Sicilian Weekend

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Sicilian

Weekend
The first two days of Operation husky,
The Invasion of sicily, 10th & 11th July 1943
A Campaign & Scenario Booklet for
“I Ain’t been shot, mum!”
By Robert Avery
Index
Introduction

Introduction Page 2
Campaign Map Page 3
Notes Page 4
Scenarios Map Page 6
Figure Requirements Page 7

The Scenarios

10th July 1943

1. The Ponte Grande Bridge Page 8


2. The Piano Lupo 1 Page 20
3. North of the Pachino Airfield Page 28
4. Gela 1 Page 37
5. The Piano Lupo 2 Page 46
6. The Piano Lupo 3 Page 56
7. The Road to Scoglitti Page 64

11th July 1943

8. South-East of Butera Page 72


9. Gela 2 Page 80
10. The Abbio Priolo Page 89
11. The Gela Plain Page 100
12. The Biazzo Ridge Page 109
13. Palma di Montechiaro Page 119
14. Canicatti Page 128
15. Favarotta Page 136
16. Campobello Page 145
17. South of Priolo Page 153

Appendicies

Aftermath Page 161


Allied Order of Battle Page 162
Axis Order of Battle Page 166
Table of Comparative Ranks Page 173
Bibliography Page 173

1
Introduction
By the end of 1942, it was clear that the Nazi war machine had reached its apogee, and that the
initiative had now passed to the Allies. What, however, were they to do next?

Despite the success at Stalingrad, the Soviets were desperate for some form of second front to be
opened in Europe in order to reduce the pressure on the eastern front. The Americans wanted the
invasion of France to be a priority. Churchill, the driving force behind British policy, thought that a
strike to the soft underbelly of Europe would be easier to prosecute, and held the possibility of
knocking the Italians out of the war for good. The issue was decided at the Casablanca conference
of January 1943: the Allies would strike up through Italy using Sicily as a starting point.

Once the target had been chosen, it was a question of forging a plan acceptable to all parties. This
proved as difficult as might be expected. The combination of egos gathered around the planning
table (Alexander, Montgomery, Patton) meant that Operation Husky evolved through seven
different complete plans before a compromise was reached, with Montgomery’s idea of an invasion
of the south-eastern coast eventually winning out, but not before he had managed to alienate almost
every other Allied commander present, including the British commanders of air and sea forces,
Tedder and Cunningham.

The initial invasion, at the time the largest amphibious operation ever launched, proved a real
learning process for all involved. Almost everything that could go wrong went wrong, and it was
only the tenacity and fighting spirit of the troops involved and the woeful initial reaction of the Axis
forces that allowed the Allies to succeed.

This scenario booklet is unusual, in that instead of focusing on entire campaign (as I did with
Calais, Anzio, Burma and Malaya/Singapore) I have concentrated only on the first two days of
fighting: the 10th and 11th July 1943.

There are a number of reasons for this. Firstly, the first two days of the campaign provide a varied
collection of scenarios involving a varied collection of nationalities and troop types. The initial
clashes are between the British and American airborne forces and the Italians. Gradually these are
replaced, respectively, by the seaborne line troops and the Germans. First one side attacks, then the
other counter-attacks, and then the other counter-counter attacks again! It just seemed that there
were so many clashes worthy of a scenario in the first two days that to pass over many of them in a
rush to illustrate the whole campaign was a waste

Secondly, it does illustrate the fact that good scenario material is the norm rather than the exception
in WW2. IABSM operates at company level, and the experiences of individual companies
sometimes only a couple of miles apart are so markedly different that one could spend one’s entire
life just writing scenarios. Doubtless a “Husky Part 2” supplement will make an appearance in due
course!

There are seventeen scenarios in this booklet. Enjoy!

Note

And finally…my thanks to Max Maxwell for his excellent proof-reading of this scenario pack. Any
mistakes remaining in the text are mine and not his!

2
BROLO
PALERMO
MESSINA
SAN
SANTO FRATELLO
TRAPANI STEFANO REGGIO DI
CALABRIA
RARDAZZO
MARSALA
CORLEONE MOUNT
TROINA ETNA
NICOSIA ADRANO
ENNA
Campaign Map

CATANIA
GERBINI
PIAZZA
AMERINA

3
CALTAGIRONE
PORTO
EMPEDOCIE
NISCEMI AUGUSTA
VIZZINI
BISCARI SYRACUSE
LICATA
GELA
VITTORIA CASSIBILE
RAGUSA
AVOLA
COMISO
NOTO
SCOGLITTI
Sicily 1943
PACHINO
Notes
Layout
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 Axis commanders.
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. 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.
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.

Although, as always, best with an Umpire, all the scenarios will work without one.

Big Men
Where known, I have given Big Men the names of the actual participants in the actions described,
and marked their names with an asterisk*. Where I have not been able to identify particular
personalities, I have given a rank and a name based on a theme chosen for that scenario.
Anonymous German Big Men, for example, might take their names from German spirits:
Hauptmann Kurt Kirschwasser; Oberleutnant Dieter Doppelkorn; Stabsfeldwebel Siegfried
Schnapps; Oberleutnant Winkelhausen Weinbrand being examples!

Turn Cards
When required by a scenario, you will need to include a Turn Card into 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.

Climate & Terrain


Although each scenario will describe the particular terrain to be fought over, below is a scene-
setting description of the terrain and weather encountered during the Sicily campaign.

Sicily is an island of rocky mountains and hills separated by narrow, enclosed valleys and dry
watercourses. In the summer, trees are rare, rivers are mostly dry, and terrain is varied and difficult.
With its terraced slopes and foot-hills, crests and false crests, and steep jagged ridges, fighting in
Sicily should really be thought of as mountain warfare, where the advantage is always with the
defender.

For the purposes of the whole campaign, mountain ranges divide Sicily into three main regions: the
south-east, the south-central, and the northern highland. In addition, the area around Mount Etna,
the 10,740 foot volcano, is also almost a separate region: it’s lower slopes are covered with orchards
and gardens, olive trees and orange-groves, rising to a layer of low undergrowth and bracken,
finally up through brushwood and thorny scrub to loose ash and lava blocks. South of the mountain,
in between Syracuse and Catania, is the plain of Catania, twenty miles long by eight miles wide. It
is a flood plain split by three rivers (the Simeto, the Dittaino and the Gornalunga) and many
drainage ditches. This combination of open plain surmounted by mountain was to cause the British

4
campaign many problems.

There were few roads on Sicily, so most movement was cross-country, demanding a high degree of
physical fitness from troops, especially those carrying heavy equipment. What roads there were fell
into three classes: state roads, which were excellent; provincial roads, which although usually
tarmacked were rarely more than 19 feet wide; and communal roads, which were unsurfaced,
narrow and generally no more than rough tracks. Due to the nature of the terrain through which they
ran, many roads suffered from steep gradients, ran through narrow defiles, or contained long series
of bends and curves. Towns, villages, and bridges created bottlenecks, especially as vehicles
movement off-road was often virtually impossible; with Enna, in the centre of the island, being a
highly significant node, as the point where the main north-south and east-west roads met.

In July and August, when the campaign takes place, the weather on Sicily is like that of North
Africa: the average daytime temperature is around 24°C (75°F), perhaps a little cooler at night.
There is no rain to lay dust, and an oppressive dry or moist scirocco blows. It is also worth noting
that malaria and sandfly fever are endemic to the region.

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. For example,
one side has access to three fire missions of 4 x 120mm mortars. Their Off Table Artillery card is
placed in the pack at the beginning of the game, but removed after they have fired three full fire
missions.
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 may be limited to how many times you can actually fire the battery doing
damage.
I recommend the following process for firing artillery: the first card that appears needs to be a Big
Man or an FOO, who calls for support fire. Once that has happened, when the Off-Table Artillery
card next appears, a ranging shot is fired and its point of impact calculated. The next appearance of
a Big Man or FOO card allows either (a) another ranging shot; or (b) the fall of the first ranging
shot to be corrected by up to 6”, provided the point of impact can be “seen” by the corrector; or (c)
a complete fire mission to be called in. In the case of (a) and (c), these happen on the next
appearance of the Off-Table Artillery card. In the case of (b), another appearance of a Big Man or
FOO card is necessary to call in a full fire mission.
Note that support fire from naval ships played a significant part in the campaign, with the British
official history noting that one 6– or 8-inch cruiser was considered to be the equivalent of one
medium regiment of artillery, with a range of 19-29,000 yards; and a destroyer the equivalent of
two field artillery batteries, with a range of 16-20,000 yards. As the weight of naval shells is so
extreme compared to most land-based artillery, the effect table for armoured vehicles caught in
indirect fire should be adjusted as follows:

Additions for S ize of Shell 0


Up to 85mm 0
85mm-110mm +1
111-155mm +2
155mm (inc. 6- inch naval guns) or more +3

5
Roll 1d6, adding the above 0
1-2 No additional effect
3-4 Lose one initiative dice for the remainder of this turn
5-6 Lose two initiative dice for the remainder of this turn
7 Test for one hit on the Damage to AF Vs section
8 Test for two hits on the Damage to AF Vs section
9 Vehicle knocked out

A Note on 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 be available of where troops might be
positioned .
The Umpire should obviously also know where these Blinds are, and must pay careful attention to
the distance and Tea Break card automatic spotting rules.
Should the player under these already-on-table 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 fake Blind in the same
way!

Scenario Map
MOUNT
TROINA ETNA
NICOSIA ADRANO

ENNA

CATANIA
GERBINI
PIAZZA
AMERINA

14 CALTAGIRONE
RTO
PEDOCIE
16
15 NISCEMI AUGUSTA
13
8
10 17
VIZZINI
4 9 2 5BISCARI SYRACUSE
LICATA
GELA 11 6 7 1
VITTORIA CASSIBILE
12 RAGUSA
AVOLA
COMISO
NOTO
SCOGLITTI

PACHINO

6
Figure Requirements
MAX 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Big Men 10 6 10
Rifle Section (8 men) 20 11 20
2" Mortar (2 crew) 6 6
British .
PIAT (2 crew) 1 1
Bren Gun Carrier 4 4
M4 Sherman 6 6
Big Men 6 6
British Air Rifle Section (8 men) 10 10
Landing Engineer Section (8 men) 2 2
Light Mortar (2 crew) 2 2
Big Men 9 1 5 4 4 5 1 6 4 1 6 5 5
9
Forward Observer 2 1 1 2 2
Rifle Squad (10 men) 18 10 6 7 9 6 10 11 11 18
Combat Engineer Squad (10 men) 3 3 3 3 1
Bazooka Team (2 crew) 6 3 3 3 5 2 2 3 2 6
Light Mortar (2 crew) 6 2 3 3 6
LMG (2 crew) 2 2
Medium Mortar (3 crew) 2 2
MMG (3 crew) 8 3 3 3 2 1 8 6 3 6
American HMG (3 crew) 3 3
Infantry Heavy Mortar 1 1
37mm Anti-Tank Gun (4 crew) 1 1
57mm Anti-Tank Gun (4 crew) 3 3 1
75mm Infantry Gun (5 crew) 2 2
105mm Howitzer (5 crew) 2 2 2
Jeep 2 2
M3 Halftrack 14 1 14
M3 with 75mm Howitzer 3 3
M21 Mortar Carriers 2 2
M4 Sherman 5 2 2 5
Big Men 4 2 4 4 1 4 3
Carbine Squad (10 men) 8 4 8 8 3 8 6
American
Bazooka Team (2 crew) 2 2 2
Parachute
Light Mortar (2 crew) 2 2 2 2
Infantry
MMG (3 crew) 6 6 4 3
75mm Pack Howitzer (4 crew) 2 2
Big Men 4 4 3
Assault Squad (8 men) 4 4 4
American LMG Squad (5 men) 4 4 4
Rangers Sniper 1 1 1
Bazooka Team (2 crew) 2 2 2
Light Mortar (2 crew) 1 1 1
Big Men 10 7 1 2 4 10 4 10 2
Rifle Squad (8 men) 32 32 3 14 14 24 14 20 13
Naval Infantry Squad (8 men) 4 4
Anti-Tank Rifle Team (2 crew) 3 3
Light Mortar (2 crew) 2 2 1 2 1
Medium Mortar (3 crew) 3 3 3
Italian
MMG (3 crew) 6 6 6 3 2 3 3 2 2
Infantry
Staff Car 1 1
Truck 16 1 1 16 2
Lorry 1 1
AB41 Armoured Car 3 3
R35 Tank 10 10 6
CV33 Tankette 4 4 2
Big Men 6 6 3 3
Forward Observer 1 1
Rifle Squad (8 men) 13 13 4 4
Italian
Anti-Tank Rifle Team (2 crew) 2 2
Bersaglieri
Light Mortar (2 crew) 1 1
MMG (3 crew) 5 3 5 2
47mm Anti-Tank Gun (4 crew) 2 2
Big Men 7 1 7 4 4 4 4 4 6
Rifle Squad (8 men) 14 1 11 13 14 8 8
Engineer Squad (8 men) 8 8
Medium Mortar (3 crew) 2 2 2
MMG (3 crew) 4 2 4 2 4
PaK38 AntiTank Gun (4 crew) 3 3
German Kubelwagon 14 1 14 1 14
Truck 14 14 11 3
SdKfz 251 4 4
Hummel 2 2 1
Panzer III (L) 8 8 8
Panzer IV (G) 6 6 6
Tiger I (E) 3 3 2

7
Scenario 1: The Ponte Grande Bridge
10th July 1943
The invasion of Sicily began with two airborne landings: one a British operation, the other
American. The aim of the British operation was to land outside Syracuse and secure the vital Ponte
Grande bridge in order that the main invasion force could quickly secure the port of Syracuse: vital
for landing more troops and supplies. Named Operation Ladbroke, it consisted of the 2,075 soldiers
of the 1st Airlanding Brigade (1st Battalion, The Border Regiment; 2nd Battalion, The South
Staffordshire Regiment; and the 9th Field Company, Royal Engineers; six jeep-towed 6pdr anti-
tank guns; transport limited to hand-carts and light motorcycles) ferried by the gliders of the Glider
Pilot Regiment.

The mission was the brainchild of Major-General G. F. Hopkinson, newly promoted commander of
the 1st Airbourne Division, who had persuaded Montgomery that the bridge could be taken by
glider against the advice of the latter’s advisors on airborne operations. Colonel George Chatterton,
founder and commander of the Glider Pilot Regiment, was shocked when told of the plan: he was
only given three months in which to assemble his pilots, gliders and tow aircraft in North Africa;
his men were very inexperienced at flying their gliders at night; and the terrain on which he was
being asked to land was totally unsuited to glider landings! Nevertheless, recognising that any
objections would lead to his dismissal, and knowing his men had the best chance if he was in
command, Chatterton knuckled down and began getting his men ready for the operation.

Operation Ladbroke called for the South Staffs to seize the bridge at around 2300hrs on 9th July;
whilst the Border Regiment, arriving at around 0100hrs 10th July, would seize Syracuse itself.
Early in the evening of 9th July, the 137 Waco and ten Horsa gliders took to the skies, towed by the
100 C-47s of 51st USAAF Troop Carrier Wing and a combination of RAF Halifaxes and
Albermarles.

The mission was


Syracuse Operation Ladbroke: Targets
A) Waterloo: Ponte Grande Bridge almost a disaster. As
B) Putney: Railway Bridge
C) Walsall: Strong Point the glider force and
River Anapo D) Gnat: Coastal Gun Battery their tows approached
E) Biston: Strong Point
F) Mosquito: Gun Battery Sicily, they ran into
G) Santa Teresa Railway Station
winds running at 30-35
LZ3 B miles an hour: the
A
LZ3
tramontana, a hard,
cold wind. Then the
C
D
Italian AA batteries
opened up heavy
ground fire, destroying
Canal
Mammaiabica E
the night vision of the
pilots and downing two
aircraft. At this point,
some tow pilots,
LZ1
inexperienced at
F LZ2 navigating at night,
ay

released their charges


ilw
Ra

early: some 69 of the


147 gliders ditched into
G
the sea, drowning 252
Red Devils.

8
The rest were almost no better off. A combination of poor navigation, anti-aircraft fire, and
inexperience meant that instead of arriving in formation, the remaining gliders were now flying
aimlessly in all different directions. In all, only twelve gliders landed in their assigned landing
zones!

What saved the mission were the actions of the men carried by Glider #133: Lieutenant Leonard
Withers and the twenty-six men of his platoon of the South Staffs. After being cut loose, their glider
pilot had become hopelessly lost until an Italian searchlight had lit up both the bridge and their
landing zone. Once on the ground, Withers decided that he and his men would have to capture the
bridge on their own so, having met up with an officer from the Royal Engineers who organised the
removal of the demolition charges attached to the stone pillars of the bridge, he led five men across
the canal to attack the pillbox guarding the north end of the bridge as the rest of his men attacked
from the south. After a short fire-fight, the bridge was captured intact and the charges disarmed.
Withers dug in and prepared to hold the bridge until relieved. During the night, stragglers managing
to make their way to the bridge (including one American) brought the total number of defenders up
to about 87.

The Italians counter-attacked at about 0800hrs. Although General Rossi’s order for an immediate
counter-attack was never received, the local commander at Syracuse dispatched a force to re-take
the bridge under his own initiative.

The first encounter was almost comic. To quote from Captain A. F. Boucher-Giles, DFC: “a large
Italian staff-car stopped at the barricade of the bridge and the officer in charge, resplendent in gold
braid and fancy uniform, proceeded haughtily to command the barrier to be lifted. He obviously had
no idea that the British had captured the bridge. But a second afterwards pandemonium was let
loose as every single weapon was fired into the wretched car. The prisoners were put into
blockhouse on the bridge...”

Subsequent attacks were not dealt with


quite so easily. A furious fire-fight broke
out between the severely outgunned British
defenders of the bridge and their Italian
counter-attackers, who were supported by
mortars, four armoured cars and six
machine-guns.

Casualties amongst the British mounted


and, at around 1530hrs, with ammunition
expended, the fifteen or so survivors threw
their weapons into the river and
surrendered. They were marched off
towards Syracuse, but were almost
immediately freed by a patrol from the 2nd
Battalion, The Northumberland Regiment.

About thirty-minutes after their surrender,


the bridge was re-captured by the advance
elements of 5th Division: the 2nd Battalion,
Royal Scots Fusiliers storming the bridge
with their Bren gun carriers. Men from the Border Regiment just before take-off

9
Introduction

This scenario will focus on the Italian counter-attack on the British-held Ponte Grande bridge. It
will be a straight attacker and defender scenario, with the British defending. Note that I have
compressed the seven hours of intermittent battle into something more game-able. Those who are
interested in learning more about the action are directed to www.pegasusarchive.com, which
contains a detailed account of the fight for the bridge along with transcripts from regimental war
diaries.

I have started the scenario just after Lieutenant Withers and his men take the bridge. This means
that the first part of the game consists of British stragglers arriving to bolster up the defences whilst
odd bits and pieces of enemy activity are dealt with. Those wishing a more compact game can start
the action with the whole British force in place about to be attacked by the Italian main force.

Map & Terrain

The dominant feature of the battlefield should be the bridge over the River Anapo (north) and Canal
Mammaiabica (south). The bridge is made of stone, and wide enough for two vehicles to pass
safely. There is a significant drainage ditch running adjacent to and just south of the canal, with
another drainage ditch feeding into it from the south-west. Both drainage ditches are deep enough
for troops to move along without being seen, although movement is halved due to difficult going.
By the northern end of the bridge is a concrete pillbox able to take a section’s worth of men, and a
single-pole barrier that can be smashed through by vehicles for the loss of one initiative die’s worth
of movement. The road is a good quality, state road.

Towards the south-east corner of the table is a rocky outcropping. Movement is halved over the
outcropping, but it does provide good cover. There’s also a low hill towards the southern end of the
main road. Otherwise the terrain should be considered as hard, rough ground: largely flat but with
the usual folds and with plenty of scrub and low bushes that provide perhaps a little soft cover.

Citation: Lieutenant Leonard Withers

Unit : No.15 Platoon, "C" Company, 2nd Battalion The South Staffordshire Regiment
Army No. : 172147
Awards : Military Cross

This officer landed with his platoon at 2245 hours to find that the remainder of his Company had failed to reach the
landing area. He at once decided to carry out alone his Company's plan to capture Waterloo Bridge, which was the
main objective of the Air Landing Brigade.

He swam the canal with five men and attacked a pill box on the North bank in order to draw fire, while the remainder
of his platoon attacked the Bridge from the South according to plan. He and his small party killed several of the
enemy with grenades.

The attack was successful and Lieutenant Withers removed the demolition charges and cut the telephone wires, thus
ensuring that this vital bridge could not be blown.

He then placed his platoon in defensive positions and held the bridge against determined enemy counter attack. No
help had reached him by day-break but the bridge was held although ammunition was running short.

At 0700 hours reinforcements arrived, and he and his depleted party assisted in the defence of the bridge until 1600
hours - by which time casualties were heavy.

During the whole of this operation, Lieutenant Withers showed conspicuous gallantry and devotion to duty. He
realised the important issues at stake, and inspired his men by his own personal example.

There is no doubt that his resourcefulness and courage contributed largely to the early capture of Syracuse.

10
Initial Deployment

The initial British force, No.15 Platoon, begins the game on table. The troops have had time to dig
scrapes if they wish. All other British forces appear on the eastern edge of the table at the end of the
rough track that runs parallel to the Anapo.

All Italian troops in vehicles must enter the table on the main road. Italian troops entering the table
on foot from the north do so between the track and the north-east corner. The Italian mortars arrive
at the south-east corner of the table.

Reinforcements

Both sides will get reinforcements throughout the game, as per the table, below:

Turn Unit Arrival Point


2 Italian: Truck One North
6 British: Lt. Welch and party Track
7 Italian: Armoured Cars North
14 British: Maj. Beasley and party Track
15 British: Lt.Col. Walsh and party Track
16 Italian: Lorry One South
20 Italian: Medium Mortars South-East Corner
24 Italian: Main Force North

Arrival of reinforcements is governed by the turn card, with the number given in the left hand
column being the number of timers the card must appear before the unit is placed on the table. All
reinforcements appear under Blinds (one per platoon) and are immediately placed on the table at
their start point before the first card of the turn in which they are due to arrive is drawn.

Although the intention is to have the British player eagerly scanning the horizon for arrivals, either
friendly or enemy, Umpire’s should feel free to compress the amount of time between arrivals if the
game flows better that way. If, for example, the Italian armoured cars are dealt with almost
immediately, then the Umpire could just note to the players that some time passes and then have
Major Beasley arriving on the next turn.

The Italian Main Force may arrive in whatever order the Italian player wishes, and may enter up to
two Blinds per turn after the 24th appearance of the Turn Card. Note that historically the Italians
sent two companies of sailors and then a battalion from the 75th to deal with the British troops
holding the bridge: this game only involves two companies. Umpires are at liberty to keep the
companies coming if the game looks like ending too soon!

Objectives and Victory Conditions

The objective of both sides is to hold the bridge. The British win the battle if, at the end of the
game, there are no Italian troops on the bridge. The Italians win the battle if, at the end of the game,
they have troops with at least two initiative dice on the bridge.

11
Special Rules

Until the Italian Main Force starts to arrive, British troops go back under Blinds each time there are
no ad hoc Italian units on the table. The Italian troops in Truck One and Lorry One must roll two
more than usual for spotting any British Blinds: historically, they were totally unaware of any
British presence until the bullets started flying! As both vehicles should head directly for the bridge
until circumstances dictate otherwise, Umpires should feel free to retain control of the truck/lorry
until any enemy troops are spotted.

The Italian armoured cars share morale. If one must retire off table, then the others must go too.

British sections without an LMG lose one die when firing.

Notes

British Big Men are those that were there. Italian Big Men are all Italian composers.

Umpires who wish to run a less complicated game may start the action from the arrival of the Italian
Main Force. The British player should be told that they have already ambushed a couple of truck
loads of infantry and beaten off harassing attacks from three armoured cars.

The Cards

Game Cards British Cards Italian Cards


Tea Break Lieutenant W ithers Salieri’s P latoon
Turn Card Lance-Corporal P ratt The Armoured Cars
15 Platoon Rossini’s P latoon
Lieutenant Colonel Walsh Puccini’s Mortars
Walsh’s Men Capitano Verdi
Lieutenant Welsh Tenente Catalani
Staff Sergeant Taylor Tenente Denza
Welsh’s Men Tenente Paganini
Major Beasley Maresciallo Boito
Beasley’s M en Company HQ
Rapid Deployment 1st P latoon
Dynamic Commander 2nd P latoon
Heroic Leader 3rd P latoon
Rally Support P latoon 1
British Blinds Sailors
Capitano Stabile
Tenente Monteverdi
4th P latoon
5th P latoon
6th P latoon
Support P latoon 2
Off-Table Artillery
Hesitant Troops
Hesitant Commander
Italian Blinds

12
Scenario 1: Map

13
Scenario 1: British Briefing
You are Lieutenant Leonard Withers, commanding No.15 Platoon, C Company, the 2nd Battalion
South Staffordshire Regiment. It is July 10th 1943, and you appear to be the sole element of 1st
Airlanding Brigade to have fulfilled your mission!

Glider-borne, the brigade was tasked with going in ahead of the main seaborne invasion of Sicily
and capturing the vital Ponte Grande bridge over the river Anapo and Mammaiabica canal, and then
the port of Syracuse itself. The South Staffs specifically were tasked with taking the bridge and
holding it until relieved by elements of 5th Division striking up from their landing zones on the
beaches to the south.

The mission has, however, been a disaster. The glider force was scattered by a combination of
weather, flak and, quite frankly, what looked to you like gross incompetence on behalf of the Yanks
in charge of towing you in. Of the 147 gliders comprising Operation Ladbroke, only your glider
successfully reached its LZ, touching down somewhat bumpily some 200 yards from the bridge.

Knowing, however, how vital an intact bridge is to the invasion plan as a whole, you did not
hesitate for a moment. You swam the canal with five of your men and then, as the rest of your
platoon attacked from the south, you stormed the pillbox that protects the bridge’s northern end,
capturing the bridge with no loss to your little force. You now prepare to hold the bridge until
relieved, and have ordered your men to dig themselves in as best they can.

The Italians know you are here: that much is certain. In a somewhat hilarious incident, you have
just captured an Italian officer who drew up in his staff car and got out in all his finery demanding
that the barrier be raised. He and the survivors of his party are now locked in a cupboard in the
pillbox! Only twenty-five of you rather than a whole battalion: well, it promises to be a somewhat
interesting morning!

Introduction

As stated above, you have just captured the Ponte Grande bridge. Now you must hold it against
certain Italian counter-attack. You can only hope that more of the brigade find their way to you, as
5th Division don’t look to be arriving any time soon!

Initial Deployment

No.15 Platoon begins the game on table. You may place your men anywhere within eighteen inches
of the bridge itself. Your men have had time to dig and occupy scrapes if you so wish. You have up
to four Blinds at your disposal, any of which may be False.

Objectives

Your objective is to hold the bridge. You win the battle if, at the end of the game, there are no
Italian troops on the bridge.

Map & Terrain

The Ponte Grande bridge spans both the River Anapo (north) and the Canal Mammaiabica (south).
The bridge is made of stone, and wide enough for two vehicles to pass safely. There is a significant
drainage ditch running adjacent to and just south of the canal, with another drainage ditch feeding
into it from the south-west. Both drainage ditches are deep enough for troops to move along without

14
being seen, although movement is halved due to difficult going. By the northern end of the bridge is
a concrete pillbox able to take a section’s worth of men, and a rather flimsy looking pole barrier..

Otherwise the terrain should be considered as hard, rough ground: largely flat but with the usual
folds and plenty of scrub and low bushes that provide perhaps a little soft cover.

Special Rules

Rifle sections without an LMG lose one die when firing.

YOUR FORCE

15 Platoon, C Company, 2nd Battalion, South Staffordshire Regiment


Lieutenant Leonard Withers (1d6)*
Lance-Corporal George Pratt (1d4)*
3 x Rifle Section (8 men each, no LMGs)

Troops/Dice 0 1 2 3 4
1st Airlanding Brigade 1, 2 3, 4 5 6, 7 8

Infantry AT 0-4” 4-8” 8-12” 12-16” 16-24”


Infantry Section 3 - - - -

A modern day photograph of LZ2

15
Scenario 1: British Reinforcements A
A small party of men have arrived.

Elements of 1st Air Landing Defence Platoon


Lieutenant Welch (1d6)*
Staff Sergeant Taylor (1d4)*
1 x Rifle Section (6 men, LMG)

Scenario 1: British Reinforcements B


Another small party of men have arrived: this time they’re engineers.

Elements of 9th Field Company Engineers


Major Beasley (1d6)*
2 x Rifle Section (6 men each, no LMGs)
1 x 2” Mortar (2 crew, smoke bombs only)

Scenario 1: British Reinforcements C


A larger party of men have arrived, along with Lieutenant Colonel Walsh, who will now take
charge of the defence of the bridge.

Elements of 1st Air Landing Brigade


Lieutenant-Colonel Walsh (1d6)
3 x Rifle Section (7 men each, LMGs)
2 x Rifle Section (7 men each, no LMGs)
1 x 3” Mortar (3 crew)

16
Scenario 1: Italian Briefing
You are Capitano Guiseppe Verdi of the 75th Infantry Regiment, currently serving in Syracuse in
Sicily. It is early in the morning (11 o’clock) on 10th July 1943, and all hell seems to be breaking
loose!

Units stationed near the southern coast report that a vast armada of ships is heading straight for the
coast: the Allies are invading! Worse, local garrisons report that paratroops have landed all over
your region and are causing havoc by splitting into small parties and attacking anyone and anything
of any military significance. In particular, they seem to have captured the bridge at Ponte Grande
intact, which is annoying as blowing it would have given you time to have had lunch before the
enemy could reach Syracuse.

Generale Rossi has ordered that the bridge be re-taken, and your company is at the vanguard of 1st
Battalion, 75th Infantry Regiment as it heads south towards the Anapo. Ahead of you are some
armoured cars that have been dispatched to scout the area, and you have sent a mortar platoon to
harass the enemy paratroops from the south. There are doubtless other friendly troops in the area, as
121st Coastal Regiment should be on regular patrol.

You will knock these men from the skies right back into the sea, and still be back in time for Signor
Carluccio’s famous Bolognese!

Initial Deployment

The arrival of your troops on table is governed by the Turn Card. During the initial phase of the
game, ad hoc units will arrive at the bridge either because they are unaware that anything is going
on, or because you have sent them forward to scout and/or keep the enemy off balance whilst you
muster up your main force. Once all ad hoc units have arrived on table, then your main force starts
arriving. Your total force is detailed below, and the Umpire will let you know what arrives when
and where. All troops arrive under Blinds.

Objectives & Victory Conditions

The enemy holds the bridge over the canal. Take it back! You win the battle if, at the end of the
game, you have troops with at least two initiative dice on the bridge.

Map & Terrain

The Ponte Grande bridge spans both the River Anapo (north) and the Canal Mammaiabica (south).
The bridge is made of stone, and wide enough for two vehicles to pass safely. There is a significant
drainage ditch running adjacent to and just south of the canal, with another drainage ditch feeding
into it from the south-west. Both drainage ditches are deep enough for troops to move along without
being seen, although movement is halved due to difficult going. By the northern end of the bridge is
a concrete pillbox able to take a section’s worth of men, and a pole barrier. The road is high quality.

Towards the south-east corner of the table is a rocky outcropping. Movement is halved over the
outcropping, but it does provide good cover. There’s also a low hill towards the southern end of the
main road. The rest of the terrain is typically Sicilian: hard, rough ground with no hard cover, but
plenty of scrub.

17
YOUR FORCE

AD HOC UNITS

Sergente Salieri’s Platoon, 121st Coastal Infantry Regiment


2 x Rifle Section (6 men each)
1 x Truck

Armoured Car Platoon


3 x AB41 Armoured Cars

Sergente Rossini’s Platoon, 121st Coastal Infantry Regiment


2 x Rifle Section (8 men each)
1 x Lorry

Sergeant Puccini’s Mortar Platoon


3 x 81mm Mortar (3 crew each)

MAIN FORCE (from 75th Infantry Regiment)

1st Company HQ
Primo Capitano Guiseppe Verdi (1d4)
2 x Rifle Squad (8 men)

1st Platoon
Tenente Alfredo Catalani (1d3)
4 x Rifle Squad (8 men each)

2nd Platoon
Tenente Luigi Denza (1d3)
4 x Rifle Squad (8 men each)

3rd Platoon
Tenente Niccolo Paganini (1d3)
4 x Rifle Squad (8 men each)

Support Platoon
Maresciallo Arrigo Boito (1d3)
3 x MMG (3 crew each)
1 x 45mm Mortar (2 crew)

Attached Sailors
4 x Rifle Squad (8 men each)

2nd Company HQ
Capitano Annibale Stabile (1d4)
2 x Rifle Squad (8 men)

4th Platoon
Tenente Claudio Monteverdi (1d3)
4 x Rifle Squad (8 men each)

18
5th Platoon
4 x Rifle Squad (8 men each)

6th Platoon
4 x Rifle Squad (8 men each)

Support Platoon
3 x MMG (3 crew each)
1 x 45mm Mortar (2 crew)

Off table artillery (can only be called in by Big Men from the 75th Infantry Regiment)

4 x Fire Missions from three 100mm M-17 guns

Troops/Dice 0 1 2 3 4
75th Infantry 1, 2, 3, 4 5, 6 7 8 ~
Sailors 1, 2, 3, 4 5, 6 7, 8 ~ ~
121st Coastal 1, 2, 3, 4 5, 6, 7 8 ~ ~

Vehicle AC Weapon Calibre Speed


AB41 Armoured Car 2 3 20mm Wheeled

BROLO
PALERMO
MESSINA
SAN
SANTO FRATELLO
TRAPANI STEFANO REGGIO DI
CALABRIA

RARDAZZO

MARSALA
CORLEONE MOUNT
TROINA ETNA
NICOSIA ADRANO

ENNA

CATANIA
GERBINI
PIAZZA
AMERINA

CALTAGIRONE
PORTO
EMPEDOCIE
NISCEMI AUGUSTA

VIZZINI
BISCARI SYRACUSE
LICATA
GELA
VITTORIA CASSIBILE
RAGUSA
AVOLA
COMISO
NOTO
SCOGLITTI
Sicily 1943

PACHINO

19
Scenario 2: Piano Lupo
10th July 1943
The plan for the American airborne operation was for the 3,405 paratroopers of the 505th
Regimental Combat Team (1st, 2nd & 3rd Battalions, 505th Parachute Infantry Regiment; 3rd
Battalion, 504th Parachute Infantry Regiment; 456th Parachute Field Artillery Battalion; Company
B, the 307th Airborne Engineer Battalion; and miscellaneous support detachments) under Colonel
James M. Gavin to assist the US 1st Division landings by seizing the high ground in the Gela area
so that any enemy approaches from the north and east could be blocked. One particular target was
the area known as Piano Lupo: a hill mass some seven miles north-east of Gela that dominated the
intersection of the roads from Gela, Caltagirone via Niscemi, and Vittoria through a series of
sixteen pillboxes and blockhouses. Other key targets included the Ponte Olivio airfield and the
Drillo bridge.

The same problems that had beset the British operation also hit the Americans. A combination of
strong winds and inexperienced pilots meant that rather than flying in neat V-formations, the 226 C-
47 troop carriers broke up into a confused mass of aeroplanes with no-one sure where they were and
where they were supposed to go. Not only this, but the paratroopers themselves had trained to jump
into a maximum 15 mph wind, and the winds over Sicily were measured at more like 35 mph. As a
result, the 505th were scattered all over south-east Sicily between Gela and Syracuse, with only
around three companies’ worth of men dropped on their correct landing sites, and only around 200
paratroopers deposited anywhere near the high ground of the Piano Lupo.

To emphasise the dispersal, the US official history states that 33 sticks of paratroopers landed in the
British 8th Army area of operation; 53 sticks in the 1st Division area around Gela; with 127
scattered inland between Vittoria and Caltagirone. Only the 2nd Battalion, 505th Parachute Infantry
hit the ground relatively intact, and that some twenty-five miles from where it was supposed to be.
The only units anywhere near Piano Lupo were the HQ element, two platoons of Company A, and
Company’s I and G of the 505th Parachute Infantry, and these were spread around the road junction
rather than on it.

These were, however, American paratroopers, and they did what they had been trained to do: which
was to fight and harass the enemy wherever possible. Over the next few days, the men of the 505th
amply demonstrated their ability to disrupt and confuse an enemy force. Patrols were ambushed,
telephone lines cut, railway tracks torn up, weapon emplacements attacked and destroyed etc, until
Axis units were reporting that “thousands” of paratroopers had landed anywhere in between the 140
miles that separated Castelvetrano from Gela. Indeed, by dawn, Radio Rome was broadcasting that
60-100,000 men had landed. In addition, those paratroopers that had landed near Gela would take
part in repelling the counter-attacks that were to come.

As an example of the fighting spirit of the Americans, about 75 paratroopers who had landed near
Avola, on the east coast, led by a group of lieutenants, decided to attack and take the city itself,
population some 22,000! Armed only with their personal weapons, eight machine guns, two light
anti-tank guns and a few Tommy guns, the paratroopers quickly became embroiled in heavy street-
fighting, but were fortunately soon reinforced by advance elements of the British 50th Division.

Those paratroopers who had landed near their objective immediately set to work. 1st Lieutenant H.
H. Swingler, the commander of the HQ Company of the 505th, led about forty men to take one
pillbox covering the road junction; whilst Captain Edwin B. Sayres, commanding A Company, led
around fifty men to take another, capturing some twenty machine-guns in the process. Captain
Sayres personally led the attack “by carrying his carbine in his right hand, a grenade in his left, and

20
another between his teeth”. The men of Company I also captured several pillboxes.

Meanwhile, Captain James McGinty led his eighty-five men of Company G to take the bridge at
Ponte Dirillo; and the 2nd Battalion, 505th, under Major Mark Alexander, began reducing Italian
coastal positions near Santa Croce Camerina. Later that day, sixty or so men of Company G, with
the help of three guns of Battery C, 456th Field Artillery, would become the first troops into
Vittoria.

Introduction

The American airborne landings provide a wealth of possible scenarios involving groups of 50-80
paratroopers attacking Italian-held strong points. This scenario will focus on Captain Sayres’ assault
on one of the Piano Lupo pillboxes: actually his second attempt, as his first, with only fifteen men,
had failed earlier in the day.

Map & Terrain

The main feature of the table is a large, gently sloping hill covered in rough scrub. Movement
anywhere on the hill, except the track leading to the pillbox door, is at –1” per dice rolled for
movement. There is plenty of soft cover on the hill from bushes, folds in the ground, outcroppings
etc.

The pillbox covers the crossroads and has excellent visibility in all directions except directly to its
rear. The thicker black lines represent weapons slits. There is enough room for one MMG or four
men to fire from each weapon slit, and the pillbox should be big enough to fit all the Axis troops in
their OB inside. My drawing is indicative: add more weapon slits if necessary. There are two
vehicles parked behind it: one is a German kubelwagon, the other a Fiat light truck. The pillbox is
has an armour factor of 5.

The roads are good quality state roads, and those to the south are bordered by low hedges (the green
lines). The rest of the terrain should be rough, stubble fields with plenty of nooks and crannies to
squeeze into if under fire. Note that infantry moving west to east or vice versa immediately behind
hedges have good cover from being seen from the pillbox, even more so if they reduce their
movement by 1” per dice rolled to make sure they stay out of sight.

Initial Dispositions

All Axis troops begin the game in the pillbox. They have already been attacked once, so can be
considered to be on alert. There is one MMG team at each weapon slit, and these should be placed
on the table at the start of the game. The rest of the occupants begin the game within the pillbox and
under Blinds.

The American paratroopers enter the table under Blinds anywhere on its southern edge. They have
four Blinds at their disposal, any of which may be false.

Attacking the Pillbox

The pillbox is attacked as if it were an AFV, with the US troops having an anti-pillbox strike of 3. If
Captain Sayres is with a section, he may add two to their dice i.e. that section will roll 5 strike dice.
Other US Big Men add one dice to a section.

Note that US forces require a 5 or 6 to the front or sides to score a hit, but a 3, 4, 5, or 6 to the rear.

21
As a reminder:

Roll 1d6 Equal 1 Hit 2 Hits 3 Hits


Occupants Occupants Occupants
1-2
Pinned Pinned Surrender
Occupants Occupants Occupants Pillbox
3-4
Suppressed Suppressed Suppressed Destroyed
One hit on Two hits on
5-6 No effect
each defender each defender

Objectives & Victory Conditions

The objective of the Axis force is to hold the pillbox against all attacks. The aim of the US
paratroops is to neutralise the pillbox. The Axis player therefore wins the game if, at the end of the
battle, the pillbox still has occupants able to fire. The US player wins the game if, at the end of the
battle, the pillbox has been destroyed or its occupants otherwise neutralised.

Special Rules

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will case one actual hit in
addition to the automatic wound.

Notes

The Italian Big Man is another composer. The German Big Man is our old friend Siegfried
Schnapps. The American Big Men are Sayers, who was there, and Swingler, who I have borrowed
from his attack on another pillbox!

The Cards

Game Cards US Cards Axis Cards


Tea Break Blinds Axis Blinds
Captain Sayres Tenente Gabrieli
Lieutenant S wingler 1st MM G Section
Mortars 2nd MM G Section
1st P latoon 1st P latoon
Heroic Leader Poor F ire Discipline
Dynamic Commander Hesitant Troops
Rally Hesitant Commander
Rapid Deployment Feldwebel Schnapps
The Germans

22
Scenario 2: Map

23
Scenario 2: US Briefing
You are Captain Edwin B. Sayres, commanding A Company of the 505th Parachute Infantry
Regiment. It is early in the morning of 10th July 1943, and you are standing of Sicilian soil in the
middle of the biggest SNAFU since God was a boy!

Dropping prior to the main seaborne invasion, the mission of the 505th RCT was to take and hold
the high ground around a hilly mass known as the Piano Lupo, neutralising the enemy pillboxes and
blockhouses that protected it. This would give you control of the main road that any enemy units
would have to use to attack the invasion force as it established its beachhead.

Unfortunately, a combination of lack of time for training pilots and the need to jump into incredibly
high winds (40 mph rather than the 15mph you expected!) has meant that rather than dropping as
one cohesive unit, the 505th has been scattered all over Sicily...and when you say all over, you
mean all over! As far as you can make out, only around 200 out of the 3,405 paratroopers that
jumped out of planes have actually landed anywhere near the Piano Lupo.

As you dropped in last night, you took fire from one of the Lupo pillboxes and, gathering together
the 15 or so men that landed with you, you immediately led an attack on that pillbox. It failed, with
your men having to go to ground in the fact of multiple machine-gun fire.

It is now dawn, and you have managed to gather together around fifty men. You know what your
mission is and, despite the fact you have no idea what the rest of the regiment is doing, you are
going to take that pillbox if it kills you. And it might!

Objectives & Victory Conditions

Neutralise the pillbox.

Initial Deployment

You will enter the table under Blinds anywhere along the southern edge of the table. You may enter
up to three Blinds each time your Blinds card appears, and have a total of four Blinds at your
disposal, any of which may be false.

Map & Terrain

The main feature of the table is a large, gently sloping hill covered in rough scrub. Movement
anywhere on the hill, except the track leading to the pillbox door, is at –1” per dice rolled for
movement. There is plenty of soft cover on the hill from bushes, folds in the ground, outcroppings
etc.

The pillbox covers the crossroads and has excellent visibility in all directions except directly to its
rear. The thicker black lines represent weapons slits. There seems to be enough room for one MMG
or four men to fire from each weapon slit.

The roads are good quality state roads, and those to the south are bordered by low hedges that your
men will be able to use as cover. The rest of the terrain is rough, stubble fields with plenty of nooks
and crannies to squeeze into if under fire.

24
Special Rules

You attack the pillbox as if it were an AFV.

Elements A Company, the 505th Parachute Infantry Regiment

Company HQ
Captain Edwin B Sayres* (1d6)
2 x 60mm Light Mortar (2 crew each)

1st Platoon
Lieutenant H. H. Swingler* (1d6)
4 x Carbine Squad (10 men each)

Troops/Dice 0 1 2 3 4
505th Parachute Infantry 1, 2, 3 4 5 6, 7, 8 9, 10

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Airborne Section 3 - - - -

25
Scenario 2: Axis Briefing
You are Tenente Giovani Gabrieli of the 429th Coastal Defence Battalion, currently serving near
your home in Gela in Sicily. You and your men have been assigned to one of the sixteen pillboxes
that protect the main roads in and out of the town, positioned up on a hilly mass near Piano Lupo
village. It is dawn on 10th July 1943, and all hell seems to be breaking loose!

The Allies are invading! Last night, you and your men fired at enemy paratroopers as they dropped
almost right on top of your heads. This morning the radio squawks incessantly about these
paratroopers attacking anyone and everything they can find, and about a massive armada of
shipping heading right for Gela.

All you know is that you have to defend the pillbox.

Objectives & Victory Conditions

Your objective is to prevent any enemy paratroopers from neutralising your pillbox. You therefore
win the battle if, at the end of the game, you have units within the pillbox still able to fire down
onto the crossroads.

Initial Deployment

All your troops begin the game in the pillbox. You have already been unsuccessfully attacked once,
so everyone can be considered to be on alert. There is one MMG team at each weapon slit, and
these should be placed on the table at the start of the game. The rest of your men begin the game
within the pillbox and under Blinds.

Map & Terrain

The main feature of the table is a large, gently sloping hill covered in rough scrub. Movement
anywhere on the hill, except the track leading to the pillbox door, is at –1” per dice rolled for
movement. There is plenty of soft cover on the hill from bushes, folds in the ground, outcroppings
etc.

The pillbox covers the crossroads and has excellent visibility in all directions except directly to its
rear. The thicker black lines represent weapons slits. There is enough room for one MMG or four
men to fire from each weapon slit, and the pillbox is big enough to fit all your men (including the
tedesca) inside. There are two vehicles parked behind it: one is your truck, the other a kubelwagon
that the Germans brought with them. The pillbox has armour value 5.

The roads are good quality state roads, and those to the south are bordered by low hedges (the green
lines). The rest of the terrain is rough, stubble fields with plenty of nooks and crannies to squeeze
into if under fire.

Elements of 429th Coastal Defence Battalion and some Germans

Company HQ
Tenente Giovani Gabrieli (1d4)

1st MMG Section


3 x Breda MMG (3 crew each)

26
2nd MMG Section
3 x Breda MMG (3 crew each)

1st Platoon
3 x Rifle Squad (7 men each)

The Germans
Feldwebel Siegfried Schnapps (1d6)
1 x Rifle Squad (8 men)

Troops/Dice 0 1 2 3 4
Italian Infantry 1, 2, 3, 4 5, 6, 7 8 ~ ~
German Infantry 1, 2, 3 4, 5 6 7, 8 ~

Vehicle AC Weapon Calibre Speed


Fiat Truck 0 None n/a Wheeled
Kubelwagon 0 None n/a Wheeled

BROLO
PALERMO
MESSINA
SAN
SANTO FRATELLO
TRAPANI STEFANO REGGIO DI
CALABRIA

RARDAZZO

MARSALA
CORLEONE MOUNT
TROINA ETNA
NICOSIA ADRANO

ENNA

CATANIA
GERBINI
PIAZZA
AMERINA

CALTAGIRONE
PORTO
EMPEDOCIE
NISCEMI AUGUSTA

VIZZINI
BISCARI SYRACUSE
LICATA
GELA
VITTORIA CASSIBILE
RAGUSA
AVOLA
COMISO
NOTO
SCOGLITTI
Sicily 1943

PACHINO

27
Scenario 3: North of the Pachino Airfield
10th July 1944
The British landings on Sicily were incredibly successful: the troops stormed ashore meeting little
resistance, and the only real problems came from rough seas and poor navigation.

5th Infantry Division (13th Corps)

Targeting Cassibile and Syracuse, the main 5th Division force (13th, 15th & 17th infantry brigades)
was preceded onto the beaches by the Special Air Service Squadron and half of 3rd Commando,
each of which silenced a coastal battery. 17th Brigade (2nd Royal Scots Fusiliers; 2nd
Northamptonshire; and 6th Seaforth Highlanders) landed either on time or at the right beach, but not
both! Nevertheless, by early morning the Seaforths and Northamptons had taken Cassabile; and the
Royal Scots Fusiliers were on the way towards Syracuse.

15th Brigade (1st Green Howards and 1st King’s Own Yorkshire Light Infantry) landed late and
miles off target, and was harassed by Italian artillery until the guns were neutralised by the
destroyer Eskimo. The brigade then dug in around Cassabile, freeing the rest of 17th Brigade to join
the strike north towards Syracuse.

The Naval Fortress Area Syracuse-Augusta was the most fortified place on Sicily. Yet when the
Royal Scots arrived outside Syracuse in early evening, they discovered that the Italian defenders
had abandoned their posts without even destroying the harbour and port facilities. Apparently the
withdrawal of a German anti-aircraft section towards its parent unit, Kampfgruppe Schmalz at
Catania, had so demoralised the Italians that they had blown up their guns, fuel and ammunition
dumps (even an armoured train) and fled north. Driving straight through Syracuse, the lead
elements of 5th Division then headed north towards Augusta.

BROLO
PALERMO
MESSINA
SAN
SANTO FRATELLO
TRAPANI STEFANO REGGIO DI
CALABRIA

RARDAZZO

MARSALA
CORLEONE MOUNT
TROINA ETNA
NICOSIA ADRANO

ENNA

LIVORNO CATANIA
DIVISION GERBINI
PIAZZA
AMERINA
HERMAN GOERING
DIVISION
CALTAGIRONE
PORTO
EMPEDOCIE
NISCEMI NAPOLI AUGUSTA
US PARAS DIVISION
538 BRITISH
390 GELA
384 VIZZINI GLIDERS
BISCARI SYRACUSE
LICATA
42
9

VITTORIA
6

US 3RD INFANTRY CASSIBILE


43

RAGUSA
38

US 1ST AVOLA BRITISH


9

INFANTRY COMISO
5TH INFANTRY
50
437

NOTO
1
SCOGLITTI
Sicily 1943 US 45TH
INFANTRY
38
3
BRITISH
50TH INFANTRY
54
2 381 375 243
538 Coastal Defence Battalion
PACHINO
BRITISH
CANADIAN 51ST INFANTRY
1ST INFANTRY

28
50th Infantry Division (13th Corps)

Some twenty miles to the south, the 50th Infantry Division (69th, 151st & 168th infantry brigades)
was tasked with taking Avola. The main assault was to be carried out by the 151st Brigade: a
Durham Light Infantry Brigade consisting of 6th, 7th and 8th Durham Light Infantry battalions.
Fortunately the landing was hardly contested at all, with most Italian units firing only one or two
shots in the general direction of the British troops before making off, as high seas and poor
navigation meant that the Durhams landed scattered over a very wide area.

All troops were ashore by 6am, and Avola was taken around 10am. Landing the supplies and
heavier equipment continued to be problematic: by nightfall only nine guns were ready for action.

51st (Highland) Infantry Division (30th Corps)

On the right flank of the main 51st Infantry Division assault, the 231st Independent Brigade (the
Malta brigade, consisting of the 1st Battalion, the Dorsetshire Regiment; 1st Battalion, the
Hampshire Regiment; and 2nd Battalion, the Devonshire Regiment) carried out an almost perfect
landing at Marzamemi: on time and in the right place. So complete was the tactical surprise
achieved that the leading elements found the crew of one Italian 75mm gun asleep, with the gun
itself concealed in a nearby shed! By noon, the brigade had achieved its objective, and was
positioned astride the Pachino road preparing to push on towards Vizzini.

The main assault was to be carried out by 154th Brigade (1st & 7th Black Watch, and 7th Argyll &
Sutherland Highlanders) landing on the beaches that flanked the Portopalo Bay. Resistance was
slight, and Pachino was taken at around noon. The division’s other infantry brigades (152nd and
153rd infantry brigades) landed early afternoon, and by dark the 51st Highland Infantry Division
was moving inland with a good proportion of its vehicles and supporting artillery.

Canadian 1st Infantry Division (30th Corps)

Landing on the southern shore of Sicily in the wide, shallow bay west of the Pachino peninsular, the
Canadian 1st Infantry Division (1st, 2nd & 3rd Brigades) were fully exposed to worse sea
conditions than the rest of the British force. However, although their landings were late by some
two hours, the Canadians quickly established a strong beachhead from which to move out towards
their main target the Pachino airfield about three miles inland. The village of Maucini, a mile
inland, was occupied at around 7am, with an Italian battery and strongpoint just north of the village
surrendering after a Canadian Sergeant fired a single warning shot! The airfield itself fell in a
similar fashion, and although there was a brief firefight as the Canadians attacked an Italian position
just north of the airfield, that also surrendered for the loss of only two Canadian lives.

The left flank of the British sector was covered by the 40th and 41st Royal Marine Commandos.
Here, the lightly-armed Commandos were counter-attacked by a Blackshirt unit from 206th Coastal
Defence Division supported by heavy mortar and artillery fire. Fortunately a Canadian heavy mortar
unit was able to assist the Commandos, bombarding the Fascists with devastating accuracy until
they melted away.

Introduction

This scenario will focus on the firefight between Canadian and Italian soldiers around the Italian
strongpoint just north of the Pachino airfield. It will be a straight attacker vs defender scenario, but
with the attackers being a relatively small number of good troops verses large numbers of poor-
quality defenders.

29
Map & Terrain

The main feature of the table is the hill containing the Italian position. The hill is steep to the west,
but a gentle slope down to the east. All movement up or down the western half of the hill is at –1”
per initiative die rolled for movement. The hill is dotted with patches of rough scrub except for an
area around the buildings and the “car park”.

Buildings 1, 2 and 3 are concrete blockhouses, armour value 3. Building 1 contains four six-inch
guns that face to the west towards the bay where the Canadians originally landed. The Italians have
no ammunition for the guns. Building 2 is a barracks; building 3 is used as a storehouse. All the
blockhouses have gun slits on all sides. Terrain features 4 and 5 are concrete trenches that provide
excellent cover from attacks from their front, but only slight cover from all other directions. There
are three Italian trucks parked at the end of the road to the airfield.

The dotted line represents a poor quality, wire fence that surrounds the airfield. The red/white
section is a swing-pole and sentry box blocking the exit. The wire fence can be crossed by troops
spending two initiative dice to do so, or driven through by tracked vehicles for the loss of one
initiative dice of movement (a gap being left behind).

The green and jagged section to the east is the edge of the ploughed up runway. Movement across
this is at –1” per initiative die rolled for movement.

Initial Dispositions

The Italians start the game under Blinds anywhere on the hill. Remember that their fortifications
mostly point west, and the Canadians will be coming from the south. Troops outside of the
buildings have had no time to even dig rough scrapes: they must find what cover they can, or lie
behind the crest of the hill.

The Canadians enter the table under Blinds from anywhere south of the airfield fence. They have
six Blinds at their disposal, any of which may be False.

Special Rules

The buildings are attacked as if they were AFVs, with Canadian forces requiring a 5 or 6 to the
front or sides to score a hit, but a 3, 4, 5, or 6 to the rear. As a reminder:

Roll 1d6 Equal 1 Hit 2 Hits 3 Hits


Occupants Occupants Occupants
1-2
Pinned Pinned Surrender
Occupants Occupants Occupants Building
3-4
Suppressed Suppressed Suppressed Destroyed
One hit on Two hits on
5-6 No effect
each defender each defender

Objectives & Victory Conditions

The Canadian objective is to neutralise the enemy strong point. They therefore win if at the end of
the game they hold all five buildings/terrain features or the Italians surrender. They lose if they hold
none. All other results are a draw.

30
Notes

Canadian Big Men have as their surnames the names of Canada’s largest conurbations. The Italian
Big Men are all Italian footballers.

The Cards

Game Cards Canadian Cards Italian Cards


Tea Break Blinds Blinds
Captain Toronto Capitano Abbiati
Lieutenant Montreal Sergente Vialli
Lieutenant Vancouver Company HQ
Lieutenant Ottawa 1st P latoon
Sergeant Calgary 2nd P latoon
Sergeant Edmonton 3rd P latoon
NLO Hamilton (FO) Support P latoon
Company HQ Hesitant Troops
1st P latoon Hesitant Commander
2nd P latoon Poor F ire Discipline
3rd P latoon
1st Carrier Section
2nd Carrier Section
Off-Table Artillery
Rapid Deployment
Rally
Dynamic Commander

The main landing site on the Pachino peninsular

31
Scenario 3: Map

32
Scenario 3: Canadian Briefing
You are Captain Tom Toronto of the 1st Canadian Division, currently taking part in Operation
Husky: the invasion of Sicily. It is around 11am on 10th July 1943, and things are going well.

Although the journey to Sicily proved testing (you discovered a hitherto unknown tendency to
seasickness and the division lost some men to enemy submarines) the landing has proved a doddle.
God knows what the Italians are up to, but so far resistance has been light to the point of non-
existence. A beachhead was quickly established, with even the mobile artillery getting ashore by
daybreak, and the drive inland started immediately. Pachino fell quickly, with just the threat of an
attack leading to the enemy’s surrender, and the division has just taken its main objective, the
airfield just to the north of the town.

Now the final piece in the puzzle is one last Italian strongpoint just north of the airfield. Your men
have tried the usual “fire one shot and call for surrender” tactic that has worked so far, but received
a hail of bullets in return. Looks like these Italians have found their balls! You must now neutralise
the enemy position, especially the guns.

Objectives & Victory Conditions

Your objective is to neutralise the enemy strong point. You therefore win if at the end of the game
you hold all five buildings/terrain features or the Italians surrender. You lose if you hold none. All
other results are a draw.

Initial Deployment

You enter the table under Blinds from anywhere south of the airfield fence. You have six Blinds at
your disposal, any of which may be False.

Map & Terrain

The main feature of the table is the hill containing the Italian position. The hill is steep to the west,
but a gentle slope down to the east. All movement up or down the western half of the hill is at –1”
per initiative die rolled for movement. The hill is dotted with patches of rough scrub except for an
area around the buildings and the “car park”.

Buildings 1, 2 and 3 are concrete blockhouses. Building 1 contains some naval guns that face to the
west towards the bay where you originally landed. You have no idea why they haven’t used them so
far. Terrain features 4 and 5 are concrete trenches. There are three Italian trucks parked at the end
of the road to the airfield.

The dotted line represents a poor quality, wire fence that surrounds the airfield. The red/white
section is a swing-pole and sentry box blocking the exit. The green and jagged section to the east is
the edge of the ploughed up runway. Movement across this is at –1” per initiative die rolled for
movement.

Elements of 1st Canadian Division

Company HQ
Captain Thomas Toronto (1d6)
Naval Liaison Officer Hamish Hamilton (FO)
1 x PIAT Team (2 men)

33
1st Platoon
Lieutenant Maurice Montreal (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Lieutenant Vic Vancouver (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Lieutenant Oliver Ottawa (1d6)
3 x Rifle Squad (8 men each)

1st Carrier Section


Sergeant Christopher Calgary (1d6)
1 x Carrier (MMG)
1 x Carrier (2” Mortar)
1 x Rifle Section (8 men)

2nd Carrier Section


Sergeant Edmond Edmonton (1d6)
1 x Carrier (MMG)
1 x Carrier (2” Mortar)
1 x Rifle Section (8 men)

Off-Table Artillery Support


You may call in fire support from 4 x 4.7” guns from the Destroyer HMS Lard.

Troops/Dice 0 1 2 3 4
Canadian Infantry 1, 2, 3 4 5 6, 7, 8 ~

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

34
Scenario 3: Italian Briefing
You are Captain Christian Abbiati of 243rd Coastal Defence Battalion currently serving near your
home in Pachino in Sicily. You and your men have been assigned to one of the gun positions that
protect the island from invasion, positioned up on a hill just north of the Pachino airfield. It is
morning on 10th July 1943, and all hell seems to be breaking loose!

The Allies are invading! Last night, you and your men fired at enemy paratroopers as they dropped
almost right on top of your heads. This morning the radio squawks incessantly about these
paratroopers attacking anyone and everything they can find, and about a massive armada of
shipping heading right for Pachino.

Well you know that! You and your men watched them arrive: impotent as Vatican choirboy as
although you have four six-inch guns, you don’t have any ammunition for them. Never have had,
and now it looks as if you never will! You sat there and watched as the enemy (British troops you
think) landed almost unmolested and began to make their way inland.

In the past hour or so, you have heard gunfire from the airfield, and you suspect that it has fallen.
That makes you the next target! Well, you may not have any ammo for the big guns, but you have
got plenty for quite a few little ones, and if the Inglese think you’re going to be a pushover...well,
you’ll just have to prove them wrong.

Map & Terrain

The main feature of the table is the hill containing your position. The hill is steep to the west, but a
gentle slope down to the east. All movement up or down the western half of the hill is at –1” per
initiative die rolled for movement. The hill is dotted with patches of rough scrub except for an area
around the buildings and the “car park”.

Buildings 1, 2 and 3 are concrete blockhouses, armour value 3. Building 1 contains four six-inch
guns that face to the west towards the bay where the enemy originally landed. Building 2 is a
barracks; building 3 is used as a storehouse. All the blockhouses have gun slits on all sides. Terrain
features 4 and 5 are concrete trenches that provide excellent cover from attacks from their front, but
only slight cover from all other directions. You have three trucks parked at the end of the road to
the airfield.

The dotted line represents a poor quality, wire fence that surrounds the airfield. The red/white
section is a swing-pole and sentry box blocking the exit. The green and jagged section to the east is
the edge of the ploughed up runway. Movement across this is at –1” per initiative die rolled for
movement.

Initial Deployment

You start the game under Blinds anywhere on the hill. Remember that your fortifications mostly
point west, and the enemy seem to be coming from the south. Your men have had no time to even
dig rough scrapes: they must find what cover they can, or lie behind the crest of the hill.

Objectives & Victory Conditions

Hold your position. You win the game if at its end you have kept the enemy from capturing all five
of your numbered buildings/terrain features. You lose if they capture them all, or if you are forced
to surrender. Any other result is a draw.

35
Elements of 243rd Coastal Defence Battalion

Company HQ
Capitano Christian Abbiati (1d4)
2 x Rifle Squad (8 men each)

1st Platoon
4 x Rifle Squad (8 men each)

2nd Platoon
4 x Rifle Squad (8 men each)

3rd Platoon
4 x Rifle Squad (8 men each)

Support Platoon
Sergente Gianluca Vialli (1d3)
3 x MMG (3 crew each)
1 x 45mm Mortar (2 crew)
3 x Solothurn 20mm Anti-Tank Rifles (2 crew each)

Troops/Dice 0 1 2 3 4
243rd Coastal Defence Battalion 1, 2, 3, 4 5, 6, 7 8 ~ ~

Vehicle AC Weapon Calibre Speed


Fiat Truck 0 None n/a Wheeled

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Infantry Section 1 ~ ~ ~ ~
Anti- Tank Rifle 4 3 2 2 1
MMG 2 2 1 1 1

36
Scenario 4: Gela 1
10th July 1943
The US landings on Sicily were much more exposed to the weather than for the British force to
their right. Not only this, but the beaches available for landing were more challenging in terms of
terrain: many had significant sandbars forming false beaches some way out from the beach-proper,
meaning that heavier landing craft would have to beach there and their loads (tanks, self-propelled
artillery etc) be transferred ashore by pontoon causeway.

US 45th Division “The Thunderbirds”

Landing on the right of the American line was 45th Division, consisting of 157th, 179th and 180th
Regimental Combat Teams, aiming to land on the beaches either side of the small harbour of
Scoglitti. Two regiments would land to the left of Scoglitti: on the left would be the 180th RCT,
with two battalions aiming to capture Ponte Dirillo and Biscari; on the right would be the 179th
RCT, also with two battalions aiming to capture Vittoria/the Comiso airfield and Scoglitti. One
regiment, the 157th RCT, would land to the right of Scoglitti, landing two battalions to capture
Santa Croce Camarina and Comiso before linking up with the 179th RCT for a combined attack on
the Comiso airfield. All of 45th Divison’s supporting armour was to land behind the 157th.

The landing of the 180th RCT was a disaster. The usual combination of bad weather, poor
navigation, human error, darkness and high seas meant that the RCT’s three battalions ended up
scattered across 12 miles of shoreline rather than landing as a compact force able to fight their way
inland. Fortunately, resistance from the Italians was negligible, and the men of the 180th were, by
nightfall, at least gathered in a makeshift assembly area just inland from the beach. To end on a
positive note, however, Company F of 2nd Battalion did manage to land intact and in the right place

BROLO
PALERMO
MESSINA
SAN
SANTO FRATELLO
TRAPANI STEFANO REGGIO DI
CALABRIA

RARDAZZO

MARSALA
CORLEONE MOUNT
TROINA ETNA
NICOSIA ADRANO

ENNA

LIVORNO CATANIA
DIVISION GERBINI
PIAZZA
AMERINA
HERMAN GOERING
DIVISION
CALTAGIRONE
PORTO
EMPEDOCIE
NISCEMI NAPOLI AUGUSTA
US PARAS DIVISION
538 BRITISH
390 GELA
384 VIZZINI GLIDERS
BISCARI SYRACUSE
LICATA
42
9

VITTORIA
6

US 3RD INFANTRY CASSIBILE


43

RAGUSA
38

US 1ST AVOLA BRITISH


9

INFANTRY COMISO
5TH INFANTRY
50
437

NOTO
1
SCOGLITTI
Sicily 1943 US 45TH
INFANTRY
38
3
BRITISH
50TH INFANTRY
54
2 381 375 243
538 Coastal Defence Battalion
PACHINO
BRITISH
CANADIAN 51ST INFANTRY
1ST INFANTRY

37
and, having cleared some pillboxes, marched inland led by the battalion commander, Lt. Col.
Clarence B Cochran, meeting up with Company G of the 505th Parachute Infantry under a Captain
McGinity, to take the Ponte Dirillo and block Highway 115.

The landing of the 179th RCT went almost as planned: with the troops getting ashore against almost
no enemy opposition. The third battalion, under Lt. Col. Earl A Taylor, secured the beaches, then
headed inland towards Vittoria, being joined by sixty paratroopers from 3rd Battalion, 505th
Parachute Infantry and three howitzers from Battery C, 456th Parachute Field Artillery Battalion.
The 1st Battalion, under Lt. Col. Edward F. Stephenson, attacked Scoglitti from the northern,
landward side: the garrison of seventy artillerymen quickly surrendering.

Unfortunately, the 157th RCT did not have quite such a smooth landing. Several landing craft either
lost their way or were pushed off course by heavy surf and ended up lost on the rocks off Point
Braccetto. Nevertheless, by 9am both battalions (1st and 2nd) were heading inland: albeit without
their vehicles, as the sandy area behind the beaches proved impassable. The problem proved so
serious that solving it required opening a whole new beach.

US 1st Division “The Big Red One”

The US 1st Division consisted of 16th, 18th and 26th RCTs, and was tasked with taking Gela and
the high ground immediately behind the town, linking up with the paratroopers hopefully holding
the Piano Lupo area (see Scenario 2), before driving towards Niscemi and the Ponte Olivio
airfields. The 16th and 26th would carry out the assault, with the 18th held back as a floating
reserve. As Gela was such an important port, a special grouping of Rangers and combat engineers,
known as Force X, was attached and would strike directly at the town’s pier whilst the main
division attacked from the east.

The Rangers’ assault began at about 2am, but almost immediately ran into trouble as their landing
craft were picked out by enemy searchlights and came under fire. The lights were extinguished by
naval bombardment, but as the Rangers sailed forward, a huge explosion was heard as the Italians
blew up the Gela pier. The Rangers hit the beaches at around 3.30am, and immediately became
embroiled in a fierce firefight with pillboxes manned by soldiers of Major Rubellino’s 429th
Coastal Battalion which, much to the Americans’ surprise, showed no signs of surrendering or
retreating. One company of Rangers lost an entire platoon that had landed in the crossfire between
two pillboxes, and it took four hours of hard fighting before the Italian garrison was finally
overwhelmed and the city surrendered. The Italians proved to have taken around 45% casualties.
The Rangers moved through to Highway 115 and prepared defensive positions against any possible
counter-attack.

The 26th RCT, however, met little resistance, and by 0900 was ashore, with one battalion heading
for Gela, and the other two moving slowly inland to cut Highway 117 to the north.

The 16th RCT came under fire only when it began to disembark, with a smattering of small arms
fire followed by heavier machinegun fire and then a rain of mortar and artillery shells. Enemy fire
only began to diminish when the cruiser Boise and destroyer Jeffers opened up on the Italian
positions. Once the beachhead was established, two battalions were sent forward to link up with the
paratroopers holding the Piano Lupo. Contact was made around mid-morning but not with the huge
numbers of paratroopers expected, only the men of Company I, the 505th Parachute Infantry
Regiment (see Scenario 2).

38
US 3rd Division “The Rock of the Marne”

The US 3rd Division consisted of 7th, 15th and 30th RCTs, and was on the left of the American line
and was tasked with taking Licata and the surrounding area, probably the most heavily fortified
section of the Italian defences. General Truscott’s plan was a complicated one, consisting of two
concentric pincer movements known as the inner and outer claws: with the inner claws consisting of
special forces of Rangers and the 15th RCT plus artillery support, and the outer claws consisting of
the 7th and 30th RCTs.

Although navigation and rough seas proved extremely troublesome, the enemy did not. The 7th
RCT (left, outer claw) was quickly ashore, with its three battalions subduing the Italian beach
positions with the aid of naval support for the loss of minimal casualties. It even managed to land
the M7 Priests of 10th Field Artillery Battalion, which moved about 1,000 yards inland and began
offering artillery support. The left, inner claw of the 3rd Battalion Rangers and 2nd Battalion, 15th
Infantry got ashore with much less trouble, and by 7.30am were in position and ready to enter
Licata.

On the right of the town, a naval bombardment took care of the only real Italian opposition: with the
destruction of an armoured train mounting four 76mm guns allowing the inner claws of both sides
to sweep into the town. The right, outer claw encountered only a little machinegun fire from
pillboxes, and the occasional artillery salvo, and so was able to take the high ground bordering the
east side of the Licata plain without difficulty. The Italian 538th Coastal Defence Battalion
launched a counter-attack around noon, but this was repulsed without difficulty.

Introduction

This scenario will focus on the Rangers and their assault on Gela. In order to capture the flavour of
the historical action, I have compressed the geography to allow the Rangers to land on a beach,
neutralise a couple of pillboxes, then fight their way into the outskirts of Gela itself. Note that the
cathedral that is the Rangers’ final objective was one of the places where the 429th Coastal Defence
Battalion made a stand.

Map & Terrain

The map represents the western edge of Gela. The


south-eastern corner is the sea, which is fronted by a
sandy beach and then dunes. The terrain between the
dunes and the town is rough ground covered in
patches of shrub. The area of the town closest to the
sea is mostly residential, gradually becoming more
“town-like” the further north-west one moves. The
cathedral, dedicated to the Holy Virgin Assunta, is
Building 3 in the middle of a piazza. The photograph
shows modern Gela, but illustrates how narrow and
built up the streets are. The areas behind houses
should be waste ground roughly divided into
backyards.

It costs one initiative die to move into or out of a


building or a garden. Thus a squad on three dice could
move up a street 1d6 inches at a time: rushing out of
one house, up the street a bit, then into another house.

39
Umpires who have embraced the dark side may like to test to see whether the house that they are
rushing into has been barricaded shut by its former occupants: perhaps a one in ten chance?

Buildings 1 and 2 are concrete pillboxes, armour value 3. Both have gun slits only on the beach
side. The pillboxes are attacked as if they were AFVs, with US forces requiring a 5 or 6 to the front
or sides to score a hit, but a 3, 4, 5, or 6 to the rear. As a reminder:

Roll 1d6 Equal 1 Hit 2 Hits 3 Hits


Occupants Occupants Occupants
1-2
Pinned Pinned Surrender
Occupants Occupants Occupants Building
3-4
Suppressed Suppressed Suppressed Destroyed
One hit on each Two hits on
5-6 No effect
defender each defender

Many areas of the beach in front of Gela were mined. Although I have left this beach un-mined,
Umpires should feel free to add a clearly marked minefield or two if they want to give the Rangers
a particularly hard time!

Initial Dispositions

The Italians within the pillboxes begin the game, er, within the pillboxes. All other Italian troops
begin the game in trucks around the T-junction near the northern edge of the table.

The Rangers begin the game in their landing craft just as they hit the beach,

Special Rules

Do not give the American player a map of the terrain prior to the game. His briefing contains all the
information that they have.

The names for the US Big Men are an eclectic mix. Captain Lyle landed at Gela and led two
companies to capture an Italian coastal battery of three 77mm guns, turning them on the defenders.
The other Ranger Big Men were definitely at Anzio, but may not have been at Gela. The Engineer
Big Man was definitely an engineer, and definitely at Gela, but has been promoted.

The Italian MMG teams have five-man crews. Treat exactly the same as a normal MMG, with fire
at 3d6 until down to one man. The names of the Italian Big Men are all Italian provinces.

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will cause one actual hit in
addition to the automatic wound.

Objectives and Victory Conditions

The cathedral is the objective for both sides. To win the game, therefore, the Italians or the Rangers
must hold the cathedral at the end of the battle i.e. have at least one initiative die’s worth of men
within the building or holding the immediate piazza. The game is declared a draw if neither side
hold the cathedral.

40
The Cards

Game Cards US Cards Italian Cards


Tea Break Blinds Blinds
Captain Lyle Pillbox 1
Sergeant Regan Pillbox 2
Lieutenant Newman Captain Ravenna
Lieutenant Fowler Tenente Padova
Lieutenant “Monday” Tenente Udine
Company HQ Tenente Verona
1st P latoon Company HQ
2nd P latoon 1st P latoon
Engineers 2nd P latoon
Heavy Mortar 3rd P latoon
The S hubrick Off Table Artillery
Sniper Pillbox Bonus F ire
Rapid Deployment Hesitant Troops
Dynamic Commander
Heroic Leader
Rally

41
Scenario 4: Map

N
3

42
Scenario 4: US Briefing
You are Captain James B Lyle of Darby’s Rangers. It is 10th July 1943, and you are about to land
on the shores of Sicily as part of special Force X, tasked with taking the vital town of Gela.

Your mission is to land to the west of the pier, take out the two pillboxes that protect this approach,
and then make your way into the town, subduing all enemy resistance. El Darbo has given you the
Gela cathedral as your final objective.

Map & Terrain

Ahead of you is the beach. Behind that are the dunes where the two pillboxes that are your
immediate objective lie. Behind that is the town and, over the tops of the houses in front of you, you
can see the tip of the tower of the cathedral.

Initial Dispositions

Your men begin the game within their landing craft just as they hit the beach. You are travelling in
Landing Craft, Assaults (LCAs), each holding up to 35 men i.e. one platoon per LCA.

Objectives and Victory Conditions

Your objective is the cathedral. To win the game, you must therefore have at least one initiative
die’s worth of men within the building or holding the immediate piazza that surrounds it at the end
of the battle.

Elements of Force X
Troops/Dice 0 1 2 3 4
Company HQ LM G Group - 1 2, 3, 4, 5 ~ ~
Captain James B. Lyle* (1d6+2)
Assault Group 1, 2 3 4, 5 6, 7 8
Sergeant Thomas Regan* (1d6+1)
2 x Bazooka (2 crew each) Engineers 1, 2, 3 4 5 6, 7, 8 9, 10

1st Platoon
Lieutenant Newman* (1d6+1) 0- 4- 8- 12- 16-
2 x Assault Squad (8 men each) Infantry AT 4” 8” 12” 16” 24”
2 x LMG Squad (5 men each)
1 x Sniper Bazooka 8 8 8 8 -

2nd Platoon LM G Group 4 - - - -


Lieutenant Jim Fowler* (1d6+1) Assault Group 6 - - - -
2 x Assault Squad (8 men each)
2 x LMG Squad (5 men each) Engineers 3 - - - -
1 x 60mm Mortar (2 crew)

Combat Engineers Platoon


Lieutenant Walter “Monday” Poniedzialek* (1d6)
3 x Engineer Squad (10 men each)
1 x 4.2” Heavy Mortar (4 crew)

Off-Table Artillery Support


You can call upon the destroyer Shubrick for fire support from its four 5-inch guns.

43
Scenario 4: Italian Briefing
You are Captain Robert Ravenna of the 429th Coastal Defence Battalion, based near your home in
Gela, Sicily. It is 10th July 1943, and the Allies are invading!

Although you know that the majority of the coastal defence battalions are, quite frankly, a waste of
space, you and your men are different. Major Rubellino seems to care about his duty and has made
your unit actually train to resist an invasion. You yourself are quite keen to test your mettle in
combat: the blood of the Ancient Romans and Greeks flows through your veins, and what is in the
blood must come out!

A few hours ago, in the middle of the night, you were woken from sleep by the sounds of a
tremendous naval bombardment aimed right at Gela. Quickly you rose and began to gather your
men to defend your sector: sending two MMG teams to man the pillboxes down on the beach whilst
the rest sorted themselves out.

It is now still some hours before dawn. You have arrived by the junction that leads down to the
beach, and have just received a report that enemy boats are about to land. This is it then: battle!

Map & Terrain

The map represents the western edge of Gela. The south-eastern corner is the sea, which is fronted
by a sandy beach and then dunes. Buildings 1 and 2 are concrete pillboxes, armour value 3. Both
have gun slits only on the beach side.

The ground between the dunes and the town is rough terrain covered in patches of shrub. The area
of the town closest to the sea is mostly residential, gradually becoming more “town-like” the further
north-west one moves. The photograph shows modern Gela, but illustrates how narrow and built up
the streets are. The areas behind houses is waste ground roughly divided into backyards. The
cathedral, dedicated to the Holy Virgin Assunta, is Building 3, and is in the middle of a piazza.

Initial Dispositions

Your men crewing the MMGs begin the game within the pillboxes. All other troops begin the game
in trucks around the T-junction near the northern edge of the table.

Objectives and Victory Conditions

Your objective is to keep possession of the cathedral. To win the game, you must therefore have at
least one initiative die’s worth of men within the building or holding the immediate piazza that
surrounds it at the end of the battle.

Elements of Major Rubellino’s 429th Coastal Defence Battalion

Company HQ
Capitano Roberto Ravenna (1d4)
2 x Rifle Squad (8 men each)

1st Platoon
Tenente Paulo Padova (1d3)
4 x Rifle Squad (8 men each)

44
2nd Platoon
Tenente Guiseppe Udine (1d3)
4 x Rifle Squad (8 men each)

3rd Platoon
Tenente Vincenzo Verona (1d3)
4 x Rifle Squad (8 men each)

Pillbox 1
1 x MMG (5 crew)

Pillbox 2
1 x MMG (5 crew)

Off-Table Artillery
You may call upon three fire missions from three 81mm mortars

Troops/Dice 0 1 2 3 4
429th Coastal Defence Battalion 1, 2 3, 4 5, 6, 7 8 ~

The landings at Gela

45
Scenario 5: The Piano Lupo 2
10th July 1943
Once news of the Allied invasion reached General Guzzoni, he reacted swiftly: ordering both XVI
Corps and the Herman Göring Division to counter-attack towards Gela, with the Livorno Division
moved out of army reserve and attached to XVIth Corps along with Mobile Groups E and H.

General Rossi, commanding XVIth Corps, also reacted quickly. He divided Captain Giuseppe
Granieri’s Mobile Group E, based at Niscemi, into two columns: one was to advance to Piano Lupo
and eliminate the American paratroopers there before attacking Gela from the north-east; the other
was to advance down Highway 117, past the Ponte Olivo Airfield, and hit Gela from the north.
Meanwhile the Livorno Division would attack Gela from the north-west, led by the 33rd Infantry
Regiment based near Butera. Although the plan looked good on paper, and would be aimed at an
invading force presumably still disorganised from its landing, the effort was dispersed along three
axis with communication between each force almost non-existent.

Mobile Group E was a battalion-sized task force consisting of four companies of truck-mounted
infantry; a company of 47mm anti-tank guns; a troop of motorcyclists; and two companies of tanks.
Combined, the tank companies were equipped with thirty-two Renault-35 tanks (handed over to the
Italians by the Germans after the fall of France); sixteen CV33 or CV35 (aka L3/33 or L3/35: L for
light, 3 for 3 tons, 33 for 1933, 35 for 1935) tankettes; and a few Fiat 3000 tanks left over from the
First World War.

The left-hand column of Mobile Group E, consisting of two companies of truck-mounted infantry
leading about twenty tanks, headed towards the Piano Lupo. In front of them were about 100
paratroopers from the 505th Parachute Infantry Regiment (see Scenario 2), now led by their
commander, Lieutenant-Colonel Arthur “Hard Nose” Gorham, who had set up an ambush on the
Niscemi Road north of the Piano Lupo, arming his men with weapons captured from the pillboxes
the paratroopers had earlier suppressed: twenty-three machine guns and 500,000 rounds of
ammunition.

CALTAGIRONE The paratroopers waited


until the head of the
Italian column, three
small vehicles, were in
BUTERA
range, and then opened
11
7 fire. The three vehicles
PONTE were quickly destroyed,
OLIVO NISCEMI
A’FIELD with the main body
BISCARI
115 AIRFIELD
halting just out of range.
CASA The two companies of
DEL Italian infantry then
PIANO PRIOLO
LUPO
dismounted and,
adopting a rough
GELA
skirmish line, headed
PONTE towards the American
BISCARI
DIRILLO troops. Advancing over
open ground into
concentrated machine-
gun fire is never
VITTORIA
recommended, and the

46
Italian troops were soon pinned down. The Italians then brought up a mobile artillery piece just out
of range of the paratroops, and began bombarding their position.

Gorham and his men fell back towards the Piano Lupo, but the Italian infantry managed to get
ahead of them and a fierce firefight for the high ground broke out. Fortunately for the outnumbered
paratroopers, the 16th RCT had been driving up towards them from their beachhead east of Gela,
and its leading elements (1st Battalion, 16th Infantry Regiment) arrived on the scene at about
8.45am, just as the Italians were about to commit their tanks.

The 16th RCT immediately attacked and, at the same time, called for naval support. The destroyer
Jeffers fired nineteen salvos from her 5-inch guns, effectively driving the Italian infantry into the
ground. The Italian tanks, however, were a different matter: there were about twenty of them and
they pushed through the Jeffers’ bombardment and drove the 16th RCT back about a mile. There,
however, they were hit by a devastating barrage from some of the heavier American warships and,
without infantry support and with two of their number taken out by the American infantry, they
retreated to the north-east. By 11am, the surviving paratroopers and 1st Battalion, 16th Infantry
were clearing the Italian infantry from the Piano Lupo.

Meanwhile, the right hand column of Mobile Group E, some twenty-five tanks only, was heading
more directly towards Gela via Highway 117. The tanks would have made a very suitable target for
Allied fighter-bombers, but unfortunately there was no air support forthcoming. Fortunately,
however, the Shubrick, was still on hand: raining fire down on the Italian column under the
direction of a naval liaison party. Three tanks were destroyed, and half the rest slowed down but, at
about 10.30am, nine or ten sped up and broke through the American perimeter into Gela itself.

The Rangers and Combat Engineers within Gela, however, fought them to a standstill with
bazookas, dynamite, rocket launchers, hand grenades and one 37mm anti-tank gun brought up from
the beach personally by Colonel Darby. The Italian tanks were unable to elevate their guns
sufficiently to deal with the Rangers, and they did not have the manoeuvrability or visibility to win
the deadly game of hide-and-seek amongst the buildings that ensued. Two more were knocked out,
and the rest retreated.

Just after the tanks left to CALTAGIRONE


the east of Gela, the 33rd HERMAN
GÖRING
Infantry Regiment of the
Livorno Division
MOBILE
attacked from the west. BUTERA GROUP H

They marched forward 7


11
towards the town as if on 33RD INF PONTE
REGMNT OLIVO NISCEMI
the parade ground: (LIVORNO)
A’FIELD MOBILE
R

closely packed and in GROUP E BISCARI


115 R
AIRFIELD
neat lines. The Rangers CASA
and Combat Engineers
L
R DEL
PIANO PRIOLO
opened up on them with Force LUPO
mortars, captured X 505th
GELA
artillery pieces (see T T
RC th RC
background to Scenario th
26 16
PONTE BISCARI
4), rifles and DIRILLO
T
RC
th

machineguns. It was a
0
18

th RCT
massacre. 180

T
th RC
179 VITTORIA
With the time now

47
approaching noon, the first Italian counter-attack had been beaten off. What is interesting is to
consider what would have happened if the Italian attacks on Gela had been more properly co-
ordinated: what if the 33rd had attacked at the same time as the tanks? Another question, perhaps
even more important, was where were the Germans...?

Introduction

This scenario will focus on the fight for the Piano Lupo high ground between the 505th and the left-
hand column of Mobile Group E. The battle will begin as an infantry-on-infantry fight, then the
Italian tanks will arrive, and then the lead elements of the 16th RCT. Neither side will be fighting
from prepared positions: as the game begins, the Italians have just arrived, and the paratroopers are
just about to.

Map & Terrain

The map depicts an area of the Piano Lupo high ground north-east of Gela. The terrain is very
rough, rocky scrub covered in the odd patch of low vegetation (see photograph). The hills are not
steep, but movement over them is still –1 from each initiative die rolled for movement. The Vehicle
Breakdown card applies to any vehicle moving off road. The grey square with the red star is a
blown-up pillbox.

Initial Dispositions

The Italian troops begin the game under Blinds: one Blind per Company HQ or Platoon. Their order
of battle gives the order in which their troops are marching. They start the game with their first
three Blinds (1st Company HQ, Platoons 1-2) in column on the table on the road leading north-
south: the back edge of the last Blind should just be touching the northern edge of the table. The rest
of their force is strung out in column behind these three Blinds, and can only enter the table when
the road is clear. Up to one new Blind can enter the table each turn, only moving from the edge of
the table along the road.

The American paratroopers start the game under Blinds and off-table. Each time the US Blinds card
appears, they may enter two Blinds onto the table: each making a full move from the point where
the track hits the southern edge of the table.

The US reinforcements enter the


table in the same way, beginning to
arrive on the turn after the first
Italian tank Blind has arrived on the
table.

Objectives & Victory Conditions

The aim of both sides is simple:


control the high ground represented
by the table. Thus at the end of the
game the Umpire must make a
judgement as to which side
effectively controls the table: that
side is the winner.

48
Special Rules

Neither side should be given a copy of the map before the game begins.

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will case one actual hit in
addition to the automatic wound.

Notes

The unknown Italian Big Men are all Italian artists from the 20th Century. The American Big Men
from the 505th were the one’s actually there; the Big Men from the 16th were certainly on Sicily,
but may not have fought in this actual battle.

The Cards

Game Cards US Cards Italian Cards


Tea Break American Blinds Italian Blinds
Lt-Col Gorham Capitano Granieri
Captain Sayres Capitano Vespignani
Lieutenant S wingler Tenente Merz
Sergeant W illiams Tenente Lucchesi
Battalion HQ Tenente M uccini
1st P latoon (505th) Capitano Pomodoro
2nd P latoon (505th) Tenente Dorazio
Machine Gun P latoon Tenente Sughi
Rapid Deployment Tenente Perez
Machine Gun Bonus F ire Sergente Pomodoro
Dynamic Commander 1st Company HQ
Rally 1st P latoon
Reinforcements 2nd P latoon
Captain Friedman 3rd P latoon
Lieutenant Duckworth 2nd Company HQ
Lieutenant Bleau 4th P latoon
Lieutenant Wozenski 5th P latoon
S/Sergeant Galvan 6th P latoon
The Jeffers Support P latoon
Naval Liaison O fficer (FOO) 1st Tank P latoon
1st P latoon (16th) 2nd Tank P latoon
2nd P latoon (16th) 3rd Tank P latoon
3rd P latoon (16th) Hesitant Troops
Weapons P latoon Vehicle Breakdown (off road)
Bazooka Bonus F ire Poor F ire Discipline
Hesitant Commander

49
Scenario 5: Map

50
Scenario 5: US Briefing
You are Lt-Col Arthur Gorham, known to all as “Hard Nose”, commander of the 505th Parachute
Infantry Regiment. It is 10th July 1943, and you are busy trying to sort out the SNAFU to end all
SNAFU’s!

Your regiment was supposed to have landed as a cohesive fighting unit around the high ground
north-east of Gela known as the Piano Lupo, nexus for all routes into Gela from the north-east.
Your mission was to take and control the Piano Lupo high ground, holding it until the main landing
force could push its way through from the beaches to the south. Terrible weather, with winds far
higher than anyone had trained for, poor navigation, and just general all round bad shit meant that
your force actually landed spread out over the entire southern half of Sicily! Christ: it took you
several hours to even find the Piano Lupo!

Fortunately, those few of your men who did land in the right place did exactly what was expected of
them and, by the time you arrived, had begun taking out the enemy pillboxes and strong points that
protected the high ground. Once that job was finished, you set them up in ambush positions north
along the Niscemi road, route of an expected counter-attack.

Well, the counter-attack duly arrived, and was beaten back with the aid of the huge numbers of
machine guns captured from the Italian pillboxes. Trouble was, the Eyties then brought up artillery,
putting it just out of your range, and began zeroing in on your positions.

You have now ordered your men back onto the high ground and are somewhat annoyed to discover
that the enemy has had the same idea and has got there before you.

No matter: despite the fact you’re outnumbered 2:1, you’ll sort them out. Let’s just hope the boys
landing on the beaches don’t spend too long getting here!

Map & Terrain

The battle will be fought over an area of the Piano Lupo high ground north-east of Gela. The terrain
is very rough, rocky scrub covered in the odd patch of low vegetation. The hills are not steep, but
movement over them is still –1 from each initiative die rolled for movement.

Initial Dispositions

You begin the game off table You have six Blinds at your disposal, any of which may be False.
Each time the US Blinds card appears, you may enter two Blinds onto the table: each making a full
move from the point where the track hits the southern edge of the table.

Objectives & Victory Conditions

Your aim is simple: eliminate any Italian forces that you encounter. You win the game if you
control the table at the end of the battle.

51
Elements of 505th Parachute Infantry Regiment

Battalion HQ
Lt-Col Arthur “Hard-Nose” Gorham* (1d6+2)
2 x 60mm Light Mortar (2 crew each)

1st Platoon
Captain Edwin B Sayres* (1d6)
4 x Carbine Squad (10 men each)

2nd Platoon
Lieutenant H. H. Swingler* (1d6)
4 x Carbine Squad (10 men each)

Machine Gun Platoon


Sergeant Trafford Williams* (1d6)
6 x MMG (3 crew each)

Troops/Dice 0 1 2 3 4
505th Parachute Infantry 1, 2, 3 4 5 6, 7, 8 9, 10

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Airborne Section 3 - - - -
MMG 2 2 2 1 1

52
Scenario 5: US Reinforcements Briefing
You are Captain William Friedman, on the staff of 16th Infantry Regiment, part of the Big Red
One. It is 10th July 1943, and you have just landed on Sicily!

Ahead of you is a piece of high ground known as the Piano Lupo. It controls all the routes into and
out of Gela, an important port. Last night, paratroopers from the 505th were supposed to land and
take the high ground, but the mission went badly wrong, and the high ground is now held by only a
handful of men. The Italians are counter-attacking, and you have rushed a company of men forward
to help the 505th out.

Initial Dispositions

You begin the game off table You have one Blind per platoon at your disposal. Each time the US
Blinds card appears, you may enter two Blinds onto the table: each making a full move from the
point where the track hits the southern edge of the table.

Objectives & Victory Conditions

Your aim is simple: help the 505th eliminate any Italian forces that you encounter. US Forces win
the game if you control the table at the end of the battle.

Leading Elements of 16th Regimental Combat Group (from 2nd Battalion, 16th Infantry Regiment)

Company HQ
Captain William Friedman* (1d6)
Naval Liaison Officer (FOO)
1 x Rifle Squad (10 men)

1st Platoon
1st Lieutenant Edmund W. Duckworth* (1d6)
3 x Rifle Squad (10 men each)

2nd Platoon
1st Lieutenant Kenneth Bleau* (1d6)
3 x Rifle Squad (10 men each)

3rd Platoon
1st Lieutenant Ed Wozenski* (1d6) Troops/Dice 0 1 2 3 4
3 x Rifle Squad (10 men each) 16th Infantry 1, 2, 3 4 5, 6 7, 8, 9, 10 ~
Weapons Platoon
Staff Sergeant Eusebio Galvan (1d6) 0- 4- 8- 12- 16-
3 x MMG (3 crew each) Infantry AT 4” 8” 12” 16” 24”
3 x Bazooka Team (2 crew each)
16th Infantry Squad 2 - - - -
Off-Table Artillery
Bazooka 8 8 8 8 -
Unlimited salvos from the Jeffers:
4 x 5-inch guns MMG 2 2 2 1 1

53
Scenario 5: Italian Briefing
You are Captain Giuseppe Granieri, commander of Mobile Group E, currently serving in Niscemi
in Sicily. You are one of the rapid response units designed to help throw the Allies back into the sea
if they should dare to try and invade. It is morning on 10th July 1943, and all hell seems to be
breaking loose! The Allies are invading! Last night, you listened to report after report of enemy
paratroopers landing and generally creating havoc. This morning, the news was that the Allies are
on the beaches near Gela, the main port in the area.

You were ordered to split your men into two columns, and counter-attack towards Gela from the
north-east and east. You positioned yourself at the head of one column, and headed due south
towards Highway 115, intending to turn right towards Gela at the Piano Lupo and drive into the
town from the east. Unfortunately, just south of Priolo, you ran into an ambush that sent your men
to ground and caused several casualties. You brought up your artillery and drove the ambushers off,
and have now resumed your advance towards Piano Lupo.

You are now approaching the high ground known as Piano Lupo. Ahead of you, you think you can
see more enemy troops. No matter: you will drive these men off as you did the ones before!

Map & Terrain

The battle will be fought over an area of the Piano Lupo high ground north-east of Gela. The terrain
is very rough, rocky scrub covered in the odd patch of low vegetation (see photograph). The hills
are not steep, but movement over them is still –1 from each initiative die rolled for movement. The
Vehicle Breakdown card applies to any vehicle moving off road.

Initial Dispositions

Your troops begin the game under Blinds: one Blind per Company HQ or Platoon. Your order of
battle, below, gives the order in which your troops are marching. You start the game with your first
three Blinds (1st Company HQ, Platoons 1-3) in column on the table on the road leading towards
the main Piano Lupo junction. The rest of your force is strung out in column behind these three
Blinds, and can only enter the table when the road is clear. Up to one new Blind can enter the table
each turn, only moving from the edge of the table along the road.

Objectives & Victory Conditions

Your aim is simple: eliminate any American forces that you encounter. You win the game if you
control the table at the end of the battle.

Elements of Mobile Group E

Primo Capitano Giuseppe Granieri* (1d4)

1st Company HQ
Capitano Renzo Vespignani (1d3)
1 x Rifle Squad (8 men each)

1st Platoon
Tenente Mario Merz (1d3)
3 x Rifle Squad (8 men each)

54
2nd Platoon
Tenente Bruno Lucchesi (1d3)
3 x Rifle Squad (8 men each)

3rd Platoon
Tenente Marcello Muccini (1d3)
3 x Rifle Squad (8 men each)

2nd Company HQ
Capitano Arnaldo Pomodoro (1d3)
2 x Rifle Squad (8 men each)

4th Platoon
Tenente Piero Dorazio (1d3)
4 x Rifle Squad (8 men each)

5th Platoon
Tenente Alberto Sughi (1d3)
4 x Rifle Squad (8 men each)

6th Platoon
Tenente Augusto Perez (1d3)
4 x Rifle Squad (8 men each)

Support Platoon
Sergente Gio Pomodoro (1d3)
3 x MMG (3 crew each)
2 x 45mm Mortar (2 crew)

Tank Company

1st Platoon
5 x Renault R-35

2nd Platoon
5 x Renault R-35

3rd Platoon
4 x CV33 Tankettes

Troops/Dice 0 1 2 3 4
Mobile Group E 1, 2, 3, 4 5, 6 7, 8 ~ ~

Vehicle AC Weapon Calibre Speed


Renault R-35 4 2 37mm Slow
CV33 Tankette 2 MMGs n/a Average

55
Scenario 6: The Piano Lupo 3
10th July 1943
Lieutenant General Paul Conrath, commanding the Herman Göring Panzer Division, had received
word of the Allied invasion at his headquarters near Caltagirone shortly before 10pm on July 9th.
He decided to divide his force into two combat teams: Kampfgruppe Rechts, which would strike
towards Gela via Niscemi, Priolo and the Piano Lupo high ground; and Kampfgruppe Links, which
would strike towards Scoglitti via Biscari. He delayed launching his attack, however, as he wanted
Italian 6th Army approval of his plan and, as communications had been severely disrupted by
American paratroopers, it was not until 4am that the two columns actually began moving out.

Conrath had also underestimated how long it would take his men to travel the twenty-five miles or
so to the coast: poor roads, harassment by more American paratroopers and the occasional air strike
meant that it was not until around 2pm on 10th July that Kampfgruppe Rechts found itself
approaching Priolo. The battle group consisted of the HG Panzer Regiment (two battalions totalling
about ninety Panzer III and Panzer IV tanks) plus reconnaissance battalion; the two heavy armoured
artillery battalions of the HG Panzer Artillery Regiment; and the HG Engineer Battalion less one
company: the lack of infantry much reducing its potential effectiveness. It was also about to cross
ground already ranged in by American naval gunfire.

In front of Kampfgruppe Rechts were Gorham’s paratroopers and the 1st Battalion, 16th Infantry
(see Scenario 5), now firmly dug-in. They engaged the reconnaissance battalion and engineers
(fighting as infantry) and called in naval support to deal with the tanks. Salvo after salvo of five-

CALTAGIRONE
HERMAN
GÖRING

R L L
MOBILE
BUTERA GROUP H
R

7
11
L L
RD
33 INF PONTE
R

REGMNT OLIVO NISCEMI


(LIVORNO) A’FIELD L
MOBILE L
R

GROUP E R BISCARI
115 R
AIRFIELD
L
L
R
CASA L

R DEL
PIANO PRIOLO L L
Force LUPO
X 505th
& 2/16th
GELA T L
T RC
RC th
th 16
26
L

PONTE BISCARI
DRILLO
T

L
RC
0 th
18

th RCT
180

T
th RC
179 VITTORIA

56
and six-inch shells rained down on the luckless tankers, and their commander, Colonel Urban, an
ex-bomber pilot with a nervous disorder, soon ordered a retreat. Conrath, who was with the
kampfgruppe, immediately relieved him of command, and tried to get the attack back on course, but
to no avail. Meanwhile, the 1st Battalion, 16th Infantry had also joined the fight with the German
infantry, who were soon forced to retreat. By 5pm, the tanks had also started a second withdrawal;
by 7pm, the withdrawal was well underway.

Introduction

This scenario will feature the fight between the reconnaissance company of the HG Panzer
Division, supported by some engineers, and men of the American 16th Infantry, supported by
Colonel Gorham and his paratroopers. Scenario 7 will deal with Kampfgruppe Links.

Map & Terrain

The map and therefore the terrain is the same as that for Scenario 5. It depicts an area of the Piano
Lupo high ground north-east of Gela. The terrain is very rough, rocky scrub covered in the odd
patch of low vegetation (see photograph). The hills are not steep, but movement over them is still –
1 from each initiative die rolled for movement. The Vehicle Breakdown card applies to any vehicle
moving off road. The grey square with the red star is a blown-up pillbox.

Initial Dispositions

All American troops begin the game on the table under Blinds anywhere on or south of the two-
peaked hill. They have had time to dig themselves substantial scrapes if not full trenches, so should
benefit from cover.

All German troops begin the game off table They have seven Blinds at their disposal, one per
platoon. Each time the German Blinds card appears, they may enter two Blinds onto the table: each
making a full move from the point where the road hits the northern edge of the table. Note that each
German platoon may begin the game either in their vehicles or already dismounted: if dismounted,
then the vehicles of that platoon will remain off table and play no part in the action.

Objectives & Victory Conditions

The German objective is to punch through the American position and exit the table to the south.
They win the game if they can exit 50% or more of their force off the southern edge of the table.

The US objective is to stop the Germans driving through to the south. They win the game if, at the
end of the battle, less than half the German troops have managed to exit the table to the south.

Special Rules

Do not give the German player a copy of the map before the game. The US player should obviously
be given a copy of the map, and should mark on it where his troops are dug in.

Notes

The US Big Men are all historical personalities who participated in the battle. The German Big Men
all take their names from German spirits.

57
The Cards

Game Cards US Cards German Cards


Tea Break US Blinds German Blinds
Lt-Col Gorham Hauptmann K irschwasser
Captain Sayres Oberleutnant Doppelkorn
Lieutenant S wingler Stabsfeldwebel Schnapps
Sergeant W illiams Oberleutnant Weinbrand
Battalion HQ Unterfeldwebel Glüwein
1st P latoon (505th) Stabsfeldwebel Asbach-Uralt
2nd P latoon (505th) Stabsfeldwebel Riesling
Machine Gun P latoon Company HQ
Captain Friedman 1st P latoon
Lieutenant Duckworth 2nd P latoon
Lieutenant Bleau 3rd P latoon
S/Sergeant Galvan 4th P latoon
1st P latoon (16th) 1st Engineer P latoon
2nd P latoon (16th) 2nd Engineer P latoon
Weapons P latoon Vehicle Breakdown
Dynamic Commander Rapid Deployment
Rapid Deployment Rally
Machine Gun Bonus F ire Machine Gun Bonus F ire
Rally

58
Scenario 6: Map

59
Scenario 6: US Briefing
You are Lieutenant Colonel Arthur Gorham, known as “Hard Nose” and, today, you are certainly
earning your pay! It is 3 o’clock in the afternoon on 10th July 1943, a Saturday, and you are
currently fighting for your life, again, on the sun-kissed hills of Sicily.

Your regiment was supposed to have landed as a cohesive fighting unit around the high ground
north-east of Gela known as the Piano Lupo, nexus for all routes into Gela from the north-east.
Your mission was to take and control the Piano Lupo high ground, holding it until the main landing
force could push its way through from the beaches to the south. Terrible weather, with winds far
higher than anyone had trained for, poor navigation, and just general all round bad shit meant that
your force actually landed spread out over the entire southern half of Sicily! Christ: it took you
several hours to even find the Piano Lupo!

Fortunately, those few of your men who did land in the right place did exactly what was expected of
them and, by the time you arrived, had begun taking out the enemy pillboxes and strong points that
protected the hard ground. Once that job was finished, you set them up in ambush positions north
along the Niscemi road, route of an expected counter-attack.

Well, the counter-attack duly arrived, and was beaten back with the aid of the huge numbers of
machine guns captured from the Italian pillboxes. Trouble was, the Eyties then brought up artillery,
putting it just out of your range, and began zeroing in on your positions.

You then ordered your men back onto the high ground, taking it back from the Italians who had had
the same idea and got there before you. It was a nasty fight, and you were very glad to see the
leading elements of the 16th Infantry Regiment arriving from their beachhead to the south and join
in the battle.

Now the enemy are trying to break through your positions again. You’re not sure, but you think this
time it’s the Krauts. Funny, as you were told there weren’t any in the area!

Map & Terrain

The map depicts an area of the Piano Lupo high ground north-east of Gela. The terrain is very
rough, rocky scrub covered in the odd patch of low vegetation. The hills are not steep, but
movement over them is still –1 from each initiative die rolled for movement. The Vehicle
Breakdown card applies to any vehicle moving off road. The grey square with the red star is a
blown-up pillbox.

Initial Dispositions

Your men begin the game on the table under Blinds anywhere on or south of the two-peaked hill.
They have had time to dig themselves substantial scrapes if not full trenches, so should benefit from
cover.

Objectives & Victory Conditions

Your objective is to stop the Germans driving through to the south. You win the game if, at the end
of the battle, less than half the German troops have managed to exit the table to the south.

60
Elements of 505th Parachute Infantry Regiment

Battalion HQ
Lt-Col Arthur “Hard-Nose” Gorham* (1d6+2)
2 x 60mm Light Mortar (2 crew each)

1st Platoon
Captain Edwin B Sayres* (1d6)
4 x Carbine Squad (8 men each)

2nd Platoon
Lieutenant H. H. Swingler* (1d6)
4 x Carbine Squad (8 men each)

Machine Gun Platoon


Sergeant Trafford Williams* (1d6)
4 x MMG (3 crew each)

Elements of 2nd Battalion, 16th Infantry Regiment

Company HQ
Captain William Friedman* (1d6)

1st Platoon
1st Lieutenant Edmund W. Duckworth* (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
1st Lieutenant Kenneth Bleau* (1d6)
3 x Rifle Squad (8 men each)

Weapons Platoon
Staff Sergeant Eusebio Galvan* (1d6)
2 x MMG (3 crew each)
3 x Bazooka Team (2 crew each)

Troops/Dice 0 1 2 3 4
505th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10
16th Infantry 1, 2, 3 4 5, 6 7, 8, 9, 10 ~

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
Airborne Section 3 - - - -
MMG 2 2 2 1 1

61
Scenario 6: German Briefing
You are Hauptmann Kurt Kirschwasser of the Herman Göring Panzer Division, based in
Caltagirone in southern Sicily. It is 10th July 1943, and the Allies have invaded!

Herr General Conrath has split the HG into two columns. You are part of Kampfgruppe Rechts,
charged with attacking the American troops on their beaches near Gela. The plan is to drive down to
Highway 115 via Niscemi, then turn left and hit the town from the east. As far as you understand it,
the Italians are launching a simultaneous attack from the west.

Well, that’s the plan. Unfortunately the Americans have managed to get a force of men onto some
high ground just south of Priolo, blocking the route through to the 115. This force, mostly
paratroopers dropped in last night, has already turned back an Italian column. It is now time for you
to show the Italians how it is done.

Map & Terrain

The battle will be fought over an area of the Piano Lupo high ground north-east of Gela. The terrain
is very rough, rocky scrub covered in the odd patch of low vegetation. The hills are not steep, but
movement over them is still –1 from each initiative die rolled for movement. You’d be advised not
to take your vehicles off the road.

The American troops are already on table, presumably dug into the rocky ground as best they can.
No matter: they are lightly armed fallschirmjägers and you are the HGs!

Initial Dispositions

All German troops begin the game off table You have seven Blinds at your disposal: one per
platoon. Each time the German Blinds card appears, you may enter two Blinds onto the table: each
making a full move from the point where the road hits the northern edge of the table. Note that each
platoon may begin the game either in their vehicles or already dismounted: if dismounted, then the
vehicles of that platoon will remain off table and play no part in the action.

Objectives & Victory Conditions

Your objective is to punch through the American position and exit the table to the south. You win
the game if you can exit 50% or more of your force off the southern edge of the table.

Elements of Herman Göring Reconnaissance Battalion

Company HQ
Hauptmann Kurt Kirschwasser (1d4)
2 x Rifle Squad (8 men each)
6 x Kubelwagon

1st Platoon
Oberleutnant Dieter Doppelkorn (1d4)
3 x Rifle Squad (8 men each)
6 x Kubelwagon

62
2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d4)
3 x Rifle Squad (8 men each)
3 x Truck

3rd Platoon
Oberleutnant Winkelhausen Weinbrand (1d4)
3 x Rifle Squad (8 men each)
3 x Truck

4th Platoon
Unterfeldwebel Gustav Glühwein (1d4)
2 x MMG (3 crew each)
2 x Kubelwagon

1st Attached Engineer Platoon


Stabsfeldwebel Adolf Asbach-Uralt (1d4)
4 x Engineer Squad (8 men each)
4 x Truck

2nd Attached Engineer Platoon


Stabsfeldwebel Raus Riesling (1d4)
4 x Engineer Squad (8 men each)
4 x Truck

Troops/Dice 0 1 2 3 4
All Infantry 1, 2, 3 4, 5 6 7, 8 ~

Vehicle AC Weapon Calibre Speed


Kubelwagon 0 none n/a Wheeled
Truck 0 none n/a Wheeled

63
Scenario 7: The Road To Scoglitti
10th July 1943
Lieutenant General Paul Conrath, commanding the Herman Göring Panzer Division, had received
word of the Allied invasion at his headquarters near Caltagirone shortly before 10pm on July 9th.
He decided to divide his force into two combat teams: Kampfgruppe Rechts, which would strike
towards Gela via Niscemi, Priolo and the Piano Lupo high ground; and Kampfgruppe Links, which
would strike towards Scoglitti via Biscari. He delayed launching his attack, however, as he wanted
Italian 6th Army approval of his plan and, as communications had been severely disrupted by
American paratroopers, it was not until 4am that the two columns actually began moving out.

Kampfgruppe Links consisted of two battalions of the HG Panzer Grenadier Regiment mounted in
trucks; a two-battery armoured artillery battalion; and a company of seventeen Tiger tanks, many of
which were suffering problems with their steering mechanisms. As they headed south from Biscari,
they entered an area characterised by terraces of dense olive groves, wholly unsuitable for heavy
tank operations. In front of them was the 1st Battalion, 180th Infantry (now in position after their
disastrous landing, see Scenario 4), supported by a handful of the ubiquitous paratroopers and a
single battery from the 171st Field Artillery battalion.

As it hit the American positions, the kampfgruppe’s advance ground to an abrupt halt: it’s
inexperienced officers and NCOs unable to deal with either the tactical situation or the tenacity of
the American troops. As an example, at one stage the commander of the force advanced too far
forward and was pinned down by American smallarms fire for an hour: with the ensuing lack of
effective leadership resulting in one infantry battalion remaining uncommitted for the entire battle.

CALTAGIRONE
HERMAN
GÖRING

R L L
MOBILE
BUTERA GROUP H
R

7
11
L L
RD
33 INF PONTE
R

REGMNT OLIVO NISCEMI


(LIVORNO) A’FIELD L
MOBILE L
R

GROUP E R BISCARI
115 R
AIRFIELD
L
L
R
CASA L

R DEL
PIANO PRIOLO L L
Force LUPO
X 505th
& 2/16th
GELA T L
T RC
RC th
th 16
26
L

PONTE BISCARI
DRILLO
T

L
RC
0 th
18

th RCT
180

T
th RC
179 VITTORIA

64
At about 4pm, Conrath learnt what was going on, and immediately sacked the commander of
Kampfgruppe Links as well, replacing him with his chief-of-staff, Lieutenant-Colonel Hellmut
Bergengruen, and ordering the resumption of the assault. This time, the kamfgruppe began to gain
ground, over-running the 1st Battalion, 180th Infantry and taking most of its men and its
commander, Colonel Schaeffer, prisoner. Fortunately, the 3rd Battalion, 180th Infantry had been
released from corps reserve, and was ready in defensive positions to resist the German Tigers and
infantry as they headed towards 45th Division’s beaches.

A sharp firefight broke out and, for a time, it looked as if the Germans would break through again.
Then, suddenly, the Germans seemed to lose their nerve: the soldiers panicking and literally fleeing
towards Biscari, their officers unable to stop them. The Americans were too surprised and
exhausted to pursue them, and took up positions along the line of Highway 115.

Introduction

This scenario will feature the fight between Kampfgruppe Links and the 180th Infantry.

Map & Terrain

The area depicted by the map consists of terraced slopes covered in olive groves leading up to low
foot-hills. The road is of good quality, but all other open terrain is rough ground strewn with small
boulders. Troops and tracked vehicles moving up or down a contour for any part of their turn
subtract two from each dice used for movement, all other movement over open ground is at -1 from
each dice used for movement. Wheeled vehicles cannot leave the road without bogging down. The
olive groves themselves consist of dense, approximate lines of regularly spaced trees that give some
if not reasonable cover. Note that the Vehicle Breakdown card applies to all German tracked
vehicles at all times i.e. whether they are on the road or not.

Initial Dispositions

All German troops begin the game off table. Each time the German Blinds card appears, they may
enter up to two Blinds onto the table on the road at the point where it hits the northern edge of the
table. Note that each German infantry platoon may begin the game either in their vehicles or already
dismounted: if dismounted, then the vehicles of that platoon will remain off table and play no part
in the action.

All American troops begin the game on table. They are dug-in anywhere up to the edge of the
northern-most olive grove.

Objectives & Victory Conditions

The German objective is to punch through the American blocking force: aiming to reach the enemy
landing beaches. The job of the American blocking force is to stop them. The winner of the game is
therefore whichever side has control of the table at the end of the game.

Notes

German Big Men are more popular German drinks, although I accept that I may have gone a little
over the top with the 3rd Platoon commander Leutnant Wiener Feuerzangenbowle or Lieutenant
Viennese Flaming Fire Tongs Punch! American Big Men are all historical members of 1st
Battalion, 180th Infantry Regiment.

65
The Cards

Game Cards American Cards German Cards


Tea Break US Blinds German Blinds
Captain Kerker Hauptmann Starkbier
Lieutenant K ilpatrick Oberleutnant Apfelwein
1st Lieutenant Portlan Leutnant Eierlikor
Sergeant Halpern Leutnant Feuerzangenbowle
1st Lieutenant Alfano Company HQ
Company HQ 1st P latoon
1st P latoon 2nd P latoon
2nd P latoon 3rd P latoon
Weapons P latoon Panzer P latoon
Airborne P latoon Hummel P latoon
Forward Observer Rapid Deployment
Off-Table Artillery Vehicle Breakdown
Machine Gun Bonus F ire Machine Gun Bonus F ire
Bazooka Bonus F ire Rally
Dynamic Commander Dynamic Commander

66
Scenario 7: Map

67
Scenario 7: US Briefing
You are Captain Edward Kerker of the 180th Infantry Regiment. It is mid-afternoon on Saturday
10th July 1943, and you are in Italy. Well, Sicily to be exact.

Last night you and your men made the trip from transport ships to shore in what, to you, must be
one of the worst organised landings ever! Despite the fact you were loaded into your LCIs and
ready to rock and roll by 0200hrs, ahead of time, the naval crews seemed to have no idea what was
happening, going backwards and forwards between transport area and rendezvous area for hours
until your men were wet, seasick and thoroughly pissed!

Once you actually got onto dry land, you discovered that rather than landing as a compact body of
fighting men, your now-bedraggled battalion actually landed scattered all over the beaches
surrounding your objective. Just gathering them together took hours, and you count yourself lucky
that enemy activity was non-existent. And you hear that things were even worse for 2nd and 3rd
Battalions!

It’s now mid-afternoon, and you are positioned north of the landing beaches, dug-in amongst the
olive groves just north of Highway 115. You understand that enemy troops are heading towards
your position, counter-attacking presumably with the aim of driving you back into the sea. Well
you’ve had enough Goddamn (oops, excuse me, mother) sea to last a lifetime, and you’ll be hanged
if any Kraut or Eyetie’s going to send you back there!

Map & Terrain

The area depicted by the map consists of terraced slopes covered in olive groves leading up to low
foot-hills. The road is of good quality, but all other open terrain is rough ground strewn with small
boulders. Troops and tracked vehicles moving up or down a contour for any part of their turn
subtract two from each dice used for movement, all other movement over open ground is at -1 from
each dice used for movement. Wheeled vehicles cannot leave the road without bogging down. The
olive groves themselves consist of dense, approximate lines of regularly spaced trees that give some
if not reasonable cover.

Initial Dispositions

All your troops begin the game on table. They are dug-in anywhere up to the edge of the northern-
most olive grove.

Objectives and Victory Conditions

Your job is to stop the enemy (either Germans or Italians, you’re not sure which yet) punching a
hole through your position, enabling them to drive through to the landing beaches. The winner of
the game is therefore whichever side has control of the table at the end of the game.

Leading Elements of 180th Regimental Combat Group (from 1st Battalion, 180th Infantry
Regiment) plus miscellaneous paratroopers from 505th Parachute Infantry Regiment

Company HQ
Captain Edward L. Kerker* (1d6)
Forward Observer
1 x Rifle Squad (8 men)

68
1st Platoon
Lieutenant Howard Kilpatrick* (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
1st Lieutenant Jess V. Portlan* (1d6)
3 x Rifle Squad (8 men each)

Weapons Platoon
Sergeant Samuel Halpern* (1d6)
3 x MMG (3 crew each)
3 x Bazooka Team (2 crew each)

Airborne Platoon
1st Lieutenant Sylvester T. Alfano* (1d6)
3 x Carbine Squad (8 men each)

Off-Table Artillery Support (from 171st Field Artillery Battery)


Unlimited fire missions from 2 x 105mm Howitzers

Troops/Dice 0 1 2 3 4
505th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10
180th Infantry 1, 2, 3 4 5, 6 7, 8, 9, 10 ~

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
Airborne Section 3 - - - -
MMG 2 2 2 1 1

69
Scenario 7: German Briefing
You are Hauptmann Siggi Starkbier of the Herman Göring Panzer Division, based in Caltagirone in
southern Sicily. It is 10th July 1943, and the Allies have invaded!

Herr General Conrath has split the HG into two columns. You are part of Kampfgruppe Links,
charged with attacking the American troops on their beaches near Scoglitti. The plan is to drive
down to Highway 115 via Biscari, then take the smaller roads down to Scoglitti itself. Your
colleagues in Kampfgruppe Rechts are to your west, attacking Gela, another Allied landing site.

Well, that’s the plan. Unfortunately the Americans have managed to get a force of men onto the
road in front of you, blocking the route through to the 115. This force, probably paratroopers
dropped in last night, is in your way. Punch through them as fast as you can, clearing the way for
the main column to smash the Americans back into the sea!

Oh, and don’t worry about the steering mechanisms on the Tigers: your mechanics have assured
you that they have fixed the problem…

Map & Terrain

The area depicted by the map consists of terraced slopes covered in olive groves leading up to low
foot-hills. The road is of good quality, but all other open terrain is rough ground strewn with small
boulders. Troops and tracked vehicles moving up or down a contour for any part of their turn
subtract two from each dice used for movement, all other movement over open ground is at -1 from
each dice used for movement. Wheeled vehicles cannot leave the road without bogging down. The
olive groves themselves consist of dense, approximate lines of regularly spaced trees that give some
if not reasonable cover.

Initial Dispositions

All your troops begin the game off table. Each time the German Blinds card appears, you may enter
up to two Blinds onto the table on the road at the point where it hits the northern edge of the table.
You have eight Blinds at your disposal, any of which may be False. Note that each infantry platoon
may begin the game either in their vehicles or already dismounted: if dismounted, then the vehicles
of that platoon will remain off table and play no part in the action.

Objectives and Victory Conditions

Your objective is to punch through the American blocking force: aiming to reach the enemy landing
beaches. The winner of the game is therefore whichever side has control of the table at the end of
the game.

Leading Elements of Kampfgruppe Links of the Herman Göring Panzer Division

Company HQ
Hauptmann Siggi Starkbier (1d4)
1 x Rifle Squad (8 men)
4 x MMG (3 crew each)
1 x Kubelwagon
3 x Truck

70
1st Platoon
Oberleutnant Ars Apfelwein (1d4)
4 x Rifle Squad (8 men each)
4 x SdKfz 251

2nd Platoon
Leutnant Erik Eierlikör (1d4)
4 x Rifle Squad (8 men each)
4 x Truck

3rd Platoon
Leutnant Freddi Feuerzangenbowle (1d4)
4 x Rifle Squad (8 men each)
4 x Truck

Panzer Platoon
3 x Tiger I E

Attached Artillery
2 x Hummel (15cm Schwere Panzerhaubitze auf Geschutzwagen: “Bumbelbee”)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4, 5 6 7, 8 ~

Vehicle AC Weapon Calibre Speed


Hummel 3 8 150mm Average
Tiger I (E) 11 11 88mm Slow

71
Scenario 8: South East of Butera
11th July 1943
During the night of 10th/11th July 1943, the Axis commanders made their plans for a massive
counter-attack to take place as soon as possible in the morning. The original plan called for the
Italian Livorno Division to attack Gela from the west and north-west and, at the same time, for the
Herman Göring Panzer Division to attack from the east and north-east.

Later that night, however, General Guzzoni finally learnt of the fall of Syracuse to the British. This
obviously changed matters, as if the Allies drove north from Syracuse and captured Messina, then
all Axis forces would effectively be trapped in Sicily with nowhere to retreat to if things went
badly. Guzzoni therefore changed the plan: now, as soon as the Herman Göring Division’s attack
showed signs of succeeding, it was to turn east rather than continue west, striking towards the US
45th Division at Scoglitti and then onwards towards Vittoria and Comiso. Meanwhile, the Livorno
Division, once Gela had fallen, was to wheel to the west and attack the US 3rd Division at Licata,
supported by the German 15th Panzer Grenadier Division moving down from its current position in
north-west Sicily. Guzzoni’s plan was now effectively divergent rather than convergent.

The Italian attack was split into three columns:

Left Hand Column Central Column Right Hand Column


Colonel Carlo M artini Colonel Mario Mona ?
3rd Bttn/34th Inf. Regt. 1st Bttn/33rd Inf. Regt. 3rd Bttn/33rd Inf. Regt.
Remnants Mobile Group E 1st Bttn/34th Inf. Regt. 2nd Bttn;/34th Inf. Regt.
1st Bttn/28th Art. Regt. 3rd Bttn/28th Art. Regt. 2nd Bttn/28th Art. Regt.
Mortar Battalion 109th Artillery Battalion

The left-hand column would attack Gela from the north approximately along the line of Highway
117. The central column would attack from the north-west along the axis of the Gela-Butera road.
The right-hand column would attack from further to the west from the direction of the Butera
Station.

The right hand column got almost nowhere. About two miles south-east of Butera Station and 4½
miles north of Gela it ran into a company-sized combat patrol from 30th RCT of 3rd Division, sent

CALTAGIRONE CALTAGIRONE

BUTERA BUTERA
7 7
11 11
PONTE PONTE
OLIVO
C
R

OLIVO NISCEMI NISCEMI


A’FIELD A’FIELD
BISCARI
L

BISCARI
R

115
C

115 AIRFIELD 30th Inf 3rd AIRFIELD


3rd
26th 2 nd
26th 2nd
CASA CASA
16th 1st
L

16th 1st
16th DEL
C

16th DEL 505 th


505th
PIANO PRIOLO PIANO PRIOLO
Force Force LUPO
LUPO X
X
7th
GELA 7th GELA
FA FA

5th 5th
PONTE FA PONTE BISCARI
FA
2nd BISCARI DIRILLO 2nd
DIRILLO
171st 180th 171st 180th
FA FA

3rd 3rd
180th 180th
3rd 505th 3rd
505th 179th
179th
VITTORIA VITTORIA

72
by Truscott to make contact with 1st Division. The combat patrol immediately attacked the Italians,
who were so taken aback by the weight of fire and casualties suffered that they retreated back to
their start point.

Introduction

This scenario will cover the fight between the combat patrol from 30th RCT and the lead elements
of the right hand column of the Italian counter-attack. It is a pure encounter battle: both sides begin
the game in column heading towards the same road junction.

Map & Terrain

The map shows an area approximately two miles south-east of Butera Station. The roads are
provincial-quality i.e. tarmacked but only about nineteen feet wide. The three areas of high ground
should be sharp contours where movement on or off the road is at –1 per initiative dice rolled for
movement.

The rest of the terrain consists of dry fields ridged with dusty plough lines separated by rough tracks
(the green lines) sometimes on low banks. Cover is slight: folds in the ground, the odd scrubby bush
etc; and wheeled vehicles bog down if they roll more 1’s than 6’s on any initiative dice rolled for
movement.

Initial Dispositions

Both sides begin the game in column under Blinds. Each player should state his order of march
prior to the start of the game. The Italian column begins with its lead Blind just on the table where
the road hits the northern edge of the map. The American column begins with its lead Blind just on
the table where the road hits the western edge of the map. Each time the relevant Blinds card
appears, the side in question may bring on another Blind that may make a full move from the
column start point.

All Italian troops begin the game in their trucks. The Americans are on foot.

Objectives & Victory Conditions

The aim of the Italian column is to control the road junction approximately in the middle of the
table. They win the game if, at the end of the battle, they have troops with at least two initiative dice
on the junction.

The aim of the American column is to cause overwhelming casualties to the Italians. Each Italian
troop type is valued as follows:

Troop Type Number Points Total


Big Men 4 5 20
Infantry 112 1 112
Support Weapons 6 3 18
Vehicles 17 3 51
TOTAL 201

73
The Americans win the game if they can inflict 100 points or more of casualties on the Italians.

Note that the US Briefing gives their objective as making contact with any troops from 1st Division
and not, primarily, inflicting damage on the enemy. The US player should not be told of his real
victory conditions: he should, as commander of a forward combat patrol, know to react aggressively
towards any enemy force encountered and, if he doesn’t and therefore doesn’t fulfil his victory
conditions, he is a wuss and doesn’t deserve to win.

Likewise, the Italian Briefing does not specifically mention the road junction. It should be obvious
that where roads are the only means of transport for wheeled vehicles, holding a junction that
connects to a road from whence the enemy is coming is, to say the least, vital.

Notes

Neither side should have access to the map prior to the game.

The Italian Big Men are all Italian prime ministers. The American Big Men are all from 30th
Infantry Regiment, but I have promoted some of them and moved them into one unit.

The American LMG teams fire have three initiative dice for movement, spotting etc, but may fire
with a maximum of 2d6.

The Cards

Game Cards American Cards Italian Cards


Tea Break US Blinds Italian Blinds
Captain Huston Capitano Berlusconi
1st Lieutenant Schmidt Tenente Prodi
Lieutenant Allen Tenente Amato
Sergeant Gilbert Tenente D’Alema
Company HQ Company HQ
1st P latoon 1st P latoon
2nd P latoon 2nd P latoon
Weapons P latoon 3rd P latoon
Recon P latoon Support P latoon
Rapid Deployment Hesitant Troops
Recon Force Vehicle Breakdown
Machine Gun Bonus F ire Poor F ire Discipline
Bazooka Bonus F ire Hesitant Commander
Dynamic Commander

74
Scenario 8: Map

75
Scenario 8: US Briefing
You are Captain Dewey Huston of 30th Infantry Regiment. It’s mid-morning on 11th July 1943 and
you are on Sicily which, apparently, is part of Italy. Early yesterday morning, you and your men
made the journey from sea to shore without too much bother. Sure, there was a little enemy
opposition, but they turned and ran once they’d seen you boys coming their way.

You had just finished digging in around the beachhead when the Colonel turned up and told you he
had a little job for you. The 30th holds the right hand sector of 3rd Division’s position. Somewhere
further to the right is 1st Division, landed around the port of Gela. The Colonel wants you to mosey
on down to Gela and make contact with the boys from the Big Red One.

Well, that’s what you are doing now: moseying on down towards Gela. You haven’t seen any
enemy yet, but if you do, you’re loaded for bear and up for a fight!

Map & Terrain

You are moving through an area of terrain consisting of dry fields ridged with dusty plough lines
separated by rough tracks sometimes on low banks. Although the road is in good condition, it’s
hilly, and your heavily-laden men have been suffering with the inclines.

Initial Dispositions

Your men begin the game in column under Blinds: you have seven available, one per platoon plus
two False. Please state your order of march prior to the start of the game. Your column begins with
its lead Blind just on the table where the road hits the western edge of the map. Each time your
Blinds card appears, you may bring on another Blind that may make a full move from the column
start point.

Objectives & Victory Conditions

Drive forward and make contact with the 1st Division troops around Gela. Should you encounter
the enemy, you should react as aggressively as possible. You win the game if you manage to meet
and greet any 1st Division soldiers.

Combat Patrol of 30th Regimental Combat Team

Company HQ
Captain Dewey Huston* (1d6)
2 x Bazooka Team (2 crew each)
2 x LMG Team (2 crew each)

Recon Platoon
1st Sergeant Roy E Lucas* (1d6+1)
1 x Rifle Squad (10 men)

1st Platoon
1st Lieutenant Art Schmidt* (1d6)
4 x Rifle Squad (8 men each)

76
2nd Platoon
Lieutenant George A. Allen* (1d6)
4 x Rifle Squad (8 men each)

Weapons Platoon
Sergeant Glen A. Gilbert* (1d6)
3 x MMG (3 crew each)
3 x Bazooka Team (2 crew each)

Troops/Dice 0 1 2 3 4
30th Infantry 1, 2, 3 4 5, 6 7, 8, 9, 10 ~

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

77
Scenario 8: Italian Briefing
You are Captain Silvio Berlusconi of the 3rd Battalion, 33rd Infantry Regiment. It is Sunday 11th
July 1943, and you are currently serving on Sicily, near Butera Station, as part of the Livorno
Division.

Yesterday the Allies invaded. A massive airborne assault preceded an equally huge landing from
the sea. One of the key Allied targets was the port of Gela, some ten miles south-east of your
garrison, which fell to the enemy after a spirited defence by one of the coastal defence divisions.
That was in the morning. In the afternoon, the 2nd Battalion of the 33rd formed part of the counter-
attack on Gela, but was unfortunately repulsed. Now you lead one of three columns that aim to push
the Allies out of Gela and back into the sea!

Your orders are to drive into Gela from the north-west, eliminating all enemy forces encountered.
Simultaneously, other elements of the Livorno Division will be attacking from the north and north-
east. This time your attack cannot fail!

Map & Terrain

You are moving towards Gela through an area of terrain consisting of dry fields ridged with dusty
plough lines separated by rough tracks sometimes on low banks. Although the road is in good
condition, it’s hilly, and your heavily-laden trucks have been suffering with the inclines.

Initial Dispositions

Your men begin the game in column under Blinds: you have five available, one per platoon. Please
state your order of march prior to the start of the game. Your column begins with its lead Blind just
on the table where the road hits the northern edge of the map. Each time your Blinds card appears,
you may bring on another Blind that may make a full move from the column start point. All your
troops begin the game in their trucks.

Objectives and Victory Conditions

Drive into Gela from the north-west: you win the game if Gela falls to your attack. If you encounter
enemy troops on your way to Gela, your priority as lead element is to keep the road open so that the
main part of your force can be brought up to either give battle on the spot or pass through and
continue towards Gela.

Lead Elements of 3rd Battalion, 33rd Infantry Regiment

Company HQ
Capitano Silvio Berlusconi (1d4)
2 x Rifle Squad (8 men each)
1 x Staff Car
2 x Truck

1st Platoon
Tenente Romano Prodi (1d3)
4 x Rifle Squad (8 men each)
4 x Truck

78
2nd Platoon
Tenente Giuliano Amato (1d3)
4 x Rifle Squad (8 men each)
4 x Truck

3rd Platoon
Tenente Massimo D’Alema (1d3)
4 x Rifle Squad (8 men each)
4 x Truck

Support Platton
3 x MMG (3 crew each)
3 x 81mm Mortars (3 crew each)
2 x Truck

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3, 4 5, 6 7, 8 ~ ~

79
Scenario 9: Gela 2
11th July 1943
During the night of 10th/11th July 1943, the Axis commanders made their plans for a massive
counter-attack to take place as soon as possible in the morning. The original plan called for the
Italian Livorno Division to attack Gela from the west and north-west and, at the same time, for the
Herman Göring Panzer Division to attack from the east and north-east.

Later that night, however, General Guzzoni finally learnt of the fall of Syracuse to the British. This
obviously changed matters, as if the Allies drove north from Syracuse and captured Messina, then
all Axis forces would effectively be trapped in Sicily with nowhere to retreat to if things went
badly. Guzzoni therefore changed the plan: now, as soon as the Herman Göring Division’s attack
showed signs of succeeding, it was to turn east rather than continue west, striking towards the US
45th Division at Scoglitti and then onwards towards Vittoria and Comiso. Meanwhile, the Livorno
Division, once Gela had fallen, was to wheel to the west and attack the US 3rd Division at Licata,
supported by the German 15th Panzer Grenadier Division moving down from its current position in
north-west Sicily. Guzzoni’s plan was now effectively divergent rather than convergent.

The Italian attack was split into three columns:

Left Hand Column Central Column Right Hand Column


Colonel Carlo M artini Colonel Mario Mona ?
3rd Bttn/34th Inf. Regt. 1st Bttn/33rd Inf. Regt. 3rd Bttn/33rd Inf. Regt.
Remnants Mobile Group E 1st Bttn/34th Inf. Regt. 2nd Bttn;/34th Inf. Regt.
1st Bttn/28th Art. Regt. 3rd Bttn/28th Art. Regt. 2nd Bttn/28th Art. Regt.
Mortar Battalion 109th Artillery Battalion

The left-hand column would attack Gela from the north approximately along the line of Highway
117. The central column would attack from the north-west along the axis of the Gela-Butera road.
The right-hand column would attack from further to the west from the direction of the Butera
Station.

The right hand column got almost nowhere. About two miles south-east of Butera Station and 4½
miles north of Gela it ran into a company-sized combat patrol from 30th RCT of 3rd Division, sent
by Truscott to make contact with 1st Division. The combat patrol immediately attacked the Italians,
who were so taken aback by the weight of fire and casualties suffered that they retreated back to
their start point (see Scenario 8).

The left-hand Italian column of tanks and infantry had seen the right hand column of the German
attack (see Scenario 10) move past it down Highway 117, and had immediately jumped off after it.
The Germans bumped into the US 3rd Battalion, 26th Infantry, which had moved up overnight onto
some high ground overlooking the Ponte Olivo airfield, and a fierce firefight broke out. The
3rd/26th held firm in the face of the German attack, apart from Company K, which was forced back
south and west towards Gela, and the Germans broke off their attack and turned east towards the
main fight on the Niscemi-Piano Lupo road.

The Italians by-passed the main 3rd/26th position, brushed past Company K, and then headed
directly into the town. As it approached, it came under heavy fire from 33rd Field Artillery
Battalion (now unloaded at Gela less two howitzers which had been lost when their DUKWs

80
overturned on their way in); two batteries of 5th Field Artillery; and the 4.2” heavy mortars that had
been part of the original Gela landing. This pounding slowed the Italian advance, and fierce fighting
broke out with the Rangers and Combat Engineers dug into the outskirts of Gela. This is where
General Patton is said to have shouted to a naval ensign from the window of the American HQ in
Gela “Hey, you with the radio! If you can connect with your goddamn Navy, tell them, for God’s
sake to drop some shell fire on the road” leading to the Boise sending a barrage of six-inch shells
overhead.

Meanwhile, the central Italian column was heading down the Butera-Gela road towards the western
side of Gela. In front of them were only two companies of Rangers, the rest of Force X being
heavily engaged with the left-hand column (see paragraph above). These Rangers were commanded
by Captain James B. Lyle (see Scenario 4), who was told by Darby that no reinforcements were
available: “You will fight with the troops and supporting weapons you have at this time. The units
in the eastern sector are all engaged in stopping a tank attack.”

Lyle opened fire on the advancing column with a platoon of 4.2” heavy mortars and the three 77mm
guns of an Italian battery he and his men had captured the day before. As the Italian advance slowed
in the face of the barrage, General Patton appeared in the command post and stood watching the
attack for a while. As he turned to leave, he called out to Captain Lyle: “Kill every one of the
goddamn bastards”.

Lyle now called upon the cruiser Savannah for help, and before long the Italian column was reeling
under the weight of fire from her 6-inch guns. Over 500 shells were fired, and the Italian advance
stalled with heavy casualties. More than 50% of the Italian troops were killed, with 400 being taken
prisoner. As Lyle later commented: “There were human bodies hanging from the trees, and some
blown to bits”.

CALTAGIRONE

BUTERA
7
11
PONTE
OLIVO
C
R

NISCEMI
A’FIELD
BISCARI
L
R

115
C

30th Inf rd
3 AIRFIELD
26th 2nd
CASA
16th 1st
L

16th DEL
C

th
505
PIANO PRIOLO
Force LUPO
X
7th
GELA
FA

5th
FA PONTE BISCARI
2nd
DIRILLO
171st 180th
FA
3rd
180th
505th 3rd
179th
VITTORIA

81
The column attacking the east of Gela fared no better. Unable to get properly into the town, it was
gradually reduced in size by small arms, machine gun, heavy mortar and artillery fire until only
about a company’s-worth of troops remained, these hastily and somewhat precariously dug-in. Gela
remained in American hands, and the Livorno Division was finished as a cohesive fighting force.

Introduction

This scenario will deal with the attempt of the Italian left-hand column to break into Gela from the
east. It will feature a combined infantry and tank attack on infantry dug into the houses of Gela.

Map & Terrain

The map is an approximation of the north-east corner of Gela. The dotted line is a single-track
railway. The main north-south road is Highway 117, which crosses the railway by means of a
bridge. The green areas are rough fields divided by low ridges. They contain ground level crops and
so provide almost no cover. Scatter the odd tree here and there if you’re feeling generous.

The rest of the table should represent a close-packed Sicilian town. Most of the buildings will be
two-storey, with each block separated by narrow alleyways. Purists should have the terrain rising
slightly as it goes south-west. Looking at a modern map of Gela, the main curved road
approximates the Via Australia, but I suspect that a map of Gela in the 1940s would have neither
that name nor indeed the road on it!

It costs one initiative die to move into or out of a building or a garden. Thus a squad on three dice
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 shut by its former occupants: perhaps a one in ten
chance?

Initial Dispositions

All American troops begin the game anywhere south of the railway line. They have had a whole
night to prepare positions, so can be considered dug in e.g. either in rough trenches or barricaded
into houses etc.

The Italians enter the table under Blinds (one per Platoon with no False Blinds, as their approach
has been visible for some time) from the northern edge anywhere on or east of where the main road
begins. Each time their Blinds card appears, they may bring on another three Blinds that may make
a full move from their start point.

Objectives & Victory Conditions

The US objective is to hold the town, the Italian’s is to take it. For this game, we shall say that the
Italians need to penetrate the American position in order for the town to eventually fall.

The Italians therefore win the game if they manage to get at least 27 initiative dice worth of men
past the line of the Via Australia at any one time. At this point the game ends in an Italian victory as
the Americans would withdraw to the next line of their defence in order to avoid elements of their
force being cut off. The Americans win if , at the end of the battle, the Italians have failed to
achieve their objectives.

82
Special Rules

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will case one actual hit in
addition to the automatic wound.

The US “AT Bonus Fire” card applies to both the bazookas and the 37mm AT Gun.

Notes

The American Big Men are all American Civil War generals, the Italian Big Men are all Italian
bankers.

The Cards

Game Cards American Cards Italian Cards


Tea Break Blinds Blinds
Captain Lee Primo Capitano Bonsignori
1st Lieutenant Longstreet Capitano Draghi
2nd Lieutenant P ickett Tenente Fazio
2nd Lieutenant Hood Tenente il Vecchio
Company HQ Tenente P itti
1st Ranger P latoon Capitano Roveraro
2nd Ranger P latoon Tenente Tornabuoni
Combat Engineers Tenente Chigi
Sniper Tenente Meneguzzo
AT Bonus F ire Sergente P izzoni
` FOO 1st Company HQ
Off-Table Artillery: Mortars 2nd Company HQ
Off-Table Artillery: 33rd FA 1st P latoon
Rally 2nd P latoon
Rapid Deployment 3rd P latoon
Dynamic Commander 4th P latoon
5th P latoon
6th P latoon
Support P latoon
1st Tank P latoon
2nd Tank P latoon
3rd Tank P latoon
Hesitant Troops
Hesitant Commander
Vehicle Breakdown
Poor F ire Discipline

83
Scenario 9: Map

84
Scenario 9: American Briefing
You are Captain Robert E. Lee of the US Rangers, currently attached to Force X as the lead element
of 1st Division’s assault on the town of Gela on Sicily. It’s lunchtime on Sunday 11th July 1943,
and you’ve decided to go Italian for your meal!

Early yesterday morning, the Rangers and Combat Engineers of Force X led the way into Gela. It
took fierce fighting before the town garrison surrendered, and more fierce fighting in the afternoon
to beat off an Italian counter-attack. This last was a nasty affair: street-fighting against tanks with
nothing more than bazookas, hand grenades and one of those really big pepper grinders!

Now it looks as if you’re going to have to do it all over again, as the Italians are counter-attacking
once more. You can see a column approaching your positions at the north-east corner of the town,
and know that only you and your men stand between the enemy and disaster.

Map & Terrain

The map is an approximation of the north-east corner of Gela. The dotted line is a single-track
railway. The main north-south road is Highway 117, which crosses the railway by means of a
bridge. The green areas are rough fields divided by low ridges. They contain ground level crops and
so provide almost no cover.

The rest of the table is a close-packed Sicilian town. Most of the buildings are two-storey, with each
block separated by narrow alleyways. The terrain rising slightly as it goes south-west. The main
curved road has the unlikely name of the Via Australia.

Initial Dispositions

All your troops begin the game anywhere south of the railway line. They have had a whole night to
prepare positions, so can be considered dug in e.g. either in rough trenches or barricaded into
houses etc.

The Italians will enter the table from the northern edge anywhere on or east of where the main road
begins.

Objectives and Victory Conditions

Your objective is to hold the town, your enemy’s is to take it. For this game, we shall say that the
Italians need to penetrate your position in order for the town to eventually fall.

The Italians therefore win the game if they manage to get enough troops past the line of the Via
Australia at any one time. At this point the game ends in an Italian victory as you would be forced
to withdraw to your next line of defence in order to avoid elements of your force being cut off. You
win if, at the end of the battle, the Italians have failed to achieve their objective.

Elements of Force X

Company HQ
Captain Robert E. Lee (1d6)
2 x Bazooka Team (2 crew each)

85
1st Platoon
1st Lieutenant James Longstreet (1d6)
2 x Assault Squad (8 men each)
2 x LMG Squad (5 men each)
1 x Sniper

2nd Platoon
2nd Lieutenant George Pickett (1d6)
2 x Assault Squad (8 men each)
2 x LMG Squad (5 men each)
1 x 60mm Mortar (2 crew)

Combat Engineers Platoon


2nd Lieutenant John Bell Hood (1d6)
3 x Engineer Squad (10 men each)
1 x 37mm Anti-Tank Gun (4 crew)

Off-Table Artillery
You may call upon six fire missions from four 4.2” heavy mortars; and unlimited fire missions from
four 105mm howitzers from the 33rd Field Artillery Battalion.

Troops/Dice 0 1 2 3 4
LM G Group - 1 2, 3, 4, 5 ~ ~
Assault Group 1, 2 3 4, 5 6, 7 8
Engineers 1, 2, 3 4 5 6, 7, 8 9, 10

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
LM G Group 3 - - - -
Assault Group 4 - - - -
Engineers 3 - - - -

Weapon Strike
37mm ATG 4

86
Scenario 9: Italian Briefing
You are Captain Orlando Bonsignori , a company commander from 3rd Battalion, 34th Infantry
Regiment of the Livorno Division, currently serving in Butera in Sicily. It is morning on 11th July
1943, one day after the Allies have invaded.

The Allies have captured the significant port of Gela, and the Livorno Division has been given the
task of re-taking it. This might not be as easy as Colonel Martini says it will be: yesterday the
Americans beat off an attack by 33rd Battalion; and the tankers from the force sent to assist you
have said that they had a fearsome time when they tried to re-take the town!

Map & Terrain

The map is an approximation of the north-east corner of Gela. The dotted line is a single-track
railway. The main north-south road is Highway 117, which crosses the railway by means of a
bridge. The green areas are rough fields divided by low ridges. They contain ground level crops and
so provide almost no cover.

The rest of the table represents a close-packed Sicilian town. Most of the buildings will be two-
storey, with each block separated by narrow alleyways. The terrain rising slightly as it goes south-
west. The main curved road is the Via Australia.

Initial Dispositions

You enter the table under Blinds (one per Platoon) from the northern edge anywhere on or east of
where the main road begins. Each time your Blinds card appears, you may bring on another three
Blinds that may make a full move from their start point.

Objectives and Victory Conditions

Your objective is to take the town, your enemy’s is to hold it. For this game, we shall say that you
need to penetrate the American position in order for the town to eventually fall.

You therefore win the game if you manage to get enough troops past the line of the Via Australia at
any one time. At this point the game ends in an Italian victory as the Americans would be forced to
withdraw to their next line of defence in order to avoid elements of their force being cut off. The
Americans win if, at the end of the battle, you have failed to achieve your objective.

Elements of the Livorno Division & Mobile Group E

Primo Capitano Orlando Bonsignori (1d4)

1st Company HQ
Capitano Mario Draghi (1d3)
1 x Rifle Squad (8 men each)

1st Platoon
Tenente Antonio Fazio (1d3)
3 x Rifle Squad (8 men each)

87
2nd Platoon
Tenente Lorenzo il Vecchio (1d3)
3 x Rifle Squad (8 men each)

3rd Platoon
Tenente Luca Pitti (1d3)
3 x Rifle Squad (8 men each)

2nd Company HQ
Capitano Gianmario Roveraro (1d3)
1 x Rifle Squad (8 men each)

4th Platoon
Tenente Giovanni Tornabuoni (1d3)
3 x Rifle Squad (8 men each)

5th Platoon
Tenente Agostino Chigi (1d3)
3 x Rifle Squad (8 men each)

6th Platoon
Tenente Roberto Meneguzzo (1d3)
3 x Rifle Squad (8 men each)

Support Platoon
Sergente Alfreddo Pizzoni (1d3)
2 x MMG (3 crew each)

Tank Company (Remnants)

1st Platoon
3 x Renault R-35

2nd Platoon
3 x Renault R-35

3rd Platoon
2 x CV33 Tankettes

Troops/Dice 0 1 2 3 4
34th Infantry 1, 2, 3, 4 5, 6 7, 8 ~ ~

Vehicle AC Weapon Calibre Speed


Renault R-35 4 2 37mm Slow
CV33 Tankette 2 MMGs n/a Average

88
Scenario 10: The Abbio Priolo
11th July 1943
Conrath’s plan for renewing his counter-attack, developed early evening on 10th July, called for his
troops to be divided into three columns. Kampfgruppe Rechts was divided into two columns, each
of one tank battalion and supports. One battalion was to move south down the Niscemi-Piano Lupo
road: smashing through the American lines at the Piano Lupo with the aid of the other battalion,
which would initially head south from the Ponte Olivo airfield along Highway 117, feinting towards
Gela, before turning east and heading for the Piano Lupo across the Gela Plain. Meanwhile
Kampfgruppe Links, the infantry-heavy force, was to drive down from Biscari to Highway 115,
there turning west and joining the other two columns on or near the Piano Lupo.

Later that night, however, General Guzzoni finally learnt of the fall of Syracuse to the British. This
obviously changed matters, as if the Allies drove north from Syracuse and captured Messina, then
all Axis forces would effectively be trapped in Sicily with nowhere to retreat to if things went
badly. Guzzoni therefore changed the plan: now, as soon as the Herman Göring Division’s attack
showed signs of succeeding, it was to turn east rather than continue west, striking towards the US
45th Division at Scoglitti and then onwards towards Vittoria and Comiso. Meanwhile, the Livorno
Division, once Gela had fallen, was to wheel to the west and attack the US 3rd Division at Licata,
supported by the German 15th Panzer Grenadier Division moving down from its current position in
north-west Sicily. Guzzoni’s plan was now effectively divergent rather than convergent.

As the Germans were formulating their plans, the American troops in front of them were moving
forward, determined to follow the aggressive doctrine set for them by their commanders. The 3rd
Battalion of the 26th Infantry moved up Highway 117 towards the Monte della Guardia (known as
Hill 300) which overlooked the Ponte Olivo airfield, but were halted there by heavy enemy fire
from the front and flanks. Meanwhile the 1st and 2nd Battalions of the 16th Infantry advanced north
from the Piano Lupo towards Casa del Priolo, accompanied by the indomitable Colonel Gorham
and the remains of his paratroopers. 1st Battalion reached Priolo and dug-in, with Companies E and
F of 2nd Battalion digging in some thousand yards north west of their position on a little orchard-
covered ridge at the Abbio Priolo.

CALTAGIRONE The two columns of


Kampfgruppe Rechts
(about sixty medium tanks
in all) began their advance
BUTERA at about 0615hrs. The
7
11 panzer battalion heading
PONTE
OLIVO for Gela ran straight into
C
R

NISCEMI
R1

A’FIELD
BISCARI 3rd Battalion, 26th Infantry
L

R2 R2
R

115
C

30th Inf 3rd AIRFIELD in their positions on the


R1
26th
R2

CASA
east side of Highway 117,
L

DEL
C

PIANO PRIOLO and a fierce firefight


R

Force LUPO th
X 16 developed. Company K of
GELA 7th
FA the 3rd/26th was driven
5th back, but the rest of the
FA PONTE BISCARI
DIRILLO
171st
2nd
180th
battalion remained firm.
FA Following the plan, the
3rd
180th
3rd
Germans then turned east
505th
179th towards the Piano Lupo.
VITTORIA

89
Meanwhile, German tanks from the other panzer battalion had thumped into the western side of the
American positions at the Abbio Priolo. The paratroopers and 2nd/16th had had time to construct
only the most rudimentary of foxholes and weapons positions, and had only a few bazookas at their
disposal. The German tanks (a mixture of Panzer IIIs and IVs) are described as rushing straight in,
and firing their “machine guns and cannon at almost point-blank range”. Fortunately the Americans
had also had time to bring up part of the 16th Regiment’s anti-tank company, and also had the
support of eight howitzers from 7th Field Artillery, and managed to beat back this first attack.

Herr General Conrath was, however, personally directing the assault. He sent the panzers forward
again towards the paratroopers and 2nd/16th, this time trying to circle round both flanks. The
Germans tanks circling round the American right flank also hit the left flank of the 1st/16th, and a
general fire-fight broke out across the front, made even more confusing as the tanks moving east
from Highway 117 then hit the left flank of the paratroopers and 2nd/16th.

The green troops of the American 16th Infantry Regiment began to be overwhelmed by the panzer
assault, and slowly retreated back towards the Piano Lupo, although a couple of companies actually
broke and ran under the pressure. By 1100hrs they were back to where they had been before the
move forward of the night before. Conrath, knowing that he had the 16th held and under some
pressure from the Italians to strike towards Gela, then ordered the majority of his panzers to turn
west, cross the Gela plain, and head for the beaches where the Americans were still landing. If he
could get his tanks into the beachhead itself, then all hell really would break loose!

As the panzers crossed the Gela plain, they were met by a withering hail of fire. The 32nd Field
Artillery battalion, ferried ashore in DUKWs, moved straight into firing positions at the edge of the
sand dunes and opened fire on the German armour coming towards them. The 16th Infantry
Regiment’s cannon company also arrived on the scene from across the Acate river and was also
rushed up to the line of the dunes and opened fire. Four Sherman tanks from 1st Lieutenant James A
White’s third platoon, C Company, the 82nd Reconnaissance Battalion (from Combat Command B)
finally managed to get free of the cloyingly soft sand of the beaches and get up to the line of
Highway 115 where, joined by a wandering 105mm howitzer from the 32nd Field Artillery, they
began opening fire on the Germans crossing their front some 4,000 yards away. On top of all this,
fire from naval ships (the Boise, for example, edged to within 3,000 yards of the waterline, her
officers nervously
ordering constant CALTAGIRONE
soundings), 4.2” mortars
and any other artillery that
could be spared rained
down on the advancing BUTERA
panzers until they got too 11
7
PONTE
close to the American OLIVO
C
R

NISCEMI
R1

lines for the shells to be A’FIELD


BISCARI
L

R2 R2

sure of hitting the right


R

115
C

30th Inf 3 AIRFIELD


rd
R1
26th
target. The 18th Infantry,
R2

CASA
L

DEL
C

41st Armoured Infantry, PIANO PRIOLO


R

and engineer shore parties Force


X
LUPO th
16
all prepared to resist the GELA 7 th
-B

FA
CC

attack.
FA

th
5
d
32 n

PONTE
f.

FA BISCARI
In

2nd
th

DIRILLO
18

171st 180th
Under this fearful
f
In

FA
m
Ar

pounding, the German 3rd


t
41 s

180th
3rd
advance gradually petered 505th
179th
to a halt, then turned into VITTORIA

90
a retreat, then into almost a rout as the withdrawing panzers were chased away by the full weight of
naval gunfire as the distance between the two sides increased. Sixteen German tanks were
destroyed, and although the panzers had got within 2,000 yards of the water, and had shot up
American supply dumps and some landing craft, the American lines had held.

Meanwhile the 16th Infantry had managed to hold the Piano Lupo road junction despite the fact that
six German tanks had broken through their lines. The single remaining 37mm anti-tank gun in the
2nd Battalion disabled one; a lucky round from a 60mm mortar apparently dropped through the
open hatch of another; two were knocked out by bazookas (one by Colonel Gorham himself); and
the other two retreated. Kampfgruppe Rechts had been repulsed again.

Introduction

This is the first of two scenarios dealing with Kampfgruppe Rechts’ second counter-attack. It will
cover the German panzer attack on the left flank of the American troops holding the Abbio Priolo. It
will be an attacker/defender scenario, with German tanks hitting infantry in foxholes, who will then
receive aid from artillery and anti-tank guns.

Map & Terrain

The maps show the ridge just north-west of the Abbio Priolo. The only difference between the two
maps is that the US map has their deployment area on it. The terrain is typically Sicilian: dry, dusty
grass over rocks, with trees scattered throughout. All infantry movement is at –1” per initiative dice
rolled for movement; all vehicles count the terrain as rough ground. The Vehicle Breakdown card
applies throughout.

Initial Dispositions

The US troops begin the game within their deployment area. They are under Blinds and have dug
themselves hasty foxholes and weapons pits. They have ten Blinds at your disposal, up to three of
which may be False. If the US player follows a sensible disposition, his men will be deployed
approximately to the shape of the deployment area just behind the crest of the hill.

The US reinforcements enter the table after the fourth appearance of the Turn Card, under Blinds
and from the south-east corner. Note the special rules about their movement, below. Their
appearance is their turn: they don’t get an immediate move, but must wait for the next appearance
of the US Blinds card.

The German tanks enter the table under Blinds from the north-west corner of the map. The game
begins with one German Blind on table on the corner. Each time the German Blinds card appears,
two more German Blinds are placed on the corner of the table. Their appearance is their turn: they
don’t get an immediate move, but must wait for the next appearance of the German Blinds card.

Objectives and Victory Conditions

The US objective is to hold their position. The German objective is to drive them off the ridge.
Victory therefore goes to the player who has more troops (measured by initiative dice available) on
the top of the crest at the end of the battle, defined as 20 appearances of the Turn Card.

Special Rules

The US reinforcements enter the table without their usual tows. When under Blinds, they move 1”

91
per initiative dice used for movement. Once on table, the anti-tank guns may be manoeuvred by
their crews up to 2” per initiative dice used for movement. The 105mm guns may be moved only
with the aid of more men. Each 105mm gun may move 2” per initiative dice used for movement
provided at least twelve men are available to push it. The US player may assign infantry squads to
assist with moving the guns.

Notes on Big Men

The US Big Men are all historical personalities who participated in the battle, apart from the two
Sergeants in charge of the reinforcements, who are named for American states. The German Big
Men all take their names from German spirits. All the historical American Big Men have been
present on the table in previous scenarios from this booklet.

The Cards

Game Cards US Cards German Cards


Tea Break US Blinds German Blinds
Turn Card Lieutenant-Colonel Gorham Hauptmann K irschwasser
Captain Sayres Oberleutnant Doppelkorn
Lieutenant S wingler Stabsfeldwebel Schnapps
Sergeant W illiams Oberleutnant Weinbrand
Captain Friedman Panzer Company HQ
Lieutenant Duckworth 1st Panzer P latoon
Lieutenant Bleau 2nd Panzer P latoon
Staff Sergeant Galvan 3rd Panzer P latoon
1st P latoon, 505th Vehicle Breakdown
2nd P latoon, 505th Rapid Deployment
` Machine Gun P latoon, 505th
1st P latoon, 2nd/16th
2nd P latoon, 2nd/16th
Weapons P latoon, 2nd/16th
Bazooka Bonus F ire
Machine Gun Bonus F ire
Dynamic Commander
Heroic Commander
Rally
Reinforcements
Sergeant Idaho
Sergeant California
Anti- Tank Gun 1-3
Howitzers
Anti- Tank Gun Bonus F ire

92
Scenario 10: Map for US Player

93
Scenario 10: Map for German Player

94
Scenario 10: US Briefing
You are Lieutenant Colonel Arthur Gorham, known as “Hard Nose” and, today, as yesterday, you
are certainly earning your pay! It is lunchtime on 11th July 1943, and this is your second day on
Sicily and your second day in the heat of battle!

Your regiment was supposed to have landed as a cohesive fighting unit around the high ground
north-east of Gela known as the Piano Lupo, nexus for all routes into Gela from the north-east.
Your mission was to take and control the Piano Lupo high ground, holding it until the main landing
force could push its way through from the beaches to the south. Terrible weather, with winds far
higher than anyone had trained for, poor navigation, and just general all round bad shit meant that
your force actually landed spread out over the entire southern half of Sicily! Christ: it took you
several hours to even find the Piano Lupo!

Fortunately, those few of your men who did land in the right place did exactly what was expected of
them and, by the time you arrived, had begun taking out the enemy pillboxes and strong points that
protected the hard ground. Once that job was finished, you set them up in ambush positions north
along the Niscemi road, route of an expected counter-attack.

Well, the counter-attack duly arrived, and was beaten back with the aid of the huge numbers of
machine guns captured from the Italian pillboxes. Trouble was, the Eyties then brought up artillery,
putting it just out of your range, and began zeroing in on your positions.

You then ordered your men back onto the high ground, taking it back from the Italians who had had
the same idea and got there before you. It was a nasty fight, and you were very glad to see the
leading elements of the 16th Infantry Regiment arriving from their beachhead to the south and join
in the battle.

Once you’d dealt with the Italians in the morning, you then had to beat back the Krauts in the
afternoon. Another fierce fight in amongst the dry, dusty hills of the Piano Lupo. You now feel you
know the place better than your own damn back yard!

The night brought no real rest either. Your comrades from 16th Infantry moved forward, taking the
fight to the enemy, and, of course, you went forward with them. You are now positioned some six
miles further forward than the Piano Lupo, hastily dug-in on an orchard-covered ridge just north-
west of the Abbio Priolo, waiting for the Germans to counter-attack again. You have heard the
sound of panzer engines, so you know they’re on their way!

Map & Terrain

The map shows the ridge just north-west of the Abbio Priolo. The terrain is typically Sicilian: dry,
dusty grass over rocks, with trees scattered throughout. All infantry movement is at –1” per
initiative dice rolled for movement; all vehicles count the terrain as rough ground.

Initial Dispositions

Your troops begin the game within their deployment area. They are under Blinds and have dug
themselves hasty foxholes and weapons pits. You have ten Blinds at your disposal, up to three of
which may be False.

95
Objectives and Victory Conditions

Your objective is to hold your position. The German objective is to drive you off the ridge. Victory
therefore goes to the player who has more troops (measured by initiative dice available) on the top
of the crest at the end of the battle.

Elements of 505th Parachute Regiment

Battalion HQ
Lt-Col Arthur “Hard-Nose” Gorham* (1d6+2)
2 x Bazooka Team (2 crew each)

1st Platoon
Captain Edwin B Sayres* (1d6)
4 x Carbine Squad (7 men each)

2nd Platoon
Lieutenant H. H. Swingler* (1d6)
4 x Carbine Squad (7 men each)

Machine Gun Platoon


Sergeant Trafford Williams* (1d6)
3 x MMG (3 crew each)

Elements of 2nd Battalion, 16th Infantry Regiment

Company HQ
Captain William Friedman* (1d6)

1st Platoon
1st Lieutenant Edmund W. Duckworth* (1d6)
3 x Rifle Squad (7 men each)

2nd Platoon
1st Lieutenant Kenneth Bleau* (1d6)
3 x Rifle Squad (7 men each)

Weapons Platoon
Staff Sergeant Eusebio Galvan* (1d6) 0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
2 x MMG (3 crew each)
2 x Bazooka Team (2 crew each)
Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
Airborne Section 3 - - - -
MMG 2 2 2 1 1

Troops/Dice 0 1 2 3 4
505th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10
16th Infantry 1, 2, 3 4 5, 6 7, 8, 9, 10 ~

96
Scenario 10: US Reinforcements Briefing
Christ on a stick, it looks like the whole of the Herman Goering Panzer Division is trying to roll
over the ridge!

Troops from 2nd Battalion, along with some paras, are trying to hold out against overwhelming
numbers of tanks with nothing more than a sheer guts and a few bazookas. If they fall, then the
Kraut panzers could roll right down to the beaches. You and your guns have been rushed forward
from your landing sites (way off where you were supposed to be) to assist them.

You will be going straight into a fierce battle at ranges much closer than usual. Welcome to sunny
Sicily!

Special Rules

You enter the table without your usual tows. When under Blinds, you move 1” per initiative dice
used for movement. Once on table, the anti-tank guns may be manoeuvred by their crews up to 2”
per initiative dice used for movement. The 105mm guns may be moved only with the aid of more
men. Each 105mm gun may move 2” per initiative dice used for movement provided at least twelve
men are available to push it. You may assign infantry squads to assist with moving the guns.

Elements of 16th Regiment Anti-Tank Company

Sergeant Ian Idaho (1d4)


3 x 57mm Anti-Tank Gun (5 crew each)

Elements of 7th Field Artillery Regiment

Sergeant Chris California (1d4)


2 x 105mm Howitzer (5 crew each)

Weapon Strike
57mm ATG 6
105mm Howitzer 5

97
Scenario 10: German Briefing
You are Hauptmann Kurt Kirschwasser of the Herman Göring Panzer Division, based in
Caltagirone in southern Sicily. It is 10th July 1943, and the Allies have invaded!

Herr General Conrath has split the HG into two columns. You are part of Kampfgruppe Rechts,
charged with attacking the American troops on their beaches near Gela. Yesterday an assault on
American troops holding the vital high ground around the Piano Lupo road junction failed, meaning
that you could not reach Highway 115 and drive west for Gela. Today you will try again.

Overnight, the Americans moved north from the Piano Lupo, taking up positions around Priolo. The
Kampfgruppe has now been further split into two columns, each of one panzer battalion. You are
part of the left hand battalion, striking directly towards Priolo, on the road north of the Piano Lupo.
As you head directly at the enemy, the other battalion will feint for Gela, then suddenly turn east
and, hopefully, strike the Americans in the flank.

Your company has been given the task of assaulting the American troops that have taken up
positions on a tree-covered ridge just north-west of the Abbio Priolo. You must strike them hard
and fast, shifting them as soon as possible to allow the main frontal assault to go in without
interference. As far as you know, the enemy has still not had time to bring heavy weapons up from
the beachheads, so you’re likely to be facing an infantry-only force again. You have even managed
to manoeuvre around to take the American line slightly in the flank.

Remember: speed is of the essence. Strike them hard and fast, and shift them!

Map & Terrain

The map shows the ridge just north-west of the Abbio Priolo. The terrain is typically Sicilian: dry,
dusty grass over rocks, with trees scattered throughout. All infantry movement is at –1” per
initiative dice rolled for movement; all vehicles count the terrain as rough ground.

Initial Dispositions

Your tanks enter the table under Blinds from the north-west corner of the map. The game begins
with one German Blind on table on the corner. Each time the German Blinds card appears, two
more German Blinds are placed on the corner of the table. Their appearance is their turn: they don’t
get an immediate move, but must wait for the next appearance of the German Blinds card.

Objectives and Victory Conditions

Your objective is to drive the Americans off the ridge. Their objective is to hold their position.
Victory therefore goes to the player who has more troops (measured by initiative dice available) on
the top of the crest at the end of the battle. Note that the battle has a fixed time limit, so you need to
move fast in order to achieve your objectives.

Elements of Kampfgruppe Rechts of the Herman Göring Panzer Division

Company HQ
Hauptmann Kurt Kirschwasser (1d4)
2 x Panzer IV (G)

98
1st Platoon
Oberleutnant Dieter Doppelkorn (1d4)
4 x Panzer III (L)

2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d4)
4 x Panzer III (L)

3rd Platoon
Oberleutnant Winkelhausen Weinbrand (1d4)
4 x Panzer IV (G)

Vehicle AC Weapon Calibre Speed


Panzer III (L) 4 6 50mm Average
Panzer IV (G) 5 8 75mm Average

99
Scenario 11: The Gela Plain
11th July 1943
The background to this scenario is the same as for Scenario 10, and is included here for ease of
printing.

Conrath’s plan for renewing his counter-attack, developed early evening on 10th July, called for his
troops to be divided into three columns. Kampfgruppe Rechts was divided into two columns, each
of one tank battalion and supports. One battalion was to move south down the Niscemi-Piano Lupo
road: smashing through the American lines at the Piano Lupo with the aid of the other battalion,
which would initially head south from the Ponte Olivo airfield along Highway 117, feinting towards
Gela, before turning east and heading for the Piano Lupo across the Gela Plain. Meanwhile
Kampfgruppe Links, the infantry-heavy force, was to drive down from Biscari to Highway 115,
there turning west and joining the other two columns on or near the Piano Lupo.

Later that night, however, General Guzzoni finally learnt of the fall of Syracuse to the British. This
obviously changed matters, as if the Allies drove north from Syracuse and captured Messina, then
all Axis forces would effectively be trapped in Sicily with nowhere to retreat to if things went
badly. Guzzoni therefore changed the plan: now, as soon as the Herman Göring Division’s attack
showed signs of succeeding, it was to turn east rather than continue west, striking towards the US
45th Division at Scoglitti and then onwards towards Vittoria and Comiso. Meanwhile, the Livorno
Division, once Gela had fallen, was to wheel to the west and attack the US 3rd Division at Licata,
supported by the German 15th Panzer Grenadier Division moving down from its current position in
north-west Sicily. Guzzoni’s plan was now effectively divergent rather than convergent.

As the Germans were formulating their plans, the American troops in front of them were moving
forward, determined to follow the aggressive doctrine set for them by their commanders. The 3rd
Battalion of the 26th Infantry moved up Highway 117 towards the Monte della Guardia (known as
Hill 300) which overlooked the Ponte Olivo airfield, but were halted there by heavy enemy fire
from the front and flanks. Meanwhile the 1st and 2nd Battalions of the 16th Infantry advanced north
f rom the Piano Lupo towards Casa del Priolo, accompanied by the indomitable Colonel Gorham
and the remains of his
CALTAGIRONE paratroopers. 1st
Battalion reached Priolo
and dug-in, with
Companies E and F of
BUTERA 2nd Battalion digging in
7 some thousand yards
11
PONTE
OLIVO north west of their
C
R

NISCEMI
R1

A’FIELD
BISCARI
position on a little
L

R2 R2
R

115 orchard-covered ridge at


C

30 th Inf 3 AIRFIELD
rd
R1
26th
the Abbio Priolo.
R2

CASA
L

DEL
C

PIANO PRIOLO
R

Force LUPO th The two columns of


X 16
GELA 7th Kampfgruppe Rechts
-B

FA
(about sixty medium
CC

FA

5th
d

tanks in all) began their


32 n

PONTE
f.

FA BISCARI
In

2nd
th

DIRILLO
advance at about
18

171st 180th
f
In

FA
m

0615hrs. The panzer


Ar

3rd
t
41 s

180th
505th 3rd battalion heading for
179th
VITTORIA
Gela ran straight into 3rd

100
Battalion, 26th Infantry in their positions on the east side of Highway 117, and a fierce firefight
developed. Company K of the 3rd/26th was driven back, but the rest of the battalion remained firm.
Following the plan, the Germans then turned east towards the Piano Lupo.

Meanwhile, German tanks from the other panzer battalion had thumped into the western side of the
American positions at the Abbio Priolo. The paratroopers and 2nd/16th had had time to construct
only the most rudimentary of foxholes and weapons positions, and had only a few bazookas at their
disposal. The German tanks (a mixture of Panzer IIIs and IVs) are described as rushing straight in,
and firing their “machine guns and cannon at almost point-blank range”. Fortunately the Americans
had also had time to bring up part of the 16th Regiment’s anti-tank company, and also had the
support of eight howitzers from 7th Field Artillery, and managed to beat back this first attack.

Herr General Conrath was, however, personally directing the assault. He sent the panzers forward
again towards the paratroopers and 2nd/16th, this time trying to circle round both flanks. The
Germans tanks circling round the American right flank also hit the left flank of the 1st/16th, and a
general fire-fight broke out across the front, made even more confusing as the tanks moving east
from Highway 117 then hit the left flank of the paratroopers and 2nd/16th.

The green troops of the American 16th Infantry Regiment began to be overwhelmed by the panzer
assault, and slowly retreated back towards the Piano Lupo, although a couple of companies actually
broke and ran under the pressure. By 1100hrs they were back to where they had been before the
move forward of the night before. Conrath, knowing that he had the 16th held and under some
pressure from the Italians to strike towards Gela, then ordered the majority of his panzers to turn
west, cross the Gela plain, and head for the beaches where the Americans were still landing. If he
could get his tanks into the beachhead itself, then all hell really would break loose!

As the panzers crossed the Gela plain, they were met by a withering hail of fire. The 32nd Field
Artillery battalion, ferried ashore in DUKWs, moved straight into firing positions at the edge of the
sand dunes and opened fire on the German armour coming towards them. The 16th Infantry
Regiment’s cannon company also arrived on the scene from across the Acate river and was also
rushed up to the line of the dunes and opened fire. Four Sherman tanks from 1st Lieutenant James A
White’s third platoon, Company C, the 82nd Reconnaissance Battalion (from Combat Command B)
finally managed to get free of the cloyingly soft sand of the beaches and get up to the line of
Highway 115 where, joined by a wandering 105mm howitzer from the 32nd Field Artillery, they
began opening fire on the Germans crossing their front some 4,000 yards away. On top of all this,
fire from naval ships (the Boise, for example, edged to within 3,000 yards of the waterline, her
officers nervously ordering constant soundings), 4.2” mortars and any other artillery that could be
spared rained down on the advancing panzers until they got too close to the American lines for the
shells to be sure of hitting the right target. The 18th Infantry, 41st Armoured Infantry, and engineer
shore parties all prepared to resist the attack.

Under this fearful pounding, the German advance gradually petered to a halt, then turned into a
retreat, then into almost a rout as the withdrawing panzers were chased away by the full weight of
naval gunfire as the distance between the two sides increased. Sixteen German tanks were
destroyed, and although the panzers had got within 2,000 yards of the water, and had shot up
American supply dumps and some landing craft, the American lines had held.

Meanwhile the 16th Infantry had managed to hold the Piano Lupo road junction despite the fact that
six German tanks had broken through their lines. The single remaining 37mm anti-tank gun in the
2nd Battalion disabled one; a lucky round from a 60mm mortar apparently dropped through the
open hatch of another; two were knocked out by bazookas (one by Colonel Gorham himself); and
the other two retreated. Kampfgruppe Rechts had been repulsed again.

101
Introduction

This scenario will cover the assault on the last line of defence in front of 1st Division’s beachhead.
It will cover the actions of one company of German tanks as they attempt to break through sector of
the American line.

Map & Terrain

The map shows one area of the beachhead. The southern and part of the western edge of the table
consists of a beach fronted by dunes. The dunes represent incredibly difficult terrain for vehicles to
move through, and should be considered as just about impassable. The south-west corner of the
beach has a gap in the dunes leading down to the beachhead itself: this is the German objective.
There is a rough track leading from the south-west to the north-east corner of the table: this is really
just a trampled path and gives no benefit to movement.

Towards the western edge of the map are two supply dumps: one holding fuel and stores, one
holding trucks and other transport vehicles. Near each is a newly dug trench. The rest of the terrain
is the usual undulating grass over rocks: the only cover coming from the occasional fold in the
ground.

Any German tanks that attempt to cross the dunes will immediately be bogged down for the rest of
the game. German tanks leaving the table to the south-west along the rough track should not be
penalised for crossing sand, but any other attempt to cross sand results in an immediate bog down as
well.

Initial Dispositions

The American artillery is placed within the dunes running parallel to the southern edge of the table.
The left hand gun must be approximately in line with the edge of the dunes, the others running east
a suitable distance apart. If the player places a gun less than 3” away from another, then any
German tank switching targets between the two can do so without the usual penalty of using up an
initiative die. They can be considered as the equivalent of hull down.

The Combat Engineers should have one section in each of the trenches near the supply and vehicle
dump; with the other section in amongst the artillery.

When the Shermans arrive (they do so on the third appearance of the Turn Card) they will do so
anywhere in the dunes along the western edge of the table. Assume their on-table move puts them in
firing positions, effectively hull down, along the edge of the dunes closest to the enemy.

The German tanks enter the table under Blinds from its north-east corner. The game begins with
one German Blind on table on the corner. Each time the German Blinds card appears, two more
German Blinds are placed on the corner of the table. Their appearance is their turn: they don’t get
an immediate move, but must wait for the next appearance of the German Blinds card. They have
five Blinds at their disposal, one of which is False.

Objections & Victory Conditions

The German objective is to get their armour into the midst of the main American beachhead from
where they can start wreaking true havoc. The US objective is obviously to stop them doing so. The
Germans therefore win the game if they get three or more tanks off the table at its south-west

102
corner. Note that there is no benefit to the Germans in destroying the two American supply dumps.
They are there almost as a distraction to the German player, although during game play Umpires
should feel free to make encouraging noises each time one of them is hit!

Special Rules

Do not give the German player a copy of the map before the battle.

Historically, the 3rd Platoon Shermans were able to shoot at the German tanks without receiving
any counter-fire: probably because there was so much artillery landing on the panzers that the odd
tank round was just about imperceptible! The Shermans should therefore be extremely difficult to
spot in any turn during which the Germans can be said to be receiving artillery fire. Umpires should
feel free to roll the dice with the American player without mention of what is going on to the
German player: merely informing him that one/some of his tanks have received incoming fire of an
unspecified sort and this is the result.

Any shell fire onto the main supply dump could result in it blowing up in a spectacular fashion.
Each time the fuel area is hit (including from American artillery), the Umpire should roll 2d6. A roll
of Snake Eyes (double one) results in the entire dump exploding, acting as a hit on the Under 9”
column of the hit table against any squad within 6”: with 6d6 being rolled for units within 1”; 5d6 if
at 2”; 4d6 at 3” and so on up to 1d6 at 6”. Vehicles should be hit by the blast in the same way, with
six strike dice being rolled at under 1”, five being rolled at under 2” etc. Umpires should feel free to
decide that the dump explodes anyway if they feel that it would add to the game!

Notes on Big Men

Apart from Lieutenant White, all US Big Men are manufactured from American states. The German
Big Men are the same drinks-based company that fought in Scenario 10.

The Cards

Game Cards US Cards German Cards


Tea Break US Blinds German Blinds
Turn Card Sergeant Texas Hauptmann K irshwasser
Sergeant Louisiana Oberleutnant Doppelkorn
Lieutenant W hite Stabsfeldwebel Schnapps
Lieutenant Massachusetts Oberleutnant Weinbrand
32nd F ield Artillery Company HQ
16th Division Cannon Co. 1st P latoon
82nd Reconnaissance Bttn 2nd P latoon
1st Combat Engineers 3rd P latoon
Off Table Artillery: Mortars Vehicle Breakdown
Off Table Artillery: Hwtzrs Rapid Deployment
` Off Table Artillery: Boise
Rally
Heroic Commander

103
Scenario 11: Map

104
Scenario 11: US Briefing
You are Lieutenant Mick Massachusetts of the 1st Combat Engineers, part of The Big Red One. It
is July 1943, and you are on Sicily, busy establishing a proper beachhead on the landing grounds
near Gela. Things have been pretty hectic since you landed yesterday. The town itself has been
fought over pretty much non-stop (you have mates who are currently fighting off an Italian counter-
attack) and you understand that 16th and 26th Infantry Regiments have been heavily engaged with
German tanks.

Hey! What’s that? German tanks have broken through and are coming your way? They’re heading
down from the north-east: directly at the beachhead? If they get into the landing area, all hell with
break loose...and then some!

Right, get those 105’s off the DUKWs and up into the line of the dunes. If the 16th’s 75s are hear,
get them up there too. Oh, and can someone get those Shermans moving: it can’t take over a day
just to land a couple of frickin’ tanks! You there! Get those men up into the trenches now. Forget
tying down the tarpaulins: grab a rifle and get moving! The shit is about to hit the fan...big time!

Map & Terrain

The map shows one area of the beachhead. The southern and part of the western edge of the table
consists of a beach fronted by dunes. The dunes represent incredibly difficult terrain for vehicles to
move through, and should be considered as just about impassable. The south-west corner of the
beach has a gap in the dunes leading down to the beachhead itself: this is the German objective.
There is a rough track leading from the south-west to the north-east corner of the table: this is really
just a trampled path and gives no benefit to movement.

Towards the western edge of the map are two supply dumps: one holding fuel and stores, one
holding trucks and other transport vehicles. Near each is a newly dug trench. The rest of the terrain
is the usual undulating grass over rocks: the only cover coming from the occasional fold in the
ground.

The Germans are reported as coming from the north-east.

Initial Dispositions

Your guns are placed within the dunes running parallel to the southern edge of the table. The left
hand gun must be approximately in line with the edge of the dunes, the others running east a
suitable distance apart. They can be considered as the equivalent of hull down.

The Combat Engineers should have one section in each of the trenches near the supply and vehicle
dump; with the other section in amongst the artillery.

When the Shermans arrive (they are still stuck in the sand at the moment) they will do so anywhere
in the dunes along the western edge of the table. Assume their on-table move puts them in firing
positions, effectively hull down, along the edge of the dunes.

Objectives and Victory Conditions

The German objective is to get their armour into the midst of the main beachhead. Your objective is
obviously to stop them doing so. The Germans therefore win the game if they get three of more
tanks off the table at its south-west corner.

105
Special Rules

Try not to land any artillery on either (a) your own men or (b) the supply dump where the fuel is
stored.

Elements of The Big Red One

Section of guns from 32nd Field Artillery Battalion


Sergeant Tim Texas (1d4)
2 x 105mm Howitzer (5 crew each)

Section of guns from 16th Infantry Division’s Cannon Company


Sergeant Lou Louisiana (1d4)
2 x 75mm Infantry Gun (5 crew each)

Tanks from 3rd Platoon, Company C, 82nd Reconnaissance Battalion


1st Lieutenant James A White* (1d4)
2 x M4 Sherman Tank

Platoon from 1st Combat Engineers


Lieutenant Mick Massachusetts (1d4)
3 x Engineer Squad (8 men each)
2 x Bazooka (2 crew each)
1 x MMG (3 crew)

Off-Table Artillery

You may call in an unlimited number of fire missions from:

1 x 4.2” Mortar
2 x 155mm Howitzers
4 x 6-inch guns from the Boise

Note that each must be contacted and negotiated with separately.

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Engineer Squad 3 - - - -
MMG 2 2 2 1 1

Troops/Dice 0 1 2 3 4
Combat Engineers 1, 2, 3 4 5, 6 7, 8 -
Weapon Strike
Vehicle AC Weapon Calibre Speed 75mm Infantry Gun 4
M4 Sherman 6 7 75mm Average 105mm Howitzer 5

106
Scenario 11: German Briefing
You are Hauptmann Kurt Kirschwasser of the Herman Göring Panzer Division, based in
Caltagirone in southern Sicily. It is 10th July 1943, and the Allies have invaded!

Herr General Conrath has split the HG into two columns. You are part of Kampfgruppe Rechts,
charged with attacking the American troops on their beaches near Gela. Yesterday an assault on
American troops holding the vital high ground around the Piano Lupo road junction failed, meaning
that you could not reach Highway 115 and drive west for Gela. Today you are trying again.

Overnight, the Americans moved north from the Piano Lupo, taking up positions around Priolo. The
Kampfgruppe was further split into two columns, each of one panzer battalion. You were part of the
left hand battalion, striking directly towards Priolo down the road north of the Piano Lupo. As you
headed directly at the enemy, the other battalion feinted for Gela, suddenly turning east to strike the
Americans in the flank.

Although your initial attack was repulsed, a second attempt pushed the Americans back to the Piano
Lupo and, with the enemy bottled up there, you have turned west and are now headed for the
landing grounds near Gela. You have a real opportunity here to deal a massive blow to the Allied
invasion: knock out their beachhead and their troops on shore can be isolated and destroyed
piecemeal!

Map & Terrain

You have no map of the terrain. You are heading towards the beaches containing the American
beachhead.

Initial Dispositions

Your tanks enter the table under Blinds from the north-east corner. The game begins with one
German Blind on table on the corner. Each time the German Blinds card appears, two more German
Blinds are placed on the corner of the table. Their appearance is their turn: they don’t get an
immediate move, but must wait for the next appearance of the German Blinds card. You have five
Blinds at your disposal, one of which is False.

Objectives and Victory Conditions

Your objective is to get your armour into the midst of the main American beachhead from where
they can start wreaking true havoc: destroying supplies, blowing up vehicles etc. The US objective
is obviously to stop you doing so. You therefore win the game if you get three or more tanks off the
table and onto the beaches.

Elements of Kampfgruppe Rechts of the Herman Göring Panzer Division

Company HQ
Hauptmann Kurt Kirschwasser (1d4)
2 x Panzer IV (G)

1st Platoon
Oberleutnant Dieter Doppelkorn (1d4)
4 x Panzer III (L)

107
2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d4)
4 x Panzer III (L)

3rd Platoon
Oberleutnant Winkelhausen Weinbrand (1d4)
4 x Panzer IV (G)

Vehicle AC Weapon Calibre Speed


Panzer III (L) 4 6 50mm Average
Panzer IV (G) 5 8 75mm Average

Sherman tank trying to get off the beaches near Gela

108
Scenario 12: The Biazzo Ridge
11th July 1943
At the same time that Kampfgruppe Rechts advanced towards Gela and Priolo, Kampgruppe Links
was ordered forward down the Biscari road onto Highway 115, driving towards the Ponte Dirillo
bridge. There they ran into Company F, 180th Infantry, who resisted for a short time before retiring
towards the beaches west of the Acate river mouth.

At around 0900hrs, as the Germans, under constant fire from 71st Field Artillery Battalion and the
destroyer Beatty, headed past the highway, they were hit in the rear by a small group of American
paratroopers who suddenly appeared from the east.

On D-Day, Colonel James M. Gavin, commander of the 505th Parachute Infantry Regiment, had, as
had so many of his men, landed miles away from where he was supposed to. He had managed to
gather together about fifteen men, and had spent the previous day and night leading this impressive
force north and west towards the sound of battle. At around 0230hrs on 11th July, he finally
encountered another American unit: Company I, 179th Infantry. They were able to tell Gavin that
they were about five miles south-east of Vittoria. Finally Gavin knew where he was!

Entering Vittoria at around 0500 hrs, Gavin collected up the paratroopers and three airborne
howitzers that had helped capture the town the day before, and continued his march west towards
the sounds of battle. About five miles along Highway 115, he encountered 180 men of the 3rd
Battalion, 505th Parachute Infantry, led by Major Edward C. Krause, who were also looking for
either American forces to join or Germans to fight.

Leaving Krause to organise the column (now 250 strong) into a proper fighting formation and then
follow on, Gavin and his S-3 Major Benjamin H. Vandervoort continued west along Highway 115.
Two miles up the road they then ran into forty men from Company L, 180th Infantry and twenty
paratroop engineers. Although they could tell Gavin that the Germans were on the Highway to the
west, they had no information as to strengths and dispositions.

CALTAGIRONE Taking the paratroop


engineers with him,
Gavin continued
westwards towards
Biscari railway station,
BUTERA
7 which was on Highway
11
PONTE 115 less than a mile east
OLIVO
C
R

NISCEMI
of the junction with the
R1

A’FIELD
BISCARI Biscari road from where
L

R2 R2
R

115
C

30 th Inf 3rd AIRFIELD


26th R1 the Germans had
R2

CASA
attacked the 180th. As
L

DEL
C

PIANO PRIOLO the Americans marched


R

Force LUPO th
X 16 along, a German
7th
GELA
-B

FA motorcycle suddenly
CC

L
FA

5th came around a corner in


d
32 n

PONTE L
f.

FA BISCARI
In

2nd
L the road, with the
th

DIRILLO
18

171st 180th
f
In

FA soldier and officer on


m
Ar

3rd
t
41 s

180th board promptly being


505th 3rd
179th captured. Although their
VITTORIA presence confirmed the

109
fact that there were Germans nearby, they would give no information other than the usual name,
rank and serial number.

Gavin send Vandervoort back to bring up the rest of his men, and led his engineers towards the
Casa Biazzo: a group of five buildings on a ridge overlooking the Acate river. At the foot of the
ridge ran the Biscari road. As they got to within about 100 yards of the buildings, they came under
smallarms fire from a small German detachment posted to defend the flank of the main German
column. These were driven off down the slope, but as incoming fire increased as the Americans
prepared to follow, Gavin ordered his men to dig in and wait for the rest of his column to arrive.

By about 1000hrs, the majority of the paratroopers had come up, so Gavin ordered the advance.
Slow progress against increasing opposition was made for about a mile, with the paratroopers
augmenting their numbers with random troops from the 180th encountered en route. Then four
Tiger tanks supported by infantry came into view, and began driving the Americans back once
more. Fortunately, by this time two of the three airborne howitzers had arrived behind the Biazzo
ridge, and their fire halted the German advance.

The firefight continued for another hour or so, until at around noon the outnumbered and outgunned
Americans were having to fight fiercely just to maintain their positions. The German column, under
Colonel Bergengruen, consisted of 750 grenadiers; the Tigers; and a panzer artillery battalion. At
one stage, one of the howitzers was manhandled right to the top of the ridge to engage in a point-
blank range, direct-fire duel with one of the Tigers. Under heavy small arms fire, and despite
several near misses from the Tiger itself, the paratrooper crew got off several quick shots, one of
which knocked the tank out. Meanwhile, two half-tracks towing 57mm anti-tank guns had arrived
from the 179th Infantry, and began exchanging shots with the other three Tigers.

By about 1500hrs, The Germans had now given up on trying to advance west, and turned their
whole strength onto the small force of paratroopers holding the ridge. Fortunately, Gavin had earlier
sent a request for reinforcements to 45th Division HQ and General Middleton, the Division’s
commander, had reacted quickly. As the anti-tank guns opened up on the other Tigers, a naval
support party and forward observers from 189th Field Artillery Battery arrived at Gavin’s command
post. Within minutes
rounds from the artillery CALTAGIRONE
and fire from navy ships
began landing on the
advancing Germans. An
hour or so later, eleven BUTERA
tanks from 753rd 11
7
PONTE
Medium Tank Battalion OLIVO
C
R

NISCEMI
arrived, further
R1

A’FIELD
BISCARI
L

stabilising the situation.


R2 R2
R

115
C

30 th Inf 3 AIRFIELD
rd

With the news that R1


26th
R2

CASA
L

Lieutenant Swingler and DEL


C

PIANO PRIOLO
his one hundred
R

Force LUPO th
paratroopers (see X 16
th
7
GELA
-B

Scenario 2) were also on FA


CC

L
FA

their way, Gavin began 5 th


d
32 n

PONTE L
f.

FA BISCARI
In

nd
2
planning to go onto the L
th

DIRILLO
18

st
171 180th
f
In

FA
attack.
m
Ar

50
3rd 5th
t
41 s

180th
505th 3rd
Swingler and his men 179th
VITTORIA
arrived at about

110
2000hrs, in trucks furnished by 45th Infantry Division. Forty five minutes later, after a huge barrage
from the artillery and Navy, the Americans launched their second attack of the day. Every man was
committed, including several sailors who had enlisted in the paratroops during the day! This attack
scattered the remnants of Kampfgruppe Links, effectively ending the German assault.

With both Kampfgruppes now retiring, Conrath ordered a general retreat. The Herman Göring
Panzer Division’s tank losses alone are estimated at around ten Tigers (out of seventeen); and thirty
to forty Panzer IIIs or IVs: about one third of its original roster. Although The Big Red One had
taken quite a battering, the beachhead was now safe, and American infantry, tanks and guns were
pouring ashore.

Introduction

This scenario will cover the German counter-attack on the Biazzo ridge. I have compressed time
slightly to allow all the different elements from the historical encounter to take place within the time
frame of an evening’s wargame; and made an attempt to proportionately shrink the forces involved
as well. Note that the German were uncharacteristically hesitant in their attack on the ridge, and this
is reflected in what Nationality Cards they have at their disposal.

Map & Terrain

The eastern edge of the table is dominated by the area of raised ground that came to be known as
the Biazzo Ridge. The ridge consists of open ground (the lower slopes are fields) and deducts one
from each dice rolled for movement if moving up hill. On the top of the ridge are the five buildings
mentioned in the background. The map shows just two, representing the shrinking down of the
game to approximate company- as opposed to battalion-size.

The road running along the southern edge of the table is Highway 115. It is a good quality, state
road. Just south of the highway is the railway line (Biscari railway station is a mile off the map to
the east). The rest of the terrain is flattish, open ground roughly divided into fields. The brown lines
are rough paths separating one field from another. The line of trees running east from the western
edge of the board is another, more substantial field divider. The tree-filled area to the north-west is
a thick wood that subtracts two from each dice rolled for movement whether on foot or in a vehicle.

Initial Dispositions

The Germans begin the game off-table to the west. Each time the German Blinds card appears they
may place up to three Blinds on the western edge of the battlefield. That is considered the move for
those Blinds, although any other German Blinds already on table move as normal. The Germans
have seven Blinds at their disposal: one per platoon and one False Blind.

The American troops begin the game already on-table, under Blinds. They have six Blinds at their
disposal, up to three of which may be False. Those behind the crest of the ridge cannot be spotted
from the west. The US player should mark the position of his Blinds, and what they cover, on the
map prior to the start of the game.
The airborne howitzers must begin Turn Card Appears Reinforcements
the game behind the crest of the
4 times A: Anti- Tank Gun
ridge. The American reinforcements
arrive from the east. They arrive on 5 times B: FO & Naval Liaison Teams
the relevant appearance of the Turn
7 times C: S hermans
Card from the table to the right:
8 times D: Swingler et al.

111
Once they are due to appear and the US Blinds card appears, they are placed as Blinds on Highway
115 on the eastern edge of the battlefield. That is considered the move for those Blinds, although
any other US Blinds already on table move as normal.

Objectives and Victory Conditions

The German objective is to clear the American paratroopers from their rear. This they can be
considered to have done if they take the Biazzo Ridge, as they will then hold the high ground
dominating the area. The US objective is to hold their positions and then drive the Germans from
the table.

The German player therefore wins the game if, at the end of the battle, there are no American troops
and at least one initiative die’s worth of German troops on the highest contour of the Biazzo Ridge.
Any other result is a loss for the German player. The US player draws the game if he holds the
Biazzo Ridge, defined as there being no Germans and at least one initiative die’s worth of American
troops on the highest contour of the ridge. He wins the game if, at the end of the battle, he has
defeated the Germans to such an extent that he is able to advance off the western edge of the table.

Notes on Big Men

The German Big Men are the same drinks-based crew from the Scenario Seven appearance of
Kampfgruppe Links. The American Big Men are those that were there.

The Cards

Game Cards US Cards German Cards


Tea Break US Blinds German Blinds
Turn Card Colonel Gavin Hauptmann Starkbier
Major Krause Oberleutnant Apfelwein
Company HQ Leutnant Eierlikör
1st P latoon Leutnant Feuerzangenbowle
Airborne Howitzers Company HQ
Anti- Tank Gun 1st P latoon
Anti- Tank Gun Bonus F ire 2nd P latoon
FOO Team 3rd P latoon
Naval Liaison Party Panzer P latoon
Off-Table Artillery: Hwtzrs Mobile Artillery
` Off-Table Artillery: Navy Hesitant Troops
Sergeant Daily Vehicle Breakdown
Shermans Rally
Lieutenant S wingler Dynamic Commander
Swingler’s Crew
Rapid Deployment
Dynamic Commander
Heroic Leader
Rally

112
Scenario 12: Map

113
Scenario 12: US Briefing
You are Colonel James M. Gavin, commander of the 505th Parachute Infantry Regiment. It is 11th
July 1943, and you think you have finally managed to get things firmly back on track.

Two nights ago, you dropped onto Sicily as part of the airborne force that led Operation Husky.
Unfortunately, the drop was a disaster: poor navigation, not enough time for training, and extremely
strong winds meant that your men, rather than dropping as a cohesive, fighting body, seem to have
been scattered all over southern Sicily. Some, you know, never even made it that far: their planes
ditching into the sea. You, yourself, found yourself miles from your planned landing sight (you
weren’t even sure exactly where you were) with only about fifteen men at your disposal. No matter,
you marched towards the sound of the guns, looking both for more men and some enemy to fight!

The town of Vittoria brought your force up to about two hundred and fifty strong, including a
couple of howitzers, and the knowledge that you were some twenty miles east of where you were
supposed to be, and from where you could still hear the sounds of battle. You immediately set off
along Highway 115, heading for Gela and the fighting.

About ten miles down the road, you hit a ridge from which you chased away a party of enemy
soldiers. From the summit of the ridge, you could see the tail end of a German column, and decided
to attack immediately. Things went well to start with: although progress was slow, it was definitely
progress. Then the Tigers appeared! Four of them, supported by infantry.

You withdrew your men back to the Biazzo Ridge, and prepared to hold your position. After all,
this is your mission: whilst you are fighting the rear of the column, the front of it can’t be
threatening the main invasion beaches. You have sent runners off towards Vittoria, to 45th
Division’s HQ, asking General Middleton for reinforcements, and you hope they get here in time, as
there does seem to be an awful lot of Germans now coming your way.

Well, you tweaked the Tiger’s tail, pun intended, now you just have to make sure you don’t get bit!

Map & Terrain

The eastern edge of the table is dominated by the area of raised ground known as the Biazzo Ridge.
The ridge consists of open ground (the lower slopes are fields) and deducts one from each dice
rolled for movement if moving up hill. On the top of the ridge are a couple of buildings. The road
running along the southern edge of the table is Highway 115. It is a good quality, state road. Just
south of the highway is the railway line (Biscari railway station is a mile off the map to the east).

The rest of the terrain is flattish, open ground roughly divided into fields. The brown lines are rough
paths separating one field from another. The line of trees running east from the western edge of the
board is another, more substantial field divider. The tree-filled area to the north-west is a thick
wood that subtracts two from each dice rolled for movement whether on foot or in a vehicle.

Initial Dispositions

Your troops begin the game already on-table, under Blinds. Those behind the crest of the ridge
cannot be spotted from the west. You should mark the position of your Blinds, and what they cover,
on the map prior to the start of the game. The airborne howitzers must begin the game behind the
crest of the ridge. You have six Blinds at your disposal, up to three of which may be False.

114
Objectives and Victory Conditions

The German objective is to clear you from their rear. This they can be considered to have done if
they take the Biazzo Ridge, as they will then hold the high ground dominating the area. Your
objective is to hold your position until reinforcements arrive, and then drive the Germans from the
table.

You therefore draw the game if, at the end of the battle, you hold the Biazzo Ridge: defined as there
being no Germans and at least one initiative die’s worth of American troops on the highest contour
of the ridge. You win the game if, at the end of the battle, you have defeated the Germans to such an
extent that you are able to advance off the western edge of the table.

Special Rules

You have sent your S-3, Ben Vandervoort, towards where you think 45th Division’s headquarters
is. Hopefully reinforcements are on their way.

Gavin Force

Company HQ
Colonel James M. Gavin* (1d6+2)
1 x Carbine Squad (6 men)
1 x Bazooka Team (2 men)

1st Platoon
Major Edward C. Krause* (1d6+1)
3 x Carbine Squad (10 men each)

Airborne Howitzers
2 x 75mm Pack Howitzers (4 crew each)
(no tows)

Troops/Dice 0 1 2 3 4
505th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Airborne Section 3 - - - -
HMG 3 3 2 2 1

Weapon Strike
75mm Howitzer 4

115
Scenario 12: US Reinforcements A
General Middleton has reacted quickly, and sent you an anti-tank gun to help you out. The gun
captain tells you that there are more troops on the way, although he has no details.
Anti-Tank Gun from 179th Infantry
1 x 57mm Anti-Tank Gun
1 x M3 Half-Track

Weapon Strike Vehicle AC Weapon Calibre Speed


57mm ATG 6 M3 Half- Track 2 HMG n/a Fast

Scenario 12: US Reinforcements B


A small party of men have arrived. They have big radios, and tell you that they are a Forward
Observation Team from 189th Field Artillery Battery, and a Naval Liaison Party. You now have
access to off-table artillery support.
Observation Units
1 x Forward Observation Team (2 men)
1 x Naval Liaison Party (2 men)
2 x Jeep
Off-Table Artillery
Unlimited fire missions from 4 x 105mm howitzers and 4 x 6-inch naval guns. Note that each must
be contacted and negotiated with separately.

Scenario 12: US Reinforcements C


With a welcome roar of engine and a clattering of tracks, tanks from 753rd Medium Tank Battalion
have arrived.
Elements of 753rd Medium Tank Battalion
1st Sergeant Harry James Daily* (1d4)
2 x Sherman Tank

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

Scenario 12: US Reinforcements D


Well, well, if it isn’t Lieutenant Swingler and his crew: looking battle-hardened and ready for
action!
Elements of HQ Company, 505th Parachute Infantry
Lieutenant H. H. Swingler* (1d6+1)
2 x Carbine Squad (8 men each)
1 x Bazooka Team (2 men)
2 x Truck
116
Scenario 12: German Briefing
You are Hauptmann Siggi Starkbier of the Herman Göring Panzer Division, based in Caltagirone in
southern Sicily. It is 10th July 1943, and the Allies have invaded!

Herr General Conrath has split the HG into two columns. You are part of Kampfgruppe Links,
originally charged with attacking the American troops on their beaches near Scoglitti. The plan was
to drive down to Highway 115 via Biscari, then take the smaller roads down to Scoglitti itself. Your
colleagues in Kampfgruppe Rechts were to be to your west, attacking Gela, another Allied landing
site.

Well, that was the plan. Unfortunately the Americans managed to get a force of men onto the road
in front of you, blocking the route through to the 115. This force managed to stop you from
achieving your objectives, and you retired on Biscari to lick your wounds. When he heard the news
about your defeat, the General went mad, sacking the CO and a handful of senior officers. You now
have a new CO, Colonel Bergengruen, who has ordered that the attack be resumed again,
immediately!

This morning, therefore, you headed south again, this time brushing through the lone company of
enemy troops that stood in your path. You had just started to threaten the enemy landing grounds
when there were reports from the rear of the column that it was being attacked by substantial
numbers of enemy troops!

Forward progress was immediately halted, and it soon became clear that you were being attacked by
a force of enemy fallschirmjägers striking from the east. This threat could not be ignored, so the
column has turned round and is now intent on wiping out the American soldiers. They have already
been pushed back to the ridge that flanks the Biscari road, and it should now be a simple matter of
rolling over them with your tanks.

Those that haven’t broken down, of course.

Map & Terrain

The eastern edge of the table is dominated by the area of raised ground known as the Biazzo Ridge.
The ridge consists of open ground (the lower slopes are fields) and deducts one from each dice
rolled for movement if moving up hill. On the top of the ridge are a couple of buildings. The road
running along the southern edge of the table is Highway 115. It is a good quality, state road. Just
south of the highway is the railway line.

The rest of the terrain is flattish, open ground roughly divided into fields. The brown lines are rough
paths separating one field from another. The line of trees running east from the western edge of the
board is another, more substantial field divider. The tree-filled area to the north-west is a thick
wood that subtracts two from each dice rolled for movement whether on foot or in a vehicle.

Initial Dispositions

You begin the game off-table to the west. Each time the German Blinds card appears you may place
up to three Blinds on the western edge of the battlefield. That is considered the move for those
Blinds, although any other Blinds already on table move as normal. You have seven Blinds at your
disposal: one per platoon and one False Blind.

117
Objectives and Victory Conditions

Your objective is to clear the American paratroopers from your rear. This you can be considered to
have done if you take the Biazzo Ridge, as you will then hold the high ground dominating the area.

You therefore win the game if, at the end of the battle, there are no American troops and at least one
initiative die’s worth of German troops on the highest contour of the Biazzo Ridge. Any other result
is a loss.

Elements of Kampfgruppe Links of the Herman Göring Panzer Division

Company HQ
Hauptmann Siggi Starkbier (1d4)
2 x Rifle Squad (8 men)
2 x MMG (3 crew each)

1st Platoon
Oberleutnant Ars Apfelwein (1d4)
4 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Erik Eierlikör (1d4)
4 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Freddi Feuerzangenbowle (1d4)
4 x Rifle Squad (8 men each)

Panzer Platoon
2 x Tiger I E

Attached Artillery
1 x Hummel (15cm Schwere Panzerhaubitze auf Geschutzwagen: “Bumbelbee”)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4, 5 6 7, 8 ~

Vehicle AC Weapon Calibre Speed


Hummel 3 8 150mm Average
Tiger I (E) 11 11 88mm Slow

118
Scenario 13: Palma di Montechiaro
11th July 1943
Whilst the US 1st Infantry Division was embroiled in heavy fighting around Gela, the US 3rd
Infantry Division, under General Lucien Truscott, was smashing its way inland from its original
landing sites around Licata.

Truscott’s plan for 11th July was for the 7th Infantry Regiment to thrust west to take Palma di
Montechiaro; for the 15th Infantry Regiment to continue its advance north along Highway 123 to
take Campobello (their initial advance on 10th July had been halted by a battalion from 177th
Bersaglieri Regiment supported by a makeshift force of Italian artillerymen and motorcyclists); and
for General Rose’s Combat Command A (66th Armoured Regiment, less 3rd Battalion; 41st
Armoured Infantry Regiment, less 1st Battalion; Company B, 82nd Reconnaissance Squadron; and
14th Armoured Field Battalion Artillery) to take Naro. The 30th Infantry Regiment was to protect
3rd Division’s right flank, sending a battalion to take Riesi.

The advance on Palma di Montechiaro was led by 3rd Battalion, 7th Infantry, under Colonel John
A. Heintges. Just south of the town, the American troops ran into a strong Italian position manned
by troops from the 207th Coastal Division reinforced by a tactical group newly arrived from Naro,
but a slow, deliberate advance gradually pushed the Italians back into Palma itself. As 3rd Battalion
prepared to assault the town, white flags began appearing, but when a patrol was sent forward to
accept the surrender it came under fire, and two men were killed: the flags had unfortunately been
raised by Italian civilians, not the soldiers doing the fighting.

Heintges was enraged by this apparent dirty trick, and led ten men forward across an open field
towards the building from which the heaviest fire seemed to be coming. Reaching the building
safely, Heintges and his men laid demolition charges and blew it to bits!

DELIA
CANICATTI
MAZZARINO
122
SOMMATINO

NARO RIESI
CAMPOBELLO
AGRIGENTO

FAVOROTTA
PALMA DI BUTERA
115
MONTECHIARO

115

LICATA

GELA

119
The rest of the battalion, waiting for the explosion as a signal, then swept into the town, and fierce
street-fighting began. The battle raged for two hours until, at about 1300hrs, the Italians began to
withdraw, hotly pursued by the Americans, who cleared the hills on the south side of Highway 115
and then dug in to await further orders.

Meanwhile, General Rose was leading Combat Command A towards Naro. Travelling slowly over
poor roads, the column came under long-range sniper and machine-gun fire, and was even strafed
by two German aircraft. As a point of interest, the official American history of the campaign states
that “for the first time, in a procedure that would become standard, the armoured infantrymen
mounted the tanks and rode the last few miles”.

Once outside Naro, the column encountered an Italian civilian who told them that the town was
unoccupied and ready to surrender. Taking no chances, Colonel Sidney R. Hinds, commander of the
41st Armoured Infantry, placed the civilian and his young son on the bonnet of his half-track, and
led the rest of his men down into the town. Fortunately for all concerned, what the civilian had said
was true, and by mid-morning, Naro was firmly in American hands.

Rose then ordered his men onwards towards Canicatti, but at around 1600hrs, some two miles
north-east of Naro where the road ran between two hills, the column ran into the 35th Bersaglieri
Battalion of the 10th Bersaglieri Regiment who had moved up from Agrigento that morning and
had reached the pass literally minutes before the American tanks leading the advance. Joined by a
battalion of armoured infantrymen under Lieutenant Colonel Marshall L. Crawley, Jnr, the
American tanks slowly began pushing the Italians back until, as darkness fell, the Italians withdrew.
This left Combat Command A some four miles short of Canicatti, where they halted and sent
forward reconnaissance units to scout out the ground ahead for a possible attack the next day.

DELIA
CANICATTI
g

35th Bsg
Bs

MAZZARINO
3 5 th

th
sg
B122
35 SOMMATINO
A

35th Bsg RIESI


CC

NARO
CAMPOBELLO
AGRIGENTO CC
A
207th
Coastal
Division FAVOROTTA
CC

PALMA DI BUTERA
A

115
MONTECHIARO
3 rd
/7t
h
CC

3 rd
/7t
A

h
115

3rdLICATA
Infantry
Div. GELA1st
Infantr
Div.

120
Introduction

This scenario will deal with 3rd Battalion, 7th Infantry’s attack on Palma di Montechiaro. It will be
a standard attacker/defender scenario, with the Americans attacking the Italians just as they have
withdrawn into the town. The scenario assumes that the American player commands the right hand
company of the battalion’s assault on the town. The next scenario will cover Combat Command A’s
encounter north-east of Naro.

Map & Terrain

The map is a representation of the eastern end of Palma di Montechiaro. The ground slopes fairly
sharply upwards to the north: and although there are no penalties to movement when going up– or
downhill, Umpires should bear in mind that the houses of the town overlook the road from a higher
contour when considering such things as spotting and lines of fire.

The main road running east-west is Highway 115, with the tree-lined road forking off to the town
also being of fairly good quality. The grey areas represent houses and shops, although they
shouldn’t be placed as densely as in Gela: Palma is a smaller, less busy town. The house with the
“X” is where Colonel Heintges reckons most of the shooting that hit his men going forward to
accept the town’s surrender came from.

It costs one initiative die to move into or out of a building or a garden. Thus a squad on three dice
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 shut by its former occupants: perhaps a one in ten
chance?

The rest of the terrain should be the usual rough, open ground divided into dusty fields separated by
paths that could be raised slightly from the surrounding terrain. There’s some cover for prone men,
but not a lot from fire coming from a higher contour.

Initial Dispositions

The Americans begin the game off-table to the south. Each time the US Blinds card appears they
may place up to three Blinds on the southern edge of the battlefield, which may then make a normal
Blinds move. They have eight Blinds at their disposal: one per platoon and two False Blinds.

The Italians begin the game anywhere on the table that they like, with the proviso that at least one
squad must be in the house marked with an X. Any Italian units not within the town should be
considered as moving towards it i.e. should be placed facing towards the town and moving rather
than hunkered down within cover. Any Italian units within the town should have just arrived, so
could be in a position to fire but cannot have done such things as barricaded themselves into houses,
set up superb firing positions etc. They begin the game under Blinds, and have ten Blinds at their
disposal, any of which may be False, provided that no more than one platoon may be under any one
Blind.

Objections & Victory Conditions

The American objective is to clear their sector of the town. The Italian objective is to hold this
sector of the town. The winner is therefore the side that, in the Umpire’s opinion, controls this
sector of Palma di Montechiaro at the end of the game..

121
Colonel Heintges himself has a secondary objective of blowing up the building from which he
thinks the heaviest fire at his parley party came. Umpires should feel at liberty to adjust the result of
the battle dependent on whether the Colonel achieves his objective!

Special Rules

The American force includes a demolition party led by Colonel Heintges himself. Their objective is
to blow up the building marked with an X. Once at the building, whether inside or out, the
demolition party (which must include Colonel Heintges and at least one engineer) requires one
initiative die to set charges. At that point, the US player must state how many appearances of the
“Boom!” card must occur before the explosives detonate. The Umpire should then add the “Boom!”
card to the pack.

When the “Boom!” card appears, if it is the turn stated by the US player, the explosives go off, the
building is destroyed, and all troops inside are rendered hors de combat. If, however, it is not the
turn stated by the US player, roll a d6. On a roll of “1”, the explosives go up anyway!

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will case one actual hit in
addition to the automatic wound.

Notes on Big Men

The American Big Men are all characters from “The West Wing”. The Italian Big Men are both
taken from the names of famous Italian motor manufacturers.

The Cards

Game Cards US Cards Italian Cards


Tea Break US Blinds Italian Blinds
“Boom!” Colonel Heintges Capitano Lamborghini
Captain Bartlett Sergente Lancia
Lieutenant McGarry Company HQ
Lieutenant Lyman 1st P latoon
Lieutenant Ziegler 2nd P latoon
Sergeant Seaborn 3rd P latoon
Engineers Support P latoon
Company HQ Hesitant Troops
1st P latoon Poor F ire Discipline
2nd P latoon Hesitant Commander
` 3rd P latoon
Weapons P latoon
Rapid Deployment
Heroic Commander
Rally

122
Scenario 13: Map

123
Scenario 13: US Briefing
You are Colonel John Heintges, commander of 3rd Battalion, 7th Infantry. It’s 11th July 1943, and
today is your second day in Sicily. Largely due to careful planning and preparation, the landing
yesterday went almost without incident: enemy forces around Licata crumbling before a well
coordinated assault. Today begins the expansion out of the beachhead into northern and western
Sicily.

The Cottonbalers have point in the movement west along Highway 115 towards Agrigento, with 3rd
Battalion taking the lead, your target being to take the town of Palma di Montechiaro. The Italians
had troops dug in across the Highway to the south of the town, but a considered build up of
firepower quickly pushed them back into the town itself.

You were preparing to follow up when white flags began appearing. Always happy to avoid
unnecessary bloodshed, you sent forward a patrol to take the surrender. Unbelievably, the enemy
fired on the patrol and two of your boys were killed. You are outraged: this is against all the rules of
war! You have worked out from which building the fire came from (the one on the map marked
with an “X”) and are determined that this travesty be revenged.

Now you will lead your men to take the town by storm. The signal for the general assault will be the
explosion that occurs when you and a picked party of engineers blow up the house containing the
treacherous scum. Everybody ready? Right, let’s show the Eyeties how the Cottonbalers play Ding
Dong Ditch!

Map & Terrain

The map is a representation of the eastern end of Palma di Montechiaro. The ground slopes fairly
sharply upwards to the north. The main road running east-west is Highway 115, with the tree-lined
road forking off to the town also being of fairly good quality. The grey areas represent houses and
shops, with the house marked with the “X” being where you reckon most of the shooting that hit
your parley party came from.

The rest of the terrain is the usual rough, open ground divided into dusty fields separated by paths
that could be raised slightly from the surrounding terrain. There’s some cover for prone men, but
not a lot from fire coming from a higher contour.

Initial Dispositions

You begin the game off-table to the south. Each time the US Blinds card appears you may place up
to three Blinds on the southern edge of the battlefield, which may then make a normal Blinds move.
You have eight Blinds at your disposal: one per platoon and two False Blinds.

Objections & Victory Conditions

You have two objectives. Your main, military, objective is to clear this sector of the town of enemy
troops. As their objective is to hold this sector of the town, the winner of the game will therefore be
the side that, in the Umpire’s opinion, controls this sector of Palma di Montechiaro at the end of the
battle.

Your secondary objective is to teach the goddamn Eyeties in the house marked with an X that they
can’t fire on troops coming forward to accept their surrender. That’s just a dirty trick, and dirty
tricksters get what’s coming to them! Blow them to bits!

124
Special Rules

Your force includes a demolition party of engineers personally led by you. Their objective is to
blow up the building marked with an X. Once at the building, whether inside or out, the demolition
party (which must include you and at least one engineer) requires one initiative die to set charges.
At that point, you must state how many appearances of the “Boom!” card occur before the
explosives detonate. When the card appears the right number of times, then “Boom!”.

Elements of 3rd Battalion, 7th Infantry Regiment

HQ & Demolition Party


Colonel John Heintges* (1d6+1)
1 x Engineer Squad (10 men)

Company HQ
Captain Josiah “Jed” Bartlett (1d6)
1 x Rifle Squad (10 men)
1 x Bazooka Team (2 men)

1st Platoon
1st Lieutenant Leo McGarry (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
2 x MMG (3 crew each)

2nd Platoon
Lieutenant Josh Lyman (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
2 x MMG (3 crew each)

3rd Platoon
Lieutenant Toby Ziegler (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
2 x MMG (3 crew each)

Weapons Platoon
Sergeant Sam Seaborn (1d6)
2 x 81mm Mortar (3 crew each)
2 x MMG (3 crew each)
2 x Bazooka (2 crew each)

Troops/Dice 0 1 2 3 4
7th Infantry 1, 2, 3 4 5, 6 7, 8, 9 10

125
Scenario 13: Italian Briefing
You are Capitano Leopoldo Lamborghini of the 207th Coastal Division, tasked with protecting the
island of Sicily. It is Sunday 11th July 1943, and the Allies have invaded.

The far left of the Allied invasion zone seems to have been the town of Licata, astride Highway
115. You are based at Agrigento, some miles to the west, but have been moved up to block the
highway near where it passes the small township of Palma di Montechiaro.

On your arrival, you immediately dug in, so were fairly confident you could give any marauding
americanos a bloody nose. Unfortunately, your confidence has proved misplaced: the Americans
have overwhelmed your defences. Now you and your men have retreated back to Palma itself, and
prepare to resist the enemy attack from the relative safety of the buildings.

The townsfolk are none to keen on you being there, by the way, and have already tried to surrender
to the Americans. There’ll be time enough to deal with them later on.

Map & Terrain

The map is a representation of the eastern end of Palma di Montechiaro. The ground slopes fairly
sharply upwards to the north: and although there are no penalties to movement when going up– or
downhill.

The main road running east-west is Highway 115, with the tree-lined road forking off to the town
also being of fairly good quality. The grey areas represent houses and shops, not too densely placed,
as Palma is a small, less busy town.

The rest of the terrain is the usual rough, open ground divided into dusty fields separated by paths
that could be raised slightly from the surrounding terrain. There’s some cover for prone men, but
not a lot from fire coming from a higher contour.

Initial Dispositions

Your men may begin the game anywhere on the table that they like, with the proviso that at least
one squad must be in the house marked with an X. Any units not within the town should be
considered as moving towards it i.e. should be placed facing towards the town and moving rather
than hunkered down within cover. Any units within the town have just arrived, so could be in a
position to fire but cannot have done such things as barricaded themselves into houses, set up
superb firing positions etc.

You begin the game under Blinds, and have ten Blinds at your disposal, any of which may be False,
with the proviso that no more than one platoon may be under any one Blind.

Objections & Victory Conditions

The American objective is to clear this sector of the town of your troops. As your objective is
obviously to hold this sector of the town, the winner of the game will therefore be the side that, in
the Umpire’s opinion, controls this sector of Palma di Montechiaro at the end of the battle.

126
Elements of 207th Coastal Defence Division

Company HQ
Capitano Leopoldo Lamborghini (1d3)
1 x Rifle Squad (8 men each)

1st Platoon
4 x Rifle Squad (8 men each)

2nd Platoon
4 x Rifle Squad (8 men each)

3rd Platoon
4 x Rifle Squad (8 men each)

Support Platoon
Sergente Luigi Lancia (1d3)
2 x MMG (3 crew each)
1 x 45mm Mortar (2 crew)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3, 4 5 6, 7, 8 ~ ~

127
Scenario 14: Canicatti
11th July 1943
The background for this scenario is the same as for Scenario 13, but is included for ease of printing.

Whilst the US 1st Infantry Division was embroiled in heavy fighting around Gela, the US 3rd
Infantry Division, under General Lucien Truscott, was smashing its way inland from its original
landing sites around Licata.

Truscott’s plan for 11th July was for the 7th Infantry Regiment to thrust west to take Palma di
Montechiaro; for the 15th Infantry Regiment to continue its advance north along Highway 123 to
take Campobello (their initial advance on 10th July had been halted by a battalion from 177th
Bersaglieri Regiment supported by a makeshift force of Italian artillerymen and motorcyclists); and
for General Rose’s Combat Command A (66th Armoured Regiment, less 3rd Battalion; 41st
Armoured Infantry Regiment, less 1st Battalion; Company B, 82nd Reconnaissance Squadron; and
14th Armoured Field Battalion Artillery) to take Naro. The 30th Infantry Regiment was to protect
3rd Division’s right flank, sending a battalion to take Riesi.

The advance of Palma di Montechiaro was led by 3rd Battalion, 7th Infantry, under Colonel John A.
Heintges. Just south of the town, the American troops ran into a strong Italian position manned by
troops from the 207th Coastal Division reinforced by a tactical group newly arrived from Naro, but
a slow, deliberate advance gradually pushed the Italians back into Palma itself. As 3rd Battalion
prepared to assault the town, white flags began appearing, but when a patrol was sent forward to
accept the surrender it came under fire, and two men were killed: the flags had unfortunately been
raised by Italian civilians, not the soldiers doing the fighting.

DELIA
CANICATTI
g

35th Bsg
Bs

MAZZARINO
35 th

th
sg
B122
35 SOMMATINO
A

35th Bsg RIESI


CC

NARO
CAMPOBELLO
AGRIGENTO CC
A
th
207
Coastal
Division FAVOROTTA
CC

PALMA DI BUTERA
A

115
MONTECHIARO
3 rd
/7t
h
CC

3 rd
/7t
A

h
115

3rdLICATA
Infantry
Div. GELA1st
Infantr
Div.

128
Heintges was enraged by this apparent dirty trick, and led ten men forward across an open field
towards the building from which the heaviest fire seemed to be coming. Reaching the building
safely, Heintges and his men laid demolition charges and blew it to bits! The rest of the battalion,
waiting for the explosion as a signal, then swept into the town, and fierce street-fighting began. The
battle raged for two hours until, at about 1300hrs, the Italians began to withdraw, hotly pursued by
the Americans, who cleared the hills on the south side of Highway 115 and then dug in to await
further orders.

Meanwhile, General Rose was leading Combat Command A towards Naro. Travelling slowly over
poor roads, the column came under long-range sniper and machine-gun fire, and was even strafed
by two German aircraft. As a point of interest, the official American history of the campaign states
that “for the first time, in a procedure that would become standard, the armoured infantrymen
mounted the tanks and rode the last few miles”.

Once outside Naro, the column encountered an Italian civilian who told them that the town was
unoccupied and ready to surrender. Taking no chances, Colonel Sidney R. Hinds, commander of the
41st Armoured Infantry, placed the civilian and his young son on the bonnet of his half-track, and
led the rest of his men down into the town. Fortunately for all concerned, what the civilian had said
was true, and by mid-morning Naro was firmly in American hands.

Rose then ordered his men onwards towards Canicatti, but at around 1600hrs, some two miles
north-east of Naro where the road ran between two hills, the column ran into the 35th Bersaglieri
Battalion of the 10th Bersaglieri Regiment who had moved up from Agrigento that morning and
had reached the pass literally minutes before the American tanks leading the advance. Joined by a
battalion of armoured infantrymen under Lieutenant Colonel Marshall L. Crawley, Jnr, the
American tanks slowly began pushing the Italians back until, as darkness fell, the Italians withdrew.
This left Combat Command A some four miles short of Canicatti, where they halted and sent
forward reconnaissance units to scout out the ground ahead for a possible attack the next day.

Introduction

This scenario will cover part of the Combat Command A assault on the pass held by the 35th
Bersaglieri Battalion. If you are playing this scenario book as a campaign, this is the first time that
the Americans will have a properly balanced armoured force at their disposal, but will also be the
first time that they encounter decent quality Italian troops.

Map & Terrain

The map shows the area where the road to Canicatti starts to run between two hills. Note that
although I say “road”, the road is very poor, and vehicles moving on it count as moving on good
terrain only. The track coming off it is even worse: really no more than a deeply rutted, cart-wide
path. The rest of the terrain, including the hill, is fields laid out in a grid pattern, although the field-
dividers are no more than dusty paths or very low scrub (no impediment to movement). Tracked
vehicles moving cross-country count the terrain as good, wheeled vehicles count it as poor. All
vehicles are subject to the vehicle breakdown card wherever they are on the table: although a
breakdown can also mean stuck in a ditch, stalled due to an unfortunate incline etc. The top of the
hill sees the fields begin to turn into proper scrubland, so provide more cover than the largely open
areas below. The hill itself is not very steep, but still reduces movement upwards by 1” per initiative
die rolled for movement.

129
Initial Dispositions

All Italian troops begin the game on table under Blinds, and may be positioned anywhere north of
the centre line. They have just arrived at the pass, so cannot be considered as dug-in, although they
may have had time to find what little cover there is. They have eight Blinds at their disposal: one
per platoon and two False Blinds.

The Americans begin the game off-table to the south. Each time the US Blinds card appears they
may place up to three Blinds on the southern edge of the battlefield, which may then make a normal
Blinds move. They have eight Blinds at their disposal: one per platoon and two False Blinds. Note
that each US platoon may begin the game either in their vehicles or already dismounted: if
dismounted, then the vehicles of that platoon will remain off table and play no part in the action.

Objectives and Victory Conditions

The American objective is to take the high ground dominating the road so that they can resume their
advance towards Canicatti. They therefore win the game if, at the end of the battle, they hold the top
contour of the hill.

The Italian objective is to prevent the American troops using the road to assault Canicatti. They
therefore win the game if they still hold the top contour of the hill at the end of the battle.

Notes on Big Men

The US Big Men all served within 41st Armoured Infantry Regiment during WW2. I have,
however, changed their ranks and assumed they were present with the 41st at Canicatti. Sergeant
Kisters won the Medal of Honour later on in the campaign on Sicily when serving with the 66th
Armoured Regiment.

I’m afraid I finally gave in and made the Italian Big Men based on popular Italian foods, including
the lamentable Sergente Spaghetti. What can I say? I apologise!.

The Cards

Game Cards American Cards Italian Cards


Tea Break US Blinds Italian Blinds
Vehicle Breakdown Capitano Tortelli
Captain Andrews Tenente Antipasti
Lieutenant C urrie Tenente Gnocchi
Lieutenant Geffner Tenente Panini
Lieutenant Jackson Sergente Risotto
Sergeant K isters Sergente Spaghetti
Company HQ Company HQ
1st P latoon 1st P latoon
2nd P latoon 2nd P latoon
3rd P latoon 3rd P latton
` Support P latoon Support P latoon
Tank P latoon Anti- Tank Gun 1
Rapid Deployment Anti- Tank Gun 2
Dynamic Commander Off-Table Artillery
Rally Rally

130
Scenario 14: Map

131
Scenario 14: US Briefing
You are Captain Walt Andrews of the 41st Armoured Infantry Regiment, part of Combat Command
A of 2nd Armoured Division. It’s 11th July 1943, and today is your second day in Sicily. Largely
due to careful planning and preparation, the landing yesterday went almost without incident: enemy
forces around Licata crumbling before a well coordinated assault. Today begins the expansion out
of the beachhead into northern and western Sicily.

CCA was ordered north towards Naro. Travelling slowly over poor roads, the column came under
long-range sniper and machine-gun fire, and was even strafed by two German aircraft. Once outside
Naro, you encountered an Italian civilian who told you that the town was unoccupied and ready to
surrender. Taking no chances, the big boss, Colonel Hinds, placed the man and his young son on the
hood of his half-track, and led the rest of you down into the town. Fortunately for all concerned,
what the man had said was true, and by mid-morning Naro was firmly in your hands.

You were then ordered onwards towards Canicatti, but at around 1600hrs, some two miles north-
east of Naro where the road runs between two hills, the tanks leading the way have run into an
enemy position, and have called for infantry to come forward and help them clear it.

You are part of the battalion under command of Colonel Crawley that has been tasked with clearing
the high ground overlooking the road.

Map & Terrain

The map shows the area where the road to Canicatti starts to run between two hills. Note that the
road is very poor, and vehicles moving on it count as moving on good terrain only. The track
coming off it is even worse: really no more than a deeply rutted, cart-wide path. The rest of the
terrain, including the hill, is fields laid out in a grid pattern, although the field-dividers are no more
than dusty paths or very low scrub (no impediment to movement).

Initial Dispositions

You begin the game off-table to the south. Each time the US Blinds card appears you may place up
to three Blinds on the southern edge of the battlefield, which may then make a normal Blinds move.
You have eight Blinds at your disposal: one per platoon and two False Blinds. Note that each US
infantry platoon may begin the game either in their vehicles or already dismounted: if dismounted,
then the vehicles of that platoon will remain off table and play no part in the action.

Objectives & Victory Conditions

Your objective is to take the high ground dominating the road so that the Command can resume its
advance towards Canicatti. You therefore win the game if, at the end of the battle, you hold the top
contour of the hill.

Elements of Combat Command A, 2nd Armoured Division

Company HQ (from 41st Armoured Infantry Regiment)


Captain Walt Andrews* (1d6)
2 x Rifle Squad (10 men each)
2 x Bazooka Team (2 men each)
2 x M3 Halftrack

132
1st Platoon
1st Lieutenant Jesse Earl Currie* (1d6)
3 x Rifle Squad (10 men each)
2 x MMG (3 crew each)
1 x HMG (3 crew)
4 x M3 Halftrack

2nd Platoon
1st Lieutenant Sol Geffner* (1d6)
3 x Rifle Squad (10 men each)
2 x MMG (3 crew each)
1 x HMG (3 crew)
4 x M3 Halftrack

3rd Platoon
Lieutenant Charles Lee Jackson* (1d6)
3 x Rifle Squad (10 men each)
2 x MMG (3 crew each)
1 x HMG (3 crew)
4 x M3 Halftrack

Support Platoon
2 x M21 81mm Mortar Carriers

Tank Platoon (from 66th Armoured Regiment, the Iron Knights)


Sergeant Gerry H. Kisters* (1d4)
5 x M4 Sherman

Troops/Dice 0 1 2 3 4
41st Arm’d Inf. 1, 2, 3, 4 5 6, 7 8, 9, 10 ~

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average
M3 Halftrack 2 HMG n/a Fast

133
Scenario 14: Italian Briefing
You are Capitano Taddeo Tortelli of the 10th Bersaglieri Regiment, tasked with protecting the
island of Sicily. It is Sunday 11th July 1943, and the Allies have invaded.

The far left of the Allied invasion zone seems to have been the town of Licata, astride Highway
115. You are based at Agrigento, some miles to the west, but have been moved north to the town of
Canicatti to reinforce the rather poor quality local defence troops there.

Reports have been coming in all day that the Americans are moving towards Canicatti. To do that,
they will have to travel through a pass between two steep hills some four miles south-west of the
town. That is where your battalion will make its stand.

You have moved forward to the hills overlooking the pass, arriving just as some enemy tanks
appeared, nosing their way cautiously forward over the appalling roads. A couple of long-range
shots with the anti-tank guns soon had them scurrying backwards, but now the Americans have
brought up infantry in half-tracks. Looks like there’s going to be quite a fight for the hills!

Map & Terrain

The map shows the area where the road to Canicatti starts to run between two hills. Note that the
road is very poor, and vehicles moving on it count as moving on good terrain only. The track
coming off it is even worse: really no more than a deeply rutted, cart-wide path. The rest of the
terrain, including the hill, consists of fields laid out in a grid pattern, although the field-dividers are
no more than dusty paths or very low scrub (no impediment to movement). The top of the hill sees
the fields begin to turn into proper scrubland, so provide more cover than the largely open areas
below. The hill you are positioned on is not very steep, but still reduces movement upwards by 1”
per initiative die rolled for movement.

Initial Dispositions

All your troops begin the game on table under Blinds, and may be positioned anywhere north of the
centre line. They have just arrived at the pass, so cannot be considered as dug-in, although they may
have had time to find what little cover there is. They have eight Blinds at their disposal: one per
platoon and two False Blinds.

Objectives & Victory Conditions

Your objective is to prevent the American troops using the road to assault Canicatti. You therefore
win the game if you still hold the top contour of the hill at the end of the battle.

Elements of 35th Bersaglieri Battalion and supports (10th Bersaglieri Regiment)

Company HQ
Capitano Taddeo Tortelli (1d6)
1 x Rifle Squad (8 men)

1st Platoon
Tenente Armand Antipasti(1d6)
4 x Rifle Squad (8 men each)

134
2nd Platoon
Tenente Guido Gnocchi (1d6)
4 x Rifle Squad (8 men each)

3rd Platoon
Tenente Paulo Panini (1d6)
4 x Rifle Squad (8 men each)

Support Platoon
Sergente Renzo Risotto (1d6)
3 x MMG (3 crew each)
1 x 45mm Mortar (2 crew)
2 x 20mm ATR (2 crew each)

Attached Anti-Tank Guns


Sergente Silvio Spaghetti (1d6)
2 x 47mm ATG (4 crew each)

Off-Table Artillery
You may call on three fire missions from the battalion’s 3 x 81mm Mortar.

Troops/Dice 0 1 2 3 4
35th Bersaglieri 1, 2, 3 4 5, 6 7, 8 ~

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Anti- Tank Rifle 4 3 2 2 1


MMG 2 2 1 1 1
Infantry Squad 1 - - - -

Weapon Strike
47mm ATG 5

135
Scenario 15: Favarotta
11th July 1943
Whilst the American 7th Infantry Regiment was thrusting west to take Palma di Montechiaro, and
Combat Command A was embroiled in front of Canicatti, the American 15th Infantry Regiment
had been ordered to continue its advance north along Highway 123 to take Campobello.

Colonel Johnson’s plan was for 3rd Battalion, 15th Infantry to strike directly up the highway,
aiming to capture the high ground to the west of Campobello. At the same time, 1st Battalion would
carry out a wide outflanking manoeuvre to the right, approaching Campobello’s left flank through a
series of passes through the rocky mountainside that should give good cover to the approaching
troops. 2nd Battalion would be in reserve, with support provided by 39th Field Artillery Battalion
and a battery from 9th Field Artillery Battalion.

15th Infantry’s original advance had been stopped by a battalion from 177th Bersaglieri Regiment
supported by a makeshift force of Italian artillerymen and motorcyclists. Overnight, however, the
rest of the regiment along with the 526th Bersaglieri Battalion had come up, organised as Tactical
Group Venturi as part of the larger Ragruppamiento Schreiber, and were now about to move
forward in preparation for an attack on Licata. It was to be a head-on collision on Highway 123.

3rd Battalion, 15th Infantry and Group Venturi ran into each other around the small town of
Favarotta. Fierce fighting broke out, and battle raged for four hours, with the American artillery
doing tremendous damage to the field and self-propelled artillery supporting the Italians.

By mid-morning, a company of American infantry had worked their way around the right of the
Italian line, west of Highway 123, but had then become pinned down by the fire of four or five
Italian machine guns. Colonel Johnson had three half-tracks from 15th Infantry Cannon Company

DELIA
CANICATTI
35th Bsg Gr
p MAZZARINO
Ve
nt
th
sg
B122 ur
i SOMMATINO
35

35th Bsg
Grp Venturi

NARO RIESI
CAMPOBELLO
AGRIGENTO CC
A
th
207
Coastal
Division FAVOROTTA
CC

BUTERA
th

PALMA DI
A

115
1 st/15

MONTECHIARO
h
3 rd
/7 t 15t
h rd /
3 t 5th
1s /1
115
rd
3
ry
Infant LICATA
Di v .
GELA1st
Infantry
Div.

136
supporting his advance, each mounting a 75mm howitzer, and these were ordered forward to
support the pinned down infantry. The problem was that the only route to a suitable firing position
was along a stretch of road with several hairpin bends in it that had been pre-registered by the
Italian artillery. The half-tracks could not leave the road, as the surrounding terrain was not vehicle-
friendly, and each time they appeared at the start of the stretch of road, a salvo of Italian shells
“checkerboarded” their route.

Finally, the half-track platoon commander reversed his vehicles as far up the preceding stretch of
road as he could to get a running start, and then ordered them to charge down the stretch with the
hair pin bends as fast as possible. Travelling at about thirty miles an hour, the three half-tracks,
separated at fifty yard intervals (about 7½ inches on the table at 15mm) dashed down the road, with
at least four salvos of Italian artillery seemingly missing them by inches. All three made it safely,
however, and their supporting fire drove the Italians back. Group Venturi retreated to Campobello,
hotly pursued by 3rd Battalion, 15th Infantry, who took the high ground to the west of the town.

By this time, about 1300hrs, 1st Battalion, 15th Infantry had completed their enveloping move and
had arrived on the high ground to the east of the town. Unfortunately for the Americans, they were
not the only newcomers at Campobello. Group Venturi had been intended only as the vanguard of
the Italian attack on Licata, and by now Group Neapal under the direct command of Generale di
Brigata Ottorino Shreiber had also arrived. The exact composition of Group Neapal is unclear, but it
is certain that it contained large numbers of German troops, probably headquarters elements from
215th Tank Battalion of 15th Panzer Grenadier Division and reconnaissance troops from the
Herman Göring Division. The Italians also had support from artillery based at Casa San Silvestro,
two miles south of Canicatti.

Although General Schreiber’s counter-attack never materialised (Group Venturi being too battered
to think of an offensive, and Group Neapal quickly becoming embroiled in defending Campobello)

DELIA
CANICATTI
g

35th Bsg
Bs

MAZZARINO
35 th

th
sg
B122
35 SOMMATINO
G
rp
A

35th Bsg RIESI


ea
CC

NARO
pa

CAMPOBELLO
l

AGRIGENTO CC
A 1 st
/15 th
207th
3rd/15th

Coastal
Division FAVOROTTA
CC

PALMA DI BUTERA
1 st/15 th
A

115
MONTECHIARO
th
3 rd 5
/7 th rd /1 t h
3 t 5
1s /1
th 115
d 0
3r /3
rd
3
ry
In ant LICATA
f
Div.
GELA1st
Infantr
Div.

137
it took until 1600hrs for the two battalions of the US 15th Infantry Regiment to force their way into
the town. An initial attack was blunted by concentrated German fire, and it was the competent use
of the American artillery that finally suppressed the defenders enough for a successful assault. By
this time as well, CCA had taken Naro and was threatening Canicatti and therefore the Italian right
flank. The survivors of Groups Venturi and Neapal retreated north.

Meanwhile, 3rd Battalion, 30th US Infantry, had marched over fourteen miles over rugged
mountainous terrain to take Riesi. They had also made contact with the US 1st Division on their
right. Truscott’s beachhead area was more than secure: he was a day ahead of schedule as regards
penetrating inland.

Introduction

This scenario will focus on the climax of 3rd Battalion, 15th US Infantry’s assault on the Italian
right flank at Favarotta, including the near-death ride of the howitzer-carrying half-tracks. The
American infantry will enter the table, presumably get pinned down by the Italians, and then have to
call for artillery support from the half-tracks, who will have to manoeuvre into an appropriate firing
position.

Map & Terrain

The map shows the area in between Favarotta and Favarotta Railway Station, where much of the
fighting took place. The ground is rocky, mountainous terrain wholly unsuitable for vehicle
movement. Any vehicle that leaves the road is immediately bogged down for the rest of the game.
Infantry will find the terrain hard going (-1” per initiative die rolled for movement) but will benefit
from good cover if prone, although troops on higher ground will have a distinct advantage shooting
down onto those below.

Initial Dispositions

The Italian troops begin the game on table anywhere on the hill on the eastern edge of the map.
Although not dug-in, they have had time to establish good firing positions.

The US infantry enter the table under Blinds on its western edge anywhere north of where the
hairpin bends on the road end. Each time the US Blinds card appears they may place up to two
Blinds on the western edge of the battlefield, which may then make a normal Blinds move. They
have six Blinds at their disposal: one per platoon and two False Blinds.

Once they arrive, the US half-tracks enter the table on the road at the south-west corner of the map.
As that area is under constant surveillance from Italian artillery spotters, they are placed straight on
the table not under Blinds. The lead half-track should be placed on the road on the edge of the table,
with the US player stating the distance between the three half-tracks at that point.

Objectives and Victory Conditions

The US objective is to take the hill that forms the eastern edge of the table. They therefore win the
game if, in the Umpire’s opinion, they control the hill at the end of the battle.

The Italian objective is to hold the hill. Likewise, they therefore win the game if, in the Umpire’s
opinion, they control the hill at the end of the battle.

138
Special Rules

The US player may call for close artillery support at any time during the game. 15th Infantry’s
Regiment HQ will, however, only dispatch the half-tracks if they (i.e. the Umpire) believes that
they are needed. Feel free to roundly abuse the US player if he calls for support when he doesn’t
need it, but be highly supportive if he does!

Assuming support is deemed appropriate, the US half-tracks will arrive two turns after they have
been called for by the US player, appearing as described above on the first appearance of the US
Blinds card after the second appearance of the Tea Break card. When confronted by the Italian
artillery (see below) the US player may wish to retreat the half-tracks back off the table whilst he
thinks what to do. This should be allowed, with the half-tracks able to move back onto the table
with a full move on any subsequent appearance of the US Blinds card.

The Italian off-table artillery has pre-registered the area surrounding the hairpin bends on the road
towards the western edge of the table. They also have this area under observation. Umpire’s should
therefore place the Italian Off-Table Artillery card into the pack right at the beginning of the game.
Whenever the card comes up, the Italian player may choose whether to fire or not. If he chooses to
fire, he does not need to go through the usual artillery firing process, but instead a full “fire for
effect” barrage is calculated at a target point of the player’s choice within the pre-registered area,
with 2d6 deviation. The Italian player has an unlimited number of fire missions. To clarify, the only
way in which the off-table artillery can be used is to fire at the pre-registered area using the method
above: the Italian player cannot fire the guns anywhere else on the table.

The US 60mm mortar fires as a light mortar, but on a roll of a 6 it will case one actual hit in
addition to the automatic wound.

Notes on Big Men

The US Big Men are all famous American inventors. The Italian Big Men are all famous Italian
explorers.

The Cards

Game Cards American Cards Italian Cards


Tea Break US Blinds Italian Blinds
Captain Colt Tenente Amoretti
Lieutenant O. Wright Tenente Gessi
Lieutenant W. Wright Tenente Tarigo
Lieutenant W hitney HQ Element
Lieutenant Goodyear 1st P latoon
Company HQ MMG P latoon
1st P latoon Off-Table Artillery
2nd P latoon MMG Bonus F ire
3rd P latoon Hesitant Troops
15th Cannon Company
` Rapid Deployment
Dynamic Commander
Rally

139
Scenario 15: Map
N

140
Scenario 15: US Briefing
You are Captain Samuel Colt of 3rd Battalion of the 15th Infantry Regiment combat team, part of
3rd Infantry Division. It’s 11th July 1943, and today is your second day in Sicily. Largely due to
careful planning and preparation, the landing yesterday went almost without incident: enemy forces
around Licata crumbling before a well coordinated assault. Today begins the expansion out of the
beachhead into northern and western Sicily.

The combat team’s task is to drive north and take the town of Campobello. Your own 3rd Battalion
has been ordered to drive straight up the road, smashing through the Italians that hindered progress
yesterday, as 1st Battalion swings east and works their way around the town’s flank. 2nd Battalion
are in reserve.

Your battalion is now embroiled in a fight along the axis of the railway line that runs parallel to the
north-south road, around a small town called Favarotta. Your company has been tasked with
moving around the Italian right flank onto high ground that overlooks Favarotta railway station. The
terrain is pretty awful, verging on the mountainous, and your men are already finding it hard going.

Ahead of you, you can see the hill that is your target. Let’s hope the Italians haven’t realised what
you’re doing!

Map & Terrain

The map shows the area in between Favarotta and Favarotta Railway Station, where most of the
Italians seem to be massed. The ground is rocky, mountainous terrain wholly unsuitable for vehicle
movement. Any vehicle that leaves the road is immediately bogged down for the rest of the game.
Infantry will find the terrain hard going (-1” per initiative die rolled for movement) but will benefit
from good cover if prone, although troops on higher ground will have a distinct advantage shooting
down onto those below.

Initial Dispositions

Your troops enter the table under Blinds on its western edge anywhere north of where the hairpin
bends on the road end. Each time the US Blinds card appears, you may place up to two Blinds on
the western edge of the battlefield, which may then make a normal Blinds move. You have six
Blinds at your disposal: one per platoon and two False Blinds.

Objectives and Victory Conditions

Your objective is to take the hill that forms the eastern edge of the table. You therefore win the
game if, in the Umpire’s opinion, they control the hill at the end of the battle.

Special Rules

If your men get pinned down, you may call for close artillery support reinforcements from 15th
Infantry’s Regimental HQ. This must be done by the most senior Big Man remaining on the table,
using his whole turn to do so.

141
Company J, 3rd Battalion, 15th Infantry

Company HQ
Captain Samuel Colt (1d6)
2 x Rifle Squad (10 men each)

1st Platoon
Lieutenant Orville Wright (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

2nd Platoon
Lieutenant Wilbur Wright (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

3rd Platoon
Lieutenant Eli Whitney (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

Close Artillery Support (available from 15th Infantry Regimental HQ)

Platoon from 15th Infantry Cannon Company


Lieutenant Charles Goodyear (1d4)
3 x M3 Gun Motor Carriage with 75mm Howitzer

Troops/Dice 0 1 2 3 4
15th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M3 Halftrack 2 Howitzer 75mm Fast

142
Scenario 15: Italian Briefing
You are Tenente Carlo Amoretti of the 526th Bersaglieri Regiment, tasked with protecting the
island of Sicily. It is Sunday 11th July 1943, and the Allies have invaded.

The far left of the Allied invasion zone seems to have been the town of Licata, astride Highway
115. Your regiment has been made part of Groupe Venturi, tasked with striking down the main road
straight at the Allied landing grounds. The other regiment that makes up the Groupe is the 177th
Bersaglieri, and they told you that the Americans are already striking north, and that they clashed
with them along the Highway yesterday.

No matter, your orders were clear, and with the rest of the regiment you moved south towards
Licata along the axis of the north-south railway line that runs parallel to the road. Around the town
of Favarotta, your force ran straight into a substantial enemy force moving north. A fierce fight has
developed, and has now been going on for some three hours.

You have been tasked with protecting the right flank of the position, and have therefore placed
yourself on some high ground looking out over where you might expect the enemy to advance from.
You know that the road in front of you has been pre-registered with the Groupe’s artillery so even
though you don’t correctly control their fire, you can be sure that movement along the road will be
difficult for the enemy, to say the least.

As you look out over the terrain in front of you, you see the glint of sun on metal. Here they come...

Map & Terrain

The map shows the area in between Favarotta and Favarotta Railway Station where you have been
positioned protecting the right flank of the main force. The ground is rocky, mountainous terrain
wholly unsuitable for vehicle movement. Any vehicle that leaves the road is immediately bogged
down for the rest of the game. Infantry will find the terrain hard going (-1” per initiative die rolled
for movement) but will benefit from good cover if prone, although troops on higher ground will
have a distinct advantage shooting down onto those below.

Initial Dispositions

Your troops begin the game on table anywhere on the hill on the eastern edge of the map. Although
not dug-in, they have had time to establish good firing positions.

Objectives and Victory Conditions

Your objective is to hold the hill. You therefore win the game if, in the Umpire’s opinion, you
control the hill at the end of the battle.

Special Rules

Your off-table artillery has pre-registered the area surrounding the hairpin bends on the road
towards the western edge of the table. They also have this area under observation. Umpire’s will
therefore place the Italian Off-Table Artillery card into the pack right at the beginning of the game.
Whenever the card comes up, you may choose whether to fire or not. If you choose to fire, you do
not need to go through the usual artillery firing process, but instead a full “fire for effect” barrage is
calculated at a target point of your choice within the pre-registered area, with 2d6 deviation. You
have an unlimited number of fire missions. To clarify, the only way in which you can use your off-

143
table artillery is to fire at the pre-registered area using the method above: you cannot fire the guns
anywhere else on the table.

Elements of Groupe Venturi (177th and 526th Bersaglieri Regiments and Support)

HQ Element
Tenente Carlo Amoretti (1d6)
1 x Rifle Squad (8 men)

1st Platoon
Tenente Romolo Gessi (1d6)
3 x Rifle Squad (8 men each)

Double-sized MMG Platoon


Tenente Luca Tarigo (1d6)
5 x Breda MMG (3 crew each)

Off-Table Artillery
4 x 100mm M17 Guns

Troops/Dice 0 1 2 3 4
526th Bersaglieri 1, 2, 3 4 5, 6 7, 8 ~

144
Scenario 16: Campobello
11th July 1943
The background for this scenario is the same as for Scenario 15, but is included for ease of printing.

Whilst the American 7th Infantry Regiment was thrusting west to take Palma di Montechiaro, and
Combat Command A was embroiled in front of Canicatti, the American 15th Infantry Regiment
had been ordered to continue its advance north along Highway 123 to take Campobello.

Colonel Johnson’s plan was for 3rd Battalion, 15th Infantry to strike directly up the highway,
aiming to capture the high ground to the west of Campobello. At the same time, 1st Battalion would
carry out a wide outflanking manoeuvre to the right, approaching Campobello’s left flank through a
series of passes through the rocky mountainside that should give good cover to the approaching
troops. 2nd Battalion would be in reserve, with support provided by 39th Field Artillery Battalion
and a battery from 9th Field Artillery Battalion.

15th Infantry’s original advance had been stopped by a battalion from 177th Bersaglieri Regiment
supported by a makeshift force of Italian artillerymen and motorcyclists. Overnight, however, the
rest of the regiment along with the 526th Bersaglieri Battalion had come up, organised as Tactical
Group Venturi as part of the larger Ragruppamiento Schreiber, and were now about to move
forward in preparation for an attack on Licata. It was to be a head-on collision on Highway 123.

3rd Battalion, 15th Infantry and Group Venturi ran into each other around the small town of
Favarotta. Fierce fighting broke out, and battle raged for four hours, with the American artillery
doing tremendous damage to the field and self-propelled artillery supporting the Italians.

By mid-morning, a company of American infantry had worked their way around the right of the
Italian line, west of Highway 123, but had then become pinned down by the fire of four or five
Italian machine guns. Colonel Johnson had three half-tracks from 15th Infantry Cannon Company
supporting his advance, each mounting a 75mm howitzer, and these were ordered forward to
support the pinned down infantry. The problem was that the only route to a suitable firing position
was along a stretch of road with several hairpin bends in it that had been pre-registered by the
Italian artillery. The
half-tracks could not
leave the road, as the
DELIA
CANICATTI surrounding terrain was
g

th
35 Bsg
Bs

MAZZARINO not vehicle-friendly, and


3 5 th

g
th
35
B122
s
SOMMATINO each time they appeared
G
rp

at the start of the stretch


A

35 Bsg RIESI
ea

th
CC

NARO
pa

CAMPOBELLO of road, a salvo of


l

AGRIGENTO CC
th
A 1 st
/15 th Italian shells
207
3rd/15th

Coastal “checkerboarded” their


Division FAVOROTTA
CC

PALMA DI BUTERA route.


1 st/15 th
A

115
MONTECHIARO
th
3 rd
/7 th 15
rd /
3 t 5
th Finally, the half-track
1s /1
th
platoon commander
d 0 115
3r /3 reversed his vehicles as
3rd
y
InfantrLICATA far up the preceding
Div.
GELA1st stretch of road as he
Infantr could to get a running
Div.
start, and then ordered

145
them to charge down the stretch with the hair pin bends as fast as possible. Travelling at about thirty
miles an hour, the three half-tracks, separated at fifty yard intervals (about 7½ inches on the table at
15mm) dashed down the road, with at least four salvos of Italian artillery seemingly missing them
by inches. All three made it safely, however, and their supporting fire drove the Italians back.
Group Venturi retreated to Campobello, hotly pursued by 3rd Battalion, 15th Infantry, who took the
high ground to the west of the town.

By this time, about 1300hrs, 1st Battalion, 15th Infantry had completed their enveloping move and
had arrived on the high ground to the east of the town. Unfortunately for the Americans, they were
not the only newcomers at Campobello. Group Venturi had been intended only as the vanguard of
the Italian attack on Licata, and by now Group Neapal under the direct command of Generale di
Brigata Ottorino Shreiber had also arrived. The exact composition of Group Neapal is unclear, but it
is certain that it contained large numbers of German troops, probably headquarters elements from
215th Tank Battalion of 15th Panzer Grenadier Division and reconnaissance troops from the
Herman Göring Division. The Italians also had support from artillery based at Casa San Silvestro,
two miles south of Canicatti.

Although General Schreiber’s counter-attack never materialised (Group Venturi being too battered
to think of an offensive, and Group Neapal quickly becoming embroiled in defending Campobello)
it took until 1600hrs for the two battalions of the US 15th Infantry Regiment to force their way into
the town. An initial attack was blunted by concentrated German fire, and it was the competent use
of the American artillery that finally suppressed the defenders enough for a successful assault. By
this time as well, CCA had taken Naro and was threatening Canicatti and therefore the Italian right
flank. The survivors of Groups Venturi and Neapal retreated north.

Meanwhile, 3rd Battalion, 30th US Infantry, had marched over fourteen miles over rugged
mountainous terrain to take Riesi. They had also made contact with the US 1st Division on their
right. Truscott’s beachhead area was more than secure: he was a day ahead of schedule as regards
penetrating inland.

Introduction

This scenario will represent the fight for Campobello. As one of the main features of the fight was
the fact that the Americans had a battalion on either side of the town, I have imagined a small
village just outside the town itself, and placed a company’s worth of American troops on either side
of the German and Italian defenders. Note that the Americans do not know there are German troops
in the village: they will only be expecting the Italians.

Map & Terrain

The map shows a small village just south of Campobello. The houses are your typical Italian
whitewashed, single– or double-story buildings with tiled roofs. The blue patch is a small pond. The
terrain immediately surrounding the village is divided into rough fields by rudimentary paths or low
bushes, neither being an obstacle to movement. As the fields climb the hills on either side of the
village, they become rougher, until towards the top of the hills they are effectively rough ground
leading into mountainous terrain.

The road is not a very good one, and counts as “normal terrain” rather than “road” for the purposes
of movement. Vehicles moving off the road in the area of or immediately surrounding the village
are subject to the Vehicle Breakdown card. Vehicles moving away from the immediate environs of
the village will immediately become bogged down for the rest of the game. Infantry moving across
the hills will be at –1” per initiative dice rolled for movement.

146
Note that the map is a representation of what the tabletop should look like. Umpires should feel free
to make the approaches to the village longer than depicted. The important thing is that the
Americans attack from either side.

Initial Dispositions

All Axis forces start the game under concealed Blinds within the village or just outside it. They
have had a couple of hours to prepare positions, so although not “dug in”, they can be assumed to
have sought the best firing positions possible.

As for the American troops, the company from 1st Battalion enters the table from anywhere along
its eastern edge; the company from 2nd Battalion enters the table from anywhere along its western
edge. Each time the US Blinds card appears the US player may place a total of up to two Blinds
from either battalion on the appropriate edge of the battlefield, which may then make a normal
Blinds move. Just to clarify: that’s a total of two Blinds across both Companies, not up to two
Blinds per Company. The difficult terrain makes the approach to the village a slow process. Each
Company has six Blinds available: up to of which may be False.

Objectives and Victory Conditions

The Axis objective is to hold the village. They therefore win the battle if, at the end of the game,
they control more houses in the village than the Americans.

The US aim is to take the village. Likewise, they therefore win the battle if, at the end of the game,
they control more houses in the village then the Germans and Italians.

Notes on Big Men

All the US Big Men are famous American inventors apart from Robert Craig. 1st Lieutenant Robert
Craig of Company J, 15th Infantry, won the Medal of Honour during the final assault on
Campobello: single-handedly knocking out two enemy machine gun positions, killing eight
Germans and wounding three others before being killed himself.

The German Big Men are our old friends from the drinks industry. The Italian Big Men are named
after famous Italian explorers.

147
The Cards

Game Cards American Cards Axis Cards


Tea Break US Blinds German Blinds
Vehicle Breakdown Captain Craig Italian Blinds
Lieutenant Hubbell Hauptmann K irschwasser
Lieutenant Edison Oberleutnant Doppelkorn
Lieutenant Tomlinson Stabsfeldwebel Schnapps
Master Sergeant Maxim Unterfeldwebel Gluhwein
Captain Colt Tenente Amoretti
Lieutenant O. Wright Tenete Gessi
Lieutenant W. Wright Tenente Tarigo
Lieutenant W hitney Neapal: Company HQ
Co. B Forward Observer Neapal: 1st P latoon
` 1st P latoon Neapal: 2nd P latoon
2nd P latoon Neapal: 3rd P latoon
3rd P latoon Venturi: HQ Element
Weapons P latoon Venturi: 1st P latoon
Company J HQ Venturi: MMG P latoon
Co. J Forward Observer Forward Observer
4th P latoon Off-Table Artillery
5th P latoon MMG Bonus F ire
6th P latoon Mortar Bonus F ire
Off-Table Artillery Rally
Rapid Deployment Dynamic Commander
Dynamic Commander

148
Scenario 16: US Briefing
You are Captain Robert Craig of 1st Battalion of the 15th Infantry Regiment combat team, part of
3rd Infantry Division. It’s 11th July 1943, and today is your second day in Sicily. Largely due to
careful planning and preparation, the landing yesterday went almost without incident: enemy forces
around Licata crumbling before a well coordinated assault. Today begins the expansion out of the
beachhead into northern and western Sicily.

The combat team’s task is to drive north and take the town of Campobello. While the 3rd Battalion
drove straight up the road, smashing through the Italians that hindered progress yesterday, your own
1st Battalion was ordered to swing east and work their way around the town’s flank. 2nd Battalion
are in reserve.

Both battalions are now in position to perform a pincer movement on the town. Your particular
mission is to lead a force to take a small village just south of Campobello. Like the main assault,
you have a company from each of 1st and 3rd Battalions under your command, with one company
flanking the village to the east and one to the west. All you have to do now is co-ordinate the assault
and take the village.

Map & Terrain

The map shows a small village just south of Campobello. The houses are your typical Italian
whitewashed, single– or double-story buildings with tiled roofs. The blue patch is a small pond. The
terrain immediately surrounding the village is divided into rough fields by rudimentary paths or low
bushes, neither being an obstacle to movement. As the fields climb the hills on either side of the
village, they become rougher, until towards the top of the hills they are effectively rough ground
leading into mountainous terrain. Infantry moving across the hills will be at –1” per initiative dice
rolled for movement.

Initial Dispositions

The company from 1st Battalion enters the table from anywhere along its eastern edge; the
company from 2nd Battalion enters the table from anywhere along its western edge. Each time the
US Blinds card appears you may place a total of up to two Blinds (taken from either battalion) on
the appropriate edge of the battlefield, which may then make a normal Blinds move. Each Company
has six Blinds available: up to of which may be False.

Objectives and Victory Conditions

Your objective is to take the village. You therefore win the battle if, at the end of the game, you
control more houses in the village then the enemy.

Company B, 1st Battalion, 15th Infantry Regiment

Company HQ
Captain Robert Craig* (1d6)
1 x Forward Observation Team (2 men)

1st Platoon
Lieutenant Harvey Hubbell (1d6)
3 x Rifle Squad (10 men each)

149
2nd Platoon
Lieutenant Thomas Alva Edison (1d6)
3 x Rifle Squad (10 men each)

3rd Platoon
Lieutenant Raymond Tomlinson (1d6)
3 x Rifle Squad (10 men each)

Weapons Platoon
Master Sergeant Hiram Percy Maxim (1d6)
3 x MMG (3 crew each)
3 x 60mm Mortar (2 crew each)
3 x Bazooka Team (2 crew each)

Company J, 3rd Battalion, 15th Infantry

Company HQ
Captain Samuel Colt (1d6)
3 x Bazooka Team (2 crew each)
1 x Forward Observation Team (2 men)

4th Platoon
Lieutenant Orville Wright (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

5th Platoon
Lieutenant Wilbur Wright (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

6th Platoon
Lieutenant Eli Whitney (1d6)
3 x Rifle Squad (10 men each)
1 x 60mm Mortar (2 crew)
1 x MMG (3 crew)

Off-Table Artillery

You have access to unlimited fire missions from 4 x 105mm Howitzer from 39th Field Artillery
Battalion.

Troops/Dice 0 1 2 3 4 0- 4- 8- 12- 16-


Infantry AT
US 15th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -
Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

150
Scenario 16: Axis Briefing
You are Hauptmann Kurt Kirshwasser, it is the weekend of 10th/11th July 1943, and you are part of
the combined German and Italian force defending Sicily against yesterday’s Allied invasion.

It’s been a busy weekend for Herr Kirschwasser! Originally commanding a reconnaissance unit of
the Herman Göring Panzer Division, you were switched into commanding a company of panzers
when your reconnaissance troops were badly shot up by American fallschirmjägers. You then led
your tanks against the very same enemy troops, breaking through them and getting to within sight
of the American beachhead before being repulsed by heavy artillery and anti-tank fire.

Now separated from your division and under the command of Herr Generale di Brigata Ottorino
Shreiber, you are back leading reconnaissance troops again...and back fighting the Americans as
well.

The enemy are thrusting towards the town of Campobello. You have been ordered to take your men
forward of the town to a small village, there to join a small force of Italians holding this forlorn
hope against American attack.

Map & Terrain

The map shows a small village just south of Campobello. The houses are your typical Italian
whitewashed, single– or double-story buildings with tiled roofs. The blue patch is a small pond. The
terrain immediately surrounding the village is divided into rough fields by rudimentary paths or low
bushes, neither being an obstacle to movement. As the fields climb the hills on either side of the
village, they become rougher, until towards the top of the hills they are effectively rough ground
leading into mountainous terrain.

The road is not a very good one, and counts as “normal terrain” rather than “road” for the purposes
of movement. Vehicles moving off the road in the area of or immediately surrounding the village
are subject to the Vehicle Breakdown card. Vehicles moving away from the immediate environs of
the village will immediately become bogged down for the rest of the game. Infantry moving across
the hills will be at –1” per initiative dice rolled for movement.

Initial Dispositions

All Axis forces start the game under Blinds within the village or just outside it. Your men have had
a couple of hours to prepare positions, so although not “dug in”, they can be assumed to have
sought the best firing positions possible. The German troops may have their vehicles with them if
they wish, but if they are off table at the start of the game, then they are off table for the whole
game.

As you are hunkered down in buildings, you begin the game under concealed Blinds. Mark your
positions of your men on the map provided.

Objectives and Victory Conditions

Your objective is to hold the village. You therefore win the battle if, at the end of the game, you
control more houses in the village than the Americans.

151
Elements of Groupe Neapal (reconnaissance troops from the Herman Göring Division)

Company HQ
Hauptmann Kurt Kirschwasser (1d4)
2 x Rifle Squad (8 men each)
6 x Kubelwagon

1st Platoon
Oberleutnant Dieter Doppelkorn (1d4)
3 x Rifle Squad (8 men each)
6 x Kubelwagon

2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d4)
3 x Rifle Squad (8 men each)
3 x Truck

3rd Platoon
Unterfeldwebel Gustav Glühwein (1d4)
2 x 81mm Mortar (3 crew each)
2 x Kubelwagon

Elements of Groupe Venturi (177th and 526th Bersaglieri Regiments and Support)

HQ Element
Tenente Carlo Amoretti (1d6)
1 x Forward Observation Team (2 men)
1 x Rifle Squad (8 men)

1st Platoon
Tenente Romolo Gessi (1d6)
3 x Rifle Squad (8 men each)

MMG Platoon
Tenente Luca Tarigo (1d6)
2 x Breda MMG (3 crew each)

Off-Table Artillery

You may call upon six fire missions from 4 x 100mm M17 Guns

Troops/Dice 0 1 2 3 4
HG Division 1, 2, 3 4 5, 6 7, 8 ~
Bersaglieri 1, 2, 3 4, 5 6 7, 8 ~

152
Scenario 17: South of Priolo
11th July 1943
Like the Americans, the British were also busy driving inland from their beachheads. With an
overall aim of eventually cutting the enemy’s route to the mainland across the Messina Straits,
British forces concentrated on driving up the coast to the north.

5th Division, on the right flank of the British landing, began its advance almost as soon as it was
ashore on the morning of the 10th. As we have seen, 17th Brigade re-took the Ponte Grande from
the Italians, then continued onwards into Syracuse in the face of limited opposition. 13th Brigade at
first followed 17th Brigade, then turned left to take Florida during the night of 10th/11th July. For
the moment, 15th Brigade protected the beachhead positions, whilst parties from the Airlanding
Brigade and 1st Special Raiding Squadron polished off enemy gun positions on the Maddalena
Peninsula.

Axis forces had also been on the move. Although local defences around Syracuse had just about
collapsed, and the collapse was spreading northwards, reinforcements in the shape of the
Kampfgruppe Schmaltz (a battalion and two batteries from the Herman Goring Division supported
by the 115th Panzer Grenadier Regiment of 15th Panzer Grenadier Division) arrived at Melilli at
around 8pm on 10th July and prepared to resist the British thrust north.

The assault on Syracuse had been led by the 2nd Battalion, the Northamptonshires, supported by the
Sherman tanks of B Squadron, the 3rd County of London Yeomanry (‘the Sharpshooters’) and the
2nd Battalion, Royal Scots Fusiliers. Early on the 11th, after Syracuse had fallen, the tanks led the
way north towards Priolo but were held up both by the state of the road and by lead elements of
kampgruppe Schmaltz. One tank was knocked out by an anti-tank gun, two more by a self-propelled
gun, and two more were either knocked out or broke down (the regimental war diary doesn’t
specify which).

The advance was resumed with the nine remaining Shermans from B Squadron, 3CLY, under
Captain O.F.J.B.Woods, moving towards Priolo supported by the infantry of 17th Brigade. Just
south of the town they ran into the Schmaltz Battle Group again, who had dug themselves into some
woods that overlooked the only approach road. A fierce battle ensued, with units from all three of
17th Brigade’s infantry battalions trying to get to grip with the Germans as the British tanks tried to
advance along the road. Three more tanks were knocked out, and fighting continued until nightfall.
LENTINI LENTINI

VILLASMUNDO VILLASMUNDO

AUGUSTA AUGUSTA

Schmaltz
MELILLI MELILLI
BG
SORTINO SORTINO

PRIOLO PRIOLO

ANAPO ANAPO

SOLARINO SOLARINO

13th 17th
FLORIDIA SYRACUSE FLORIDIA SYRACUSE
Brigade Brigade

CAVADONNA 1st Special


CAVADONNA CANICATTINI Raiding &
CANICATTINI
Airlanding

15th
Brigade 5th Division
CASSIBILE
CASSIBILE

153
Overnight, Schmaltz, worried about being encircled by British troops looping inland towards
Lentini, pulled his men back towards Augusta.

As 5th Division secured Syracuse and struck due north towards Augusta, 13 Corps’ other division,
the 50th, also consolidated its landing area and moved inland. Although initially landed to 5th
Division’s left, 50th Division quickly swung north to parallel their advance. Sortino fell to 69th
Brigade early on 13th July; and behind them the Durham Light Infantry of 151st Brigade mopped up
west of Solarino and established proper contact with 30 Corps to their left.

30 Corps had also made rapid progress. The 1st Canadian Division had largely secured the Pachino
area, and an emergency crash-landing air strip had been built on the ploughed up Pachino Airfield.
The Canadians would go on to make contact with the Americans in Ragusa on the 12th. The 51st
(Highland) Division had cleared Rosolini and Noto, and had just about reached Palazzolo by the
12th, with 23rd Armoured Brigade even reaching the outskirts of Vizzini.

Introduction

This scenario will cover the British attack on kampfgruppe Schmaltz’s positions just south of
Priolo. Although the British will have the numbers, the terrain will be very against them.

Map & Terrain

The map shows the area just south of Priolo. The buildings to the north are the start of the town.
They are white-washed brick, single-storey farms or houses each accompanied by scratch patches of
cultivated land. The terrain slopes sharply down from west to east, with each contour giving a clear
view and line of fire over any lower contours. To emphasise, the road is clearly visible from a
higher contour. The sea is visible off map to the east. No vehicles may move off-road, and infantry
halve their movement.

The road itself is about 1½ vehicles wide, but is so rough, canted and sloped that it gives no bonus
to vehicle movement, and a Vehicle Breakdown card is included in the pack. Infantry may move at
normal rate along the road. Note that all accounts say that the British tanks were delayed by a
“natural anti-tank obstacle” so the second bend up from the south can be considered so sharp that a
tank must spend an entire turn (i.e. all initiative dice in one activation) manoeuvring around it. A
Canadian officer of engineers, talking about a similar road just north of Priolo said that it “looks on
the map like the graph of a jumpy market. The hill road turns back on itself so sharply in places that
even three-ton vehicles have to back up twice in order to shunt around. Imagine the difficult going
for tanks and big Recovery Vehicles…”

The large green area is dense, scrubby woodland that provides good cover from both spotting and
shooting. Although the Germans are newly arrived, they have had a chance to dig rough scrapes and
gun positions.

Initial Dispositions

The Germans begin the game on-table under concealed Blinds. Their main force is deployed within
the wood (assume they are either dug in on its edge or in reserve to the north) with any further
reserves in the houses to the north.

The British enter the table anywhere, terrain permitting, on its southern edge. Each time the British
Blinds card appears they may place a total of up to three Blinds on the table’s edge, which may then
make a normal Blinds move. They have one Blind per platoon, plus one False Blind.

154
Objectives & Victory Conditions

The British objective is to drive the Germans from the table, the German objective is to delay the
British advance north for as long as possible.

The British therefore win the game if, at the end of the battle, they can declare that the road is safe
for transport vehicles. They win a great victory if they do this within twenty turns. The Germans
win the game if, at the end of the battle, they still pose a threat to enemy vehicle movement on the
road. If they do lose control of the road, but do so after twenty turns of fighting, then they can be
considered as having achieved a draw.

Special Rules

The Germans have pre-registered three aiming points for their mortars, which the German player
should mark on his map. They may fire for effect at these points with 1d6 deviation.

Notes on Big Men

All British Big Men from the Royal Scots and the Sharpshooters actually served in the appropriate
battalion. Those from 2RSF were killed or awarded medals during WW2; and those from 3CLY are
those that actually fought south of Priolo. The Big Men from the Northamptonshire’s are famous
Northampton cricketers. German Big Men are more alcoholic drinks.

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Captain Dempster Hauptmann Heffweisen
Lieutenant Duncan Obergefreiter Pauliner
Lieutenant MacM ichael Leutnant Bittburger
Lieutenant F rankcom Leutnant Spaten
Captain Thompson Feldwebel Gevultzstraminer
Lieutenant East Hauptfeldwebel Warsteiner
Lieutenant S mith 1st P latoon
Lieutenant Jupp 2nd P latoon
Captain Woods Heavy P latoon
Sergeant Waters Anti- Tank Gun 1
` D Company HQ (RSF) Anti- Tank Gun 2
1st P latoon Anti- Tank Gun 3
2nd P latoon Anti- Tank Bonus F ire
3rd P latoon MMG Bonus F ire
C Company HQ (Nrth) Mortar Bonus F ire
4th P latoon Rally
5th P latoon Dynamic Commander
6th P latoon Air S upport
1st Troop
2nd Troop
Rally
Skirl o’ the P ipes (RSF only)
155
Scenario 17: Map

156
Scenario 17: British Briefing
You are Captain Woods of B Squadron, the 3rd County of London Yeomanry, known as the
Sharpshooters. It is July 1943, and you are part of the British force that has just invaded Sicily.
Your brigade, 4th Armoured, has been assigned to work with 17th Infantry Brigade as it drives
north from Syracuse towards Augusta.

Syracuse fell yesterday (although elements of A Squadron have been left behind to mop up the last
pockets of resistance) and B Squadron, at least the half you command, were ordered to lead the way
north. Unfortunately, just south of a town called Priolo, on the worst road imaginable, you ran into
the Germans. One tank was knocked out by an anti-tank gun, two more by a self-propelled gun, and
two more have either broken down or suffered sufficient battle damage to put them temporarily out
of action.

Being entirely cynical and self-serving, however, not all the news was bad. As the landing was a
right mash up of an affair, with most senior officers being delayed in getting ashore, you had found
yourself commanding the whole of B Squadron as it went into action during the advance into and
beyond Syracuse. A bit nerve-wracking, but what you had been trained to do. Major Caunce had
only just rejoined you and resumed command when you were ambushed...and in the ensuing battle
he was badly wounded and has had to be evacuated to the rear. You are now once more in
command of the whole of B Squadron!

You must now lead the way north into Priolo, eliminating any enemy opposition. As the road is still
bad, and getting worse, and the surrounding terrain totally unsuitable for tanks and, in fact, ideal for
infantry anti-tank warfare, you are advancing supported by two companies of infantry. Ahead of
you, you can see the town. Drive forward and take it!

Map & Terrain

The map shows the area just south of Priolo: hilly, with a patch of thick, scrubby wood. The
buildings to the north are the start of the town. They are white-washed brick, single-storey farms or
houses each accompanied by scratch patches of cultivated land. The terrain slopes sharply down
from west to east, with the sea visible off map to the east. No vehicles may move off-road, and
infantry halve their movement.

The road itself is about 1½ vehicles wide, but is so rough, canted and sloped that it gives no bonus
to vehicle movement. Infantry may move at normal rate along the road.

Initial Dispositions

Your troops enter the table anywhere, terrain permitting, on its southern edge. Each time the British
Blinds card appears, you may place a total of up to three Blinds on the table’s edge, which may then
make a normal Blinds move. You have one Blind per platoon, plus one False Blind.

Objectives & Victory Conditions

Your objective is to drive the Germans from the table. You therefore win the game if, at the end of
the battle, you can declare that the road is safe for transport vehicles. You win a great victory if you
do this within twenty turns.

157
Elements of 17th Infantry Brigade & 4th Armoured Division

D Company, 2nd Battalion, Royal Scots Fusiliers

Company HQ
Captain Adam Orr Dempster* (1d6)
1 x Rifle Section (8 men)

1st Platoon
Lieutenant John Harvie Duncan* (1d6)
3 x Rifle Section (8 men)
1 x 2” Mortar

2nd Platoon
Lieutenant Jasper Hugh Feniby MacMichael* (1d6)
3 x Rifle Section (8 men)
1 x 2” Mortar

3rd Platoon
Lieutenant William Charles Frankcom* (1d6)
3 x Rifle Section (8 men)
1 x 2” Mortar

C Company, 2nd Battalion, the Northamptonshires

Company HQ
Captain George Thompson (1d6)
1 x Rifle Section (8 men)
Troops/Dice 0 1 2 3 4
4th Platoon
Lieutenant William East (1d6) Royal Scots F usiliers 1, 2 3 4 5, 6, 7 8
3 x Rifle Section (8 men)
1 x 2” Mortar Northamptonshire’s 1, 2, 3 4 5, 6 7, 8

5th Platoon
Lieutenant Sydney Smith (1d6) Vehicle AC Weapon Calibre Speed
3 x Rifle Section (8 men) M4 Sherman 6 7 75mm Average
1 x 2” Mortar

6th Platoon
Lieutenant Vallance Jupp (1d6)
3 x Rifle Section (8 men)
1 x 2” Mortar

Junior Half, B Squadron, 3rd County of London Yeomanry (‘the Sharpshooters’)

1st Troop
Captain O.J.F.B. Woods* (1d4)
3 x Sherman Tank

2nd Troop
Sergeant Waters* (1d4)
3 x Sherman Tank

158
Scenario 17: German Briefing
You are Hauptmann Heigel Heffweisen, it is the weekend of 10th/11th July 1943, and you are part
of the combined German and Italian force defending Sicily against yesterday’s Allied invasion. You
are serving as part of the Schmaltz Battle Group: a force designed as a mobile fire-fighting unit to
prop up the Italian defences should they fail.

Should they fail? Who are Command trying to kid? The Allies have been ashore less than a day and
already you hear rumours of mass Italian surrender and desertion.

Your current task is symptomatic of the whole problem. Syracuse has fallen, without much
resistance, and now the British are driving north towards Augusta and the plain of Catania. If they
manage to cross the plain and get close to Messina, then the danger is that you and all your
comrades could be cut off from the mainland! You have been tasked with slowing the British
advance whilst more German troops are rushed into position.

Advancing quickly, you earlier managed to ambush a British tank-only force as it headed for the
small town of Priolo, knocking out either four or five tanks. That gave the rest of your force time to
get properly dug into a superb position just south of the town. Now you can see the British
approaching again: this time with a combined arms force. Your intention is to hold them for as long
as you can before slipping off to your next stop point north of the town.

Map & Terrain

The map shows the area just south of Priolo. The buildings to the north are the start of the town.
They are white-washed brick, single-storey farms or houses each accompanied by scratch patches of
cultivated land. The terrain slopes sharply down from west to east, with each contour giving a clear
view and line of fire over any lower contours. The road is clearly visible from a higher contour. The
sea is visible off map to the east. No vehicles may move off-road, and infantry halve their
movement.

The road itself is about 1½ vehicles wide, but is so rough, canted and sloped that it gives no bonus
to vehicle movement. Infantry may move at normal rate along the road. You have chosen your
position carefully: the second bend up from the south can be considered so sharp that a tank must
spend an entire turn (i.e. all initiative dice in one activation) manoeuvring around it.

The large green area is dense, scrubby woodland that provides good cover for your main force.
Although you are newly arrived, your men have had a chance to dig rough scrapes and gun
positions.

Initial Disposition

You begin the game on-table under concealed Blinds. Your main force is deployed within the wood
(assume they are either dug in on its edge or in reserve to the north) with any further reserves in the
houses to the north.

Objectives & Victory Conditions

Your objective is to delay the British advance north for as long as possible.You therefore win the
game if, at the end of the battle, you still pose a threat to enemy vehicle movement on the road. If
you do lose control of the road, but do so after twenty turns of fighting, then you have achieved a
draw.

159
Special Rules

You have pre-registered three aiming points for your mortars. Mark them on your map.

Elements of Kampfgruppe Schmaltz

Company HQ
Hauptmann Heigel Heffweisen (1d6)
Obergefreiter Pieter Pauliner (1d6)

1st Platoon
Leutnant Bjorn Bittburger (1d6)
4 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Siggi Spaten (1d6)
4 x Rifle Squad (8 men each)

Heavy Platoon
Feldwebel Gert Gevultzstraminer (1d6)
4 x MMG (3 crew each)
2 x 81mm Mortar (3 crew each)

Anti-Tank Gun Platoon


Hauptfeldwebel Willi Warsteiner (1d6)
3 x PaK 38 50mm Anti-Tank Gun (5 crew each)

Air Support
You may call in two attacks from a single Ju-87 “Stuka”

Gun Strike Calibre


PaK38 6 50mm

Troops/Dice 0 1 2 3 4
Kampfgruppe Schmaltz 1, 2, 3 4 5 6, 7 8

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

160
Aftermath
Although I hope to continue the action in a future scenario booklet, here is a very brief overview of
what happened next…

The original plan called for the American forces to hold the left flank of the invasion force as the
British struck north for Messina. This would trap Axis forces on Sicily, presumably leading to a
great victory.

As the initial American landing and immediate follow-up had been so successful, they were eager to
change the plan to exploit this success and strike north as fast as they could: cutting Sicily in half
and striking for Messina along the axis of the northern shore of Sicily. Alexander, largely at
Montgomery’s behest, quashed this plan, but the Americans effectively ignored him, and continued
to push forward as fast as they could without being too obvious about it!

The British advance then ground to a halt when they hit the plain of Catania: terrain ideally suited to
the defender. Actions such as those around the Primosole Bridge sapped all the strength out of the
British advance, and Alexander was forced to give the Americans their head.

The campaign developed into a race for Messina between the two Allied forces: with both
Montgomery and Patton paying lip-service to co-ordinating their actions whilst actually being
determined to be the first into the city. Much to Montgomery’s chagrin, Patton won that particular
race.

German forces, now the mainstay of the defence, conducted a fighting retreat against both axes of
attack, and an incredibly efficient evacuation allowed them to salvage almost all of their men and
equipment as they retreated to the mainland. Sicily had fallen, but what could have been a glorious
victory that cut the heart out of Germany’s forces for the defence of Italy had turned into a missed
opportunity for the Allies of huge proportions.

If You Enjoyed Sicily, Try Anzio!

161
Operation Husky: Allied Order of Battle
British Eighth Army (General Sir Bernard Montgomery)
13 Corps (Lieutenant-General Miles Dempsey)

5th Division (Major-General H.P.M.Berney-Ficklin/Major-General G.C.Bucknall)

13th Infantry Brigade 15th Infantry Brigade


2nd Cameronians 1st Green Howards
2nd Inniskillings 1st King’s Own Yorkshire Light Infantry
2nd Wiltshire
Divisional Troops
17th Infantry Brigade 5th Reconnaissance Regiment
2nd Royal Scots Fusiliers 7th Cheshire (MG)
2nd Northamptonshire 52nd Anti-Tank Regiment
6th Seaforth Highlanders 91st, 92nd and 156th Field Regiments, RA
18th Light AA Regiment, RA
245th, 252nd and 38th Field Companies
254th Field Park Company, RE

50th Division—Northumbrian (Major-General Sidney C. Kirkman)

69th Infantry Brigade 168th Infantry Brigade


5th East Yorkshire 1st London Irish
6th Green Howards 1st London Scottish
7th Green Howards 10th Royal Berkshire

151st Infantry Brigade (The DLI Brigade) Divisional Troops


6th Durham Light Infantry 2nd Cheshire (MG)
8th Durham Light Infantry 102nd Anti-Tank Regiment
9th Durham Light Infantry 74th, 124th and 90th Field Regiments, RA
25th Light AA Regiment, RA
233rd, 501st and 505th Field Companies

1st Airbourne Division (Major-General G. F. Hopkinson)

1st Parachute Brigade Divisional Troops


1st Bttn, The Parachute Regiment 1st Airlanding Reconnaissance Squadron
2nd Bttn, The Parachute Regiment 1st Airlanding Light Regiment, RA
3rd Bttn, The Parachute Regiment 1st and 2nd Airlanding AT Batteries, RA
1st Airlanding Light AA Battery, RA
2nd Parachute Brigade 1st, 2nd and 4th Parachute Squadrons, RE
4th Bttn, The Parachute Regiment 9th Field Company, RE
5th Bttn, The Parachute Regiment 261st Field Park Company, RE
6th Bttn, The Parachute Regiment 250th Airborne Light Communications Company,
RASC
4th Parachute Brigade 16th, 127th, 133rd Parachute Field Ambulance, RAMC
10th Bttn, The Parachute Regiment 181st Airlanding Field Ambulance, RAMC
11th Bttn, The Parachute Regiment 1st Airborne Division Provost Company
12th Bttn, The Parachute Regiment

1st Airlanding Brigade


1st Bttn, The Border Regiment
2nd Bttn, The South Staffordshire Regiment
1st Glider Pilot Regiment
Note that the only heavy weapons the brigade has are
six jeep-towed 6lb anti-tank guns and ten 3” mortars.

162
4th Armoured Brigade (Brigadier J. C. Currie)

44th Royal Tank Regiment 3rd County of London Yeomanry

Naval Bombardment Detachment

21st Independent Parachute Company (Pathfinders)

30 Corps (Lieutenant-General Sir Oliver Leese)

51st (Highland) Division (Major-General Douglas Wimberley)

152nd Infantry Brigade 231st “Malta” Independent Infantry Brigade [Attached


5th Queen’s Own Cameron Highlanders to 51st Division 10th-15th July]
2nd Seaforth Highlanders 1st Battalion, The Dorsetshire Regiment
5th Seaforth Highlanders 1st Battalion, The Hampshire Regiment
1st Battalion, The Devonshire Regiment
153rd Infantry Brigade 165th Field Regiment, RA
5th Black Watch 295th Field Company, RE
5th/7th Gordon Highlanders
1st Gordon Highlanders Divisional Troops
1st/7th Middlesex (MG)
154th Infantry Brigade 61st Anti-Tank Regiment
1st Black Watch 126th, 127th and 128th Field Regiments, RA
7th Black Watch 40th Light AA Regiment, RA
7th Argyll & Sutherland Highlanders 239th Field Park Company, RE

1st (Canadian) Division (Major-General G. C. Simonds)

1st Infantry Brigade Divisional Troops


The Royal Canadian Regiment 4th Princess Louise Dragoon Guards (4th
The Hastings & Prince Edward Regiment Reconnaissance Regiment)
48th Highlanders of Canada 1st Anti-Tank Regiment, RCA
The Saskatoon Light Infantry (MG)
2nd Infantry Brigade 2nd Field Park Company, RCE
Princess Patricia’s Canadian Light Infantry 1st Field Regiment, RCHA
The Seaforth Highlanders of Canada 2nd & 3rd Regiments, RCA
The Loyal Edmonton Regiment 1st, 3rd and 4th Field Companies, RCE

3rd Infantry Brigade 1st Canadian Army Tank Brigade


Royal 22ieme Regiment The Ontario Regiment
The Carleton & York Regiment Three Rivers Regiment
The West Nova Scotia Regiment The Calgary Regiment

23rd Armoured Brigade (Corps Reserve)

40th Royal Tank Regiment 50th Royal Tank Regiment


46th Royal Tank Regiment 11th King’s Royal Rifle Corps

163
Reserve Formations
78th Division (Major-General V. Evelegh)

11th Infantry Brigade Divisional Troops


2nd Battalion, The Lancashire Fusiliers 56th Reconnaissance Regiment, RAC
1st Battalion, The East Surrey Regiment 64th Anti-Tank Regiment, RA
5th Battalion, the Northamptonshire Regiment 214th, 237th and 256th Field Companies, RE
1st Kensingtons (MG)
36th Infantry Brigade 17th, 132nd and 138th Field Regiments, RA
6th Battalion, The Royal West Kent Regiment 49th Light AA Regiment, RA
5th Battalion, The Buffs (Royal East Kent Regiment) 281st Field Park Company, RA
8th Battalion, The Argyll & Sutherland Highlanders
Miscellaneous Units
38th (Irish) Infantry Brigade 1st Special Raiding Squadron
6th Battalion, The Royal Inniskilling Fusiliers 2nd SAS Regiment
1st Battalion, The Royal Irish Fusiliers No.3 Commando
2nd Battalion, The London Irish Rifles No.40 Royal Marine Commando
No.41 Royal Marine Commando

46th Division (Major-General J. L. I. Hawkesworth)

[Not used in Sicily]

7th US Army (Lieutenant-General George S. Patton, Jnr)


II Corps (Lieutenant-General Omar N. Bradley)
1st Infantry Division/The Big Red One (Major-General Terry de la Mesa Allen)

16th Infantry Regiment 1st Quartermaster Company


18th Infantry Regiment 1st Ordnance Company
26th Infantry Regiment 1st Signal Company
Military Police Platoon
5th Field Artillery Battalion
7th Field Artillery Battalion Attachments
32nd Field Artillery Battalion 67th Armoured (Medium Tank) Regiment
33rd Field Artillery Battalion Force X, Darby’s Rangers: 1st and 4th Ranger Bttns
1st Battalion, 39th Combat Engineer Regiment
1st Engineer Combat Battalion One Battalion, 531st Engineer Shore Regiment
1st Medical Battalion Three Companies, 83rd Chemical Battalion
1st Reconnaissance Troop

45th Infantry Division/The Thunderbirds (Major-General Troy H. Middleton)

157th Infantry Regiment 120th Medical Battalion


179th Infantry Regiment 45th Reconnaissance Troop
180th Infantry Regiment 45th Quartermaster Company
45th Signal Company
158th Field Artillery Battalion 700th Ordnance Light Maintenance Company
160th Field Artillery Battalion 45th CIC Detachment
171st Field Artillery Battalion Military Police Platoon
189th Field Artillery Battalion
Attachments
120th Engineer Combat Battalion 753rd Medium Tank Battalion

164
Joss Force
3rd Infantry Division/The Rock of the Marne (Major-General Lucian K. Truscott)

7th Infantry Regiment Attached


15th Infantry Regiment 36th Combat Engineer Regiment
30th Infantry Regiment 3rd Ranger Battalion
4th Tabor Goums
9th Field Artillery Battalion 5th Armoured Field Artillery Regiment
10th Field Artillery Battalion 77th Field Artillery Regiment
30th Field Artillery Battalion 2nd Battalion, 36th Field Artillery Regiment
41st Field Artillery Battalion Battery B, 1st Field Artillery Observation Battalion
Survey Platoon, Co.B, 66th Engineer Battalion
HQ & HQ Company, 3rd Infantry Division HQ & HQ Battery, 105th AAA AW Group
10th Engineer Battalion Naval Shore Fire Control Parties
3rd Chemical Battalion (Mortar) Air Officer, XII Air Support Group
3rd Medical Battalion Far Shore Control, Force Depot, Beach Group
3rd Reconnaissance Troop Near Shore Control
3rd Quartermaster Company
3rd Signal Company Floating Reserve
703rd Ordnance Company Combat Command A, 2nd Armoured Division:
Administration Center, 3rd Infantry Division ~ 66th Armoured Regt (less 3rd Battalion)
~ 41st Armoured Infantry Regt (less 1st Battalion)
~ Company B, 82nd Reconnaissance Squadron
~ 14th Armoured Field Battalion Artillery

7th Army Floating Reserve


Combat Command B, 2nd Armoured Division: 18th Infantry Regiment (from 1st Division)
~ 67th Armoured Regiment ~ Plus 32nd Field Artillery Battalion
~ 82nd Reconnaissance Squadron (less Co. B) ~ Plus one Engineer Company
~ 17th Armoured Engineer Battalion
~ 78th Armoured Field Artillery Battalion 540th Engineer Shore Regiment
~ 92nd Armoured Field Artillery Battalion
~ 1st Battalion, 41st Armoured Infantry Regiment Two Anti-Aircraft Battalions

82nd Airbourne Division (Major-General Matthew B. Ridgway)

504th Parachute Infantry Regiment 325th Glider Infantry Regiment


505th Parachute Infantry Regiment

9th Infantry Division (Major-General Manton S. Eddy)

39th Infantry Regiment 60th Infantry Regiment


47th Infantry Regiment

Note that the infantry of the 1st, 3rd and 45th Divisions generally fought in Regimental Combat
Teams, or RCTs, consisting of the three battalions of the regiment augmented by various attached
units depending on the battle to be fought.

165
Italian 6th Army: Order of Battle
As at 10th July 1943

Below is the order of battle of the Italian 6th Army on the date that the Allies invaded. Note that
although some Italian troops are designed as the Mobile Reserve, the only truly “mobile” Italian
force was the 4th Livorno Division, which had been prepared for an attack on Malta and was thus
far superior to all other Italian divisions in terms of quality and had enough organic transport to
move all its infantry and support units simultaneously.

In addition to the divisional units, the Italians organised their forces into mobile groups, tactical
groups and coastal defence forces:

Mobile Groups: Formed around companies of Italian CV3 or French R35 tanks or SP 47mm guns,
with sometimes a troop of light artillery and some anti-tank weapons.

Tactical Groups: Usually consisted of a Bersaglieri or Blackshirt Militia Battalion or a tank


company, along with a few guns and sometimes some machine guns and motor-cyclists.

Coastal Divisions: Inexperienced, often elderly, men armed supported by antiquated field artillery
and with few anti-tank or automatic weapons. Transport, if available, was horse-drawn.

6TH ARMY (General d’Armata Alfredo Guzzoni)

XII CORPS (General Mario Arisio)

28th Aosta Division (Generale di Divisione Giacomo Romano)


5th Infantry Regiment
6th Infantry Regiment
171st “Blackshirt” Regiment
XXVII Mortar Battalion
22nd Artillery Regiment (2 groups towed and 2 groups self-propelled artillery)
Two 20mm AA Batteries
Engineer Battalion
Service Units

26th Assietta Division (Generale di Divisione Erberto Papini)


29th Infantry Regiment
30th Infantry Regiment
17th “Blackshirt” Regiment
CXXVI Mortar Battalion
25th Artillery Regiment (4 groups of self-propelled artillery)
Two 20mm AA Batteries
Engineer Battalion
Service Units

Attached German Units


Two thirds of 15th Panzer Grenadier Division:
104th Panzer Grenadier Regiment
115th Panzer Grenadier Regiment
129th Panzer Grenadier Regiment
33rd Motorised Artillery Regiment
215th Panzer Battalion
115th Panzer Reconnaissance Battalion
315th Anti-Aircraft Battalion

166
Coastal Defence Units
202nd Coastal Defence Division (Generale di Divisione Ficalbi)
207th Coastal Defence Division (Generale di Divisione Ottorine Schreiber)
208th Coastal Defence Division
136th Coastal Defence Regiment
Port Defence “N” (Palermo) (Generale di Brigade Giuseppe Molinero)

Mobile Groups

Mobile Group A at Paceco (Tenente Colonello Perrone)


HQ, 12th Light Tank Battalion
4th Company, 102nd Tank Battalion
1st Company, 133rd Artillery Battalion (SP)
3rd Company, 448th Mobile C.D. Battalion
2nd Battery, 110th Artillery Battalion

Mobile Group B at Santa Ninfa (Tenente Colonello Mascio)


HQ, 133rd Artillery Battalion (SP)
3rd Company, 133rd Artillery Battalion (SP)
6th Company, 102nd Tank Battalion (Renault 35s)
1st & 2nd Companies, 448th Mobile C.D. Battalion
6th Battery, 233rd “Centauro” Artillery Battalion (Motorised)

Mobile Group C at Portella Misilbesi (Maggiore Finocchi)


HQ, 102nd Tank Battalion (Renault 35s)
5th Company, 102nd Tank Battalion
4th Company, 448th Mobile C.D. Battalion
10th Battery, 4th Battalion, 25th (Assietta) Artillery Regiment

Tactical Groups

Tactical Group Inchiapparo-Casale


51st Bersaglieri Battalion
One artillery battery

Tactical Group Alcamo-Partinico


171st Fascist Militia (Blackshirt) Battalion
168th Fascist Militia (Blackshirt) Battalion

Tactical Group Chiusa-Sclafani


10th Bersaglieri Regiment (35th, 73rd and 74th Battalions)
Two batteries of artillery
One group of armoured cars

Tactical Group Campobello di Licata-Ravanusa


17th Fascist Militia (Blackshirt) Battalion
1st Battalion, Cavalry Squadron “Palermo”

Other XII Corps Reserves


19th “Centauro” Artillery Battalion
112th Machine Gun Battalion
12th Artillery Regiment
7th Anti-Aircraft Battalion
133rd Artillery Battalion (SP)
177th Bersaglieri Regiment

167
XVI CORPS (General Carlo Rossi)

54th Napoli Division (Generale di Divisione Giulio G. C. Porcinari)


75th Infantry Regiment
76th Infantry Regiment
173rd “Blackshirt” Regiment
CXXVI Mortar Battalion
54th Artillery Regiment (2 groups towed and 2 groups self-propelled artillery)
Two 20mm AA Batteries

Attached German Units

Hermann Goering Panzer Division (Lieutenant General Paul Conrath)


Hermann Goering Panzer Regiment
1st Hermann Goering Panzer Grenadier Regiment
Hermann Goering Panzer Artillery Regiment
Hermann Goering Panzer Reconnaissance Battalion
Hermann Goering Panzer Engineer Battalion

Battlegroup Schmalz
115th Panzer Grenadier Regiment
4th Battalion, 33rd Motorised Artillery Regiment

Coastal Defence Units


206th Coastal Defence Division (Generale di Divisione Achille d’Havet)
122nd CD Regiment (243rd & 375th Battalions)
123rd CD Regiment (381st, 383rd & 542nd Battalions)
146th CD Regiment (436th & 437th Battalions)
213th Coastal Defence Division (Generale di Divisione Carlo Gotti)
18th Coastal Defence Brigade (Generale di Brigade Orazio Mariscalo)
134th CD Regiment (384th & 429th Battalions)
178th CD Regiment (389th, 501st Battalions)
19th Coastal Defence Brigade (Generale di Brigade Giovanni Bochetti)
Port Defence “E” (Catania) (Generale di Brigade Azzo Passalacqua) (434th & 477th Infantry Battalions)

Mobile Groups

Mobile Group D at Misterbianco (Tenente Colonello d’Andretta)


HQ, 101st Tank Battalion
3rd Company, 101st Tank Battalion
2nd Machine Gun Company (on motorcycles with 18 MMGs)
1st Company, 103rd Anti-Tank Battalion (6 AFVs with 47mm Guns)
HQ, 4th Battalion, 54th (Napoli) Artillery Regiment
10th Battery, 4th Battalion, 54th (Napoli) Artillery Regiment

Mobile Group E at Niscemi (Capitano Granieri)


1st Company, 101st Tank Battalion (Renault 35s)
2nd Company, 102nd Anti-Tank Battalion
4th Company, 501st C.D. Battalion
155th Motorcycle Company
9th Battery, 3rd Battalion, 54th (Napoli) Artillery Regiment

Mobile Group F at Rosolini (Maggiore Argenziano)


2nd Company, 101st Tank Battalion (Renault 35s)
1st Company, 102nd Anti-Tank Battalion
2nd Company, 542nd Coastal Bersaglieri Battalion
3rd Machine Gun Company (on motorcycles)

168
Mobile Group G at Comiso (Colonelle Porcu)
169th Fascist Militia (Blackshirt) Battalion
3rd Company, 102nd Anti-Tank Battalion
1st Platoon, 2nd Company, 101st Tank Battalion
8th (Motorised) Battery, 3rd Battalion, 54th (Napoli) Artillery Regiment

Mobile Group H at San Pietro-Caltagirone (Tenente Colonelle Cixi)


3rd Company, 103rd Anti-Tank Battalion
2nd Tank Company (Fiat 3000s)
Mortar Platoon of 1st Battalion, 76th Infantry Regiment)
7th Battery, 4th Battalion, 54th (Napoli) Artillery Regiment

Tactical Groups

Tactical Group Barcellona


7th Machine Gun Company (on motorcycles)
One “Arditi” platoon of the 447th C.D. Battalion
2nd Company, 103rd Anti-Tank Battalion
12th Battery, 4th Battalion, 54th (Napoli) Artillery Regiment

Tactical Group Linguaglossa


58th Bersaglieri Battalion
54th Motorcycle Company
11th Battery, 4th Battalion, 54th (Napoli) Artillery Regiment

Tactical Group Carmito


4th Self-Propelled Artillery Battalion
53rd Motorcycle Company

Tactical Group Comiso-Ispica


HQ, 173rd Fascist Militia (Blackshirt) Battalion
173rd Fascist Militia (Blackshirt) Company
2nd Company, 54th Mortar Battalion
One anti-tank platoon
1st Battalion, 54th (Napoli) Artillery Regiment

Other XVI Corps Reserves


40th Artillery Regiment
230th Artillery Battalion (SP)

6TH ARMY RESERVES

4th Livorno Division (Generale di Divisione Domenico Chirieleison)


33rd Infantry Regiment
34th Infantry Regiment
One mortar battalion (81mm)
11th Commando Battalion
4th Anti-Tank Battalion (47mm)
28th Artillery Regiment (4 groups towed artillery)
Three 20mm anti-aircraft batteries
Engineer battalion
Service units

Miscellaneous
2nd Battalion, 10th “Arditi” Regiment
10th Artillery Regiment (161st, 162nd, 163rd Artillery Battalions)
50th Artillery Battalion

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NAVAL FORTRESS FORMATIONS
(NOT UNDER COMMAND OF 6TH ARMY)

NAVAL FORTRESS AREA MESSINA (Vice-Admiral Pietro Barone)


Commander of Army Troops: Generale di Brigade Ettore Monacci

116th Coastal Defence Regiment (deployed on coast of Calabria)


156th Coastal Defence Battalion
502nd Coastal Defence Battalion
255th Artillery Battalion

119th Coastal Defence Regiment (deployed on coast of Sicily)


370th Coastal Defence Battalion
371st Coastal Defence Battalion
503rd Coastal Defence Battalion

Other
23rd Dismounted Cavalry Group
95th Fascist Militia (Blackshirt) Regiment
158th Artillery Battalion
Fourteen dual-purpose anti-aircraft and/or anti-naval batteries
Thirty-eight anti-aircraft batteries

NAVAL FORTRESS AREA AUGUSTA-SYRACUSE (Rear-Admiral Primo Leonardi)


Commander of Army Troops: Colonelle Mario Damiani

121st Coastal Defence Regiment


246th Coastal Defence Battalion
385th Coastal Defence Battalion
504th Coastal Defence Battalion
540th Coastal Defence Battalion

Other
One battalion of naval personnel
One battalion of air force personnel
Six coastal medium and heavy anti-naval batteries
Eleven dual-purpose anti-aircraft and/or anti-naval batteries
Six anti-aircraft batteries
One armoured train of four 120mm guns

NAVAL FORTRESS AREA TRAPANI (Rear-Admiral Guiseppe Manfredi)

137th Coastal Defence Regiment


443rd Coastal Defence Battalion
505th Coastal Defence Battalion
844th Coastal Defence Battalion

Other
Several anti-naval batteries
Nine dual-purpose anti-aircraft and/or anti-naval batteries
Six anti-aircraft batteries
Four armoured trains (76mm and 120mm guns)
Several squadrons of motor torpedo boats (Captain Mimbelli)

170
German Troops On Sicily: Details
Note that the German order of battle might sometimes seem contradictory as units were assigned
and re-assigned to and from kampfgruppes as the campaign continued. As a rough guide, the details
given for the 15th PzG Division and the HG Division are as at or around the time of the initial
Allied invasion.

15th Panzer Grenadier Division (Generalmajor Eberhard Rodt) [Reinforced]

Kampfgruppe Ens (Oberst Ens)


[later 104th Panzer Grenadier Regiment]
Three Rifle Battalions (three rifle companies each)
One Heavy Weapons Company
One Engineer Platoon
One Anti-Tank Platoon
Four batteries of 170mm guns from 2nd Battalion, Artillery Regiment Sizilien
Some attached tanks

Kampfgruppe Fullreide (Oberst Fullreide)


[later 129th Panzer Grenadier Regiment]
Two Rifle Battalions (three rifle companies each) [third battalion was at Comiso]
One Heavy Weapons Company
One Engineer Platoon
One Anti-Tank Platoon
One battalion of medium howitzers from 1st Battalion, Artillery Regiment Sizilien
Two batteries of medium field howitzers from 3rd Battalion, Artillery Regiment Sizilien
One battery of heavy mortars from 3rd Battalion, Artillery Regiment Sizilien
One battalion 210mm mortars (attached 14th July)
Some attached tanks

Kampfgruppe Koerner (Oberst Koerner)


[later 115th Panzer Grenadier Regiment]
Composition unknown

Artillery Regiment Sizilien


[later 33rd Artillery Regiment]
Attached to kampgruppes, above

Divisional Troops
One Armoured Reconnaissance Battalion (estimated 30-40 PzIII and PzIV tanks)
One battalion of thirty-six Werfer 150mm mortars
33rd Engineer Battalion (one company attached to each kampfgruppe, above)
33rd AA Battalion
999th Signal Company
Miscellaneous service units

171
Herman Göring Division (Generalleutenant Paul Conrath)

Kampfgruppe Schmalz
Brigade HQ
Panzer Regiment Herman Göring:
Two medium tank battalions consisting of 80-90 PzIII and PzIV
One assault gun battalion
115th Panzer Grenadier Regiment
3rd Parachute Regiment (1st Parachute Division)
4th Parachute Regiment (1st Parachute Division)
Remnants FJ Engineer and MG Battalions, Signal Company (1st Parachute Division)
Tiger Tank Company from 215th Tank Battalion (17 Tiger tanks)
Fortress Battalion 904
Fortress Battalion 923
Fortress Battalion “Reggio”

Panzer Artillery Regiment Herman Göring


One light battalion of two batteries
Two medium battalions (each two medium field howitzer batteries& one 100mm battery)

Elements of Flak Regiment Herman Göring


One mixed battalion of three medium and three light batteries

Attached Panzer Grenadier Regiment


HQ Element, 1st Battalion, 1st Panzer Grenadier Regiment
1st Battalion, 1st Panzer Grenadier Regiment
HQ Element, 2nd Battalion, 2nd Panzer Grenadier Regiment
1st Battalion, 2nd Panzer Grenadier Regiment
2nd Battalion, 2nd Panzer Grenadier Regiment

Other Divisional or Attached Troops


Division HQ
Panzer Reconnaissance Battalion (motorized, fought as infantry)
Panzer Pioneer Battalion (motorized, fought as infantry)
Two infantry battalions (probably from 382nd Infantry Regiment)
Anti-Tank Company
Flak Catania (one battalion medium artillery, one Italian artillery battalion)
Supply & Service Units

172
Table of Comparative Ranks

British Army United States Army German Army Italian Army


Colonel Colonel Oberst Colonnello
Lieutenant-Colonel Lieutenant-Colonel Oberstleutnant Tenente Colonello
Major Major Major Maggiore
~ ~ ~ Primo Capitano
Captain Captain Hauptmann Capitano
Lieutenant 1st Lieutenant Oberleutnant Tenente
2nd Lieutenant 2nd Lieutenant Leutnant Sottotenente
Regimental Sergeant Major Warrant O fficer Stabsfeldwebel Maresciallo

Company Sergeant M ajor ~ Hauptfeldwebel Sergente Maggiore Capo


Sergeant Major Master Sergeant Oberfeldwebel Sergente Maggiore
~ ~ Feldwebel ~
~ Staff Sergeant Unterfeldwebel ~
Sergeant Sergeant Unteroffizier Sergente
~ ~ ~ Caporalmaggiore
~ ~ ~ Caporale Scelto
Corporal Corporal Obergefreiter Caporale
Lance Corporal Private 1st C lass Gefreiter ~
~ Private 2nd C lass Obergrenadier ~
Private Private Grenadier Soldato

Bibliography
The Battle of Sicily (Mitcham, Samuel W. & Stauffenberg, Friedrich von)
Bitter Victory: The Battle for Sicily 1943 (D’Este, Carlo)
The Day of Battle (Volume 2 of the Liberation Trilogy), Atkinson, Rick
History of the Second World War, Mediterranean & Middle East, Volume V (Molony, Brigadier
C.J.C.)
US Army in WW2: Sicily & the Surrender of Italy (Garland, Albert N. and Smyth, Howard
McGaw)
Voices from the War on Land 1939-1945 (Lewin, Ronald)

Websites
www.achtungpanzer.com
www.pegasusarchive.com

173

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