Norrey and Putot, June 8, 1944 A Flames of War Mega-Game Scenario

Similar documents
Bathtub Operation Luttich (Mortain) 7 th August, A Flames of War Grand Battle Scenario

Bathtub Operation Goodwood 18 th July, A Flames of War Grand Battle Scenario

Sowchos (Collective Farm) 79

Each division along the side of the map represents 1 foot (12") North is to the top of the Map. The game starts in dense fog.

Battle for Normandy Escalation Campaign

Warning! historical campaign battle for the juno beachhead. battle for juno

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood

Introduction. Playing a Campaign Game

Black Powder Scenario: Gettysburg, 1863 Southern Flank, Day Two

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

Tactical Combat Rules By David Newport

A Difficult Affair II (Kursk, July 1943)

A Battlefront WW2 Modern Scenario for 2 players and an Umpire

OVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size

Free-For-All (Fair Fight)

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016

Operation Spark The Battle for Marino January 1943 Scenario written by Iain Craven With contributions and play testing by Richard Lawrence

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR SEPTEMBER 2018

vfconventioncenter com historicon org HISTORICON Valley Forge Convention Center 1210 First Avenue King of Prussia, PA 19406

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

`One Rule for you.. (Part Three) The third part of a series comparing the results achieved using two popular sets of rules for the same scenarios.

Stepping Up to Version 3 by Phil Yates

Wissembourg 4 th August 1870

GRAND TACTICAL SERIES RULES v1.1

OPERATIONAL OBJECTIVE ZONES

JUNE 1944 A MEMOIR 44 CAMPAIGN

X Corps: The Somme 1916

Historical Overview ".. probably dummy positions." Unknown air liaison officer with Panzer Division Grossdeutschland.

FIRETEAM Wargame Rules for Modern Combat Operations

September 3 rd 1939 Battle on the Czech/Polish border (BK28) between 3 rd German Infantry Army and 3 rd Polish Infantry Army.

napoleon's battles at divisional and onehalf

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

Order of Battle for your Company

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

2011 New Zealand Flames of war Mid-war Doubles tournament

War Ain t Fair. By Stephen Luscombe. Fast play ww2 rules incorporating the full vagaries of war. 1.2

Marengo. Turn One 0600 Hours 14 June 1800

The Battle of Ortona 20 December 1943

The battle of Ingenstansby A fictional scenario for the Great Northern War Swedish Briefing

Trench Warfare Begins on the Aisne by Col. (later Maj-General) Edward D. Swinton, DSO

Initial Set-Up. Officer s Handbook Game Walk-Through

SkirmishCampaigns: France 40 Battles for the Meuse Across the Meuse - Sedan

BATTLE FOR THE BRIDGEHEAD BEYOND OMAHA. Campaign Scenarios for Rules of Engagement. Sample file

Musket and Pike Users Manual

SETTING UP DEPLOYMENT

OVERLORD BRIEFING ENEMY FORCES ALLIED FORCES OVERVIEW

E. VI CORPS ASSUMES THE DEFENSIVE

Napoleonic Battles. Introduction

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

The Battle for St Aubin-sur_mer

Squad column fire team wedge

Attack at Luneville by Roger Burley

A Hard Day s Fighting Lingevres June 14, 1944

Brigade Level Combat - Western Front 1916 Version

Fields of Blue & Grey

Things that need changing in your rule book. (Errata for PBI)

PLAY BOOK Table of Contents GMT Games, LLC

We hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight!

Illustrated AAR: The First Day Scenario

Part 2 December 3rd through 7th, 1939

ANZIO. Operation Shingle Jan. - May 1944

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE 22 MARCH 2018

After Action Report, Ocaña

Battalion Commander's Summary

III Corps: The Somme 1916

Bring in the heavies: the amerika expansion set

The Loyals Last Line ANZIO - Operation Fisch Fang - Campo di Carne

Global Command Series. Fortifications v1.0. A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming

Battle of the NorMons, Pavee, Normandy, 6th August 1944

D-Day: Operation Overlord : From The Landing At Normandy To The Liberation Of Paris

NAPOLEONIC HEX SCENARIO. Battle 0f Talavera 28 July1809. Page 1 of 5

COMITATUS Warfare in the Dark Ages AD

The Battle of Messines

Historical Overview. Map/Terrain Notes. Each division along the side of the map represents 1 foot (12")

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through

+HGJHURZ+HOO. PLAYTEST VERSION (02 June 2000) In the future, an updated version may be found at:

Play Book. Game Design by Rick Young TABLE OF CONTENTS

Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS

French infantry Platoon

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point

BATTLEFIELDS OF THE GREAT WAR

3rd Edition RULES OF PLAY

AAR-Last Stand Outside Mogilev by Roger Burley

Musket and Pike User Manual

Corinth Canal Scenario Pack Historicon

Creating a campaign game of the Teutoburg Forest Disaster in 9AD,

WORLD WAR 1 WORLD WAR 1 BATTLES

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

System Requirements. Credits. Copyright Statement. TI Extended Basic 32K RAM expansion Disk drive

Surprise at Jay s Mill September 19th, 1863

Blood & Honour Hitlerjugend in Normandy Idaho and Soulangy They prefer death to surrender! 1

WORLD WAR I- WEAPONRY. Our knowledge of life is limited to death

Thomson, Bill; HILL 621, The Duel: Tanks Versus Tanks; Squad Leader Academy Essay02 page 1 of 5 HILL 621:

The D Day Landing Has Failed

Transcription:

Norrey and Putot, June 8, 1944 A Flames of War Mega-Game Scenario Allied concerns around the Normandy landings were many, but one of the most critical was the potential for a heavy panzer counterattack early on against the beachhead. The best tank country, by far, was in the center of the British sector, so the role of defeating the potential counterattack was given to the 3 rd Canadian Division. A portion of the 21 st Panzer Division managed to attack late on D-Day itself (see our Rommel to the Sea scenario), but a significant attack by the three potentially available panzer divisions (21 st, Lehr and 12 th SS) would come only on the second and third days. On June 7 th, Canadian forces continued their push south toward their objectives, good holding ground to protect the beachhead. On the left, the Canadian 9 th Brigade initially made very good progress, and then ran into a buzz saw against 21 st Panzer and 12 th SS Panzer divisions (see our Authie and Buron scenario). In contrast, the 7 th Canadian Brigade, on the division s right flank, made a solid advance on the 7 th, reached their objectives, and was able to deploy for defense. It was well they did, because on the next day they were the focus of attack from both the 12 th SS Panzer and newly arrived Panzer Lehr Divisions. In a long day of heavy fighting, Canadian forces were assailed from three sides, but managed (with counterattacks) to hold their positions. At the end of the fighting, the panzer threat to the beachhead had been blunted. This scenario uses a large tabletop to show a scaled down version of the area west of the Mue River where the fighting occurred. The scenario focuses on the action as German forces launch their assaults. Special Terrain rules: Buildings The small villages in this area were built solidly. Any stand touching a building should be treated as in concealing terrain and bulletproof cover. Fields most of the terrain in this area was cultivated, but the early June fields offered no significant cover or impediment to movement. Low Hedges - roughly 1/4 of the fields placed on the table should be bordered by low, light hedges, which provide concealment but not cover to teams directly behind them, but do not otherwise block any line of sight. Le Mue a stream feeding into the Seulles, it had steep banks and was wooded along both banks. It is treated as very difficult going. It is lined with trees and bushes, which is treated as woods. Woods woods are treated as per the normal FOW rules. Deployment: The game starts with both sides having a mix of forces in position and moving up. Canadian forces starting the game on the table deploy first, in their individual deployment zones. They have built out defensive positions overnight, so they count as dug in and gone to ground on turn one. The Axis forces then take the first turn, with their off table forces entering from their assigned arrival zones.

Map:

Axis Forces: 2/902 nd PzGrenadier, Lehr Player - Core List: Gepanzerte Panzergrenadierkompanie / Panzer Lehr from Atlantik Wall Prohibited units: Schwere SS Panzer platoons, Panther Platoons, Dug in Panzer platoons or radio controlled tank platoons Deployment: enters on turn one from Axis sector 1 26 th PzGrenadier, 12 th SS Panzer Division - Player - Core List: Panzergrenadierkompanie/ 12 th SS Panzer from Atlantik Wall Prohibited units: Panther, Jagdpanther, Sturmpanzer or schwere panzer platoons, Barkmann, Fallschirmjagers Deployment: enters on turn one from Axis sector 2 I/ 12 th SS Panzer, 12 th SS Panzer Division - Player - Core List: Panzerkompanie/ 12 th SS Panzer from Atlantik Wall Prohibited units: PzKw IV, Jagdpanther, Sturmpanzer or schwere panzer platoons, Barkmann, Fallschirmjagers Deployment: enters on turn one from Axis sector 3 1/902 nd PzGrenadier, Lehr Player - Core List: Gepanzerte Panzergrenadierkompanie / Panzer Lehr from Atlantik Wall Prohibited units: Schwere SS Panzer platoons, Panther Platoons, Dug in Panzer platoons or radio controlled tank platoons Deployment: reserve unit; enters at Le Mesnil Patry

Allied Forces: I / Royal Winnipeg Rifles - Player - Core List: Canadian 3 rd Divn Assault Company, Overlord Added units: full strength assault platoon, plus 2 carrier patrols, within 12 of Cardonville farm; Deployment: anywhere north of the railroad and within 12 of Putot, unless otherwise specified I / Regina Rifle Regiment - Player - Core List: Canadian 3 rd Divn Assault Company, Overlord Added units: one Canadian AT platoon with one section (p. 146); may ambush anywhere within 12 of Norrey Deployment: anywhere within 12 of Norrey II / Regina Rifle Regiment - Player - Core List: Canadian 3 rd Divn Assault Company, Overlord Deployment: anywhere within 12 of Bretteville or Bray 2 nd Canadian Armd Brigade - Player - Core List: Canadian Independent Armored Squadron, Overlord Deployment: reserve, enters from Allied Zone A

Special Rules: Added Units: Canadian forces were heavily reinforced with AT assets based on their role stopping the panzers. Canadian assault companies may field two Assault AT or Corps AT Platoons (SP), instead of the usual one Ferocious Debut: This was the first action for the over strength 12 th SS troops, and they fought fanatically but without a lot of tactical skill. To reflect this, they use the following rule (in addition to their normal One Way Trip to Heaven rule) Wave Attacks: Infantry units from the 12SS Panzer Division are hit as if they are trained. For all other game purposes they are treated as veterans. In addition, due to their oversize platoons, they do not remove the first stand they lose each turn (any hits still count for pinning, etc.). Canadian Artillery: 7 th Canadian Brigade s supporting artillery was planned to be concentrated around Bray in order to combine and cover the entirety of the brigade s positions. Any Canadian artillery units fielded may either deploy with their unit, or within 18 of Bray at the commander s discretion. Fire zones protecting the forward positions had been pre-plotted and ranged in prior to the battle, which made the Canadian artillery particularly devastating during the action. Canadian artillery (not mortars) receives a +1 to the die roll on their first attempt to range in each turn. Airpower: The Allies had overwhelming air support for the invasion, although the planes were allocated for many roles other than ground support. Each turn, the Allied CiC rolls 1d6 and on a 3-4 receives one 2 plane Typhoon strike, on a 5-6 receives one 3 plane Typhoon strike. Airstrikes may be used anywhere on the table. Weather: Although the weather was not ideal, it primarily inhibited the ability of Allied ground support and is reflected in the availability roll above. The weather has no other effect. Naval Gunfire: Naval gunfire was critical to the outcome of the battle; several units from Panzer Lehr were virtually annihilated by naval bombardment during the fighting. Commencing on turn 2, The Allied CiC receives one heavy cruiser bombardment each turn, which may be spotted for by any Allied Company command or 2iC team. The guns have range to hit anywhere on the table. Time of Day: The fighting in this sector started early in the morning and extended late into the evening. To reflect this, turns one through 5 are normal turns, while turn 6 uses the dusk rules. Turn 7 is a night turn. At the end of turn 7 roll 1d6, on 1-3 night has fallen and the game ends, on a 4-6 there is time for one more push and an eighth turn is played, again using the night rules. The game automatically ends at the end of turn eight. Dusk: Dusk turns are treated as daylight turns, except visibility is limited beyond 24 in the fading light. Use the same procedure for shooting as for a night turn, except when rolling for distance to see a target add 24 to the result (so on a roll of 1 a unit is a visible target out to 24 + 4 = 28 inches, etc.).

Winning the Game: This action represented a desperate struggle over the critical ground leading to the beaches. To reflect this, there are 7 objectives on the tabletop. When the game ends, if either side holds 5 or more objectives they have won a strategic victory. If neither side wins a strategic victory, whichever side holds the majority of objectives wins a tactical victory. If neither side holds a majority then the result is a draw.