PLAY BOOK Table of Contents

20.0 Examples of Play...... 2 23.0 Tips and Strategies...... 21 21.0 Linking Scenarios into a “Grand Campaign”...... 19 24.0 Unit Abbreviations...... 24 22.0 Key Differences from Red Winter...... 20 25.0 Counter Manifest...... 25

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com 2 Operation Dauntless Play Book 20.0 Examples of Play We have used two methods for the illustra- tions appearing in this book. For examples that required stacking of three or more units in a single hex, we have displayed the coun- ters at their true size relative to the hexes. For all other examples, we opted to display the counters as oversized in order to make their stats more visible. This seemed like the best way to present the information. I apologize if the two side-by-side methods are at first a bit jarring for the reader. All of the following examples assume it is a day turn with unlimited LOS.

20.1 Loading and Movement In the German Action Phase, the German infantry company in 0718 wishes to move to 0411 (indicated by British control marker) but does not have enough MPs. The half-track unit in 0315 is an inde- pendent transport that qualifies to move this panzergrenadier infantry company (and note that it does not have to belong to the same company as the infantry to qualify, per 4.5.2). However, the half-track unit does not wish to enter 0411 itself because it could be fired upon by the British tank troop to the north (ARC via Movement Trigger) that has LOS to that hex. The solution is as follows: The half-tracks move via road to 0718 (paying 3 MPs) and load the infantry (+2 MPs). They proceed to move to 0312 via road (+5 MPs), while remaining out of LOS of the British tanks be- cause the waterway hexside blocks LOS (per 10.6.1). The half-tracks unload the infantry in 0312 (+2 MPs) and now have spent 12 of their 18 MPs. Next, they return via road to their starting hex of 0315 (+2 MPs). They have spent a total of 14 MPs. The panzergrenadier infantry in 0312 may move a total of one hex during the turn in which they were transported, per 4.5.3. They move to 0411.

20.2 Transport Pool Losses The British Transport Pool starts at 2. After taking two transport losses, the marker is at zero. When a third loss occurs, the marker is flipped over and moved upward one cell to 1. The German player is awarded a total of 4 VPs for these losses at the end of the scenario—1 VP each for the two losses prior to depletion and 2 VPs for the one loss following depletion.

SdKfz 251/1 Transport half-track

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20.3 Stacks and Movement This example involves tracking move- ment by class. It is the British Action Phase and the British stack wishes to move to Le Montoir (0916) while avoid- ing the ZOC of all German units. It first enters the adjacent field hex with each unit paying 1 MP (see yellow arrows). As it enters the woods just north of the German panzers (recall that ZOC does not extend into close terrain) the infantry and mortars—both leg units—each pay 2 MPs, while the tanks—tracked—pay 6 MPs. Since the panzers’ ZOC does extend into light bocage, the next hex the stack enters must be another woods hex. As this would cost the tanks another 6 MPs, the stack cannot enter; they have already expended 7 of their 11 MPs. If the tanks were not present in the stack, it still could not enter because the mortars would be out of MPs after arriving in the woods hex, having spent 3 of their 3 MPs. If the British infantry moved alone, it could reach the second woods hex by expending all 5 of its MPs. If the tanks moved alone, they could reach Le Manoir in a single move by using the road bonus, ignoring the eZOC of the German infantry and spending 10.5 of their 11 MPs (see green arrows and black numerals).

20.4 Adjacent Defensive Support 20.4.1 Example #1 In the following illustration, it is the British Combat Phase and the British are performing a Combat against the German infantry company in 1211, contributing CS from all four adjacent British in- fantry companies. The German pioneer platoon in 1313 can perform Adjacent Defensive Support against the stack in field hex 1312, but the German MG in 1311 cannot provide Adjacent Defensive Sup- port because it is in an eZOC apart from that originating from the target hex (in this case, from the Carrier Platoon). The German IG in 1111 can provide Adjacent Defensive Support against the stack in field hex 1210 because an eZOC (of the British MG platoon, in this case) does not extend into close terrain. The German Stummels in 1209 can also provide Adjacent Defensive Support because they are AFVs and ignore eZOC.

SdKfz 251/9 “Stummel” SP gun half-track

© 2015 GMT Games, LLC 4 Operation Dauntless Play Book

20.4.2 Example #2 In the illustration below, the British units are performing a Combat against the German infantry company in 0513, contributing CS from all adjacent British units. The German MG platoon in 0413 can perform Adjacent Defensive Sup- port against the British stack in field hex 0412 because the MG platoon is not in an eZOC apart from that of its target. The German pioneer platoon in 0613 cannot perform Adjacent Defensive Support vs. the British MG platoon in field hex 0612 because the German unit is in an eZOC of the British Carrier Platoon in 0713. The German mortars in 0312 can perform Adjacent Defensive Support against the British stack in field hex 0412, despite the presence of the adjacent Sherman troop in 0411, because an eZOC does not extend into a Strongpoint.

20.5 RAT Results It is the British Combat Phase. British infantry companies stacked in field hex 1315 declare a Combat against an ad- jacent German unit in 1215. The German player declares defensive support from two units: a MG platoon in 1317, two hexes away from the British attackers, and a mortar unit in 1518, four hexes away. The MGs have a RAS of 4 and the following DRMs apply: field +1 and two infantry companies in target hex +2. The German player rolls a 7, which is modified to 14. This results in the placement of a Suppressed marker that will shift the impending Combat 1 column left in favor of the defender. The mortars (RAS 5) are in a position to self-spot. DRMs: As above, and addition- ally, +1 for self-spotting. An 8 is rolled, modified to a 17. A second Suppressed marker is placed. Additionally, the British player must suffer a step reduction to one of his attacking units (British player’s choice).

Panzergrenadiers of the 12th SS Panzer Division. German Heavy Machine Gun (MG34) © 2015 GMT Games, LLC Operation Dauntless Play Book 5

A brown (British) Sup- pressed marker is placed near the target hex. The defensive support is resolved. The follow- ing DRMs apply to all three firing units: Close terrain (–1) and two company-sized infan- try units in target hex (+2), so the net DRM is +1. The pioneer pla- toon (RAS 3) rolls a 10, which is modified to a 14 = Suppressed. A gray (German) Suppressed marker is placed near the British stack. The Stummel section (RAS 4) rolls a 9, which is modified to a 14 = Sup- pressed, so a second marker is placed. The IGs (RAS 2) roll a 6, which is modified to a 9 = No Effect. Note that the IGs could use the German MGs as an ad- jacent spotter. The IGs are rotated 90 degrees counter-clockwise so that their Fired arrow is on top. The other two German units are rotated 20.6 Combat with Support 90 degrees clockwise as they fire, to indicate that they have taken their one action for the It is the British Combat Phase. The British player declares a Combat Combat Phase. The support nets out at one German Suppressed against German hex 1108 with the British stack in 1008. He declares marker, for a shift of 1L to the Combat Ratio. offensive support from the MG platoon in 0907 and Sherman tank troop in 0908. The German player declares defensive support from The Combat is now resolved by using the CRT. There are 13 total the pioneer platoon in 1107, IGs in 1206, and Stummels in 1209. CS points attacking vs. 4 defending (black-box CS units have their Note that the German recon platoon in 1208 cannot provide sup- CS doubled when defending) for base odds of 3:1. The following port because it cannot make a Ranged Attack from an eZOC—this Combat Ratio modifiers apply: net Support (1L), close terrain (1L), does not apply to the Stummels because they are AFVs, and AFVs Dug-In (1L), Armor Bonus (1R). The net shift is 2L, for a final ignore eZOC. Note that the German recon half-tracks in 1009 cannot Combat Ratio of 3:2. The British player rolls 2d6, which yield a contribute support because they are adjacent to the target hex, and result of 8, for a result of 0/2. As the defender has a Retreat Limit Ranged Attacks against adjacent hexes are only allowed in three very of 2 hexes (MA minus 2), it can take both losses as either Retreats specific situations (and this isn’t one of them; all involve the ARC or or step reductions. Since it is a single-step unit, the decision is ob- a target hex that is field terrain, see 10.0). The British armored cars vious; the MG retreats two hexes to 1206. Note that both hexes of in 1309 could provide offensive support, but each unit can perform the Retreat placed the MGs further from the attacking stack. The only one action per Combat Phase, and the British player is saving British may Advance After Combat into the vacated hex, but must them for AT Fire later in the phase. then stop because they do not qualify for a Multi-hex Advance (8.7.1; Carrier Platoons are treated as infantry in this respect and The offensive support is resolved first. All British units are rotated do not qualify, per 12.6.1). 90 degrees clockwise as they fire, to indicate that they have taken their one action for the Combat Phase. The tanks have a RAS of 5, and the following DRMs apply: Close terrain (–1) and Dug-In (–1). The British player rolls 2d6, which yield a 6 that is then modified by the firing unit’s RAS (+5) and the net DRM (–2) for a modified result of 9 = No Effect. Now, the MG platoon fires (same RAS and DRMs apply) and rolls an 11, which is modified to a 14 = Suppressed.

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20.7 AT Fire and Combat with Support its action. He declares offensive support from all units in 1008 and It is the British Combat Phase. The British player wishes to perform 1108, plus three off-map 25-pdr Gunner Batteries (RAS 6) and two a Combat against hex 1110, but he knows that he will not be able to off-map Assets: Fighter-Bombers (RAS 7) and a Medium Battery capture the hex until all AFVs in that hex have been eliminated or run (RAS 8). The German player declares defensive support from all off (since AFVs ignore losses from the CRT). He therefore declares units in hexes 0910, 1111, 1211, and 1311, as well as three off-map AT Fire from one of his Sherman tank troops in 1109 before declaring units: a towed 105mm battery (RAS 5), a 105mm “” SP Bat- the Combat. Note that the Shermans can see the Stummels because tery (RAS 6), and an 88mm Flak Battalion (RAS 9). Note that the they are in an adjacent hex. The following DRMs apply to the AT Grille platoon in 0911 cannot participate unless it has a spotter of the Fire roll: Penetration (+8; AT–Armor = 10–1 =9, but the Penetra- same division. It could use the Panzer Lehr transport half-tracks in tion DRM is capped at +8), Range (–1), Close Terrain (–4). The net 0910 as its spotter, but would receive a –1 DRM for a non-adjacent DRM is +3. A roll of 2d10 yields a 12 for the first Sherman troop, spotter, and since the Grille platoon gets flipped to a Fired side after modified to a 15 = step reduction. The Stummels are eliminated. The firing, the German player decides to save their fire for some other use. Sherman troop that fired is rotated 90 degrees clockwise to indicate Offensive support is resolved first. The following DRMs apply to that it took an action. Note that the second Sherman troop in 1109 all attacks from offensive support: Close Terrain (–1), Dug-In (–1), never fired. As all AT Fire attacks are declared individually, these Company-sized infantry unit in target hex (+1); the net DRM is –1. Shermans can contribute CS to the impending Combat. The Carrier Platoons (RAS 6) fire with a net modifier of +5 (RAS The British player now declares the Combat against hex 1110 by of 6 and net DRM of –1). The roll of 2d6 on the RAT yields an 8 all adjacent units excluding the Sherman troop that already took (+5 = 13) = No Effect. The infantry company (RAS 5) fires with a net DRM of +4. The dice yield a 5 (+4 = 9) = No Effect. The Sherman tanks (RAS 5) fire with a net DRM of +4 and roll a 10 (+4 = 14) = Suppressed. A brown Sup- pressed marker is placed near the target hex. The MG platoon (RAS 5) fires with the same DRM and rolls a 10 (+4 = 14) = Suppressed. A second Sup- pressed marker is placed. The mortar platoon (RAS 5) fires and receives a +1 DRM for self-spotting. The dice yield a 5 (+5 = 10) = No Effect. The mor- tars are rotated counter- clockwise 90 degrees to indicate Fired. The off-map 25-pdr Gun- nery Batteries (RAS 6) roll as follows: 11, 6, 6. Each roll is modified by +5 to 16, 11, and 11, for one additional Suppressed marker. The off-map As- sets (RAS 7 and 8) roll a 9 and 7, each modified by +6 and +7, respectively, to 15 and 14, for two more Suppressed markers. There are a total of five brown Suppressed markers on the target hex, but the British player has failed to inflict any step reductions from support. Both Assets are

© 2015 GMT Games, LLC Operation Dauntless Play Book 7 flipped to their Spent side and placed on the Turn Track two turns The British player rolls 2d6 and consults the CRT. The dice yield a in the future. 6 = 0/1. The German player can either reduce the defending infantry The defensive support is resolved next. The Panzer IV platoon (RAS company and remain in the hex, or retreat one hex. He opts to reduce 6) targets hex 1209. The following DRMs apply: Field (+1), two the infantry company since he is planning to reinforce the hex with company-sized infantry units in target hex (+2) for a net DRM of +3. nearby German units during the impending German Action Phase. 2d6 yield a 3, modified by +9 to a 12 = No Effect. The MGs (RAS He also plans to pull back the reduced company to a village hex 4) and pioneers (RAS 3) fire at the same hex, with the same DRMs five or so hexes away from all attacking units, in order to attempt applying. The dice yield 2 and 5, modified to 9 and 11, respectively; Recovery on the following turn. both No Effect. The IGs (RAS 2) fire at the attacking stack in 1209. The same DRMs apply, as well as a +2 for self-spotting (net +5). The dice yield an 7, which is modified to a 14 for a Suppressed result. The half-track unit in 0910 (RAS 6) fires at hex 1109; the net DRM is +3. The dice yield a 10, modified to a 19 = Suppressed + 2 step reductions. The British player reduces both infantry companies and places a gray Suppressed marker near the affected hex. The off-map towed 105mm artillery (RAS 5) fires at hex 1109, hoping for another step reduction, and rolls an 8, which is modified to a 16 = Suppressed. The Wespe battery (RAS 6) fires at the same hex and rolls 3, modified to a 12 = No Effect. The Flak Battalion (RAS 9) also fires at 1109 and rolls a 6, modified to an 18 = Sup- pressed + 1 step reduction. The step reduction cannot be taken from a Sherman tank troop as it is an AFV. The British player eliminates one of the reduced infantry companies. The German off-map units of 12th SS Panzer Division in are flipped to their Fired sides and the German player rolls for each Fontenay-le-Pesnel. unit to see when it will return to play, placing it on the Turn Track accordingly. There are a total of four gray Suppressed markers on the British attackers’ hexes. All on-map units of both sides that conducted Support (apart from those that were marked Fired) should be rotated 90 degrees clockwise to indicate that they took an action. Now the Combat is resolved on the CRT. Recall that one British infantry company was reduced and one eliminated, and the Stum- mel section was eliminated. Also note that the Shermans have their CS halved when attacking into close terrain (Red-boxed CS). There are 22 total CS points at- tacking vs. 7 defending for a base Combat Ratio of 3:1. The follow- ing modifiers apply to the Combat: Armor Bonus (1R; in favor of the British due to the inclusion of the Sherman troop and Carrier Platoon that are contributing CS), all attackers in field (1L), close terrain (1L), Dug-In (1L), Sup- pression from Ranged Fire (1R; 5 attacker Suppressed markers minus 4 defender). The modifiers net out at 1L, so the final Combat Ratio is 2:1.

© 2015 GMT Games, LLC 8 Operation Dauntless Play Book

20.8 Temporary Reveal Upon Firing The following four examples illustrate different situations where Concealed units may be revealed after firing. In these illustrations, it is the British portion of a day turn (unlimited LOS).

20.8.1 ARC Reaction Fire Reveal In the illustration below, it is the British Action Phase. A Sherman tank troop is moving into field hex 0708 and triggers the ARC (Reaction Fire to a Movement Trigger) from a panzer platoon that is Concealed in light bocage hex 0906. This AT Fire attack is a Fire Trigger, and after the attack is resolved, the Shermans, or some other unit that has LOS to the panzers’ hex (such as the 6-pdr AT guns in 0606), may immediately Return Fire across one of the panzers’ frontal hexsides. If neither British unit does so, the opportunity is lost and the Panzers become Concealed again. If the Shermans opt to Return Fire, they cannot continue moving. 20.8.2 Friction Fire Reveal In the illustration used for the previous example, it is still the British Action Phase. The British infantry company moves from field hex 0604 to field hex 0605 and takes FF from a Concealed German MG platoon in bocage hex 0602. The MG platoon is now temporarily revealed. After the FF is resolved and the moving British infantry company either finishes that hex-to-hex portion of its move or halts due to the effect of the FF, the British player may immediately fire on the MG platoon with a vehicle unit, such as the armored cars in 0705 (and note that the ARC is not triggered unless one or both units involved are vehicles). It does not matter if the cars have already taken an action. The fire must enter through one of the MG platoon’s front hexsides to qualify (per 6.2), with frontal determined by the MG’s facing at the instant that it performed the FF. In this case, the British armored cars qualify because they are a vehicle that is in range and with LOS to the MG’s hex, and their LOS enters through one of the MG’s frontal hexsides. However, the British mortars in 0505 would not qualify. The mor- tars can self-spot the MG’s hex through a frontal hexside, but cannot Return Fire because they are not a vehicle; they could, however, take a shot as the next action, per 5.3.1. The British Carrier Pla- toon in 0701 is treated as an AFV for purposes for Return Fire (per 12.6.1) but cannot trace LOS through a frontal hexside. The British that the mortars could self-spot the target hex in this situation (+1 MGs in 0802 can trace LOS along a hex spine between the front DRM), but the MG would remain concealed (–1 DRM), so the net and flank hexside and is therefore considered to be firing through a DRM would be the same as if the cars were spotting for the mor- frontal hexside (per 6.2) but they are not a vehicle. tars. However, using the cars as a spotter is the better tactic in this situation since they can also serve as the spotter for any number of A better sequence of actions for the British player might have been off-map artillery units. to first move his cars adjacent to the MGs (as AFVs, they are im- mune to any effects of Ranged Fire, including FF from the MGs). The cars can then serve as an adjacent spotter for the mortars that can make a non-supporting Ranged Attack in an attempt to suppress the MGs before he finally moves the infantry into the field. Note British Vickers Machine Gun © 2015 GMT Games, LLC Operation Dauntless Play Book 9

20.8.3 ARC Return Fire Reveal Attack). The Germans Return Fire at the revealed Carrier Platoon The following is an admittedly extreme example of the ARC. In the with their Stummels in 1108 (via either Ranged Attack or AT Fire). illustration below, it is the British Combat Phase. The British 6-pdrs The British Return Fire at the Stummels with their armored cars in in 0705 fire upon the Panzer IVs in 0708 and trigger the ARC. Note 1208. The Germans Return Fire at the cars with their Tigers in 1211. that the ARC is limited during the Combat Phase, so each unit is The British Return Fire at the revealed Tigers with their Achilles in rotated 90 degrees clock-wise after firing and is no longer eligible 1206. The Germans Return Fire at the revealed Achilles with their to participate in the ARC or take any other action during the current Panzer IVs in 0708. phase. The Germans Return Fire at the revealed 6-pdrs with their ar- Note that each unit took only one action, and in each case the fir- mored cars in 0606. The British Return Fire at the revealed cars with ing unit was within AT Range (or Range, in the case of the Ranged their standard Shermans in 0805. The Germans Return Fire at the Attacks) and had a LOS to the target unit. Also note that the Return revealed Shermans with their Panthers in 0910. The British Return Fire was through a frontal hexside in all cases where the target lost Fire at the revealed Panthers with their Firefly-enhanced Shermans Concealment for purpose of one Return Fire attack; this was not in 0906. The Germans Return Fire at the revealed Firefly-enhanced necessary in the case of the British cars firing on the Stummels Shermans with their AT guns in 1008. The British Return Fire at the because adjacent units are always revealed when LOS > 0. revealed AT guns with their Carrier Platoon in 1006 (via Ranged

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20.8.4 Ranged Attack Reveal 20.9 LOS The following example illustrates how supporting Ranged Attacks Recall that all examples assume it is a daylight turn with unlimited can trigger the ARC. It is the British Combat Phase. The British are LOS. conducting a Combat against the Strongpoint using all three adjacent units. They declare offensive Support from the AA tanks in 1311, the 20.9.1 Intervening High Ground mortars in 1111, and the MGs in 1211. Note that the armored cars The German recon platoon in 1207 cannot see the British tanks be- in 1112 cannot provide Support because friendly units block LOS cause of the intervening hex of higher ground. The German armored for direct fire. The German player could contribute any of his three cars can see the tanks because the higher ground lies along only one AFV units to defensive support (since AFVs ignore eZOC and each side of a hex spine. The British infantry company can see the cars such unit has LOS to at least one attacking unit) or he could wait and and recon platoon because there is no intervening blocking terrain, use them for Reaction Fire. He opts for the latter. After the British and elevation does not create dead zones in this game. The British AA tanks resolve their Ranged Attack, they are targeted by Return MGs can see the German MGs and AT guns but not the other two Fire by the German recon half-tracks in 1314. Note that the other German units due to blocking terrain. two German AFV units have no LOS to the British AA tanks. The British armored cars can Return Fire at the recon half-tracks. Next, the British MGs resolve their fire. The Germans Return Fire with their Stummels in 1214. As ARC is limited during the Combat Phase, the recon half-tracks are done for the phase. Note that the panzers in 1414 have no LOS to the MGs. Finally, the British mortars resolve their Ranged Attack. All German AFV units except the panzers have taken an action, and the panzers have no LOS to the mortars. Had he been wise, the German player would have contributed his panzers to defensive support (since they can’t see any of the British supporting units). They could have been used to target the attackers in 1313 (since units contributing CS to a Combat are always revealed for the purpose of supporting fire). Note that the British Carrier Platoon in 1113 cannot be targeted by Return Fire (even had the Stummels not already fired) because contributing CS to a Combat is never a trigger for the ARC.

A British motorcyclist passes a knocked out Sherman and (in the background) Panther in Fontenay, June 25, 1944.

© 2015 GMT Games, LLC Operation Dauntless Play Book 11

20.9.2 Seeing Over and Into Blocking Terrain The German IGs in hex 0602 can see both British infantry companies be- cause they can see over one adjacent lower elevation bocage hex and into the first non-adjacent lower elevation bocage hex. They can see the Sher- man tanks because they can see into the first non-adjacent lower elevation bocage hex within 4 hexes, but they cannot see the British Carrier Pla- toon because their LOS is blocked by the bocage in the Shermans’ hex. The German MGs in 0802 can see into the village hex at 0905, reveal- ing the British 6-pdrs. They can see the British MGs in 0903 because ad- jacent hexes are always spotted and adjacent units are always revealed (so long as LOS > 0). They can see the British mortars in 1003 because they can see over one adjacent hex of lower elevation bocage or village.

20.9.3 LOS Works Both Ways; Concealment Does Not Both British units are on higher ground with respect to the German units. The Firefly-enhanced Shermans can see the German MGs and pioneers, but not the Stummels. Since LOS works both ways, this means that the MGs and pioneers can see the Shermans as well. The British infantry company can see all three German units, and although that means that all three German units can see the infantry’s hex, only the adjacent MGs can actually see the infantry; they are concealed with respect to the other two German units. If the infantry fired or contributed CS to a Combat, they would reveal themselves with respect to the Stummels and pioneers.

Sherman VC Firefly

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20.10 Friction Fire 20.11 Flanking Fire In viewing this example keep in mind that FF is a Ranged Attack 20.11.1 Flanking Determined by Movement that is conducted as a unit or stack is moving into or out of a field In the illustration below, it is the British Action Phase. The Firefly- hex. Since it is a Ranged Attack, the target of the attack is technically enhanced Sherman tanks move as indicated by the yellow arrow. always a hex (specifically, a field hex) rather than a unit or stack. Reaction Fire from the Panzer IVs in 0807 or the Pumas in 0607 would pass through a frontal hexside. Reaction Fire from the Grille platoon in 0906 would pass through a flank hexside and qualify for the Flanking Fire DRM.

20.11.2 Flanking Determined by Return Fire Continuing with the same example, we’ll assume that the Germans react to the Shermans’ Movement Trigger by performing Reaction Fire with the Grille platoon. 2d10 are rolled and modified by –2 (AT minus Armor = –3, +3 DRM for Flanking Fire, –2 for range). Note that the –2 DRM for Armor > AT Rating does not apply when the Flanking Fire bonus applies. The Shermans Return Fire at the Grille Platoon. The Shermans’ facing is now considered to be towards 0906, with the hexsides bordering 0706, 0806, and 0807 being frontal. The British infantry company wishes to move and Assault the Ger- Any immediate Return Fire from the Pumas would qualify for the man recon platoon. It moves as indicated by the yellow arrow. The Flanking Fire bonus. However, if the Grille platoon or Panzer IV British player pauses after each hex of his move in order to allow platoon performs Return Fire, the attack would not qualify for the his opponent the chance to conduct FF. As the British unit enters Flanking Fire bonus, as the fire passes through a frontal hexside. field hex 0904, the Germans may conduct FF with either their recon During the impending British Combat Phase, the Shermans’ facing platoon or MG platoon, but not both. Note that FF by the recon is reset and again determined by their first movement or fire. Fire platoon is allowed even though it is a Ranged Attack against an directed from the Shermans towards any of the three German units adjacent unit. The German player chooses the MG platoon and rolls is through a frontal hexside, as a unit’s facing is not determined until 2d6, modifying the result by +5 (RAS of 4, +1 DRM for field). The it moves or fires. Note that the Grille platoon is again Concealed DRM for company-sized infantry units in the target hex (Ranged and could not be fired upon by the Shermans unless it fired first Attack Modifier #1) does not apply to FF. A 9 is rolled. The modi- (by performing Return Fire at some other British unit, not shown). fied result of 14 is exactly what was needed for an effect; the British player must halt movement or suffer a step reduction. If the British unit halts, it cannot conduct an Assault this phase. If the British unit decided not to halt, took the step reduction, and continued moving to 0804, the Germans could conduct FF again with either German unit. Since both entered and exited hexes are field, the German player specifies whether he is targeting the unit in 0904 or 0804.

SdKfz 234/2 Puma © 2015 GMT Games, LLC Operation Dauntless Play Book 13

20.12 Flanking Fire in Assaults 20.13 Fire Along a Hex Spine In the illustration below, it is the British Action Phase and the British In the illustration below, the Achilles troop in 1307 wishes to fire player is conducting two all-AFV Assaults with each of his Sherman at the Panzer IV platoon in 1508. Return fire from any German unit tank troops—one against each German AFV unit. shown would be through a frontal hexside—even in the case of the recon half-tracks in 1405 since their fire would enter the Achilles’s hex along a hex spine between the frontal and flank hexsides.

In the first Assault (against the Tiger section in 0514), the net modifier for Tactical Advantage is a +1 (for 2 steps attacking 1 step) so the British player draws two chits. He draws “AA” and “No AT Fire” and chooses the former. Note that the “AA” will translate into “A” since he has only one AT-capable unit. He rolls 2d10 which yield a 6 and a 9. The 9 qualifies him for the Flanking Fire DRM (+3 vs. a Tiger) since the terrain in the Assault hex is non-field. His unmodi- fied roll of 15 is modified by –2 (AT minus Armor), –2 (Terrain), and +3 (Flanking Fire) to yield a modified 14, for a step reduction that eliminates the Tiger section. In the second Assault (against the Panzer IV platoon in 0515), the If the Achilles instead fires at the Tigers in 1408, the British player net modified for Tactical Advantage is a +2 (+1 for 2 steps attacking may specify whether his facing is towards 1407 or 1308 (since his 1, and +1 for attacking from close terrain into field) so the British fire is along a hex spine). If he chose 1407, the Return Fire from any player draws three chits. He cannot qualify for the Flanking Fire shown German unit would be through a frontal hexside. If he chose DRM since the target hex is field. 1308 (presumably to face some other German unit to the south—not shown), the Return Fire from either Auf unit would qualify for the Flanking Fire bonus, but Return Fire from the Panzer IVs or Tigers would not.

The Bordel in June 2010, after a period of heavy rain, as photographed by Lead Researcher Vincent Lefavrais during his tour of the battlefield. The Bordel is a “ditch” dividing fields in the background and most vegetation has been removed. This is the view from map hex 0510, facing south. © 2015 GMT Games, LLC 14 Operation Dauntless Play Book

20.14 Assaults For his second attack, the German player declares his Stummels vs. 20.14.1 Tactical Advantage Procedure the Carrier Platoon. Since the Stummels have a printed AT Range, they do not draw Modifier Chits and use the normal AT Fire Table It is the British Action Phase and a British stack in a field hex is Modifiers. The following DRMs apply: Penetration (AT–Armor = assaulting a German stack in a Dug-In village hex, as shown in the 6–1 = +5), Close terrain (–4/–2; the –2 is used against an assaulting illustration below. Earlier in the same Action Phase, British off-map attacker), Firing from a hex marked Suppressed (–1/–4; the –1 is artillery achieved two Suppressed results against the target hex. used for AFVs and the Stummels are AFVs). Note that AT Range in The following Tactical Advantage Modifiers apply to the British hexes is considered zero during an Assault, so there is no negative Assault: +3 for friendly minus enemy infantry and MG steps (6 DRM for AT Range. The net DRM is +2. 2d10 are rolled and yield British steps to 2 German steps = +4, but the max modifier for this a 14, modified by +2 to a 16 = step reduction. As Carrier Platoons is +3), –4 for assaulting from field into close terrain, +1 for one or track losses on the Transport Pool, the British Transport Pool marker more Suppressed markers, –1 for 12SS units defending, for a net is moved one space on the Information Track. The British player modifier of –1 (in the defender’s favor). The German player draws must make a Survival Roll. 1d6 is rolled, yielding a 6. The Carrier two Tactical Advantage chits from the cup. The draw yields “DDA” Platoon does not suffer a step reduction. and “AA” and the German player chooses the former. The defend- ing German units can make two AT Fire attacks, followed by one The British now make their AT Fire attack, choosing to use their by the British attackers. Carrier Platoon vs. the Stummels (the only vehicle unit and therefore the only possible target). As the Carrier Platoon has no printed AT Range, they draw Modifier chits (four in this case, because it is a day turn): Target has Orange-box CS (–5 since the Stummels indeed qualify), Target is open-topped (+4; the Stummels again qualify), Flanking Fire (+1 for vehicles like the Stummels with an Armor of 3 or less), Friendly infantry + MG steps (+2; +1 per step and there are two such steps). The net DRM is +2. 2d10 are rolled yielding a 9, modified by +2 to an 11 = No Effect. The Assault is now resolved using the CRT. There are 15 total British CS attacking (recall that the Shermans are now reduced and Red-boxed CS units are halved attacking into close terrain) vs. 8 CS defending (recall that Black-boxed CS units have their CS doubled on the defense); the 15:8 attack is rounded in favor of the defender and uses the 3:2 column. The following Combat Modifiers apply: Armor Bonus (both sides qualify, so the 1R and 1L cancel out), Suppression from Ranged Fire (2R; there are two Suppression markers, both in the attackers’ favor), Orange-boxed CS unit (1L), Yellow-boxed CS unit (1L), All Attackers in Field (1L) and Ger- man Combined Arms Bonus (1L); the net modifier is 2L. The final odds are 2:3. Also note that the flame-throwers (Yellow-boxed CS) of the pioneers and the high caliber guns (Orange-boxed CS) of the Stummels really helped the Germans in this Assault. 2d6 are rolled, Note that only two German units can make AT Fire attacks (the MGs yielding a 4 for a result of 2/0. The first two attacker losses must be have no AT rating) so the only choice involved for the German player taken as step reductions in an Assault. The British player reduces is the order of his attacks. He first declares an attack by the pioneer both infantry companies. platoon against the Sherman tanks. As the pioneers have no printed AT Range, their AT Range is zero (AT Fire usable in Assaults only) and they use the chit draw to determine DRMs. It is a day turn, so four Modifier chits are drawn from the cup. The resulting chits and their associated DRM are: Penetration (AT–Armor = 12–8=+4), Ter- rain in Assault hex (Village=+5), No DRM (+0), Target’s Combat Strength (–5). The net DRM is +4. 2d10 are rolled and yield a 10, modified by +4 to a 14 = step reduction. Note that all DRMs listed below the AT Fire Table are ignored; only the DRMs determined by the drawn Modifier chits are used. The British player reduces his Sherman tank troop.

The Panzerfaust 30 was a single-shot recoilless anti-tank weap- on consisting of a disposable launch tube and a 149mm high explosive warhead. It had a very limited range of about 30m. © 2015 GMT Games, LLC Operation Dauntless Play Book 15

20.14.2 All-AFV Assault Both players may call off the Assault, starting with the phasing It is the German Action Phase and a stack of Panthers is preparing player (Germans). The German player opts to press the Assault. to assault a stack of British Sherman II DDs. The British player is feeling lucky and opts to stand as well. The procedure continues for another round. There are now five steps at- The Panthers move as a stack from 1608 to 1509, and a Sherman tacking six (5–6 = –1) so the Tactical Advantage modifier is still –1. troop responds with Reaction Fire. The applicable AT Fire Modifiers The defending British player draws two Tactical Advantage chits. are: Range (–1), Penetration (AT–Armor = 0). The net DRM is –1. The draw yields “AAA” and “DA” and the British player chooses 2d10 are rolled and yield a 9, modified by –1 to an 8 = No Effect. the latter. The Shermans may fire once, followed by the Panthers. A Panther platoon responds with Return Fire, effectively dropping itself off in 1509 as it is now unable to continue moving or assault- The modifiers are the same as before: +0 for the Shermans and +8 ing as part of the stack. The applicable modifiers are: Range (–1), for the Panthers. The Shermans roll a 14 for another step reduction. Penetration (+8). The net DRM is +7. The dice yield an 11 which The Panthers roll an 8, modified to a 16, for another step reduction. is modified to an 18 for a step reduction to the Sherman troop. The Once again, both players may choose to call off the Assault or con- British player opts to Pass (he might have performed Return Fire or tinue. This time, the British player decides to pull out. He voluntarily Reaction Move). The ARC ends and the remaining three Panthers withdraws his Shermans (per 9.3) one or two hexes such that each may continue their movement. They have already spent 1 MP, and hex withdrawn places them further away from the hex from whence spend 2 more (the cost of the target field hex, +1 MP) to conduct the Assault originated. He moves them two hexes to 1210 (off-map, the Assault. down and left). The Panthers that participated in the Assault may The Assault is resolved as an all-AFV Assault since there are no not Reaction Fire at either of these two moves (but the Panthers non-AFV units on either side. There are six AT-capable attacking that were dropped off in 1608 can Reaction Fire). The assaulting vehicle steps vs. seven defending, and 6–7 = –1 modifier. The de- Panthers must advance into the vacated hex. They may continue fending British player draws two Tactical Advantage chits. The draw moving and/or assaulting (see 12.1.2 Overruns) if they wish to do yields “DDA” and “A” and the British player chooses the former. so, since they have MPs remaining. The Shermans may fire twice, followed by one shot by the Panthers. The first Sherman troop fires. DRMs: Penetration (+0), Range in hexes (+0) = net DRM of zero. 2d10 are rolled, yielding an 8 = No Effect. The second Sherman troop fires (same DRMs) and rolls a 14 = step reduction. A Panther platoon fires. DRMs: Penetration (+8; AT–Armor = 10, but the max is +8), Range in hexes (+0) = net +8. Roll of 2d10 = 6 (modified to 14) = step reduction.

The crew of Sherman tank “Akilla” of the Sherwood Rangers Yeomanry pose after having destroyed five German tanks in one day on June 30, 1944, near Rauray.

© 2015 GMT Games, LLC 16 Operation Dauntless Play Book

20.15 Armor Reaction Cycle (ARC) use direct fire, they do not get marked Fired and may be eligible to 20.15.1 Extended ARC participate in the ARC again. The German MGs could also partici- pate, were they not marked Suppressed. The following is an admittedly extreme example of how the ARC might be initiated, perpetuated, and end. The British Humber armored car troop in 0909 uses Return Fire against the Grille platoon (and note that the original Sherman troop During the British Action Phase, a British infantry company moves might have done so instead, as it has AT Range and LOS to the unit). from field hex 0807 to field hex 0808. A German MG platoon in The cars resolve their attack against the Grilles using the AT Fire 0710 performs FF against the moving infantry, choosing to target it Table and eliminate them. in the entered hex as opposed to the exited hex (since there will be no –1 DRM for range of 3 hexes). The infantry company’s move The German Panzer IV platoon in 1309 conducts Return Fire against is temporarily paused while the FF is resolved. The British player the armored cars and inflicts a step reduction. The cars conduct a puts the “MPs Remaining” marker in cell 4 of the Information Track one hex Reaction Move to 0908, placing themselves behind a woods as a reminder. The FF results in “No Effect” and the infantry may hex and out of LOS of all German units that can affect them with continue moving. However, a nearby British Sherman tank troop in Reaction Fire (the Grille platoon has been eliminated and the MG 0707 has range and LOS to the German MGs, and performs Return has no AT rating). As no German units can react to the cars’ Move- Fire against them. Note that in this case the MG fire was both FF ment Trigger, the cycle ends. The British Action Phase continues and a Fire Trigger for the ARC. where it left off, with the movement of the British infantry company (conveniently noted on the Information Track). The tank fire is resolved as a Ranged Attack on the RAT and yields “Suppressed.” The tank fire, in turn, draws Return Fire from the Grille platoon in 0508, continuing the cycle. This fire is resolved as AT Fire and results in “No Effect.” The Grille platoon is marked Fired and can no longer participate in the cycle. Since the Shermans

© 2015 GMT Games, LLC Operation Dauntless Play Book 17

20.15.2 ARC With a Twist 20.16.3 Fire Trigger In this example, the sequence of events unfolds similarly to that in It is the British Action Phase and a British infantry company moving the preceding example, but with a few twists. into field hex 0504 takes FF from a German MG platoon in 0802. The British Infantry company moved into the field at 0712 and took As neither unit is a vehicle, this is FF and not Reaction Fire. If the FF from the German MGs in 0812. Note that this fire is allowed German recon half-tracks in 0804 fired instead, the fire would still even though it is a Ranged Attack against an adjacent unit; it is be FF and not Reaction Fire (since only movement by vehicles FF and therefore one of the three exceptions outlined in the first qualifies as Movement Triggers). The German fire would be a Fire paragraph of 10.0. Trigger for the British Sherman tanks in 0602 which could perform Return Fire (and note that they could do so even against the MG platoon if it was the one to fire, since one of the two units involved is a vehicle; this would be a Return Fire Ranged Attack).

The Shermans in 0611 cannot perform Return Fire on the MGs because the intervening friendly infantry company blocks the direct fire Ranged Attack. The Humbers in 0713 perform Return Fire instead —and note that they may do so even though they are adjacent because Return Fire Ranged Attack (11.5.2.2) is another of the exceptions listed in the first paragraph of 10.0. The Grille platoon in 0513 Return Fires on the Humbers. The Shermans in 0611 Return Fire on the Grille platoon. The Panzer IVs in 0411 Return Fire on the Shermans.

20.16 FF or Reaction Fire as a Fire Trigger The following three examples all use the same illustration. They should help elucidate whether or not situations qualify for Reaction Fire. 20.16.1 Movement Trigger During the German Action Phase, a German panzer platoon moving to 0806 is within LOS and AT Range of a unit with an AT rating— the British 6-pdr platoon in 0606. This is a Movement Trigger and initiates the ARC. The 6-pdr may Reaction Fire or Pass. 20.16.2 Movement Trigger by an Unarmored Vehicle During the German Action Phase, a German truck unit moving to 0708 is within LOS and Range of a unit with a RAS—the British Carrier Platoon in 0608. This is a Movement Trigger and initiates the ARC. The Carrier Platoon may Reaction Fire or Pass. This Reaction Fire could be either AT Fire or a Ranged Attack since the trucks are vulnerable to both; the British player must choose (alternatively, the Carrier Platoon could choose to use FF against the trucks, since the trucks are moving into a field hex). If a Ranged Attack, it is re- solved using the RAT. If AT Fire, the Carrier Platoon uses its RAS value of 6 in lieu of an AT rating, and resolves the fire using the AT Fire Table. The panzer platoon in 0806 could perform Return Fire against the Carrier Platoon. Sherman II DD

© 2015 GMT Games, LLC 18 Operation Dauntless Play Book

20.17 Unarmored Vehicles Taking Fire 20.19 Retreating into a Strongpoint. It is the German Action Phase and a German recon half-track unit A reduced infantry company with a MA of 5 is 2 hexes away from fires at a British Loyd Carrier unit (a 6-pdr AT gun on its “Towed” a friendly Strongpoint when it suffers a Combat result of 0/3. Its side). The Loyd Carriers have an Armor rating of zero, so they can Retreat Limit of 3 hexes (MA-2) means it can retreat 3 hexes to fulfill be affected by either normal Ranged Attacks or AT Fire. For this all 3 losses, but if it retreats 2 hexes into a Strongpoint hex to fulfill example, the German player uses AT Fire. The half-tracks’ RAS of the first and second loss, it may end its Retreat and the remaining 6 is greater than their AT rating of 4, so the German player opts to loss is ignored. If the Combat result had been a 0/4, the unit would use the RAS rating in lieu of the AT rating to conduct the attack. still have to take a step reduction (eliminating it) since its Retreat The fire is resolved using the AT Fire Table. The RAS of 6 is treated Limit is 3. If it had been at full strength, it could have taken the first as an AT rating of 6 and translates into a +6 DRM. AT Fire attacks loss as a step reduction, then retreated into the Strongpoint to satisfy are always resolved against a vehicle unit (not a hex or stack). The 2 more losses, then ended its Retreat and ignored the final loss. towed AT guns are unaffected (no roll is made on the RAT).

The German player rolls 2d10. The only applicable DRMs are range (–2) and Penetration (AT–Armor = 6–0= +6), for a net DRM of +4. The dice yield a 13, for a modified result of 17 = step reduction. The target has a circled Armor rating, so the loss is recorded as a Transport Pool reduction; the British Transport Pool marker is moved one cell on the Information Track. The British player must roll on the Survival Table to determine the effect on the towed 6-pdrs. He rolls 1d6, which yields a 2. The 6-pdr troop is eliminated; the unit If a single-step unit with a MA of 6 (Retreat Limit of 4) receives a counter is placed in the Dead Pool. Note that the Transport Pool Combat result of 0/4, it can retreat into an adjacent Strongpoint and reduction is not negated in any way due to the elimination of the ignore all further losses. However, a result of 0/5 would eliminate transported unit. If the British player had rolled a 3 or higher on the the unit. Survival Table, the 6-pdrs would have suffered no effect. 20.20 Fire Control 20.18 Digging In Examples of FC Classes and Die Rolls An infantry company spends two turns to place a Dug-In marker in When you make an AT Fire attack you roll 2d10 (using the black a hex. During that time, a friendly AT gun unit enters the hex. On dice) and need to achieve a modified 14 or higher to inflict a step the turn following the placement of the Dug-In marker the infantry reduction. Any time you use the Optional Rules for FC and make company leaves the hex. The AT gun unit remains in the hex, as an AT Fire attack using a unit with a FC Class other than Standard does the Dug-In marker. (any + or – FC rating), you roll a total of four dice instead of the usual two. One of these is the red d6 “Fire Control die.” You also roll 3d10 (the two usual black dice plus the red one). Note that FC Class Poor uses a negative value, but the FC die always produces a positive number. 20.20.1 Standard Let’s say you are attacking with a FC class Standard unit, like a Sherman tank troop. You only roll 2d10. If the modified result (after any DRMs for range, penetra- tion, etc.) is 14 or higher, you do a step reduction to the target. A modified result of 13 or lower yields No Effect. SdKfz 250/9 Recon half-track © 2015 GMT Games, LLC Operation Dauntless Play Book 19

20.20.2 Poor unit in the Eligible for Reconstitution box, with a +2 DRM on Your unit’s FC rating is –2, so you roll all four dice. each roll. d6 result of 1 or 2 = FC effect kicks in, and you use • Units in the Withdrawn box are removed from the box at their the lowest two d10 results. This means that if the red current step strength and become available per 18.4. Units in the d10 has a lower value than one of the black d10’s, Eligible for Reconstitution box that failed to recover remain in you replace the black die result with the red die result. Note that that box at the start of 18.4; they do not count for VPs or affect you’re still only adding up two of the three dice results to generate that scenario in any way, but they are not available for setup or a number from 2-20. as Reinforcements. They are eligible for Replacement rolls once again as of the night turn present in 18.4. d6 result of 3 or higher = no FC effect. Ignore the red d10 and use the results of the two black dice, as you’d normally do. • Between scenarios 18.4 and 18.5, all reduced infantry units are returned to their full-strength sides. Both players are allowed one 20.20.3 Good Replacement roll for each reduced non-infantry unit on the map, Now let’s say your unit’s FC rating is +2. You roll all Turn Track, or in the Withdrawn box, with a +4 DRM on each four dice. roll. They also receive one Replacement roll for each step of each unit in the Eligible for Reconstitution box, with a +4 DRM on d6 result of 1 or 2 = FC effect kicks in, and you use each roll. the highest two of three d10 results. Design Note: While it may at first seem too generous, given d6 result of 3 or higher = no FC effect. Ignore the red d10 and use the small nature of these scenarios, to allow for more Replace- the results of the two black dice, as you’d normally do. ments here than in the full Campaign Game, players should be reminded that a much longer span of time is passing between scenarios—six days between 18.4 and 18.5. We are looking 21.0 Linking Scenarios into a at the grand sum of manpower replacements and recovered/ “Grand Campaign” repaired vehicles over the period from the night of June 16 to dawn on June 25. Players desiring a longer, more involved Campaign Game may link • Units in the Withdrawn box are removed from the box at their multiple scenarios together using the following rules. current step strength and become available per 18.5. Units in the Design Note: Most of the short scenarios contained in this game Eligible for Reconstitution box that failed to recover remain in are small “slices” of Operation Dauntless and are subsumed by that box at the start of 18.5; they do not count for VPs or affect the Campaign Game. These rules effectively allow the players that scenario in any way, but they are not available for setup or to start on June 16th with the battle for Cristot, and incorporate as Reinforcements. They are eligible for Replacement rolls once the Cristot and Le Parc de Boislonde scenarios as prequels to the again during the night turns in 18.5. Campaign Game. The game is not playable as a single, continu- • Final victory is determined by the results of scenario 18.5, using ous scenario because there were too many uneventful gaps in the the normal 18.5 Victory Conditions, except that either player earns twelve-day period. 14 additional VPs for each of the previous two scenarios won, to a maximum of 28 VPs for winning both. The following three scenarios are played in order: 18.1, 18.4, and 18.5. Each scenario is played independently, per its normal rules and Play Note: The German player should expect to begin the Victory Conditions, with all units removed from the map and Turn Campaign Game with fewer units than the historical allot- Track between scenarios, except that the following are observed ment—especially armored recon (Auf) units. This is because for consistency: the 12SS voluntarily pulled out of Cristot at night rather than performing a fighting withdrawal with their recon units, as the • Any units eliminated in an earlier scenario remain so in a later one hypothetical Cristot scenario assumes. Players wishing to take unless Reconstituted by Replacement rolls, as described below. a more rigidly historical approach to linking scenarios should • VPs earned for enemy losses do not carry over into later scenarios. start with 18.4, applying only those bullet rules above that pertain to 18.4 and 18.5. Design Note: However, any eliminated units might not recon- stitute in time to be present in a later scenario, making it harder for their side to achieve a win. The loss of these units will be felt by the owning player.

• Transport Pools are reset at the start of each scenario, per scenario instructions. VPs earned for Transport Pool losses do not carry over into later scenarios. • Between scenarios 18.1 and 18.4, all reduced infantry units are returned to their full-strength sides. Both players are allowed one Replacement roll for each reduced non-infantry unit on the map, Turn Track, or in the Withdrawn box, with a +2 DRM on each roll. They also receive one Replacement roll for each step of each British infantry, carriers, and towed 6-pounder AT guns relocate to the site of the next battle. © 2015 GMT Games, LLC 20 Operation Dauntless Play Book

and Crocodile flamethrower tank, and the German “Stummel” SP 22.0 Key Differences from gun, “Grille” SP Infantry Gun, and Flammpanzerwagen. Red Winter • Some terrain types (village, woods, and heavy bocage) are classified as close terrain, and ZOC extends out of but not into Operation Dauntless is a bit more complex than its predecessor, these hexes. This has very important ramifications on several mainly due to the inclusion of Concealment, ARC, and a more de- aspects of game play—most notably movement, Retreat, tailed AT routine. However, players familiar with Red Winter (RW) Recovery, and the ability to conduct Ranged Attacks. will quickly recognize the underlying core game system. Looking • Units in close terrain that do not fire and are not adjacent to enemy through the illustrated examples of play (20.0) should prove helpful units are Concealed. Concealed units cannot be targeted by AT to RW players. Additionally, these players may want to review the Fire; their hex can be targeted by Ranged Attacks, but with a following list of key differences between the two games: negative DRM. • Field is a new terrain type that effectively replaces frozen lake. If • LOS comes into play much more than previously, putting a you mentally associate the two, you’ll have an easier time with premium on the hilltops. Units on higher ground (on the uphill side some of the rules. For example, Combats and Ranged Attacks of a slope hexside) can see over one hex of adjacent non-woods against units in field receive a beneficial column shift and DRM, blocking terrain, and into the first non-adjacent hex of non-woods respectively. Adjacent defensive support and Friction Fire are only blocking terrain, spotting any Concealed units lurking there. And allowed vs. units in field, just as they were only allowed against while LOS still works in both directions, spotting Concealed units units in frozen lake in RW. in a hex doesn’t. • Units can now perform Ranged Attacks and AT Fire in lieu of other • MAs are classified as leg, tracked, or wheeled, and this affects actions during their Action Phase. In game terms, this means you the cost to enter some terrain types. can potentially Suppress a hex before you Assault it. • AFV units have the following new ratings: AT rating, AT Range, • Friction Fire (formerly optional) is now mandatory. When your and Armor. units cross open field they will get shot at. Using Ranged Attacks • Moving or firing units may initiate the Armor Reaction Cycle to suppress enemy units during your Action Phase helps before (ARC). The rest of the game is basically put on hold until this crossing fields. cycle exhausts itself. Vehicles or AT-capable units trade shots or • Assaults now cost +1 MP (vs. +2 in RW). conduct a one-hex Reaction Move until no units qualify, or until • There are 2:3 and 3:2 columns on the CRT, and the CRT has been one side opts to Pass. The ARC usually occurs during the Action calibrated to favor the attacker slightly more as compared to the Phase. RW CRT. • Infantry units have their own AT ratings, but these have a range • Both sides are able to attack, defend, and counterattack quite of 0 hexes (usable only in Assaults). effectively and consistently during much of the game; the “swing” • Many units now have their own transports, and these are classified from attacker to defender, or vice versa, is not so obvious here as as either independent (having their own, separate counters for it was in RW. the transports) or attached (in which case the flip-side of the unit • The units are covering a much narrower front than in RW. The counter depicts the unit in its loaded or towed state). focus is less on wild maneuvers as on mastery of combined arms • Losses to attached transports are tracked using Transport Pool tactics. As a result, the game has a bit more of a puzzle-like feel. markers on the Info Track rather than removing their counters For example, you may need to cross a field with an infantry from the map, reflecting the relative ease with which these types company. But before you can do that, you’ll need to move a tank of vehicles could be replaced (at least in the early stages of the unit to prevent an enemy MG nest from firing. But before you battle…). can move the tanks, you’ll need to use your mortars to suppress • You need to rotate your units to track their actions in this game! an enemy AT gun. That will require getting a recon unit next to In RW it wasn’t usually necessary to do so, but in Operation it to act as a spotter… Dauntless, failing to do so is a recipe for confusion. • Dug-In markers work like before, but provide only a –1 DRM for • There are a large number of Reinforcement units in this game, both direct and indirect Ranged Attacks. and they are handled similarly to the Variable Reinforcements • A new type of improvement, the German Strongpoint, can (Soviet tanks) in RW. Some of these units begin on the map but be placed as markers. Some are already drawn on the map, in an inactive state, activating when the owning player spends representing walled farms and the like. These function like the points to commit them. Others begin off-map and enter only when Hotel in RW, providing a –2 DRM to Ranged Attacks. Combats purchased. and Assaults against these hexes are at a 2L column shift, and • The British player has a rather unique type of unit at his disposal: additionally the defender ignores the first loss. the Carrier Platoon. These act as a sort of lightly armored cavalry • The Germans enjoy a favorable column shift for the Combined unit. In game terms they are an odd amalgam of infantry and Arms Bonus (using infantry and armor together in the same armor, possessing some traits of both. Combat or Assault). • Optional rules for Operational Sector Markers (OSM) add a degree • Certain vehicle types qualify for beneficial column shifts in of command & control to the game. Combats and/or Assaults, as denoted by orange- or yellow-boxed CS. Examples include the British Centaur IV CS Tank, AVRE,

© 2015 GMT Games, LLC Operation Dauntless Play Book 21

can’t destroy them outright—can be helpful and is an oft-overlooked 23.0 Tips and Strategies strategy. In our playtests, we referred to this tactic as “buttoning.” Handling of Physical Components. Each hex will hold four coun- Players should also have a look at the Strategic Notes for scenario ters without physical stacking, and the stacking limit in this game is 18.1, many of which are applicable to all scenarios. a convenient four units for most purposes—not including transports FF vs. ARC. New players may at first be confused as to what con- and markers. Clipping the dog-ears from the corners of your counters stitutes FF as opposed to the ARC. FF is only against Field hexes (it will greatly facilitate your ability to move “stacks” (actually groups may help to think of “field” as being a third “F”), involves a moving of side-by-side units) of four counters from hex to hex, or rotate these target, and may take place when the target moves into a field hex stacks, without disrupting nearby units. I suggest using your thumb or out of a field hex. FF’s purpose is to cause the moving stack to in the center of these stacks of four, to move the stack by sliding it either halt or suffer a step reduction. The ARC always involves a along the map—and a sheet of thin plexiglass to protect your map vehicle unit and can target a unit in any terrain type. The ARC can and hold it flat really helps in this regard. The thumb method is be Reaction Fire (in response to a Movement Trigger), Return Fire especially handy for rotating a stack of four counters to mark them (in response to a Fire Trigger), or a Reaction Move (in response to “action taken.” In particularly dense map areas with four counters a Fire Trigger). Reaction Fire, unlike FF, always takes place when a facing off against four counters on all sides, players may wish to hex is entered (never exited), and the hex need not be Field. use the “Fired” markers to keep track of which stacks have taken their action during the Action Phase, rather than rotating them 90 degrees—even though this is not technically the intended use of these British Player markers. I didn’t have enough countersheet space to include “Action The British left flank at the start of the Campaign Game consists of Taken” markers. You’ll soon be in good practice with moving stacks mostly open fields—good tank country. Perhaps counter-intuitively, about the map, and I think players will agree that any inconvenience this means the British should mostly avoid it. Generally speaking, inherent in the “thumb method” is far outweighed by the players’ the British tanks are outranged and outgunned by the German tanks, ability to view all of their stacks without physically unstacking the and should stick to the bocage. Of course, the German line begins units. Finally, if you don’t already use them, get yourself a pair of paper-thin in this region and makes a tempting target! It’s up to the blunt-tipped tweezers for grabbing and rotating those hard-to-reach British player to decide whether to take the gamble. This map region units in the center of densely populated map areas. also makes a good place for the British to set up some 17-pounder AT guns overlooking the open fields. Both Players Slow and steady wins the race as the British. Consider Monty’s creed Both players should strive to build “assault stacks” near but behind of casualty conservation, then apply it whole-heartedly to your play the frontlines, and in positions that afford maximum flexibility. The style. You’ll need to keep up your momentum (hopefully capturing best strategy for doing this differs greatly between the two sides and a new German-occupied hex or two almost every turn) in order is discussed in more detail below. to keep the Germans off balance, falling back, and shuffling their front lines. But don’t bite off more than you can chew in a given It’s usually worth pulling back your reduced infantry units such game turn. You can’t afford to lose too many units. Unfortunately, that they are four or more hexes from the enemy and in a village or Assaults can be very costly (since the first two attacker losses in an Strongpoint hex before attempting Recovery. For the British during Assault must be taken as step reductions), and you’ll mainly need the first day of the battle, this typically means the St. Pierre / La Butte to Assault to capture German-controlled hexes. This presents quite area, or the Cristot area. For the Germans, village hexes are more the conundrum for the British player. numerous and there are enough on-map Strongpoints to serve the same purpose. Reduced British infantry units will sometimes need In general, you should only do Assaults when you can achieve the to remain in place while attempting Recovery, in order to hold the Tactical Advantage (net positive modifier to Tactical Advantage) plus frontline, with a relatively low success rate due to the proximity to multiple Suppressed markers. The British can generally afford to enemy units and a lack of other positive DRMs (except possibly the take their time and be methodical, using their artillery and mortars +1 for village). The Germans can’t afford to remain in place and to maximum effect. Occasionally, they will need to act a bit more attempt Recovery. Not only do they suffer an automatic –1 DRM rashly, seizing an opportunity to grab up new territory via a multi- to all their attempts, but they have fewer infantry companies and hex advance or by pouring through a breach formed by a preceding suffer a greater reduction in CS when reduced. Pulling back in order Assault; the Carrier Platoons excel in the latter role. These situations to benefit from multiple positive DRMs is normally the German are the exception rather than the norm. If too many unfavorable As- player’s only viable option. saults are pressed, losses to British infantry and tanks will mount very quickly and the British player’s three Reinforcement Points When performing multiple Ranged Attacks against a hex with one or per turn may not prove sufficient to get enough units back into the more infantry companies, it’s usually to your advantage to start with fray quickly enough to secure a British win. the weakest attacks first, then work your way towards the strongest. This will guarantee the highest rate of Suppressed and step reduction The British should strive to form up new assault stacks turn after results (in case some of the targeted infantry companies are elimi- turn, using them to conduct an Assault on the turn following their nated by earlier attacks and the net DRM is reduced because of that). formation. On turns that some units are actively assaulting, other units should be recovering and/or forming up new assault stacks. Don’t forget that Suppressed markers in the target hex of an Assault These stacks should be near enough to the front line to reach a yield a bonus to the Tactical Advantage chit draw. Therefore hitting variety of targets, depending on the evolving situation on the front a defending hex containing AFVs with Ranged Attacks—even if it after resolving artillery barrages and any preceding Assaults. An as-

© 2015 GMT Games, LLC 22 Operation Dauntless Play Book sault stack should, for the British, ideally contain two full-strength be able to move near or beyond a line of well-placed 17-pdrs. As infantry companies, plus at least one armored unit (tanks or Carrier the British infantry push slowly southward, the British player must Platoon), for four total units. It is important to have two recoverable struggle to keep his 17-pdrs in relevant positions. If he takes too steps of infantry in each assault stack wherever possible (read: two long to relocate them, the Germans can (and frequently will) perform full-step infantry companies and/or Carrier Platoons). Since the at- effective local counterattacks to throw back the British infantry and tacker must take the first two losses as step reductions in an Assault, retake their positions. these units can absorb the punishment if the Assault goes poorly, Night Turns. The British player should protect his tanks on night as will often be the case. Following step reductions to these units, turns by grouping them together whenever possible, then setting spend a turn pulling them back such that they are four or more hexes up infantry units or AT guns with linked ZOC (2-3 hexes apart) to from all enemies, and preferably in a village hex, in order to attempt form a screen. recovery on the following turn with the maximum beneficial DRMs. Following their recovery, form them into a new assault stack. The British Setup. This section pertains to the Campaign Game and entire process, from Assault to Assault, will take about five turns: a any other scenarios that begin on the 0400 June 25 turn. The British turn to pull back a reduced unit to a safe distance, a turn or two to player has no real choices to make on turn 1 other than his setup. A recover, a turn to move forward into a position where a new Assault “normal” setup consists of two British infantry companies in each stack will be formed, and, finally, a turn to conduct a new Assault. forward (south-most) setup hex. Each of these hexes should contain four units—the others can be MGs, Carrier Platoons, or tanks, just A common mistake for newcomers is to play the British too aggres- so long as each stack has at least one AFV unit (tank or Carrier sively. Time is on your side, but just barely. Keep the momentum Platoon) in order to grant an Armor Bonus. The mortars and 6-pdr rolling in that you do things in the most efficient way possible, AT guns should setup in the row just behind the forward hexes. Feel keeping to a strict timeline, but try to plan your attacks semi- free to experiment with setup—the above is only a general guideline. conservatively so that final odds are at least 3:2 or 2:1. Rotate out reduced units and withdraw battered battalions whenever possible. Turn 2 is of critical importance to the British player. On turn 2, Try not to stack two infantry companies in hexes that aren’t close the British player must exploit the Germans’ inability to move (on terrain. Otherwise, the enemy can target and eliminate them with turn 1) where possible—maneuvering to capture ground or cut off massed artillery (especially those horrendous 88mm flak battalions!). German units. Take Monty’s creed of casualty conservation to heart and let your superior artillery, Assets, and firepower do the work for you. Don’t be afraid to spend a turn or two setting up to achieve better odds. German Player Also, knowing whether to conduct an Assault or a Combat (or both) The Germans must be even more cautious than the British. Minimiz- is key to success for claiming a particular hex while keeping your ing losses is paramount, as is the need to inflict as much damage as casualties low. possible. Make the British pay for every hex gained! In many cases, the best approach is to lurk Concealed in bocage or woods and wait The AT Line. The slow-moving 17-pounder AT guns may seem for opportunities to use Reaction Fire with the superior German mostly irrelevant in the early game turns when they have no tar- tanks. Then melt back into the bocage (Pass rather than Return Fire), gets, but as the game situation evolves, their importance cannot or even scoot back a hex (Reaction Move), in order to preserve the be understated. Set up in prime defensive positions such as hills German tanks once the ARC has been initiated—unless the German overlooking field regions, they will discourage the German player AFVs have a clear advantage in the net DRM. Although the Germans from running amok behind the British frontlines. But more regularly are on the overall defensive, the German player cannot always wait and importantly, they will prevent the Germans from recapturing for the British to come to him. The Germans must know when to lost hexes via armored counterattacks—or at least cause the German organize armored counterattacks and go on the offensive in order player to weigh gravely the decision to conduct such counterattacks. to tidy up their front lines, lest a particular sector (Tessel Woods, Relocating the 17-pdrs during the course of the Campaign Game will perhaps?) become hit from three of four sides. be necessary in order to keep up with the British infantry advance. The German player can’t always afford to build assault stacks. His However, the guns are extremely vulnerable during their multi-turn front line defense will often be too thin to spare the needed units. transit, giving the British player cause to think hard about risk vs. But when realistic, they should form one or more assault stacks reward before undertaking this endeavor. When he finally relocates with at least two steps of infantry, supported by four or more steps the guns, he’ll want to limber half or fewer at a time in order to of tanks, and at least one step of Stummels (for the Orange-boxed leave the remainder deployed to discourage a German armored CS column shift). If possible, throw in a flamethrower unit (Pioneer breakthrough. Historically, mobilizing and redeploying these guns or Flammpanzerwagen) as well for the additional Yellow-boxed was notoriously difficult and time consuming. In the game, it will CS effects. effectively take the British player a turn to limber them, one or more turns to move them, and then another full turn to ready them. Whereas the British can form up new assault stacks turn after turn, The British player should therefore choose their positions carefully. rotating in fresh units and pulling back reduced infantry to the dis- tant villages to recover as needed, the Germans will typically need The first worthwhile relocation of the 17-pdrs is likely to take place to collapse their assault stacks voluntarily shortly after their use in late on June 25 or early on June 26 and amount to a new AT defensive order to fill gaps in the front line. This is quite consistent with the line along the south edge of Fontenay (12SS sector) and just south historical use of short-lived Kampfgruppen in these battles. of the Bordel (Panzer Lehr sector). The location of this line is very important because it effectively defines the playable map area for At the beginning of the Campaign Game, the German player should the German player; his tanks, even Panthers and Tigers, will not strive to keep Panzer Lehr units west of the Bordel, and 12SS units east of it. He should note that the fairly lenient VP penalty associated © 2015 GMT Games, LLC Operation Dauntless Play Book 23 with operating units on the wrong side of the German Divisional they will drop like flies. They should be kept a reasonable distance Boundary makes it possible for the German player to weigh the behind the infantry until they are needed to act offensively as part cost of doing so on case-by-case basis. When necessary, he may of a localized counterattack. Just be sure to stack them with enough voluntarily forfeit some VPs in order to send a handful of tank pla- infantry to have the edge in the Tactical Advantage chit draw. Note toons and infantry to a hotspot on the wrong side of the boundary, that on the offensive, they can grant you up to three column shifts: effectively forming a small Kampfgruppe for a few game turns. This Armor Bonus, Combined Arms Bonus, and Orange-boxed CS. type of play is encouraged and probably necessary for a German For the IGs and sIGs, there is a trade-off between gaining a column victory. Once the KG Wünsche marker becomes available, it should shift for a turn or two (due to their Orange-boxed CS), and losing be used as efficiently as possible to provide an “umbrella” over as the opportunity to make weak indirect fire Ranged Attacks for the many stacks as possible on the wrong side of the boundary. As the remainder of the game. Ideal positions for the IGs are hexes that af- game progresses—typically by late-day on June 25 or during the ford them the +2 DRM for self-spotting—but that’s a consideration first half of June 26—the German player will likely need to shift only after the fog has cleared. the German Divisional Boundary. Historically, this happened on You’ll have to decide whether to spread out your pioneers along the evening of June 25, when it was shifted 1.5 km (a bit less than the frontline, where their Yellow-boxed CS will grant you a column four hexes) to the east. shift in Assaults, or keep them behind the frontlines where they can German Setup. The first major consideration for the German player dig in in a single turn. The latter setup really helps on turn 2 when is how to set up his units. This pertains mainly to the Campaign Game the Germans can’t move (but can still recover or dig in), while the and any other scenario that begins with the 0400 game turn of June former helps to wither the British Assaults on turn 1. 25 (turn 1, Turn Track B). Setup strategies can be divided into several As the Germans, keep in mind that you can’t move on turn 1, so general categories, each with their own strengths and weakness. the British player will get to go twice before you can react. Set up 1) Field Line. The Germans place units in the hexes that are as accordingly. For example, be sure to defend the Bordel crossing near far forward (north) as possible, manning the fields north of 0311 and 0411. Even though the British must march in a straight line Fontenay and the Bordel, in order to buy time and fall back on turn 1, on turn 2 they are free to move as they like, and they will into the village and behind the river. This grants them time surely cross in this region if they can do so unopposed. but makes them more vulnerable on turn 1. A common mistake for a new German player is to defend too ag- 2) Defensible Terrain Line. This middle-of-the–road strategy gressively. Don’t be afraid to fall back a hex or two into close ter- places the forward German units in defensible terrain— rain rather than defending in field or light bocage. You’ll also need behind the Bordel on the west and the north-most Fontenay to shuffle units around each and every turn in order to ensure that village hexes in the center and east. This gives the Germans there are no soft spots in your front line. While you won’t always a shot at holding the forward hexes for a turn and leaving the have enough units to cover your entire front effectively, you can at Brits stranded in the field. The downside is contact at a 2R least ensure that your weakest link is also in the place that is least column shift that favors the British on turn 1. necessary to defend (Hints: The open fields to the east. In Fontenay, 3) River Line. This conservative setup places the Germans non-bridge hexes are less valuable than those with bridges). Take behind the Bordel, including in Fontenay. It has the advantage a look at the overall game situation by the middle of June 25, circa of avoiding all contact with the British on turn 1 when their turn 8 or 9. Have the British captured Tessel Woods and roughly two Assaults are at 2R (due to the Halt requirement upon reaching thirds of Fontenay? If not, you should ask yourself: Was the German a waterway). sacrifice required to prevent these gains worth it? If there are more There is no correct setup and the German player should feel free to than about a dozen German units in the Dead Pool by turn 8, you experiment with any combination of the above. are probably defending too aggressively. If you can make it until turn 10 when the price to commit 12SS Panzers, Panthers, and recon For new players, the following hexes make good Strongpoint loca- companies drops, things will get easier for you—at least for a while. tions: 1111, 0513, 0711, 0714, 0717, and 1216. Note that many of these are unlikely to come into play in a 4 turn or 7 turn scenario—but It’s normal for your MG units to die off first due to their relatively neither will you grant the British player VPs for them. low Retreat Allowance; keep them alive as long as possible by stack- ing them with infantry. Even so, you’ll usually see those MG units The Germans will also have to consider the setup of certain support accumulating in the Dead Pool faster than other unit types. Don’t units: transport half-tracks, Stummels, pioneer platoons, and IGs. fret! Instead, view their sacrifice as a necessary one and focus on In general, I recommend keeping the transport half-tracks at least keeping your infantry companies and tank platoons out of the Dead 2-3 hexes behind the frontline hexes during setup. They are very Pool. And protect those mortars and “Grille” SP sIGs! They may vulnerable to Assaults. Normally, two hexes behind the frontline is seem relatively ineffective on an individual basis, but collectively, sufficient, but keep in mind that the British will move twice before they’ll really help you out over the long haul. the Germans can move on turns 1-2. If you’re desperate enough to use half-tracks to bolster defense (not recommended, as discussed Tips for Solitaire Play elsewhere), use a lot of them—at least 3-4 steps—so that they won’t In general, Operation Dauntless works very well for solitaire play, all be eliminated in a single Tactical Advantage procedure; they can where one player plays both sides to the best of their capabilities. then prevent the enemy from entering the hex (since AFVs are im- Since the game uses no cards or hidden information, no changes need mune to losses from the CRT in Combats and Assaults). to be made to make it solitaire suitable. Players wishing to intro- Use of the Stummels in the frontline hexes is very tempting since duce a higher degree of chaos into their solitaire experience should they provide an Orange-boxed CS bonus, and may cancel the British consider using the Optional Rules for Fog of War and Friendly Fire. Armor Bonus as well. Although they will often be useful in this role, © 2015 GMT Games, LLC 24 Operation Dauntless Play Book 24.0 Unit Abbreviations RSF: 11th Battalion, The Royal Scots Fusiliers. S: Scouts (British Scout Platoons). In the interest of conserving space the following abbreviations are SRY: 1st Nottinghamshire Yeomanry Tank Regiment (a.k.a. “Sher- used on the unit counters and in the setup instructions. wood Rangers”) (Sherman tanks). British TS: 1st Battalion, The Tyneside Scottish (a.k.a. “Tyne Scots”). 3”: 3 inch (81.5mm) mortars. German 4.2”: 4.2 inch (107mm) mortars. 101: 101st SS Heavy Panzer Battalion (Tiger tanks). 6-pdr: 6-pounder (57mm) AT guns. 12SS: 12th SS “Hitlerjugend” (“Hitler Youth”) Panzer Division. 17-pdr: 17-pounder (76.2mm) AT guns. 192: 192nd Panzergrenadier Regiment, 21st Panzer Division. 25-pdr: 25-pounder (87.6mm) off-map gunner batteries. 21PD: 21st Panzer Division. 10DLI: 10th Battalion, Durham Light Infantry. 26: 26th SS Panzergrenadier Regiment, 12th SS Panzer Division. 11DLI: 11th Battalion, Durham Light Infantry. 654: 654th Heavy Battalion ( tank 22D: 22nd Dragoons, 30th Armoured Brigade, RE (Sherman V destroyers). Crab flail tanks). 901: 901st Panzergrenadier Lehr Regiment, Panzer Lehr Division. 24L: 24th Lancers Tank Regiment (Sherman tanks). 992: 992nd Heavy Artillery Battalion. 6DWR: 6th Battalion, The Duke of Wellington’s Regiment. Art12: 12th SS Armored Artillery Regiment. 7DWR: 7th Battalion, The Duke of Wellington’s Regiment. Art130: 130th Armored Artillery Regiment. 49: 49th (West Riding) Infantry Division (a.k.a. “The Polar Bears”). AT: Anti-Tank gun platoons (PaK 40). 82/RE: 82nd Assault Squadron, 6th Assault Regiment, 1st Assault Auf: Aufklärungsabteilung (Armored Reconnaissance Battalion). Brigade, RE (AVRE). FL: “Flammpanzerwagen” section. 141RAC: 141st Royal Armoured Corps. Flak12: 12th SS Flak Artillery Battalion. A, B, C, D: ‘A’ Company, etc. (or in the case of the British Tank Regiments, ‘A’ Squadron). Flak4: 4th Flak Assault Regiment. AT: Anti-Tank guns (6- or 17-pdr including SP 17-pdr “Achilles”). HT: Half-tracks (independent transport). AVRE: Armoured Vehicle Royal Engineers (Churchill AVRE assault IG: Infantry guns. tanks armed with 290mm petard spigot mortars). MG: (Heavy) Machine Guns (MG34 and/or MG42). CP: Carrier Platoon. Mtr: Mortars. FR: Field Regiment, Royal Artillery. Panzer Lehr: Panzer Lehr Division. Hal: Hallamshire Battalion, the York and Lancaster Regiment (a.k.a. Pi: Pioneer (combat engineers). “Hallams”). Pi12: 12th SS Armored Pioneer Battalion. HT: Half-tracks (independent transport). Pi130: 130th Armored Pioneer Battalion. Ken: 2nd Battalion, The Princess Louise’s Kensington Machine Gun Regiment (MGs and 4.2” mortars). Pz12: 12th SS Panzer Regiment. KOYLI: 4th Battalion, The King’s Own Yorkshire Light Infantry. Pz130: 130th Panzer Lehr Regiment. KRRC: 12th Battalion, King’s Royal Rifle Corps (motorized). sIG: “schwere” (heavy) Infantry Guns. Linc: 4th Battalion, The Lincolnshire Regiment (a.k.a. “Lincolns”). SP: Self-Propelled Guns (SdKfz 251/7 “Stummels”). MG: (Medium) Machine Guns (Vickers guns). Werf12: 12th SS Projector Battalion (rocket artillery). Mtr: Mortars. RA: Royal Artillery. RAF: Royal Air Force. Rec: 49th Regiment Reconnaissance Corps. RDG: 4th/7th Royal Dragoon Guards Tank Regiment (Sherman tanks). RE: Royal Engineers. RMASG: Royal Marines Assault Group (Centaur IV amphibious close support tanks). 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