operations fow

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Operation Special Rules Ambush Deployment One of the defender’s biggest advantages is the ability to wait concealed in ambush for the enemy to enter their killing ground, the zone where their fire will have the maximum effect, before revealing their positions. Up to half of the available platoons may be left off the table at the start of the game and held in ambush. The remaining platoons must be deployed at the start of the game. At the start of your turn you may place any teams held in ambush anywhere in your deployment area, provided the team is more than 4"/10 cm from any enemy team if it placed in a concealing terrain, or 16"/40 cm away from enemy teams if it is not concealed. You do not have to deploy an entire platoon at once. You may elect to reveal the weapons of an anti-tank platoon over several turns. You do not have to deploy the teams within command distance of each other either, although if you don’t, the usual restrictions on movement apply. Even if a team is deployed using this rule right where enemy artillery fell in a previous turn, it suffers no casualties, having either been safe in deep bunkers or having just moved into this position before being revealed. Similarly, an ambush may be sprung despite enemy troops having moved through the area shortly before. Canadians found the Germans repeatedly firing from cleared villages behind them in Operation Spring. It turned out later that there were caves and tunnels honeycombing the area that the Germans were using to move undetected back into their old positions. In Italy, a New Zealand force cleared a village and prepared to move onto the next objective, only to come under fire from the supposedly clear village. They cleared it again; to have the same thing happened. Clearing it a third time seems to have solved the problem. Reserves Reserves are troops held to the rear of the battle to reinforce critical sectors. They will always attempt to get into the battle as fast as possible, but sometimes they are delayed. Platoons held in reserve start the game off the table. Roll at the start of each turn starting on turn 2. The table below gives the score needed for your reserves to arrive that turn. The entire reserve arrives together on the turn rolled. Platoons arriving move on from the player’s edge of the table during Movement. Turn 1 2 3 4 5 6+ Dice - 6 5+ 4+ 3+ 2+ Preliminary Bombardment Before a major attack the defender is usually subjected to an intense bombardment from every available heavy gun, bomber, and even battleships if the battle is near the coast. This preliminary bombardment pins the enemy down and hopefully, destroys some of the defenders before the battle begins. The attacking player rolls to hit every defending team deployed on the table or held in ambush. Any platoon containing infantry or heavy weapons starts the game pinned down if any of its teams are hit. The defending player rolls to save their troops requiring a score of 3+ for infantry or guns to avoid destruction. The defending player rolls and adds the Top armour class to save a vehicle. If the modified roll is less than 4, the vehicle is destroyed. If the roll is exactly 4, the vehicle is immobilised and the crew start the game bailed out. On a higher roll, the vehicle is unharmed. Unarmoured vehicles are always destroyed if they are hit by a bombardment. Tank Scrapes A tank scrape is a trench dug for a tank. It provides complete protection for the hull, leaving only the turret exposed. One of the prime advantages a tank possesses is its mobility, so it is relatively uncommon for a tank to have a tank scrape dug for it, since it cannot move while enjoying its protection. A tank in a tank scrape gains a Last Ditch save giving a 4+ re-roll on failed armour saves. Tank scrapes count as difficult going to vehicles. Obstacles Prepared defensive positions usually incorporate a range of obstacles to limit the enemy’s movement and channel their attack. There are three main classes of obstacle: infantry obstacles such as barbed wire, tank obstacles such as dragon’s teeth or anti-tank ditches, and minefields. Rather than simply trying to barricade your entire front, which limits the effectiveness of the obstacles to an initial delay, consider laying your obstacles to guide your opponent into good areas for your troops to ambush them. Leave gaps where you want the enemy to go, and The T-34s advanced and soon you could hear the squeal of metal tracks and the growl of engines. Our anxious eyes followed each tank watching to make certain that no one's head suddenly appeared from a hatch. The Irregular squeal of the tracks mixed with the threat of discovery raised the hair on our necks. For the moment, we were the quarry, they were the hunters, and time or at least our sense of time slowly dilated. Seconds became minutes and minutes could feel like eternity. The menacing shapes got bigger and bigger and all the while we were hoping that they would not change their courses forcing us to break the secrecy of our camouflage. But none did. The tanks pressed the high grasses aside and, underneath, the tracks worked like mechanical moulds imprinting their regular patterns into the soil. Each moved noisily past us. Each vibrated the ground with its passage. The growl of their engines was now behind us but the tenseness of our situation hung in an air thick with the scent of tank exhaust. The KVI’s and II’s bringing up the rear were waiting for one of us to reveal ourselves to their gunners. From our low vantage point, their silhouettes looked huge. The earth trembled again as they groaned up to our position and noisily bypassed us. No one moved for fear of being detected. The constant fear of discovery further tightened already aching stomachs. Eyes continually searched for Infantry or a change in the pattern of the advance. When the last one passed us, it was as though our breathing had resumed and a new sense of time, a quickened time, collapsed upon us. We jumped up, brought the spars of the carriage together, and heaved the gun around so that we were facing the departing tanks. Now we were the hunter with certain targets. We spread the spars and the gunner looked through the sight while a shell was lifted into the breech. A second of quiet was followed by the firing of the gun. The 75 mm shell tore into the nearest rear engine compartment, blasting its way through the power plant. The explosion stopped the KVI in its tracks. It was the last tank in the advance and the others that were beginning to burst into flames were unaware of the activity behind them. After cutting through the KV’s we turned our guns on the T-34s. When firing from behind a shot that was too long was perceived by the Soviet tanker as one fired from in front that was too short. This brought about a great deal of confusion when the lead tankers would suddenly discover the tanks to their left and right going up in smoke. And while they searched for the source of the explosion before them, behind their tank an armour piercing shell was already streaking forward ready to explode into their interior. (From Panzerjäger: Tank Hunter, William B Folkestadt) Target Experience Score Needed Conscript 2+ Trained 3+ Veteran 4+

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Page 1: Operations fow

Operation Special Rules

Ambush DeploymentOne of the defender’s biggest advantages is the ability to wait concealed in ambush for the enemy to enter their killing ground, the zone where their fire will have the maximum effect, before revealing their positions.

Up to half of the available platoons may be left off the table at the start of the game and held in ambush. The remaining platoons must be deployed at the start of the game.At the start of your turn you may place any teams held in ambush anywhere in your deployment area, provided the team is more than 4"/10 cm from any enemy team if it placed in a concealing terrain, or 16"/40 cm away from enemy teams if it is not concealed.You do not have to deploy an entire platoon at once. You may elect to reveal the weapons of an anti-tank platoon over several turns. You do not have to deploy the teams within command distance of each other either, although if you don’t, the usual restrictions on movement apply.Even if a team is deployed using this rule right where enemy artillery fell in a previous turn, it suffers no casualties, having either been safe in deep bunkers or having just moved into this position before being revealed.Similarly, an ambush may be sprung despite enemy troops having moved through the area shortly before. Canadians found the Germans repeatedly firing from cleared villages

behind them in Operation Spring. It turned out later that there were caves and tunnels honeycombing the area that the Germans were using to move undetected back into their old positions. In Italy, a New Zealand force cleared a village and prepared to move onto the next objective, only to come under fire from the supposedly clear village. They cleared it again; to have the same thing happened. Clearing it a third time seems to have solved the problem.

ReservesReserves are troops held to the rear of the battle to reinforce critical sectors. They will always attempt to get into the battle as fast as possible, but sometimes they are delayed.Platoons held in reserve start the game off the table. Rollat the start of each turn starting on turn 2. The table below gives the score needed for your reserves to arrive that turn. The entire reserve arrives together on the turn rolled. Platoons arriving move on from the player’s edge of the table during Movement.

Turn 1 2 3 4 5 6+Dice - 6 5+ 4+ 3+ 2+

Preliminary BombardmentBefore a major attack the defender is usually subjected to an intense bombardment from every available heavy gun, bomber, and even battleships if the battle is near the coast. This preliminary bombardment pins the enemy down and hopefully, destroys some of the defenders before the battle begins.The attacking player rolls to hit every defending team deployed on the table or held in ambush. Any platoon containing infantry or heavy weapons starts the game pinned down if any of its teams are hit.The defending player rolls to save their troops requiring a score of 3+ for infantry or guns to avoid destruction. The defending player rolls and adds the Top armour class to save a vehicle. If the modified roll is less than 4, the vehicle is destroyed. If the roll is exactly 4, the vehicle is immobilised and the crew start the game bailed out. On a higher roll, the vehicle is unharmed. Unarmoured vehicles are always destroyed if they are hit by a bombardment.

Tank ScrapesA tank scrape is a trench dug for a tank. It provides complete protection for the hull, leaving only the turret exposed. One of the prime advantages a tank possesses is its mobility, so it is relatively uncommon for a tank to have a tank scrape dug for it, since it cannot move while enjoying its protection.A tank in a tank scrape gains a Last Ditch save giving a 4+ re-roll on failed armour saves.Tank scrapes count as difficult going to vehicles.

ObstaclesPrepared defensive positions usually incorporate a range of obstacles to limit the enemy’s movement and channel their attack. There are three main classes of obstacle: infantry obstacles such as barbed wire, tank obstacles such as dragon’s teeth or anti-tank ditches, and minefields.Rather than simply trying to barricade your entire front, which limits the effectiveness of the obstacles to an initial delay, consider laying your obstacles to guide your opponent into good areas for your troops to ambush them. Leave gaps where you want the enemy to go, and

The T-34s advanced and soon you could hear the squeal of metal tracks and the growl of engines. Our anxious eyes followed each tank watching to make certain that no one's head suddenly appeared from a hatch. The Irregular squeal of the tracks mixed with the threat of discovery raised the hair on our necks. For the moment, we were the quarry, they were the hunters, and time or at least our sense of time slowly dilated. Seconds became minutes and minutes could feel like eternity.The menacing shapes got bigger and bigger and all the while we were hoping that they would not change their courses forcing us to break the secrecy of our camouflage. But none did. The tanks pressed the high grasses aside and, underneath, the tracks worked like mechanical moulds imprinting their regular patterns into the soil. Each moved noisily past us. Each vibrated the ground with its passage. The growl of their engines was now behind us but the tenseness of our situation hung in an air thick with the scent of tank exhaust. The KVI’s and II’s bringing up the rear were waiting for one of us to reveal ourselves to their gunners. From our low vantage point, their silhouettes looked huge. The earth trembled again as they groaned up to our position and noisily bypassed us. No one moved for fear of being detected. The constant fear of discovery further tightened already aching stomachs. Eyes continually searched for Infantry or a change in the pattern of the advance. When the last one passed us, it was as though our breathing had resumed and a new sense of time, a quickened time, collapsed upon us. We jumped up, brought the spars of the carriage together, and heaved the gun around so that we were facing the departing tanks. Now we were the hunter with certain targets. We spread the spars and the gunner looked through the sight while a shell was lifted into the breech. A second of quiet was followed by the firing of the gun. The 75 mm shell tore into the nearest rear engine compartment, blasting its way through the power plant. The explosion stopped the KVI in its tracks. It was the last tank in the advance and the others that were beginning to burst into flames were unaware of the activity behind them. After cutting through the KV’s we turned our guns on the T-34s. When firing from behind a shot that was too long was perceived by the Soviet tanker as one fired from in front that was too short. This brought about a great deal of confusion when the lead tankers would suddenly discover the tanks to their left and right going up in smoke. And while they searched for the source of the explosion before them, behind their tank an armour piercing shell was already streaking forward ready to explode into their interior. (From Panzerjäger: Tank Hunter, William B Folkestadt)

TargetExper ience

ScoreNeeded

Conscr ipt 2+

Trained 3+

Veteran 4+

Page 2: Operations fow

strengthen those areas where a breakthrough would be most dangerous.

Barbed Wire EntanglementsAlthough barbed wire entanglements are more usually associated with World War One, they were also used in static positions in World War Two, such as the Normandy beach defences.Barbed wire: two 6”/15 cm sections. Impassable to all except tanks for which they are difficult going. Tanks crossing destroy the section. Infantry platoons adjacent to barbed wire may destroy it with a Skill test in their own Command step. Engineers re-roll failed Skill tests.

Anti-tank ObstaclesTank traps, such as anti-tank ditches or concrete dragon’s teeth, are a major obstacle to tanks. They cannot cross these obstacles without engineering support.Dragon’s teeth or anti-tank ditches: one 4”/10 cm section. Impassable to vehicles and wheeled weapons.

MinefieldsInitially minefields were laid as a form of tank trap, but soon came to include anti-personnel mines to discourage engineers clearing them.Minefields: one 6”/15 cm section. Minefields are difficult going. Roll against their experience to hit any team crossing your minefield. Any infantry or heavy weapons platoon is pinned down if any of its teams are hit. The owning player rolls to save infantry or heavy weapons requiring a score of 3+ for to avoid destruction. The owning player rolls and adds the Top armour class to save a vehicle. If the total is 4 or less, the vehicle is immobilised and the crew bail out. On a higher roll, the vehicle is unharmed. Unarmoured vehicles are always immobilised.Mine Clearance: Engineers are trained in the art of clearing minefields. Engineers and tank-mounted mine-clearing equipment may destroy a section with a Skill test in the Command step after an entire turn clearing the mines. A failed roll requires the engineers to roll to avoid detonating mines like any other team.

Night BattleIt is hard enough to find your own foxhole after a visit to another in the dark of the night, let alone finding the enemy. With clouds scudding across the moon and the flashes of artillery fire, visibility changes from moment to moment. Bushes look like troops advancing and tanks disappear into the gloom. Few battles are fought at night, but occasionally a situation arises where a raid carried out in the black of night can produce major gains. Each time a platoon shoots at night the owning player needs to roll a die to determine what is visible at that instant. The platoon’s line of sight ends at a range of 4”/10cm times the roll of the die.Additionally, since finding targets to shoot is difficult at night, add +1 to the score needed to hit.FlaresMortars and other artillery that have smoke ammunition can fire flares instead of explosive shells. Once ranged in, flares illuminate anything within 6”/15 cm of the target point. Roll at the start of each subsequent Shooting step.

On a roll of 5+, the flare continues to illuminate the area. On any other roll, it burns out.

AircraftGround attack aircraft cannot fly at night or in foggy conditions. Even if they managed to avoid crashing on takeoff, they would never find a target. You cannot use aircraft in night operations.

SurpriseSometimes a cleverly planned attack can catch the enemy completely by surprise, catching them with their pants down. Troops caught napping take time to gather their wits and their equipment before they can fight back. This can allow the attacker time to do considerable damage.Roll on the Surprise table for each surprised platoon.

Visibility

1 4”/10 cm

2 8’/20 cm

3 12”/30 cm

4 16”/40 cm

5 20”/50 cm

6 24”/60 cm

Surpr ise

1

Finding themselves in an undamaged village, your troops begin fraternising with the locals, looking for food and drink, and generally behaving like a rabble. The platoon cannot move or fight. Each Command step, take a Skill test. If successful, the platoon becomes pinned down and vehicle crews count as bailed out.

2 to 4

Your troops are relaxing after the stress of battle, seeking food and accommodation for the night.The platoon starts the game pinned down. Vehicle crews begin the game bailed out.

5 or 6Your non-coms have maintained some semblance of discipline. The platoon starts the game in good order.

Page 3: Operations fow

Free-for-AllColombrier – Lafe Pool’s Free-for-AllAlthough Lafe Pool’s battle at Colombrier is based on a real battle between the US and German armies, the Operation makes a great battle between any two forces. This battle is fun and interesting because both player command equal forces and have the same goal, to destroy the enemy! The overlapping deployment areas create lots of dynamic possibilities even when fighting a re-match on exactly the same terrain. The Free-for-All operation makes for a great game with very little set-up or planning.

Situation

AttackerAfter breaking through the enemy front line, you are deep in enemy held territory. Your task is to push deeper destroying anything in your path. The aim is to keep the enemy on the back foot not allowing them time to recover and launch a counter-attack.

DefenderAs your force is advancing, you discover the enemy is doing the same and has broken through; your task is to destroy the enemy spearhead to slow their advance and give your army time to counterattack.

Forces Available

AttackerThe attacking force is at full strength at the start of the battle. You may use all the agreed upon points to choose your force.

DefenderThe defending force is fully ready for battle. You may use all the agreed upon points to choose your force.

ObjectivesThe objective of this game is simply to destroy the enemy force before they destroy yours.

Initial Dispositions1. Both players roll a die. The player scoring the highest

chooses any table corner to deploy in. The lower scoring player deploys in the opposite corner as show on the map.

2. Players alternate placing platoons in their deployment areas (the 4”/10 cm closest to a table edge within 48”/120 cm of their corner) starting with the player that chose the corner.

Beginning the Battle1. Both players roll a die to see who has first turn. The

player with the higher roll has the first turn. The player finishing their deployment first adds 1 to roll. If both roll the same, roll again without modification.

2. All teams are moving at the start of the battle, so infantry in the open are not concealed and no troops have gone to ground.

Ending the BattleThe battle ends when all of the troops of one side have been destroyed, have surrendered, or have retreated from the table.

Determining the OutcomeThe player with troops remaining on the battlefield, or with the greater proportion of their platoons surviving is the winner. In the case of a draw, compare the proportion of surviving teams instead. Victory points are allocated based on the proportion of their platoons that the winner has on the table at the end of the battle, and how much of the loser’s force they destroyed.

Loser ’s StrengthWinner ’s

PointsLoser ’sPoints

Totally destroyed! 4 0

Less than one-third 3 1

At least one-third 2 2

At least half 1 3

Winner ’s StrengthWinner ’s

PointsLoser ’sPoints

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

Page 4: Operations fow

Hold the LineLe Lorey – Ernst Barkmann Holds the LineHold the line operations use the Ambush Deployment and Reserves special rules.Barkmann’s battle was a clash between German and US Army forces at Le Lorey, but the operation is just as good played with other forces. It is a classic battle where the outnumbered defenders struggle to hold off an overwhelming enemy.

Situation

AttackerThe situation is fluid and you are moving forward. You have just located an enemy force holding your next set of objectives. Push the enemy off the objectives and destroy them before the enemy strengthens the position.

DefenderThere hasn’t been time to prepare a proper defensive position, but the enemy is on you already. Hold your positions and destroy the enemy force.

Forces Available

AttackerThe attacking force is at full strength at the start of the battle. You may use all the agreed upon points to choose your force.

DefenderThe defender has only a scratch force scraped together to hold the enemy at bay while a larger force is mustered. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe goal of this game is to take and hold both objectives while preserving or destroying the attacking force.

Initial Dispositions1. The both players declare an objective point each

inside the defender’s deployment area (the 32”/80 cm closest to the defender’s table edge). The objective points must be at least 8”/20 cm from the table edges and on distinct terrain features.

2. The defender deploys first in the 32”/80 cm closest to their table edge. Troops may be left off table in Ambush Deployment. Infantry and guns may start the game in trenches.

3. The attacking player splits their force into two parts and tosses a coin to see which part arrives first. The other part arrives using the Reserves special rule.

4. Next the attacker deploys in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. The attacking player has the first turn.2. All defending teams are in position at the start of the

battle and have gone to ground waiting for the attack.

Ending the BattleThe battle ends when one side or the other has no troops left on the table, or when the attacker holds both objectives at the start of their turn.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and their remaining strength at the end of the battle.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Both objective points 4 0

One objective point 2 2

Neither objective point 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

Page 5: Operations fow

CounterattackWistedt – Edward Charlton’s Counterattack Counterattack operations use the Ambush, Reserves, and Preliminary Bombardment special rules.While the battle at Wistedt was fought between British and German forces, the Counterattack operation is ideal for any two forces. Even though both armies are the same size, this operation requires more sophistication than a Free-for-all.

Situation

AttackerYou have been ordered to make a major thrust and capture several positions held by the enemy. Although the enemy force is weak, reserves have been spotted and will soon mount a counterattack.

DefenderYou have been caught on the hop. Your positions are not properly prepared, and the enemy is attacking. Hold your positions until the reserves arrive, then launch a counterattack to regain lost ground.

Forces Available

AttackerYou have your full force at their disposal. You may use all the agreed upon points to choose your force.

DefenderAlthough your force is split, you have your full force available for the battle. You may use all the agreed upon points to choose your force.

ObjectivesThe objective points are the keys to winning this battle. Whoever holds them at the end of the battle has won.

Initial Dispositions1. The defending player declares one objective point in

No-man’s-land between the attacker’s and defender’s deployment areas at least 32”/80 cm from their own table edge. The attacking then player declares an objective point in No-man’s-land and another in the defender’s deployment area (the 32”/80 cm closest to their table edge). The objective points must be at least 8”/20 cm from the table edges and on distinct terrain features.

2. The defending player deploys any of their platoons in the 32”/80 cm closest to their table edge. Platoons may be left of the table using the Ambush Deployment special rule. Deployed infantry and guns may be in trenches and weapon pits.The defender does not have to deploy all of their troops, but must deploy at least one combat platoon. Any platoons not deployed are held as Reserves.

3. The attacker then deploys in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. Conduct a Preliminary Bombardment.2. The attacking player has the first turn.3. All defending teams are in position at the start of the

battle and have gone to ground waiting for the attack.

Ending the BattleThe battle ends when either player holds all three objectives at the start of their turn, or when one side or the other has no troops left on the table.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and the attacking side’s remaining strength at the end of the battle. The defender is deemed to be holding all of the objectives at the start of the game.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Three objective points 6 0

Two objective points 4 2

One objective point 2 4

No objective points 0 6

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +1 0

Less than two-thirds 0 +1

Page 6: Operations fow

DefenceOgledów – Aleksander Oskin’s DefenceDefence operations use the Ambush, Tank Scrapes, Obstacles, and Preliminary Bombardment special rules.The battle at Ogledów was fought between Soviet and German forces in Poland. However, the Defence operation is ideal for a battle between any forces. This operation is interesting because the defenders are dug in and prepared for the attack that they know is coming.

Situation

AttackerYou are about to retake ground lost in a previous battle, but you are unsure of where the enemy positions are. The enemy has had plenty of time to prepare their defences so advance with caution.

DefenderYou are to defend recently gained ground from an enemy counter attack, but you are prepared and wait in ambush for his clumsy probe.

Forces Available

AttackerThe attacking force is at full strength at the start of the battle. You may use all the agreed upon points to choose your force.

DefenderYour force has been left to hold the positions while the main army marshals elsewhere for the next attack. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe goal of this game is to take and hold both objectives while preserving or destroying the attacking force.

Initial Dispositions1. The both players declare an objective point each

inside the defender’s deployment area (the 32”/80 cm closest to the defender’s table edge). The objective points must be at least 8”/20 cm from the table edges and on distinct terrain features.

2. The defender deploys first in the 32”/80 cm closest to their table edge. Troops may be left off table in Ambush Deployment. Infantry and guns may start the game in trenches. Tanks and other vehicles may start the game in Tank Scrapes.

3. The defending player deploys up to six Obstacles in the 48”/120 cm closest to their own table edge.

4. Next the attacker deploys in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. Conduct a Preliminary Bombardment.2. The attacking player has the first turn.3. All defending teams are in position at the start of the

battle and have gone to ground waiting for the attack.

Ending the BattleThe battle ends when one side or the other has no troops left on the table, or when the attacker holds both objectives at the start of their own turn.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and their remaining strength at the end of the battle.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Both objective points 4 0

One objective point 2 2

Neither objective point 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

Page 7: Operations fow

BreakthroughSt Lô – Tom Howie’s BreakthroughBreakthrough operations use the Ambush Deployment special rules.Although the forces fighting around St Lô were US and German, the Breakthrough operation can be fought with any forces. What makes this operation interesting is the attacker’s goal of breaking right through the defence while taking minimal casualties.

Situation

AttackerYou are to attack the enemy positions, forcing your way through their lines to make a breakthrough. You must get your troops off the far table edge as fast as possible.

DefenderYou must hold your position. If the enemy breaks through your lines, your situation will become untenable and the whole front line will have to pull back. You must stop the enemy.

Forces Available

AttackerYou have gathered a powerful force to make the breakthrough. Your force may use the agreed upon points total.

DefenderYour forces are stretched to the limit. Nowhere are there truly enough troops to hold the line. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe objective of this game is for the attacking player to breakthrough the defending player’s line.

Initial Dispositions1. The defender deploys in their deployment area (the

32”/80 cm closest to the their table edge). Troops may be left off table in Ambush Deployment. Infantry and guns may start the game in trenches.

2. The attacker then deploys their force in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. The attacker has first turn.

Ending the BattleThe battle ends when the attacking force exits at least half of their starting number of platoons off the defender’s table edge, or all of the troops of one side have been destroyed or left the table.

Determining the OutcomeVictory points are allocated based on the proportion of the attacking force that exited the table by the defender’s table edge, and the remaining strength of the attacking force (including platoons that exited by the defender’s table edge).

Attacker ExitedAttacker ’s

PointsDefender ’s

Points

At least half 4 0

At least one-third 3 1

At least one-quar ter 2 2

Less than one-quar ter 1 3

Nothing at all! 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

Page 8: Operations fow

PursuitVitebsk – Jonah Degen’s PursuitPursuit operations do not use any special rules.Although Vitebsk is in Eastern Europe and the battle was fought between the Soviet and German armies, the Pursuit operation makes a great battle for any forces.Conducting a fighting withdrawal is one of the most difficult military operations. No commander can claim greatness until they have conducted a successful retreat. This operation gives you the chance to prove your mettle in the defence or to smash aside the opposition and conduct a ruthless pursuit as the attacker.

Situation

AttackerThe great offensive has begun, your formation has made fantastic progress and you have the enemy exhausted and on the run. You must destroy the enemy’s forces in quick time before too many of their comrades can withdraw.

DefenderAs the only commander on the spot able to delay the enemy, you scrape together some forces to hold the victorious enemy up. You must delay the enemy to allow your army time to reorganise and prepare a proper defence.

Forces Available

AttackerYour entire force is spearheading the pursuit. Use all of the points agreed upon to create your force.

DefenderYour troops are in disarray. Much of your force is retreating to the next defensive line. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe attacker must take the objective as quickly as possible to allow them to push on and destroy the retreating enemy. The defender must then get as much of their force off the table as possible before the exit point falls. The defender must delay the attack long enough to allow their comrades to escape.

Initial Dispositions1. The attacking player declares one objective point on a

distinct terrain feature in the 40”/100 cm closest to the defender’s table edge, but at least 8”/20 cm from any table edge.

2. The defending player declares an exit point on their table edge.

3. The defending player deploys their force in the 40”/100 cm closest to their table edge. Defending infantry and guns may be in trenches and gun pits.

4. The attacking player deploys their force in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. Roll a die to see which player moves first. On a roll

of 1, the defending player has first turn, on a roll of 2 to 6, the attacking player has first turn.

2. All defending teams are in position and have gone to ground waiting for the enemy.

At the start of each of their turns, the defending player rolls a die. The score needed depends on the game turn as shown in the table below. If the roll is successful, you have delayed the enemy long enough, and you can begin your withdrawal. Otherwise, you must continue to hold on. Once you have begun your withdrawal, you may move your platoons off any part of your own table edge to safety, provided you hold the exit point. If the enemy holds the exit point, you cannot withdraw until you have re-taken it.Turn 1 2 3 4 5 6 7 8 9 10+Roll - 6 6 5+ 5+ 4+ 4+ 3+ 3+ 2+

Ending the BattleThe battle ends when the attacker holds both the objective and the exit point at the start of their own turn, or when one side or the other is destroyed.

Determining the OutcomeVictory points are allocated for the speed with which the attacker takes the objective and the amount of their force that the defender gets off the table after the withdrawal begins while they still hold the exit point.

Attacker Took Objective In

Attacker ’sPoints

Defender ’sPoints

Six turns or less 4 0

Seven or eight turns 3 1

Nine or ten turns 2 2

Eleven or twelve turns 1 3

Longer 0 4

Defender ExitedAttacker ’s

PointsDefender ’s

Points

Up to one-quar ter +3 0

More than one-quar ter +2 +1

More than one-third +1 +2

More than half 0 +3

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AmbushVillers Bocage – Michael Wittmann's AmbushAmbush operations use the Ambush Deployment and Surprise special rules.Michael Wittmann ambushed the Desert Rats in Normandy, but this scenario can also be played with other forces. Being caught on the march happened often enough to every army.

Situation

AttackerThe enemy have broken through the lines. They are acting as if the war is already won. Your task is to remind them that it is far from over and regain the vital ground they hold.

DefenderYour "right hook" around the enemy has been remarkably successful. You have reached your objective with little enemy interference. As you are planning the next move however, the enemy appears out of nowhere and begins to demolish your column. You must hold the ground you have taken and beat off the enemy counterattack.

Forces Available

AttackerYou have assembled everything you could get your hands on for this ambush. The attacking force may use all of the agreed points.

DefenderYour breakthrough force is powerful, even if caught on the hop. You may use all of the agreed points to assemble your force.

ObjectivesThe attacker must destroy the breakthrough force and regain the objectives that it has taken. The defender must reorganise and hold the objectives they have.

Initial Dispositions1. The defender's deployment area consists of a road

running the length of the table, except for the last 16"/40 cm at the head of the column, and an area 16"/40 cm square at the head of the column.

2. The attacking player chooses an objective point on a terrain feature inside the defender’s deployment area.

3. The defender chooses an objective on a terrain feature in their deployment area.

4. The defender deploys all of their troops in the deployment area. All teams on the road must be in a single column facing toward the head of the column. Teams in the square at the head of the column may be deployed in any fashion.

5. The attacker's deployment area is the whole of the rest of the table. Attacking troops may not be deployed within 4”/10 cm of the defending troops if they are in concealing terrain, or within 16”/40 cm if in the open.

Before the Battle1. The attacking force has the first turn.2. All defending infantry count as moving at the start of

the game. They cannot claim to be concealed if they are in the open. They cannot claim to be concealed if they are in the open, and no troops have gone to ground.

Ending the BattleThe battle ends when one side or the other has no troops left on the table, or when the attacker holds both objectives at the start of their own turn.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and their remaining strength at the end of the battle.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Both objective points 4 0

One objective point 2 2

Neither objective point 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

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Night AttackBretteville-l’Orgeilleuse – Kurt Meyer’s Night AttackNight Attack operations use the Night Battle and Ambush Deployment special rules.Bretteville-l’Orgeilleuse may be in France, and the battle there between Canadians and Germans, but this scenario is fun to play with any forces. The confusion of night battles makes for a whole new experience!

Situation

AttackerYou are to take advantage of the cover of night to remove their advantage in firepower and attack and capture the enemy’s position.

DefenderSoon after dark you hear the rumble and roar of the enemy’s tanks coming towards your position, you bark out orders and your men rush to take up their defensive positions. Without the light of day, your air support are going to be useless. It’s down to you to hold your position.

Forces Available

AttackerThe attacking force is at full strength at the start of the battle. You may use all the agreed upon points to choose your force.

DefenderYour force is spread over several sectors of the front. Only a part of your force is available for this operation. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe goal of this game is to take and hold both objectives while preserving or destroying the attacking force.

Initial Dispositions1. The both players declare an objective point each

inside the defender’s deployment area (the 40”/100 cm closest to the defender’s table edge). The objective points must be at least 8”/20 cm from the table edges and on distinct terrain features.

2. The defender deploys first in the 40”/100 cm closest to their table edge. Troops may be left off table in Ambush Deployment. Infantry and guns may start the game in trenches.

3. Next the attacker deploys in the 8”/20 cm closest to their own table edge.

Beginning the Battle1. The attacking player has the first turn.2. All defending teams are in position at the start of the

battle and have gone to ground waiting for the attack.

Ending the BattleThe battle ends when one side or the other has no troops left on the table, or when the attacker holds both objectives at the start of their own turn.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and their remaining strength at the end of the battle.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Both objective points 4 0

One objective point 2 2

Neither objective point 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

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Surprise AttackMalinava: Otto Carius' Surprise AttackSurprise Attack operations use the Surprise and Reservesspecial rules.Otto Carius fought the Soviet army in the battle at Malinava. However, you can use the same operation to fight any surprise attack using the forces you have.The surprise attack operation is unusual in that the defenders are totally unready for battle and must quickly sort themselves into battle order to avoid being wiped out. If the attacking player hasn’t wiped the defenders out by this time, however, the tables turn.

Situation

AttackerYour reconnaissance has revealed a large enemy force that has broken through the front lines and occupied vital ground in the rear awaiting reinforcements. They seem to think the fighting is all over as they have neglected proper security precautions. You must destroy the enemy force, while keeping your own strength intact to face the rest of the enemy.

DefenderAfter a stiff fight, you have broken through the enemy lines and occupied a village astride their main supply line. There hasn't been any enemy activity for a while and the main body should be up to take over from your spearhead any time. All you have to do is sit tight and hold your position.

Forces Available

AttackerYou have mustered a powerful force to smash the enemy breakthrough. Your force may use all of the agreed points.

DefenderYour breakthrough was made with all available forces. Between the force holding the village and the reserves, your force uses all of the agreed points.

ObjectivesThe attacker’s objective is to totally destroy the enemy forces that have broken through the front lines.

Initial Dispositions1. The terrain for the game has a village about

16”/40 cm across positioned in the middle of the table about 40”/100 cm from the defender’s edge of the table.

2. The defending player deploys one or more platoons in the village.Any platoons not deployed are held as Reserves.

3. The attacking player deploys their force up to a line across the table 8”/20 cm from the front of the village.

Before the Battle1. The defending player rolls to find out the effects of

Surprise on each deployed platoon.

2. The attacker has first turn.

3. All defending infantry count as moving at the start of the game. They cannot claim to be concealed if they are in the open, and no troops have gone to ground.

Ending the BattleThe battle ends when one side or the other has no troops remaining on the table, even if there are still troops held in reserve. Winning this battle is vital to both sides. This is a battle to the death!

Determining the OutcomeVictory points are allocated based on the proportion of their platoons that the attacker has on the table at the end of the battle, and how much of the force that the defender fielded has been destroyed.Troops still held in reserve at the end of the battle are not included in these calculations.

Defender ’s StrengthAttacker ’s

PointsDefender ’s

Points

Totally destroyed! 4 0

Less than one-third 3 1

At least one-third 2 2

At least half 1 3

At least two-thirds 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

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Bunker BustingGold Beach – Stan Hollis’ Bunker BustingBunker Busting operations use the Ambush Deploymentand Preliminary Bombardment special rules.Although the Bunkers that Stan Hollis destroyed were on Gold Beach in Normandy, bunkers are found whenever a campaign slows down enough to permit their construction. Bunker Busting operations can be played out with any forces, throughout the war.

Situation

AttackerThe enemy are well dug in with plenty of bunkers and heavy weapons. You must destroy the bunkers so your company can continue its advance.

DefenderYour army has fallen back on a bunker line to regain its strength for the next attack. Secure in your concrete bunkers you must destroy the enemy and keep the rear areas secure for the gathering forces.

Forces Available

AttackerYou may use all of the agreed points to assemble your company to destroy the enemy bunkers.

DefenderDespite your weakness, your bunkers multiply your strength immensely. You may only use 300 points to choose your force for every 500 points that the attacker has available.

ObjectivesThe attacking player must destroy the enemy’s bunkers while taking the minimum casualties. The defender must destroy the attack.

Initial Dispositions1. The both players declare an objective point each

inside the defender’s deployment area (the 32”/80 cm closest to the defender’s table edge). The objective points must be at least 8”/20 cm from the table edges and on distinct terrain features.

2. The defending player places up to four bunkers or pillboxes in the 32”/80 cm closest to their table edge.

3. The defender then deploys the rest of their force, again in the 32”/80 cm closest to their table edge. Defending troops may be held off table for later deployment in ambush positions. Defending infantry and gun teams may start the game in the bunkers or in trenches.

4. The attacking player deploys their forces up to 8”/20 cm from their table edge.

Before the Battle1. Conduct a Preliminary Bombardment.

2. The attacking player has first turn.

3. All defending troops have gone to ground at the start of the game.

Ending the BattleThe battle ends when the attacker holds both objectives or when one side or the other has been destroyed.

Determining the OutcomeVictory points are allocated based the number of objectives that the attacker holds, and their remaining strength at the end of the battle.

Attacker HoldsAttacker ’s

PointsDefender ’s

Points

Both objective points 4 0

One objective point 2 2

Neither objective point 0 4

Attacker ’s StrengthAttacker ’s

PointsDefender ’s

Points

At least two-thirds +3 0

At least half +2 +1

At least one-third +1 +2

Less than one-third 0 +3

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Staff Sergeant Lafayette Pool

This cowboy boot wearing, one eyed, Texan boxer, Lafayette Pool was the United States’ greatest tank ace. Pool enlisted in the Army on June 13, 1941 and was assigned to the 3rd Tank Battalion, 32nd Armored Regiment of the Third Armored Division. During a mere 83 days in the field in 1944, he and his crew destroyed 258 enemy vehicles. His driver was Wilbert “Baby” (as Pool called him) or “Red” (to everybody else) Richards with Bert “School Boy” Close, as his seventeen-year-old assistant driver and bow gunner. Del “Jailbird” Boggs, a man who chose the army to avoid a prison term for manslaughter, was the loader and Willis “Groundhog” Oller, his always-alert gunner. Oller was said to have his eye constantly on the gun sight. Pool constantly rode his tank with most of his body sitting out of the commander’s hatch of the turret because he suffered from mild claustrophobia. Richards recalled that “he rode that tank like a Texas bronc. Well, he used to sit up there and give us orders through the intercom phone just as cool and calm as though the big show were a manoeuvre. All Pool wanted was to get out ahead of the other tanks so he could kill some more Jerries,” in a 1945 YANK newspaper interview. This crew stayed together until Pool’s last battle near Munsterbusch, south of Aachen on September 19, 1944. Pool’s leg was badly injured, and later amputated, when his replacement loader (“Jailbird” Boggs was away having amedical) jammed a round in the breach and “In the Mood” (the third of Pool’s tanks by that name, but the longest lived) was unable to fire. As German round hit the turret of Pool’s Sherman, Pool calmly said, “Back up, Baby.” As Richards was carefully backing up, a second round hit the front of the tank, and Pool was thrown clear. Oblivious to this, the crew continued to back up. Staff Sergeant Lafe Pool’s war was over.

Lafe Pool 225 pointsPool’s tank In the Mood III was a M4 General Sherman medium tank upgraded to have a 76 mm gun and wet stowage. Lafe Pool and his crew are classed as Determined Veterans.I’m Leading Today: Pool’s calm certainty in the face of danger is inspirational. Pool’s platoon always passes Motivation tests on rolls of 3+ while In The Mood is still operational.Back Up Baby: ‘Baby’ Richards skill allows him to traverse the trickiest terrain. If In The Mood ever bogs down, roll

again. On a score of 4+, Richards’ skill saves the day and In The Mood is free to keep moving.Just One Shot: ‘Groundhog’ Oller saw the whole of France through a gunner’s sight. He was always ready and knew just where to put his shots to make them count. Any tank that Oller hits must re-roll its armour save if it successfully saves the first time.Ready: ‘Jailbird’ Boggs excellent cooperation and coordination with Oller allows them to get off that extra shot when it counts, on a skill test of 3+, Oller and Boggs get a ROF 3 for that turn.

Refighting the Historical Battle

One again U.S. Staff Sergeant Lafayette Pool’s Sherman was leading the advancing column of the 3rd battalion, 32nd armoured regiment of the Third Armoured “Spearhead” Division. It was August 1944 and the “Spearhead” division was advancing through Colombrier, France. Pool had claimed the lead, he always claimed the lead, “ I’m leading today,” he announced before any other tank commander could have their say. Pool and his crew had lead the division during the day and it was just before dusk and thoughts were turned to finding a good position to stop for the night when Pool’s tank, “ In the Mood”, came suddenly on a Panther. The Panther fired twice at point blank range and missed, Oller, Pool’s gunner, returned fire with a single shot which hit the Panther turret, penetrating and setting off the German ammunition and blowing the turret clean off. The fight was on...As the smoke cleared from his first victim, it became obvious to Pool that they had run into a platoon deadly Panthers. Boggs loaded another round while Oller scanned the terrain for more targets. There was a crack and a Sherman to Pools left burst into flame, ahead of him another Panther moved into view. They had encountered the Panthers just as the Panthers moved in to the area to take up positions, they were all around them. The platoon behind Pool’s engaged the Panther to his left leaving Pools platoon to deal with the threat directly in front of him. Oller got a bead on the advancing Panther, he fired and hit the front of the Panther, the shot glanced off. Boggs, the loader shoves another round in the breech and Oller fires again. This time the shot hit the front of the turret knocking the gun out of alignment. The Panther retreated and Pool’s crew chalked up another victory.

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US Forces - AttackerThe US forces for this game are leading two platoons of 3rd

Tank Battalion, 32nd Armored Regiment of the Third Armoured “Spearhead” Division. Equipped with five M4 Sherman tanks each, the US tank platoons are classed as Eager and Veteran. Pool commands a tank in one of the platoons. By this time, Pool and his crew were in their third tank to be called “In the Mood”. This tank was the battalion’s first 76 mm-armed tank. It is possible that other tanks in the two platoons were also the new 76 mm version.

German Forces - DefenderThe 3rd bumped into a platoon of five Panther tanks from 2. SS Panzer Division “Das Reich”, some of the Hitler’s finest and they know it. They are classed as Determined and Veteran.

SS-Unterscharführer Ernst Barkmann

Ernst Barkmann was born in Kisdorf on 25 August 1919. He was the son of a farmer, and worked on the farm until he was drafted on April 1, 1935. He joined the SS-Standarte Germania. During the Polish Campaign, he served with the 9. Kompanie as a machine-gunner. After being wounded in on the Russian Front, Barkmann volunteered to join the tanks of 2. Kompanie, SS Panzer Regiment "Das Reich", part of the 2nd

SS Panzer Division, on the Russian Front. In early 1944, "Das Reich" was moved to Bordeaux for rest and refit, but moved to Normandy in June to engage the Allied landings. On July 8, he scored his first kill on the Western Front when an American M4 Sherman tank fell victim to his Panther's high velocity 75mm gun. After his famous battle 19 days later, German infantry counted a further nine dead Sherman tanks for Barkmann. He was awarded the Knight’s Cross for his days work. Barkmann is credited with destroying 50 tanks by the end of the war, including rather daring exploits during the Ardennes offensive. The British finally captured him in Vienna in the last days of the war.

Ernst Barkmann 325 pointsErnst Barkmann commands a Panther Ausf A tank. Ernst Barkmann is a resourceful and determined character; he and his crew are classed as Determined Veterans.Unshakeable: Barkmann’s platoon always passes Motivation tests on rolls of 2+.One Shot, One Kill: Barkmann and his crew also displayed an amazing ability to get a lot of accurate shots off in a short time therefore he gets to re-roll misses.

Refighting the Historical Battle

The major break out launched by the US Army through St Lô, known to the allies as operation COBRA, did not go unnoticed and many German formations were rushed into the area south of St Lô to stop it. Among those unit was the 2. SS Panzer Regiment. By July 27, 1944, after a harrowing cross-country dash in which they lost two tanks in minor skirmishes, the Regiment assembled with the rest of the division, ready to stop the Americans. SS-Unterscharführer Ernst Barkmann’s Panther tank had been damaged during the journey and he was returning to his company after refurbishment in the regiment workshops. His tank had just emerged from the village of Le Lorey when infantry and rear area troops rushed by shouting that the American were coming, they had broken through along the main St Lô road were right behind them. Barkmann wasted no time panicking; he quickly rallied some infantry and an anti-tank gun and took up position at the Le Lorey cross roads and wait for the Americans.Barkmann’s Panther was positioned between the high hedges that lined the roads leading to the Le Lorey crossroads. Barkmann and his newly assembled battle group had just taken up their positions when the US armour started to arrive in the area. They were only 200 metres away when they came into view. There was a crack as Barkmann and his crew let off their first shot, and the first Sherman burst into flames. Chaos broke out among the Americans, vehicles tried to back up but their comrades were blocking their retreat, Barkmann kept firing. Further tanks, jeeps and trucks, including a fuel tanker were soon destroyed by Barkmann’s Panther and the anti-tank gun crew. Two Sherman tanks emerged to the German’s left, Barkmann quickly changed target taking several shots to knock out the first. The second managed to get two hits on the Panther before Barkmann gunned it down too. Finally, the American airpower arrived pounding the area around Barkmann’s tank, his hastily assembled infantry and anti-tank gun crew were routed, and Barkmann’s Panther was damaged. His driver managed to back the tank out of the zone of fire so the crew could safely break open the jammed hatches and abandon the Panther to fight another day.

US Forces - AttackerThe attacking force consisted of the lead elements of the 137th

Infantry Regiment of the 35th Santa Fé Division and the supporting 737th Tank Battalion. The force comprised two

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platoons of five Sherman tanks (all armed with 75 mm guns), one M1 57mm anti-tank gun, and a rifle platoon in two GMC “Deuce and a half” 2½-ton trucks. The US tanks are classed as Eager Trained and the other troops are classed as Reluctant Trained.

German Forces - DefenderKampfgruppe Barkmann, as Barkmann’s battlegroup was called, consisted of his Panther, one 5cm Pak38 anti-tank gun, and a Grenadier platoon. The gun crew and the Grenadiers are rated Reluctant Trained.

Guardsman Edward Charlton

Guardsman Edward (Eddie) Colquhoun Charlton was 24 years old at the time of his final battle. Born in County Durham on June 15th 1920, his family moved to Old Trafford in Manchester in 1935.He was called up for service in 1940 and joined the Irish Guards. Though Charlton’s heroic and self-sacrificing action inflicted heavy casualties on the Germans, had retrieved the infantry from a difficult situation, and enabled the Wistedt to be quickly recaptured, Edward’s actions were not recognised until the war had ended. His posthumous Victoria Cross was awarded on the finial wartime honours list on May 2, 1946. Why this delay? Its simply reflects on the desperateness of the situation before Wistedt, those who directly witnessed Charlton’s amazing action were either captured or killed during the action. The opposing Germans were impressed with his courage and Lt. Von Bulow spoke of the "astonishing bravery of that Guardsman.” It was not until Charlton’s comrades from the Irish Guards returned home from captivity that the true story of his exploits was to come out.

Eddie Charlton 125 pointsCharlton was the resolute co-driver and bow-gunner in a Sherman V tank. He and his crew are classed as Eager Veterans.Steadfast: As befitting the traditions of the Guards, Charlton’s crew will not give up their tank while it can still fight. Charleton’s Sherman tank passes Motivation tests to remount their tank after bailing out on a roll of 2+, and will not retreat, even if the rest of the platoon are destroyed or fail their Platoon Morale and retreat from the table.Never Say Die: If Charlton bails out of his tank, he grabs his trusty Browning machine-gun (Range 16”/40 cm, ROF 3, Firepower 5+, Anti-tank 2) and fights as an infantry team. If the tank is destroyed, Charlton bails out and fights on.

If Charlton is destroyed after dismounting, roll a die. On a score of 2+, he is merely wounded and cannot move. On any other roll, he is indeed dead. If Charlton is hit and destroyed for a second time, roll again and this time on a roll of 2+, his ROF is reduced to 1. If destroyed a third time he is unfortunately killed in action.

Refighting the Historical Battle

It was the morning of April 21, 1945 and a platoon of British tanks from the Irish Guards approached the small north-western German village of Wistedt (near the Kiel Canal) with the intent of capturing it. They were supported by a platoon of infantry. Little did they know they were up against a under strength battalion of the German 15. Panzergrenadier Division (15th motorised infantry division) supported by six self-propelled guns. Among the British tank crews moving towards Wisedt was Guardsman Edward Charlton, a co-driver in one of the Sherman tanks, who was about to make a name for himself.As the Irish Guards tanks rolled towards Wisedt, intent on making their way further into the Germany, they came under heavy fire from the six German self-propelled guns. All of the tanks were knocked out or disabled by the accurate fire of the veteran German crews. The British infantry were hard pressed by the German Panzergrenadiers and were halted in their advance. It was a this moment Guardsman Charlton took the initiative, he climbed from his disabled tank grabbing the Browning machine-gun with him and advanced down the road towards the Germans firing the Browning from his hip. The Germans had begun to advance towards the pinned British platoon, but the intense fire of Charlton’s one-man assault halted the leading German company, inflicting heavy casualties on them. For ten minutes, Charlton fired from the hip almost continually until he was wounded in his left arm, but instead of retreating to find medical aid he simply moved to a nearby fence, rested his injured arm on this, and continued to fire for another ten minutes. He was yet again injured in his left arm, it was now shattered and useless. He now rested the Browning on a fence post and carried on firing and reloading with just the one arm. His efforts had brought relief to the hard-pressed British infantry who were able to withdraw. Guardsman Charlton was finally hit for a third time and collapsed. He was captured and died in the enemy’s hands.

German Forces - AttackerThe 15th Panzergrenadier Division was still a potent force two weeks before the end of the war. The battalion that attacked Wistedt fielded a company with a company HQ, two Grenadier platoons, a MG section, and a mortar section. Being Panzergrenadiers, the battalion had two Armour platoons each with three Panzer IV/70 tanks. They have been fighting a long

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time and are reduced to a hard core of veterans. Seeing little future for Germany after the war, they still fight on with a desperation born of despair. Treat them as Eager Veterans. It is possible that some of the troops involved in the battle were actually sailors formed into ad hoc infantry units after their ships had been sunk or stranded for lack of fuel. The sailors were determined to show the army that it wasn’t for lack of conviction that they weren’t at sea, so class them as Determined Trained.

British Forces - DefenderThe force initially defending on the table is an armoured platoon of two Sherman tanks and two Sherman Firefly tanks of the Irish Guards supporting an infantry platoon. As they are British Guardsmen who have been fighting for nearly a year, it goes without saying that they are Eager Veterans. Charlton crews one of the Sherman tanks.Their relief force in reserve consists of the same force supported by a mortar section with two mortars.

Guards Leitenant Aleksander Oskin

Little is known about Guards Leitenant Aleksander Petrovich Oskin, aside from his feat in destroying three of the super heavy Königstiger tanks and capturing another. For this feat, he was made a Hero of the Soviet Union. His gunner, Abubaker Merkhaidarov was awarded the Order of Lenin, and the rest of the crew, driver/mechanic A Stetzenko, radio operator A Grushin, and loader A Khalychev received lesser awards.

Aleksander Oskin 150 pointsOskin commanded a T-34 Model 1944 tank armed with an 85 mm gun. He and his crew are classed as Eager Trained.Needle in a Haystack: Oskin prepared his position with exquisite care. Despite the open terrain, his tank wasn’t spotted until his crew opened fire. Oskin and Ivushkin’s tanks may deploy using the ambush deployment rule as if they are in concealment, even when they are in the open. They may even deploy up to 16”/40cm in front of the normal defender’s deployment area.We’re Guardsmen: Having sprung the ambush, Merkhaidarov displayed considerable skill in hitting and knocking out the German tanks so quickly. Oskin’s tank may re-roll failed to hit rolls.

Refighting the Historical Battle

By August 1944, the Germans were well and truly on the back foot against the Soviet forces in the east, Operation Bagration had run its course resulting in great gains for the Soviets. On August 10, 1944 the advancing Soviet armies of the 1st

Ukrainian Front broke through the lines of the 4th Panzer Army near the picturesque Polish City of Sandomierz creating a salient (a bulge in the line). The Germans brought up heavy reinforcements to retake the salient.On the morning of August 12, Guards Leitenant A P Oskin waited patiently in his T-34 tank listening to the rumble and roar of the approaching German Panzers. Along with the 3rd

Battalion’s deputy commander, Kapitan P T Ivushkin, he was the advance guard of a large concentration of Soviet armour drawn from the 51st, 52nd, and 53rd Guards Tank Brigades and the 71st Independent Guards Heavy Tank Regiment supported by the 97th Rifle Division. The two tanks near the road leading to the village of Ogledów had spent the night preparing. Both T-34 tanks were perfectly camouflaged as haystacks. Ivushkin and his crews waited confidently for the approaching “Hitlerite” German tanks.Due to their lack of reconnaissance of the Soviet positions, the opening German artillery bombardment was fired at targets well to the rear of the forward Soviet positions. At 7:00, 11 German Königstiger super heavy tanks of the newly equipped 501. schwere Panzer Abteilung (501st heavy tank battalion) advanced towards the Soviet positions. The sandy ground slowed and hindered the oversized German tanks. Kapitan Ivushkin lay in wait with Leitenant Oskin. From his position, Ivushkin saw the German tanks enter the valley, before they disappeared into the mists. As they drew abreast of Leitenant Oskin, he opened fire on the side armour of the Königstiger tanks, destroying all three, blocking the road, and forcing the others to retreat.To the north of Ivushkin’s position four more Königstiger tanks attacked Ogledów at 9:00, but fire from the supporting IS-2 tanks from 71st Independent Guards Heavy Tank Regiment destroyed one and the others retreated because of their limited manoeuvrability on the soft, sandy ground. Soviet infantry, covered by IS-2 number 98 commanded by Leitenant Udalov, then entered the village of Ogledów, which had been abandoned by the Germans, only to be attacked from the flank by seven more Königstiger tanks! Udalov opened fire at 700 metres range destroying one Königstiger and damaging another. The Germans regrouped and attacked again, but were again ambushed by a well-concealed Soviet vehicle, this time the IS-2 of Leitenant Beliakov, who hit another Tiger at a range of 1000 metres. By the end of the day, the German counterattack had failed at a cost of six Tiger tanks.

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German Forces - AttackerMajor von Legat’s 501. schwere Panzer Abteilung had only just received its eleven new Königstiger tanks (a company HQ of two tanks and three platoons of three tanks each) when they were committed to support a Grenadier company attempting to pinch off the Soviet salient. The tanks are classed as Eager Trained and the Grenadiers as Reluctant Trained.

Soviet Forces - DefenderThe Soviet defence consists of Kapitan Ivushkin’s company of ten T-34 tanks (at least two of which are the new M1944 model with 85 mm guns) and a battery of five ISU-122 assault guns supporting a company of infantry. All of the Soviet troops are Eager and Trained. Ivushkin commands the tank company.

Major Tom Howie

Thomas Dry Howie taught English literature at a military academy before the war. He was mild in manner and much loved by his fellow officers and his troops. After the capture of St Lô, General Gerhardt insisted that Howie’s body be placed on a jeep and be brought into St Lô to fulfil his last order. The men of the 3rd battalion draped the body with the Stars and Stripes and hoisted it on top of a pile of rubble that had once been a wall of the Saint Croix church. Howie’s body remained there until July 19. GIs and civilians left many flowers in respect of him.

Tom Howie 25 pointsTom Howie’s command team is a rifle team rated as Reluctant Veteran.See You In St Lô: Major Tom Howie had that special kind of leadership that lives on even in death. Any platoon within 6”/15 cm of his command team gains the usual re-roll of failed Motivation tests, plus a –1 bonus to the score required to pass Motivation tests. If his command team is destroyed, it is still kept on the table. It can’t move, shoot or anything else, but retains its motivational effect on the troops and can be carried in vehicle.

Refighting the Historical Battle

With the capture of Cherbourg on July 1, 1944 the American forces turned southwards towards the main German front. General Omar Bradley planned to break out along the St Lô -Coutances front. The attack began on July 3, but the advance along the wider front soon became stalled. Bradley broke off the attack and changed his plan, he abandoned thoughts of a wider front break out and concentrated on a break out through St Lô, code named COBRA. Before the operation could begin in earnest St Lô had to be taken, this task was given to the 29th “Blue and Grey” Division.Before dawn on July 17, the 29th Division’s 3rd battalion, 116 Infantry Regiment is ready to break through the German front line and join up with the 2nd battalion isolated behind German lines. Having done so, they will launch a combined attack to take St Lô itself. Major Tom Howie, commander of the 3rd battalion, has ordered his men to keep moving at all times. Each platoon is only allowed two men firing rifles, and only in emergencies, and the rest are to use their bayonets and hand grenades. The aim is surprise.Having broken through to the 2nd battalion, Major Howie’s 3rd

battalion prepared for the attack on St Lô itself. Just after Howie’s pre-attack briefing that ended with the words “See you in St Lô,” the Germans dropped a mortar barrage on the 3rd battalion. Major Howie was mortally wounded, struck in the back by a piece of shrapnel that pierced his lung. Captain Puntenney, Howie’s executive officer, recalled Howie’s last moments “ ‘My God, I’m hit,’ he murmured, and I saw he was bleeding at the mouth. As he fell, I caught him. He was dead in two minutes.”Puntenney assumed command of the battalion to repulse a counter attack by German Fallschirmjäger or paratroops following up the mortar barrage. With the aid of artillery and a fighter-bomber strike, he successfully broke up the attack. The 3rd battalion remained cut off for several days, but their valiant fight had cleared the way for the rest of the 29th

Division to enter the broken and rubble strewn town.

US Forces - AttackerAlthough a whole battalion of US infantry fought the original battle, a more playable game can be had with a US rifle company supported by a machine-gun platoon and a couple of mortar sections. The American troops should be rated as Reluctant Veteran.

German Forces - DefenderThe troops defending St Lô came from 3. Fallschirmjäger Division (the German 3rd Parachute Division). A suitable force to match the US force would be a Fallschirmjäger company (organised as a German Grenadier company) with only a

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company HQ and two Grenadier platoons, supported by a mortar platoon with two mortars. The Fallschirmjäger were committed to the German cause and keen to fight, even though they hadn’t finished their training. Class them as Determined Trained.

Leitenant Jonah Degen

Jonah Degen was a Russian Jew born in Mogilev-Podolsky. In 1941, when he was only 16, he joined the unit defending his city from the invading Germans, missing the normal training and recruitment process. His unit retreated to Uman where it was surrounded. He managed to escape capture but was wounded in the leg. He made his way to the Dnieper River. He crossed this mighty river and stumbled into a local village where a kind peasant woman gave him a change of clothes, rest and food. Dressed as a village boy he travelled onto Poltava where he once again found the Red Army. After recovering for five months in hospital, Degen’s second attempt to join the Red Army meet with resistance because of his young age. He did eventually convince a commander that he had already served as a scout and joined the 42nd Armoured Car Battalion. On October 14, 1942, he was wounded again. After recovering once more, he was sent to the First Tank School in Czercze near Taskent. On graduation in March 1944, he was drafted into the 2nd Independent Tank Brigade on the Third Byelorussian Front, a unit he remained with for the rest of the war as he fought through Byelorussia, Lithuania and into East Prussia.

Jonah Degen 150 pointsDegen commanded a T-34 Model 1944 tank with an 85 mm gun. He and his crew are rated as Eager Trained.For the Mother land: Degen was committed to freeing his country from the German occupiers. His commitment to the fight makes him unwilling to wait for those less enthusiastic than he. Degen and his crew pass Motivation tests on a roll of 2+. If the roll on a Platoon Morale test is enough for his tank to pass, he will continue fighting even if the rest of the company has retreated off the table.Don’t Ever Give Up: If Degen’s tank is destroyed, roll a die. On a roll of 2+, Degen and his crew survive and immediately move to another tank in his company that is within 6”/15 cm and take it over from its previous crew. Animal Killer : Aside from sheer determination, Degen had an excellent gunner. Any tank hit by Degen must re-roll any successful armour save.

Refighting the Historical Battle

Operation Bagration opened up on June 22, 1944. Stalin planned to crush the German Army Group Centre with overwhelming force. Leitenant Jonah Degen’s tank was in the leading elements of the Third Byelorussian Front that struck the German lines between Vitebsk and Orsha. Degen was part of the 2nd Independent Tank Brigade, belonging to General N T Kryov’s Fifth Army was attached to the 72nd Rifle Corps as they smashed the German front line. As the Germans mounted desperate rearguard actions to cover their withdrawal, Degen and the 2nd Independent Tank Brigade pursued and harassed them vigorously.A column of German vehicles can be seen in the distance through the heat haze of the high Russian summer. Degen and his platoon of T-34 tanks power towards them hoping to destroy them before they cross the river and blow the bridge.As Operation Bagration progressed, Degen was able to notch up an impressive tally of kills. At the end of July Degen’s unit crossed the Nieman River and in this battle alone Degen accounted for ten enemy tanks, including six Panthers and a Ferdinand (Elephant). During the fighting in the streets of Vilnius his tank was knocked out so he took command of another in his platoon, the third tank in the platoon was then destroyed leaving Degen on his own. He eventually ran out of ammo and had to return to a distribution point where he discovered several dead Germans spread over his tank.

Soviet Forces - AttackerDegen’s company from the 2nd Independent Tank Brigade had ten T-34 tanks, some of which may were the new M1944 model armed with an 85 mm gun. The company carries a Deseant detachment of tank riders on the back. Their enthusiasm sees them classed as Eager Trained.

German Forces - DefenderThe Germans scraped together a platoon of three StuG III assault guns and a mixed platoon of German infantry made up of Grenadiers, Pioneers and security troops. The assault guns are Eager Veterans, but the infantry are classed as Reluctant Trained.Alexandra Beilka was not content to see her new husband go off to war on his own and volunteered to join him. The husband and wife team trained together as a tank crew. Alexandra was the commander and her husband the driver/mechanic. They served with the Third Byelorussian Front near Vitebsk.? Oktoberesk bought a tank when her husband was killed.

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SS-Obersturmführer Michael Wittmann

Michael Wittmann was the most successful German tank commander of the Second World War. He won the Knight’s Cross on January 14, 1944 fighting on the Eastern Front. Sixteen days later, after a dramatic run of success against Soviet tanks, he was awarded the Oak Leaves for his Knight’s Cross, the 380th German soldier to be so honoured.Wittmann was born April 22, 1914 in Vogelthal in Upper Pfalz. He studied agriculture after high school and became a farmer, but in 1939 he joined the Liebstandarte SS Adolf Hitler Regiment or LSSAH, Adolf Hitler’s personal bodyguard regiment. His initial service saw him doing ceremonial guard and watch duties. On the outbreak of war, Wittmann’s regiment took part in the invasion of Poland, where he served as an armoured car commander in a reconnaissance company. He stayed with this unit throughout the western campaigns of 1940. After the fall of France, Liebstandarte received six new assault guns and Wittmann was lucky enough to be given command of one.His next active service was in the Balkans where he received his first honour, the Iron Cross 2nd Class, after knocking out several New Zealand gun and machine gun positions with his assault gun. After leaving the Balkans Liebstandarte served in Russia before being withdrawn to France for reorganisation as the LSSAH Panzer Division where it received it’s 13th Heavy Company of Tiger I tanks. On seeing these new monsters Wittmann knew he had to have one, he went straight to his commander, “Obersturmbannführer,” he began, “I must command one of these tanks!” He was given this and more, he was made a platoon commander. Wittmann was united with his brilliant gunner, Balthasar “Balty” Woll, who served with him to the very end. Wittmann and his crew were sent to Russia where they fought until March 1944, notching up many kills. He then went to Belgium to take command of the 2nd Company of the newly formed 501. SS schwere Panzer Battalion (501st SS Heavy Tank Battalion). With the D-Day invasion on June 6, Wittmann’s new battalion soon pushed in to action arriving in the combat zone on June 12. On July 22nd, after his success at Villers-Bocage, Wittmann received the Swords for his Knight Cross with Oak Leaves after being recommended personally by the Liebstandarte SS Adolf Hitler's old commander, SS-Obergruppenführer und Panzergeneral der Waffen SS Josef "Sepp" Dietrich. The ceremony was on June 25th of 1944 and Adolf Hitler in person decorated Wittmann who then became the most decorated tanker ace of World War II and only the 71st soldier to receive the Swords. SS-Obersturmführer Michael Wittmann was killed by tanks of the 2nd Northamptonshire Yeomanry on the 8th of August while trying to stop the Canadian attack Operation Totalize. By the time of his death he had been responsible for the destruction of 138 enemy tanks and assault guns and 132 enemy anti-tank guns.

Michael Wittmann 525 pointsWittmann commands a Tiger tank. He and his crew are rated as Determined Veterans.Relentless: Wittmann is cool, calm, collected and as hard as nails and so he and his platoon pass all Motivation tests on a roll of 2+.Ace of Aces: Wittmann is a very good judge of a tactical situation this allows him to pick individual targets. Wittmann’s player chooses which enemy team or vehicle to remove from a platoon after shooting, not the owning player. Precision Shooting: Balty Woll is an extremely efficient and accurate gunner so therefore gets a ROF 3 and gains a –1 bonus on the score required to hit any target.

Refighting the Historical Battle

D+6, the 12th of June 1944, the sixth day since the Normandy Invasion saw the German defence reeling under Allied pressure. The 716th Infantry Division had been almost destroyed and the reinforcing Panzer divisions sucked into desperate defensive battles around Caen. Field Marshal Montgomery saw his chance. The veteran 7th Armoured Division had just come ashore. This division were old hands, being known as the "Desert Rats" for their jerboa insignia and their years spent fighting Montgomery's old opponent Feldmarschal Rommel, the "Desert Fox" in North Africa. In a move called Operation Perch, the Desert Rats were to move around the flank of the German line through a gap discovered by the US Army's 1st Infantry Division, nicknamed "The Big Red One" for their insignia.The morning of the 13th saw the Desert Rats at Villers Bocage, a village deep behind the German front line threatening the elite Panzer Lehr Division (or Armoured Demonstration Division, formed to develop and demonstrate new tactics) with encirclement and destruction. The Cromwell tanks "A" Squadron of the 4th Country of London Yeomanry ("The Sharpshooters") in the lead had pulled off the road on Hill 213, their objective. Behind them the half-tracks of "A" Company of the 1st Battalion of the Rifle Brigade lined the road as the officers went forward for an orders group. As the scout platoon was still crossing from England, there were no flank guards out.Fortunately for Panzer Lehr, the first elements of 101 SS schwere Panzer Abteilung, or SS Heavy Tank Detachment, had arrived nearby the same morning. SS-Obersturmführer Michael Wittmann, 380th holder of the Knights Cross with Oak Leaves, the commander of the 2. Kompanie, had only six Tiger tanks running after this march to Villers Bocage. His old gunner SS-Oberscharführer Woll had his own tank, but with it out of action he served as Wittmann's gunner again. Wittmann

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and his company hit the Desert Rats as they were strung out along the road, a perfect ambush.At about 8:00am, Wittmann's company struck the British column. Wittmann waited until the vehicles reach the range of 100 meters and then destroyed leading and tail vehicles, blocking the escape route for the rest of the column. From the cover of a small wood, Wittmann's own Tiger fired on and 'brewed up' the leading half-track, destroyed the last vehicle, and then knocked out the surprised British column piece by piece. Meanwhile the rest of his company picked off the Sharpshooters. The battle was a disaster for the Desert Rats. "A" Squadron reported the situation hopeless at 10:00am and went of the air at 10:35am. "A" Company had been wiped out long before. It was not all gloom for the British, however, as Wittmann entered Villers Bocage later in the day losing his tank, another Tiger, and a Panzer IV from Panzer Lehr to "B" Squadron.Despite their defensive success later in the day, the Desert Rats felt unable to hold Villers Bocage and withdrew. The "right hook" had failed, and the Germans had closed the gap. It would be nearly two months before the British would set foot in Villers Bocage again.

British forcesThe Lieutenant Colonel Viscount the Lord Cranley in command of the British forces had an entire squadron of twenty Cromwell and Sherman Firefly tanks under his command, as well as a full Motor company, less the scout platoon, reinforced by several 6 pounder anti-tank guns. The entire British force was very experienced, having fought in the Desert and Italy. Unfortunately the soldiers felt that it was entirely unfair that after four years of hard fighting they were leading again while whole divisions remained in Britain that had never fired a shot. They are rated as Reluctant Veteran.

German forcesSS-Obersturmführer Wittmann's force consisted of his own six Tigers in two platoons of two and three respectively, and his own tank. The unit were dedicated SS soldiers so are rated as Determined Veteran. Wittmann's own tank in rated as Determined Elite and due to the skill of Bobby Woll, increases its ROF to three for the main gun and re-rolls any missed to hit rolls. Some Panzergrenadiers of the Panzer Aufklärungs Abteilung or Armoured Reconnaissance Detachment of 2nd

"Wien" or "Vienna" Panzer Division were available to assist at some point in the battle. These troops are rated as Eager Veterans.

SS- Obersturmbannführer Kurt Meyer

Panzermeyer as Kurt Meyer came to be known joined Hitler’s bodyguard, the Liebstandarte SS Adolf Hitler before the war. By the start of the war he commanded the anti-tank company, but wanted something more exciting. Meyer earned the nickname “Schnellmeyer” or “fast Meyer” while commanding the reconnaissance company in France, the Balkans, and Russia. When Liebstandarte’s sister division, 12. SS Panzer Division Hitlerjugend was formed, Panzermeyer was given command of its 25. Panzergrenadier Regiment. Meyer led his regiment through extremely heavy fighting against British and Canadian forces outside the pivotal city of Caen, before assuming command of the division on the death of Fritz Witt, its previous leader. Meyer was a vastly experienced soldier who was respected and loved by his men. He was captured in August 1944 with the fall of the Falaise pocket.

Panzermeyer 100 pointsPanzermeyer’s command Mechanized team comprises himself and Dr Stift. Helmut Belke and his motorcycle combination are available for transport. They are rated as Determined Veterans.Schnell!: Kurt Meyer’s years fighting on the Eastern Front made it clear to him the importance of rapid movement in an attack. Any platoon commanded by him always gets a Stormtrooper move. In addition, each turn one platoon under his command and visible to him may re-roll a failed Skill test to gain a Stormtrooper move.I’ll Be With You: Meyer is an inspirational leader and a fearless fighter, any German platoon within 6”/15 cm of his command team passes Motivation tests on a roll of 2+.

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Refighting the Historical Battle

June 8, 1944, because of the allied air superiority SS-Obersturmbannführer Kurt ‘Panzer’ Meyer’s Grenadiers are ordered to make a night attack, the aim is to split the British and Canadian Bridgeheads, to ease pressure on the Douvres Radar station and to relieve I Battalion, 26th SS Panzer-grenadiers. Meyer and Max Wünsche, commander of the 12th SS Panzer regiment are to command the attack together, both also choose to accompany their units into battle. They plan a high speed thrust into the enemies positions, taking them by surprise, they are confident as these tactics never failed them on the Russian Front. The attack is directed towards Bretteville-l’Orgeilleuse, through Rots to the west of Caen.Meyer moves about the German positions surprised by the good mood of his young troops, when inspecting the men of the 15th Reconnaissance Company, 25th SS Panzer-grenadiers their commander, an old comrade of Meyer, reminds him of a promise he made to them during their training. Meyer recalls his promise, “Boys, the reconnaissance company is always the spearhead of the regiment, so you bear a lot of responsibility. I promise you that I will be in your ranks to witness you baptism of fire.” Helmut Belke, another old comrade of Meyer’s and dispatch rider, arrives on a motorcycle combination to pick Meyer up, with him in the side car is Dr Stift. Meyer and his comrades ride pass the stationary Flak 88 positions around Franqueville, leaving the last friendly positions behind. Belke powers the motorcycle forward, the rest of the motorcycles of reconnaissance company are about 100 metres behind them, Panthers of the 12th SS follow behind in wedge formation. They aim to pass through Rots before night fall, the reconnaissance dismounts when they reach the village and advance on foot, but Rots proves clear, they power on towards Bretteville and Norrey. On sighting Bretteville the Panthers open fire.The bulk of the reconnaissance company dismounts from the Panthers before entering Bretteville. The Panthers fire round after round into the village to give the Grenadiers covering fire as they work their way forward. The Panthers come under heavy machine gun and anti-tank gun fire, they then start to move into the village itself. Several Panthers were destroyed. Following behind a Panther for protection Meyer and his comrades come under fire and abandon their motorcycle for a ditch. Moving their way forward, the night lit by a burning Canadian Brengun carrier at the top of a rise. Meyer comes across a wounded man and to his horror discovers it’s his old friend von Büttner mortally wounded, not many people survive stomach wounds. Some Canadians and Grenadiers storm pass and fire is exchanged, Belke takes out a Canadian, but is stomach shot in exchange. Meyer does his best to comfort his comrades and leaves them in the capable hands of Dr Stift. He remounts the motorcycle to find the reconnaissance company. As he powers his way through the village his motorcycle is hit

and bursts into flames, it veers off into a ditch and luckily for Meyer the flames are extinguished, and he escapes unharmed. The Canadian Regina Rifles HQ is over run but the 26th Regiment has not arrived to take advantage, the Panthers and the 25th’s reconnaissance company cannot hold Bretteville on their own. With some reluctance Meyer call for a withdrawal to the high ground east of Rots.

German Forces - AttackerMeyer’s force at the battle consisted of his regiment’s 15th Company, a motorcycle reconnaissance company. Only the lead platoon led the way mounted on their motorcycles. The remainder rode on the back of their supporting Panther tanks. These tanks came from two companies of Wünsche’s 12th SS Panzer Regiment.Despite being newly raised, 12. SS Panzer Division Hitlerjugend were trained to an extraordinary level by the Liebstandarte veterans who led them. Class them as Determined Veterans.

Canadian Forces - DefenderThe Canadians defending Bretteville were D company of the Regina Rifles, supported by a towed anti-tank platoon with 17 pdr guns. Canadians are always hard fighters and had a bit of a “take a no prisoners” attitude. They count as Eager Veteran.

Leutnant Otto Carius

Otto Carius began his war on the Eastern Front as a loader in Unteroffizier August Dehler’s Panzer 38(t) with the 20th Panzer Division crossing the Soviet border on June 21, 1941. After a brief spell of training, he returned to the front to find himself in charge of the Pioneer platoon, shovelling snow in his black uniform to clear the way forward for the Panzers. By January 1943, Carius had been promoted to Leutnant and commanded a platoon including his old friend Dehler, now a Feldwebel, when he returned to Germany to train on the new Tiger tanks. Returning to Russia, Carius took part in the fighting around Leningrad and the subsequent retreat. Leutnant Otto Carius was awarded the Knight’s cross on May 4, 1944 for his actions in defence of Narva, a bridgehead over the river Rigi that had to be held at all costs which were essential for U-Boats. By this time his crew had notched up 26 kills. A period of rest and recuperation was interrupted by the latest Soviet attack. Carius was soon back in action around Dünaburg. In his heroic action at Malinava, Carius racked up another ten kills, for which he was awarded the Oak Leaves to his Knight’s Cross and promoted to Oberleutnant. Two days

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later he was grievously wounded while reconnoitring on a motorcycle, the company having run out of Kübelwagen field cars his preferred mount. On recovering in March 1945, Oberleutnant Carius was given command of a company of schwere Panzer Abteilung 512, a battalion equipped with Jagdtiger or Hunting Tiger tank destroyers. These monstrous beasts fought in the Ruhr Pocket as Germany disintegrated around them.While serving with Leutnant Otto Carius in the 2nd Company of schwere Panzer Abteilung 502, Feldwebel Kerscher received the Knight’s Cross on October 23, 1944 for his part in the battle at Malinava and other actions around Dünaburg.

Otto Carius 500 pointsOtto Carius commands a Tiger heavy tank. He and his crew are rated as Determined Veteran due to his calmness in battle and his excellent sense of what needs to be done.Thick Skinned: Carius’ faith in the armour of his Tiger tank is backed up by his long experience of tank warfare. Carius’ Tiger may re-roll any failed armour save rolls.Crack Shot: To reflect the skills that earned gunner Unteroffizier his Knight’s Cross, re-roll any failed rolls to hit the enemy.

Refighting the Historical Battle:

On the 20th of July, 1944 Leutnant Otto Carius of 502 schwere Panzer Abteilung or Heavy Tank Detachment lead hiscompany of Tiger tanks eastward from Dünaburg south of Riga in Latvia on the Baltic Sea. An excited Major in the red tabs of the General Staff had driven up in a Kübelwagen telling of a Soviet breakthrough. The relentless summer heat required breaks every forty-five minutes to check the vehicle's oil and water and cool them and their crews somewhat. Hearing tank cannon to the north, Carius and his trusted comrade Feldwebel Kerscher took off in the Volkswagen to find the enemy. After endless delays as groups of trucks fled in panic down the Rollbahn or main supply route, they found an Unteroffizier running for his life. "There are already Russian tanks in the next village,” he panted when they stopped to pick him up. Disconcerted that they continued on he added, "I really did see two T34's".Crawling forward to look over the rise, they saw the village of Malinava, a typical linear Latvian village with houses on both sides of the road extending for a kilometre. At the entrance sat two tanks. More were arriving and taking positions for all-round defence, "circling the wagons" so to speak while they waited for the main body. Just then an Oberleutnant arrived on a motorcycle. The earlier firing had been from his assault gun battalion now cut off north of Malinava. They had lost

seven guns. The Oberleutnant had gone to Dünaburg looking for help. There was none to be had.Leutnant Carius returned with his eight Tiger tanks (the best combat strength his company had fielded in a long time!) "We are on our own," he said. "Besides that the situation is completely unclear. It would be too dangerous for us to attack the village on line. We have to get through this without losses, if at all possible. Behind the village, an assault gun battalion has already suffered heavy casualties. But that's not going to happen to us! We're going to orchestrate everything as follows:""Two tanks will drive into the village at full speed and surprise Ivan. He must not be allowed to fire a shot. Leutnant Nienstedt will bring up the remaining six tanks. Herr Nienstedt! You will remain on the reverse slope until I give you further orders. Let's just hope that the patron saint of radios isn't sleeping! Herr Nienstedt, this is your first operation with us. Remember one thing more than anything else: as long as you are patient, everything will work. The first two are Kerscher and me. Everything else should be obvious. What will happen later will be determined by the situation as it develops."Leutnant Carius recounts how "my driver, the outstanding Baresch, got everything out of our 'crate' that he could. Each of us knew at that point that only speed was decisive." The Soviet tanks were slow in reacting, the crews having dismounted to search out any food and shelter available for the night. Apart from the surprise of discovering that they were facing the new "Stalin" tanks outfitted with an extremely long 122 mm gun, the battle went Carius way. All but three Soviet tanks, including all of the Stalins, were destroyed for no loss.

German Forces - AttackerLeutnant Carius' force consisted of eight Tiger tanks in two platoons of three and himself and Kerscher. The unit had plenty of combat experience, so is rated as Eager Veterans.

Soviet Forces - DefenderOpposing them was the 1st Tankovaya Brigada "Iosef Stalin"or "Joseph Stalin" Tank Brigade. The Brigade had six IS 2 heavy tanks, and fourteen T34/85 tanks (or T43 as the Germans knew them). The Major in command of the Brigade was a Hero of the Soviet Union and had been awarded the Order of Lenin. The Soviet forces are rated as Eager Trained.

ReferenceCarius, Otto, Tigers in the Mud, trans Robert J Edwards, 1992, J J Fedorowicz Publications, Winnipeg, Canada, ISBN 0-921 991-14-2

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CSM Stan Hollis

Stanley Elton Hollis was the Sergeant Major of D Company of the 6th Battalion, Green Howards. From Middlesborough in England, he joined the army in 1940 and served in the Dunkirk campaign, in North Africa, as well as in the invasion of Sicily. After busting the bunkers on Gold Beach, he went on to further distinguish himself at Crepon.Hollis was given command of 16 Platoon of D Company after it had lost its officers and senior NCOs during the initial fighting. On reaching Crepon, 16 Platoon was ordered to clear a farm and orchards. Finding the house clear of Germans, he investigated the remainder of the farm, discovering a German field gun in the orchard. Returning to HQ to inform Lofthouse, he took a PIAT anti-tank grenade projector back to the orchard accompanied by two Bren light machine-gunners. After crawling through a patch of rhubarb, he took aim with the PIAT, but missed the field gun. It returned fire missing him and his prone comrades and hitting the house behind them. Hollis, quite out gunned, sensibly retreated back to the Company HQ, but on returning he discovered the Bren gunners had been left behind. He exchanged the PIAT for a Bren gun and returned to the orchard to extract his men. Firing the Bren from his hip, ignoring the German bullets flying past him, he was able to cover the Bren gunners’ retreat.

Stan Hollis 75 pointsHollis is part of the second command team in the Rifle Company HQ.Dead Lucky: Hollis proved rather hard to kill. If Hollis’ command team is destroyed, roll a die. On a score of 2+, Hollis’ luck holds and he survives unscathed. On a lesser roll, the team is destroyed as normal. Utter Nutter : Hollis is determined to get the job done, and always willing to do it himself. He is very efficient at dispatching German machine-gun teams at close range. His command team hits on a roll of 2+ in assault combat.Come On Lads: Finally, his fighting spirit means that he and his platoon pass Motivation tests on a roll of 3+.

Refighting the Historical Battle

D-Day, June 6, 1944 and the men of the 6th Battalion, Green Howards (Alexandra, Princess of Wales’ Own Yorkshire Regiment) struggled ashore on a heavily defended section of Gold Beach. D Company landed near the Mont-Fleury battery on the King sector of Gold Beach as part of the 50th (Northumbrian) Division at 07:45. As D Company attacked the battery, the commanding officer, Major Ronnie Lofthouse, realised that the attacking platoon were coming under fire from the rear. Major Lofthouse noticed where the source of the flanking fire was and said to Company Sergeant Major (CSM) Stan Hollis, “There’s a pillbox in there, sergeant major.” He pointed to an area of bushes fifty yards to the right. Hollis immediately charged the pillbox alone with out waiting for further instructions.Hollis and Lofthouse were about half way up the road to Mont-Fleury, by the wall of “ the house with the circular drive” , a clear feature on the aerial photographs that they had used to familiarise themselves with their mission, when they spotted the pillbox. Hollis immediately set off, firing his Sten submachine-gun as he ran. The Germans in the bunker turned their machine-gun on him, but in their panic, they totally missed. When he reached the pillbox, he shoved his Sten gun through the slit and fired it into the interior. Hollis climbed on top of the pillbox, reloaded his Sten, and then dropped a grenade through the firing slit. Jumping down to investigate his handiwork, and finding the occupants either dead or stunned, Hollis then moved down a trench towards another pillbox that he had seen. On seeing this superman approaching their position, the Germans in the second pillbox surrendered. Hollis took over 25 prisoners and saved D Company from dangerous flanking fire. For this action and others at Crepon later in the day, Stan Hollis was awarded the Victoria Cross, the only one awarded on D-Day.

British Forces - AttackerThe only British troops taking part in the battle were D Company of the 6th Battalion, Green Howards. They are Reluctant Veteran troops, having experienced numerous battles before.

German forces - DefenderThe Mont-Fleury battery consisted of four light field howitzers in entrenched firing positions. Most of the guns were knocked out by the bombardment that preceded the landings, so roll for each gun. On a roll of 5+, the gun is intact and operational. On a lesser roll, the gun has been destroyed. The guns do not have any tractors, and can only move if pushed by their crews. The battery is defended by a German MG platoon of four machine-guns in the bunkers. Coming from the second-rate 716. Infanterie Division (the 716th

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Infantry Division which defended the beaches that the British landed on), the German troops are classed as Reluctant Trained.