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  • The Gamers, Inc.

    Page 1

    Tactical Combat Series:

    Objective: Schmidt1990. The Gamers, Inc. All Rights Reserved.

    IntroductionObjective: Schmidt is the sec-

    ond game in the Tactical Combat Se-ries, and examines some of the mostdifficult infantry combat of World WarIIthe US 28th Divisions unsuccess-ful attack into the Hrtgen Forest fromNovember 2nd to the 6th, 1944. Spe-cifically, it focuses on the US 112thInfantry Regiments assault on the townof Schmidt, and the German counterat-tacks by the 89th Infantry and 116thPanzer Divisions. In poor weather, fac-ing difficult terrain and determined re-sistance, the soldiers of the 28th Divi-sion made a gallant effort. At the cost ofseveral thousand lives, they came closeto succeeding. We hope this game im-parts some small sense of the arduous-ness of their task, and the courage of thetroops involved.

    This booklet contain only the spe-cific rules and scenario informationpertaining to Objective: Schmidt it-self. The Tactical Combat Series rulesare also needed to play this game.

    1.0 Terrain and MapNotes

    1.1 Forest Hexes are those witheven a small amount of green. The greenspread of the hedge symbol into adja-cent hexes does not create woods orforest hexes.

    1.2 Building Hexes are those withone or more black building symbols.Village/City Hexes are those with redbuilding symbols.

    1.3 Map Edge Half Hexes areplayable. Units forced off the map edgeare destroyed. Off-map movement, of

    any type, is not allowed.1.4 Steep Slope Hexsides are

    marked with a grey border symbol.These hexsides are impassible to allvehicle, carrier, and Tow Only units.Other units may cross these hexsides ata cost of one (+1) extra movement point.Note that while similar to the Cliffhexsides in other TCS games, the steepslopes in this game are not cliffs, andthere are no cliffs on this games map.

    1.5 The Kall Trail Hexes aremarked on the map with a red number.These hexes are 27.15, 28.14, 29.14,30.13, and 31.13. Initially, these hexesare considered impassible for all ve-hicle and carrier units. See the Kall Trailrules (section 2.1) for more explana-tion.

    1.6 Slow Go Terrain Hexes aremarked with a red x, and, for thisgame, all forest hexes and woods arealso considered slow go terrain.

    1.7 The Kall River is considereda stream, except that it is impassible toall vehicle, carrier, and Tow-Only units.These units may only cross the Kall atbridges. Infantry and weapons units treatthe Kall as a normal stream. All otherblue hexsides are considered normalstreams for movement of all unit types.

    2.0 American SpecialRules

    2.1 The Kall TrailIn the initial battle plan for the

    28th Division, the Kall Trail was desig-nated the divisional main supply route,and as axis of advance for the operation.

    Tactical Combat Series,Game Number 2.Stock #2-02

    Designer: David A. PowellSeries: Dean N. EssigEditor: Dean N. EssigGraphics and Management:Dean N. EssigNote about the game map:The map was originally advertised as being ourfirst computer generated map. This is not so, as wehad many problems generating the needed output.In order to finish the project, a normal hand-donemap was generated. Please accept this as the oneand only game map ever done by a thumblessartist. DNE.

    Table of ContentsPage Items1 Introduction

    1.0 Terrain and Map Notes2.0 American Special Rules

    4 3.0 German Special Rules5 4.0 Command Special Rules

    5.0 General Special Rules6 6.0 Minor Variants

    7.0 Set Up Notes8.0 Victory Conditions

    7 Teaching Scenarios8 Historical Scenarios12 Designer's Notes13 Battle Notes15 Note on Sources16 German Reinforcement Schedule17 US Reinforcement Schedule

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    In retrospect, it can be seen that the trailwas totally unsuited for the amount oftraffic required, and was ultimately oneof the main reasons the American attackfailed. These rules will detail the effortsthe American player can make in tryingto render the Kall Trail passable.

    At any point in the game, the KallTrail is defined in one of three condi-tions: impassable, semi-passable, orpassable.

    2.1a The Kall Trail Status Marker.The Status marker (use the any markernot in use for the current game, or ablank with passable and semi writ-ten on either side) defines the exact stateof the Kall Trail at any given point in thegame. This marker determines the trailto be either passable, semi-passable, orimpassable. Use of the marker is asfollows:

    On the turn after all five hexes ofthe Kall Trail have been occupied orpassed through by US ground combatunits, and no German units are on oradjacent to any Kall Trail hex, the USplayer places his status marker on theTurn Record Track twelve hours (note:not turns) ahead of the Turn RecordMarker, semi-passable side showing.This placement simulates the com-mencement of the US engineer effort toimprove the trail. Note: these engineertroops are not placed on the map.

    The Kall Trail remains impass-able until the Turn Record Markerreaches the space occupied by the KallTrail Status Marker. At this time, theKall Trail is considered semi-passable,and the marker is flipped to its passableside and is placed ahead 30 hours on theTurn Record Track. Since the TurnRecord Track is only 24 hours, playersmust make a note on which day theStatus Marker is on. On the correct turnof the correct day, the Kall Trail isconsidered passable.

    Special Note: Since the TurnRecord has 20 minute day and hour longnight turns, some confusion may ariseas to where to exactly place the StatusMarker. If, for example, the US playeroccupies the Kall Trail on the 1120 turnof 2 November, the Status Marker shouldbe placed on the 2340 turn 2 November.Since there is no 2340 turn at night, theStatus Marker must be placed on the

    successfully move along the trail, it hasblocked it. Once a hex is blocked, novehicle/carrier may move through thathex. Units may still move along as far asthe block, but units on the Kall Trailmust make another roll on a later turnwhen again attempting to move.

    Additionally, blocks can becleared by either trying to repair thedisabled unit, or by destroying it. At thebeginning of any Action Phase, theowning player may decide to destroy orrepair each disabled unit on the trail. Ifthe unit is to be destroyed, it is automati-cally removed from play and that blockis removed. A repair attempt is made byrolling one die. On 1-3, the unit is re-paired and may again attempt to movealong the trail (in the same turn.) On a 4-6, the unit remains disabled in its hexuntil the next turn, when another trymay be made.

    A unit that is repaired may thenattempt to renegotiate the trail. In thiscase, as in any when the trail is at-tempted again, roll again as per theappropriate rule above for semi-pass-able or passable trail. If such a unit failsand becomes disabled, to determinewhich hex the block occurs follow therules below. Count the number of hexesleft along the trail and roll one die. A rollof one places the unit in the next hex,etc. Ignore and re-roll any rolls greaterthan the number of hexes remaining.Re-rolls are made until an acceptablenumber is rolled.

    Players should note that a spe-cific unit may only move in one direc-tion along the trail in a given turn. Avehicle or carrier that ends its move-ment on the trail, may only continue tomove in the same direction as alreadymoving and not return the way it came.Once the trail is passable, units maymovein both directions as desired, butall count toward the total for the turn. Ifplayers cannot remember the directionin which units are moving along thetrail, it is best to mark the direction bythe careful facing of units so movingtoward the hexside in the direction ofmovement.

    2.1e Engineers and the Kall Trail.Two companies of US engineers, A andB Companies of the 20th Engineer Bat-talion, were responsible for improving

    next full hour turn, that of 2400 2 No-vember. Note that a marker to be placedon the 2320 turn would also be placedon the 2400 turn. As a rule of thumb,always round up for night turns.

    2.1b Effects of Kall Trail Status.At all times, foot-mobile units mayfreely move along the Kall Trail, treat-ing it as a normal trail, subject to allother series rules.

    ImpassableNo vehicles or car-riers may enter or move through a KallTrail hex.

    Semi-PassableNo trucks mayenter or move through any Kall Trailhex. Other vehicles and carriers maymove along the trail subject to 2.1cbelow.

    PassableVehicles and carriersof any type may move along the trail,subject to the following:# of Vehicles this turnEffect4 or lessAutomatic passage at 1 mp per hex5 to 10Automatic passage at 3 mps per hex11 or moreRoll one die for each vehicle/carrier

    attempting to cross. 1-4 allows pas-sage

    at 3 mps per hex. 5-6 means disabled,roll under rule 2.1c for placement ofdisabled unit.

    Any truck counts against the totalnumber of units using the trail nor-mally, but always rolls for passage asper the 11 or more line.

    2.1c Semi-Passable Crossing.Only one vehicle/carrier may movealong the Kall Trail (any hex) per turn.One die is rolled. On a roll of 1 or 2, themoving unit is automatically placed atthe other end of the trail or in the lastavailable non-blocked hex on the unitsside of the block. For example, a unitenters at 27.15 makes a 1 on its die roll,the unit is then placed at 31.13, or viceversa. The unit so moving has com-pleted its Action Phase and may moveno further. On a roll of 3-6, the unit hasbroken down and blocks the trail. Roll asecond die to determine the exact hex ofbreakdown. The numbers on the mapcorrespond to the die roll, re-roll on asix. Place the disabled unit and a blockmarker in the above indicated hex. Re-roll until a decision is reached. See 2.1dfor rules about a blocked Kall Trail.

    2.1d Disabled Units and the KallTrail. If a vehicle or carrier fails to

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    the trail. Normally, these units are notphysically present on the map, and thetrail improvement mission is assumed.The US player may also elect to placethese troops on the map to participate incombat operations, if need be. How-ever, this placement will interfere withwork on the Kall Trail. Additionally,the presence of German units can alsointerrupt work on the trail. In any Com-mand Planning Phase, the US playermay decide to deploy his engineers ontothe map. This is announced to the Ger-man player, and entry occurs on the nextturn. The engineers may appear on themap in any hex or hexes within 4 hexesof any Kall Trail hex, but at least fourhexes from any German unit. If theseconditions cannot be met, the engineersmay appear within 4 hexes of any USunit, but again at least 4 hexes awayfrom a German unit.

    To represent delays on improvingthe trail, the Kall Trail Status Markermust be moved along the Turn RecordTrack according to the following sched-ule: If one US engineer company hasbeen deployed, advance the StatusMarker one space along the Turn RecordTrack for every hour the Turn RecordMarker is advanced. If both companiesof engineers have been deployed on themap, or if any German unit occupies ahex on or adjacent to a Kall Trail hex,advance the Status Marker one spacealong the Turn Record Track for everytime that marker is advanced.

    2.1f Combat and the Kall Trail.Combat is possible for units on the trail.Disabled units on the trail may still fire.Furthermore, any vehicle/carrier unitdestroyed by combat while on the trail(not just during overwatch) forms ablock. Note that units voluntarily de-stroyed as above, in rule 2.1d, do notform blocks. Blocks can be removedaccording to the normal procedure, af-ter the clearing vehicle makes a suc-cessful passage die roll. Disabled ve-hicles may still conduct overwatch fire.AT rolls against disabled units have anadditional +2 modifier. Units that auto-matically transit the Kall Trail by suc-cessfully rolling on the semi-passibletable, may still be fired on by overwatch

    fire. Move the unit along the trail as itwould normally after the roll, apply anyoverwatch fires as the occur normally.2.2 Supplying AmericanUnits on the Southeast Side ofthe Kall River

    Normally, these games make noprovision for unit supply, since we feltthat an extensive supply routine wouldgreatly bog down play and add little tothe game. However, the morale of USunits was very greatly affected due tothe very tenuous supply situation on thesoutheast side of the Kall River. Thefollowing rules try to present some ofthese affects in a relatively abstractmanner.

    2.2a Supply Periods. Each day isdivided into three supply periods, 0600-1140, 1200-1740, and 1800-0500. OnlyAmerican units on the southeast side ofthe Kall River are affected by thesesupply rules. Once US units cross theKall River they need to be suppliedonce per supply period, beginning withthe first turn of the next complete sup-ply period. For instance, if units crossthe Kall on the 0800 turn, on the 1200turn they will be subject to these supplyconditions.

    2.2b Supply Convoys. The USplayer has 4 Weasel counters whichserve as the supply convoy units. Wea-sels are not subject to any Kall Trailmovement conditions, and may alwaysmove along the Kall Trail paying onemovement point per hex. They do notcount against the number of units whichmay use the Kall Trail per turn. In allother cases, they are considered carriersfor movement purposes. They may nevercarry or tow other units.

    On the first turn of every newsupply period, the US player receivesone supply convoy, consisting of thefour Weasel units, at entry area A. Theonly function of these units is to moveacross the Kall River and stack with atleast one US combat unit anywhere onthe southeast side of the river. Oncethese units cross the river and success-fully reach any US combat unit, theirmission is considered finished and theyare removed from play until the begin-ning of the next supply period. Only oneof the Weasels must successfully crossthe river to resupply all US troops, and

    any Weasels that are eliminated due tocombat reappear at the beginning of thenext supply period.

    The supply convoy does notneed an implemented Op sheet to com-plete its mission. Each unit of the supplyconvoy must remain within two hexesof another unit in the convoy at the endof its own Action Phase. The US playermay assign combat units to escort thesupply convoy, but such units do needan Op sheet. Escorting units must havean implemented Op sheet that specifiesthat such units will accompany the sup-ply convoy across the Kall, and whenthe convoy completes its mission, allescorting units must return to Germeter.Once there, consider the escorting mis-sion terminated.

    2.2c Mechanics of Supply. Theonly units affected by supply are USunits on the southeast side of the KallRiver; the same side of the river asSchmidt. The status of these units iseither supplied or unsupplied, depend-ing on the successful arrival of the latestsupply convoy. The very first time anyUS unit crosses the Kall River, all UStroops are considered in supply for thatand the next complete supply period.Subsequent crossings do not trigger thisautomatic supply state.

    As each supply convoy arrivesacross the Kall River, it affects the nextsupply period. For instance, a supplyconvoy that enters the map on the 0600turn of 4 November, and reaches a UScombat unit on the 0820 turn of 4 No-vember, insures that all US units on thesoutheast side of the Kall River will besupplied for the supply period of 1200-1740, 4 November. If the same supplyconvoy does not successfully completeits mission until 1220 on 4 November,all US units southeast of the Kall Riverwill be unsupplied for the period of1200-1740, 4 November. Note that theywill, however, become supplied againat 1800, 4 November until that supplyperiod ends at 0500, 5 November.

    Players should note that once thefirst US unit crosses the Kall River tothe southeast, the American player mustbegin keeping track of supply periodsand convoys. Furthermore, unsuppliedstatus is a blanket condition that affectsall US troops southeast of the Kall River,

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    and it does not matter to any particularunit status when that individual unitcrossed. (Unless this is the first time thatany US unit has crossed, as above.) Infact, a given US unit may cross back andforth across the river several times withina supply period, and its current supplystatus will change the instant it crosses,if the unsupplied state is currently ineffect.

    2.2d Effects of Supply. Units thatare considered unsupplied may not re-duce company morales. Once they areagain supplied, they may start reducingcompany morale normally. This is theonly effect of beginning unsupplied.There is no effect on movement or com-bat for being unsupplied. If any part ofa company is out of supply, the entirecompany is considered out of supply forcompany morale purposes.

    2.3 Sgt. Spooner(The Worlds Greatest Tank Driver)

    One platoon, the five tanks of 1/A/707th Medium Tank Battalion, isblessed with the driving abilities of Sgt.Spooner, who managed to maneuverhis platoons vehicles around obstacleson the Kall Trail which completely sty-mied the rest of the US armored force.In deference to Sgt. Spooner, any ve-hicle of the 1/A/707th which tries to usethe Kall Trail may subtract two from thedie roll to pass successfully. In addition,any tank of this platoon may ignore oneand only one disabled vehicle on thetrail.

    2.4 US Command PrepRating

    The US Command Prep Rating is3, and remains constant throughout thegame.

    2.5 US Artillery AvailabilityNot all US artillery batteries are

    available at the start of the game. In-stead, battery availability is presentedon the Reinforcement Schedule. No USartillery battery may fire before it isavailable.

    The US player initially has onlythe artillery ammunition provided atstart on the US Reinforcement Sched-ule. Starting on the 0500 turn of 3 No-

    vember, and on the 0500 turn of everyday thereafter, the ammunition listed asAdd each day is added to the total USammunition available. However, the USplayer has a limit to the total ammuni-tion he may have available at any onetime. At the start of each day, the USplayer adds his new ammunition to hisexisting totals, up to the maximum limit.Any ammunition which exceeds thismaximum limit is lost and may not beused in any way.

    2.6 US VariableReinforcements

    In addition to the regular rein-forcements shown on the US Reinforce-ment Schedule, a number of variablereinforcements are available. At thebeginning of every hour turn, the USplayer rolls one die, and consults theVariable Reinforcement Table. If theunits called for have not already ar-rived, and if it is at least the turn indi-cated on the table, the US player maybring on the indicated units at entry areaA.

    2.7 The Greene HornetsThe unit designated GH/3/112

    represents a special force detached fromthe 3/112, and was allowed to roam thebattlefield almost at will. Accordingly,this unit, and this unit only, never needsto create or be listed on Op sheets. It canspot for artillery normally (for thosebatteries in general support, and thosein direct support of 3/112), and can alsospot for the M/3/112 mortar units. Thisunit is not a platoon and it has onlytwo steps. If the player so desires, thisunit can be part of an Op sheet, but is notbound by the sheets restrictions.

    2.8 M4 TanksFor players who also own or have

    played the game Bloody 110th the fol-lowing explanation about the Shermantanks in this game is needed. In theearlier game, the M4s are an up-gunned76mm/long version. In this game theyare the standard short barrel 75mm type.Hence, you can see the difference inrange and attack strengths was inten-tional.

    2.9 D/86 Chemical MortarCompany

    This unit is in support of the 28thDivisions attack. Scenarios giving his-torical orders generally assign this com-pany to the support of particular units. Ifthe historical orders are being used,only the unit being supported may spotthis companys fires. Fires may be spot-ted for this unit by any unit assigned tothe same op sheet as D/86 Chem. Reas-signment of this company to other opsheets, etc. is handled as with any otherunit. D/86 Chem does not add to thesize of the op sheet it is listed on. Thecompany is never considered on gen-eral support and may always spot itsown fires if the opportunity presentsitself.

    3.0 German Special Rules

    3.1 German Artillery StatusThe complete schedule of Ger-

    man batteries available and the dailyartillery allotments is given on the Ger-man Reinforcement Schedule. Initially,the German player starts out with theartillery ammunition indicated on thistable. Starting with the 0500 turn of 3November, and at 0500 every day there-after, the German adds the ammunitionshown, up to the maximum allowablelevels for each type of ammunition.Any daily additions which exceed themaximum are considered lost. They maynot be saved and added at some laterdate.

    3.2 The German CommandPrep Rating

    Initially, the German commandprep rating is a 4. After 1800 3 Novem-ber, it becomes a 3 for the rest of thegame.

    3.3 Observations from theBergstein Ridge

    Any US unit within the limits ofhexes 15.27 to 22.27, via xx.27; and15.17 to 22.17, via xx.17, may be firedupon by German artillery. These firesdo not need an on-map observer, as longas a clear line of sight can be traced tothe northern map edge between 15.xx

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    and 21.xx. Terrain never blocks thisline of sight, only smoke and limitedvisibility can. German artillery firingthese missions must be assigned to theBergstein Ridge missions, and can be soassigned during any friendly CommandPlanning Phase (record on their op sheet,or other paper.) Change in status fromBergstein to otherwise or vice versaoccurs instantly. Only thos batteriesassigned to the Bergstein ridge may usethe off-map observer. If Bergstein Ridgebatteries desire to fire using an on mapobserver, they do so with a called firedelay of one more than usual (as listedon the Reinforcement Schedule.)Bergstein Ridge batteries firing usingthe off map observer do so with theirnormal called fire delay.

    3.4 Tow Only Mortar UnitsGerman 120mm mortar units are

    considered tow only units. They canonly be moved via a carrier. These mor-tars are actually considered passengers,and a carrier transporting such a unitcan still tow up to two other weapons.No vehicle (tanks, etc.) may transportthese units.

    3.5 Germans and the KallTrail

    German units may move alongthe Kall Trail in exactly the same fash-ion as US units. Germans may never tryto improve the status of the trail, normay they degrade the status of the trailin any way. They may, however, takeadvantage of any status improvementsmade by the US player.

    3.6 German 150mm ArtilleryAll German 150mm artillery

    rounds have the same fire power perround as US 155mm rounds.

    4.0 Command andControl Special Rules

    4.1 American CommandersHigher Intent

    The US Divisional Commander,as directed by both Fifth Corps and FirstArmy, was to take and hold Vossenack,Kommerscheidt, and Schmidt, as wellas keeping the divisional main supply

    route (MSR) over the Kall Trail free ofGerman interference. Once these initialobjectives were secure, further attackswould be launched to the south andwest.4.2 German CommandersHigher Intent

    The German forces in the areawere ordered halt the US attack, andthen counterattack to isolate and de-stroy the American forces in bothSchmidt and Vossenack.

    5.0 General Special Rules

    5.1 Company/BattalionAssigned Vehicles

    Certain vehicles on both sides areassigned directly to company, battal-ion, or higher commands. These unitsmay be assigned as desired just as anyother unit. Such vehicles are counted asAT guns, etc., when calculating com-mand size modifiers (see 6.6d in theSeries rules.) Trucks never count forsize modifiers.

    5.2 WeatherHistorically, the weather was

    poor. However, a few US aircraft, all P-47s, did appear on the field. At thebeginning of every hour turn, during theCommand Planning Phase, the USplayer rolls one die and consults theWeather Table on the game map.

    The weather effects, also listedon the map, are as follows:Type Max VisibilityRain 5 hexesHeavy Fog 3 hexesLight Fog 7 hexesMist 12 hexesClear Unlimited

    5.3 TrafficabilityIn all historical scenarios,

    trafficability is poor. For the sake ofsimplicity, trafficability is good for theteaching scenarios.

    5.4 Air SortiesIn daylight turns, when the

    weather is mist or clear, the US playermay use P-47 sorties. On any mist turn,one P-47 may be used, and on any clear

    turn, two P-47s may be used.Each P-47 may either:A. bomb one target with a fire-

    power of 16 or a hit roll of 6 or more andautomatic kill if hit on point or bothtargets, or

    B. fire three volleys of rocketswith a firepower of 10 each or a hit rollof 8 or more and automatic kill if hit onpoint or both type targets.

    Each aircraft may also strafe 4targets with a firepower of 6 in additionto either of the above attacks.

    The US player must identify thetype of armament of the P-47s at thetime their target zone is recorded. Ifmore than one aircraft sortie is avail-able, each may be different. Each ca-pacity may be used the number of timesgiven, which may be used against thatnumber of separate targets or more thanonce (or in combination) against a singletarget.

    Air sorties may not be appliedagainst targets in forest hexes unlessthose targets are in move mode. No unitin fire mode and in a forest hex can betargeted, unless it is adjacent to anunsuppressed friendly unit. Should unitsof both modes be stacked in the sameforest hex, they may be attacked nor-mally. Airpower may attack units in firemode in forest hexes if these units werespotted using the optional spotting rules.

    5.5 AA RatingsThe ratings below are for both

    sides, based on particular unit types.Infantry, MG, Pioneers, and Engi-neers11Range up to normal listed range.All others (must have a weapon)12Range up to 4 hexes.

    5.6 Battalion WeaponsCompanies

    Both sides in the game have com-panies which are devoted to the supportof the remainder of their battalion. UScompanies D, H, and M are the heavyweapons companies for each battalion.For the Germans, 4, 8 and 12 serve thesame function. The units of these com-panies may be doled out to the linecompanies of their battalion as desired(with appropriate notes on op sheet task

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    organizations.) Mortars in these com-panies may have their fires observed byany unit of their battalion.

    Weapons companies have theirown company morales and these mo-rales are separate from the units to whichthey might be assigned. The companymorale of the controlling company isnot used when making morale checkson a battalion weapon company unit, itsown is used. Distance does not affectthese morales.

    6.0 Minor VariantsMinor variants exist to add differ-

    ent flavors to the game. They are onlyused with the mutual consent of bothplayers. Each minor variant has a spe-cific penalty defined as a number oflosses incurred by the side using thevariant. This number is added to thatside's losses in the final victory determi-nation.

    6.1 US Minor VariantEarly Arrival of 1/112. Instead of

    arriving at 1200 3 November, as calledfor in the US Reinforcement Schedule,1/112 may arrive at 1200 2 November.Its historical orders are to move alongthe Richels Branch to MestrengerMuhle, cross the Kall River, and cap-ture all hexes of Kommerscheidt. Notethat only A, C, & D/1/112 appear. B/1/112 will arrive at its regular time. Thisadds 5 units to the US total losses at theend of the scenario.

    Historically, 1/112 was to moveout shortly after 2/112 set out to captureVossenack on 2 November. Unlike the2nd Battalion, the 1st ran into stiff Ger-man resistance in the woods south ofVossenack, and never really entered themap on the first day. Regimental HQdecided since 2/112 captured Vossenackquite easily, 1st Battalions axis of at-tack would be shifted to move throughthe town instead.

    6.2 German Minor Variants6.2a Tiger Tanks. When the Ger-

    man 1/16 Pz Rgt arrives at 0200, 4November, allow the six Mk VIe tanksof 3/1/16/116 to arrive with it. Note:Only when this option is used are thesetanks used in the game, all references to

    1/16 Pz in set up or arrival are withoutthe Tiger tanks. This adds 12 units to theGerman loss total.

    US Intelligence officers initiallyreported that some Tiger tanks from theGrossDeutschland were absorbed intothe 116th Panzer during the course ofrebuilding the latter in the autumn of1944. No such tanks were identifiedduring the fighting, but this variant al-lows the German player to examinetheir impact and give free rein to USintelligence fears.

    6.2b 2/1056/89. This battalionenters the game on 1200 5 November, atentry hex B. It has no historical orderswhen it arrives. This adds 8 units to theGerman loss total.

    6.2c 3/1056/89. This battalionenters the game on 1700 5 November, atentry hex C. It also has no historicalorders when it arrives. This adds 7 unitsto the German loss total. Note that these(6.2b, 6.2c) are two separate variantsto use both would add 15 units.

    Rationale for the arrival of thesetwo units is the same. By the 5th ofNovember, the US 110th Infantry hadlost the impetus in its attack to the south.Indeed, one battalion of the US forcehad been brought into the 112ths sec-tor to retake Schmidt. However, thisloss of momentum in the south freed upGerman reserves, including these unitsof the 1056th.

    7.0 Set Up NotesA. For set up purposes, w/i X

    means set up a given unit within Xhexes of a given hex, inclusive.

    B. The abbreviation CFD meansCalled Fire Delay, whenever used.

    C. All units may set up in eithermode, mounted or dismounted at theowning players discretion. All units ofa given organization are set up whenthat organization is called for, unlessspecifically excluded. Note that 3/1/16/116 Pz never sets up with its orga-nization, unless the Tiger tank vari-ant is being used.

    D. American units set up first,and then the Germans, with no Germanunit setting up within five hexes of anyAmerican unit, if possible.

    E. Minefields, when given, are

    set up according to the usual mine place-ment rules. If none are given, none maybe set up at start, but during the scenarioup to the maximum allowed may bedeployed in play. The maximum usableminefields are as follows: German30minefields, real or dummy, during anygiven scenario, with no more than fiveused per infantry battalion in play; USup to five minefields per infantry battal-ion in play.

    F. Losses are specified in numberof steps for the affected units. All lossesmust be spread as equally as possibleamong the units specified. In some cases,only some of an organizations units areset up, others may not be used in play.

    G. The balance rating given in thescenarios is a measure of how evenlythe two sides are matched. A + ratingmeans a tilt toward the US side, a - isthe opposite effect toward the Germans.The larger the number tied to thesesymbols, the more easily that side mightwin.

    H. The following abbreviationsare used in the scenario set ups:

    IInfantry PlatoonMMortar PlatoonMGMachine Gun Section.I. Historical orders, when given,

    are to provide reference for the players.They need not be followed in any way,unless players wish to pursue a strictlyhistorical game.

    8.0 Victory ConditionsVictory is based primarily on ter-

    ritorial objectives. These victory condi-tions apply to all versions of the cam-paign game, as outlined in Scenario 9.Other scenarios have their own victoryconditions, as listed in them. The fol-lowing are organized into the Levelsof Victory as mentioned here and later.They are in the order most-US to most-German with shades of grey between.Occupy or Control are defined as be-ing the last player to occupy with a unitor pass through all of the contiguoushexes of the feature indicated.

    US Massive VictoryOccupyKommerscheidt, Schmidt, Vossenack,and all hexes of trail or Kall Trail con-necting Vossenack to Schmidt. No Ger-

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    man unit may be within 3 hexes of thetrail running from 17.15 to 61.15.

    US Major VictoryOccupyKommerscheidt, Vossenack, and allhexes of the Kall Trail (17.15 to 42.15.)No Germans within 3 hexes of this trailportion.

    US Minor VictoryOccupyVossenack and all hexes of the KallTrail to the Meistrenger Muhle. No Ger-mans within 3 hexes of this trail portion.

    DrawAny result other thanthese listed.

    German Minor VictoryUStroops occupy Kommerscheidt,Vossenack, and Schmidt; but Germanunits occupy at least 3 hexes of the KallTrail between Kommerscheidt andVossenack.

    German Major VictoryUStroops fill their Major victory condi-tions above, except that the Germanscontrol at least 3 hexes of the Kall Trailbetween Kommerscheidt andVossenack.

    German Massive VictoryGer-man troops occupy Schmidt,Kommerscheidt, and at least 10 hexesof Vossenack, as well as the bridge overthe Kall River at 33.13 (occupy bothadjacent hexes.)

    Adjustments to Victory Levels:1. Shift one level in the US favor

    if at least 60 German units have beendestroyed (unit=any counter.) Any unitfrom the 116th Panzer counts as two,any tank (assault gun, etc.) from the116th counts as three.

    2. Shift one level in the Germanfavor if at least 35 US infantry type units(any size) have been destroyed.

    For example, if the Germans wona minor victory, but the US player hasdestroyed 65 German units, the VictoryLevel is shifted one in the US favor,resulting in a draw.

    Teaching ScenariosThe following are not historical

    actions, but rather represent simple com-bats in order to isolate and illustratecertain aspects of the rules. Each shouldtake an hour or two to play, using fewunits and limited map areas in order to

    facilitate the different aspects of thegame system. Each scenario lists therules sections it highlights. If a givenrule section is mentioned, say 12.0, allof section 12 is in use, not just theintroductory paragraph 12.0.

    All teaching scenarios require thefollowing sections: 1.0 to 1.3h, 3.0 to3.6b, 4.0 to 4.2, 5.0 to 5.1d, 8.0 to 8.8e,12.0 to 12.1f. None of them require theCommand rules (6.0) and it is recom-mended that these rules not be used atfirst, but that players concentrate on thegames mechanical aspects.

    Weather is clear and trafficabilitygood for each of these scenarios.

    1. Armor FightMap Area: All, south of the Kall River.Start: 0800End: 1000 (7 turns)Artillery: None

    Set Up:US: 1/A/707, 1/B/893 w/i 5KommerscheidtGerman: 1/1/16, 2/1/16 w/i 5 SchmidtReinforcements: NoneRules Illustrated: 8.9, 14.0 (if desired)

    Victory:German: Exit 8 or more tanks via 33.14US: Avoid the above and lose no morethan 4 vehicles.Draw: Other than the above.

    2. An Infantry FightMap Area: All, south of the Kall River.Start: 0800End: 1000 (7 turns)Artillery: None

    Set Up:US: C/1/112 any hex ofKommerscheidtGerman: 2/1056/89 any hex ofSchmidtReinforcements: NoneRules Illustrated: 9.0, 13.0 (if desired)

    Victory:German: Occupy all hexes ofKommerscheidt

    US: No Germans in any hex ofKommerscheidtDraw: Other than the above.

    3. Armor OverrunAssaultMap Area: All, south of the Kall River.Start: 0800End: 0900 (4 turns)Artillery: None

    Set Up:US: GH/3/112 46.08German: 2/1/1/16 Pz w/i 3 48.05Reinforcements: NoneRules Illustrated: 8.9, 8.10, 9.0,14.0

    Victory:German: Destroy the US unitUS: Avoid the above and kill at least 2German tanks.Draw: Other than the above.

    4. Forward ObserverMap Area: All, north of the Kall River.Start: 0800End: 0900 (4 turns)

    Artillery:German: 1x 6 gun, 105mm battery,with 10:HE, 2:SmokeUS: None

    Set Up:US: F/2/112 w/i 2 19.23German: None, an FO (forward ob-server) is located on the Bergstein Ridge.See the Bergstein Ridge rule (3.3) forlimits of visibility.Reinforcements: NoneRules Illustrated: 9.0, 10.0, and 11.0

    Victory:German: Destroy 6 or more US stepsand/or make the US company moraleexceed 10.US: Avoid the above, and occupy all ofVossenack.

    5. Minefield AssaultMap Area: All.Start: 0800End: 1200 (13 turns)Artillery: None (As an option, use the

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    artillery given in 4 above.)

    Set Up:US: A/1/112 w/i 3 46.11; 5 minefields,real, in line from 48.09 to 48.13.German: 2/1055/89 w/i 3 53.13Reinforcements: NoneRules Illustrated: 9.0, 13.0, and 15.0

    Victory:German: Create at least one minefieldbreach and assault at least 2 US unitsUS: Avoid the above.

    6. JABOS ! !Map Area: All.Start: 0800End: 0900 (4 turns)Artillery: None

    Set Up:US: None, US gets 2x P-47s each turnarmed as per the rules in 5.4German: 1/16 Pz in any clear or townhexReinforcements: NoneRules Illustrated: 17.0

    Victory:German: Avoid US conditionsUS: Destroy 50% or more of the Ger-man tanks.

    Historical Scenarios

    1. The First US AttackBalance: +2 to +3

    At 0900, 2 November, the leadelements left their positions in the townof Germeter, and advanced over openground to the handful of German troopsdefending Vossenack. The initial USplan called for the 2/112 Infantry toseize Vossenack, and for the 1/112th tomove by Vossenack to the south tocapture the bridge over the Kall River.2/112th took Vossenack with little loss,but the lead company of 1/112th washeld up by strong resistance after jump-ing off at noon. The day ended withVossenack firmly in US hands, but with1/112th stuck close to its jump off posi-tion.

    Start: 0900, 2 November

    End: 1600, 2 November (22 turns)

    US Information:Set Up: 2/112, C/707, D/86 Chem inGermeter, on or west of route 399,inclusive.Artillery: See US ReinforcementSchedule for 2 NovemberReinforcements: None, but players maywish to use the US Minor Variant al-lowing arrival of 1/112 at 1200. Suchuse shifts the final victory one level inthe favor of the Germans.Historical Orders: 2/112, C/707At-tack and capture Vossenack. D/86ChemSupport this attack.Kall Trail Status: Impassible.US Supply Status: Not applicable.

    German Information:Set Up: 1/983/275 any hex or hexes ofVossenack; 2/983/275 woods/foresthexes w/i 4 22.04; Fus/275 any hex orhexes of Schmidt.Artillery: As per German Reinforce-ment Schedule, 2 November.Reinforcements: NoneHistorical Orders: 1/983/275Hastydefense of Vossenack. 2/983/275Pre-pared defense in woods/forest with 5minefields allowed. Fus/275No or-ders.

    Victory Conditions:US Massive: Occupy all hexes of

    Vossenack, Kommerscheidt, andSchmidt and all hexes of the Kall Trailbetween Kommerscheidt and Voss-enack.

    US Major: Occupy all hexes ofVossenack, Kommerscheidt and KallTrail between them.

    US Minor: Occupy all hexes ofVossenack and hexes 33.13 & 33.14.

    Draw: US occupies all hexes ofVossenack.

    GE Minor: Neither side has com-plete control of Vossenack.

    GE Major: As GE Minor, exceptmore than 20 step losses inflicted onUS.

    GE Massive: As GE Major, ex-cept German player occupies all hexesof Vossenack.

    2. The Attack on Schmidt

    3 NovemberBalance: +3

    While the successful capture ofVossenack the previous day earnedpraise from the 28th Division com-mander, Major General Cota, the fail-ure of 1/112 to cross the Kall, or evenadvance much past Germeter, was dis-appointing. The next day, 3/112 waschosen to lead the next attempt. Thenew plan called for a movement throughVossenack, bypassing the defendedwoods, to cross the Kall at theMestrenger Muhle and then move onSchmidt. 1/112, less B Company, wouldfollow the 3rd Battalion, and A/707thTank Battalion was to support the entireoperation. This time, the attack wasstartlingly successful, with the Germandefenders in Schmidt caught by sur-prise and driven out handily.

    Start: 0800, 3 NovemberEnd: 1600, 3 November (25 turns)

    US Information:Set Up: 2/112 (less AT guns, -5 steps ofinfantry) w/i 3 19.23 and/or 18.20; 3/112 (less AT guns), A/707 w/i 3Vossenack any hex between 18.18 and15.12; D/86 Chem in any hex ofGermeter; C/707 on or west of Route399, inclusive.Artillery:105mm: HE:50, Smoke:10, Illum:5155mm: HE:50, Smoke:7, Illum:58 inch: HE:25, Smoke:3, Illum:2Reinforcements: A, C, & D/1/1121200, 3 November, Entry Area A.Historical Orders: 2/112Hasty de-fense of east end of Vossenack. 3/112Move along the Kall Trail, throughKommerscheidt, to capture Schmidt. 1/112Follow route of 3/112, to captureKommerscheidt. A/707Support at-tacks of 3/112 and 1/112. D/86 Chem,C/707No orders.Kall Trail Status: Impassible.US Supply Status: Not Applicable.

    German Information:Set Up: 2/983/275, with 5 minefieldswoods/forest hexes w/i 4 22.04; Fus/275 any hex or hexes of Schmidt.Artillery:105mm: HE:25, Smoke:5, Illum:3

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    150mm: HE:15, Smoke:5, Illum:2Reinforcements: 3/1055/89 1400, 3November, Entry Area DHistorical Orders: 2/983/275Pre-pared defense in place. Fus/275Noorders. 3/1055/89Move to Harscheidtand set up a hasty defense.

    Victory Conditions:US Major: Occupy all hexes ofKommerscheidt, and Schmidt and allhexes of the Kall Trail betweenKommerscheidt and Vossenack.US Minor: Occupy all hexes ofKommerscheidt and the Kall Trail be-tween Vossenack and Kommerscheidt,as well as have troops in Schmidt (evenif German units are also in Schmidt.)Draw: As US Minor, except Germansalone occupy Schmidt.GE Minor: No US troops in Schmidt,both sides occupy Kommerscheidt.GE Major: No US troops south of theKall River.

    3. Counterattack atSchmidtBalance: -3

    At dawn on 4 November, theGerman forces launched a powerfulcounterattack designed to recaptureSchmidt. Three battalions of Germaninfantry supported by 17 Panther tanks,assaulted the American positions fromseveral directions, overwhelming thelone US battalion defender. By 1100,the remnants of 3/112 were regroupingin Kommerscheidt and the German1055th consolidated in Schmidt.

    Start: 0700, 4 NovemberEnd: 1100, 4 November (13 turns)

    US Information:Set Up: 3/112 (all, -AT Guns), 3minefields may be placed w/i 4 55.14.Artillery: Batteries available: A/108,A/229, B/229105mm: HE:30, Smoke:5155mm: HE:15, Smoke:3Reinforcements: None.Historical Orders: 3/112Hasty de-fense of Schmidt.Kall Trail Status: Not Applicable.Supply Status: All units are unsupplied.

    German Information:Set Up: 1/1055/89, 3/1055, 1/16 Pz/116 (-Tiger Tanks) anywhere northand east of 50.xx and xx.20; 2/1055/89w/i 4 52.01.Artillery: Batteries available: 1/1/89,2/1/89, 1/2/89105mm: HE:35, Smoke:15150mm: HE:20, Smoke:8Reinforcements: NoneHistorical Orders: All German unitsare ordered to attack and captureSchmidt.Special Rules:

    Hex BoundariesOnly hexessouth or east of 48.xx (inclusive) are inplay.

    US Unit ExitUS units may exitvia the 48.xx hexrow. Such units do notcount for German victory, and may notreenter the game later.

    Victory Conditions:GE Minor: Capture Schmidt and

    eliminate 24 or less US steps.GE Major: Capture Schmidt and

    eliminate 25 or more US steps.

    The above levels (including the otherlevels as listed earlier, except a drawwhich is not allowed and ignored) areshifted in the US favor according to thefollowing:

    Shift one level for 15 to 29 Germansteps eliminated.Shift two levels for 30 or more Germansteps eliminated.Note: Each German tank counts as threesteps for this purpose.

    The US player automatically wins amassive victory if he controls 8 or morehexes of Schmidt at the end of the game.

    4. The FirstCounterattack atKommerscheidtBalance: 0

    After their success at Schmidt,the German 1055th Infantry prepared topush on to take Kommerscheidt. By1300, 4 November, the US defenders(1/112th) reported German armor andinfantry approaching their positions.

    Three Shermans, commanded by theever-alert Lt. Flieg, and the remnants of3/112 aided the defense ofKommerscheidt. The Germans wererepulsed with some loss. As dusk fell,US troops across the Kall prepared forfurther German attacks which were ex-pected at dawn.Start: 1300, 4 NovemberEnd: 1620, 4 November (11 turns)

    US Information:Set Up: A & D/1/112, I/3/112 (2I, 1M,remaining), K/3/112 (1I), L/3/112 (1I),M/3/112 (1MG, 1M (less one step)), 1/A/707 (3x M4 remaining) in any hex ofKommerscheidt; C/1/112 w/i 2 36.12.Company Morales: I/3/112 (4), K/3/112 (8), L/3/112 (8), M/3/112 (5), allothers are 0.Artillery: See scenario 3.Reinforcements: None.Historical Orders: All US troops (ex-cept C/1/112) are in a hasty defense ofKommerscheidt. C/1/112Defend inplace.Kall Trail Status: Not Applicable.Supply Status: Supplied.

    German Information:Set Up: 1/1055/89 (-6 steps, infantry),3/1055/89 (-5 steps, infantry), 1/1/16Pz/116 in any hex of Schmidt.Company Morales: 1/1/1055 (2), 3/1/1055 (3), 9/3/1055 (1), 10/3/1055 (3),all others are 0.Artillery: See scenario 3.Reinforcements: NoneHistorical Orders: All troops are or-dered to capture Kommerscheidt.

    Special Rules:Play is confined to the area whose cor-ners are 36.20, 36.05, 54.20, and 54.05.Edges are the gridlines xx.05, xx.20,36.xx, and 54.xx.

    Victory Conditions:The side which alone has units in

    any hex or hexes of Kommerscheidtwins a minor victory. If Kommerscheidtis unoccupied or occupied by both play-ers, a draw results.

    5. The Second Attack onKommerscheidt

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    Balance: 0After being repulsed at

    Kommerscheidt on the afternoon of the4th, the 1055th Infantry made a secondattempt to capture the town. Again sup-ported by 116th Panzer tanks, the Ger-mans stepped off from Schmidt for an-other try.Start: 0700, 5 NovemberEnd: 1200, 5 November (16 turns)

    US Information:Set Up: I/3/112 (1I, 1M), K/3/112 (1I),M/3/112 (1MG, 1M(-1 step)), A/1/112(-3 steps), D/1/112(-2 steps of MG), 1/A/707 (-2 M4 tanks) in any hex ofKommerscheidt; C/1/112 w/i 2 36.12.Artillery: Batteries available: Cannon/112, A/229, B/229, B/108105mm: HE:75, Smoke:5, Illum:5155mm: HE:30, Smoke:3, Illum:2Reinforcements: 1100, 5 November athex 36.12: 5x M4 from any availableplatoon of A/707.Historical Orders: All (-C/1/112)Hasty defense of Kommerscheidt. C/1/112Hasty defense in place.Kall Trail Status: Not Applicable.Supply: Supplied.

    German Information:Set Up: 1/1055/89 (-10 steps), 3/1055/89 (-12 steps), 1/16/116 (-5 tanks, noTigers) any hex of Schmidt; 2/1055/89(-2 steps) w/i 5 54.05; 2/16/116 any hexof Harscheidt.Artillery: Batteries available: 1/1/89,2/1/89, 1/2/89, 1/843105mm: HE:40, Smoke:10, Illum:5150mm: HE:20, Smoke:5, Illum:2Reinforcements: NoneHistorical Orders: 2/1055/89Attackand capture Kommerscheidt. Other unitshave no orders.

    Special Rules:Play is confined to the boundaries: 36.xx,62.xx, xx.01, and xx.25, with corners of36.01, 36.25, 62.01, 62.25.

    Victory Conditions:US Minor: Avoid the German

    conditions.GE Minor: Capture all hexes of

    Kommerscheidt.

    6. German Attack onVossenackBalance: -1

    While the fighting raged on theother side of the Kall, the 2/112 heldVossenack. By the 6th of November,continuous pounding by artillery hadworn down the endurance of the men ofthe 2/112, and they seemed prone topanic. That morning, German artilleryfired a particularly heavy barrage inpreparation for an assault. This shellingproved to be too much for the Ameri-cans to bear, and they routed backthrough the town. The 60thPanzergrenadiers quickly followed seiz-ing half of Vossenack before a scratchUS force of tanks and infantry put a haltto further advances.

    Start: 0600, 6 NovemberEnd: 1200, 6 November (19 turns)

    US Information:Set Up: 2/112 (-10 steps, and AT guns)in any clear or town hex w/i 3 19.23 or18.20; 3x AT Guns, 2/112 w/i 2 17.15;1/B/707 (4x M4) w/i 2 16.15; 1/C/707(4x M4) w/i 2 19.15; 1/B/893 (4x M10)w/i 2 14.11.Company Morales: Each company of2/112 has a morale of 8.Artillery: Batteries available: Cannon/112, B/108, B/997105mm: HE:25, Smoke:5155mm: HE:20, Smoke:58 inch: HE:15Reinforcements: None.Historical Orders: All US units in ahasty defense of Vossenack.Kall Trail and Supply Status: NotApplicable.

    German Information:Set Up: 60 PG (all) anywhere east ofxx.30, and north of 27.xx.Artillery: Batteries available: 1/1/146,2/1/146, 3/1/146. 2/3/146, and 3/3/146105mm: HE:75, Smoke:20150mm: HE:125, Smoke:10Reinforcements: NoneHistorical Orders: All units are to at-tack and capture Vossenack.

    Special Rules:Play is contained by the hex boundarieslinking the corners: 10.27, 17.35, 28.35,28.10, and 10.10.

    Victory Conditions:US Major: Control all hexes of

    Vossenack.US Minor: Control all hexes of

    Vossenack west of 17.15, inclusive.GE Minor: Capture all hexes of

    Vossenack east of 17.15, inclusive.GE Major: Capture all hexes of

    Vossenack.

    7. Return to VossenackBalance: -1

    With the rout of 2/112, Germantroops were poised to completely iso-late the rest of the 112th Regiment onthe other side of the Kall. In despera-tion, the 28th Division HQ committedall remaining reserves to a counterat-tack aimed at retaking Vossenack. Un-fortunately, only two companies of USengineers, A and C, 146 Eng Bn, were athand. The counterattack was duly or-dered for the engineers and the variousarmored elements which were still avail-able. The American forces failed torecapture the town, but the engineersdid manage to contain the Germans eastof the Church, preserving the precari-ous supply line over the Kall.

    Start: 1300, 6 NovemberEnd: 1640, 6 November (12 turns)

    US Information:Set Up: A & C/146 Eng w/i 3 11.08; D/86 Chem in or west of Germeter; B/707 w/i 3 14.10; C/707 (-5 tanks) w/i 313.10; 1/B/893 (-1 vehicle) w/i 3 15.11.Artillery: Batteries available: Cannon/112, A/229, B/229, B/108, B/997105mm: HE:80, Smoke:10155mm: HE:30, Smoke:58 inch: HE:20, Smoke:2US player has 8x P-47 airstrikes to usein this scenario. Each represents oneaircraft and no more than two may beused in any given turn. The weatherallows these flights.Reinforcements: None.Historical Orders: All are ordered toattack and capture Vossenack.

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    Kall Trail and Supply Status: NotApplicable.

    German Information:Set Up: 1/60PG/116 (-4 steps) on oradjacent to any hex of Vossenack eastof 17.15.Artillery: Batteries available: 1/1/146,2/1/146, 3/1/146105mm: HE:40, Smoke:5150mm: HE:20, Smoke:3Reinforcements: NoneHistorical Orders: All in a hasty de-fense of Vossenack.

    Special Rules:Play is contained in the boundaries de-fined by the corners: 1.05, 1.20, 12.30,22.30, and 22.05.

    Victory Conditions:Whichever player holds all of Vossenackwins a major victory. Any other result isa draw.

    8. Task Force RippleBalance: -4

    Task Force Ripple, named forLTC Richard Ripple the battalion com-mander of the 707th, was created byGeneral Cota to retake Schmidt. The 3/110th was moved to Kommerscheidtwhere it would launch its effort to re-take the objective. Support was to beprovided by two companies of the 707th,as well as elements of the 893rd TD.The attack was scheduled to begin at1200, 6 November.

    Unfortunately, various events in-terfered with Ripples attack. Due to thefighting in Vossenack, no more tankscrossed to Kall, and instead of almostfour armored companies, only eightM4s and seven M10s were available.Furthermore, the 3/110 had less than300 men and was in no condition toattack. At the last minute, the operationwas cancelled by the decision of LTCRipple, and 3/110th joined the defenseof Kommerscheidt.

    This scenario deals with whatmight have happened had the assaultgone forward as planned.

    Start: 1200, 6 NovemberEnd: 1700, 6 November (14 turns)

    US Information:Set Up: 3/110 (-3 steps per infantryplatoon), A/707 (-8 tanks), C/893 (-3TDs) anywhere north of 44.xx andwest of xx.18.Artillery: Batteries available: A/229,B/229, A/108105mm: HE:50, Smoke:5155mm: HE:25, Smoke:2Reinforcements: None.Historical Orders: All are to attackand capture Schmidt.Kall Trail Status: Not Applicable.Supply: Supplied.

    German Information:Set Up: 1/1055 (-12 steps of infantry)north of 48.xx, east of xx.13, inclu-sive; 3/1055 (-14 steps of infantry) southof 50.xx, east of xx.12, inclusive; 1/16/116 (-10 tanks, no Tigers) south of50.xx, inclusive.Artillery: Batteries available: 1/1/89,2/1/89105mm: HE:35, Smoke:5Reinforcements: NoneHistorical Orders: All are in a hastydefense in place.

    Special Rules:Play is contained by the boundariescreated by the hexrows connecting thehexes 36.01, 36.20, 62.20, 62.01

    Victory Conditions:US Major: Control all hexes of

    Schmidt.US Minor: Control at least five

    hexes of Schmidt.Draw: Other than the above or

    below.GE Minor: Control all of

    Schmidt.GE Major: Control all of

    Schmidt, and destroy at least 50% of theremained of 3/110 and at least 7 tanks orTDs.

    9. Objective: Schmidt,The Full Battle2 to 6,November, 1944.

    This scenario allows players toexamine the entire action from 0900, 2November until dark on 6 November.

    Players undertaking this project shouldbe forewarned that it will be quite lengthyand will take many hours to complete.For those interested in abbreviated ver-sions of the campaign game, additionalset up information is provided for theother scenarios in order use them asjump off points for the longer scenario.

    The 112th Infantrys attack wasthe centerpiece of the 28th Divisionsoperation. In the end, the 112th failedand so did the rest of the division. The28th lost over 5600 men in November,with the 112th alone suffering 2093casualties. The Hrtgen Forest fightingwas considered some of the worst facedby American troops in WWII.

    Start: 0900, 2 NovemberEnd: 1700, 6 November (202 turns)

    Set Up: Both sides as per Scenario 1.Kall Trail and Supply Status: KallTrail impassible, supply not yet trig-gered.Artillery: Both sides as per the Rein-forcement Schedules for each side. Fur-ther batteries and rounds are added asgiven.Reinforcements: As per each sidesReinforcement Schedule.Variants: If wishing to play a strictlyhistorical game, none are used. Other-wise, players may use any desired vari-ants as given in the Variant rules foreach side.Victory Conditions: As given in thegame specific rules earlier.

    9a. Scenario 2 as start ofCampaign Game.Start: 0800, 3 NovemberEnd: 1700, 6 November (166 turns)1. Set Up as per scenario 2.2. Reinforcements as per Reinforce-ment Schedules.3. Artillery starts as per scenario 2,follow Reinforcement Schedules start-ing on 4 November.Kall Trail and Supply Status: KallTrail impassible, supply not yet trig-gered.

    9b. Scenario 3 as start ofCampaign Game.Start: 0700, 4 November

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    End: 1700, 6 November (123 turns)1. Set Up as per scenario 3, plus thefollowing:US: A, D/1/112 any hex ofKommerscheidt; C/1/112 w/i 5 36.14;2/112 (-5 steps of infantry) w/i 3 19.23or 18.20; D/86 Chem w/i 2 9.13; A, C/707 any hex of Vossenack.

    German: 2/983/89 w/i 4 28.05;228PzJg/116 any hex of Froitscheid.

    US Historical Orders: A, D/1/112Hasty defense of Kommerscheidt. C/1/112Hasty defense in place. 2/112, C/707Hasty defense of Vossenack withD/86 Chem in support.German Historical Orders: 2/983/89Hasty defense in place. 228PzJg/116No orders.

    2. Reinforcements as per Reinforce-ment Schedules.3. Artillery: Use the following insteadof that given in scenario 3:US: All batteries available.105mm: HE:85, Smoke:15, Illum:5155mm: HE:55, Smoke:10, Illum:58 inch: HE:25, Smoke:5, Illum:2

    German: Batteries available as per theReinforcement Schedule.105mm: HE:75, Smoke:15, Illum:7155mm: HE:40, Smoke:10, Illum:3

    Additions to artillery and ammunitionas per the respective ReinforcementSchedules.

    Kall Trail and Supply Status: KallTrail impassible, semi-passible markerplaced at 1000 4 November. Supplystatus is unsupplied, Weasels enter onfirst turn.

    9c. Scenario 5 as start ofCampaign Game.Start: 0700, 5 NovemberEnd: 1700, 6 November (77 turns)1. Set Up as per scenario 5, plus thefollowing:US: C/1/112 w/i 5 36.14; C/893, B/630any hex of Vossenack; B/893, 2/A/707(-3 M4), 3/A/707 (-2 M4) w/i 10 14.10;2/112 (-5 steps of infantry) w/i 3 19.23and/or 18.20.

    German: 228PzJg/116 any hex ofFroitscheid; 2/983/275 (-3 steps of in-fantry) w/i 4 28.05; 1/1056/89 w/i 532.05, south of the Kall River; 1/60PG/116 w/i 5 23.35.

    US Historical Orders: C/1/112Hastydefense in place. C/893, 2,3/A/707Move via the Kall Trail toKommerscheidt. B/630, 2/112 Hastydefense of Vossenack. B/893No or-ders.German Historical Orders: 2/983/89Hasty defense in place. 228PzJg/116, 1/60PG/116No orders. 1/1056/89Attack to capture the Kall TrailBridge over the Kall River.

    2. Reinforcements as per Reinforce-ment Schedules on and after 0700, 5November, ignore those listed in sce-nario 5.3. Artillery: Use the following insteadof that given in scenario 5:US: All batteries available.105mm: HE:100, Smoke:20, Illum:10155mm: HE:40, Smoke:7, Illum:38 inch: HE:20, Smoke:5, Illum:5

    German: All batteries available.105mm: HE:85, Smoke:20, Illum:5155mm: HE:45, Smoke:8, Illum:3

    Additions to artillery and ammunitionas per the respective ReinforcementSchedules.

    Kall Trail and Supply Status: KallTrail semi-passible, passible markerplaced at 1500 5 November. Supplystatus is supplied.

    9d. Scenario 6 as start ofCampaign Game.Start: 0600, 6 NovemberEnd: 1700, 6 November (34 turns)1. Set Up as per scenario 6, plus thefollowing:US: D/86 Chem any hex of Germeter;B/1/112, AT Guns/1/112, A/1/112 (-5steps), D/1/112 (-3 steps MG), A/707 (-8 M4s), C/893 (-3 TDs) any hex ofKommerscheidt; 3/110 (-2 steps perinfantry platoon) w/i 5 28.12; 2, 3/C/707 (-4 M4s), 2,3/B/707 w/i 5 any hexof Germeter; B/893 (-1/B/893) w/i 5

    3.05; 3/112 withdrawn, not set up.

    German: 1/1055/89 (-9 steps) w/i 554.20; 2/1055/89 (-10 steps) w/i 5 54.05;3/1055/89 (-11 steps) w/i 5 55.15; 1/1056/89 (-1 step) w/i 6 32.05; 116R/116 w/i 3 27.25; 1/16/116 (-7 steps), 2/16/116 any hex of Schmidt; 228PzJg/116 any hex of Froitscheid.

    US Historical Orders: D/86 ChemSupport 2/112. 1/112Hasty defensein place. 3/110, A/707, C/893Crossthe Kall and attack Schmidt viaKommerscheidt. C, B/707, B/893Noorders.German Historical Orders: 1/1056/89, 116R/116Attack and captureMestrenger Muhle. All other GermanUnitsNo orders.

    2. US player may roll for variable rein-forcements as called for, no other rein-forcements are available to either side.3. Artillery:US: All batteries available.105mm: HE:70, Smoke:7155mm: HE:55, Smoke:48 inch: HE:30, Smoke:2

    German: All batteries available.105mm: HE:100, Smoke:20155mm: HE:55, Smoke:10

    Kall Trail and Supply Status: KallTrail semi-passible, passible markerplaced at 1200 6 November. Supplystatus is supplied.

    Designers NotesMuch more than its predecessor,

    Bloody 110th, Objective: Schmidt is aninfantry dominated game. There areplenty of AFVs available on bothsides, but the restrictive and channelingnature of the terrain is such that eachplayer will have difficulty putting ma-jor armored elements on the enemy sideof the Kall.

    The centerpiece of the game, bothphysically and philosophically, is theKall River gorge and the trail that crossesit. Possession of the trail is necessary forany American victory, and nearly guar-antees a German success. Furthermore,the trail itself will keep opposing AFVs

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    divided since its so tough to negotiate.Even if the US player captures the trailearly on, the time taken to make itpassable will prohibit US armor fromcrossing over to Kommerscheidt sideuntil late in the game. Of course, the USplayer can risk the trail in its semi-passable state, but this is at best a slowprocess, and at worst one that will cripplethe US armored force.

    It is my belief that one of themajor reasons for the failure of the 28thDivisions attack was the hopelesslyinadequate main supply route and axisof advance. The Kall Trail itself wasresponsible for holding most of the 28thDivisions striking power north of theKall, thus allowing the Germans to massagainst the exposed infantry aroundKommerscheidt and Schmidt. Hence,in the game, much of what the USplayer attempts to accomplish will behamstrung by the Kall Trail. Worst ofall, the US player will be forced toconfront large numbers of German tankswith a minimal armored strength.

    In addition to this annoying trail,other problems confront any would-bePatton or Guderian. AFVs entering theforest will most likely breakdown. Thisis mainly due to the heavy fall rainswhich turned the forested hillsides intooceans of slippery detritus and mud.Even tracked vehicles couldnt main-tain traction, sliding helplessly andthrowing treads. After several unsuc-cessful experiences, vehicles on bothsides stuck to the roads, towns, andcleared areas, where firmer footing andlevel terrain prevailed.

    Accordingly, the game will beresolved by infantry well supported byartillery. Tanks can be useful as firesupport on occasion, but often wont bewhere needed most. Given the length ofthe full battle scenario (should playerschoose to embark on that monstrosity)conservation of your infantry strengthwill be vital.

    Having mentioned the subject, Ishould say something further aboutgame length. While I have includednumerous shorter scenarios, coveringvarious critical smaller actions, the heartof Objective: Schmidt is the full battlecampaign game. Played from start tofinish, 2 till 6 November, this is a very

    long game! In fact, I would enjoy hear-ing from players or teams that completethe full version in order to get a synopsisof play. For those with less time, I havedevised a set of alternate starting pointsfor the campaign game. Players canchoose the historical starting point whichmost appeals to them, and take it fromthere.

    The order of battle research pro-vided some challenge, at least for theGermans. I had good data for all theAmerican forces (the 28th Division hadjust been brought to almost full strength)and for the German 275th and 116th PzDivisions. The German 89th was moredifficult, however, and in the end I wasforced to make some educated guessesbased on standard TO&E information.

    Historically, this battle was a mis-erable one, even as battles go. In addi-tion to all the stresses of combat, theunending damp, drizzle, and mud madeeven rear area existence difficult. Con-stant artillery pounding added to thestrain, producing a thoroughly horribleexperience for the soldiers on both sides.While I wish none of these things onyou, the gamers, I do hope that Objec-tive: Schmidt brings some greater un-derstanding to the Hrtgen Forest fight-ing. Additionally, I hope the game is funand challenging mental contest for allparties involved.

    Battle NotesBy the fall of 1944, the dash

    across France had come to a suddenend. Allied troops, at the extremity oftheir supply lines, ground to a halt alongthe German frontier. There, both sidesgirded for the final campaign, the battlefor Germany itself.

    From September to November of1944, the two sides fought a series ofbloody actions that resulted in little sig-nificant gain and excessive casualties.Market-Garden proved a costly failure,and the fighting around Metz tradedseveral thousand Allied troops for oneliberated French city. Axis soldiers inthe Scheldt Estatuary held on throughOctober, denying the Allies use of thecritical port of Antwerp.

    Despite being stalled along theSiegfried Line, Eisenhower and the Al-lied command had no intention of relin-

    quishing the offensive or the initiativeto Hitlers forces. While debates ragedwithin the Allied HQ regarding method,all parties agreed to maintain the attack.

    By the end of October, the USFirst Army had punctured the West Wallin two places, at Aachen and in theHrtgen Forest. Tantalized by this suc-cess, further attack plans were laid whichcalled for the First Army to cross thesmall yet significant, Roer River, anddrive east to the Rhine. Prior to thismain drive, the V Corps was ordered tolaunch a limited attack to secure theFirst Armys flank.

    The most important objectives onthis flank were a series of connecteddams, including the massiveSchwammenauel Dam, which con-trolled the headwaters of the Roer River.If the main attack was launched whilethe Germans still controlled these dams,they could wait until the VII Corps waspartially across the Roer, release thedammed water, and thus isolate all orpart of the corps by river flood waters.

    The V Corps commander, Lieu-tenant General Gerow, chose the 28thInfantry Division, under Major GeneralNorman Cota, to launch the attack. The28th was at full strength and was aveteran unit which had first enteredcombat in Normandy at the end of July,1944. First Army intelligence deter-mined that the Germans in the Rotgensector, where the operation would takeplace, were the understrength, secondline troops from the 275th Infantry Di-vision.

    The task the US troops faced wasin no way an easy one. The 28th Divi-sion had to use all three of its regimentsin initial attacks, with each drive head-ing in a separate direction. The 109thRegiment was to assault due north fromthe town of Germeter, while the 110thwas ordered to drive to the south-east ofthe same town. The main attack, that ofthe 112th, was to start at Germeter,attack first east to Vossenack, and thenturn south to capture Schmidt. Oncethese objectives were secured, the VCorps was supposed to continue theoffensive towards the Roer Dams.

    On the 2nd of November, 1944,the 28th Division began its three-pronged attack. After little more than a

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    week in line, the men of the three regi-ments began one of the most difficultoperations of the war. Initially, the 112thwas successful. The 2nd Battalion seizedVossenack easily after driving out thehandful of German defenders. The 1stBattalion, however, which was to movedirectly overland to the second objec-tive, Kommerscheidt, ran into Germansin the woods south of Vossenack andstalled. The 109th took most of its initialobjectives, but thereafter spent the restof the week stuck in place. The 110thfared even worse, and by the 6th wasstill halted having advanced no furtherthan its line of departure.

    With Vossenack having fallen soeasily, the 112ths commander, Lt. Col.Carl L. Peterson, decided to renew hisattack on 3 November with 3/112 mov-ing through the town to bypass the resis-tance encountered by 1/112 the daybefore. 1/112, minus B Company, andA/707th Tank Battalion, was to follow3/112 and support the attack.

    Surprisingly, the Germans hadmade no move to cover the hole left intheir lines by the loss of Vossenack, andthe two US battalions crossed the KallRiver without opposition. A/707th re-mained in Vossenack because it wasdiscovered that the Kall Trail was com-pletely impassible to armor. 3/112 con-tinued to advance and took Schmidtwith little loss after surprising the Ger-mans there. 1/112 took up defensivepositions in Kommerscheidt and wasnot engaged that day.

    German attention was drawn tothe hole punched in their line at Schmidt.Coincidentally, commanders and staffofficers from the various German com-mands currently engaged in the Schmidtfighting were meeting at Field MarshallModels HQ to conduct a map exerciseto study a theoretical US attack in theHrtgen-Schmidt area. [One of the greatwargames of all timeEd.] These com-manders quickly turned their attentionto the real assault. Plans were made tomove elements of the then refitting 116thPanzer Division forward to counterat-tack the Americans. Since the US 110thInfantry had failed to take any of itsobjectives, the 112th at Schmidt andVossenack formed an exposed salient.The German plan called for pincer at-

    tacks to isolate the men across the Kallfirst, and then follow up by overwhelm-ing those at Vossenack.

    At dawn on November 4th, theGerman 1055th Regiment, 89th Divi-sion, along with tanks from the 116thPanzer Division, unleased a powerfulattack on the Americans in Schmidt.The US defense collapsed quickly inthe face of large numbers of Germaninfantry and tanks, and by 1100 hours,the survivors of 3/112 had fallen back toKommerscheidt to regroup. The Ger-man pincer attack had failed to comeoff, but the direct assault proved suc-cessful enough.

    Following up their initial success,1055/89 tried to launch a follow-upattack on Kommerscheidt. It took theGermans a couple of hours to un-scramble the confusion in Schmidt, butby 1300 two battalions, 1/1055 and 3/1055, and tank support moved directlyon Kommerscheidt.

    This attack, however, was re-pulsed. The timely arrival of LieutenantFleigs Sherman tank platoon from A/707 turned the tide. Three of FleigsShermans had negotiated the 700 yardsof the Kall Trail in about five hours.Their success can only be attributed tothe skill of Staff Sergeant AnthonySpooner, who drove the tanks of hisplatoon down the treacherous track andwinched them successfully around thetwo tanks that did not make it. Unfortu-nately, none of the other tankers in thecompany had SSG Spooners skill, andno other American armor would reachKommerscheidt that day. US Engineerscontinued to try to improve the trail,mostly with pick and shovel, but thework was slow. It promised to be a long,tedious operation.

    Still, Lt. Fleigs three tanks madethe difference at Kommerscheidt,knocking out four German Panthertanks. A joint P-47 and bazooka attackstopped another German attempt. TheGermans fell back to Schmidt, endingthe fighting for the day.

    The night remained fairly quiet,with only the omnipresent artillery fireto disturb the rest of both sides. At 0700,5 November, the Germans started an-other attempt to take Kommerscheidt.Again, the 1055th moved forward, this

    time ahead of its armored support. Thetanks were late in getting their ordersand missed the initial jump-off.

    Fliegs three Shermans were stillthe backbone of the defense. A few anti-tank mines were laid during the night,but contributed little to the battle. TheGerman infantry was repulsed first.Later, the tardy German armor arrived,suffered another Panther loss to Lt.Fleigs Shermans, and withdrew. TheGerman attack fizzled out.

    The Germans now reverted to theiroriginal plan, and avoided further fron-tal attacks in favor of a pincer move-ment. Elements of the 1056th Regimentworked their way along the Kall Riverin an attempt to link up with the 116thPanzers Recon Battalion, which wasadvancing on a similar mission from thenortheast. German patrols interferedwith the US Engineers working on theKall Trail slowing their efforts evenmore.

    No more large scale fighting oc-curred on the 5th, as both sides concen-trated on maneuver. MG Cota, frus-trated by the lack of progress in the110ths sector, halted the 110ths attackand moved 3/110 over to the 112thssector to spearhead a drive to recaptureSchmidt. 3/110th was paired with the893rd Tank Destroyer Battalion, andthis scratch force was dubbed Task ForceRipple, after the 893rds commander.

    Before this assault moved out, theGermans struck again. This time the60th Panzergrenadier Regiment attackedVossenack directly. 2/112 heldVossenack, and had been exposed toaccurate German artillery fire for twodays. At 0600, 6 November, the Ger-mans fired a particularly heavy barrageon the 2/112ths positions, promptingthe US troops to retreat. The Germansfollowed and soon 2/112 was virtuallyrouted, exposing Vossenack to capture.Only a hastily assembled force of tanksand TDs from C/707 and 893rd haltedthe German attack.

    Desperate, MG Cota committedhis only remaining reserves, A and Ccompanies of the 146th Engineer Bat-talion, to retake Vossenack before allthe troops south of the Kall, (1 & 3/112,3/110), were completely isolated. TheEngineers managed to retake half the

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    town and keep open the vital road to theKall Trail, but they could not dislodgethe Germans completely.

    Task Force Ripple, now consist-ing of only 3/110 and seven TDs whichhad crossed the Kall before theVossenack disaster, was still preparingits attack on Schmidt. Originally plannedfor 1200, 6 November, Col. Ripple foundmost of his men not yet in place for theattack, and on his own authority can-celled the operation. Events proved thisto be a wise decision, and on the nextday the 28th Division began to with-draw its battered troops back across theKall, admitting defeat.

    The fighting around Vossenackand Kommerscheidt continued for an-other ten days, as other troops werebrought in to try again. The 109th Regi-ment moved over to attempt to retakeVossenack with the 12th Regiment fromthe 4th Infantry Division. The furtherbloodletting proved futile, as the 89thDivision defeated all attacks. The 116thPanzer was pulled out and finished re-fitting for the coming Ardennes offen-sive.

    As for the 28th Division, its losseswere horrendous, earning the divisionsnickname of the Bloody Bucket. As awhole, the 28th Division reported 5684casualties in November. The 112th alonerecorded 2093 officers and men lost,almost two-thirds of its TO&E compli-ment. Hardest hit, of course, were theinfantrymen, and the 28th absorbedthousands of green replacements as itmoved to a new sector for some muchneeded rest. It was transferred to a 28mile stretch of Luxembourg and Bel-gium in the Ardennes Sector. In amonths time this quiet area would be-come the focus of the most Americanland battle of World War IIthe Battleof the Bulge. For players interested in

    following the 28th Divisions valiantfight there, I refer you to the first Tacti-cal Combat Series game, Bloody 110th.Note on Sources

    What follows is a brief annotatedbibliography. Numerous sources wereperused, but only a couple proved reallyinvaluable in chronicling the struggle ofthe 112th Infantry.

    Three Battles: Arnaville, Altuzzo, andSchmidt. US Army in World War II,Special Studies. Charles B. MacDonald.Center of Military History. GPO Wash-ington DC, 1952.

    This volume is part of the USArmys official history of WWII andexamines three battles in great detail. Itwas the major source for the game, andMacDonald did an excellent job of pre-senting this complicated action withgreat clarity. It presents a relatively fairand measured judgement of the battle,but goes easy on the blame.

    Follow Me and Die: The Destruction ofan American Division in World War II.Cecil B. Currey. Stein and Day. NewYork, 1984.

    Mr. Currey, as one can surmiseby the subtitle, is much less charitableto the American commanders involved.He is much harsher in his critique of USplanning and leadership in the Schmidtfighting. Despite its negative bias, thisis also a good book and very helpful inidentifying the sequence of events. Un-fortunately, like the above volume, itprovides little detailed information con-cerning the German forces.

    Rules Questions orComments???Call or WriteThe Gamers, Inc.500 W. 4th StreetHomer, IL 61849(217) 896-2145

    We support our productsfully and would be delightedto answer your questions tothe best of our abilities.

    ENJOY YOUR GAME !

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    German Reinforcement Schedule

    Time Units Entry Area1400, 3 November 3/1055 D1800 1/1055 D0200, 4 November 2/1055 C

    1/16Pz, 228 PzJg D1200 2/16Pz D1500 1/60Pg F0500, 5 November 1/1056 B1300 116Recon Bn E0400, 6 November 2/60Pg F

    OPTIONAL TROOPS:0200, 4 November 3/1/16Pz (Tigers) D1200, 5 November 2/1056 B1700 3/1056 C

    German Artillery AvailabilityAvailable at start: 1/275 (6x105mm), CFD 0

    Add at 1400, 3 November 1/1/89(6x105mm), CFD 02/1/89(6x105mm), CFD 01/2/89(6x105mm), CFD 02/2/89(6x105mm), CFD 01/4/89(6x150mm), CFD 0

    Add at 0600, 4 November 1/1/146(6x105mm), CFD 12/1/146(6x105mm), CFD 13/1/146(5x150mm), CFD 1

    Add at 1500, 4 November 2/3/146(4x150mm), CFD 03/3/146(4x150mm), CFD 0

    Ammunition:German Maximum Limit:105mm: HE:100, Smoke:20, Illum:10150mm: HE:55, Smoke:10, Illum:5

    At Start:105mm: HE:15, Smoke:5, Illum:2

    Add at 1400, 3 November:105mm: HE:75, Smoke:10, Illum:5150mm: HE:15, Smoke:5, Illum:2

    Add at 0600, 4 November:105mm: HE:45, Smoke:7, Illum:3150mm: HE:20, Smoke:3, Illum:1

    Add at 1500, 4 November:150mm: HE:20, Smoke:5, Illum:2

    Add at 0600, 5 November and again at 0600, 6 November:105mm: HE:60, Smoke:7, Illum:4150mm: HE:40, Smoke:4, Illum:2

    German OrganizationRoster275th Infantry Division

    Fusilier Bn (Fus)1/Fus (2xInf plt)2/Fus (2xInf plt)3/Fus (2xInf plt)4/Fus (2x81 Mort plt)

    983rd Infantry Regiment1/983 (5xInf plt, 1x81 Mort plt)

    1 Co (2xInf)2 Co (1xInf)3 Co (2xInf)4 Co (1xMort)

    2/983 (7xInf plt, 2x81 Mort plt)5 Co (2xInf)6 Co (2xInf)7 Co (3xInf)8 Co (2xMort)

    89th Infantry Division1055th Infantry Regiment

    1/1055 (9xInf plt, 2x81 Mort,1x120 Mort, 1xWagon)1 Co (3xInf)2 Co (3xInf)3 Co (3xInf)4 Co (3xMort, 1xWagon)

    2/1055 (9xInf plt, 2x81 Mort)5 Co (3xInf)6 Co (3xInf)7 Co (3xInf)8 Co (2xMort)

    3/1055 (9xInf plt, 2x81 Mort1x120 Mort, 1xWagon)9 Co (3xInf)10 Co (3xInf)11 Co (3xInf)12 Co (3xMort, 1xWagon)

    1056th Infantry Regiment1/1056 (9xInf plt, 2x81 Mort)

    1 Co (3xInf)2 Co (3x Inf)3 Co (3xInf)4 Co (2xMort)

    2/1056 (9xInf plt, 1x81 Mort,1x120 Mort, 1xWagon)5 Co (3xInf)6 Co (3xInf)7 Co (3xInf)8 Co (2xMort, 1xWagon)

    3/1056 (9xInf plt, 2x81 Mort)9 Co (3xInf)10 Co (3xInf)11 Co (3xInf)12 Co (2xMort)

    116th Panzer DivisionRecon Bn (116 Recon)

    Bn Vehicles (2xSdkfz 2354/2,14xHalftrack)

    1 Co (7x Sdkfz 234/1)2 Co (3xInf, 1xMort)3 Co (3xInf, 1xMort)4 Co (2xMort, 3xAT Gun, 2xMG,

    1xEng Plt)16th Panzer Regiment

    1/16 (17x PzMkV)2/16 (14x PzMkIV)

    228 PanzerJaeger Bn (228 JgPz)(2xStuGIII, 8xJgPzIV)

    60 PanzerGrenadiers1/60PG (9xInf, 2xMort)2/60PG (9xInf, 2xMort)

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    American OrganizationRoster28th Infantry DivisionDivisional Troops (4xWeasel)

    112th Infantry RegimentRgt Troops (9xAT Gun)

    1/112 (9xInf plt, 2x81 Mort, 3x60 Mort4xMG Sec, 3xAT Gun)

    Bn Troops (3xAT Gun)A Co (3xInf, 1xMort)B Co (3xInf, 1xMort)C Co (3xInf, 1xMort)D Co (2xMort, 4xMG)

    2/112 (9xInf plt, 3x60 Mort, 2x81 Mort 4xMG, 3xAT Gun)

    Bn Troops (3xAT Gun)E Co (3xInf, 1xMort)F Co (3xInf, 1xMort)G Co (3xInf, 1xMort)H Co (2xMort, 4xMG)

    3/112 (8xInf Plt, 1xInf Sec, 3x60 Mort2x81 Mort, 4xMG, 3xAT Gun)

    Bn Troops (3xAT Gun, 1xInf Sec)I Co (2xInf, 1xMort)K Co (3xInf, 1xMort)L Co (3xInf, 1xMort)M Co (2xMort, 4xMG)

    110th Infantry Regiment3/110 (9xInf Plt, 3x60 Mort, 2x81 Mort

    4xMG)I Co (3xInf, 1xMort)K Co (3xInf, 1xMort)L Co (3xInf, 1xMort)M Co (2xMort, 4xMG)

    707 Tank BattalionA Co (16xM4)B Co (15xM4)C Co (14xM4)

    D/86 Chem Mortars (4xMort, 4xTruck)

    B/630 Tank Destroyer (Towed) (2xInf Plt,8xAT Gun, 6xHalftrack)

    893 Tank Destroyer (SP)B Co (2xInf Plt, 2xHalftrack, 12xM10)C Co (2xInf Plt, 2xHalftrack, 10xM10)

    A,B,C/20 Engineer Battalion (9xInf Plt)A,C/146 Engineer Battalion (6xInf Plt)B,C/1340 Engineer Battalion (6xInf Plt)

    American Reinforcement Schedule

    Time Units Entry Area0700, 3 November 3/112, A/707 A1000 D/86 Chem A1200 A, C, & D/1/112 A1700, 4 November B/893 TD, B/630 TD A1200, 5 November AT Guns of 2/112 A1300 B/1/112, AT Guns of 1/112 A0300, 6 November 3/110 (-18 Inf Steps) A

    Variable Reinforcement Table:Die Roll Units (all enter at area A)

    1 AT Guns of 112th Regiment2 One Platoon, C/893 TD (after 1140, 4 November)3 AT Guns of 3/112 (after 0700, 3 November)4 B/707 (on or after 0500, 6 November)5 B, C/1340 Eng (on or after 0500, 6 November)6 A, C/146 Eng (on or after 0500, 6 November)

    American Artillery AvailabilityAvailable at start: Cannon/112(6x105mm), CFD 0

    A/108 FA(6x155mm), CFD 0B/229 FA(6x105mm), CFD 0

    Add at 0100, 3 November A/229 FA(6x105mm), CFD 0B/108 FA(6x155mm), CFD 0A/187 FA(6x155mm), CFD 1B/997 FA(6x8 inch), CFD 1

    Ammunition:American Maximum Limit:105mm: HE:100, Smoke:20, Illum:10150mm: HE:75, Smoke:10, Illum:58 inch: HE:30, Smoke:10, Illum:5

    At Start:105mm: HE:65, Smoke:10, Illum:5155mm: HE:15, Smoke:5, Illum:2

    Add at 0500, 3 November and each 0500 thereafter:105mm: HE:50, Smoke:10, Illum:5150mm: HE:50, Smoke:10, Illum:58 inch: HE:15, Smoke:5, Illum:2