any of the roads.
Initial Deployment You may enter the table under Blinds anywhere along its western edge. You may enter a maximum of three Blinds whenever your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant M. Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) BM 5: Staff Sergeant Ollie Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep 1st Armoured Rifle Platoon BM 6: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG 2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant R. Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Off-Table Artillery You may call upon unlimited fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 4E: GERMAN BRIEFING backwards towards Avaux. American troops now pour through the town, heading south for Vartres.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun!
You have positioned your force around the strategically important junction where the roads from Avaux, Vartres and Pierrecourt meet. If you can hold this junction, then you can prevent the Americans from either attacking your troops at Avaux from the rear or from launching a two-pronged attack on Vartres itself.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the enemy seeks to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
Your scouts report that a large American force is on their way east from Pierrecourt, on or hugging the road you are currently looking down. Well, let them come. You have called for reinforcements and, whether they turn up or not, you have a nice warm welcome all ready for the Amis!
You have been moved into the valley because of the successes that the enemy have already enjoyed. Although initially the actions of 30th Panzer’s Aufklärung squadron managed to prevent US reconnaissance units finding a bridge over the river Moire, enemy engineers managed to fight off a counter-attack and build a bridge of their own. This allowed the Americans to hit 1002nd Infantry at Pierrecourt in the flank, driving them rapidly
Map & Terrain The map represents the area around the road junction on the Avaux to Vartres road just south of the Petit-Ribeaux. The three main roads are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The main north-south road is the Avaux-Vartres road, the turn off leads to Pierrecourt. The junction itself sits on top of a hill that slopes evenly and gently down on each side. For visibility and shooting purposes, you can assume a four-pointed crest N-S/E-W. Just by the junction are two co-joined houses, each with its own yard. There are no communicating gates or suchlike between the two houses, yards or fields east of the Avaux-Vartres road.
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The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
If your reinforcements do arrive, then they will be coming from Avaux i.e. they will appear under a Blind at the northern end of the main north-south road.
Initial Deployment
Objectives & Victory Conditions
All your troops begin the game on-table. They may be deployed anywhere east of the bocage that borders the western side of the main north-south road. If in cover, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds.
Your objective is to stop the enemy advancing along the roads to either Avaux or Vartres. You therefore win the game if, at the end of the battle, you have troops that can shoot with more than two initiative dice onto any of the roads.
You have one Blind per platoon, plus two dummy Blinds.
The Anti-Tank Bonus card applies to both the anti-tank guns and the Jagdpanther. The Vehicle Breakdown card applies to the Jagdpanther only. The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
Notes
You may if they wish also have a “forlorn hope” in the most southerly woods: up to one squad or infantry and an anti-tank weapon. They have not yet had time to dig in.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm AT guns (5 crew each) 2 x Opel Blitz truck as tows
Tank Hunter Zug BM 5: Feldwebel Siegfried Spatzen (Level III) 1 x Jagdpanther
Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars Possible Reinforcements from 1001st Infantry Division at Avaux: Zug Three BM 6: Leutnant Freddi Feuerzangenbowle (Level III) 2 x Rifle Gruppe (8 men each) 2 x Opel Blitz Truck 1 x StuG III G
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars Vehicle StuG III G Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
4 7, 8 8
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions 0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
SCENARIO 4F: BELLE MAISON as German Blinds appear on the table’s southern edge.
Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. This allowed the Americans to assault Pierrecourt from the flank but, despite this advantage, the attack failed. Now the Germans counterattack from south of Belle Maison.
Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. Noone can remember why it is called Belle Maison, particularly in view of the fact that all its houses look a bit battered and worn.
Use Map 13: Belle Maison.
The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
Introduction This is a standard attacker/defender game, but with the Allies on the defensive for a change. Those of you who have already played games with either 30th Panzer or the US 21st Armoured should note that the OBs are changed from those used before: the Americans are battered after their failed assault on Pierrecourt, and the Germans have been quite heavily reinforced.
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
The Americans begin the game in possession of Belle Maison, with their troops either on table or ready to come on. The game begins
The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is
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Objectives & Victory Conditions
only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The German objective is to hurl the Americans from the town, providing an easy route for their Schwerer forces to drive north. They therefore win the game if, at the end of the battle, there are no combatcapable US troops south of the church.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The American objective is to hold the town for as long as possible, denying an easy route north to the Germans. They therefore win the game if they have combat-capable troops south of the church at the end of the battle.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Take the ‘victory line’ as an east/west line running across the northern end of the church.
Initial Deployment
The Cards
The Americans begin the game with as much of their force as they like on-table. They may be deployed anywhere north of the most southerly track.
Scenario 4F
Game Tea Break
Allies
If in cover, then American troops are deployed under hidden Blinds (the US player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Americans have one Blind per platoon, plus two dummy Blinds. They are not dug in.
Germans
Blinds Blinds Big Man 1-7 Big Man 1-8 Tank Co. HQ Kampfgruppe HQ 1st Tank Platoon Aufklarung Zug 2nd Tank Platoon Panzer Zug 1 Arm'd Rifle Co. HQ Panzer Zug 2 1st Infantry Platoon Infantry HQ 2nd Infantry Platoon Infantry Zug 1 Support Platoon Infantry Zug 2 Anti-Tank 1 Infantry Zug 3 Anti-Tank 2 Armoured Bonus Anti-Tank Bonus Rapid Deployment FOO Recce Bonus Off-Table Artillery Rally x 2 Air Support Dynamic Leader Rally Dynamic Leader Hesitant Troops
Any American units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the US Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. German troops may enter the table under Blinds anywhere along its southern edge. The Germans may enter a maximum of four Blinds whenever their Blinds card appears. They have one Blind per platoon, plus four Dummy Blinds.
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SCENARIO 4F: US BRIEFING This allowed an attack on Pierrecourt from the flank, and the 21st Armoured led the way. Unfortunately, German resistance was stronger than expected and that attack failed. You have therefore retired onto the village of Belle Maison (captured earlier) to lick your wounds and recover.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and you are bloodied, battered and somewhere in France! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th had advanced south as far as the small town of Diot, with its next target then defined as Pierrecourt.
The problem is that the Krauts have no intention of letting you have that period of recovery time that you know your men desperately need. Your forward outposts have been driven in by what’s reported as a strong force of enemy heavy tanks backed up by Panzergrenadiers. Now the Germans are heading for Belle Maison: determined to open up the road through the village in order to drive north for Diot.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, recon units were unable to find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge. The Krauts, never ones to let you build a bridge in piece, counter-attacked, but an engineer column managed to beat off the German attack and build the river crossing anyway.
Well, you and your boys might be battered, but you’re not beaten: not by a long chalk! Hurriedly deploying your men, you wait for the enemy onslaught. Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to
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move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. Note that the ATGs’ security team must be placed in a position that provides some security for the ATGs. It acts on the first Anti-Tank card drawn each turn. Objectives & Victory Conditions The German objective is to hurl you from the town, providing an easy route down the road for their forces to drive north towards Diot. They therefore win the game if, at the end of the battle, there are no combatcapable US troops south of the church.
Initial Deployment
Your objective is to therefore to hold the town for as long as possible, denying an easy route north to the Germans. You therefore win the game if you have combat-capable troops south of the church at the end of the battle.
You begin the game with as much of your force as you like on-table. Any troops ontable at the beginning of the game may be deployed anywhere north of the most southerly track. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. They are not dug in. Any American units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the US Blinds card appears, provided they have a Big Man with
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Some of the Surviving Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 1 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 1 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep 1st Armoured Rifle Platoon BM 5: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each)
2nd Armoured Rifle Platoon BM 6: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 7: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each)
Divisional AT Platoon (from 107th Infantry) 2 x 3” Anti-Tank Guns (5 crew each) 2 x M2 or M3 half-tracks as tows Security Team of 1 x MMG (5 crew)
Off-Table Artillery You may call upon four fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 6: fighters with rockets
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Gun 3" ATG (76.2mm)
Strike 10
SCENARIO 4F: GERMAN BRIEFING You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invaders has begun!
footsloggers did what footsloggers are supposed to do and held their ground, beating off everything the enemy could throw at them.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is now preparing to do. Quickly moving from behind Pierrecourt to Chemont, you have assembled a powerful kampfgruppe which has been ordered to drive ahead of the main force and kick the Amis who have retired on Belle Maison after their battering at Pierrecourt out of the village, so opening up the main road there for the main drive north.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Although initially the actions of 30th Panzer’s Aufklärung squadron managed to prevent US reconnaissance units finding a bridge over the river Moire, enemy engineers managed to fight off a counter-attack, in which you took part, and build a bridge of their own. This allowed the Americans to hit 1002nd Infantry at Pierrecourt in the flank, but the
Forward the 30th! Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones
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than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. Initial Deployment
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Your troops may enter the table under Blinds anywhere along its southern edge. You may enter a maximum of four Blinds whenever your Blinds card appears. You have one Blind per platoon, plus four Dummy Blinds. Objectives & Victory Conditions
The fields themselves count as broken terrain.
Your objective is to hurl the Americans from the town, providing an easy route for your Schwerer forces to drive north. You therefore win the game if, at the end of the battle, there are no combat-capable US troops south of the church.
The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant D. Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 BM 4: Ob’leutnant W. Weinbrand (Level II) 2 x Panther
Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew) Infantry Zug 1 BM 6: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each)
Infantry Zug 2 BM 7: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each)
Infantry Zug 3 BM 8: Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 Off-Table Artillery None available: you are out in front of the main force. Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 4G: BELLE MAISON The initial stages of the campaign to take the Ribeaux valley went very badly for the Allies: American scouts failed to find a viable bridge across the Moire, and then the engineers sent forward to build a bridge of their own fell victim to a vicious counterattack from a small enemy kampfgruppe.
bringing them on in a sequence defined by pre-written orders of march. As this is an encounter scenario, do not put the Tea Break card into the pack until the first shots have been fired.
The Germans then counter-attacked in strength: striking down from Avaux towards Saint Melotte. There, however, the tide seemed to have turned: despite being caught somewhat on the hop, British units turned the Germans back, inflicting a painful defeat on the advancing 1001st Regiment. Now, their rear secure, the Allies advance again: aiming to capture Belle Maison...but the Germans, too, seek to retake the town.
Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. Noone can remember why it is called Belle Maison, particularly in view of the fact that all its houses look a bit battered and worn.
Map & Terrain
The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
Use Map 13: Belle Maison. Introduction This is an encounter scenario centred on the small village of Belle Maison. Both sides will start with all their forces off the table,
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its
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to determine which Blinds arrive on table.
one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
Players do not available Blinds can enter one, cannot change Blinds arrive.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
have to enter all three on to the table (i.e. they two or three Blinds) but the order in which their
Objectives & Victory Conditions Both sides have the same objective: to “own” the road that runs through the centre of Belle Maison. The Germans therefore win the game if, at the end of the battle, there are no combat-capable US troops south of the church. Take the ‘victory line’ as an east/west line running across the northern end of the church.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The Americans therefore win the game if, at the end of the battle, there are no combatcapable German troops surviving on table.
The fields themselves count as broken terrain.
The Cards
The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Scenario 4G
Game Tea Break
Initial Deployment
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-7 Tank Co. HQ Kampfgruppe HQ 1st Tank Platoon Aufklarung Zug 2nd Tank Platoon Panzer Zug 1 Arm'd Rifle Co. HQ Panzer Zug 2 1st Infantry Platoon Infantry Zug 1 2nd Infantry Platoon Infantry Zug 2 3rd Infantry Platoon Armoured Bonus Support Platoon Recce Bonus FOO Rally x 2 Off-Table Artillery Dynamic Leader Air Support FOO Armoured Bonus Off-Table Artillery Rapid Deployment Rally Dynamic Leader
As this is an encounter scenario, both sides will start with all their forces off the table. As a reminder, do not put the Tea Break card into the pack until the first shots are fired. US troops may enter the table under Blinds anywhere along its northern edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus four Dummy Blinds. German troops may enter the table under Blinds anywhere along its southern edge. The Germans may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Both sides should map out an order of march for their Blinds i.e. which order they will arrive on table. These should then be used
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SCENARIO 4G: US BRIEFING engineer column and effectively stopping the advance dead in its tracks.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and things finally look as if they are starting to go right!
The Germans then counter-attacked the British at Saint Melotte, but found that they had bitten off more than they could chew. Their attack was hurled back, and for a few days an uneasy stalemate has reigned whilst both sides work out what to do next.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th had advanced south as far as the small town of Diot, with its next target then defined as Pierrecourt.
Well, that decision has now been made: alter the axis of attack to Belle Maison and then Chemont. First step in that process is to take Belle Maison, and that’s what you’re on your way to do now.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
One slight problem: the Germans seem to have the same idea, and aerial recon reports a column of enemy troops heading for the town as well. You have been sent forward ahead of the main division to make sure that the enemy has no chance to establish themselves in Belle Maison.
Unfortunately, recon units were unable to find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge. The Krauts, never ones to let you build a bridge in peace, counter-attacked: destroying an
Forward, ho! Belle Maison here you come! Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The town is typical, with terraced shops or residences bordering the main north-south
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road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. your Blinds card appears. You have one Blind per platoon, plus four Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
You should map out an order of march for your Blinds i.e. which order they will arrive on table. This should then be used to determine which Blinds arrive on table. You do not have to enter all four available Blinds on to the table when your Blinds card appears (i.e. you can enter one, two, or three Blinds) but cannot change the order in which your Blinds arrive.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to hurl the advance elements of the German column from the town, providing an easy route for your main force to drive south.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
You therefore win the game if, at the end of the battle, there are no combat-capable German troops on the table.
Initial Deployment Your troops may enter the table under Blinds anywhere along its northern edge. You may enter a maximum of three Blinds whenever Unit Ratings & Armoury Part 1
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) BM 5: Staff Sergeant Ollie Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 6: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Off-Table Artillery You may call upon unlimited fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Unit Ratings & Armoury Part 2
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
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SCENARIO 4G: GERMAN BRIEFING You then led one of a number of small kampfgruppes in a successful counter-attack on the flank of the enemy advance, managing to destroy what you now know to have been a column of engineers. This effectively stopped the Amis from advancing forwards, and set the scene for a larger counter-attack on the other side of the valley.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
Unfortunately, this counter-attack (launched by elements of the 1001st Infantry Regiment towards Avaux) was repulsed, leaving the enemy free to re-organise and then begin their advance again. This they have now started to do, and it looks as if they have decided to alter the axis of their attack from Pierrecourt to Belle Maison and then presumably Chemont.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. A few days ago, 30th Panzer’s Aufklärung units fought a sharp action with the leading elements of the enemy’s scouts. Leutnant Spaten took part in the engagement, and he reports that the clash was a success for the 30th: with the Americans driven back from the Moire without managing to properly reconnoitre the area.
You have therefore been sent forward to reoccupy Belle Maison with a large enough force to keep the Amis from doing so themselves before the rest of the division can join you there. As you hurtle down the narrow, French country lanes, you hope that you get there before them... Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The town is typical, with terraced shops or
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residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
enter a maximum of three Blinds whenever your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds. You should map out an order of march for your Blinds i.e. which order they will arrive on table. This should then be used to determine which Blinds arrive on table. You do not have to enter all four available Blinds on to the table when your Blinds card appears (i.e. you can enter one, two, or three Blinds) but cannot change the order in which your Blinds arrive.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Objectives & Victory Conditions Your objective is to “own” the road that runs through the centre of Belle Maison. You therefore win the game if, at the end of the battle, there are no combat-capable US troops south of the church. Take the ‘victory line’ as an east/west line running across the northern end of the church.
Initial Deployment Your troops may enter the table under Blinds anywhere along its southern edge. You may
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant D. Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 BM 4: Ob’leutnant W. Weinbrand (Level II) 2 x Panther
Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x SdKfz 251/10 Forward Observation Officer (FOO) Infantry Zug 1 BM 6: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
Infantry Zug 2 BM 7: Leutnant Fabian Fastnachts (Level II) 2 x Rifle Gruppe (8 men each) 2 x SdKfz 251/1
Off-Table Artillery You may call upon unlimited fire missions from two 12cm mortars.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 251/1 SdKfz 251/10 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret MMG 2 Fast Open body 2 5 37mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 4H: DIOT British to keep their heads down whilst their infantry crosses.
Nothing has gone right for the Allies so far. US reconnaissance troops failed to scout out a suitable bridge over which their armoured troops could cross the Moire and hit the Germans at Pierrecourt in the flank. Worse, the engineers that they brought up to build a bridge across the river were ambushed and prevented from carrying out their mission. The Germans then counter-attacked the British at Saint Melotte, winning victory there, and are now following up that victory with an assault on Diot.
The British begin the game in possession of Diot, with their troops either on table or ready to come on. The battle begins as German Blinds appear on the table’s eastern edge. Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: a large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses.
Use Map Nine: Diot. Introduction This is an attacker-defender scenario, with a powerful German force attacking British troops positioned around the strategically important village of Diot.
The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Diot is a difficult position to take: the British positions are well protected by the river Ribeaux. The Germans do, however, have a lot of armour so may be able to rush the bridges with their tanks and assault guns, or put enough HE into the town to force the
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is
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Objectives & Victory Conditions
only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The German objective is to control the routes into and out of Diot. They therefore win the game if, at the end of the battle, no British troops may fire into the town square.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The British objective is to deny the Germans use of Diot as a nexus of further advance. They therefore win the game if they have troops that can fire into the town square at the end of the battle. Notes
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
The Vehicle Breakdown card applies only to the Tigers. The Cards
Scenario 4H
Initial Deployment
Game Tea Break
The British begin the game with as much of their force as they like on-table. They may be deployed anywhere west of the river.
Allies
Germans
Blinds Blinds Big Man 1-6 Big Man 1-7 Platoon One FOO Platoon Two Kompanie HQ FOO Infantry Zug One MMG Platoon Infantry Zug Two Anti-Tank 1 Infantry Zug Three Anti-Tank 2 Infantry Zug Four Anti-Tank Bonus Assault Guns Tanks Panzers Off-Table Artillery Vehicle Breakdown Rally Rally Heroic Leader Dynamic Leader Off-Table Artillery
If in cover, then British troops are deployed under hidden Blinds (the British player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The British have one Blind per platoon, plus two dummy Blinds. They are not dug in. Any British units that start the game offtable may enter the table under a Blind at the end of either of the two west-of-theriver roads whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. German troops may enter the table under Blinds anywhere along its eastern edge. The Germans may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
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SCENARIO 4H: BRITISH BRIEFING effectively stopping the American advance dead in its tracks. The Germans then counter-attacked English troops at Saint Melotte: driving them back in disorder. Their next obvious target is the town of Diot: strategically vital as it is where the roads from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte converge.
You are Captain Gordon Glasgow of the 1st Battalion, the Alban Regiment, and the campaign to liberate Europe seems to be getting off to a gey shoogling start! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. With Americans to your right, you had advanced as far south as Saint Melotte, and were preparing to move forward again in support of your gum-chewing allies!
Diot canna be allowed to fall into enemy hands. If it does, then it is entirely possible that German troops from Belle Maison or Pierrecourt can push forward past the Americans, isolating them, and so threaten the whole Ribeaux Valley strategy. That’s why they have sent you and your men there: to hold the town against the leading elements of the next German advance whilst more powerful reinforcements can be brought forward.
The plan was for the Yanks to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, their recon units couldnae find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge.
Fortunately, Diot is a potential nightmare to assault. The Ribeaux forms a natural barrier, channelling any enemy advance onto the roads leading over the two bridges: neither of which can be destroyed, incidentally, as they will be needed for your own advance once this wee stooshie has been sorted out. As you position your men, you know the coming fight will be a tough one. Well, dinna fash yersel, tough fer the Hun, that is!
The Hun, however, counter-attacked, destroying an engineer column and
Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big...and so strategically important. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that
150
turn: its driver has been forced to pull up short and reposition for the manoeuvre. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
Blinds. You have one Blind per platoon, plus two dummy Blinds. They are not dug in.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Any of your units that start the game offtable may enter the table under a Blind at the end of either of the two west-of-theriver roads whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to deny the Germans use of Diot as a nexus of further advance: the real danger being that the Jerries will be able to drive down from Belle Maison or Pierrecourt and join forces with the squareheads attacking you! You therefore win the game if you have troops that can fire into the town square at the end of the battle.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles. Initial Deployment You begin the game with as much of your force as you like on-table. They may be deployed anywhere west of the river. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under
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Elements of 1st Battalion, The Alban Regiment & Supports B Company HQ BM 1: Captain Gordon Glasgow (Level III) Forward Observation Officer (FOO) 1 x Jeep Platoon One BM 2: Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
Platoon Two BM 3: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
MMG Platoon BM 4: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Anti-Tank Platoon BM 5: Sergeant Mikey Motherwell (Level II) 2 x 6-pounder anti-tank gun (5 crew each) 2 x Lloyd Carrier Attached Infantry Tank Platoon (from 21st Independent Tank Brigade) BM 6: Lieutenant Will Warwick (Level I) 3 x Churchill Mk VI Off-Table Artillery You have access to unlimited fire missions from four 25-pounders.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 The Alban Regiment 1, 2 3 4, 5 6, 7 The Scottish infantry are Veterans and Aggressive Vehicle Churchill Mk VI
Infantry AT Infantry Squad PIAT MMG Gun 6-pounder ATG
4 8
AC Weapon Speed Notes 8 7 75mm Slow Heavy Armour All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
Strike 7
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16-24" ~ ~ 1
SCENARIO 4H: GERMAN BRIEFING Now you drive forward again, aiming at an even more important target: the town of Diot, where four main roads converge. Taking Diot allows the possibility that 30th Panzer will be able to drive down from the east, join forces with you, and then lead the way south to Neuf-Foix.
You are Hauptmann Siggi Starkbier of 1001st Infantry Regiment. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1001st forms part of the force sent to stop them.
The only problem, of course, is that Diot is going to be a schwein of a place to take! The river Ribeaux runs through the town, forcing you to assault the enemy lines across two bridges. No matter: you have brought up the battalion’s assault guns, and you still have some of the heavy tanks with you that proved so useful in the attack on Saint Melotte (some of them: half have broken down!), and you’ve commandeered an advance platoon of fallschirmjaeger reinforcements.
You were based in the small village of Avaux, holding the eastern end of the main defensive line which stretches from Avaux, through Pierrecourt, and on to Chemont. On your left, troops from 30th Panzer Division successfully counter-attacked the enemy from Belle Maison, driving them back in disorder. This gave you and your men the opportunity to launch a sudden counterattack of your own: successfully pushing British troops out of Saint Melotte, an important target as it sits on top of a hill that dominates the area.
Right, camarades: I’ve had a think about this, and this is how we’re going to take Diot... Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: only last week you took advantage of the large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or
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yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment Your troops may enter the table under Blinds anywhere along its eastern edge. You may enter a maximum of three Blinds whenever your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to control the routes into and out of Diot. This will allow 30th Panzer, pushing forward from Belle Maison, to join you in your assault on Neuf-Foix. You therefore win the game if, at the end of the battle, no British troops may fire into the town square.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Notes The Vehicle Breakdown card applies only to the Tigers.
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Elements of 1001st Infantry Regiment and Supports Kompanie HQ BM 1: Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer (FOO) 2 x MG42 tripod-mounted MMG (5 crew each) 2 x Rifle Gruppe (8 men) 3 x Kubelwagen Zug One BM 2: Lt. F. Feuerzangenbowle (Level III) 3 x Rifle Gruppe (8 men each)
Zug Two BM 3: Leutnant Bjorn Bittburger (Level III) 3 x Rifle Gruppe (8 men each)
Zug Three BM 4: Leutnant Patrick Pfankuchen (Level III) 3 x Rifle Gruppe (8 men each) Zug Four (Fallschirmjaeger) BM 5: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Assault Gun Zug BM 6: Ob’feldw’l Maik Mohntorte (Level II) 4 x StuG III G
Schwerer Panzerzug BM 7: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I
Off-table Artillery You may call upon up to four fire missions from three 21cm Nebelwerfers
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars
4 7, 8 8
Vehicle StuG III G Tiger I
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 5A: BLENNEVILLE the Germans beginning the game in possession of Blenneville, with their troops either on table or ready to come on. The British attack from the table’s northern edge, but have the option to send part of their force on an outflanking manoeuvre that will arrive from the south.
The final battle of the campaign! Everything has gone right for the Allies so far. US Recon forces found the bridge across the Moire, allowing US 21st Armoured Division to outflank Pierrecourt. Whilst the British successfully distracted the Germans at Avaux, US 21st Armoured Division smashed through the enemy’s lines near Chemont, and then drove forward to Vartres, where they successfully destroyed a vital German command post.
Map & Terrain The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
The Allies have so far swept all opposition from their path and now approach their final objective: Blenneville. The American 21st Armoured Division having fought two sharp engagements, it’s the role of the British Guards to leapfrog past them and deliver the coup de grace.
The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus.
Use Map Six: Blenneville. Introduction
The houses of the town are stone, and each has their own small garden or yard bordered by a low wooden fence or stone wall. The three buildings in a row in the centre of the village are shops. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
This is an attacker/defender scenario, with
The church at the southern end of the village is a typical example of a Normandy church, with a tower at its eastern end. The white areas are common land: open, grass covered ground dotted with trees. The small stream that runs through the village does not provide an obstacle to movement for infantry, but vehicles attempting to move along it run the risk of bogging down.
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To the south of the village is an orchard surrounded by a low stone wall. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
In addition to the above, the British may send one platoon or troop in a flanking manoeuvre, provided there is a Big Man with the force. This will arrive on the fifth appearance of the Turn Card, a Blind being placed on the southern end of the main road.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The German objective is also simple: hold their position. They therefore win the game if they finish the game with any units having three or more available Actions.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Game
The British objective is simple: clear the village of all opposition. They therefore win the battle if they dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions.
The Cards
Scenario 5A Tea Break Turn Card
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Squadron HQ Kompanie HQ Troop One Zug One Troop Two Zug Two Infantry Co. HQ FOO FOO MG Zug 1st Platoon Anti-Tank 1 2nd Platoon Anti-Tank 2 3rd Platoon Tank Hunter MMG Platoon Anti-Tank Bonus Off Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
Initial Deployment The Germans begin the game with all their troops on-table. They may be deployed anywhere in or south of the most northerly house. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds. British troops may enter the table under Blinds anywhere along its northern edge. The British may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds.
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SCENARIO 5A: BRITISH BRIEFING past Chemont and threaten and then take the strategically vital town of Vartres.
You are Captain Miles Manchester of 101st Royal Tank Regiment. It’s summer 1944 and you are driving forward deep into the heart of enemy territory!
Now you have leapfrogged past the advancing Americans, and must take Blenneville to complete the campaign and open up the heart of France to your advance. If the recon boys are right, they’ve also found a route around Blenneville, allowing you to outflank the German positions with some of your force.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 101st had advanced south as far as the small town of Saint Melotte, with thousands of Yanks on your right flank.
Right then: one more push and Berlin here we come!
The plan was for the Americans to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
Map & Terrain The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus.
The Americans were able to cross the Moire over a bridge located by their recon units. Following this, the 101st struck at Avaux, drawing in reinforcements from elsewhere in the valley, allowing the Americans to push
The houses of the village are stone. It costs infantry one Action to move into or out of a building or a garden. The white areas are common land: open, grass covered ground dotted with trees. The small stream that runs through the village does not provide an obstacle to movement for infantry, but vehicles attempting to move along it run the risk of bogging down. To the south of the village is an orchard surrounded by a low stone wall. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
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The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
In addition to the above, you may send one platoon or troop in a flanking manoeuvre, provided there is a Big Man with the force. This will arrive on the fifth appearance of the Turn Card, a Blind being placed on the southern end of the main road.
Initial Deployment
Objectives & Victory Conditions
Your troops may enter the table under Blinds anywhere along its northern edge. You may enter a maximum of three Blinds whenever your Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
Your objective is simple: clear the village of all opposition. They therefore win the battle if they dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions.
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers Off Table Artillery Unlimited fire missions from 4 x 25 pounders Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 5A: GERMAN BRIEFING threaten the strategically vital town of Vartres.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun!
This is where you made your first stand. A command post had been set up in a mill building in a decent defensive position, but unfortunately you were unable to resist the Amis attack, and were forced to retreat to Blenneville. This is where you will make your next (and hopefully not last!) stand.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies have mounted their attack.
Blenneville cannot fall to the Allies. If it does, enemy troops will pour out of their bridgehead into the heart of France, Paris will fall and, after that, Germany itself may be threatened! You and your men must hold their positions. You must!
You have been moved into the valley because of the successes that the enemy have already enjoyed. Firstly, the Allies were able to cross the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted.
Map & Terrain The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus.
Following this, Britisher tanks struck at Avaux, drawing in reinforcements from elsewhere in the valley, allowing the Americans to push past Chemont and
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. The three buildings in a row in the centre of the village are shops. It costs infantry one Action to move into or out of a building or a garden. The church to the at the southern end of the village is a typical example of a Normandy church, with a tower at its eastern end. The white areas are common land: open, grass covered ground dotted with trees. The small stream that runs through the village does not provide an obstacle to movement
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for infantry, but vehicles attempting to move along it run the risk of bogging down. To the south of the village is an orchard surrounded by a low stone wall. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment All your forces begin the game on-table. They may be deployed anywhere in or south of the most northerly house. If in cover, then they are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
You have one Blind per platoon, plus two dummy Blinds.
The fields themselves count as broken terrain.
Objectives & Victory Conditions Your objective is simple: hold your position. You therefore win the game if you finish the game with any units having three or more available Actions.
The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm anti-tank guns (5 crew each) 2 x Opel Blitz truck as tows Tank Hunter Zug BM 5: Feldwebel Siegfried Spatzen (Level III) 1 x Jagdpanther Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
0 1 2 1, 2 3 4 The paratroopers are Veterans
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions
0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5B: CHEMONT Chemont seeking to re-take Pierrecourt and/or Belle Maison, isolating the US 21st Armoured Division and so forcing them to retreat and the Allied campaign into a painful stalemate.
The final battle in the campaign, and the last chance for the Allies to claim an outright victory or for the Germans to force a draw. The opening encounter in the Ribeaux valley saw US Recon forces finding a bridge across the Moire, allowing US 21st Armoured Division to drive south and outflank Pierrecourt. Then, whilst the British successfully distracted the Germans at Avaux, US 21st Armoured Division broke through the enemy’s lines near Chemont.
Use Map Eleven: Chemont. Introduction This is an encounter scenario where both sides are trying to gain possession of the same objective: the bridge over the river Moire in the centre of the small hamlet of Chemont.
All the Americans then had to do to move forward to threaten Blenneville was to find and destroy the German command post in Vartres, but they failed in their task, and the Germans were therefore able to coordinate their defences and drive back the Allied advance.
The Germans are on the road and need to secure the bridge for their troops to get forward. The Americans are aware of their enemy's intentions, and dispatch the only force they have on hand to stop them. Map & Terrain
Now the Germans launch a counter-attack of their own, seeking to outflank the American spearhead currently licking its wounds just outside Vartres. The 30th Panzer Division will make a lightning thrust through
The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge. The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into
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another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
on the eastern side of the main bocage that separates the eastern open ground at the top of the slope from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table.
The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end.
Any other Blinds will start the game offtable, but may be brought on by the most senior US Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the eastern edge of the table. Those Blinds may act next time the US Blinds card appears.
To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
The German Aufklärung platoon begins the game on-table under a Blind on the road anywhere north of the bridge.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The rest of the German force begins the game in column and just entering the table from the southern end of the road. The German player should write down the order in which his platoons are deployed in the column. The Germans have one Blind per platoon and no Dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
At the start of the game, place the lead German Blind on the main road at the table’s southern edge. The first time that the German Blinds card appears, the lead German Blind makes its move as normal. Subsequent German Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other German Blind.
The fields themselves count as broken terrain. The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
Objectives & Victory Conditions Both sides have the same objective: secure the bridge over the river Moire. Victory therefore goes to the side which is in possession of the bridge at the end of the game.
Initial Deployment The American force begins the game under Blinds: some on table, some off table. They have one Blind per platoon, plus three Dummy Blinds. Up to three of their Blinds may be placed either within the orchard or
I leave the exact definition of “in possession of” up to you and the hours of discussion which would doubtless follow a close-fought game, but having troops actually on the
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bridge is a given; with having the nearest troops to the bridge, or blocking all enemy access to the bridge being close run seconds.
The Cards
Scenario 5B
Game
Special Rules
Tea Break
Neither the Americans or Germans may target the bridge itself. Destroying the bridge means an immediate loss for that side. Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for antiinfantry fire, as the firer deliberately tries not to hit or damage the bridge. The US Anti-Tank Bonus Fire card applies to the anti-tank guns and the M10 tank destroyers.
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Allies
Germans
Blinds Big Man 1-8 Company HQ Platoon One Platoon Two Platoon Three Weapons Platoon Mortar Bonus Engineers Tank Platoon Anti-Tank 1 Anti-Tank 2 Tank Destroyers Anti-Tank Bonus FOO Off Table Artillery Air Support
Blinds Big Man 1-7 Kampfgruppe HQ Aufklarung Zug Panzer Zug 1 Panzer Zug 2 Infantry HQ Infantry Zug 1 Infantry Zug 2 Armoured Bonus Rapid Deployment Recce Bonus Rally Dynamic Leader
SCENARIO 5B: US BRIEFING British forces on the other side of Pierrecourt had apparently struck forward at Avaux, keeping the Krauts nicely busy and out of their way.
You are Major Dave Denver, CO of Alpha Company, 1st Battalion, the 425th Infantry Regiment. It’s summer 1944 and, following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper.
Unfortunately, the attack on Vartres was not a success. The Germans had established some kind of regional command post there, and protected it with elite paratroops who managed to turn back the tanks of the 21st.
High Command had identified the Ribeaux Valley as a possible axis of advance. The 425th, as part of 107th Division, was moved forward, along with 21st Armoured Division, past the small town of Diot ready to take its next target: the town of Pierrecourt.
Now the Krauts have launched a counterattack of their own, aiming to outflank the tanker-boys currently licking their wounds just outside Vartres. One of their panzer divisions is apparently heading down the road from Blenneville to Chemont, seeking to re-take Pierrecourt and/or Belle Maison. If that happen, then 21st Armoured Division will be isolated and forced to retreat, throwing the whole success of the campaign into question!
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Although you were expecting to have some difficulty in crossing the river, recon units found a bridge able to take the weight of 21st Armoured’s tanks. These then drove forward around Pierrecourt, smashing through enemy lines near Chemont, and heading on to Vartres. Opposition was quite light: probably because
Up to now, the 425th has been doing nothing more than just following up the 21st: occasionally clearing by-passed pockets of resistance but really just burning petrol in the tankers’ wake. That’s all changed now, as you are the only unit available to stop the German thrust through Chemont! You have been ordered to take your men, supported by as many extra troops as can be found at such short notice, and immediately drive for Chemont. In the centre of the hamlet is a small bridge that is the only viable crossing point for any Kraut force coming down from Blenneville. If you can take and hold that bridge until the rest of division comes to join you, then the German attack will be blunted, the 21st’s ass protected, and the success of the campaign saved. You are therefore now just approaching Chemont from the east. Latest recon reports are that the German spearhead is also
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almost there: it’s become a race for the bridge. You are a little concerned that your column has become a little strung out, but that’s a bit to be expected as you are an infantry force acting like an armoured column. But no matter: whether you arrive all at once or bit by bit, the 425th will do the job! Okay, enough of the talking. Time to deny the enemy access to a vital bridge! Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
Initial Deployment Your troops begin the game under Blinds: some on table, some off table. You have one Blind per platoon, plus three Dummy Blinds. Up to three of your Blinds may be placed either within the orchard or on the eastern side of the main bocage that separates the eastern open ground at the top of the slope from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can
Any other Blinds will start the game offtable, but may be brought on by the most senior US Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the
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with, the bridge will be needed for your own advance. You may not therefore target the bridge itself. Destroying the bridge means an immediate loss! Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for anti-infantry fire, as the firer deliberately tries not to hit or damage the bridge.
eastern edge of the table. Those Blinds may act next time the US Blinds card appears. If your scouts are right, the Germans are about to arrive at the southern end of the road. Objectives & Victory Conditions The Germans are on the road and need to secure the bridge over the Moire in the centre of Chemont for their troops to get forward to threaten your rear. Your objective is simple: stop their advance by capturing and holding the bridge.
The US Anti-Tank Bonus Fire card applies to the anti-tank guns and the M10 tank destroyers. Notes
Victory therefore goes to whichever side is in possession of the bridge at the end of the battle.
The engineers assure you that they are more than capable, and very willing, to blow up the bridge should it prove necessary to do so. They seem very keen on blowing things up, so I wouldn’t let them too close to the bridge if I were you.
Special Rules After this little bit of local difficulty is dealt
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M10 TD 4 10 76mm Average LMG M2/M3 Half-Track 2 Fast All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka MMG HMG
Gun 57mm AT Gun
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
Strike 7
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16-24" ~ ~ 1 1
Elements of 425th Infantry Regiment and Supports Company HQ BM 1: Major Dave Denver (Level III) Forward Observation Officer 2 x Bazooka Team (2 crew) 2 x Jeep Platoon One BM 2: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each)
Platoon Two BM 3: Lieutenant Dino Dallas (Level II) 3 x Rifle Squad (10 men each)
Platoon Three BM 4: Lieutenant Marshall Manhattan (Level II) 3 x Rifle Squad (10 men each) Weapons Platoon BM 5: Captain Alan Albuquerque (Level II) 3 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG Attached Combat Engineer Platoon 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each) Tank Platoon (from 830th Tank Battalion) BM 6: Lieutenant Billy-Bob Boulder (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman Divisional Anti-Tank Platoon BM 7: Sergeant Arnie 'Los' Angeles (Level II) 2 x 57mm Anti-Tank Guns (5 crew each) 2 x M2 or M3 half-tracks as tows Independent Tank Destroyer Platoon BM 8: Lieutenant Micky Miami (Level II) 2 x M10 Tank Destroyer Off-Table Artillery 4 x 81mm Mortars Air Support Roll D6, appears on a 6: fighters with rockets
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SCENARIO 5B: GERMAN BRIEFING valley, allowing the Americans to push over the Moire past Chemont and threaten the strategically vital town of Vartres. Fortunately, reinforcements from 22nd Fallschirmjaeger were able to defeat the Amis at Vartres: stalling their attack as they attempted to destroy the regional command post there.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is now preparing to do. The plan is to strike down from your fall-back position around Blenneville, driving deep into the heart of the enemy rear via Chemont. This will cut the American armoured division currently licking its wounds outside Vartres off from its supply base, forcing the Allies to retreat.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened when your Aufklärung units fought a sharp, but ultimately unsuccessful, action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire. Following this set back, Britisher tanks struck at Avaux, drawing in reinforcements from elsewhere in the
Key to this plan is the bridge across the river Moire in the centre of Chemont. Failing to secure passage across this bridge will result in the end of the advance and the end of the counter-attack...possibly even the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself! You have therefore been sent forward in front of the main division with orders to secure, at all costs, the bridge at Chemont. You would be a fool not to suspect that the Americans are also aiming to take the bridge (it’s what you would do in the circumstances!) so know that you can expect to encounter the enemy. Earlier, you sent Leutnant Spaten and his reconnaissance team to scout out the situation, and he has just reported in that although Chemont is currently empty of enemy troops, he can see evidence of their imminent approach! You check your map. You are currently on the main north-south road only a few
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hundred yards from Chemont. It looks as if you’ve got there first. Forward the 30th Panzer Division! Schnell, schnell! Map & Terrain The map Chemont.
shows
the
small
hamlet
of
The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The fields themselves count as broken terrain.
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end.
Initial Deployment The Aufklärung platoon begins the game ontable under a Blind on the road anywhere north of the bridge. The rest of your force begins the game in column and just entering the table from the southern end of the road. You should write down the order in which your platoons are deployed in the column. You have one Blind per platoon and no Dummy Blinds.
To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
At the start of the game, place your lead Blind on the main road at the table’s southern edge. The first time that the German Blinds card appears, this lead Blind makes its move as normal. Subsequent Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles
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Blind may enter the table unless it can be placed on table at least four inches from any other German Blind.
You therefore win victory if you are in possession of the bridge at the end of the battle. Any other result is a defeat.
Objectives & Victory Conditions
Special Rules
The success of the counter-attack, and therefore of the campaign as a whole, depends on you being able to secure the bridge over the river Moire at Chemont. With the enemy having achieved almost complete air superiority, it is likely that they are aware of your advance and, provided they are capable of reading a map, are also aware of the bridge’s importance and will be trying to prevent you from securing it.
It may seem like stating the obvious, but destroying the bridge means an immediate loss! Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for antiinfantry fire, as the firer deliberately tries not to hit or damage the bridge.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Panzer Zug 2 BM 4: Oberleutnant Winkelhausen Weinbrand (Level II) 2 x Panther Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew) Infantry Zug 1 BM 6: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 Infantry Zug 2 BM 7: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each) 3 x Truck Off-Table Artillery None available: you are out in front of the main force.
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SCENARIO 5C: VARTRES After their reconnaissance units succeeded in their mission to find a viable bridge across the Moire, and with the enemy distracted by the British demonstration at Avaux, the Americans bypassed Pierrecourt and thrust forward for Vartres. The Germans had, however, managed to cobble together enough rear-echelon troops to block their path near Chemont, and these troops, backed up by a fire brigade from 30th Panzer, managed to turn back the US advance.
target is a particular building (the water mill) as opposed to just dominance of the battlefield. The Germans begin the game with their entire force on-table. The Americans enter the table to begin their attack.
The British then punched their way through German defences on the road between Avaux and Vartres, forcing the Germans troops that had held back the Americans near Chemont to retreat on Vartres itself. Now the Americans resume their advance.
Map & Terrain
Note that US troops have a much narrower point of entry on to the table that they have for scenario 4a. This is because they are a less-mobile infantry as opposed to an armoured company.
The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Use Map Seven: Vartres. Introduction This is an attacker-defender scenario, with the Americans attacking German troops dugin to the village of Vartres. Unlike most of the other scenarios in this pack, the Allied
The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area. The open space surrounding the town is rough, common ground with the odd bush. The three main roads leading into Vartres are reasonable quality, tarmacked surfaces
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giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
one Blind per platoon, plus two dummy Blinds. Note that Germans are in cover but not dug-in.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
The Germans must defend their command post. They therefore win the battle if, at the end of the game, they have prevented the Americans from both occupying the mill and clearing them from it.
Objectives & Victory Conditions The Germans have established a command post in the mill, and this will be the target of the American attack. The Americans therefore win the battle if, at the end of the game, they have taken the mill, defined as having at least one infantry squad or Big Man and no Germans within the mill building itself.
Note that the mill can be shot at and knocked down in order for either side to win victory. For the purposes of this game, occupying the rubble that is all that’s left of the mill is still occupying the mill! The Cards
Scenario 5C
Game Tea Break
Initial Deployment American troops enter the table under Blinds along its northern edge anywhere between the western edge of the table and the river. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus two Dummy Blinds. The Germans begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on their map); if not in cover, then they are placed on the table under Blinds. They have
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Allies
Germans
Blinds Big Man 1-8 Company HQ Platoon One Platoon Two Platoon Three Weapons Platoon Mortar Bonus Engineers Tank Platoon Anti-Tank 1 Anti-Tank 2 Tank Destroyers Anti-Tank Bonus FOO Off Table Artillery Air Support
Blinds Big Man 1-6 Kampfgruppe HQ Panzer Zug Infantry HQ FOO Infantry Zug 1 Infantry Zug 2 Tank Killers Anti-Tank 1 Anti-Tank 2 Anti-Tank Bonus Off-Table Artillery Rally Heroic Leader
SCENARIO 5C: US BRIEFING the river, recon units from division found a bridge able to take the weight of their tanks. The tanks and armoured rifle infantry of the 21st then outflanked Pierrecourt and drove south towards Vartres, aided by a successful British thrust towards Avaux that held the attentions of the enemy for long enough for them to get past the main Kraut defensive line.
You are Major Dave Denver, CO of Alpha Company, 1st Battalion, the 425th Infantry Regiment, part of 107th Infantry Division. It’s summer 1944 and you are once again driving forward deep into the heart of enemy territory! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 107th, along with 21st Armoured Division, had advanced south as far as the small town of Diot, with the next target then defined as Pierrecourt.
Unfortunately, near Chemont, the 21st then ran into strong German positions that, despite their best efforts, they just could not penetrate. This was a bit of a humiliating defeat, especially as the Brits on your left flank have apparently continued their advance through Avaux and, having bulldozed through an enemy blocking force, are now well on the way to Vartres themselves. To add insult to injury, the British advance has forced the Germans that defeated the 21st to withdraw to protect their now-exposed right flank, leaving nothing in front of them except empty foxholes!
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. British troops from 36th Armoured Brigade would advance in support to the east. Although you were expecting that the 21st’s tanks would have some difficulty in crossing
Up to now, the 425th has been doing nothing more than just following up the 21st: occasionally clearing by-passed pockets of resistance but really just wearing out shoe leather in the tankers’ wake. ..but not anymore! It seems that the Germans have established some form of command post in Vartres which, when operational, will be responsible for co-ordinating all activity in the area. The plan is for you to leapfrog past the stalled tankers and launch a sudden strike at Vartres, aiming to neutralise the command post, and so keep the Germans off balance whilst the 21st and the rest of your division moves forward. Usually this would be a job for an armoured division, like the 21st, but the so-called Steel Fists are still re-fitting after their
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defeat near Chemont, and aren’t apparently available. That leaves the 425th to take up the slack and try and make up for the rustbuckets’ failure. Right, enough talking. The mission is clear: get into Vartres, destroy the command post, and salvage the reputation of the American army by doing both before the Brits can interfere! Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house.
weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. The open space surrounding the town is rough, common ground with the odd bush.
Initial Deployment Your troops enter the table under Blinds along its northern edge anywhere between the western edge of the table and the river. You may enter a maximum of three Blinds whenever their Blinds card appears. You have one Blind per platoon, plus two Dummy Blinds.
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Objectives & Victory Conditions The Germans have a command post in the mill, and this is the target of your attack. You therefore win the battle if, at the end of the game, you have taken the mill.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles
Taking the mill is defined as having at least one infantry squad or Big Man, and no Germans, within the mill building itself.
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Elements of 425th Infantry Regiment and Supports Company HQ BM 1: Major Dave Denver (Level III) Forward Observation Officer (FOO) 2 x Bazooka Team (2 crew) 2 x Jeep Platoon One BM 2: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each)
Platoon Two BM 3: Lieutenant Dino Dallas (Level II) 3 x Rifle Squad (10 men each)
Platoon Three BM 4: Lieutenant M. Manhattan (Level II) 3 x Rifle Squad (10 men each)
Attached Combat Engineer Platoon 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each)
Weapons Platoon BM 5: Captain Alan Albuquerque (Level II) 3 x 60mm Mortar Team (2 crew each) 2 x 0.30cal MMG (4 crew each) 1 x Jeep with 0.50cal HMG
Independent Tank Destroyer Platoon BM 8: Lieutenant Micky Miami (Level II) 2 x M10 Tank Destroyer
Tank Platoon (from 830th Tank Battalion) BM 6: Lieutenant Billy-Bob Boulder (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
Divisional Anti-Tank Platoon BM 7: Sergeant Arnie 'Los' Angeles (Level II) 2 x 57mm Anti-Tank Guns (5 crew each) 2 x M2 or M3 half-tracks as tows
Off-Table Artillery 4 x 81mm Mortars
Air Support Roll D6, appears on a 6: fighters with rockets
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Infantry & Engineers 1, 2, 3 4, 5 6, 7 8, 9, 10 Both the 425th & the Engineers are Regulars
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M10 TD 4 10 76mm Average LMG M2/M3 Half-Track 2 Fast All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Gun 57mm AT Gun
Strike 7
SCENARIO 5C: GERMAN BRIEFING struck at Avaux, drawing in reinforcements from elsewhere in the valley, allowing the Americans to push over the Moire past Chemont and threaten the strategically vital town of Vartres. Fortunately, you yourself were able to cobble together a kampfgruppe of rear echelon troops, supported by your panzers, and turn the Amis back midway between Chemont and Pierrecourt.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has reached a climax! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
All was therefore looking good until the British struck again: punching their way through 22nd Fallschirmjaeger positions on the road between Avaux and Vartres. This exposed your right flank to such an extent that you have been forced to withdraw to Vartres. There, you have been busy collecting together every available man you can find, no matter what the unit, and preparing to defend the town.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened when your Aufklärung units fought a sharp, but ultimately unsuccessful, action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire.
Vartres is where the final battle for the Ribeaux valley will be fought. A command post has been set up in the only decent defensive position in Vartres: the water mill. Your mission is to protect the command post at all costs: its transmitters are the only ones in the area powerful enough to contact all German forces in the valley and therefore properly co-ordinate the defence. Losing the command post almost certainly means the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself!
Following this set back, Britisher tanks
A short time ago, your forward outposts dealt with an enemy reconnaissance force. This is good, but following behind the aufklärung will be the rest of their army! Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small
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garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The open space surrounding the town is rough, common ground with the odd bush.
is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
Initial Deployment
The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area.
You begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Note that as you have just arrived, your men are in cover but not dug-in.
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
Objectives & Victory Conditions You must defend the command post in the mill. You therefore win the battle if, at the end of the game, you still have at least one asset within the mill and have prevented the Americans from occupying it. Notes
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There
The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank. The StuG operates on an Anti-Tank card i.e. when one of the Anti-Tank cards appears, you may choose to activate either the Pak 40 or the StuG provided, of course, that they have not already activated that turn. The Anti-Tank Bonus card also allows either the Pak 40 or the StuG a bonus shot.
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Elements of 30th Panzer; 1001st Infantry and 22nd Fallschirmjaeger Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Panzer Zug BM 2: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Infantry HQ (from 1001st Infantry) BM 3: Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer (FOO) 2 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Infantry Zug One (from 1001st Infantry) BM 4: Leutnant Freddi Feuerzangenbowle (Level III) 2 x Rifle Gruppe (8 men each) 2 x Panzerfaust 30 (one per gruppe) Improvised Anti-Tank Zug (from 1001st Infantry) BM 5: Oberfeldwebel Maik Mohntorte (Level II) 1 x PaK 40 Anti-Tank Gun (5 crew) with SdKfz 11 tow 1 x StuG III G Assault Gun Infantry Zug Two (from 22nd Fallschirmjaeger) BM 6: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Off-Table Artillery You may call in up to three fire missions from three 21cm Nebelwerfers Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars Vehicle StuG III G Panther G
Infantry AT Infantry Squad Panzerfaust 30 MMG
4 7, 8 8
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 75mm Fast Crew morale of four and has four Actions
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5D: EAST OF PIERRECOURT After their reconnaissance units succeeded in their mission to find a viable bridge across the Moire, and with the enemy distracted by the British demonstration at Avaux, the Americans bypassed Pierrecourt and thrust forward for Vartres. The Germans had, however, managed to cobble together enough rear-echelon troops to block their path near Chemont, and these troops, backed up by a fire brigade from 30th Panzer, managed to turn back the US advance.
from Pierrecourt: their aim being to cut the British spearhead licking its wounds outside Avaux off from its supplies.
This failure, coupled with an immediate German counter-attack, put huge pressure on the American axis of advance. The British, fresh from their success at Avaux, therefore thrust forward again: driving down the main road towards Vartres from the east. Unfortunately, their attack was also turned back, this time by German Fallschirmjaegers, and the whole Allied campaign hangs in the balance.
The Germans are on the road and need to secure the bridge for their troops to get forward for their counter-attack. The British are aware of their enemy's intentions, and dispatch the only force they have on hand to stop them.
Use Map Fifteen: East of Pierrecourt. Introduction This is an encounter scenario where both sides are trying to gain possession of the same objective: the bridge that carries the main north-south road over the river Ribeaux to the east of Pierrecourt.
Map & Terrain The map shows the area around the bridge that forms the main objective for this scenario. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The river is impassable except at the bridge.
Not ones to let this sort of opportunity go to waste, the Germans now counter-attack
To the east of the main road is an area of parkland that forms part of the estate of a nearby chateau. It is open ground with ankle-high grass dotted with the odd tree. The hill to the south of the parkland is surmounted by a folly: a round, single-room tower two storey’s high. A squad of infantry could fit into it. The paths that criss-cross the open ground give no extra benefit to movement, the path down to the river is bordered by trees giving a pleasant avenue effect.
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therefore goes to the side which is in possession of the bridge at the end of the game.
Apart from the folly, there are only two buildings on the table top. The house in the garden by the bridge is what used to be the toll-keepers lodge. The building right on the river is a single-storey boathouse.
I leave the exact definition of “in possession of” up to you and the hours of discussion which would doubtless follow a close-fought game, but having troops actually on the bridge is a given; with having the nearest troops to the bridge, or blocking all enemy access to the bridge being close run seconds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Special Rules Neither the British nor Germans may target the bridge itself. Destroying the bridge means an immediate loss for that side. Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for antiinfantry fire, as the firer deliberately tries not to hit or damage the bridge.
The white areas in the north-east and southeast corners of the map are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The Cards
Scenario 5D
Game Tea Break Turn Card
Allies
Initial Deployment
Germans
Blinds Blinds Big Man 1-6 Big Man 1-6 Company HQ Kompanie HQ FOO FOO 1st Platoon Zug One 2nd Platoon Zug Two MMG Platoon Zug Three Anti-Tank 1 MG Zug Anti-Tank 2 Heavy Tanks Anti-Tank Bonus Vehicle Breakdown Tank Platoon Off-Table Artillery Off-Table Artillery Rally Rally Dynamic Leader Heroic Leader
Both sides should organise their troops into columns of march i.e. write down the order in which their Blinds will appear on the table. Each time their Blinds card appears, 1D3 of their Blinds may be placed on table in the order proscribed. The British Blinds are placed on the road where the it enters the northern edge of the table; the German Blinds are placed on the road where it leaves the table to the south. Each Blind placed on the edge of the table may then make an immediate move (i.e. have its turn, not just move). Objectives & Victory Conditions Both sides have the same objective: secure the bridge over the river Ribeaux. Victory
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SCENARIO 5D: BRITISH BRIEFING were ordered to halt to let the Yanks attack the enemy near Chemont. Unfortunately, however, the Americans then chuffed it up: from all reports, they let themselves be beaten back by a load of cooks and bottlewashers!
You are Captain Gordon Glasgow of the 1st Battalion, the Alban Regiment, and the campaign to liberate Europe seems to be getting off to a gey shoogling start! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. With Americans to your right, you had advanced as far south as Saint Melotte, and were preparing to move forward again in support of your gum-chewing allies!
The British tankers were sent forward again, but this time the Hun turned them back as well, stalling the whole advance whilst the powers that be work out what to do next. Now the Krauts have launched a counterattack of their own, aiming to outflank the tanker-boys currently licking their wounds just outside Avaux.
With the aid of some fine reconnaissance work, the Yanks were able to get across the Moire and threaten Pierrecourt from the flanks and rear. British tanks were then called on to launch a diversionary attack towards Avaux, aiming to draw the Hun’s attention away from where the Americans aimed to hit them.
Enemy troops from Pierrecourt are apparently heading towards the road between there and Saint Melotte. If they can establish defendable positions there, then the troops in Avaux will be isolated and forced to retreat, throwing the whole success of the campaign into question! Up to now, the Alban Regiment has been doing nothing more than just following up the main advance: occasionally clearing bypassed pockets of resistance but really just wearing out shoe leather in the spearhead’s wake. That’s all changed now, as you are the only unit available to stop the German thrust!
Well, the Sassenach tankers smashed through the Germans at Avaux, and were all set to charge forward to Vartres when they
You have been ordered to take your men, supported by as many extra troops as can be found at such short notice, and immediately drive for the area between Avaux, Pierrecourt, Saint Melotte and Diot. There, there is a bridge that is the only viable crossing point for any Hun force coming down from Pierrecourt. If you can take and hold that bridge until the rest of division comes to join you, then the German attack will be blunted, and the success of the campaign saved. You are therefore now just approaching the bridge from the north. Latest recon reports
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are that the German spearhead is also almost there: it’s become a race for the bridge. You are a little concerned that your column has become a little strung out, but that’s a bit to be expected as you are an infantry force acting like an armoured column. But no matter: whether you arrive all at once or bit by bit, the Albans will do the job! Map & Terrain The map shows the area around the bridge that forms your objective for this scenario. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The river is impassable except at the bridge.
Initial Deployment Organise your troops into a column of march i.e. write down the order in which your Blinds will appear on the table. You have one Blind per platoon, plus one dummy Blind. Each time your Blinds card appears, 1D3 of your Blinds may be placed on table in the order proscribed. Your Blinds are placed on the road where the it enters the northern edge of the table. Each Blind placed on the edge of the table may then make an immediate move i.e. have its turn, not just move.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
The Germans are on the road and need to secure the bridge over the Ribeaux for their troops to get forward to threaten your rear. Your objective is simple: stop their advance by capturing and holding the bridge. Victory therefore goes to whichever side is in possession of the bridge at the end of the battle.
The white area in the north-east corner of the map (and presumably that in the southwest corner as well) is common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
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Elements of 1st Battalion, The Alban Regiment & Supports B Company HQ BM 1: Captain Gordon Glasgow (Level III) Forward Observation Officer 1 x Jeep Platoon One BM 2: Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
Platoon Two BM 3: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
MMG Platoon BM 4: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Anti-Tank Platoon BM 5: Sergeant Mikey Motherwell (Level II) 2 x 6-pounder anti-tank gun (5 crew each) 2 x Lloyd Carrier Attached Infantry Tank Platoon (from 21st Independent Tank Brigade) BM 6: Lieutenant Will Warwick (Level I) 3 x Churchill Mk VI Off-Table Artillery You have access to unlimited fire missions from four 25-pounders. Unit Ratings & Armoury
Troops/Dice 0 1 2 3 The Alban Regiment 1, 2 3 4, 5 6, 7 The Scottish infantry are Veterans and Aggressive Vehicle Churchill Mk VI
Infantry AT Infantry Squad PIAT MMG Gun 6-pounder ATG
4 8
AC Weapon Speed Notes 8 7 75mm Slow Heavy Armour All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
Strike 7
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16-24" ~ ~ 1
SCENARIO 5D: GERMAN BRIEFING That, however, was the high point for the Allies. A hastily cobbled together defensive line from 1002nd Infantry’s rear echelon troops managed to turn the American tanks back near Chemont, and a second thrust by Britisher tanks along the Avaux-Vartres road was defeated by a force of fallschirmjaeger reinforcements.
You are Hauptmann Sebastian Schneeballeen of 1002nd Infantry Regiment. It is the summer of 1944 and the defence of France has entered its latest phase! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1002nd forms part of the force sent to stop them. Up to now, you have been dug into the northern end of Pierrecourt, the town that sits in the centre of the valley, forming a roadblock against the enemy advance.
A stalled attack is an excellent target for a counter-attack, and that is exactly what you are now preparing to do. The plan is to strike down from your positions around Pierrecourt, driving deep into the rear of the enemy forces licking their wounds at Avaux. Cutting them off from their supports and supplies should force them to retreat, securing the valley for the foreseeable future.
The campaign opened with the Allies crossing the Moire over a bridge which, quite frankly, should have been destroyed as soon as the Amis were first spotted. Following this, Britisher tanks struck at Avaux, drawing in reinforcements from elsewhere in the valley and thus allowing the Americans to try and push past Chemont and threaten the strategically vital town of Vartres.
Key to this plan is a bridge across the river Ribeaux on the road that runs from Pierrecourt to the east. Failing to secure passage across this bridge will result in the end of the advance and the end of the counter-attack...possibly even the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself! You have therefore been sent forward in front of the main division with orders to secure this bridge at all costs. You would be a fool not to suspect that the Allies are also aiming to take the bridge (it’s what you would do in the circumstances!) so know that you can expect to encounter the enemy. You check your map. You are currently on the main road only a few hundred yards from the bridge. It looks as if you’ve got there first. Forward the 1002nd! Schnell, schnell! Map & Terrain The map shows the area around the bridge
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that forms your objective. The main northsouth road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The river is impassable except at the bridge. To the east of the main road is an area of parkland that forms part of the estate of a nearby chateau. It is open ground with ankle-high grass dotted with the odd tree. The hill to the south of the parkland is surmounted by a folly: a round, single-room tower two storey’s high. A squad of infantry could fit into it. The paths that criss-cross the open ground give no extra benefit to movement, the path down to the river is bordered by trees giving a pleasant avenue effect.
open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here. Initial Deployment Organise your troops into a column of march i.e. write down the order in which your Blinds will appear on the table. You have one Blind per platoon, plus three dummy Blinds.
Apart from the folly, there are only two buildings on the table top. The house in the garden by the bridge is what used to be the toll-keepers lodge. The building right on the river is a single-storey boathouse.
Each time your Blinds card appears, 1D3 of your Blinds may be placed on table in the order proscribed. Your Blinds are placed on the road where it enters the table to the south. Each Blind placed on the edge of the table may then make an immediate move i.e. have its turn, not just move.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions The success of the counter-attack, and therefore of the campaign as a whole, depends on you being able to secure the bridge over the river Ribeaux east of Pierrecourt. With the enemy having achieved almost complete air superiority, it is likely that they are aware of your advance and, provided they are capable of reading a map, are also aware of the bridge’s importance and will be trying to prevent you from securing it.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
You therefore win victory if you are in possession of the bridge at the end of the battle. Any other result is a defeat.
The white areas in the north-east and southeast corners of the map are common land:
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Elements of 1002nd Infantry Regiment/750th Infantry Division Kompanie HQ BM 1: Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer 1 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Zug One BM 2: Leutnant Berti Brotknodel (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
Zug Two BM 3: Lt. K. Kartoffeln-Kuchen (Level III) 3 x Rifle Gruppe (8 men each) 3 x Panzerfaust 30 (one per Gruppe)
Zug Three (brought forward from reserves) BM 4: Feldwebel Gert Gevultzstraminer (Level II) 2 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30 Machine Gun Zug BM 5: Stabsfeldwebel Adolf Asbach-Uralt (Level II) 3 x MG42 tripod-mounted MMG (5 crew each) 1 x Truck Schwerer Panzerzug (from 30th Panzer Division) BM 6: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I Off-Table Artillery After the third appearance of the Turn Card, you may call in unlimited fire missions from four 8cm mortars (the Mortar Zug in your column will remain off-table, but needs a little time to set up).
Unit Ratings & Armoury
Troops/Dice 1002nd Infantry
0 1 2 1, 2, 3 4 5 All infantry are Regulars
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
3 6, 7
4 8
Infantry AT Infantry Squad Panzerfaust 30 MMG
0-4" 4 11 2
Vehicle Tiger I
AC Weapon Speed Notes 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
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16-24" ~ ~ 1
SCENARIO 5E: VARTRES Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east. The American attack on Pierrecourt was a success, and American troops then poured through the town heading south for Vartres.
fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area. The open space surrounding the town is rough, common ground with the odd bush.
An American force sent to take the vital junction east of the main PierrecourtVartres road succeeded in smashing through the German fallschirmjaegers sent to stop them, and now the Americans prepare to finish the campaign in style by taking Vartres itself. Use Map Seven: Vartres. Introduction
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces
This is an attacker-defender scenario, with the Americans attacking German troops dugin to the village of Vartres. Unlike most of the other scenarios in this pack, the Allied target is a particular building (the water mill) as opposed to just dominance of the battlefield. The Germans begin the game with their entire force on-table. The Americans enter the table to begin their attack, but can do so at a variety of different points: either end of the main road or, for their footsloggers only, anywhere along the table’s western edge. Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden
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giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
their map); if not in cover, then they are placed on the table under Blinds. They have one Blind per platoon, plus two dummy Blinds. Note that Germans are in cover but not dug-in. Objectives & Victory Conditions The Germans have established a command post in the mill, and this will be the target of the American attack. The Americans therefore win the battle if, at the end of the game, they have taken the mill, defined as having at least one infantry squad or Big Man and no Germans within the mill building itself.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
The Germans must defend their command post. They therefore win the battle if, at the end of the game, they have prevented the Americans from both occupying the mill and clearing them from it. For the purposes of this game, occupying the rubble that is all that’s left of the mill is still occupying the mill! The Cards
Scenario 5E
Game Tea Break
Allies
Initial Deployment
Germans
Blinds Blinds Big Man 1-9 Big Man 1-6 Tank Company HQ Kampfgruppe HQ 1st Tank Platoon Panzer Zug 2nd Tank Platoon Infantry HQ Arm'd Rifle Co. HQ FOO FOO Infantry Zug 1 1st Infantry Platoon Infantry Zug 2 2nd Infantry Platoon Tank Killers 3rd Infantry Platoon Anti-Tank 1 Support Platoon Anti-Tank 2 Engineers Anti-Tank Bonus Off-Table Artillery Off-Table Artillery Air Support Rally Armoured Bonus Heroic Leader Rapid Deployment Rally Dynamic Leader
American troops may enter the table under Blinds from either end of the main northsouth road. Alternatively, any US troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. The Germans begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill. If in cover, then they are deployed under hidden Blinds (the German player will need to mark their positions on
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SCENARIO 5E: US BRIEFING against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they then came under extreme pressure from a German counter-attack.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division, the Steel Fists. It’s summer 1944 and you are once again driving forward deep into the heart of enemy territory! High Command had identified the Ribeaux Valley as a possible axis of advance. The 830th, as part of 21st Armoured Division, was moved forward with 107th Infantry Division past the small town of Diot ready to take its next target: the town of Pierrecourt.
This failure meant that 425th Infantry had to launch an immediate attack on Pierrecourt: looking to concentrate the Krauts’ attention there and so let the Brits recover. That attack succeeded and, even better, the 425th were able to follow up and, after another sharp action, take the vital road junction on the Avaux/Vartres road. As the 425th rest up after their efforts, it’s time for the 21st to take up the baton and revive their drive for Vartres itself.
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Although you were expecting to have some difficulty in crossing the river, recon units found a bridge able to take the weight of your tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the Limeys on your left flank screwed things up!
Apparently the enemy have established some form of command post in Vartres which, when operational, will be responsible for co-ordinating all activity in the area. The plan is for you, out in front of the division again, to launch a sudden strike at Vartres, aiming to neutralise the command post, and so keep the Germans off balance whilst the rest of the division moves forward.
Ordered to make a demonstration attack
Okey dokey: the mission is clear: get into Vartres, destroy the command post...and show the 425th how the Steel Fists can also get the job done! Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house.
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The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. The open space surrounding the town is rough, common ground with the odd bush. The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Initial Deployment Your troops may enter the table under Blinds from either end of the main north-south road. Alternatively, any US troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well. You may enter a maximum of three Blinds whenever their Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions The Germans have a command post in the mill, and this is the target of your attack. You therefore win the battle if, at the end of the game, you have taken the mill. Taking the mill is defined as having at least one infantry squad or Big Man, and no Germans, within the mill building itself.
The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream. Unit Ratings & Armoury Part 1
Troops/Dice Armoured Infantry Engineers
0 1 2 1, 2 3, 4 5, 6 1, 2, 3 4, 5 6, 7 All Infantry count as Regulars
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3 7, 8, 9 8, 9, 10
4 10 ~
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) BM 5: Staff Sergeant Ollie Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 6: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M21 MC Halftrack; 2 x M2 Halftrack
Attached Combat Engineer Platoon (from 425th Infantry Regiment) 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each) 2 x Truck
Off-Table Artillery You may call upon unlimited fire missions from three M7 Priests (105mm guns)
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Unit Ratings & Armoury Part 2
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
SCENARIO 5E: GERMAN BRIEFING into the town, and setting themselves up for an advance on Vartres.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has reached a climax!
The Americans then struck again: punching their way through 22nd Fallschirmjaeger positions on the road between Avaux and Vartres. This exposed your right flank, turning what should have been an ordered withdrawal into Vartres into a decidedly hasty retreat! You are now busy collecting together every available man you can find, no matter what the unit, and preparing to defend the town.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
Vartres is where the final battle for the Ribeaux valley will be fought. A command post has been set up in the only decent defensive position in Vartres: the water mill. Your mission is to protect the command post at all costs: its transmitters are the only ones in the area powerful enough to contact all German forces in the valley and therefore properly co-ordinate the defence. Losing the command post almost certainly means the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself!
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened with the Allies crossing the Moire over a bridge which, quite frankly, should have been destroyed as soon as the enemy began their advance. Although an attack on Avaux by the British was turned back, the Amis then struck at Pierrecourt, smashing their way
A short time ago, your forward outposts dealt with an enemy reconnaissance force. This is good, but following behind the aufklärung will be the rest of their army! Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The open space
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surrounding the town is rough, common ground with the odd bush. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area.
that there is no bocage between the fields and the river or mill stream. Initial Deployment You begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill.
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Note that as you have just arrived, your men are in cover but not dug-in. Objectives & Victory Conditions You must defend the command post in the mill. You therefore win the battle if, at the end of the game, you still have at least one asset within the mill and have prevented the Americans from occupying it.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Notes The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank. The StuG operates on an Anti-Tank card i.e. when one of the Anti-Tank cards appears, you may choose to activate either the Pak 40 or the StuG provided, of course, that they have not already activated that turn. The Anti-Tank Bonus card also allows either the Pak 40 or the StuG a bonus shot.
There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note
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Elements of 30th Panzer; 1001st Infantry and 22nd Fallschirmjaeger Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Panzer Zug BM 2: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Infantry HQ (from 1001st Infantry) BM 3: Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer (FOO) 2 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Infantry Zug One (from 1001st Infantry) BM 4: Lt. F. Feuerzangenbowle (Level III) 2 x Rifle Gruppe (8 men each) 2 x Panzerfaust 30 (one per gruppe)
Improvised Anti-Tank Zug (from 1001st Infantry) BM 5: Obfldwbl Maik Mohntorte (Level II) 1 x PaK 40 AT Gun (5 crew)/SdKfz11 tow 1 x StuG III G Assault Gun
Infantry Zug Two (from 22nd Fallschirmjaeger) BM 6: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Off-Table Artillery You may call in up to three fire missions from three 21cm Nebelwerfers Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars Vehicle StuG III G Panther G
Infantry AT Infantry Squad Panzerfaust 30 MMG
4 7, 8 8
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 75mm Fast Crew morale of four and has four Actions
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5F: CHEMONT Moire in the centre of the small hamlet of Chemont.
Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east. The American attack on Pierrecourt was a success, and American troops poured through the town, heading south for Vartres. An American force sent to take the vital junction east of the main Pierrecourt-Vartres road failed in its task, and now the Germans counterattack again, thrusting north through Chemont.
The Germans are on the road and need to secure the bridge for their troops to get forward. The Americans are aware of their enemy's intentions, and dispatch the only force they have on hand to stop them. Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
Use Map Eleven: Chemont. Introduction This is an encounter scenario where both sides are trying to gain possession of the same objective: the bridge over the river
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
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The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
have one Blind per platoon, plus three Dummy Blinds. Up to three of their Blinds may be placed either within the orchard or on the eastern side of the main bocage that separates the eastern open ground at the top of the slope from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Any other Blinds will start the game offtable, but may be brought on by the most senior US Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the eastern edge of the table. Those Blinds may act next time the US Blinds card appears. The German Aufklärung platoon begins the game on-table under a Blind on the road anywhere north of the bridge.
The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The rest of the German force begins the game in column and just entering the table from the southern end of the road. The German player should write down the order in which his platoons are deployed in the column. The Germans have one Blind per platoon and no Dummy Blinds.
Initial Deployment The American force begins the game under Blinds: some on table, some off table. They
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bridge means an immediate loss for that side. Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for anti-infantry fire, as the firer deliberately tries not to hit or damage the bridge.
At the start of the game, place the lead German Blind on the main road at the table’s southern edge. The first time that the German Blinds card appears, the lead German Blind makes its move as normal. Subsequent German Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other German Blind.
The Cards
Scenario 5F
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-8 Tank Company HQ Kampfgruppe HQ 1st Tank Platoon Aufklarung Zug 2nd Tank Platoon Panzer Zug 1 Arm'd Rifle Co. HQ Panzer Zug 2 FOO Infantry HQ 1st Infantry Platoon Infantry Zug 1 2nd Infantry Platoon Infantry Zug 2 3rd Infantry Platoon Infantry Zug 3 Support Platoon Armoured Bonus Engineers Rapid Deployment Off-Table Artillery Recce Bonus Air Support Rally Armoured Bonus Dynamic Leader Rapid Deployment Rally Dynamic Leader
Objectives & Victory Conditions Both sides have the same objective: secure the bridge over the river Moire. Victory therefore goes to the side which is in possession of the bridge at the end of the game. I leave the exact definition of “in possession of” up to you and the hours of discussion which would doubtless follow a close-fought game, but having troops actually on the bridge is a given; with having the nearest troops to the bridge, or blocking all enemy access to the bridge being close run seconds. Special Rules Neither the Americans nor Germans may target the bridge itself. Destroying the
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SCENARIO 5F: US BRIEFING Ordered to make a demonstration attack against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they then came under extreme pressure from a German counter-attack.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division, the Steel Fists. It’s summer 1944 and you are once again driving forward deep into the heart of enemy territory! High Command had identified the Ribeaux Valley as a possible axis of advance. The 830th, as part of 21st Armoured Division, was moved forward with 107th Infantry Division past the small town of Diot ready to take its next target: the town of Pierrecourt.
This failure meant that the 107th had to launch an immediate attack on Pierrecourt: looking to concentrate the Krauts’ attention there and so let the Brits recover. That attack succeeded, but unfortunately a follow-up action aimed at securing a vital junction on the Avaux-Vartres road failed, with the infantry badly beaten back. The advance south has stalled!
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Although you were expecting to have some difficulty in crossing the river, recon units found a bridge able to take the weight of your tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the Limeys on your left flank screwed things up!
Now the Krauts have launched a counterattack of their own, aiming to outflank the infantry currently licking their wounds just outside Vartres. One of their panzer divisions is apparently heading down the road from Blenneville to Chemont, seeking to re-take Pierrecourt and/or Belle Maison. If that happen, then 107th Infantry Division will be isolated and forced to retreat, throwing the whole success of the campaign into question! Up to now, the 830th has been doing nothing more than just following up the 107th: occasionally clearing by-passed pockets of resistance but really just burning petrol in the footslogger’ wake. That’s all changed now, as you are the only unit available to stop the German thrust through Chemont! You have been ordered to take your men, supported by as many extra troops as can be found at such short notice, and immediately drive for Chemont. In the centre of the hamlet is a small bridge that is the only viable crossing point for any Kraut force coming down from Blenneville. If you can take and hold that bridge until the rest of
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division comes to join you, then the German attack will be blunted, the 107th’s ass protected, and the success of the campaign saved. You are therefore now just approaching Chemont from the east. Latest recon reports are that the German spearhead is also almost there: it’s become a race for the bridge. You are a little concerned that your column has become a bit strung out, but that’s a bit to be expected given the speed at which you’re moving. But no matter: whether you arrive all at once or bit by bit, the Steel Fists will do the job!
impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
Initial Deployment Your troops begin the game under Blinds: some on table, some off table. You have one Blind per platoon, plus three Dummy Blinds. Up to three of your Blinds may be placed either within the orchard or on the eastern side of the main bocage that separates the eastern open ground at the top of the slope from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table.
The fields shown (the darker green patches) are bordered by bocage. This bocage is
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battle.
Any other Blinds will start the game offtable, but may be brought on by the most senior US Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the eastern edge of the table. Those Blinds may act next time the US Blinds card appears.
Special Rules After this little bit of local difficulty is dealt with, the bridge will be needed for your own advance. You may not therefore target the bridge itself. Destroying the bridge means an immediate loss! Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for anti-infantry fire, as the firer deliberately tries not to hit or damage the bridge.
If your scouts are right, the Germans are about to arrive at the southern end of the road. Objectives & Victory Conditions The Germans are on the road and need to secure the bridge over the Moire in the centre of Chemont for their troops to get forward to threaten your rear. Your objective is simple: stop their advance by capturing and holding the bridge.
Notes The engineers assure you that they are more than capable, and very willing, to blow up the bridge should it prove necessary to do so. They seem very keen on blowing things up, so I wouldn’t let them too close to the bridge if I were you.
Victory therefore goes to whichever side is in possession of the bridge at the end of the
Unit Ratings & Armoury
Troops/Dice Armoured Infantry Engineers
0 1 2 1, 2 3, 4 5, 6 1, 2, 3 4, 5 6, 7 All Infantry count as Regulars
3 7, 8, 9 8, 9, 10
4 10 ~
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant M. Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) BM 5: St. Sergeant O. Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 6: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Attached Combat Engineer Platoon (from 425th Infantry Regiment) 2 x Engineer Squads (10 men each) 1 x MMG (5 crew each) 2 x Truck Off-Table Artillery You may call upon four fire missions from two M7 Priests (105mm guns) Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 5F: GERMAN BRIEFING by American troops and, if it hadn’t been for the fallschirmjaegers preventing the enemy from taking a vital road junction near Vartres, the campaign would already be as good as over. The fallschirmjaegers did, however, hold their ground: and the Allied advance down the Ribeaux valley is now stalled.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is now preparing to do. The plan is to strike down from your fall-back position around Blenneville, driving deep into the heart of the enemy rear via Chemont. This will cut the American infantry division currently licking its wounds outside Vartres off from its supply base, forcing the Allies to retreat.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened when your Aufklärung units fought a sharp, but ultimately unsuccessful, action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire. Although Britisher tanks were then turned back when they attempted a thrust towards Avaux, Pierrecourt fell to an assault
Key to this plan is the bridge across the river Moire in the centre of Chemont. Failing to secure passage across this bridge will result in the end of the advance and the end of the counter-attack...possibly even the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself! You have therefore been sent forward in front of the main division with orders to secure, at all costs, the bridge at Chemont. You would be a fool not to suspect that the Americans are also aiming to take the bridge (it’s what you would do in the circumstances!) so know that you can expect to encounter the enemy. Earlier, you sent Leutnant Spaten and his reconnaissance team to scout out the situation, and he has just reported in that although Chemont is currently empty of enemy troops, he can see evidence of their imminent approach! You check your map. You are currently on the main north-south road only a few hundred yards from Chemont. It looks as if
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you’ve got there first. Forward the 30th Panzer Division! Schnell, schnell! Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
Initial Deployment The Aufklärung platoon begins the game ontable under a Blind on the road anywhere north of the bridge. The rest of your force begins the game in column and just entering the table from the southern end of the road. You should write down the order in which your platoons are deployed in the column. You have one Blind per platoon and no Dummy Blinds. At the start of the game, place your lead Blind on the main road at the table’s southern edge. The first time that the German Blinds card appears, this lead Blind makes its move as normal. Subsequent Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other German Blind.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions The success of the counter-attack, and therefore of the campaign as a whole, depends on you being able to secure the
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bridge over the river Moire at Chemont. With the enemy having achieved almost complete air superiority, it is likely that they are aware of your advance and, provided they are capable of reading a map, are also aware of the bridge’s importance and will be trying to prevent you from securing it. You therefore win victory if you are in possession of the bridge at the end of the battle. Any other result is a defeat. Special Rules It may seem like stating the obvious, but destroying the bridge means an immediate loss! Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for antiinfantry fire, as the firer deliberately tries not to hit or damage the bridge.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Panzer Zug 2 BM 4: Oberleutnant Winkelhausen Weinbrand (Level II) 2 x Panther Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew) Infantry Zug 1 BM 6: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1 Infantry Zug 2 BM 7: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each) 3 x Truck Infantry Zug 3 BM 8: Wilhelm Wurst (Level II) 2 x Rifle Gruppe (8 men each) 2 x Truck Off-Table Artillery None available: you are out in front of the main force.
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SCENARIO 5G: NEAR CHEMONT Introduction
Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east.
This is a standard attacker/defender scenario, with units from US 21st Armoured Division attacking a German blocking force. The game begins with the Americans advancing onto the table against an all ontable German force. Map & Terrain L’Eglise du Manteau de St. Martin and its accompanying graveyard nestle in a small valley near Chemont. The church is a typical example of a Normandy church, with a tower of medium height at its southern end. The church is surrounded by a waist-high stone wall, the graveyard by a shoulder-high stone wall.
The American attack on Pierrecourt was, however, not a success, giving the Germans an opportunity to counter-attack from south of Belle Maison. Fortunately for the Allied campaign, the Americans had troops available to block the German advance, and this success has allowed the drive south to continue.
The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the east-west road which has a small stream in a shallow ditch running alongside its northern edge. The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
With Pierrecourt and Belle Maison now secure, the Americans resume their advance on Vartres. Use Map Two: Near Chemont.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
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There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The German objective is to halt the enemy’s advance whilst units are rushed north to shore up the line. Denying the crossroads to the Americans will help this. They therefore win a victory if they have on-table forces either occupying or able to threaten the crossroads at the end of the game.
The fields themselves count as broken terrain.
The Cards
Scenario 5G
The open ground in the centre and west of the table is grass covered and dotted with small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles.
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Tank Company HQ Kompanie HQ 1st Tank Platoon Zug One 2nd Tank Platoon Zug Two Arm'd Rifle Co. HQ FOO FOO MG Zug 1st Infantry Platoon Anti-Tank 1 2nd Infantry Platoon Anti-Tank 2 3rd Infantry Platoon Tank Hunter Support Platoon Anti-Tank Bonus Off-Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
There is no additional penalty for moving up and down the hills. Initial Deployment The Americans may enter the table under Blinds anywhere along its northern edge. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. The Germans may deploy their men anywhere south of the main east-west road. They deploy under hidden Blinds, and up to half of them may be dug-in. They may also deploy up to three Blinds in the church, churchyard or graveyard. These Blinds are also hidden, but are not dug-in. They have one Blind per platoon, plus two Dummy Blinds. Objectives & Victory Conditions The American objective is to clear all enemy activity from around the crossroads. They therefore win the game if they neutralise all enemy forces on the table. An enemy unit is counted as neutralised if it cannot pose a threat to the crossroads in the future.
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SCENARIO 5G: US BRIEFING Ordered to make a demonstration attack against Avaux to draw the enemy’s attention away from your advance, the Brits decided to try and be heroes and actually take Avaux. It goes without saying that their attack failed and, worse, they then came under extreme pressure from a German counter-attack.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division, the Steel Fists. It’s summer 1944 and you are once again driving forward deep into the heart of enemy territory! High Command had identified the Ribeaux Valley as a possible axis of advance. The 830th, as part of 21st Armoured Division, was moved forward with 107th Infantry Division past the small town of Diot ready to take its next target: the town of Pierrecourt.
This failure meant that the 107th had to launch an immediate attack on Pierrecourt: looking to concentrate the Krauts’ attention there and so let the Brits recover. Well, this attack also failed: with the 107th having to fall back on Belle Maison. There, however, they managed to fight off an enemy counterattack, and so regain the initiative for another advance...this time to be led by the 21st!
The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Although you were expecting to have some difficulty in crossing the river, recon units found a bridge able to take the weight of your tanks. This should have allowed the “hook” to take place as planned but, unfortunately, the Limeys on your left flank screwed things up!
Up to now, the Steel Fists have been doing nothing more than just following up the 107th: occasionally clearing by-passed pockets of resistance but really just burning petrol in the footslogger’ wake. That’s all changed now as the battalion is currently driving south for Vartres seeking to fulfil the original campaign objective of isolating Pierrecourt. As usual, you have been posted out in front of the main force. You’re not sure if this is a compliment or whether the CO is still annoyed about his cat! Whatever the reason, your orders are to secure the crossroads by the church of St. Martin the Something-Or-Other, allowing the division to advance forward quickly for the next stage of the campaign. By your reckoning, the church is just over that next rise... Map & Terrain L’Eglise du Manteau de St. Martin and its accompanying graveyard nestles in a small valley near Chemont. The church is a typical example of a Normandy church, with a
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tower of medium height at its southern end. The church is surrounded by a waist-high stone wall, the graveyard by a shoulder-high stone wall. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the east-west road which has a small stream in a shallow ditch running alongside its northern edge. The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
The open ground in the centre and west of the table is grass covered and dotted with small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles. There is no additional penalty for moving up and down the hills.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Initial Deployment Your troops may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions Your objective is to clear all enemy activity from around the crossroads. You therefore win the game if you neutralise all enemy forces on the table.
Unit Ratings & Armoury Part One
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman 1st Tank Platoon BM 2: Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 3: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 2 x M4 Sherman
Armoured Rifle Company HQ BM 4: Captain Sy Sacramento (Level III) Staff Sergeant Ollie Oakland (Level II) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 5: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 6: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 7: Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 8: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack
Off-Table Artillery You may call upon four fire missions from three M7 Priests (105mm guns) Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Unit Ratings & Armoury Part Two
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
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SCENARIO 5G: GERMAN BRIEFING Next, the axis of the Allied attack switched to the eastern side of the valley, with British tanks leading a charge on Avaux. This assault was beaten off by the 1001st Infantry Regiment, quickly followed by another success: the 1002nd Infantry regiment beating off an American attack on Pierrecourt itself. With these two victories, it looked as if the Allied advance had stalled!
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies have mounted their attack. You have been moved into the valley because of the successes that the enemy have already enjoyed.
A stalled attack is an excellent target for a counter-attack, and that is exactly what 30th Panzer then tried to do: quickly moving from behind Pierrecourt to Chemont, they assembled a powerful kampfgruppe and drove north, aiming to take Belle Maison as a jumping off point for an assault on the Allied rear.
Hostilities opened when Aufklärung units from 30th Panzer fought a sharp action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire. The clash was not a success for the 30th: the Americans managed to properly reconnoitre the area and seemed to be preparing for a major advance towards either Pierrecourt or Vartres.
Unfortunately, the attack on Belle Maison was not a success: the Amis managed to get enough troops across the valley to block 30th Panzer’s advance. Now the Americans are driving south again themselves, aiming straight at Vartres...and therefore straight at your positions mid-way between Pierrecourt and Chemont. You must hold your ground against the American advance, with failure perhaps leading to the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself! You survey your positions. It’s good ground to defend. Let the Amis come: you’ll give them a nice warm fallschirmjaeger welcome! Map & Terrain The crossroads near L’Eglise du Manteau de St. Martin and its accompanying graveyard nestles in a small valley near Chemont. The church is a typical example of a Normandy church, with a tower of medium height at its southern end. The church is surrounded by a
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waist-high stone wall, the graveyard by a shoulder-high stone wall. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the east-west road which has a small stream in a shallow ditch running alongside its northern edge. The main north-south road is bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
Initial Deployment You may deploy your men anywhere south of the main east-west road. They deploy under hidden Blinds, and up to half of them may be dug-in. You may also deploy up to three Blinds in the church, churchyard or graveyard. These Blinds are also hidden, but are not dug-in. You have one Blind per platoon, plus two Dummy Blinds.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Note that you have preregistered the church, churchyard, graveyard and crossroads as targets for your off-table artillery.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions Your objective is to halt the enemy’s advance whilst units are rushed north to shore up the line. The crossroads will, you think, prove vital to the enemy’s advance. You therefore win a victory if you resist this, the enemy’s first attack, and have forces either occupying or able to threaten the crossroads at the end of the game.
The fields themselves count as broken terrain. The open ground in the centre and west of the table is grass covered and dotted with small copses. These copses are impenetrable to vehicles and count as heavy ground for infantry. The main wooded area to the south is only lightly wooded, but nonetheless counts as heavy ground to both infantry and vehicles. There is no additional penalty for moving up and down the hills.
Notes The Vehicle Breakdown card applies to the Jagdpanther only. The Anti-Tank Bonus card applies to both the PaK40s and Jagdpanther. The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm anti-tank guns (5 crew each) 2 x Opel Blitz truck as tows Tank Hunter Zug BM 5: Feldwebel Siegfried Spatzen (Level III) 1 x Jagdpanther Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
0 1 2 1, 2 3 4 The paratroopers are Veterans
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions
0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5H: NEAR SAINT MELOTTE Although US reconnaissance units located the bridge over the river Moire, the British demonstration against Avaux was a failure. This allowed the Germans to rush reinforcements to block the American plan to hook around Pierrecourt to the west. Worse, the British then got into trouble at Saint Melotte: giving the Americans no option but to head straight down the road for Pierrecourt in order to take the pressure off their allies to the east.
Rather than two sides meeting head on, the stronger German force begins the game surprised by a weaker British force driving into their flank.
The American attack on Pierrecourt was, however, not a success, giving the Germans an opportunity to counter-attack from south of Belle Maison. The Americans had troops available to block the German advance, but they were brushed aside by the might of the German blitzkrieg. Now the Germans switch their axis of attack, striking down from Avaux towards Diot.
The map shows the area around the junction where the main roads joining Avaux, Saint Melotte and Diot meet. The ground slopes gently, but obviously down from north to south. Troops in or north of the most northerly farm can possibly see and shoot down onto the main east-west road, although troops on the road who hunker down against the hedge that borders the road’s northern side would be concealed in the hedge’s lee. The Umpire should judge who can see whom.
The Germans begin the game on the AvauxDiot road oblivious to the presence of their enemy. The British are on the Saint MelotteDiot road, looking down on the Germans as they drive past... Map & Terrain
Use Map Fourteen: Near Saint Melotte. Introduction
The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside its western edge. The main roads are bordered on both sides by bocage.
This is an encounter scenario with a twist.
The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement. The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is
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i.e. just before the first card is turned. They have already been spotted by the British.
only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The other five German Blinds are assumed to be in column on the road just off the table to the east. Each time the German Blinds card appears, up to two more Blinds may be placed on to the table’s eastern edge anywhere on or up to six inches either side of the main east-west road. That is considered to be their move.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat.
The fields themselves count as broken terrain. The buildings that comprise the two farms shown are stone with thatched roofs. It costs infantry one Action to move into or out of a building.
As an additional, more concrete guideline, the British will retreat automatically if they lose all their Big Men, or if they lose all their tanks and anti-tank guns; and the Germans will retreat automatically if they lose all their Big Men, or all their tanks and assault guns.
Initial Deployment The British begin the game on table under Blinds anywhere in or north of the most southerly farm building. They have one Blind per platoon, plus two dummy Blinds. They are not dug-in, but have had time to position themselves to maximum advantage without use of a spade.
The Cards
Scenario 5H
Game Tea Break
Allies
If in cover, then their troops are deployed under hidden Blinds (ask the British player to mark their positions on their map); if not in cover, then they are placed on the table under Blinds. There must, however, be at least one British Blind on the table at the start of the game.
Germans
Blinds Blinds Big Man 1-6 Big Man 1-7 Platoon One Kompanie HQ Platoon Two FOO FOO Zug One MMG Platoon Zug Two Anti-Tank 1 Zug Three Anti-Tank 2 Zug Four (FJ) Anti-Tank Bonus Assault Guns Tanks Panzers Off-Table Artillery Off-Table Artillery Rally Vehicle Breakdown Heroic Leader Rally Dynamic Leader
The German player should organise his troops into a column of movement. He has one Blind per platoon and two Dummy Blinds, so nine Blinds in all. The first four Blinds of the column should be placed on the main east-west road, with the back of the last Blind just touching the table’s eastern edge, and the other Blinds evenly spread out in front of it. These Blinds should be revealed just before the start of the game
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SCENARIO 5H: BRITISH BRIEFING then fell victim to a nasty counter-attack that threatened the whole left flank of the advance. This meant that the Yanks had no choice but to launch a frontal assault on Pierrecourt in a desperate attempt to take some pressure off the tread-heads. Unfortunately this attack failed and, worse, another German counter-attack has thrown the Americans out of Belle Maison as well. It now looks as if the Krauts are ready to throw the whole damn lot of you out of the valley for good!
You are Captain Gordon Glasgow of the 1st Battalion, the Alban Regiment, and the campaign to liberate Europe seems to be getting off to a gey shoogling start! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. With Americans to your right, you had advanced as far south as Saint Melotte, and were preparing to move forward again in support of your gum-chewing allies!
Enter stage left: the Alban Regiment! Up to now, you and your men have been in reserve at Saint Melotte, twiddling your thumbs and waiting to get called forward into action. Now reports have a major German strike force heading down the road from Avaux to Diot. If they manage to get into Diot (where the Yanks and Tanks are still licking their wounds after their failed assaults) then the whole campaign comes to an abrupt and grinding halt.
With the aid of some fine reconnaissance work, the Yanks were able to get across the Moire and threaten Pierrecourt from the flanks and rear. British tanks were then called on to launch a diversionary attack towards Avaux, aiming to draw the Hun’s attention away from where the Americans aimed to hit them. Well, the Sassenach tankers failed dismally to smash through the Germans at Avaux, and
Your orders are to intercept the Germans at the road junction between the Saint Melotte-Avaux-Diot roads, halting their forward elements for long enough for the Yanks and Tanks to sort themselves out and come and support you. Moving forward impressively quickly, you are already in position on high ground overlooking the junction. Even better, the German column has just come into view, moving along the road in front of you, seemingly oblivious to your presence! It’s time to blow wild war’s blast! Map & Terrain The map shows the area around the junction where the main roads joining Avaux, Saint Melotte and Diot meet. The ground slopes gently, but obviously down from north to south, so troops in or north of the most
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northerly farm can possibly see and shoot down onto the main east-west road. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside its western edge. The main roads are bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
per platoon, plus two dummy Blinds. Your men are not dug-in, but have had time to position themselves to maximum advantage without use of a spade. If in cover, then your troops are deployed under hidden Blinds (mark their positions on your map); if not in cover, then they are placed on the table under Blinds. There must, however, be at least one British Blind on the table at the start of the game.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The Germans begin the game in column strung out along the main east-west road in front of you.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat. Note that you will retreat automatically if you lose all your Big Men, or if you lose all your tanks and anti-tank guns.
The fields themselves count as broken terrain. The buildings that comprise the two farms shown are stone with thatched roofs. It costs infantry one Action to move into or out of a building. Initial Deployment Your troops begin the game on table under Blinds anywhere in or north of the most southerly farm building. You have one Blind
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Elements of 1st Battalion, The Alban Regiment & Supports B Company HQ BM 1: Captain Gordon Glasgow (Level III) Forward Observation Officer (FOO) 1 x Jeep Platoon One BM 2: Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) Platoon Two BM 3: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) MMG Platoon BM 4: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Anti-Tank Platoon BM 5: Sergeant Mikey Motherwell (Level II) 2 x 6-pounder anti-tank gun (5 crew each) 2 x Lloyd Carrier Attached Infantry Tank Platoon (from 21st Independent Tank Brigade) BM 6: Lieutenant Will Warwick (Level I) 3 x Churchill Mk VI Off-Table Artillery You have access to unlimited fire missions from four 25-pounders.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 The Alban Regiment 1, 2 3 4, 5 6, 7 The Scottish infantry are Veterans and Aggressive Vehicle Churchill Mk VI
Infantry AT Infantry Squad PIAT MMG
4 8
AC Weapon Speed Notes 8 7 75mm Slow Heavy Armour All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun 6-pounder ATG
Strike 7
SCENARIO 5H: GERMAN BRIEFING You yourself were part of the force that beat off this attack, a success that was swiftly followed by another: your sister regiment, the 1002nd Infantry, defeated an American attack on Pierrecourt itself.
You are Hauptmann Siggi Starkbier of 1001st Infantry Regiment. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1001st forms part of the force sent to stop them.
With the Allies reeling, 30th Panzer then redeemed themselves for the earlier failure of their Aufklärung units: striking down from Chemont and smashing through the Amis licking their wounds in Belle Maison. The stage is therefore set for a final climatic counter-attack on the Allies: one that will throw them out of the valley for good!
Hostilities opened when Aufklärung units from 30th Panzer fought a sharp action with the leading elements of the enemy’s scouts as they tried to find a route across the river Moire. The clash was not a success for the 30th: the Americans managed to properly reconnoitre the area and seemed to be preparing for a major advance towards either Pierrecourt or Vartres.
As 30th Panzer prepare to resume their advance towards Diot, you have been ordered to launch a diversionary attack on the town from the east. At the head of the regiment, you are therefore moving your kampfgruppe down the main road from Avaux to Diot, and are just passing the junction with the road to Saint Melotte. You’ve still got the heavy tanks with you, so are looking forward to giving the Allies a pasting!
Then, suddenly, the axis of the Allied attack switched to the eastern side of the valley, with British tanks leading a charge on Avaux.
Map & Terrain The map shows the area around the junction where the main roads joining Avaux, Saint Melotte and Diot meet. The ground slopes gently, but obviously down from north to south. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside
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its western edge. The main roads are bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement. The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Your other five Blinds are assumed to be in column on the road just off the table to the east. Each time the German Blinds card appears, up to two more Blinds may be placed on to the table’s eastern edge anywhere on or up to six inches either side of the main east-west road. That is considered to be their move.
Initial Deployment
Objectives & Victory Conditions
Organise your troops into a column of movement. You have one Blind per platoon and two Dummy Blinds, so nine Blinds in all. The first four Blinds of the column should be placed on the main east-west road, with the back of the last Blind just touching the table’s eastern edge, and the other Blinds evenly spread out in front of it.
This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat. Note that you will retreat automatically if you lose all your Big Men, or all your tanks and assault guns.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1001st Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1001st are Regulars
4 7, 8 8
Vehicle StuG III G Tiger I
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
Elements of 1001st Infantry Regiment and Supports Kompanie HQ BM 1: Hauptmann Siggi Starkbier (Level IV) Forward Observation Officer 2 x MG42 tripod-mounted MMG (5 crew each) 2 x Rifle Gruppe (8 men) 3 x Kubelwagen Zug One BM 2: Leutnant Freddi Feuerzangenbowle (Level III) 3 x Rifle Gruppe (8 men each) Zug Two BM 3: Leutnant Bjorn Bittburger (Level III) 3 x Rifle Gruppe (8 men each) Zug Three BM 4: Leutnant Patrick Pfankuchen (Level III) 3 x Rifle Gruppe (8 men each) Zug Four (Fallschirmjaeger) BM 5: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Assault Gun Zug BM 6: Oberfeldwebel Maik Mohntorte (Level II) 4 x StuG III G Schwerer Panzerzug BM 7: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I Off-table Artillery You may call upon up to four fire missions from three 21cm Nebelwerfers
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SCENARIO 5I: VARTRES water mill) as opposed to just dominance of the battlefield.
Although US reconnaissance units failed to locate the bridge over the river Moire, their engineers managed to fight off a German counter-attack and build a bridge of their own. This allowed the Americans to hit Pierrecourt from the flank as opposed to having to make a full frontal assault on the German lines there. The American attack on Pierrecourt was a success, and American troops poured through the town, heading south for Vartres. An American force sent to take the vital junction east of the main Pierrecourt-Vartres road succeeded in their mission, securing the advance’s left flank, so now Vartres itself comes under attack.
The Germans begin the game with their entire force on-table. The British enter the table to begin their attack, but can do so at a variety of different points: either end of the main road or, for their footsloggers only, anywhere along the table’s western edge. Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Use Map Seven: Vartres. Introduction This is an attacker-defender scenario, with the British attacking German troops dug-in to the village of Vartres - the Americans are resting after two hard-fought battles. Unlike most of the other scenarios in this pack, the Allied target is a particular building (the
The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area. The open space surrounding the town is rough, common ground with the odd bush. The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving
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player will need to mark their positions on their map); if not in cover, then they are placed on the table under Blinds. They have one Blind per platoon, plus two dummy Blinds. Note that Germans are in cover but not dug-in.
vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
Objectives & Victory Conditions The Germans have established a command post in the mill, and this will be the target of the British attack. The British therefore win the battle if, at the end of the game, they have taken the mill, defined as having at least one infantry squad or Big Man and no Germans within the mill building itself.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The Germans must defend their command post. They therefore win the battle if, at the end of the game, they have prevented the British from both occupying the mill and clearing them from it.
There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream.
For the purposes of this game, occupying the rubble that is all that’s left of the mill is still occupying the mill! The Cards
Scenario 5I
Game
Initial Deployment
Tea Break
British troops may enter the table under Blinds from either end of the main northsouth road. Alternatively, any British troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. The Germans begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill. If in cover, then they are deployed under hidden Blinds (the German
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Allies
Germans
Blinds Big Man 1-9 Squadron HQ Troop One Troop Two Infantry Co. HQ FOO 1st Platoon 2nd Platoon 3rd Platoon MMG Platoon Off Table Artillery Air Support Armoured Bonus Rapid Deployment Rally Dynamic Leader
Blinds Big Man 1-6 Kampfgruppe HQ Panzer Zug Infantry HQ FOO Infantry Zug 1 Infantry Zug 2 Tank Killers Anti-Tank 1 Anti-Tank 2 Anti-Tank Bonus Off-Table Artillery Rally Heroic Leader
SCENARIO 5I: BRITISH BRIEFING but the engineers and their escorts managed to fight them off, and then complete their bridge without further interference.
You are Captain Miles Manchester of 101st Royal Tank Regiment. It’s summer 1944 and you are driving forward deep into the heart of enemy territory!
The Americans then poured across the bridge, and were able to assault Pierrecourt from the west, hitting the German defences in the flank. It was hard fighting, but they managed to push the Krauts out of the town, and then also drive further south and secure the vital junction of the Avaux, Vartres, Pierrecourt roads. After two hard fights, they are now pausing to rest and recuperate.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 101st had advanced south as far as the small town of Saint Melotte, with thousands of Yanks on your right flank, with the plan being for the Americans to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear.
It’s therefore time for 36th Armoured Brigade to take up the baton and show what they can do! Apparently the enemy have established some form of command post in Vartres which, when operational, will be responsible for co-ordinating all activity in the area. The plan is for you, out in front of the brigade as usual, to launch a sudden strike at Vartres, aiming to neutralise the command post, and so keep the Germans off balance whilst the rest of the division moves forward.
And indeed, up until now, it’s been the Yanks doing all the work...even if the campaign did get off to a slightly shaky start: US recon units failing to find a bridge over the Moire able to take the weight of their tanks. That meant that engineers had to be brought forward to build a bridge of their own. The Germans counter-attacked,
The natural angle of attack would be down the main Avaux—Vartres road, but aerial reconnaissance shows that the only way into the town from that direction is over a couple of bridges. It’s theoretically possible, but if Jerry blows either, things would rapidly get very sticky indeed. You’ve therefore made the decision to snake around the resting Americans and hit Vartres from its western side. Needless to say, you can expect some pretty stiff opposition, but are determined not to let the side down...and certainly not to do so in front of the Yanks! Map & Terrain The map represents the Normandy village of
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Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. The open space surrounding the town is rough, common ground with the odd bush.
gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage between the fields and the river or mill stream. Initial Deployment
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Your troops may enter the table under Blinds from either end of the main north-south road. Alternatively, any British troops on foot may enter the table anywhere along its western edge, but their entire turn consists of their Blind only being placed on table i.e. they do not get to move as well. You may enter a maximum of three Blinds whenever their Blinds card appears. You have one Blind per platoon, plus three Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these
Objectives & Victory Conditions The Germans have a command post in the mill, and this is the target of your attack. You therefore win the battle if, at the end of the game, you have taken the mill. Taking the mill is defined as having at least one infantry squad or Big Man, and no Germans, within the mill building itself.
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Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers
Off Table Artillery Unlimited fire missions from 4 x 25 pounders
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
SCENARIO 5I: GERMAN BRIEFING the area. Unfortunately, this early success was followed by defeat after defeat: you led a counter-attack against an Allied engineer column near Belle Maison that was turned back; Pierrecourt fell to a flank attack from the west; and the vital road junction between Pierrecourt, Avaux and Vartres lost despite the position being heavily reinforced.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has reached a climax! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies are mounting their next attack.
Vartres is where the final battle for the Ribeaux valley will be fought. A command post has been set up in the only decent defensive position in Vartres: the water mill. Your mission is to protect the command post at all costs : its transmitters are the only ones in the area powerful enough to contact all German forces in the valley and therefore properly co-ordinate the defence. Losing the command post almost certainly means the end of resistance in the Ribeaux Valley and thus the fall of Paris, then the Low Countries, and then possibly even Germany itself!
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened with 30th Panzer’s Aufklärung units fighting a sharp action with the leading elements of the enemy’s scouts. Leutnant Spaten took part in the engagement, and he reports that the clash was a success for the 30th: with the Americans driven back from the Moire without managing to properly reconnoitre
You have gathered together a collection of surviving troops from units from all over the valley, and must quickly forge them into a co-ordinated fighting whole. A short time ago, your forward outposts dealt with an enemy reconnaissance force. This is good, but following behind the aufklärung will be the rest of their army! Map & Terrain The map represents the Normandy village of Vartres. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The open space
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surrounding the town is rough, common ground with the odd bush. The church at the southern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall. between the fields and the river or mill stream.
The most significant feature in Vartres is its mill, located on a small island (L’Isle de Moulin) just to the east of the town. Both the river (the Ribeaux) and mill stream are impassable except at the bridges. The mill is a good quality, two storey stone building surrounded by a cleared area.
Initial Deployment You begin the game under Blinds anywhere on table, with the proviso that there must be at least one German asset (a Big Man, a squad of infantry, the FOO etc.) within the mill.
The three main roads leading into Vartres are reasonable quality, tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads leading to the mill are narrower: they give the usual road movement bonus, but are not wide enough for two vehicles to pass each other. The track leading from the town square to the church gives no benefit to movement.
If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Note that as you have just arrived, your men are in cover but not dug-in. Objectives & Victory Conditions You must defend the command post in the mill. You therefore win the battle if, at the end of the game, you still have at least one asset within the mill and have prevented the Americans from occupying it.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Note that there is no bocage
Notes The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank. The StuG operates on an Anti-Tank card i.e. when one of the Anti-Tank cards appears, you may choose to activate either the Pak 40 or the StuG provided, of course, that they have not already activated that turn. The Anti-Tank Bonus card also allows either the Pak 40 or the StuG a bonus shot.
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Elements of 30th Panzer; 1002nd Infantry and 22nd Fallschirmjaeger Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 1 x Panther Panzer Zug BM 2: Oberleutnant Dieter Doppelkorn (Level II) 2 x Panther Infantry HQ (from 1002nd Infantry) BM 3: Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer (FOO) 2 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Infantry Zug One (from 1002nd Infantry) BM 4: Leutnant Berti Brotknodel (Level III) 2 x Rifle Gruppe (8 men each) 2 x Panzerfaust 30 (one per gruppe) Improvised Anti-Tank Zug (from 1002nd Infantry & Division) BM 5: Oberfeldwebel Maik Mohntorte (Level II) 1 x PaK 40 Anti-Tank Gun (5 crew) with SdKfz 11 tow 1 x StuG III G Assault Gun Infantry Zug Two (from 22nd Fallschirmjaeger) BM 6: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Off-Table Artillery You may call in up to three fire missions from three 21cm Nebelwerfers Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1002nd Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1002nd are Regulars Vehicle StuG III G Panther G
Infantry AT Infantry Squad Panzerfaust 30 MMG
4 7, 8 8
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 75mm Fast Crew morale of four and has four Actions
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5J: BELLE MAISON Introduction
Although US reconnaissance units failed to locate the bridge over the river Moire, their engineers managed to fight off a German counter-attack and build a bridge of their own. This allowed the Americans to hit Pierrecourt from the flank as opposed to having to make a full frontal assault on the German lines there. The American attack on Pierrecourt was a success, and American troops poured through the town heading south for Vartres.
This is a standard attacker/defender game beginning with the British in possession of Belle Maison, with their troops either on table or ready to come on. The game begins as German Blinds appear on the table’s southern edge. Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. Noone can remember why it is called Belle Maison, particularly in view of the fact that all its houses look a bit battered and worn.
Then, however, an American force sent to take the vital junction east of the main Pierrecourt-Vartres road failed in their mission, giving the Germans an opportunity to launch a counter-attack on the stalled Allied advance. Now 30th Panzer strike down from Chemont towards Belle Maison: if British reserves cannot stop them, then the Americans past Pierrecourt will have to retreat or risk being cut-off from their supplies, and all the Allied gains made so far in the campaign will be lost.
The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
Use Map 13: Belle Maison.
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its
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The Germans may enter a maximum of four Blinds whenever their Blinds card appears. They have one Blind per platoon, plus four Dummy Blinds.
one end, and a small graveyard. The church is surrounded by a waist-high stone wall. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Objectives & Victory Conditions The German objective is to hurl the Allies from the town, providing an easy route for their Schwerer forces to drive north. They therefore win the game if, at the end of the battle, there are no combat-capable British troops south of the church.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
The British objective is to hold the town for as long as possible, denying an easy route north to the Germans. They therefore win the game if they have combat-capable troops south of the church at the end of the battle.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
Take the ‘victory line’ as an east/west line running across the northern end of the church. The Cards
Initial Deployment
Scenario 5J
The British begin the game with as much of their force as they like on-table. They may be deployed anywhere north of the most southerly track.
Game Tea Break
If in cover, then British troops are deployed under hidden Blinds (the British player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The British have one Blind per platoon, plus two dummy Blinds. They are not dug in. Any British units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. German troops may enter the table under Blinds anywhere along its southern edge.
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Allies
Germans
Blinds Big Man 1-6 Platoon One Platoon Two FOO MMG Platoon Anti-Tank 1 Anti-Tank 2 Anti-Tank Bonus Tanks Off-Table Artillery Rally Heroic Leader
Blinds Big Man 1-8 Kampfgruppe HQ Aufklarung Zug Panzer Zug 1 Panzer Zug 2 Infantry HQ Infantry Zug 1 Infantry Zug 2 Infantry Zug 3 Armoured Bonus Rapid Deployment Recce Bonus Rally x 2 Dynamic Leader
SCENARIO 5J: BRITISH BRIEFING from the west, hitting the German defences in the flank. It was hard fighting, but they managed to push the Krauts out of the town. Then, however, as they drove further south, they were beaten back as they attempted to secure the vital junction of the Avaux, Vartres, Pierrecourt roads.
You are Captain Gordon Glasgow of the 1st Battalion, the Alban Regiment, and the campaign to liberate Europe seems to be getting off to a gey shoogling start! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. With Americans to your right, you had advanced as far south as Saint Melotte, and were preparing to move forward again in support of your transatlantic allies!
This has left the advance somewhat stalled...and the Germans, never ones to miss an opportunity, have used this pause to launch a counter-attack of their own, striking down from Chemont aiming to pass through Belle Maison and take Diot. This they cannot be allowed to do. If they take Diot, then the American spearhead, licking its wounds just south of Pierrecourt, will be isolated and cut off from its supplies, meaning that it will probably have to retreat. All the gains made so far in the campaign will be lost.
Hostilities opened with US recon units failing to find a bridge over the Moire able to take the weight of their tanks, which meant that engineers had to be brought forward to build a bridge of their own. The Germans counterattacked, but the engineers and their escorts managed to fight them off, and then complete their bridge without further interference.
You and your men have been rushed from Saint Melotte, through Diot, and have now just arrived at Belle Maison, where your orders are to block the progress of the German advance guard whilst more troops are brought up to support you. Aerial recon reports a sizeable force of German armour, supported by infantry, heading your way down the main road from Chemont. There’s a wee stooshie a’brewin’, as your old man would have said, and you’re right in the thick of it!
The Americans then poured across the bridge, and were able to assault Pierrecourt
Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones
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than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
deployed anywhere north of the most southerly track. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. They are not dug in.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Any British units that start the game offtable may enter the table under a Blind at the end of small road leading on-table from the north whenever the British Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle. Objectives & Victory Conditions The German objective is to hurl you from the town, providing an easy route down the road for their forces to drive north towards Diot. They therefore win the game if, at the end of the battle, there are no combatcapable British troops south of the church. Your objective is to therefore to hold the town for as long as possible, denying an easy route north to the Germans. You therefore win the game if you have combat-capable troops south of the church at the end of the battle.
Initial Deployment You begin the game with as much of your force as you like on-table. Any troops ontable at the beginning of the game may be
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Elements of 1st Battalion, The Alban Regiment & Supports B Company HQ BM 1: Captain Gordon Glasgow (Level III) Forward Observation Officer (FOO) 1 x Jeep Platoon One BM 2: Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) Platoon Two BM 3: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) MMG Platoon BM 4: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Anti-Tank Platoon BM 5: Sergeant Mikey Motherwell (Level II) 2 x 6-pounder anti-tank gun (5 crew each) 2 x Lloyd Carrier Attached Infantry Tank Platoon (from 21st Independent Tank Brigade) BM 6: Lieutenant Will Warwick (Level I) 3 x Churchill Mk VI Off-Table Artillery You have access to unlimited fire missions from four 25-pounders. Unit Ratings & Armoury
Troops/Dice 0 1 2 3 The Alban Regiment 1, 2 3 4, 5 6, 7 The Scottish infantry are Veterans and Aggressive Vehicle Churchill Mk VI
Infantry AT Infantry Squad PIAT MMG
4 8
AC Weapon Speed Notes 8 7 75mm Slow Heavy Armour All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun 6-pounder ATG
Strike 7
SCENARIO 5J: GERMAN BRIEFING without managing to properly reconnoitre the area.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun!
Unfortunately, this early success was followed by two quick defeats: you led a counter-attack against an enemy engineer column near Belle Maison that was turned back and Pierrecourt fell to a flank attack from the west. Then the fortunes of war changed again: reinforcements rushed into the valley managed to hold the vital road junction between Pierrecourt, Avaux and Vartres, effectively stopping the Allied advance in its tracks.
The Normandy landings must be seen as a great success for the enemy. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
A stalled attack is an excellent target for a counter-attack, and that is exactly what the 30th is now preparing to do. Quickly moving from behind Pierrecourt to Chemont, you have assembled a powerful kampfgruppe which has been ordered to drive ahead of the main force and secure the road down through Belle Maison towards Diot. If the division can get behind the Americans in Pierrecourt, then the Amis will be cut-off from their supplies and forced to retreat. The valley will then have been secured!
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened with 30th Panzer’s Aufklärung units fighting a sharp action with the leading elements of the enemy’s scouts. Leutnant Spaten took part in the engagement, and he reports that the clash was a success for the 30th: with the Americans driven back from the Moire
You know that the Allies have rushed troops towards Belle Maison in an attempt to stop your advance. They may have already got into the town. No matter: whether in or out of the town you will clear them from route north. Forward the 30th Panzer Division! Map & Terrain Belle Maison is a small village nestling in a shallow valley i.e. the contour lines denote slopes leading up to the north and south, leaving the village in a pronounced dip. The main road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones
239
than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
The church at the northern end of the village is a typical example of a Normandy church, with a tower of medium height at its one end, and a small graveyard. The church is surrounded by a waist-high stone wall.
Initial Deployment
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Your troops may enter the table under Blinds anywhere along its southern edge. You may enter a maximum of four Blinds whenever your Blinds card appears. You have one Blind per platoon, plus four Dummy Blinds. Objectives & Victory Conditions Your objective is to clear any Allied troops from the table top, providing an easy route for your Schwerer forces to drive north. You therefore win the game if, at the end of the battle, there are no combat-capable Allied troops south of the church.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant D. Doppelkorn (Level II) 2 x Panther
Panzer Zug 2 BM 4: Oberleutnant W. Weinbrand (Level II) 2 x Panther
Infantry HQ BM 5: Oberleutnant Siegfried Schnapps (Level III) 1 x MMG Team (5 crew) 1 x SdKfz 251/9 Infantry Zug 1 BM 6: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each)
Infantry Zug 2 BM 7: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each)
Infantry Zug 3 BM 8: Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
Off-Table Artillery None available: you are out in front of the main force.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 5K : AVAUX Note that the scenario includes two British pre-game stonks, off-table artillery for both sides, and an off-table German ‘88’.
Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. This allowed the Americans to assault Pierrecourt from the flank but, despite this advantage, the attack failed. The Germans then counterattacked from south of Belle Maison, but the Americans managed to beat them off.
Map & Terrain The small village of Avaux consists of four two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. All buildings are stone and thus provide good cover. Just to the west of the square is a small drive leading to a larger manor house nestled amongst apple orchards. The orchards provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
With the Americans needing to consolidate after several sharp actions, it’s the turn of the British to move forward towards Avaux, but the Germans have had time to prepare for their arrival... Use Map Three: Avaux.
The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other, but if the moving tank rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre rather than end up in the ditch carrying the small stream. The village pond is impassable to both infantry and tanks.
Introduction This is a straight attacker and defender scenario, with most of a squadron of British tanks backed up by a company of infantry assaulting a German force dug-in around the village of Avaux.
The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
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Initial Deployment
the main north-south road. When its card appears, the 88 may fire one aimed shot at long range at any vehicle that is on the main road south of the northern end of the village pond. This fire does not need to be called in: it will happen automatically if the gun’s card appears and there is a suitable target waiting for its attention.
The Germans begin the game with as much of their force as they like on-table. They may be deployed anywhere south of the most northerly line of bocage. If in cover, then they count as dug-in and are deployed under hidden Blinds (the German player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Germans have one Blind per platoon, plus two dummy Blinds.
The Cards
Scenario 5K
Game
Any German units that start the game offtable may enter the table under a Blind at the end of the small track that runs into Avaux from the east whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the table without a Big Man to bring them on will not take part in the battle.
Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Squadron HQ Kompanie HQ Troop One Zug One Troop Two Zug Two Infantry Co. HQ FOO FOO MG Zug 1st Platoon Anti-Tank 1 2nd Platoon Anti-Tank 2 3rd Platoon Tank Hunter MMG Platoon Anti-Tank Bonus Off Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader
The British may enter the table under Blinds anywhere along the northern end of the table. They may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions The British objective is simple: clear the town of all opposition. They therefore win the battle if they dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions. The German objective is also simple: hold their position. They therefore win the game if they finish the game with any units having three or more available Actions. Special Rules The British get two pre-game stonks (each 12” by 12”) that may land anywhere on the table, British player’s choice where. In addition to their off-table artillery, the Germans have an off-table 88mm AA Gun deployed in an anti-tank role, pointing down
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SCENARIO 5K : BRITISH BRIEFING river crossing anyway.
You are Captain Miles Manchester, commander of A Squadron, 101st Royal Tank Regiment, part of 36th Armoured Brigade. It’s summer 1944 and the liberation of Europe is well under way.
This allowed an American attack on Pierrecourt from the flank but unfortunately German resistance was stronger than expected and that attack failed. The Yanks retired on Belle Maison only to become targets of another German counter-attack. This time, however, the Americans held their ground, knocking Jerry for six! Good that Jerry was beaten, but the effort seems to have finished the Yanks off for the moment. They are apparently unable to resume the advance until they’ve had a bit of time to rest and recuperate.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The brigade has advanced south as far as the small town of Saint Melotte, accompanied by hordes of Yanks to your right. The American plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, recon units were unable to find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge. The Krauts, never ones to miss an opportunity, counterattacked, but an engineer column managed to beat off the German attack and build the
Up to now, you and your men have been in reserve at Saint Melotte, twiddling your thumbs and waiting to get called forward into action. That was then, as it were: with the Yanks hors de combat, High Command have switched the axis of attack and given the British the task of driving down the eastern side of the valley. Your orders are to lead the way on this new drive south by launching a surprise attack on Avaux, clearing the way for division to pass through this potential choke-point. Aerial recon report only a smallish Jerry force in position there, so it needs a quick approach and a firm smash! Avaux is up ahead of you now... Map & Terrain Your map tells you that the small village of Avaux consists of a number of two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. Just to the west of the square is a small drive leading to a larger manor house surrounded by trees, perhaps an orchard. The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other, but
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if the moving tank rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre rather than end up in the ditch carrying the small stream. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
appears. You have one Blind per platoon, plus three Dummy Blinds. Objectives & Victory Conditions Your objective is simple: clear the town of all opposition. You therefore win the battle if you dominate the table at the end of the game i.e. there are no German units on table with three or more available Actions.
Initial Deployment
Special Rules
Your troops may enter the table under Blinds anywhere along the northern end of the table. You may enter a maximum of three Blinds whenever the British Blinds card
You have two pre-game stonks (each 12” by 12”) that may land anywhere on the table, your choice where.
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) 2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) 3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew) MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers Off Table Artillery Unlimited fire missions from 4 x 25 pounders
Air Support Roll D6, appears on a 5 or 6: fighters with rockets
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SCENARIO 5K : GERMAN BRIEFING everything the enemy could throw at them.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun!
30th Panzer then launched another counterattack: attempting to drive down from Chemont through Belle Maison and then into the rear of the Amis forces still threatening Pierrecourt. Unfortunately, this attack was intercepted and turned back near Belle Maison, leaving the initiative once more with the Allies.
The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies have mounted their attack. You were moved into the valley to reinforce the troops already there, and have been based in reserve near Blenneville.
This they are now using: launching a thrust towards Avaux. You and your men have been moved forward into the town to replace the line troops that had been positioned there, and are now preparing to see off this latest assault. If you can turn back the Britisher tanks that are apparently heading your way, then the Allies will probably abandon their attempt to take the valley, giving you an important victory in the fight to hold France.
Although initially the actions of 30th Panzer’s Aufklärung squadron managed to prevent US reconnaissance units finding a bridge over the river Moire, enemy engineers managed to fight off a counter-attack and build a bridge of their own. This allowed the Americans to hit 1002nd Infantry at Pierrecourt in the flank, but the footsloggers did what footsloggers are supposed to do and held their ground, beating off
Map & Terrain The small village of Avaux consists of four two-storey buildings clustered around a cobbled town square, with a scattering of other houses nearby. All buildings are stone and thus provide good cover. Just to the west of the square is a small drive leading to a larger manor house nestled amongst apple orchards. The orchards provide good cover, but do not necessarily block line of sight. They count as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. The main north-south road is good quality with a tarmacked surface. It is just wide enough for two tanks to pass each other. The village pond is impassable to both infantry and tanks. The fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles
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weighing the same or more than a medium tank. Infantry and vehicles that can cross bocage take three movement dice to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. Initial Deployment You begin the game with as much of your force as you like on-table. Your troops may be deployed anywhere south of the most northerly line of bocage. If in cover, then they count as dug-in and are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. you have one Blind per platoon, plus two dummy Blinds.
table without a Big Man to bring them on will not take part in the battle. This represents your philosophy of immediate counter-attack, preferably from an unexpected direction. Objectives & Victory Conditions Your objective is to hold your position in the face of enemy attack: preventing them from penetrating your lines. The Allies’ victory conditions involve exiting troops from the southern edge of the table i.e. penetrating your lines. You therefore win victory if you prevent the Allies from fulfilling their victory conditions.
Any of your units that start the game offtable may enter the table under a Blind at the end of the small track that runs into Avaux from the east whenever the German Blinds card appears, provided they have a Big Man with them i.e. any units left off the
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 2 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm anti-tank guns (5 crew each) 2 x Opel Blitz truck as tows Tank Hunter Zug BM 5: Feldwebel Siegfried Spatzen (Level III) 1 x Jagdpanther Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
0 1 2 1, 2 3 4 The paratroopers are Veterans
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions
0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5L: DIOT the main square in Diot, which is why it is so big: a large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses.
Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. This allowed the Americans to assault Pierrecourt from the flank but, despite this advantage, the attack failed. The Germans then successfully counter-attacked through Belle Maison and, as the campaign reaches its climax, threaten the rear of the Allied armies at Diot.
The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Use Map Nine: Diot.
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
Introduction This is an attacker-defender scenario, with the British defending two vital bridges against a German assault. It uses identical terrain to scenario 4h, but different forces, and the German attack comes from the west rather than the east. Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on
The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end. The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry
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moving between gates/gaps.
fields
through
Objectives & Victory Conditions
these
The British win the game if at least one bridge survives the battle, and they hold any remaining crossings over the river. So both bridges destroyed is a loss; as is one or both bridges in German hands at the end of the game.
The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and mediumplus tanks, and are impassable to other tracked and all wheeled vehicles.
The Germans win the battle by securing at least one bridge over the Ribeaux.
Initial Deployment The British begin the game with all their troops on table. Their forces may be positioned anywhere in or east of the houses on the western side of the town square. Troops west of the river are not dug in, but any troops east of the river may be dug in. If in cover, then British troops are deployed under hidden Blinds (the British player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The British have one Blind per platoon, plus two dummy Blinds.
Notes The Vehicle Breakdown card applies only to the Tigers. The Cards
Scenario 5L
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-6 Big Man 1-9 Platoon One Kampfgruppe HQ Platoon Two Aufklarung Zug FOO Panzer Zug 1 MMG Platoon Schwerer Panzerzug Anti-Tank 1 Vehicle Breakdown Anti-Tank 2 Infantry HQ Anti-Tank Bonus Infantry Zug 1 Tanks Infantry Zug 2 Off-Table Artillery Infantry Zug 3 Rally Armoured Bonus Heroic Leader Rapid Deployment Recce Bonus Rally x 2 Dynamic Leader Air Support
German troops may enter the table under Blinds anywhere along its western edge. The Germans may enter a maximum of three Blinds whenever their Blinds card appears. They have one Blind per platoon, plus three Dummy Blinds. Special Rules The British player has the option to prepare one of the bridges for demolition. There are not enough explosives for both bridges to be blown. Once the charges are laid, Captain Glasgow (and only Captain Glasgow i.e. noone else if he is killed) can use his whole turn to blow the bridge. If he does so, then the bridge is destroyed, along with any troops on or reasonably near it. Once charges are laid, any rounds that hit the bridge have a chance of setting off the charges accidentally. Say a one in ten chance for artillery or anti-tank shells (including PIATs and the like), and a 1 in 36 chance (double 6 on 2D6) for anything else.
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SCENARIO 5L: BRITISH BRIEFING in the flank. Despite this advantage, however, they were turned back, giving the Germans an opportunity to counter-attack. This they did: striking down through Belle Maison, brushing aside American resistance there.
You are Captain Gordon Glasgow of the 1st Battalion, the Alban Regiment, and the campaign to liberate Europe seems to be getting off to a gey shoogling start! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. With Americans to your right, you had advanced as far south as Saint Melotte, and were preparing to move forward again in support of your transatlantic allies.
Now, as the campaign reaches a climax, the German advance continues with a thrust towards Diot. Looking at the map, it’s obvious how serious this is. If the Krauts take Diot, then the Americans south of the town run the risk of being cut off and enveloped as they have nowhere to retreat to. Diot cannot be allowed to fall!
Hostilities opened with US recon units failing to find a bridge over the Moire able to take the weight of their tanks, which meant that engineers had to be brought forward to build a bridge of their own. The Germans counterattacked, but the engineers and their escorts managed to fight them off, and then complete their bridge without further interference.
You and your men have therefore been rushed west from Saint Melotte to garrison the town. Key to the position are the two bridges just to its east. If the Germans, attacking from the west, get through the town and seize control of the bridges, then they are free to either strike north for NeufFoix, east for Saint Melotte, or to link up with their forces in Avaux and/or Pierrecourt. Worse, word has come down that the bridges cannot be destroyed: they will be needed for your own advance once this set-back has been dealt with.
The Americans then poured across the bridge, and were able to assault Pierrecourt from the west, hitting the German defences
Well, you don’t know which idiot decided that piece of inspired strategic thinking...all you do know is that, whoever they are, they aren’t here to defend the bridges: you and the Albans are! Thank God you’ve found some tanks to help! Well, the scouts report that Jerry is on his way. If they want the bridges, they’ll have to come and take them...and you and the lads will have something to say about that! Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: a large market takes place there every
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Friday. Otherwise, the town is surprisingly empty of houses. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
Initial Deployment You begin the game with all your troops on table. Your forces may be positioned anywhere in or east of the houses on the western side of the town square. Troops west of the river are not dug in, but any troops east of the river may be dug in. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds. Special Rules
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
It may seem like stating the obvious, but the destruction of both bridges means an immediate loss! Given, however, that the bridges are so close together, and that it would be fairly easy to drive from one bridge to the other, on either side of the river, you reckon that you could probably get away with blowing up one of the bridges. Probably. You may, therefore, if you wish, have explosives laid on one bridge prior to the start of the game. If you do, you (and you alone) may use your whole turn to blow the charges so destroying the bridge and anything on it.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Note that laying charges on a bridge makes it very vulnerable to destruction by stray shots setting off the explosives accidentally.
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Objectives & Victory Conditions Your objective is to prevent the Germans from being able to cross the river at either one or both bridges, and to make sure that at least one bridge survives the battle.
Just to restate the matter to avoid any confusion: you lose the game if either the Germans take and hold one or both bridges, or if both bridges are destroyed.
Elements of 1st Battalion, The Alban Regiment & Supports B Company HQ BM 1: Captain Gordon Glasgow (Level III) Forward Observation Officer 1 x Jeep Platoon One BM 2: Lieutenant Dave Dundee (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
Platoon Two BM 3: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew)
MMG Platoon BM 4: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each)
Anti-Tank Platoon BM 5: Sergeant Mikey Motherwell (Level II) 2 x 6-pounder anti-tank gun (5 crew each) 2 x Lloyd Carrier
Attached Infantry Tank Platoon (from 21st Independent Tank Brigade) BM 6: Lieutenant Will Warwick (Level I) 3 x Churchill Mk IV Off-Table Artillery You have access to unlimited fire missions from four 25-pounders.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 The Alban Regiment 1, 2 3 4, 5 6, 7 The Scottish infantry are Veterans and Aggressive Vehicle Churchill Mk VI
Infantry AT Infantry Squad PIAT MMG
4 8
AC Weapon Speed Notes 8 7 75mm Slow Heavy Armour All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
Gun 6-pounder ATG
Strike 7
SCENARIO 5L: GERMAN BRIEFING without managing to properly reconnoitre the area.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun!
Unfortunately, however, enemy engineers then managed to fight off a counter-attack (in which you took part) and build a bridge of their own. This allowed the Americans to hit 1002nd Infantry at Pierrecourt in the flank, but the footsloggers did what footsloggers are supposed to do and held their ground, beating off everything the enemy could throw at them.
The Normandy landings must be seen as a great success for the enemy. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
You then led 30th Panzer in another counter-attack: this time attempting to drive down from Chemont through Belle Maison and then into the rear of the Amis forces still threatening Pierrecourt. This attack was a glorious success, and you are now driving on, still at the head of 30th Panzer, aiming for Diot.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened with 30th Panzer’s Aufklärung units fighting a sharp action with the leading elements of the enemy’s scouts.
Capturing Diot will effectively put an end to the Allied campaign in the Ribeaux valley. The Americans outside Pierrecourt will be cut off from their supplies, and literally have nowhere to retreat to. You should also be able to link up with the troops currently holding Avaux, thus threatening the enemy at Saint Melotte. It is obviously vital that Diot be taken!
Leutnant Spaten took part in the engagement, and he reports that the clash was a success for the 30th: with the Americans driven back from the Moire
The problem is that Diot will be a schwein to take. Key to the town are the two bridges over the Ribeaux to its east. This means that you will have to fight your way into and through the town from the west (as that’s where you’re coming from) and then assault whatever enemy forces are guarding the bridges. No matter, you have restored the Schwerer Zug to your control and now have a powerful force with which to carry out your mission. Forward the 30th!
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Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: a large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
Initial Deployment Your troops may enter the table under Blinds anywhere along its western edge. You may enter a maximum of four Blinds whenever your Blinds card appears. You have one Blind per platoon, plus four Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of
Objectives & Victory Conditions Your objective is to secure a crossing over the Ribeaux. You therefore win the battle if, at the end of the game, you have captured and still hold at least one of the two bridges across the river.
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant D. Doppelkorn (Level II) 3 x Panther
Schwerer Panzerzug BM 5: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I
Infantry HQ BM 6: Oberleutnant S. Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew)
Infantry Zug 1 BM 7: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
Infantry Zug 2 BM 8: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each)
Infantry Zug 3 BM 9: Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each)
Air Support Much to your surprise, you have been promised air support from the Luftwaffe. When the Air Support Card appears, roll 1D6: strafing fighters with MGs appear on a 5 or 6.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Tiger I Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 88mm Slow Slow turret, heavy armour 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
SCENARIO 5M: CHEMONT The Americans are on the road and need to secure the bridge for their troops to get forward. The Germans are aware of their enemy's intentions, and dispatch the only force they have on hand to stop them.
The initial stages of the campaign to take the Ribeaux valley went very badly for the Allies: American scouts failed to find a viable bridge across the Moire, and then the engineers sent forward to build a bridge of their own fell victim to a vicious counterattack from a small enemy kampfgruppe. The Germans then counter-attacked in strength: striking down from Avaux towards Saint Melotte. There, however, the tide seemed to have turned: despite being caught somewhat on the hop, British units turned the Germans back, inflicting a painful defeat on the advancing 1001st Regiment. The two sides then clashed at Belle Maison, with the Americans gaining the advantage. Now US troops push on again, hoping to secure the road south through Chemont.
Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
Use Map Eleven: Chemont. Introduction
The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants.
This is an encounter scenario where both sides are trying to gain possession of the same objective: the bridge over the river Moire in the centre of the small hamlet of Chemont.
The church at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees. The fields shown (the darker green patches) are bordered by bocage. This bocage is
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obscured. There is plenty of cover here.
impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Initial Deployment The German force begins the game under Blinds: some on table, some off table. They have one Blind per platoon, plus three Dummy Blinds. Up to three of their Blinds may be placed either within the orchard or on the eastern side of the main bocage that separates the eastern open ground at the top of the slope from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Any other Blinds will start the game offtable, but may be brought on by the most senior German Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the eastern edge of the table. Those Blinds may act next time the German Blinds card appears.
The fields themselves count as broken terrain. The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently
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troops to the bridge, or blocking all enemy access to the bridge being close run seconds.
The US reconnaissance platoon begins the game on-table under a Blind on the road anywhere south of the bridge.
Special Rules
The rest of the US force begins the game in column and just entering the table from the northern end of the road. The American player should write down the order in which his platoons are deployed in the column. The Americans have one Blind per platoon and no Dummy Blinds.
Neither the Americans nor Germans may target the bridge itself. Destroying the bridge means an immediate loss for that side. Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for anti-infantry fire, as the firer deliberately tries not to hit or damage the bridge.
At the start of the game, place the lead American Blind on the main road at the table’s northern edge. The first time that the American Blinds card appears, the lead American Blind makes its move as normal. Subsequent American Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other American Blind.
The Cards
Scenario 5M
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-7 Recon Platoon Kompanie HQ Recce Bonus Zug One Tank Company HQ Zug Two 1st Tank Platoon MG Zug 2nd Tank Platoon Infantry Zug Arm'd Rifle Co. HQ Assault Gun Zug 1st Infantry Platoon Schwerer Panzerzug 2nd Infantry Platoon Vehicle Breakdown 3rd Infantry Platoon Rapid Deployment Support Platoon Rally Air Support Dynamic Leader Armoured Bonus Air Support Rapid Deployment Rally Dynamic Leader
Objectives & Victory Conditions Both sides have the same objective: secure the bridge over the river Moire. Victory therefore goes to the side which is in possession of the bridge at the end of the game. I leave the exact definition of “in possession of” up to you and the hours of discussion which would doubtless follow a close-fought game, but having troops actually on the bridge is a given; with having the nearest
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SCENARIO 5M: US BRIEFING The Germans then attacked the British at Saint Melotte, but found that they had bitten off more than they could chew. Their attack was hurled back, and for a few days an uneasy stalemate reigned whilst both sides worked out what to do next. Well, the decision was made to resume the advance, this time through Belle Maison. You were ordered to advance in front of the main Division and secure passage through the town which, after a sharp fight with enemy panzers, you did. With Belle Maison taken, the next target is Chemont: another small town, but this one with a bridge over the river Moire that could prove to be a nasty bottleneck, especially if it falls into enemy hands.
You are Captain Seb Springfield, OC, Charlie Company, 830th Tank Battalion, part of US 21st Armoured Division. It’s summer 1944 and things finally look as if they are starting to go right! Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command have identified the Ribeaux Valley as a possible axis of advance. The 830th had advanced south as far as the small town of Diot, with its next target then defined as Pierrecourt. The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, recon units were unable to find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge. The Krauts, never ones to let you build a bridge in peace, counter-attacked: destroying an engineer column and effectively stopping the advance dead in its tracks.
You have therefore been sent forward in front of the main division with orders to secure, at all costs, the bridge at Chemont. You would be a fool not to suspect that the German are also aiming to take the bridge (it’s what you would do in the circumstances!) so know that you can expect to encounter the enemy. Earlier, you sent Captain Minnesota and his reconnaissance platoon to scout out the situation, and he has just reported in that although Chemont is currently empty of enemy troops, he can see evidence of their imminent approach! You check your map. You are currently on the main north-south road only a few hundred yards from Chemont. It looks as if you’ve got there first. Forward the Steel Fists! Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled
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for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge. The houses of the town are stone, and each has their own small garden or yard bordered by a low wooden fence or stone wall. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house.
Initial Deployment
The church at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
The reconnaissance platoon begins the game on-table under a Blind on the road anywhere south of the bridge. The rest of your force begins the game in column and just entering the table from the northern end of the road. You should write down the order in which your platoons are deployed in the column. You have one Blind per platoon and no Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
At the start of the game, place your lead Blind on the main road at the table’s northern edge. The first time that the US Blinds card appears, this lead Blind makes its move as normal. Subsequent Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other US Blind.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions The success of the attack, and therefore of the campaign as a whole, depends on you being able to secure the bridge over the river Moire at Chemont. The enemy are probably aware of your advance and, provided they are capable of reading a map, are also aware of the bridge’s importance and will be trying to prevent you from securing it.
The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
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You therefore win victory if you are in possession of the bridge at the end of the battle. Any other result is a defeat.
Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for antiinfantry fire, as the firer deliberately tries not to hit or damage the bridge.
Special Rules It may seem like stating the obvious, but destroying the bridge means an immediate loss!
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Armoured Infantry 1, 2 3, 4 5, 6 7, 8, 9 The 830th Armoured Infantry are Regulars
4 10
Vehicle AC Weapon Speed Notes M8 Greyhound 3 5 37mm Wheels Low Profile M4 Sherman 6 7 75mm Average Ronson, fast turret M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret various M3A1 Half-Track 3 Fast various M2 Half-Track 2 Fast 8cm Mortar M21 Half-Track 3 Fast All AFVs have crew morale of three and have three Actions
Infantry AT Infantry Squad Bazooka MMG HMG
0-4" 3 7 2 3
4-8" ~ 7 2 3
8-12" ~ 7 2 2
12-16" ~ ~ 1 2
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16-24" ~ ~ 1 1
Elements of 21st Armoured Division Tank Company HQ BM 1: Captain Seb Springfield (Level III) 2 x M4 Sherman Recon Element BM 2: Captain Martin Minnesota (Level III) 2 x M8 Greyhound armoured cars 1 x Jeep with non-combatant driver and 0.30cal MMG 1 x 60mm Mortar Team (2 crew) 1 x Bazooka Team (2 crew) 1st Tank Platoon BM 3: Lieutenant Marty Memphis (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
2nd Tank Platoon BM 4: Lieutenant Tim Tulsa (Level II) 1 x M4 Sherman 76mm 3 x M4 Sherman
Armoured Rifle Company HQ BM 5: Captain Sy Sacramento (Level III) FOO (in contact with your off-table artillery) 1 x Bazooka Team (2 crew) 1 x M3 Halftrack with 0.50cal AAMG 1 x Jeep
1st Armoured Rifle Platoon BM 6: Lieutenant Pete Portland (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew) 2 x M3A1 Halftrack with 0.50cal HMG 3 x M3A1 Halftrack with MMG
2nd Armoured Rifle Platoon BM 7: Lieutenant C. Charleston (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
3rd Armoured Rifle Platoon BM 8: Lieutenant Richie Richmond (Level II) 2 x Rifle Squad (10 men each) 1 x LMG Squad (2 x LMG with 3 crew each) 1 x 60mm Mortar Team (3 crew)
Combined Support Platoon BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 2 x MMG (5 crew each) 2 x M2 Halftrack 2 x M21 MC Halftrack Off-Table Artillery Unfortunately, you are so far out in front of Division that no off-table artillery support is available. Air Support Roll D6, appears on a 6: fighters with rockets.
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SCENARIO 5M: GERMAN BRIEFING of their own, which they have done, aiming to hook around the main defensive line via Belle Maison and Chemont, and so cutting off the 1002nd in Pierrecourt. The Amis have already punched through Belle Maison, and are now heading for Chemont.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and it there that the Allies have mounted their attack. You were moved into the valley to reinforce the troops already there, and have been based in reserve near Blenneville.
You have therefore been ordered to take your men, supported by as many extra troops as can be found at such short notice, and immediately drive for Chemont. In the centre of the hamlet is a small bridge that is the only viable crossing point for any Amis force coming up from Belle Maison. If you can take and hold that bridge until the rest of division comes to join you, then the American attack will be blunted, the 1002nd’s backside protected, and the success of the campaign saved.
Initially, the campaign looked like being a great success. 30th Panzer’s Aufklärung squadron managed to prevent US reconnaissance units finding a bridge over the river Moire, and a counter-attack by the main panzer force destroyed a column of enemy engineers, preventing the Allies from building a bridge of their own.
You are therefore now just approaching Chemont from the east. Latest recon reports are that the American spearhead is also almost there: it’s become a race for the bridge. You are a little concerned that your column has become a bit strung out, but that’s a bit to be expected given the speed at which you’re moving. But no matter: whether you arrive all at once or bit by bit, the Fallschirmjaeger will do the job!
Unfortunately, an attack on Saint Melotte by 1001st Infantry was turned back, giving the enemy a chance to launch a counter-attack
Map & Terrain The map shows the small hamlet of Chemont. The main north-south road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The smaller roads are tracks, one vehicle wide, that count only as hard ground: no road movement bonus. The river is impassable except at the bridge.
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The houses of the town are stone, and each have their own small garden or yard bordered by a low wooden fence or stone wall. It costs infantry one Action to move into or out of a building or a garden. The church to the at the northern end of the village is a typical example of a Normandy church, with a tower at its eastern end. To the east of the village is an orchard surrounded by a high hedge. The orchard provides good cover, but does not necessarily block line of sight. All troops count the orchard as heavy terrain if moving diagonally, but open ground if moving along the gaps between the ordered rows of trees.
from the fields. Up to three more Blinds may be placed anywhere on the eastern edge of the table. Any other Blinds will start the game offtable, but may be brought on by the most senior German Big Man present: each time his card appears, he may use one command initiative to place a Blind anywhere on the eastern edge of the table. Those Blinds may act next time the German Blinds card appears.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
If your scouts are right, the Americans are about to arrive at the northern end of the road.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions
The white areas around the bridge and at the top of the eastern slope are common land: open, grass covered ground with plenty of trees. This counts as broken terrain with line of sight frequently obscured. There is plenty of cover here.
Victory therefore goes to whichever side is in possession of the bridge at the end of the battle.
The Americans are on the road and need to secure the bridge over the Moire in the centre of Chemont for their troops to get forward to threaten your rear. Your objective is simple: stop their advance by capturing and holding the bridge.
Special Rules After this little bit of local difficulty is dealt with, the bridge will be needed for your own advance. You may not therefore target the bridge itself. Destroying the bridge means an immediate loss! Targets on the bridge may be fired at, but with an extra –1 to hit for anti-vehicle fire, or –2 for effect on the Fire Table for anti-infantry fire, as the firer deliberately tries not to hit or damage the bridge.
Initial Deployment Your troops begin the game under Blinds: some on table, some off table. You have one Blind per platoon, plus three Dummy Blinds. Up to three of your Blinds may be placed either within the orchard or on the eastern side of the main bocage that separates the eastern open ground at the top of the slope
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ (FJ) BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) 2 x 8cm Mortars(5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One (FJ) BM 3: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs)
Zug Two (FJ) BM 4: Leutnant H. Hammelschulter (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs)
Machine Gun Zug (FJ) 3 x MG42 MMG (5 crew each)
Infantry Zug One (from 1002nd Regiment) BM 5: H’ptfeldwebel W. Warsteiner (Level II) 4 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30
Assault Gun Zug (from 750th Inf. Div.) BM 6: O’feldwebel Maik Mohntorte (Level II) 2 x StuG III G Assault Guns
Schwerer Panzerzug (from 30th Panzer) BM 7: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I
Off-Table Artillery Such is the rush of your deployment that no off-table artillery is available. Air Support Much to your surprise, you have been promised air support from the Luftwaffe. When the Air Support Card appears, roll 1D6: strafing fighters with MGs appear on a 6.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1002nd Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1002nd are Regulars
4 7, 8 8
Vehicle StuG III G Tiger I
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerfaust 30 Panzerschrek MMG
0-4" 4 11 13 2
4-8" ~ 11 13 2
8-12" ~ ~ 13 2
12-16" ~ ~ 13 1
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16-24" ~ ~ ~ 1
SCENARIO 5N: DIOT uses identical terrain to scenario 4h, but different forces, and the German attack comes from the south- east.
The initial stages of the campaign to take the Ribeaux valley went very badly for the Allies: American scouts failed to find a viable bridge across the Moire, and then the engineers sent forward to build a bridge of their own fell victim to a vicious counterattack from a small enemy kampfgruppe. The Germans then counter-attacked in strength: striking down from Avaux towards Saint Melotte. There, however, the tide seemed to have turned: despite being caught somewhat on the hop, British units turned the Germans back, inflicting a painful defeat on the advancing 1001st Regiment. The two sides then clashed at Belle Maison, with the Germans gaining the advantage. Now German troops push on again: striking north from Pierrecourt towards the strategically vital town of Diot.
Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: a large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Use Map Nine: Diot. Introduction
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house that they are rushing into has been barricaded by its occupants. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
This is an attacker-defender scenario, with a scraped together Allied force defending two vital bridges against a German assault. It
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of
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movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
one can order the bridge blown) can use his whole turn to blow the bridge. If he does so, then the bridge is destroyed, along with any troops on or reasonably near it.
Initial Deployment
The German objective is to control the routes into and out of Diot. They therefore win the game if, at the end of the battle, no British troops may fire into the town square.
If charges are laid, any rounds that hit the bridge have a chance of setting off the charges accidentally. Say a one in ten chance for artillery or anti-tank shells (including PIATs and the like), and a 1 in 36 chance (double 6 on 2D6) for anything else. Objectives & Victory Conditions
The Allies begin the game with all their troops on table. Their forces may be positioned anywhere west of the river. Troops may also be positioned around the entrance to the bridges on the east bank of the river, but no more than three inches away from the bridge. British troops may be dug in, American troops may not start the game dug in. If in cover, then Allied troops are deployed under hidden Blinds (the Allied player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds. The Allies have one Blind per platoon, plus two dummy Blinds.
The Allied objective is to deny the Germans use of Diot as a nexus of further advance. They therefore win the game if they have troops that can fire into the town square at the end of the battle. The Cards
Scenario 5N
Game Tea Break Turn Card
Allies
German troops may enter the table under Blinds anywhere at or up to 12 inches from the table’s south-eastern corner. When the German Blinds card appears, up to three Blinds may be positioned on the table’s edge: that is their turn. The Germans have one Blind per platoon, plus three Dummy Blinds.
Germans
Blinds Blinds Big Man 1-9 Big Man 1-8 FOO Kompanie HQ US Tanks FOO GB Tanks Zug One US Infantry Platoon Zug Two GB Infantry Platoon Zug Three GB MMG Platoon Zug Four Anti-Tank 1 MG Zug Anti-Tank 2 Assault Gun Zug Anti-Tank Bonus Schwerer Panzerzug All That's Left Vehicle Breakdown Off Table Artillery Rapid Deployment Air Support Rally Rally Dynamic Leader Heroic Leader Air Support Off-Table Artillery
Special Rules The British player has the option to prepare one of the bridges for demolition. There are not enough explosives for both bridges to be blown. Once the charges are laid, the most senior British Big Man remaining (and only the most senior British Big Man remaining: if all the British Big Men are killed, then no-
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SCENARIO 5N: ALLIED BRIEFING for engineers to build a bridge. The Krauts, never ones to let you build a bridge in peace, counter-attacked: destroying an engineer column and effectively stopping the advance dead in its tracks.
You are Major Bob Boston, commander of the 107th Division’s Cavalry Squadron. It’s summer 1944 and things are falling apart! Following the Normandy landings on D-Day, the need was to break out from the already extended beachhead into France proper. High Command identified the Ribeaux Valley as a possible axis of advance. The 107th advanced south as far as the small town of Diot, in tandem with 21st Armoured, with its next target defined as Pierrecourt. British forces were advancing in parallel to the west, their axis of advance being towards Saint Melotte.
The Germans then attacked the British at Saint Melotte, but found that they had bitten off more than they could chew. Their attack was hurled back, and for a few days an uneasy stalemate reigned whilst both sides worked out what to do next. Well, the decision was made to resume the advance, this time through Belle Maison. 21st Armoured was ordered to take Belle Maison, but ran into a strong German armoured thrust coming the other way, and were slammed backwards with heavy casualties. Now the Germans are attacking again: focussing their attentions on the strategically vital town of Diot. If they manage to take Diot, then the British will have to retreat from Saint Melotte and the whole valley campaign will fail!
That, unfortunately, was the high point of the campaign! The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, recon units under your direct command were unable to find a way to cross the river, so the advance stalled whilst everyone waited
When the news of the defeat at Belle Maison and the German advance towards Diot came in, you were actually in Diot comparing maps with the commander of the small force of British troops there. Captain Glasgow seems like a good man (although a trifle difficult to understand at times) and you both immediately realised that Diot had to be held at all costs. As the situation is critical, and as you are the senior officer present, Captain Glasgow has put himself at your disposal. You have gathered together what men you can find (including some survivors of the 21st’s aborted advance towards Belle Maison) and are now preparing to hold the town. Although the situation is desperate, you are secretly glad you have the opportunity to make up for your earlier failure west of Pierrecourt. Not one Kraut is getting over
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those bridges...not one! Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so strategically vital. Otherwise, the town is surprisingly empty of houses.
terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre.
Initial Deployment You begin the game with all your troops on table. Your forces may be positioned anywhere west of the river. Troops may also be positioned around the entrance to the bridges on the east bank of the river, but no more than three inches away from the bridge. British troops may be dug in, American troops may not start the game dug in. If in cover, then Allied troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds.
The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
You can expect the Germans to attack from anywhere along the table’s eastern edge. Special Rules You have the option to prepare one of the bridges for demolition. There are not enough explosives for both bridges to be blown. Once the charges are laid, the most senior British Big Man remaining (and only the most senior British Big Man remaining: if all the British Big Men are killed, then no-one can order the bridge blown) can use his whole turn to blow the bridge. If he does so, then the bridge is destroyed, along with any troops on or reasonably near it.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy
Objectives & Victory Conditions Your objective is to deny the Germans use of Diot as a nexus of further advance. You therefore win the game if you have troops that can fire into the town square at the end of the battle.
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The Defenders of Diot Defending Force’s HQ BM 1: Major Bob Boston (Level IV) OC the Cavalry Squadron from US 107th Infantry Division BM 2: Captain Gordon Glasgow (Level III) OC A Company, 1st Battalion, The Alban Regiment Forward Observation Officer (FOO) (British) 2 x Jeep US Tank Platoon (from 830th Tank Battalion, 21st Armoured Division) BM 3: Lieutenant Marty Memphis (Level II) 2 x M4 Sherman 76mm GB Tank Platoon (from 21st Independent Tank Brigade) BM 4: Lieutenant Will Warwick (Level I) 2 x Churchill Mk VI US Infantry Platoon (from 425th Infantry Regiment) BM 5: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each) GB Infantry Platoon (from 1st Battalion, The Alban Regiment) BM 6: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) MMG Platoon (from 1st Battalion, The Alban Regiment) BM 7: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Divisional Anti-Tank Platoon (from 107th Infantry Division) BM 8: Sergeant Arnie 'Los' Angeles (Level II) (assigned) 2 x 3” Anti-Tank Guns (5 crew each) 2 x M2 half-tracks as tows The All That’s Left Platoon (from 830th Armoured Infantry Battalion) BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 1 x M2 Halftrack Off-Table Artillery (British) You have access to unlimited fire missions from four 25-pounders Air Support Roll D6, appears on a 6: fighters with rockets
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Unit Ratings & Armoury
Troops/Dice 0 1 2 3 4 The Alban Regiment 1, 2 3 4, 5 6, 7 8 830th Armoured Inf. 1, 2 3, 4 5, 6 7, 8, 9 10 425th Infantry 1, 2, 3 4, 5 6, 7 8, 9, 10 ~ The Scottish infantry are Veterans and Aggressive; all US infantry are Regulars
Vehicle AC Weapon Speed Notes Churchill Mk VI 8 7 75mm Slow Heavy Armour M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M2 Half-Track 2 Fast AA MMG All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka PIAT MMG Gun 3" ATG (76.2mm)
0-4" 3 7 7 2
4-8" ~ 7 7 2
8-12" ~ 7 7 2
12-16" ~ ~ ~ 1
Strike 10
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16-24" ~ ~ ~ 1
SCENARIO 5N: GERMAN BRIEFING Unfortunately, an attack on Saint Melotte by 1001st Infantry was turned back, giving the enemy a chance to launch a counter-attack of their own, which they did, aiming to hook around the main defensive line via Belle Maison and Chemont, and so cutting off the 1002nd in Pierrecourt. This attack was, however, turned back by the main body of 30th Panzer Division, leaving the Amis reeling back towards Diot.
You are Hauptmann Sebastian Schneeballeen of 1002nd Infantry Regiment. It is the summer of 1944 and the defence of France has entered its latest phase! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 1002nd forms part of the force sent to stop them. Up to now, you have been dug into the northern end of Pierrecourt, the town that sits in the centre of the valley, forming a roadblock against the enemy advance.
This is too good an opportunity to miss: taking Diot allows the possibility that 30th Panzer will be able to drive down from the east, join forces with you, and then lead the way south to Neuf-Foix. The only problem, of course, is that Diot is going to be a schwein of a place to take! The river Ribeaux runs through the town, forcing you to assault the enemy lines across two bridges. No matter: you have brought up the battalion’s assault guns, borrowed some heavy tanks from the 30th, and you’ve commandeered an advance platoon of fallschirmjaeger reinforcements. German improvisation at its best!
The campaign has the potential to be a great success. 30th Panzer’s Aufklärung squadron managed to prevent US reconnaissance units finding a bridge over the river Moire, and a counter-attack by the main panzer force destroyed a column of enemy engineers, preventing the Allies from building a bridge of their own.
You are now driving north towards Diot. A tough fight lies ahead of you, but if Diot falls then the valley is saved and your children, Hans and little Gretel, can rest easy for another week! Map & Terrain Four roads (from Neuf-Foix, Belle Maison, Pierrecourt and Saint Melotte) converge on the main square in Diot, which is why it is so big: only last week you took advantage of the large market takes place there every Friday. Otherwise, the town is surprisingly empty of houses. The main roads are reasonable quality, tarmacked surface giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each
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other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The town is typical, with terraced shops or residences bordering the main north-south road, each with their own small garden or yard bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. The church to the east of the main square is a typical example of a Normandy church, with a tower at its northern end.
Initial Deployment Your troops may enter the table under Blinds anywhere at or up to 12 inches from the table’s south-eastern corner. When the German Blinds card appears, up to three Blinds may be positioned on the table’s edge: that is their turn. You have one Blind per platoon, plus three Dummy Blinds.
The fields shown (the darker green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain. The copses within the fields count as heavy terrain for infantry and medium-plus tanks, and are impassable to other tracked and all wheeled vehicles.
Objectives & Victory Conditions Your objective is to control the routes into and out of Diot. This will allow 30th Panzer, pushing forward from Belle Maison, to join you in your assault on Neuf-Foix. You therefore win the game if, at the end of the battle, no British troops may fire into the town square. Notes The Vehicle Breakdown card applies only to the Tigers.
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Elements of 1002nd Infantry Regiment/750th Infantry Division Kompanie HQ BM 1: Hauptmann Sebastian Schneeballeen (Level IV) Forward Observation Officer (FOO) 1 x MG42 tripod-mounted MMG (5 crew each) 1 x Kubelwagen Zug One BM 2: Leutnant Berti Brotknodel (Level III) 3 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30 Zug Two BM 3: Leutnant Kurt Kartoffeln-Kuchen (Level III) 3 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30 Zug Three (brought forward from reserves) BM 4: Feldwebel Gert Gevultzstraminer (Level II) 3 x Rifle Gruppe (8 men each) 1 x Panzerfaust 30 Zug Four (Fallschirmjaeger) BM 5: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug BM 6: Stabsfeldwebel Adolf Asbach-Uralt (Level II) 3 x MG42 tripod-mounted MMG (5 crew each) 1 x Truck Assault Gun Zug BM 7: Oberfeldwebel Maik Mohntorte (Level II) 4 x StuG III G Assault Guns Schwerer Panzerzug (from 30th Panzer Division) BM 8: Leutnant Eberhard Eisbein (Level III) 4 x Tiger I Off-Table Artillery After the third appearance of the Turn Card, you may call in unlimited fire missions from four 8cm mortars (the Mortar Zug in your column will remain off-table, but needs a little time to set up). Air Support Much to your surprise, you have been promised air support from the Luftwaffe. When the Air Support Card appears, roll 1D6: strafing fighters with MGs appear on a 6.
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Unit Ratings & Armoury
Troops/Dice 0 1 2 3 Fallschirmjager 1, 2 3 4 5, 6 1002nd Infantry 1, 2, 3 4 5 6, 7 The paratroopers are Veterans; the 1002nd are Regulars
4 7, 8 8
Vehicle StuG III G Tiger I
AC Weapon Speed Notes 7 9 75mm Average Low Profile 11 12 88mm Slow Slow turret, heavy armour All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad Panzerfaust 30 MMG
0-4" 4 11 2
4-8" ~ 11 2
8-12" ~ ~ 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
SCENARIO 5O: NEAR SAINT MELOTTE Introduction
Almost nothing has gone right for the Allies so far. US reconnaissance troops failed to scout out a suitable bridge over which their armoured troops could cross the Moire and hit the Germans at Pierrecourt in the flank. Worse, the engineers that they brought up to build a bridge across the river were ambushed and prevented from carrying out their mission.
This is an encounter scenario with a twist. Rather than two sides meeting head on, the stronger British force begins the game surprised by a weaker German force driving into their flank. The British begin the game on the AvauxDiot road oblivious to the presence of their enemy. The Germans are on the Saint Melotte-Diot road, looking down on the British as they drive past...
The Germans then counter-attacked the British at Saint Melotte, winning victory there, and then followed up that victory with an assault on the strategically vital town of Diot.
Map & Terrain The map shows the area around the junction where the main roads joining Avaux, Saint Melotte and Diot meet. The ground slopes gently, but obviously down from north to south. Troops in or north of the most northerly farm can possibly see and shoot down onto the main east-west road, although troops on the road who hunker down against the hedge that borders the road’s northern side would be concealed in the hedge’s lee. The Umpire should judge who can see whom.
Finally, however, a glimmer of hope for the Allies: the German assault on Diot was turned back by the brave men of the Alban Regiment. Although the campaign is probably lost, the British advance again: if they can take and hold a vital road junction near Saint Melotte, then the prospect of an advance once fresh troops arrive remains. Use Map Fourteen: Near Saint Melotte.
The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside its western edge. The main roads are bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
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the first card is turned. They have already been spotted by the Germans.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The other six British Blinds are assumed to be in column on the road just off the table to the west. Each time the British Blinds card appears, up to two more Blinds may be placed on to the table’s western edge anywhere on or up to six inches either side of the main east-west road. That is considered to be their move.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
Objectives & Victory Conditions This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat. As an additional, more concrete guideline, the Germans will retreat automatically if they lose all their Big Men, or if they lose the Jagdpanther and their anti-tank guns; and the British will retreat automatically if they lose all their Big Men or all their tanks.
The buildings that comprise the two farms shown are stone with thatched roofs. It costs infantry one Action to move into or out of a building. Initial Deployment
The Cards
The Germans begin the game on table under Blinds anywhere in or north of the most southerly farm building. They have one Blind per platoon, plus two dummy Blinds. They are not dug-in, but have had time to position themselves to maximum advantage without use of a spade.
Scenario 5O
Game Tea Break
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-5 Squadron HQ Kompanie HQ Troop One Zug One Troop Two Zug Two Infantry Co. HQ FOO FOO MG Zug 1st Platoon Anti-Tank 1 2nd Platoon Anti-Tank 2 3rd Platoon Tank Hunter MMG Platoon Anti-Tank Bonus Off Table Artillery Off-Table Artillery Air Support Vehicle Breakdown Armoured Bonus Mortar Bonus Rapid Deployment Rally x 2 Rally Tank Killers Dynamic Leader Heroic Leader Air Support
If in cover, then their troops are deployed under hidden Blinds (ask the German player to mark their positions on their map); if not in cover, then they are placed on the table under Blinds. There must, however, be at least one German Blind on the table at the start of the game. The British player should organise his troops into a column of movement. He has one Blind per platoon and two Dummy Blinds, so ten Blinds in all. The first four Blinds of the column should be placed on the main eastwest road, with the back of the last Blind just touching the table’s western edge, and the other Blinds evenly spread out in front of it. These Blinds should be revealed just before the start of the game i.e. just before
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SCENARIO 5O: BRITISH BRIEFING You are Captain Miles Manchester, commander of A Squadron, 101st Royal Tank Regiment, part of 36th Armoured Brigade. It’s summer 1944 and the liberation of Europe is well under way.
The Germans then counter-attacked the Foresters under your oppo Captain Grimsby at Saint Melotte, driving them back in disorder. Lieutenant Salisbury took part in that action.
Following the Normandy landings on D-Day, the need is now to break out from the already extended beachhead into France proper. High Command had identified the Ribeaux Valley as a possible axis of advance. The brigade had therefore advanced south as far as the small town of Saint Melotte, accompanied by hordes of Yanks to your right.
All looked very bad, as the Kraut then charged forward for the strategically vital town of Diot. Fortunately, reinforcements in the shape of a Highland regiment had arrived, and managed to resist the German assault and, at the same time, open the way forward for a counter-attack of your own as the Krauts flee southwards back towards Saint Melotte and Avaux, tails between their legs!
The plan was for the Yanks to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, their recon units couldn’t find a way to cross the river, so the advance stalled whilst everyone waited for the engineers to build a bridge. The Hun, however, counter-attacked, destroying an engineer column and effectively stopping the American advance dead in its tracks.
This counter attack is what you are now leading. Well, technically you are reconnoitring in front of the main division, but this is an armed reconnaissance, er, loaded for bear, as your American cousins would say. Your orders are to drive down the DiotAvaux road and engage any enemy troops that you encounter. Division is right behind you, so you can attack confident that reinforcements will arrive in a timely fashion. If any enemy force you encounter is weaker than your force, then blast through it, removing any potential obstacle to Division’s advance. If any enemy force you encounter is stronger, then engage and hold them whilst the rest of Division arrives. You have three objectives: the junction with the road to Saint Melotte; the junction with the road to Pierrecourt; and then Avaux itself. You have just passed the junction with the road to Saint Melotte, and all seems clear of Kraut so far... Map & Terrain The map shows the area around the junction where the main roads joining Avaux, Saint
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Melotte and Diot meet. The ground slopes gently, but obviously down from north to south. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside its western edge. The main roads are bordered on both sides by bocage. The other, smaller roads are small country lanes: vehicles can use them, but gain no benefit to movement.
Initial Deployment Organise your troops into a column of movement. You have one Blind per platoon and two Dummy Blinds, so ten Blinds in all. The first four Blinds of the column should be placed on the main east-west road, with the back of the last Blind just touching the table’s western edge, and the other Blinds evenly spread out in front of it.
The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
Your other six Blinds are assumed to be in column on the road just off the table to the west. Each time the British Blinds card appears, up to two more Blinds may be placed on to the table’s western edge anywhere on or up to six inches either side of the main east-west road. That is considered to be their move.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
Objectives & Victory Conditions This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat. Note that you will retreat automatically if you lose all your Big Men or all your tanks.
The fields themselves count as broken terrain.
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Elements of A Squadron, 101st Royal Tank Regiment and Supports Squadron HQ BM 1: Captain Miles Manchester (Level IV) 2 x M4 Sherman Troop One BM 2: Lieutenant Simon Salisbury (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Troop Two BM 3: Lieutenant Colin Carlyle (Level II) 1 x Sherman Firefly 3 x M4 Sherman
Infantry Company HQ (from 1st Royal Windsor Foresters) BM 4: Captain George Grimsby (Level III) BM 5: Lieutenant Sam Stoke (Level II) Forward Observation Officer (FOO) 1 x White Scout Car 1st Infantry Platoon BM 6: Lieutenant Bob Bristol (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
2nd Infantry Platoon BM 7: Lieutenant Ian Ipswich (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
3rd Infantry Platoon BM 8: Lieutenant Derek Durham (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) 1 x 2” Mortar Team (2 crew)
MMG Platoon BM 9: Sergeant Andy Ashford (Level II) 2 x MMG (5 crew each) mounted on Universal Carriers
Off Table Artillery Unlimited fire missions pounders
Air Support Roll D6, appears on a 5 or 6: strafing fighters with MGs
from
four
25
Unit Ratings & Armoury
Troops/Dice 1st Windsor Foresters
Vehicle M4 Sherman Sherman Firefly Universal Carrier White Scout Car
Infantry AT Infantry Squad PIAT MMG
0 1 2 1, 2 3 4, 5 The Foresters are Regulars
3 6, 7
4 8
AC Weapon Speed Notes 6 7 75mm Average Ronson 6 12 77mm Average Ronson, no HE, no hull MG MMG 2 Fast Low Profile LMG 2 Wheels All AFVs have crew morale of three and have three Actions
0-4" 3 7 2
4-8" ~ 7 2
8-12" ~ 7 2
12-16" ~ ~ 1
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16-24" ~ ~ 1
SCENARIO 5O: GERMAN BRIEFING The 1001st then pushed on towards Diot, but unfortunately their assault was turned back. Now the Allies advance again, and you have been moved forward into the frontline to plug the gap left by the withdrawal of the line infantry. Your orders are to intercept the British at the road junction between the Saint Melotte-Avaux-Diot roads, halting their forward elements for long enough for the retreating 1001st Infantry to sort themselves out, turn themselves around, and come and support you.
You are Major Sascha Sauerbrauten of 22nd Fallschirmjaeger Division. It is the summer of 1944 and the defence of France has begun! The Normandy landings must be seen as a great success for the Allies. Thousands of men, hundreds of tanks, tonnes of supplies have come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and 22nd Fallschirmjaeger forms part of the force sent to stop them.
Moving forward impressively quickly, you are already in position on high ground overlooking the junction. Even better, the British column has just come into view, moving along the road in front of you, seemingly oblivious to your presence!
You were based in reserve in the small town of Vartres, supporting a defensive line which stretched from Avaux, through Pierrecourt, and on to Chemont. On your left, troops from 30th Panzer Division successfully counter-attacked the enemy from Belle Maison, driving them back in disorder. This gave the 1001st Infantry the opportunity to launch a sudden counter-attack: successfully pushing British troops out of Saint Melotte, an important target as it sits on top of a hill that dominates the area.
Wakey wakey, Englander! Map & Terrain The map shows the area around the junction where the main roads joining Avaux, Saint Melotte and Diot meet. The ground slopes gently, but obviously down from north to south, so troops in or north of the most northerly farm can possibly see and shoot down onto the main east-west road. The main east-west and north-south roads are of reasonable quality, with tarmacked surfaces giving the usual road movement bonus. They are just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre, especially on the north-south road which has a small stream in a shallow ditch running alongside its western edge. The main roads are bordered on both sides by bocage. The other, smaller roads are small country lanes:
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vehicles can use them, but gain no benefit to movement. The fields shown (the green patches) are also bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps.
placed on the table under Blinds. There must, however, be at least one German Blind on the table at the start of the game. The British begin the game in column strung out along the main east-west road in front of you.
The fields themselves count as broken terrain. The buildings that comprise the two farms shown are stone with thatched roofs. It costs infantry one Action to move into or out of a building.
Objectives & Victory Conditions This is a straight-up encounter bash, with victory going to the side that either neutralises or forces the other to retreat.
Initial Deployment
Note that you will retreat automatically if you lose all your Big Men, or if you lose the Jagdpanther and both anti-tank guns.
Your troops begin the game on table under Blinds anywhere in or north of the most southerly farm building. You have one Blind per platoon, plus two dummy Blinds. Your men are not dug-in, but have had time to position themselves to maximum advantage without use of a spade.
Notes The Vehicle Breakdown card applies to the Jagdpanther only. The Anti-Tank Bonus card applies to both the PaK40s and the Jagdpanther. The Tank Killers card allows one Fallschirmjaeger squad a bonus move into close assault on an enemy tank.
If in cover, then your troops are deployed under hidden Blinds (mark their positions on your map); if not in cover, then they are
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Elements of 22nd Fallschirmjaeger Division Kompanie HQ BM 1: Major Sascha Sauerbrauten (Level IV) BM 2: Hauptmann Siggi Schnitzel (Level III) Forward Observation Officer (FOO) 2 x 8cm Mortars (5 crew each) 2 x Panzerschreck Team (2 crew each) Zug One BM 3: Leutnant Felix Frikadellen (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Zug Two BM 4: Leutnant Heinreich Hammelschulter (Level III) 3 x Rifle Gruppe (8 men with two LMGs and a high proportion of SMGs) Machine Gun Zug 3 x MG42 MMG (5 crew each) Anti-Tank Zug 2 x Pak 40 75mm AT guns (5 crew each) 2 x Opel Blitz truck as tows
Tank Hunter Zug BM 5: Feldwebel Siegfried Spatzen (Level III) 1 x Jagdpanther
Off-Table Artillery Unlimited fire missions from two 12cm heavy mortars Air Support Much to your surprise, you have been promised air support from the Luftwaffe. When the Air Support Card appears, roll 1D6: strafing fighters with MGs appear on a 6.
Unit Ratings & Armoury
Troops/Dice Fallschirmjager
0 1 2 1, 2 3 4 The paratroopers are Veterans
Vehicle Jagdpanther
Infantry AT Infantry Squad Panzerschrek MMG
3 5, 6
4 7, 8
AC Weapon Speed Notes 11 16 88mm Fast Breakdown card Crew morale of four and has four Actions 0-4" 4 13 2
4-8" ~ 13 2
8-12" ~ 13 2
12-16" ~ 13 1
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16-24" ~ ~ 1
Gun PaK 40 (75mm)
Strike 9
SCENARIO 5P: NEUF-FOIX determined by the safety of sixteen Allied transport vehicles. These start the game ontable parked outside a manor house, and the fate of the Allies depends on at least twelve of them either surviving safe where they are (representing the village being held as if the manor house falls it is probably impractical to hold the village as well) or being driven safely off-table to the north (representing a controlled withdrawal).
Nothing has gone right for the Allies so far. US reconnaissance troops failed to scout out a suitable bridge over which their armoured troops could cross the Moire and hit the Germans at Pierrecourt in the flank. Worse, the engineers that they brought up to build a bridge across the river were ambushed and prevented from carrying out their mission. The Germans then counter-attacked the British at Saint Melotte, winning victory there, and then followed up that victory with a successful assault on the strategically vital town of Diot.
The Allied player must therefore immediately decide which objective he is going to try and fulfil, and all this against a backdrop of advancing Germans. Will he leave the trucks where they are - but what if the enemy has artillery? - or try and get them off-table?
With Diot in their hands, the Germans can push forward again: this time towards NeufFoix. This is the climax of the campaign: if the Germans win the Neuf-Foix battle, then total victory is theirs.
Map & Terrain
Use Map Ten: Neuf-Foix.
The small village of Neuf-Foix is strung out along the main north-south road. This road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
Introduction This final battle is an interesting one. Although technically a fight for the village of Neuf-Foix, which side wins is actually
The houses are typical, stone Normandy dwellings, each surrounded by a small patch of garden bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Umpires who have embraced the dark side may like to test to see whether the house
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that they are rushing into barricaded by its occupants.
has
moving between gates/gaps.
been
fields
through
these
The fields themselves count as broken terrain.
Just south of the main village is a much larger building: a two storey manor house known locally as Le Manoir. The manor itself is fronted by a large cobbled area surrounded by a head high stone wall. A good quality, tree-lined, gravel drive runs from the main road through a small park area of close-cropped grass up to Le Manoir’s main gate. This drive is wellmaintained and gives road benefits.
Initial Deployment The Allies begin the game with all their troops on table. Their forces may be positioned anywhere west of the most easterly house i.e. the one nearest where the main road exits the table to the southeast. American troops may be dug in, British troops may not start the game dug in. If in cover, then Allied troops are deployed under hidden Blinds (the Allied player will need to mark their positions on his map); if not in cover, then they are placed on the table under Blinds.
The main road and the fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so.
The Allies have one Blind per platoon, plus two dummy Blinds.
There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry
All the Allied Corps command transport vehicles begin the game parked in neat rows within Le Manoir’s courtyard. The German force, apart from its Aufklärung
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table at the end of the battle. It is up to the German player to recognise the value of destroying or capturing enemy transport vehicles.
unit, begins the game in column and just entering the table from the south-eastern end of the road. The German player should write down the order in which his platoons are deployed in the column. The Germans have one Blind per platoon and no Dummy Blinds.
The Cards
Scenario 5P
At the start of the game, place the lead German Blind on the main road at the table’s south-eastern edge. The first time that the German Blinds card appears, the lead German Blind makes its move as normal. Subsequent German Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any other German Blind.
Game Tea Break Turn Card
Allies
Germans
Blinds Blinds Big Man 1-9 Big Man 1-9 FOO Kampfgruppe HQ US Tanks Aufklarung Zug GB Tanks Panzer Zug 1 US Infantry Platoon Schwerer Panzerzug GB Infantry Platoon Vehicle Breakdown GB MMG Platoon Infantry HQ Anti-Tank 1 Infantry Zug 1 Anti-Tank 2 Infantry Zug 2 Anti-Tank Bonus Infantry Zug 3 All That's Left Armoured Bonus Off Table Artillery Rapid Deployment Air Support Recce Bonus Rally Rally x 2 Heroic Leader Dynamic Leader Air Support
The German Aufklärung unit begins the game off-table to the north. On the second appearance of the Turn Card, place its Blind on the northern end of the main road. It moves as normal after that. Objectives & Victory Conditions The Allied objective is to either hold the village or, if the village cannot be held, to retreat as many of their sixteen Corps command transport vehicles as possible safely off table to the north. The Allies therefore win the battle if, at the end of the game, at least twelve of the Corps command transport vehicles are either still parked at Le Manoir (and Le Manoir is in Allied hands) or are safely off-table to the north. The German objective is to take the village and, if the village falls, to do as much damage to any retreating Allied forces as possible. They therefore win the game if they immobilise or destroy at least five of the Allied Corps command transport vehicles. Note that the German briefing does not give this information, merely stating that they win the game if they control the
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SCENARIO 5P: ALLIED BRIEFING for engineers to build a bridge. The Krauts, never ones to let you build a bridge in peace, counter-attacked: destroying an engineer column and effectively stopping the advance dead in its tracks.
You are Major Bob Boston, commander of the 107th Division’s Cavalry Squadron. It’s summer 1944 and things are falling apart! Following the Normandy landings on D-Day, the need was to break out from the already extended beachhead into France proper. High Command identified the Ribeaux Valley as a possible axis of advance. The 107th advanced south as far as the small town of Diot, in tandem with 21st Armoured, with its next target defined as Pierrecourt. British forces were advancing in parallel to the west, their axis of advance being towards Saint Melotte.
The Germans then launched their own attack: first throwing the Brits out of Saint Melotte, and then throwing them out of Diot. Flushed with their successes, the Krauts are now pressing down towards NeufFoix: the strategically vital village at the end of the Ribeaux Valley. Jesus, but the whole campaign is a goddamn disaster! There is also an additional complication. Neuf-Foix is also apparently the location of the transport park that holds all the vehicles used by both British and American Corps command. There are sixteen lorries or trucks parked outside this big manor house: these vehicles cannot be destroyed or, worse, captured, as they are full of vital paperwork and supplies
That, unfortunately, was the high point of the campaign! The plan was to cross the river Moire and hook around Pierrecourt to the west, isolating the enemy there by driving on to Vartres or, if necessary, attacking the town from its left flank and rear. Unfortunately, recon units under your direct command were unable to find a way to cross the river, so the advance stalled whilst everyone waited
When the news of the defeat at Diot and the German advance towards Neuf-Foix came in, you were actually in Neuf-Foix just returning from Corps command to the south. You have gathered together what stragglers from US forces you can find, and made contact with the senior British officer leading the withdrawing British survivors of the fight at Diot. Captain Glasgow seems like a good man (although a trifle difficult to understand at times) and as the situation is critical, and you are the senior officer present, he has put himself and his men at your disposal. Your mission is therefore clear: the Corps command transport vehicles must be protected at all costs. This you will have to do in two ways: either you hold the manor house against the German advance so preventing them from destroying or getting their hands on the vehicles where they are
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vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
currently parked; or you get the vehicles safely away to the north. Although the situation is desperate, you are secretly glad you have the opportunity to make up for your earlier failure west of Pierrecourt. The Krauts aren’t going to destroy one truck: no sirree...not one! Map & Terrain The small village of Neuf-Foix is strung out along the main north-south road. This road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement.
Initial Deployment All your troops begin the game on table. They may be positioned anywhere west of the most easterly house i.e. the one nearest where the main road exits the table to the south-east. American troops may be dug in, British troops may not start the game dug in. If in cover, then your troops are deployed under hidden Blinds (you will need to mark their positions on your map); if not in cover, then they are placed on the table under Blinds. You have one Blind per platoon, plus two dummy Blinds.
The houses are typical, stone Normandy dwellings, each surrounded by a small patch of garden bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house.
All the Corps command trucks and lorries begin the game parked in neat rows within Le Manoir’s courtyard. Objectives & Victory Conditions Your objective is to either hold the village or, if the village cannot be held, to retreat as many of the sixteen Corps command transport vehicles as possible safely off table to the north. You therefore win the battle if, at the end of the game, at least twelve of the Corps command transport vehicles are either still parked at Le Manoir (and Le Manoir is in your hands) or are safely off-table to the north.
Just south of the main village is a much larger building: a two storey manor house known locally as Le Manoir. The manor itself is fronted by a large cobbled area surrounded by a head high stone wall. This is where the Corps command transport vehicles are currently parked. A good quality, tree-lined, gravel drive runs from the main road through a small park area of close-cropped grass up to Le Manoir’s main gate. This drive is well-maintained and gives road benefits.
Notes The Corps command transport vehicles are a mixture of lorries and trucks of different weights. All have three Actions and count as wheeled vehicles with no armour.
The main road and the fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled
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The Defenders of Neuf-Foix Defending Force’s HQ BM 1: Major Bob Boston (Level IV) OC the Cavalry Squadron from US 107th Infantry Division BM 2: Captain Gordon Glasgow (Level III) OC A Company, 1st Battalion, The Alban Regiment Forward Observation Officer (FOO) (British) 2 x Jeep US Tank Platoon (from 830th Tank Battalion, 21st Armoured Division) BM 3: Lieutenant Marty Memphis (Level II) 2 x M4 Sherman 76mm GB Tank Platoon (from 21st Independent Tank Brigade) BM 4: Lieutenant Will Warwick (Level I) 2 x Churchill Mk VI US Infantry Platoon (from 425th Infantry Regiment) BM 5: Lieutenant Pat Phoenix (Level II) 3 x Rifle Squad (10 men each) GB Infantry Platoon (from 1st Battalion, The Alban Regiment) BM 6: Lieutenant Oisin Oban (Level II) 3 x Rifle Section (8 men each) 1 x PIAT team (2 crew) MMG Platoon (from 1st Battalion, The Alban Regiment) BM 7: Corporal Angus Aberdeen (Level I) 2 x MMG mounted on Carrier (5 crew each) Divisional Anti-Tank Platoon (from 107th Infantry Division) BM 8: Sergeant Arnie 'Los' Angeles (Level II) (assigned) 2 x 3” Anti-Tank Guns (5 crew each) 2 x M2 half-tracks as tows The All That’s Left Platoon (from 830th Armoured Infantry Battalion) BM 9: Master Sergeant Hal Houston (Level II) 2 x Bazooka Team (2 crew each) 1 x M2 Halftrack Off-Table Artillery (British) You have access to unlimited fire missions from four 25-pounders Air Support Roll D6, appears on a 6: fighters with rockets Corps Transport Vehicles 16 x lorries or trucks (a mixture of British and American transport vehicles)
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Unit Ratings & Armoury
Troops/Dice 0 1 2 3 4 The Alban Regiment 1, 2 3 4, 5 6, 7 8 830th Armoured Inf. 1, 2 3, 4 5, 6 7, 8, 9 10 425th Infantry 1, 2, 3 4, 5 6, 7 8, 9, 10 ~ The Scottish infantry are Veterans and Aggressive; all US infantry are Regulars
Vehicle AC Weapon Speed Notes Churchill Mk VI 8 7 75mm Slow Heavy Armour M4 Sherman 76mm 6 10 76mm Average Ronson, fast turret M2 Half-Track 2 Fast AA MMG All AFVs have crew morale of three and have three Actions Infantry AT Infantry Squad Bazooka PIAT MMG Gun 3" ATG (76.2mm)
0-4" 3 7 7 2
4-8" ~ 7 7 2
8-12" ~ 7 7 2
12-16" ~ ~ ~ 1
Strike 10
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16-24" ~ ~ ~ 1
SCENARIO 5P: GERMAN BRIEFING the area.
You are Hauptmann Kurt Kirshwasser of 30th Panzer Division. It is the summer of 1944 and the fight back against the Allied invasion has begun!
You then led one of a number of kampfgruppes sent forward to harass the advancing Allies: coming across a column of engineers with bridge building equipment and destroying them. The 1001st Infantry then struck down from Avaux, hurling enemy troops out of Saint Melotte and then Diot. The campaign has gone well so far!
The Normandy landings must be seen as a great success for the enemy. Thousands of men, hundreds of tanks, tonnes of supplies have already come ashore. Now the Allies seek to break out of their already extended beachhead. One possible avenue of attack is through the Ribeaux river valley, and the 30th Panzer Division forms part of the force sent to stop them.
Now you lead 30th Panzer Division in the assault on the final objective: the small village of Neuf-Foix right at the head of the valley. Take Neuf-Foix from the Allies and the Ribeaux valley will safely stay in your hands for some time to come.
At the start of the campaign, you were based just south of Pierrecourt in a “fire brigade” role: ready to react to the enemy should the main line of defence around the town be broken. Hostilities opened with 30th Panzer’s Aufklärung units fighting a sharp action with the leading elements of the enemy’s scouts. Leutnant Spaten took part in the engagement, and he reports that the clash was a success for the 30th: with the Americans driven back from the Moire without managing to properly reconnoitre
Forward the 30th: there’s a battle to be fought and a campaign to be won! Map & Terrain The small village of Neuf-Foix is strung out along the main north-south road. This road is a reasonable quality, tarmacked surface giving the usual road movement bonus. It is just wide enough for two tanks/large trucks to pass each other, but if the moving vehicle rolls more ones than sixes on any dice rolled for movement, then it does not move at all that turn: its driver has been forced to pull up short and reposition for the manoeuvre. The two tracks are about a tractor’s width wide, and give no bonus or penalty to movement. The houses are typical, stone Normandy dwellings, each surrounded by a small patch of garden bordered by low wooden fences or stone walls. It costs infantry one Action to move into or out of a building or a garden. Thus a squad with three Actions could move up a street 1d6 inches at a time: rushing out of one house, up the street a bit, then into another house. Just south of the main village is a much
293
larger building: a two storey manor house known locally as Le Manoir. The manor itself is fronted by a large cobbled area surrounded by a head high stone wall. A good quality, tree-lined, gravel drive runs from the main road through a small park area of close-cropped grass up to Le Manoir’s main gate. This drive is wellmaintained and gives road benefits. The main road and the fields shown (the green patches) are bordered by bocage. This bocage is impenetrable to any wheeled vehicle, and is only penetrable by tracked vehicles weighing the same or more than a medium tank. Infantry and those vehicles that can cross the bocage take three dice of movement to do so. There are, however, numerous gates between the fields, all marked on the map. These ‘gates’ are either wooden or iron gates, or just gaps in the bocage. There is no penalty to either vehicles or infantry moving between fields through these gates/gaps. The fields themselves count as broken terrain.
German Blinds card appears, your lead Blind makes its move as normal. Subsequent Blinds may move onto the table behind this Blind provided that there is room for them to do so. When deploying in this fashion, no Blind may enter the table unless it can be placed on table at least four inches from any of your other Blinds. The Aufklärung unit begins the game offtable to the north. On the second appearance of the Turn Card, place its Blind on the northern end of the main road. It moves as normal after that.
Initial Deployment Your kampfgruppe, apart from its Aufklärung unit, begins the game in column just entering the table from the southeastern end of the road. You should write down the order in which your platoons are deployed in the column. You have one Blind per platoon and no Dummy Blinds.
Objectives & Victory Conditions Your objective is to take the village and to do as much damage to any retreating Allied forces as possible. You therefore win the game, and therefore total campaign victory, if you control the table at the end of the battle.
At the start of the game, place your lead Blind on the main road at the table’s southeastern edge. The first time that the
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Elements of 30th Panzer and 30th Panzergrenadier Regiments Kampfgruppe HQ BM 1: Hauptmann Kurt Kirshwasser (Level IV) 2 x Panther Aufklärung Zug BM 2: Leutnant Siggi Spaten (Level II) 1 x SdKfz 234/2 Puma 2 x SdKfz 231 or 232 Panzer Zug 1 BM 3: Oberleutnant D. Doppelkorn (Level II) 3 x Panther
Schwerer Panzerzug BM 5: Leutnant Eberhard Eisbein (Level III) 2 x Tiger I
Infantry HQ BM 6: Oberleutnant S. Schnapps (Level III) 1 x SdKfz 251/9 1 x MMG Team (5 crew)
Infantry Zug 1 BM 7: Leutnant Freddi Fastnachts (Level III) 3 x Rifle Gruppe (8 men each) 3 x SdKfz 251/1
Infantry Zug 2 BM 8: Leutnant Fabian Fastnachts (Level II) 3 x Rifle Gruppe (8 men each)
Infantry Zug 3 BM 9: Leutnant Wilhelm Wurst (Level II) 3 x Rifle Gruppe (8 men each)
Air Support Much to your surprise, you have been promised air support from the Luftwaffe. When the Air Support Card appears, roll 1D6: strafing fighters with MGs appear on a 5 or 6.
Unit Ratings & Armoury
Troops/Dice 0 1 2 3 30th Panzergrenadiers 1, 2 3 4 5, 6, 7 The 30th Panzergrenadiers are Veterans
4 8
Vehicle SdKfz 231/232 SdKfz 234/2 Puma SdKfz 251/1 SdKfz 251/9 Tiger I Panther G
AC Weapon Speed Notes 3 4 20mm Wheels Open turret 4 7 50mm Wheels MMG 2 Fast Open body 2 HE 75mm Fast Open body 11 12 88mm Slow Slow turret, heavy armour 11 12 75mm Fast All AFVs have crew morale of four and have four Actions
Infantry AT Infantry Squad MMG
0-4" 4 2
4-8" ~ 2
8-12" ~ 2
12-16" ~ 1
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16-24" ~ 1
APPENDIX A: UNIT BLINDS
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