SCENARIO 1 - DAY OF DAYS N Version 1.1 8  N

Set up rst: German Move rst: American 1 2 3 4 5

Southwest of Utah Beach, June 6th, 1944—The cross channel invasion of was the crucial “second front” that was needed to defeat Germany. The scope of the invasion was the largest in history and the rst day of the Normandy invasion would be the most important. It would be called the Day of Days and the Longest Day. The 101st Airborne was dropped around 1:00am (before the landings) so that it could support the invasion, but the drop did not go well. Units were dropped in the wrong area and were widely scattered. Colonel Robert F. Sink, who commanded the 506th Parachute Infantry Regiment (PIR), had very little information on his troops. The entire communications platoon as well as every single radio operator assigned to the headquarters company were missing. The assignment of the 506th included the capture of Causeways 1 & 2 (the lower exits from Utah beach) and to block enemy forces from those exits. Sink dispatched elements of his 1st Battalion, the only force that he had on hand, to go for Causeway 1. The progress was slow. In the end, Causeway 1 would be in American hands before the force from 1st Battalion would reach it. Although the capture of Causeway 1 & 2 was the job of the 2nd Battalion of the 506th, not only did Sink send a force from 1st Battalion, but General Taylor, the commander of the 101st, would send a force from the 3rd Battalion of the 501st. Both commanders reasoned that their forces were too small to go for Causeways 1 & 2 and so both of them independently decided to go after Causeway 1 and ignore Causeway 2. This confusion was typical of the airborne drops that day. Despite this, the drops were still undeniably e ective. They tied up enemy troops and stopped reinforcement of the beaches. Victory: The American player wins if he exits at least 4 squads o the east edge of the map by the end of turn 5. Otherwise the German player wins.

Set up: All American units enter the West edge of the game board on turn 1.

x3 x3

Operations Range: 1 - 3 Operations Range: 1 - 2 Command Points: 1 Command Points: 1

Set up: In any Set up: In any hex with the hex with the number 3 or 4 number 5 or 6

x2 x2 x2 x2 SCENARIO 2 - SO FEW LED BY SO MANY N 10  1 

1 2 3 4 5 6 7 Set up rst: German Move rst: American Pouppeville, France, June 6th, 1944—The 3rd battalion of the 501st had been dropped with General Taylor to serve as a division reserve and as protection for the division headquarters. By daybreak only about 40 men of the entire 600 man battalion had been assembled. In addition, 45 men of the headquarters company had arrived. Many of these were o cers including 2 generals, 3 colonels, 1 major, several captains, and several more lieutenants. Two battalions of the 506th had been assigned to take Causeway 1 & 2. Since not a single man from those battalions had been seen, General Taylor correctly reasoned that those battalions had been dropped in the wrong area. He decided that his group would have to go for Causeway 1. There were so many o cers that even lieutenants were assigned as ri emen. As the group moved out General Taylor said, “Never have so few been led by so many!” Along the way, the force picked up some more strays and did not encounter serious resistance until it came to the town of Pouppeville, just outside Causeway 1. As they began their attack, they could hear that the shelling of the beach areas had just begun. The Germans made a ghting withdrawal through the town until they got to their headquarters building on the far side, near the beach, where 38 of them would eventually surrender. As the re ght drew to a close, the rst from the landings began to move up the causeway about 250 yards away. After an exchange of orange  ares and smoke and the waving of orange  ags (the identi cation sign for allied forces), the men of the 4th Infantry Division emerged from the reeds on the causeway. Although this part of the landings had made it o the beaches, the day was not yet done. After the last tank had passed through town, the paratroopers would Victory: turn and follow them going back the way they had came as the invasion pushed inland. The American player wins by eliminating all of the German combat units by the end of turn 7. Otherwise the German player wins.

Set up: All American units start set up anywhere on board 10.

x6 x2 x1

Operations Range: 2 - 5 Operations Range: 3 - 4 Command Points: 5 Command Points: 2

Set up: All German units start set up anywhere on board 1.

x7 x4 3  SCENARIO 3 - EASY PEASY N 4 

Set up rst: German 1 2 3 4 5 6 Move rst: American Carnentan, June 12th, 1944—Airborne forces were theorized to be elite, shock forces that would be used for just a few days and then withdrawn for re t and preparation for the next operation. Before D-Day they were told they needed to give 3 days of hard ghting. The reality on the ground would dictate otherwise. With most of the troops coming in to Utah beach heading north to capture the port of Cherbourg, the task of capturing Carentan fell to the 101st. Taking this town was necessary to link the Utah and Omaha beaches. Elements of the 2nd and 3rd Battalions of the 506th PIR would attack, including “Easy” company. Through a night march, 2nd Battalion had been positioned to attack Carentan from the Southwest, thereby cutting o the main retreat route of any defenders in Carentan. Before the attack, Colonel von der Heydte of the German 6th Parachute Regiment had made the fateful decision to withdraw from the town and leave only a token rear guard force (a decision for which he would eventually face a formal inquiry, but be acquitted). At the commencement of the attack, there was a tough moment in which the lead elements of Easy Company were pinned down in the road by re. Lieutenant Winters, in command of Easy, stood up in the road yelling “move out!” and “get going!” Later he would say, “Here is where the discipline paid o . The men got the message, and they moved out.” Once in town they also had to deal with some accurate pre-arranged mortar re, but the pre-battle withdrawal of the majority of the German troops had changed the situation. Taking Carentan turned out to be relatively “easy.”

Victory: The American player wins by eliminating all of the German combat units by the end of turn 6. Otherwise the German player wins.

Set up: All American units start set up on any whole hex on board 4.

x8 x2 x2

Operations Range: 2 - 5 Operations Range: 3 - 4 Command Points: 3 Command Points: 1

1/8 80mm Set up: All German units start set up Available at the SUPPORT anywhere on board 3. start of turn 3 9 7 x4 x1 x4 SCENARIO 4 - THE BATTLE OF BLOODY GULCH N 1 2 3 4 5 8  10 

6 7 8 9 10 4  3  Set up rst: American Outside Carentan, June 13th, 1944—The Germans that had retreated before the attack on Carentan had been reinforced by the 17th SS Panzer Grenadier Division. As the 2nd Move rst: German Battalion of the 506th moved out from Carentan, they ran into them at dusk. Both sides settled down for the night, the Germans behind their hedgerow and the Americans behind theirs. Winters received orders from Battalion that they were to start their attack at rst light. The ghting the next day would be known as the Battle of Bloody Gulch. Historical Note: Although well-equipped, the vast majority of the 17th SS Panzer Grenadier Division was experiencing combat for the rst time in this battle. Their o cers were poorly trained and their artillery did not coordinate well with the infantry. It is for this reason that they are represented by a mixture of rst and second line troops. The Germans also realized the importance of Carentan and wanted it back. Just as Winters gave the order to move out, the Germans launched an attack of their own and both sides opened up with everything they had. Under the intense pressure, Fox Company, on Easy’s Left Flank, broke and fell back (Colonel Strayer immediately relieved Fox’s Victory: commander). Despite this, Easy held their ground for hours until they were reinforced by elements of the 2nd Armored Division. The sight of the Shermans pouring through their The German player lines and into the enemy brought elation to the paratroopers and turned the tide of the wins if at any time battle. Easy Company of the 506th fought in many di cult engagements, but Winters they have 5 squads in would describe this battle as the “tightest spot” they were in during the entire war. buildings on board 3.

1/8 80mm ARTILLERY These units enter on Set up: Board 8, hex row E & South, Board 10, hex row F & south SUPPORT the South edge of the 8 7 boards on Turn 8.

x6 x3 x2 x2 x4 x8 x3 x4

Operations Range: 2 - 5 Operations Range: 3 - 4 Command Points: 3 Command Points: 1

1/8 80mm 1/9 100mm ARTILLERY ARTILLERY These units enter on SUPPORT SUPPORT the North edge of the Set up: Board 8 & Board 10, hex row I 6 5 6 5 boards on Turn 3.

x9 x7 x2 x1 x1 x13 x4 SCENARIO 5 - IF THIS IS COMBAT… N 7  5 

Set up rst: German 1 2 3 4 5 Move rst: German Son, Holland, September 17th, 1944—Operation Market-Garden had begun. Paratroopers were to seize bridges along Highway 69 in Holland to aid the British advance. Elements Special Rule: of the 506th were to take the main bridge over the Wilhelmina Canal just south of Son American units may as well as two secondary spans, one to the east and one to the west of town. The jump never voluntarily move went well. It was aided by the daylight drop and the excellent jump eld. Since the entire into a hex that is farther 506th used the same jump eld, the biggest problem was that it was literally raining away from the bridge. equipment on the jump eld. Unfortunately, upon landing a Dutchman informed the They may only do so paratroopers that the secondary bridges had been blown by the Germans a few days because of Rout. earlier. Company A’s job of taking the main bridge just became more important. The company had gathered in drop zone C and moved into and through the Zoenche Forest. As they approached the edge of the wood to the East of town, they came under re. One of the replacement men turned to Sgt. Brininstool and said, “If this is combat, there’s nothing to it.” A Victory: moment later the rst high velocity,  at-trajectory shell burst and killed him instantly. At rst they thought it was mortar re, but then they realized that three 88’s had opened up on them The American player from anti-aircraft emplacements near the bridge. Finally, they charged the guns as elements wins by having a unit of D company had made it though Son and approached the bridge from the north. They on board 5, hex E5 at would subdue the guns, but be too late as the bridge was blown when the lead elements were the end of any turn. just 40 yards away. It would be one of the few bridges the Allies would not capture intact.

Set up: Americans may not use any Command Points on Turn 1. Groups 1, 2, and 3 are placed in hexes B1, B2, C2, D2 of Board 7 at the start of the appropriate turn (before the operations phase begins). They do not start with a concealment marker. If those hexes ever reach their stacking limit, excess units may be placed in 7D3 or 7C3. Group 4 enters the north edge of Board 5 on Turn 4. “It was the most perfectly  at jump eld I have ever seen. Basically, Holland is just a big, glori ed jump eld.” Daniel Webster

x3 x1 x3 x1 x3 x1 x2 x2 Group 1 - Turn 1 Group 2 - Turn 2 Group 3 - Turn 3 Group 4 - Turn 4

Operations Range: 2 - 7 Operations Range: 3 - 6 Command Points: 1 Command Points: 0

Set up on board 5, Set up in 5B2, 5B3, Set up on board 5, South of the canal 5C1, 5C2, or 5C3 hexes D5, D6, and D7

x1 x1 x2 x1 x3 x3 SCENARIO 6 - EINDHOVEN N 1  3 

1 2 3 4 5 6 7 8 9 Set up rst: American Move rst: American Eindhoven, Holland, September 18th, 1944—Eindhoven was a major city that lay south of Son, back along the axis of the British advance. With Son secure, the 3rd Battalion of the of the 506th led o the assault towards Eindhoven on the morning of D+1. It was important that Eindhoven be secured quickly so that bridging equipment could be brought up to replace the blown bridge at Son. The paratroopers were harassed by small arms and sporadic artillery re every mile of the way. After wiping out pockets of German infantry in the outlying elds, at 1300 hours the troopers from “How” Company entered the north edge of town and began clearing out the city one house at a time. Inside the city, they ran into 2 more 88’s, which seemed to be everywhere in Holland due to the all of the anti-aircraft defenses. A Dutchman helped by telling them the position of one of the guns, but the attack was still held up until they were joined by elements of the 2nd Battalion, including “Fox” Company, which  anked the guns. By the end of the attack, the 101st held all of Eindhoven, including the 4 priority bridges over the Dommel River in the city’s center. Unfortunately, the British column was still 5 miles away and they would not link up until 1900. With Eindhoven secure, they were told to get a Bailey bridge at the head of the column so that it would be the rst thing to reach Son and replace the bridge there. Of course, with the Germans out of the way, the British column would still have to navigate the celebrations of the Dutch people, which began in earnest. Victory: The American player wins by eliminating all German units by the end of turn 9.

Set up on board 1 in a Enters on turn 7 along the East or hex with a number of 8 West edge of board 3. The American or higher or enter the player must pre-record which edge North edge of board 1. it will enter prior to the start of the game. When entering, they may not directly enter from o board a half x7 x2 x1 hex that contains a German unit. x4

Operations Range: 2 - 7 Operations Range: 3 - 4 Command Points: 2 Command Points: 1

1/8 80mm Set up on board 3. The Germans are not given any decoys and both 88's ARTILLERY may not be concealed because of the amount of helpful intelligence SUPPORT that was given by Dutch civilians. The 88's were part of the city's 8 5 anti-aircraft defenses and so may not be placed in a building.

Set up board 1 in a hex with a number of 6 or lower.

x4 x3 x2 x2 x2 N SCENARIO 7 - CORPORAL TO SERGEANT 2  1 

9  6  1 2 3 4 5 6 7 8 9

Board Rules: All hexes in row "I" on Best, Holland, September 18th, 1944—The bridge over the Wilhelmina canal between boards 6 and 9 are woods. Eindhoven and Best was initially not considered important by the British, but General Taylor thought it would be good to have in case the bridge at Son became unusable. Set up rst: German He assigned its capture to “How” Company of the third battalion of the 502nd. On D Move rst: American day, when the company commander realized that he was up against superior forces, he called for reinforcements. Both sides kept making repeated calls for reinforcements Special Rules: until the battle had escalated to the point that, by the following day (the 18th), two For the rst four actions battalions of paratroopers were involved. As the 2nd Battalion joined the 3rd, they were on Turn 1, the Americans in battalion formation in the middle of a eld when they came under a terri c re. must attempt to move a squad in Rows E or F The paratrooper’s losses were terrible. In speaking about crossing that eld, Howard Matthews closer to boards 1 or 2. of Fox Company was quoted as saying, “I was a corporal – when I reached the other side, I was a sergeant.” The attack ground to a halt as the paratroopers were fought to a standstill. Back at Son, the engineers of the 326th toiled through the night erecting the Bailey bridge needed to replace the one blown on the rst day. This meant that on the morning of the 19th, British Churchill and Challenger joined the fray. They turned the tide of battle at Best completely Victory: and, by afternoon, over 1100 German prisoners had come streaming into the American lines. The Americans win the game by controlling hexes 1E6, 1F1, and 2D8 by the end of turn 9.

Set up: Board 6 and 9 in Rows E through I. At least 10 squads must set up in Rows E & F. 1/8 80mm ARTILLERY SUPPORT 8 7 x14 x4 x3 x2 x2

Operations Range: 2 - 7 Operations Range: 3 - 4 Command Points: 3 Command Points: 2

1/8 80mm 1/9 100mm Set up: All units are set up in any hex on ARTILLERY ARTILLERY boards 1 and 2. All German units may begin SUPPORT SUPPORT the game with an Op Fire Counter on them. 8 6 8 5

x7 x2 x1 x4 x2 x10 SCENARIO 8 - BLACK FRIDAY

5  N 3  9 

1 2 3 4 5 6 7 8 9 1  6 

Set up rst: American Veghel, Holland, September 22nd, 1944—There were many attacks over a number Move rst: German of days against the town of Veghel, but the people of Veghel remember the 22nd as “Black Friday”. The 107th Panzer Brigade, having failed to take Son, moved under cover of darkness toward the town of Erp. They, and other German units took the town and continued on to attempt to cut the Market-Garden Corridor at the town of Veghel. The attacks would come from the East and the North. Defending these attacks would be a mixed group representing almost every major unit of the 101st. “The worst action I can remember was Veghel.” – PFC James H. Martin. The attacks came throughout the day and the defense was made by anyone they could nd. The American command was confused and slightly disorganized. Hit by tanks, without tank support themselves, men took them out with small AT guns, bazookas and close assault. It was yet another illustration of how paratroopers, kept in the line with just what they had Victory: taken with them on their drop, were placed in a tough position against armor. Casualties The German player wins were heavy, but the airborne held out and Veghel remained in American hands. by controlling more building hexes on board 3 at the end of turn 9 than the Americans.

Set up: Any hex on board 5.

Enter on turn 4 using the South edge of board 1, and/or the West edge of x2 x1 x2 board 1, rows A - E. Set up: Any hex on board 3. x4 x2 Enter on turn 5 using the West edge of board 3.

x4 x2 x2 x4 x4 x10 x5

Operations Range: 3 - 6 Operations Range: 2 - 5 Command Points: 2 Command Points: 1

Enter the North edge Enter the East edge of Enter the East edge of boards 6 and 9 on turn 1. of board 5 on turn 2. boards 6 and 9 on turn 3.

x13 x3 x1 x2 x2 x5 x1 x2 N SCENARIO 9 - ROAD CUT

6  8  9  2  1 2 3 4 5 6 7

Board Rules: Koevring, Holland, September 26th, 1944—One of the problems of the Holland The Road to Arnhem campaign was keeping the road open. Market-Garden, by this point, was essentially a failure. is considered to run Although the bridge at Nijmegen had been taken, the British Airborne troops holding the from 6E1 to 2E9. bridge at Arnhem had been taken prisoner. However, the road still had to be kept open Set up rst: German to supply the troops in the north. Although the towns and bridges were now mostly safe, the Germans continued to cut the road at the places in between. One such place was Move rst: American along the road south of Veghel, near Koevring. A place where Holland had hedgerows. In these actions, the Germans sometimes defended in force and sometimes pulled out most of their troops before the Americans arrived. This time they would defend. Short on equipment at this point of the war, at times they even used captured British and American tanks against the Allies. Attacks would continue against Highway 69 (the road Victory: north to Arnhem), but after the action near Koevring, the road would stay open. The Americans win by having no German units on or next to the "Road to Arnhem" at the end of game turn 7. This does not mean branches o of the main road that runs North-South.

Enter on turn 1 Enter on turn 2 along the East along the north edge of any board. or south board edge (not both).

x9 x3 x2 x2 x3 x2

Operations Range: 2 - 7 Operations Range: 3 - 6 Command Points: 2 Command Points: 2

Set Up: All German units start on any board within 2 hexes of the "Road to Arnhem" (the road running North-South along all game boards). x1 x1 x16

x9 x2 x1 x4 x2 x1 x1 SCENARIO 10 - THE ORCHARD N

1 2 3 4 5 6 7 8 6 2 9 1

Near Oosterbeek, Holland (on the “Island”), October 5th, 1944—The Hell’s Highway Board Rules: phase of operation Market-Garden was drawing to a close and the time of the muddy, The road that runs north- bloody island was beginning. Still under command of Montgomery, they were eating south on Board 9 from E1 British rations (bully beef, oxtail soup, daily rum ration) and were kept in the line contrary to E9 is a dike road. See to how Airborne was supposed to be used. The 101st was ordered to move north to be the rule book for more used as supporting infantry in Montgomery’s army. They were deployed on the “Island,” a information on dike roads. piece of land that was between the Waal and Neder Rhine Rivers, just south of Arnhem. All hexes on boards 6, 2, as well as all hexes on board After moving in and replacing the British that had been holding the area, the First Battalion of 9 west of the dike road the 501st was immediately attacked by German troops that had in ltrated the position. With “C” are considered Orchards. Company being attacked from both sides, “A” Company was called upon to relieve them. The Airborne rarely received replacements during combat and so “A” company was down to 56 men for Set up rst: American their sweep through the orchard, but it was enough. “C” company held against attack and the two Move rst: American “companies” squeezed the Germans in between them. T/5 Frank Carpenter summarized the ght by saying, “The good ole guys from “A” Company had saved the good ole guys from “C” Company.” Victory: The American player wins if there are no German units on board 6, board 2, or on or west of the dike road on board 9.

Set up: Company A - Board 6, hex rows A, B, and C.

x3 x2 x1 Set up: Company C- Board 9, on or west of the dike road.

x6 x2 x1 x1 x3

Operations Range: 2 - 7 Operations Range: 3 - 6 Command Points: 2 Command Points: 2

Set up: Any hex Set up: Any hex on board 2. on board 1.

x6 x1 x6 x9 x1 x1 SCENARIO 11 - OPHEUSDEN

N

1 3   1 2 3 4 5 6

Set up rst: German 7 8 9 10 11 12 Move rst: German Opheusden, Holland (on the “Island”), October 6th, 1944—As the 506th moved into positions along the front, the British pulled out, taking their tanks with them. Knowing this, the Germans took the opportunity to launch a full scale attack eastwards into and around Opheusden using the 363rd Volksgrenadier Division supported by armor and artillery. The battle raged through the 5th and into the 6th, at which point the Americans and Germans both held about half of the town. The Germans would renew their attack on the 6th, sending tanks into the town itself and the Americans would counterattack later that day. Victory: Artillery was heavily used on both sides, including some 155mm “Long Toms” left behind by the The German player British. By sheer force of numbers, the Volksgrenadiers overran entire squads of paratroopers. wins if they have more The American counterattack made good progress until it too was stopped by artillery. The two units in buildings sides had fought to a standstill. On the 7th, the 506 was withdrawn from the line and replaced of board 3 than the by elements of the 327th. The Americans pulled their line back about 1200 yards east of the Americans have units city and the Germans pulled back about 1000 yards west of the city. After ghting so hard for in buildings of board 1. the town, they withdrew. Both sides resorted to patrolling the no-man’s-land in between.

3/11 150mm Available starting Enter along any on turn 5. ARTILLERY East edge hex SUPPORT on turn 5. 9 6 x10 x3 x1 Set up: Any 1/8 80mm Available starting on turn 1. hex on board 3 ARTILLERY and on board 1 SUPPORT East of row E. 9 7 x5 x2 x2 x1 x3

Operations Range: 2 - 7 Command Points: 1 until turn 5, then 3 Operations Range: 3 - 6 command points until the end of the game. Command Points: 2

Enter along any West edge hex on turn 3.

x6 x1 x2

1/8 80mm Set up: Any ARTILLERY hex on board 1 SUPPORT West of row E. 8 6 x12 x2 x2 x2 SCENARIO 12 - HETTRICK'S WAR N 6 

1 2 3 4 5 6 7 8 9 

Board Rules: Near Opheusden, Holland (on the “Island”), October, 1944—Lieutenant Donald The East-West road on Hettrick was an artillery observer in the 101st. On the “Island” he was assigned to the board 6 (6E1 to 6E9) and 327th Glider Infantry, Company “C”. There were two dikes in this area. A smaller one board 9 (9E1 to 9E9) is the near the river that was held by the Germans and the main dike farther inland that German and American was held by the Americans. When the Germans dropped a few artillery rounds 150 dikes. Foxholes may yards away from the American position along the dike, Lt. Hettrick surmised that they be placed on the dike. were adjusting the range on their artillery and warned of an impending attack. See the rule book for The next day, the Germans launched a full-scale artillery bombardment, the heaviest more information the company had ever received, and followed it up with an all out attack. Hettrick was on dike roads. able to call in artillery just in time. At one point, he broke an artillery rule and called Set up rst: German in a re mission only 50 yards from the paratroopers, meaning that rounds would be falling on the Americans as well, but it saved the company from being overrun. For Move rst: German his action that day, he would get a promotion and a Bronze Star. At a reunion in 1947, Captain Miller, the CO of “C” Company credited Hettrick with saving his company. Historical Note on the campaign: On the “Island,” there was seldom a six hour period between October 5th and 15th that the enemy did not launch an attack against the lines of the 101st. By the 15th, the 363rd Volksgrenadier Division was almost completely wiped out. The 101st would remain Victory: on the lines through November, at which point they were withdrawn to re t at a camp in France. The German player wins by having more units on or South of row E on board 9 than the American player at the end of game turn 8.

Available on turns Set up: On or 3/11 150mm 3 to 6. South of row E on ARTILLERY board 9. SUPPORT 10 10 x7 x2 x4 x10

Operations Range: 2 - 7 Operations Range: 3 - 5 Command Points: 2 Command Points: 1

1/8 80mm 1/9 100mm ARTILLERY ARTILLERY Available SUPPORT SUPPORT Set up: On or on turns 1 9 9 9 9 North of row E on to 3. 1/8 80mm 1/9 100mm 2/10 120mm board 6. ARTILLERY ARTILLERY ARTILLERY SUPPORT SUPPORT SUPPORT x14 x2 x10 9 9 9 9 9 9 SCENARIO 13 - NOVILLE N 9  6 

3  1  1 2 3 4 5 6 7 8 9

Board Rules: Noville, , December 19th, 1944—The combat experienced 4th Infantry Division stayed WOODS: All half hexes mostly intact in the face of the German onslaught that would later become known as the Battle on the North edge of of the Bulge. They stalled long enough for the 1st Battalion of the 101st as well as tank destroyers game boards 6 & 9 are from 705th TD Battalion and a small task force under Major Desobry to arrive at Noville before the woods hexes, except Germans reached it. As a light fog fell over the eld the advancing German tanks passed over the for 6A5 and 9A5. paratroopers who were dug in outside the town. The troopers lay low in shallow foxholes and Set up rst: German slit trenches until the monsters passed, but the German infantry was following behind them. Move rst: German The German tanks made it into Noville, but the infantry was stopped cold by the Special Rules: paratroopers. There in the center of town, the Germans began to lose tanks to the FOG: Because of the fog, Shermans and TD’s patrolling the streets. Without their screen of infantry, they +1 is added to all attacks were vulnerable. They and the infantry pulled back, but this would be the rst of by infantry for every 4 many assaults and the Americans would eventually have to abandon Noville. hexes of range (rounded up). Since this guarantees a positive terrain modi er, infantry targets would not be considered moving in the open. All vehicles and SATWs must always take a pro ciency check when ring with +1 to the die roll for every 4 hexes of range (rounded up). Fog, by itself, Set up: Any hexes on does not allow a unit to boards 1 and 3. gain/keep concealment.

Victory: x3 x1 x4 x2 x4 The German player Set up: On boards 6 and wins by having at least 9, in hex rows E and F. 3 squads in buildings on game board 1 and/ or board 3 at the end of game turn 9. x10 x3 x2 x5 x20

Operations Range: 2 - 7 Operations Range: 3 - 6 Command Points: 3 Command Points: 1

Set up: On boards 6 and Set up: On boards 6 and 9, in hex rows G and H. 9, in hex rows A, B, and C. Tanks must be at least At least 4 units must be in three hexes apart. rows B or C on each board.

x2 x4 x18 x3 SCENARIO 14 - AMBUSH AT WARDIN N 1 

1 2 3 4 5 6 7 6 

Set up rst: German Wardin, Belgium, December 19th, 1944—As American troops started to lter into Bastogne, troops were dispersed to defensive positions in the outlying areas. Company I of the 501st was Move rst: German sent south to clear some woods and then east into the small town of Wardin. They were to run into part of the 901st Panzer Regiment, that was to enter the town at almost the same time as them. What could have been a meeting engagement turned out to be much more like an ambush. The paratroopers had not yet established a good command and control relationship with other American forces in Bastogne. In this case, a combat team from the 10th Armored was less than a half a mile away, but their tanks never moved toward Wardin. To compound the problem, Wardin was in a deep valley and communication with battalion was impossible. Although they had some success hunting tanks with bazooka teams, the airborne troops were pushed from the town.

Victory: The German player wins immediately if he controls all of the stone buildings on board 1.

All units enter on the West edge of board 1 on game turn 1.

x7 x4 x1 x1

Operations Range: 3 - 4 Operations Range: 3 - 6 Command Points: 0 Command Points: 2

All units enter the 1/8 80mm South edge of board 6 on game turn 1. ARTILLERY SUPPORT 8 6 x16 x2 x4 SCENARIO 15 - LET'S HUBBA-HUBBA N 1 2 3 4 5 2  4 

6  9  6 7 8 9 10 Set up rst: German Bois Jacques (Jack’s Woods), Belgium, December 21st, 1944—As American troops initially Move rst: American moved into the area around Bastogne, part of a Volksgrenadier battalion was pinched o behind the perimeter and dug in a wooded area. The 1st Battalion of the 506th, withdrawn Map Note: All hexes from the ghting in Noville had become the reserve force. Sergeant Vetland, one of the on all game boards are platoon sergeants, came back from the company CP, “Okay, men, let’s hubba-hubba, one considered Orchards, time. Just leave your chow where it’s at. We gotta go. We’ve got a little job to do. You EXCEPT for the East - can nish your breakfast as soon as we get back.” It was their job to dig them out. West road that runs The Americans approached the Germans who were in well dug and well camou aged positions. from 6A5 to 2I5. That They gained re superiority early on and the German re slowed to a trickle. The Americans road is a rebreak (not a leapfrogged forward, while forcing the Germans to keep their heads down with steady re until road) and is considered they reached their holes and engaged them in hand to hand combat. Many of the Germans open ground. were shot as they cowered in their holes by troopers who red down on them as they ran past. “C” Company swung forward on the American’s left  ank and completed the round up. "The wood was one of those cultivated plantations so common throughout Europe. Nearly all the lower branches had been trimmed, so there was nothing to conceal us as we moved amongst the trees. The Germans had been in the woods almost two days-long enough for them to dig foxholes and bunkers and camou age them so that they were almost invisible." - Don Burgett

Victory: The American player wins by eliminating all German units by the end of game turn 10.

C Company: Enter on turn 6 along A Company: either the North or Enter on turn South edge. It must 1 along the be pre-recorded West edge of which edge the units board 6 and 9. will enter prior to x10 x2 x2 German set up. x6 x1 x1

Operations Range: 2 - 7 Operations Range: 3 - 4 Command Points: 3 Command Points: 1

Set up: On any hex on any board, at least 3 whole hexes away from the West edge of boards 6 and 9.

x10 x2 x8 x22 SCENARIO 16 - TO DIE ON CHRISTMAS

1  N

Set up rst: German 1 2 3 4 5 Move rst: American

Champs, Belgium, December 25th, 1944 – After the reply of “Nuts!” to the surrender ultimatum on the 23rd, the promised, massive artillery bombardment and assault never materialized. However, this did not mean the Germans were done. Starting early in the morning on Christmas, a German night attack had penetrated into the town of Champs. As daylight broke, the paratroopers of the 502nd nished clearing the town. Vicious, close-in, house to house ghting ensued. After Americans cleared the town, they found this inscription written by a German o cer on a chalkboard in a schoolroom—“May the world never see such a Christmas night again. To die far from one’s children, one’s wife, and mother, under the re of guns, there is no greater cruelty. To take away from a mother her son, a husband from the wife, a father from his children, is it worthy of a human being? Life can only be for love and respect. At the sight of ruins, of blood and death, universal fraternity shall arise.”

Victory: The American player wins by eliminating all German units by the end of game turn 5.

Set up: In any building hex not occupied by German units.

x6 x1 x1

Operations Range: 2 - 4 Operations Range: 2 - 3 Command Points: 2 Command Points: 1

Set up: In hexes F4, E5, E6, and any other 3 building hexes.

x4 x1 x1