Professional Documents
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Monty's Soldiers
Monty's Soldiers
Monty's Soldiers
The flaws in combined-arms operations in the 21st Army Group are manifested in
several of the scenarios. In the Operation Goodwood scenario, the British player
attacks with tanks with no infantry support whatsoever whereas the Canadians will
find themselves entirely without sorely-needed armour support in the Verrierès
Ridge scenario. In other scenarios, although both infantry and tanks are on board,
they are kept separated for parts of the game no doubt to the frustration of the
British player. In the battle for Hill 112, the British tanks may even refuse to attack
further, leaving the infantry alone. The increasing skill in combined arms actions is
not overlooked however, as the last scenario depicts an action where lessons have
British and Canadian troops thus often fought under a carefully-planned and been learned and tanks and infantry attack in mutual support.
”timetable”-approach to battle. Officer training emphasized getting the planning
details right rather than exploiting the upcoming possibilities during an ongoing THE TIGER AND PANTHER-COMPLEX
battle with the quick decision making that would entail. This goes a long way in The importance of the superior German heavy tanks in Normandy has been
understanding how British companies and battalions fought in Normandy. They exaggerated a lot in many accounts. In fact, most German tanks encountered was
were usually better at achieving initial (limited) success than exploiting surprise equal or even inferior to the Allies but the presence of the “big cats” had a
and German weaknesses once the battle had started because they were simply not significant effect on the morale of the British and Canadian tank crews (although
trained to do that. They often moved forward towards designated objectives and they made up only 30 per cent of the German armour in Normandy). The most
dug-in at the first sign of a German counterattack. As both their contemporary common German tank in Normandy was the Panzer IVH / J with a high-velocity
enemies and post-war historians have observed, they failed to exploit the tactical 75mm L/48 gun (75L in Squad Leader terms) with a battlefield performance
advantage on many occasions letting the Germans fall back and regroup. There is similar to the Cromwell and Sherman. Another common vehicle was the StuG IIIG
undoubtedly a lot of truth in this. That said, once in a dug-in defensive position, assault gun with a similar gun and similar protection but with a lower silhouette.
with artillery support available, they were usually very difficult to defeat as the The most dangerous German tank was the Panther with excellent frontal armour
Germans discovered time after time. Thus a pattern often repeated itself during (but vulnerable to flank attack) and a deadly 75mm /L70 gun (75LL) but only
the Normandy battles: set-piece British attacks with ever-increasing material about 600 saw action in Normandy, perhaps around 450 or so against the British
superiority slowly pushed the Germans back but a breakthrough was very seldom and Canadians. Finally, fewer than 200 Tigers were committed in Normandy and
achieved (if it was it was rarely exploited). German counterattacks seldom their effect, on the whole, was more psychological than real. The most common
achieved anything of substance but to plug the gaps and forcing the British to German anti-tank gun was the 75mm PaK 40 (75L gun in Squad Leader terms). To
dig-in. defeat the thick armour plates of the Panthers and the Tigers, the armoured
divisions were issued with the excellent 17-Pounder Gun (76LL in game terms) in
In game terms, taking the above into account, most of the scenarios are designed the Sherman Firefly, usually one per platoon.
with the British and Canadians advancing towards clearly defined geographical
objectives without too much room for manoeuvre. In a scenario or two, the In game terms, the British player will face German high velocity 75L, 75LL ,88L
Befehlstaktik is manifested as Montgomery's all-seeing eye can be felt looking and even and 88LL guns that will be able to knock out any Allied tank, even the
over the shoulder of the British player (through scenario special rules) making heavily armed Churchill. The big killers of Allied tanks in Normandy were these
sure that he ”sticks to the plan”. high-velocity guns, of which anti-tank guns claimed around a third and the rest
were tank-mounted guns. To defeat the heavy frontal armour of the Panther, he has
ARMOUR-INFANTRY COOPERATION (OR LACK THEREOF) a number of 17-Pounders (76LL) although the most common gun is the 75mm
A week or so after D-Day, with the failure of seizing Caen quickly, the ”flat” with a basic to kill number of 6. Unless he manages to come really close or
Normandy campaign entered a phase of semi-stalemate where the British armour flank the enemy, the British player will experience a marked disadvantage in tank
divisions had to be used as heavy battering rams trying to wear down the duels against the Panthers and Tigers, just as was the case historically. The relative
German defenders instead of fighting mobile battles in open terrain further east rarity of the heavy German tanks means however that they only appear in one
as they had trained for. This was something they had not planned for and thus scenario each.
new methods had to be developed to meet this challenge (in fairness the same
applied to the Germans as their best Panzer Divisions, lacking real strategic The Panzerfaust came as a nasty surprise for the British tank crews in Normandy
direction, became sucked into battles of attrition in the bocage, hardly their but the effect of it was moderate as it hadn't been issued to German frontline troops
purpose). In theory, the need for closer infantry-tank cooperation after the initial on such a lavish scale that it would be later during the autumn of 1944. It has been
clashes was soon recognized but it was an entirely different matter of estimated that the Panzerfaust only accounted for 6 per cent of the Allied tank
implementing that successfully practically in battle against an enemy as losses in Normandy (the PIAT accounted for a similar figure to German armour).
competent as the Germans. Tank-infantry cooperation had not been emphasized Note also that Panzerfaust range has been decreased compared to the Cross of Iron
during training in the UK simply because Montgomery and his planners did not rules as the designers back in 1978 got the Panzerfaust range wrong a little.
plan for to fight in the Normandy bocage. Also, it was certainly not helpful that However, the effect of the weapon might have been bigger than numbers would
there existed a deeply-rooted sense of separatism between the infantry and tank suggest because the mere knowledge that German infantry were Panzerfaust-armed
arm in the British Army and a very strong regimentalism in many units. Loyalty might have have meant that tank crews acted more cautious and even avoided
was to the regiment, not to the division as in the German and American armies getting too close to the enemy. Taking the above into account, the Germans are
and outsiders were seen with suspicion. The British Army has even been called issued with relatively few (mostly one-hex range) Panzerfausts in the scenarios.
THE GERMANS CONCUSION
What about Montgomery’s well-respected enemy? Of course they had their The boring artwork on the British counters in Crescendo of Doom shows Tommies
own problems, but many of the German weaknesses in Normandy existed on an waiting for the tea to brew and they don’t seem overly interested in engaging the
operational and strategic level rather than the tactical. Simply put, they excelled Germans. This seems logical as a lot of the post-war literature about the 21st Army
in tactics (most of the time) but got the strategy terribly wrong. This is Group in Normandy highlights the strengths of the Germans and the weaknesses of
obviously not a study of the German strategy in Normandy, but let’s just the British and Canadians. The most critical studies often come from the British
conclude that it was terribly flawed and leave it at that. However, the inability themselves. More recent studies have offered a “revisionist” approach that, without
of the Westheer to do anything strategically decisive against the beachhead is turning a blind eye to the failures and weaknesses, offer a more balanced view.
not necessarily manifested on the Squad Leader battlefield which depicts Historians such as John Buckley argues that Montgomery successfully fought a
companies fighting each other among the dirt roads, farms and hedgerows. campaign that used the British strengths to the utmost while minimizing the impacts
of their disadvantages. Despite being tasked to fight a campaign nobody had really
On the tactical Squad Leader battlefield, then, planned for (the Normandy breakout was supposed to come much quicker) the
the combination of late-war German military British and Canadians adapted and eventually overcame the crème de la crème of
hardware, thorough and often brutal training, a the Panzer force. The Tommy did stand his ground and the dreaded Waffen-SS elite
good deal of pro-Nazi attitudes, deep-rooted never fully recovered from the battles with Monty’s men.
Preusso-German military professionalism, and
mission-type doctrines stressing initiative among
junior officers and NCO:s (Auftragstaktik) meant
that Monty’s men faced an enemy that, in many
cases, had an advantage over them in battle.
Perhaps partly as an echo from Clausewitz,
German officer training emphasized quick orders
and initiative and even opportunism much more
than their British counterparts which allowed
them to fight in a higher tempo than their foes
who, as we have seen, tended to stick to set plans
and timetables. The German well-developed
combined-arms concepts and the fact that
many soldiers were already brutalized from the savagery that was the Eastern
Front further added to the British difficulties facing the Germans. That said,
maybe, the German tactical superiority has been exaggerated in the post-war NOTES ON THE SCENARIOS
discourse. The German divisions entering battle had been, above all, moulded I’ve tried to capture the ebb and flow of the campaign with a little artistic freedom
by the formative experience of fighting the Red Army for three years and they taken here and there. The scenarios have been playtested without using bypass
took with them some of the habits from fighting on the Ukrainian steppes and movement rules and with artillery rules from the basic game. The following rules
Belorussian forests and swamps (including the execution of prisoners). As has are in effect in all scenarios:
been discussed already, one of the most important factors why their defences
were so firm was the deployment in great depth thus the Normandy battle 1. GERMAN MORTARS The Germans were skilful in the use of the 81mm
(operation Goodwood in particular) somewhat mirrored the battle of Kursk. mortar and some estimates claim that 70% of the Allied infantry casualties was
Among the German vices was a pattern of launching piecemeal battalion or caused by quick and accurate German mortar fire. To reflect this, whenever 81mm
regimental-strength counterattacks all too often. This was noticeable already mortars are used for indirect fire (on-board or off-board) the Spotting Round is
from June 7 and onwards. Clearly they tried to apply tactics and methods that accurate on a die roll of 1-4 instead of the normal 1-2.
worked fine on the Eastern Front’s more fluid battlefields against the Red 2. BRUSH Brush hexes are treated as wheatfields in all respects.
Army where the room for manoeuvre was bigger. In Normandy, however, the 3. WATER Water hexes on board 17 are always ”shallow” and can thus be forded
”instant counterattack” approach seldom achieved much but just added to the (126.5). No vehicle may enter a water hex.
already high attrition rates (which favoured the Allies in the long run). Indeed, 4. PANZERFAUST Roll for Panzerfausts as per 85.5 with the following
both the British and Americans found out that if the could provoke the modification: 1: Panzerfaust 42B, 2-5: Panzerfaust 43A, 6: Panzerfaust 43B.
Germans to counterattack, they would often inflict heavy losses on them. It is 5. PIAT Use American bazooka counters to represent the PIAT if PIAT counters
noteworthy, for all their celebrated professionalism, that the Germans failed to are unavailable. PIAT range is 3, IFT firepower 8 and breakdown number is #10.
modify this often counter-productive tactical approach and it stands out as To Hit numbers are the same as for the bazooka. PIAT TO KILL numbers can be
maybe the biggest German tactical failure in Normandy. If the Germans had found on the CoD Quick Reference Data Cards.
launched fewer but larger and more deliberately planned counterattacks, they 6. BRITISH SHERMANS The scenarios have been designed with the
would likely have been more successful although if it would change the Crescendo of Doom countermix which does not include American-made tanks in
outcome of the campaign as a whole is unlikely given the German headaches British use. If players have access to the GI Anvil of Victory counters, British
on the strategic level. Also, the staff work and coordination in the SS units Sherman Fireflies may substitute the A30 tank.
have been criticized, as well as a tendency to accept too high losses and an 7. BOCAGE Treat all hedges as Bocage. Bocage is a one level LOS obstacle and
over-recklessness in battle. Interestingly, it is often English-speaking thus creates a one hex blind hex from firing from higher elevation. Same-level
historians that have created the ”myth” of the premier Waffen-SS divisions LOS can be traced through a bocage hexside only if both the firing unit and the
encountered by Monty’s men in Normandy, their superiority is seldom spoken target unit are adjacent to the bocage hexside.
of in serious German accounts (in fact, sometimes they compare unfavourably 7.1 Infantry fire through a bocage hexside must add +2.
to Heer Divisons). Also, even though morale in the German combat units was 7.2. All direct ordnance fire through bocage suffer HULL DOWN penalties
undoubtedly high at the start of the campaign, the ever-increasing Allied against vehicular targets or +2 against infantry targets.
material superiority became clearer and clearer for every Grenadier up to von 7.3 There is no modification to fire from mortars and OBA.
Rundstedt himself to see. The German divisions became increasingly 7.4 It costs infantry 2 MF + COT to cross a bocage hexside.
understrength and overworked as the campaign wore on and even the German 7.5 Only fully tracked vehicles (not Bren carriers) may move through a bocage
formations could only take so much punishment before starting to hexside with a cost of 5 MP + COT. However, each vehicle vishing to cross a
disintegrating. Determination, even fanaticism, and skill alone couldn’t do bocage hexside must roll for bog before the hexside is crossed. On a die roll of 1-3
much against the growing material superiority of the enemy and that the vehicle may cross the bocage hex normally but on a die roll of 4-6 the vehicle
realization grew as the campaign wore on with morale suffering accordingly. is immobilized. The vehicle may roll to free itself in each Rally Phase with a die
One factor often overseen was that the German morale in the west in mid- roll of 1-2 (after armor leader modification).
August was at a breaking point and that the Nazi system (still largely intact) 7.6 No ordnance, except light mortars, may be manhandled through a bocage
had to go to extreme measures to avoid a general collapse of the entire war hexside.
effort in the West after the Falaise Pocket. However, in game terms, the
German weaknesses do not boil down that much on the company-level actions CREDITS
that the scenarios portray. On the Squad Leader battlefield, the German player Scenario Design and Research: Jan Lundin
thus has many advantages. Thanks to 8-morale troops and generally good Cover design: Jack Munchkin
leadership, his troops will fight harder than the enemy in most cases and in Proof-Reading and general commentary: Mats Gahnström
line with Auftragstaktik, he will not have any “tactical restrictions” Scenario #1 input: David Garvin
whatsoever. The Panther and Tiger superiority will be felt. Cleverly positioned SOURCES:
AT-Guns will take a heavy toll of British armour. On the downside, he will Markus, Charles: Tommy Atkins at War Revisited: A Deeper Look at the British in
always fight numerically inferior and the threat of battleship guns and rolling ASL (available for download on the MMP website)
barrages will often hang over him. Buckley, John (2004): British Armour in the Normandy Campaign 1944.
1
STOPPING THE PANZERS
PUTOT-EN-BESSIN, NORMANDY, JUNE 8, 1944: There was a great deal of
confusion on the German side during the first days after the D-day landings on June 6.
Attacks against the beachhead had been launched on both the 6th and 7th but these were
too piecemeal and not very well coordinated although fighting had been fierce,
especially on the 7th. On the 8th, the bulk of the 12th SS Panzer Division was finally in
position together with elements of the Panzer Lehr Division. Their objective was clear:
drive through the coast. Opposing the Germans was the 3rd Canadian Infantry Division
with an equally clear objective: protect the beachhead.
Board Configuration:
BALANCE / VARIATION
Replace two Pzkw IVs with Panthers.
1v
Canadian sets up first
Elements, 12th SS Panzer Divison Hitlerjugend, set up on board 19 north of hexrow Y inclusive in a hex numbered two or less:
Panzer PSW
10-2 9-1 8-1 8-0 7-0 6-5-8 2-4-8 LMG HMG
Faust
Radio 81mm
c
Mortar c
234/2
PUMA
1 12 2 2 2 2
2 2
9-1 Elements, Panzer Lehr Division, set up on board 19 south of
c
Pzkw IV Armored hexrow Y in a hex numbered two or less:
H Leader
Panzer
9-1 7-0 5-4-8 4-6-7 HMG Schreck
4
2 3
Elements, 3rd Canadian Infantry Division, set up anywhere on board 16 and on board 19 on a hex numbered 7 or more:
9-1 8-1 8-0 7-0 4-5-8 4-5-7 2-4-8 LMG MMG HMG PIAT Radio ?
2 4 8 5 3 2 2 8
3 2
A27M-
IV c 8-1 4-5-7 LMG PIAT
4 2
2
SPECIAL RULES: AFTERMATH: The German attack began at 06.30 and despite strong Canadian
1.1 Canadian off-board artillery consists of one module of 120mm and one resistance managed to break into the village of Putot-en-Bessin, inflicting
module with two fire missions from the battleship Rodney. Rodney fires with heavy Canadian losses. The overall German push was however stopped by
36+ on the IFT with a -4 dice roll modification. Rodney may not fire smoke. Canadian artillery, heavy machine guns and naval gun support. The SS fought
Fire from Rodney does not start fires. with an almost fanatical determination but coordination and staff work
sometimes failed. Later that day, a Canadian counterattack re-took the village
1.2 The Canadian player may set up one leader + radio and one AT-Gun + and the SS withdrew around midnight. Strategically, it was the last chance the
crew using Hidden Initial Placement (42). Germans had of destroying the British-Canadian bridgehead. The SS and
1.3 German off-board artillery consists of one module of 105mm howitzers. Canadians would however meet each other many times in the months to follow.
2
THE SCOTTISH CORRIDOR
LE HAUT DU BOSC, NORMANDY, JUNE 26, 1944: On June 26, Operation
Epsom was launched as an ambitious set-piece offensive to cross the Odon river and
the high ground beyond. The inexperienced 15th (Scottish) Infantry Division would
lead the assault trying to open up a ”Scottish Corridor” for the British armour to
exploit. Supported by Churchill tanks from the equally inexperienced 31st Tank
Brigade, the attack was launched in fog, rain and soggy ground. At Le Haut Du Bosc,
the Scots ran into fierce resistance from SS Grenadiers who had allowed the British
artillery barrage to pass over their positions before opening fire. The Scots were forced
to attack without tank support because the tanks had been slowed down by minefields.
Board Configuration: BALANCE / VARIATION
Use StuG IIIs, Panthers or Pzkw
19
IVH:s instead of JagdPanzer IV.
Remove one squad from the German
starting force.
N Replace the 75L AT-Gun with a 75*
Infantry Gun.
17
Lower the number of hexes needed to
VICTORY CONDITIONS be captured by one.
To win, the British player must be the last to occupy with an unbroken infantry unit at Replace one 120mm pre-game barrage
least six of the following eleven hexes on board 17: I8, O6, P4, Q4, P2, R5, S6, S4, with 150mm.
U6, W3, W4. If five hexes are captured, game is a draw. All hexes are considered to
be in German control at the beginning of the scenario. The German player wins by
avoiding the British Victory Conditions.
TURN RECORD CHART
1v
British moves first
German sets up first
v 2 3 4 5 6 7 8 END
9-2 9-1 7-0 6-5-8 2-4-8 LMG HMG Sniper Radio Panzer
-3 Schreck ? c
81mm
Mortar c
75L
AT c
Entrench
5 3 3 2 7
2
Recon Patrol setup in hex 19I2: TURN 4: Elements, 12th SS Panzer Division, enter along the east edge:
Jagd-
8-1 2-4-8 LMG c
Panzer
IV (75L)
c
SPW
251/1 c
SPW
251/9
9-1 8-1 8-0 6-5-8 LMG
3 2 10 5
Elements, 15th (Scottish) Infantry Division, set up set up west of hexrow G on board 17 and west of hexrow K on board
19. No unit may set up with LOS to a German unit.
51mm
c
8-0 7-0 Radio 76mm
9-2 9-1 4-5-7 2-4-7 4-5-8 LMG MMG HMG Mortar PIAT
Mortar
2 2 15 2 3 6 2 2 2 2
4 2
SPECIAL RULES: 2.8 British tanks may not cross hexrow M on board 17 until turn 6.
2.1 The German player may set up one leader + radio using Hidden Initial Placement (42). 2.9 Before play, the British player may designate one squad that
2.2 Before the German set up, the British player must write down two hexes anywhere on contains a bagpipe player that increased the morale of the friendly
board 17 that are targeted for the pre-game ”rolling” artillery barrage. Before play begins, the units nearby (including the squad with the bagpipe player). During
British player places two FFE counters on those two hexes and rolls for accuracy in the Turns 1, all British units in the same hex or adjacent to that squad
normal manner but with any error in accuracy halved (round fractions down). Both FFEs become fanatic (26) provided the squad is unbroken.
consists of 120mm, only HE may be used. This barrage is resolved normally and all results
apply (rubble, fire etc.).
2.3 British off-board artillery (other than outlined in 2.2) consists of one module of 150mm. AFTERMATH Making fair progress at first, the Scots’ attack soon
Radio Contact may not be established before Turn 4. stalled as German reinforcements began to pour in. The inexperience
2.4 German off-board artillery is restricted to one fire mission of 81mm mortars. of both the tanks and infantry soon became apparent and cooperation
2.5 Due to the heavy fog, all fire beyond three hexes must add +1 to the TO HIT or IFT dice with the tanks was poor as the two formations had never worked
roll. All fire beyond six hexes must add +2. together before. Still, the Germans had to use their reserves piecemeal
2.6 British units may not move east of hexrow W on board 17 and hexrow K on board 19 to plug gaps thus undermining their ability to mount serious
unless forced to do so in the rout phase. counterattacks in the weeks to follow.
3
HILL 112
HILL 112, NORMANDY, JULY 10, 1944: Under the fearsome general Thomas, the
43rd West Riding Infantry Division, known as the most over-trained division in the
British Army, launched yet another attack to seize the important Hill 112 in an
Operation codenamed ”Jupiter”. The attack, supported by Churchill tanks, began at
dawn on July 10. In the farms and woods around the hill, SS troops recently arrived
from the eastern front had dug in. Counterattack forces, including Tigers, awaited
further back. Despite losing three out of four company commanders in the attack force,
the British infantry steadily fought their way towards the crest of the hill.
Board Configuration:
16
18
N
19
17
VICTORY CONDITIONS Only hexrows R-GG are playable on boards 17, 16
To win, the British player must be the last to occupy all three level two hill hexes and 18. On board 19 only hexrows P-A are playable.
on board 18 (considered to be German-controlled at scenario start) with an BALANCE / VARIATION
unbroken squad or Churchill tank without loosing more than fourteen squads. If Exchange the Tigers for Panthers. Replace the 10-2 leader with a 10-3.
two level two hill hexes are occupied, game is a draw. The German player wins
by avoiding the British victory conditions. Lower game turns to 9.
TURN RECORD CHART
1v
British moves first
German sets up first
v 2 3 4 5 6 7 8 9 10 END
Elements, 9th SS Panzer Division Hohenstaufen, set up anywhere east of hexrow DD on board 17 and D on board 16:
3 3 2 4 2
Set up in hexes 19M8 and 19N7: TURN 2: Enter along the east edge: TURN 3: Elements 102nd SS
Heavy Panzer Batallion, enter
StuG IIIG Panzer along the east edge:
c
OR
PzkwIVH
8-1 6-5-8 LMG 9-2 6-5-8 LMG
Faust
2
2 4 c
Tiger I
TURN 1: Elements, 4th Somerset Light Infantry, 43rd West Riding Infantry Division set up on any whole hex on board 17
west of hexrow Z inclusive:
51mm
10-2 9-1 8-1 8-0 7-0 6+1 4-5-7 6-3-8 4-5-8 LMG PIAT HMG Mortar Radio
2 16 2 5 5 2 2 2 2
2 5 2 4 2
2 2
SPECIAL RULES: 3.7 If more than six Churchill tanks are destroyed, no British tanks may
3.1 The German player may set up one leader + radio using Hidden Initial Placement (42). move in an easterly direction for the rest of the scenario.
3.2 Before the German set up, the British player must write down two whole
hexes anywhere on boards 17 or 16 that are targeted for his pre-game ”rolling” artillery
barrage. Before play begins, the British player places two FFE counters on those two hexes AFTERMATH The tank-supported infantry fought their way all up to
and rolls for accuracy in the normal manner but with any error in accuracy halved (round the crest but were stopped by SS Tigers and AT-Guns deployed on the
fractions down). Both FFEs consists of 120mm. Both smoke and HE may be used. Smoke reverse slope of the hill. The Churchills suffered heavily and fell back
is removed at the beginning of the Turn 2 British Prep Fire Phase. This barrage is resolved thus removing close support for the infantry as they attempted to clear
normally and all results apply (rubble, fire etc.). the southern slope. On July 10 alone, 39 Churchills were lost during
3.3 British off-board artillery (other than outlined in 2.2) consists of one module of 150mm costly frontal assaults on strong defensive positions. Ultimately, the
and one module of naval fire support as per SSR 1.2 but with only one fire mission. British had to give up the efforts to take Hill 112. However, the German
3.4 German off-board artillery is restricted to one module of 81mm mortars. stubborn defence and costly counter-actions had been very costly to
3.5 British tanks may not enter boards 17 and 19. them as well and it was clear that they, in the long run, could not sustain
3.6 Before the game, the German player rolls a die. On 1-3 he receives Pzkw IVHs, on 4-6 the heavy losses.
he receives StuG IIIGs (75L).
4
DEATH RIDE OF BRITISH ARMOUR
NEAR BOURGEBOUS RIDGE, SOUTH OF CAEN, JULY 18, 1944: On July 18,
a three-division British armoured assault, Operation Goodwood, was unleashed with
the first objective to capture the tactically important Bourgebous Ridge. The attack
was made on a very narrow frontage. The first German outposts were easily overrun
but as the day went on, the British armour outpaced the infantry and artillery support
dwindled. In the afternoon, the British tank spearheads found themselves alone
without either artillery or infantry support as they encountered the main German
defence line.
Board Configuration:
BALANCE / VARIATION
Add a StuG III to the German order
19
of battle.
Add a Panzerschreck to the German
16
order of battle. N
Exchange the StuG IIIs with King
Tigers.
Allow the British player to exit his
VICTORY CONDITIONS tanks along the entire east edge.
To win, the British player must exit at least four tanks with functioning main
armament between hexes 16I1 – 16A6 (inclusive) and eliminate a combination of Lower the British tank exit
at least four German guns / assault guns. If three tanks are exited, game is a draw. requirements by one.
The German player wins by avoiding the British victory conditions.
TURN RECORD CHART
British moves first
v 1v 2 3 4 5 6 END
Elements, Kampfgruppe von Luck, 21st Panzer Division, set up south of the line 16GG9 – 19W1 (inclusive):
3 7 3 10 2 2
TURN 1: Enter between hexes 16I1 -16A6 (inclusive):
9-2
Armored StuG IIIG
Leader (75L) c
2
TURN 1: Elements, 11th Armored Division, enter between hexes 19A6 and 19I1 (inclusive):
9-1
c
A30
IV c
A27M-
c
A27M-
VIII c
A27L
CS
Armor
Leader
2 6 2 2
8-1
c
A27M-
VII
Armor
Leader
16
Exchange the SPW 251/ 9 with a
PzJagIIM.
Lower the number of hexes needed to
VICTORY CONDITIONS N
18
be captured by one.
The Canadian player wins by being the last to occupy with an unbroken squad
Replace the 9-2 leader with a 10-2.
at least seven of the twelve following hexes on board 18: E8, I8, J3, K3, N6, P8,
Z8, Z7, Y7, X5, W4 and V3. All hexes are considered being in German control
at the start of the scenario, regardless if a German unit occupies it or not. If six
hexes are captured, game is a draw. The German player wins by avoiding the
Canadian victory conditions.
TURN RECORD CHART
1v
Canadian moves first (see special rule 5.1)
v
German sets up first
2 3 4 5 6 7 END
Elements, 272nd Infantry Division, set up on board 18 west of hexrow Q inclusive and on board 16 on a hex numbered 9 or 10 west
of hexrow Q inclusive:
5 3
Elements of the 1st SS Panzer Division Leibstandarte, set up on board 18 east of hexrow
Q inclusive and on board 16 on a hex numbered 9 or 10 east of hexrow Q inclusive: TURN 2: Enter along the south edge
on / east of hexrow Q:
Sniper
c c
9-2 8-1 7-0 AA
6-5-8 2-4-8 MMG Entrench
c
-2 37L (8) SPW
251/9
5 2
3
TURN 3: Enter along the south edge on / west of hexrow Q:
8-1 8-3-8
Elements, Black Watch of Canada, 6th Infantry Brigade, set up on board 16 on a hex numbered 7 or lower:
2 2 2 15 3 6 6 2 3
SPECIAL RULES: AFTERMATH: At 09:30, as the Canadian infantry advanced up the ridge, they
5.1 The 6-3-8 squads are assault engineers and may lay a total of two smoke were easy targets for the well-entrenched German machine gun nests, snipers and
counters during the scenario. The German 8-3-8 squads may not lay smoke. mortars. To make matters worse, the Black Watch communications were knocked
5.2 The Germans have one module of 81mm mortars available. out within minutes of the start of their assault. Very few members of the Black
Watch Regiment managed to make it to the crest of the ridge and those who did
5.3 Due to the recent heavy rainfall which made the roads muddy, the cost for
were subjected to an even heavier bombardment as they ran into the counter-
entering a road hexside is one MP/MF for all units. attacking forces of the 272nd Infantry Division. Of the 325 men that left the
5.4 The SPW crew is SS. assembly area, 315 were killed, wounded or captured.
5.5 Turn 1 begins with the Defensive Fire Phase. All Canadian units are
assumed to have moved and their firepower in the advance fire phase is halved
for moving firer.
6
AN UNEXPECTED SEIZURE
NORTH OF VIRE, AUGUST 2, 1944: On 31 July, the British 11th Armoured Division
exploited a German weakness when they discovered an unexpectedly undefended bridge behind
the German front, over the Souleuvre River. Reinforcing the opportunity quickly with Cromwell
tanks and accompanying infantry, the British forces advanced to eight kilometres short of Vire
by 2 August which was on the American side of the army boundary. German units reacted
quickly and tried to block the British advance east. There was confusion as to who had the rights
to use certain roads and the British found themselves intermingled with American units. Also,
Local French resistance, sensing liberation was near, took up arms and began to attack the hard-
pressed Germans.
VICTORY CONDITIONS
The Allied player wins by making sure there are no
unbroken German squads on or adjacent to the road Board Configuration
leading from hex 18I1 to 17GG6 OR from 18I1 to
17
17Y10 at game end and making sure that there are no
unbroken German squads on or adjacent to hex 18R5. If
only one victory condition is met, game is a draw. The
N
18
German player wins by avoiding the Allied victory
conditions.
BALANCE / VARIATION
Replace the Panthers with Jagdpanthers. Exchange three 6-6-6 squads to 8-4-7
and provide them with one flame-
Replace the 5-4-8 squads with 8-3-8s able thrower and two demolition charges.
to place a total of three some counters.
TURN RECORD CHART
1v
Allied Moves First
v
German sets up first
2 3 4 5 6 7 8 END
Elements, 3rd Fallschirmjäger Division, set up east (inclusive) of the line that goes from hex 18W1-17W4-17K10:
5 3 4 2 2 10
TURN 3: Elements, 10th SS Panzer Division Frundsberg, enter along the east edge:
c c
Entrench Roadblock
8-1 7-0 6-5-8 LMG
Panzer Armor
Faust Leader
10-2
c
Panther
c
SPW
G 251/1
3 4
2 2
TURN 1: Spearhead, 11th Armoured Division, enter between hexes 17GG5 and 17 Y10 (inclusive):
3 3 12 2 5 2 2 2 2 2 2
TURN 1: Elements, US 29th Infantry Division, enter along the west edge south of hex GG5: French
Resistance, set
9-1 8-1 8-0 6-6-6 MMG BAZ Radio
up east of 3-3-6 ?
hexrow J per
special rule 6.1:
2 2
3 10 2 3 5
SPECIAL RULES: player may then designate which American stack in LOS of a British squad (if more
6.1 The French resistance sets after the Germans and must be at least three than one) that will open fire against a British stack (also of his choice) during that
hexes away from a German unit. Use partisan counters and all partisan rules Prep Fire Phase. The entire American stack must take part in the friendly fire
apply (98). In the unlikely event that the French starts in the same hex as a including MGs and leadership modifiers, if any. Friendly fire can only occur once
German sniper, both sides are considered to be in close combat at the start of per phase and twice during the scenario. After Turn 4, Anglo-American liaison is
game. assumed to have been established and no friendly fire can occur after that.
6.2 British units may not move south of the road leading from 17GG5 to 18I1 AFTERMATH: With tanks and infantry in mutual support, the 11th Armoured
(unless forced to do so in the rout phase). American units may not move north Division dashed south-eastwards. They crossed the boundary to the US forces and
of the same road. Both may use the road itself freely. there was some confusion when the British advanced into the sector of the advancing
6.3 The Americans receive two random off-board artillery modules, the British US 29th Infantry Division. True to form, the Germans scrambled to plug the gap in
receive one module. Germans receive two fire missions of 81mm mortars. their line and managed to counterattack with a Kampfgruppe from the 10th SS Panzer
6.4 If an unbroken American squad has LOS to any British squad at least Division, eventually stopping the British. As with many other British actions,
German attention had been diverted from the American sector where the German
three hexes away at the start of the his Prep Fire Phase, there is a risk that the
defences had begun to crumble. The entire Wehrmacht collapse in Normandy was
American squad has mistaken it for Germans and friendly fire can occur. If the only two weeks away.
above criteria is met, roll a single die. On 1-2, friendly fire occurs. The German