BATTLE • RULEBOOK

CANADA’S CRUCIBLE A LOCATION-TO-LOCATION CAMPAIGN THE BATTLE FOR NORREY-EN-BESSIN NORMANDY, JUNE 8th-11th, 1944

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Above: A Regina Rifle’s Bren take cover in the rubble, this is a staged Germans they are: 26th SS Panzer Day 2. June 8th. propoganda photograph. Grenadier and elements of Surrounded at La Ferme de 12th SS Panzer Regiment and 12th SS Cardonville Pioneer . Panther stumble upon D , the Regina Rifes, holding THE BATTLE FOR The aim of the campaign is to win La Ferme de Cardonville in a chaotic battles and capture locations on the night fght south of Bretteville. NORREY-EN-BESSIN map, those that are worth campaign This is a simple ‘location-to-location’ victory points. The side with the Play this battle at the end of campaign system that allows highest campaign points at the end of campaign turn 3, the end of June 8th, players to re-fght a small part of the the fourth day, June 11th, will win the before beginning Campaign Turn 4. Normandy campaign, during four campaign. days of ferce combat between 3rd Day 3. June 9th. Canadian and 12th Additional bonus campaign victory Lüdemann’s Hunting Panthers SS Panzer Division. points can also be won by playing Panthers launch a bold strike towards the four historical re-fght scenarios Norrey from the east, only to run The campaign deals with the included, one for each day. These into a determined Canadian defence Canadian 3rd Infantry Division’s are optional, but add a degree of and the Firefy Shermans of the 1st battle to hold their frontline positions historical accuracy to the campaign. Hussars. around Norrey-en-Bessin, after it was capture on June 7th, and subsequent Of course, these scenarios can also Play this battle at the end of operations by the 12th SS Panzer be played as stand-alone games too. campaign turn 5, midway through Division to dislodge the dangerous These scenarios are: June 9th, before beginning Campaign salient into their frontlines, a Turn 6. necessary pre-cursor to a planned Day 1. June 8th. combined three panzer division First Assault on Norrey Day 4. June 11th. offensive against the British beaches. 26th SS Panzer Grenadier’s launch a Black Sabbath, 1st Hussar’s Attack night infantry attack against Norrey- 1st Canadian Hussar launch their The principal forces involved are, for en-Bessin. attack, south-west from Norrey to the Canadians; the Regina Rifes, an expand the salient but meet tough, infantry battalion with the support Play this battle frst, at the start of dug-in of 12th SS Pioneers of the 1st Hussar’s tanks. For the June 8th, before beginning Campaign with anti- guns and tank Turn 1. support. 88 BATTLE GROUP • RULEBOOK

Play this battle at the end of the Allied naval taskforce waiting off rivalry, in which the Canadians then campaign turn 10, midway through the coast of Normandy. They could sort to take revenge. These atrocities June 11th, before beginning also look to good close air support also hardened their enemy against Campaign Turn 11. from the RAF’s Typhoons and the SS . Men believing they Spitfres. may be executed rarely surrender. 7th CANADIAN INFANTRY , 3rd CANADIAN The Canadians did have some The battles became pitiless and the INFANTRY DIVISION restrictions though, the division’s young SS soldiers gained a degree After successful fghting their away logistical tail was still unloading of infamy. That infamy was paid for ashore over on D-Day, across Juno Beach and no replace in blood, the 12th SS Division would the Canadian 3rd Infantry Division men or vehicles had yet reached them suffer horrifc losses in Normandy. initially pushed inland against after their D-Day losses. collapsing German resistance. On During the early stages of the D-Day+1 they had reached the 12th SS PANZER DIVISION Normandy campaign (as dealt with small village of Norrey-en-Bessin, ‘HITLER JUGEND’ here) the 12th SS Panzer Division 16km inland from the beaches. Here Raced from the Paris area to was led by Brigadeführer Fritz they frst encountered the rapidly Normandy to meet the invasion, 12th Witt. Around Norrey the principal deploying elite 12th SS Panzer SS Panzer Division frst arrived in divisional sub-units were the 26th Division, ‘Hitlerjugend’. They would the Caen area on D-Day+1 and was SS Panzer Grenadier Regiment, become locked in bitter combat with immediate thrown in the fghting. commanded by Standartenführer the young SS soldiers for the next Wilhelm Mohnke, with elements of fve weeks, but in the frst days their The division arrived piecemeal, both 1st and 2nd , 12th SS battle centred around Norrey-en- struggling to get its units in place Panzer Regiment, plus supporting Bessin and Bretteville. against the Allie’s air interdiction artillery, pioneer, anti-tank, of the invasion area, so it could not reconnaissance and logistics assets As it pushed inland the Canadian muster its full fghting power in the from other divisional units. division had deployed two of its frst few days of combat. As more of three infantry forward, the the division’s units arrived at Caen Beyond the division there was very 9th and 7th, whilst its third brigade, the ‘Hilter Jugend’ extend their lines little extra aid. Notably, the Luftwaffe the 8th, was in reserve, still holding westward from the town, but it took seemed all but non-existent. the beaches and mopping up the last some days to get their full supporting German resistance that had been artillery, logistics and engineering PLAYING THE CAMPAIGN bypassed in the previous two days units in place. By then, the division This is a location-to-location advance. On the left of the advance had already been in heavy combat campaign. It takes the form of a was the 9th Infantry Brigade and they and was starting to suffer attrition of small, map-based board game in faced a very strong counter-attack its men and equipment. In the frst which players use the map provided by 12th SS Panzer from Caen, with few weeks of the battle replacements to move their forces from one heavy fghting around Authie and would be almost zero, every man and location to another, and occupy those Buron. Here, their advance stalled, tank lost would see the division’s locations to win campaign victory short of the objective of Carpiquet fghting strength deteriorate. points. Tabletop battles are fought airfeld. On the right of the advance for ownership of these locations. A was 7th Infantry Brigade and they The manpower of the division location isn’t a specifc place, think of reached Norrey and Putot-en-Bessin, was drawn from Hitler Youth it more as ‘in the area of’ than as an led by the Regina Rifes and the recruits, mostly teenage boys, led by exact point on the map. Each player Winnipeg Rifes battalions. hardened veterans of combat on the moves his forces (represented by Eastern Front. They were fanatical, counters) on the map and when both This campaign deals with the heavy indoctrinated Nazi’s, raised on sides have forces on the same location defensive fghting on 7th Infantry hate-flled Nazi propaganda and then there might be a battle, which Brigade’s front, especially the Regina believing they were undefeatable. is then played out on the tabletop Rifes at Norrey-en-Bessin. The The Canadians (by contrast, all with miniatures. ‘Might’ is used here Reginas were not fghting alone, they civilian volunteers) would soon because there is chance for a force had their division to support them, disprove this arrogant belief and fght that is outnumbered to withdraw including Sherman tanks of the 2nd a well-equipped, full strength panzer from a location and thus concede it to Canadian Armoured Brigade - in this division, vaunted as amongst the the enemy without a battle (and thus sector mainly the responsibility of the best Germany could feld, to a bitter preserve his forces in the process). 1st Hussars. They could also look to stalemate. artillery, anti-tank, reconnaissance THE CAMPAIGN AREA and engineering support from During the campaign, these young, The campaign takes place in the divisional assets as they fought to fanatical recruit’s discipline failed, as vicinity of Norrey-en-Bessin and hold their front lines. they were responsible for multiple Bretteville, in the streets of the town atrocities and war crimes during the and villages, the felds and fat Being only 16km inland, the battles for Norrey and around Caen. farming country to the south. The Canadian frontlines were still in Canadian prisoners of war were area is split in two by the Caen to range of some of the potent guns of executed and this led to a very bitter Bayeux railway line, which runs east

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to west, level with the countryside division offensive against the the force has the support of engineer or in a shallow cutting. Norrey-en- British-held beaches. The German units at that location and this will Bessin is a small village of about 20 player has four days with which allow the player to spend up to 250 buildings, dominated by its large to complete the mission, otherwise points on Engineer support units on church, which has a very tall spire. British reinforcements arriving across the tabletop. At least half (125pts) The other villages at Le Villeneuve, the beaches into the lodgement area must be spent on Engineer Support Le Mesnil Patry and the southern will have become too strong and units. The usual restrictions on edge of Putot-en-Bessin are similar the panzer offensive will have to purchasing troops do not apply to small hamlets of grey stone cottages, be called off anyway. Historically, this count. Without this counter no farm buildings and the occasional 12th SS Panzer’s men never captured Engineer Support can be used during shop. Bretteville is a larger town and Norrey or Bretteville, but in this a battle. also has a large church. campiagn the German player is attempting to re-write that history. THE CAMPAIGN TURN This is not the infamous bocage The campaign lasts for 4 days, from country, but the felds and pastures The Canadian player must prevent June 8th to June 11th (inclusive). Each are marked by plenty of hedgerows, the Germans taking Norrey and day is split into 3 campaign turns, some very large. Many of the felds Bretteville, if the enemy do take them, morning, afternoon and evening. So, are full with ripening corn standing 5’ he must continue to fght to recapture the campaign will last a total of 12 tall. There are many orchards. There them as best he can. This position is campaign turns. At the end of the are no major hills in the area, the key to holding their beachhead and 12th turn the campaign ends and north of the region is slightly higher must not be allowed to fall to the both sides add up their Campaign than the south, but there are only enemy. victory points. The side with the slight rises and falls in the ground, highest total is the overall winner. nothing that should be considered a FORCE COUNTERS Each campaign turn is played in hill on a wargames table, beyond a Each player has a set of counters sequence. Starting with the German very low rise. which represent his forces on the player (they are generally attacking campaign map (see page 144). Each and thus have the strategic initiative), The roads are dirt tracks, except the counter represents 250 points worth the players take it in turns to move east-west Caen to Bayeux highway of troops on the tabletop. their counters on the map. First the that runs through Le Villeneuve German player moves all (or some of) and Bretteville, this has a metalled A player can have a maximum of 4 the counters in one location, via the road surface. There are many small of his counters in any one location. routes marked on the map, to another farming access tracks between the In this case, this would represent location. Each counter has a map felds, most not wide enough to get a 1,000 points of units in that area (a movement allowance (listed later). tank down. substantial force in this campaign). When the move is complete, it is the other player’s turn to move from The Chateau Mesnil is a two storey The number of counters in a location one location to the next. Take it in farmhouse, nothing too grand despite will dictate the number of points turns until both players have moved its name, and still remains today. La used to pick forces and fght a all the units they want to. No unit Ferme de Cardonville is a large farm, tabletop battle. can exceed its maximum movement surrounded by thick, high walls, allowance for the campaign turn and was something of fortress for Special Counters for any reason, except to make the Canadians holding it. All troops There are a couple of special withdrawal move (see later). inside should count its walls and counters. These are marked ‘Recce’ If, at any point during movement, buildings as reinforced cover (3+ and ‘Engineers’. both sides end up with units at cover save). It is not the only farm, the same location then determine and all the locations might have a few Recce if there will be a battle. There will agricultural buildings, barns, animal This force is a fast ‘reconnaissance’ automatically be a battle, unless the sheds etc, scattered about. based unit, and as such will have side with the least counters on the special restrictions placed on it when location decides to withdraw (see Only around Le Mesnil de Patry is buying troops for the tabletop. Each Withdrawing). the area at all wooded, although there Recce counter still represents 250 are frequent smaller copses dotted points of units, of which at least Withdrawing around the felds. There are no major half (125 points) must be spend on A player can only withdraw from a rivers or even streams beyond feld Reconnaissance Support. The usual location if he has less counters than drainage ditches. restrictions on purchasing troops the opponent in the location. This do not apply to this count. Without includes any counters arriving as CAMPAIGN OBJECTIVES this counter being present no Reinforcements from other locations. The German player is attempting Reconnaissance Support units can be If the sides have equal number of to capture Norrey-en-Bessin and used during a battle. counters (or more) then he must Bretteville and thus eliminate the stand and fght. Canadian salient. If he can do so Engineers then the Germans may then be able Each side also has an Engineers If a player decides to withdraw from to begin a combined three panzer counter. Like Recce troops this means a location rather than fght for it, then

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move all the counters in his stack 1 on a movement route, it must be in Above: Youthful SS Panzergrenadiers of 12th SS location in any direct. This cannot location at the end of its move. Panzer Division, photographed on near Rots/ be in the direction from which the La Villeneuve. enemy moved, and cannot result in A unit cannot move through a being in a location already occupied location occupied by any enemy by the enemy. If a player wants units, frst it must fght the tabletop as long as they still have the required to withdraw from a location but battle for possession of the location movement allowance. Units which has nowhere to withdraw to, then (assuming the enemy don’t withdraw are picked up cannot make extra he must either surrender his force that is). If a unit has to fght a tabletop movement, they remain with the new (remove the counters from the map) battle, then its move ends and it will stack. or fght a desperate last stand in the not be able to move again in this original location. campaign turn, because the time was Any counters that have already been taken up by the engagement and then involved in a battle this turn (not a MAP MOVEMENT regrouping, etc. withdrawal) cannot make any move. Each location on the map is joined by a movement route, and each If counters moves into a location Map Movement Allowances movement route is assigned a and enemy units in that location Each counter has a set movement movement distance (the large black withdraw, then their movement also allowance. number). This is the amount of ends, as they spent time preparing for movement allowance it takes to move battle, getting organised and dealing • A German counter has a movement along this route, and it is determined with any enemy rearguard units (this allowance of 4 (All German forces are by the distance and availability of is assumed to happen, no tabletop assumed to be motorised) roads or tracks. Long moves cross- battle is actually fought). country cost more than short moves • A Canadian counter has a by road. A unit must be able to pay During movement commanders are movement allowance of 3 (all of the the full movement distance from free to split stacks of unit counters infantry are on foot) its movement allowance in order and ‘drop off’ counters at a location, to move from one location to the they are also free to ‘pick up’ • A Recce counter has a movement next. If the unit cannot pay the full counters as they move, forming a allowance of 5 amount then it remains in its current larger stack. They may not exceed the location (and will have to move next 4 counter limit though. Units which • An Engineering counter has a turn). A unit cannot end its move are dropped off may continue their movement allowance of 3 own movement along another route,

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Example of Map Movement SETTING UP A BATTLE location of the battle (regardless of Two Canadian counters at Norrey When both players have units in the movement distance between them) Station wish to move. The first counter same location there is game to be can also be committed to the fght is a Recce unit, the second is a normal played. To set up this battle, both as Reinforcements. Select these Canadian unit. They have movement players add up there total points forces at 150 points per counter as allowances of 5 and 3 respectively. The allowance, at 250 points per counter a separate mini-list of units. They Canadian player decides to move them in the location. will all arrive on the tabletop, from to La Ferme de Cardonville, costing each the player’s table edge, on the turn 2 movement. The normal counter has The players are now free to choose equal to three times the movement only 1 movement left, which isn’t enough that many points from their distance (on the map) between the to reach the Mesnil Road. It stays in lists. locations (so turn 3, 6 or 9). Both sides place, completing its move, whilst the may include these forces in the battle Recce unit wants to moves south. The The German player must chose or not, at the commanding player’s Recce unit still has 3 movement left, it from the 12th SS Panzer Division list choice, but must commit to using can complete its move, and so goes to Le included later. The Canadian player Reinforcements before the start of the Mesnil Road, leaving it just 1 movement must choose from the Canadian 3rd game and inform his opponent. left, which is enough to get to Le Mesnil Infantry Division list. Both these list Chateau. As this location has German have additions and restrictions from If the commitment of reinforcements forces in it and the Recce unit don’t the equivalent list in the Battlegroup: means one side is now outnumbered, want to trigger a battle, it remains in Le Overlord supplement, to better then they can immediately withdraw Mesnil Road and ends its move. It is now represent the actual forces and one location as normal, with no the German players turn to move. situation in early June. further movement allowed as the attack is aborted. Any reinforcement’s Reinforcements are moved to the new location. Below: Artillery observers keep a wary eye out for the Any counters that are within 1 next German attack at La Ferme de Cardonville.

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Above: Canadian troops and anti-tank gunners on their If the commitment of reinforcement have had some time to dig-in, and the way to the frontline, near Bretteville. Note the heavily means there are more than 4 counters game should probably be an Attack/ overloaded Loyd carrier. per side, then this is allowed Defence scenario. Here, Defence Line temporarily for the course of the would work well. battle. If at the end of the battle Ultimately, both sides should decided German Army List Restrictions there is still more than 4 counters in on the scenario to be played, based The army list provided for 12th SS any stack, then any extra counters on what they imagine would be most Panzer Division is designed to best are moved to an available, adjacent appropriate, the forces available (both recreate its forces on the tabletop. It location, the shortest movement on the map and as miniatures), or a is a cut-down version of the standard distance away. scenario they just fancy having a go at. German Panzer division list from Battlegroup: Overlord. It has been Game Scenario After the Battle adapted to ft with 12th SS’ own There are no hard and fast rules on After playing out the battle on the equipment and artillery support which scenario should be played on tabletop, the side that lost must during the frst few days post D-Day. the tabletop, as the players should let withdraw all its counters from the At this time, 12th SS Panzer Division the situation on the campaign map location. They must move out of the was not equipped with any StuG inform this. The easiest and fastest location to any adjacent location, units or any Tiger tanks. These units scenario to play is to use the standard as long as it is not occupied by may not be included in any German Attack/Counter-Attack scenario any enemy counters or it was the force in the campaign. Panthers and from this rulebook. As the campaign location from which an enemy force Panzer IVs must be used throughout. progresses, reusing the same scenario moved into the location. If there is Likewise, the anti-tank units of the all the time might get a bit repetitive. no location for the defeated counters division were equipped with towed So, here are some guidelines to assist to withdraw to then they must PaK40s and a few Marders. Heavier in picking a scenario. If both sides surrender and are removed from the tank hunters were only available later have recently moved into a location, map. in the Normandy campaign. then use a Meeting Engagement scenario. Attack/Counter-Attack, The side that loses the battle removes The SS panzergrenadiers were Flanking Force (if both sides have a single counter, of their choice, from (uniquely) very well supplied with recce forces available to them) and the map, to represent casualties from half tracks. Each of the four battalions Recce Screen are all suitable. If one the engagement. was mechanised. Panzergrenadiers side has been occupying a location can be taken either as armoured, with for a turn or more, then they will their half tracks, or dismounted,

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having left their half tracks well with Sherman tanks. No Churchills • 1 Canadian Recce counter in behind the battlefeld and advanced can be taken during the campaign. Bretteville West on foot. Engineering Churchills (listed in • 1 Canadian counter in Bretteville the Engineers Support assets) may Centre When requesting artillery the be included only when engineer • 2 Canadian counters in Bretteville maximum level the German force troops are available. 3rd Anti-Tank East can select from is Division. No Regiment, attached to the division, • 1 Canadian counter in Norrey- or Army level artillery support is was equipped with batteries of M10 West available throughout the campaign, tank destroyer and towed 17pdr • 1 Canadian counter in Norrey-East as it is not yet in place as the guns. • 1 Canadian counter in Norrey Germans responded to the invasion, Station getting the bigger guns in position The Canadian’s divisional artillery • 1 Canadian counter in La Ferme de would take time. was rapidly in position and provided Cardonville very good support to the defence of The German player can only select Norrey and Bretteville and the battle Germans units from the Reconnaissance also took place within range of naval • 1 German Recce counter in Le Support section if his counters in guns out at sea. All the division’s Villenueve the location include at least 1 Recce artillery batteries were equipped • 1 German counter in Le Villenueve counter, otherwise Reconnaissance with self-propelled M8 Priests, with • 1 German Recce counter in Putot- Support may not be included. 105mm guns, their extra mobilty en-Bessin, South over towed guns was to allow them • 1 German counters in Le Mesnil The German player can only select to advance quickly off the beach and Chateau units from Engineer Support if his establish fring positions in support • 2 German counters in Le Mesnil counters in the location include the of the inland advance. Larger guns Patry engineer counter, otherwise Engineer were not yet available unless from • 2 German counters in St Manvieu Support may not be included. naval fre support, but these included Road some very large guns indeed. If both players agree, and the MAP REINFORCEMENTS historical accuracy of the campaign The Canadian player can only select Reinforcements start to arrive from is not of primary importance, then units from the Reconnaissance campaign turn 2. Place the following this restriction can be lifted, and both Support section if his counters in counters on the map before the start players can opt to use the full army the location include at least 1 Recce of the campaign turn, before any of lists provided in the Battlegroup: counter, otherwise Reconnaissance the turn’s movement is resolved. Overlord book. In this case the Support may not be included. These Panzer Division army list. This will represent the roving units of 7th If the enemy hold the location in allow players to use their full model Reconnaissance Regiment’s armoured which reinforcements would arrive, collections in a ‘what-if’ scenario. cars (the 17th Duke of York’s Royal or their are already the maximum Canadian Hussars). of 4 counters in the location, then Datacards for the division’s available the controlling player may place the armoured vehicles are included on The Canadian player can only select reinforcements at another location, inserts at the back of this book. units from Engineer Support if his adjacent to (and on a route from) counters in the location include the the original location. Where there is Canadian Army List Restrictions engineer counter, otherwise Engineer more than one location available, the The army list provided for 3rd Support may not be included. player may chose which to place his Canadian Infantry is designed to best reinforcements in. recreate the unit on the tabletop. It If both players agree, and the is a cut-down version of the basic historical accuracy of the campaign June 8th British Infantry Division list from is not of primary importance, then Turn 1 Battlegroup: Overlord. It has been this restriction can be lifted, and both • Initial Deployment only adapted to ft with 3rd Canadian players can opt to use the full army Division’s own equipment and lists provided in the Battlegroup: Turn 2 artillery support during the frst few Overlord book. In this case, the • Place 1 Canadian counter in days post D-Day. British Infantry Division list. This will Bretteville Centre. allow players to use their full model • Place 1 German counter in Le Although a fully motorised infantry collections in a ‘what-if’ scenario. Villeneuve division in name, the 3rd Canadian Infantry did not yet have its usual Datacards for the division’s available Turn 3 truck transports available, they had armoured vehicles are included on • Place 1 Canadian counter in not arrived across the beaches. No inserts at the back of this book. Bretteville Centre. infantry or may take • Place 1 German counter in St trucks, they must be taken on foot. INITIAL MAP DEPLOYMENT Manvieu Road. Canadians The three Canadian armoured units The campaign begins with Canadian of the division were all equipped counters placed on the map, as follows;

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June 9th The Canadian player has 14 counters, Above: Gunners of 3rd Anti-Tank Regiment Turn 4 including 1 Recce counter and 2 with a large 17pdr anti-tank gun, deployed and • Place 1 Canadian counter in Engineers counters. camouflaged on the edge of Norrey-en-Bessin in Bretteville Centre. June 1944. • Place 1 German counter in Le CAMPAIGN VICTORY POINTS Mesnil Fields. Throughout the campaign keep track of which side wins each battle. It will Turn 5 help determine the ultimate winner. • Place 1 Canadian counter in Some locations on the map are worth Example Bretteville East. campaign victory points (marked At the end of turn 12, there have been as a white number). These are the 11 battles, of various sizes, fought in the Turn 6 important locations to hold on to or campaign. The Canadians won 5, the • Place 1 German counter in Le capture. At the end of the fourth day, Germans won 6. Each win is worth 1 Mesnil Fields. turn 12, add up the total of campaign campaign victory point. victory points for locations occupied June 10th by each side’s counters. At the end of the campaign, the Turn 7 Canadians occupy locations worth 6 • Place 1 Canadian Engineers counter For each battle fought, regardless of victory points on the map. The Germans in Bretteville Centre. location, the winning side gains 1 occupy locations worth 2 victory points. campaign victory point. Turn 8 All four historical refights were played, • Place 2 German Engineers counters The four historical re-fghts are with the Canadians winning the first in Le Mesnil Patry. also each worth campaign victory two, worth 1 and 2 victory points, so 3 points, as described in the scenario. victory points in all. The Germans won Turn 9 Total up the victory points gained the next two, worth 2 and 3 victory • Place 1 Canadian Engineers counter from winning any of these scenarios points, so 5 in all. in Bretteville East. played during the campaign. The Canadian total is 5+6+3 = 14. The Turn 10+ Add the number of campaign victory German total is 6+2+5=13. A very • No additional counters for either points for locations occupied to narrow victory for the Canadians. side from now until the end of the the number of battles won to the campaign. bonus campaign victory points from winning the historical re-fghts. The In total, the German player has a total side with the highest total is the of 14 counters, including his 2 Recce overall winner of the campaign. counters and 2 Engineers counter.

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THE BATTLE FOR quickly reported as secured. Here, they had quickly captured from more NORREY-EN-BESSIN, C Company began to dig-in for the retreating Germans. The battalion’s AS IT HAPPENED night. C Company was furthest south, on the right, digging in at Norrey-en- Following its successful amphibious Norrey-en-Bessin was a small hamlet Bessin, whilst between these two landing at Juno Beach on 6th June, of about 20 buildings, centred on its companies, D Company occupied the 3rd Canadian Infantry Division towering gothic church, one of the the Le Villeneuve area, astride the had pushed inland, gaining the fnest examples in Normandy, with main Caen-Bayeux road. Also in largest lodgement area of any of the just three or four shops and very the Regina Rifes battalion area of Allied divisions on D-Day. Behind tight roads, crowded by the small operation was the carrier the frst wave assault troops the rest grey stone houses, so close that tanks from the next battalion in the line, of the division was still landing upon moving through the village scraped on the division’s extreme right. The the beach and quickly moving inland, their fanks along the buildings. carrier platoon of the Royal Winnipeg by the end of D-Day the furthest One feature was the very tight road Rifes established themselves around units had reached Anisy and Villons- junction at the church, so narrow that a large and solidly built farm and le-Buissons, 12 km from the beach. tanks could not get round the bend courtyard known as La Ferme de without reversing several times. Just Cardonville, adjacent to the Caen- 7th June north of the village was its railway Bayeux railway cutting. Stretching On June 7th, the advance inland station, a small halt on the Caen- west of this platoon, around the had to continue. At frst, opposition Bayeux line, with a small hotel close village of Putot-en-Bessin, were the from the few German survivors of by, the ‘Hotel de la Gare’. The village rife companies of the Winnipeg D-Day was sporadic and generally itself held a commanding position, Rifes. Beyond them lay nothing. The ineffective. The remnants of the on slightly higher ground as it looked British 50th Infantry Division had not shattered 716th Infantry Division out south, over ripening cornfelds to yet pushed so far inland to tie in with offered only slight resistance, mostly where the Germans were mustering the Winnipegs. It was a dangerous with harassing sniper fre and their defence. exposed fank. mortar barrages but, now lacking the strength for a serious fght, the Meanwhile, as 12th SS Division Luckily for the Canadians, the 12th division had all but ceased to be a was fghting hard north-west of SS Division were, as yet, not in a coherent fghting unit. Throughout Caen, it was also speeding other strong position. Much of the elite June 7th, the Canadians moved units westwards, extending its lines division was still arriving in their steadily south. 9th Canadian Infantry to block the Canadian’s almost muster areas after a diffcult road Brigade’s three battalion were on unhindered advance through march, moving in small units from the division’s left, moving towards Bretteville. The 1st battalion of the cover to cover, trying to avoid the Authie, Buron and the airfeld at divisions’ 26th Panzer Grenadier roving Allied air that were Carpiquet. 7th Canadian Infantry Regiment, mounted in its armour sweeping all the main access roads Brigade advanced on the right, carriers, raced into positions south of into Normandy. The SS’ frst swift pushing towards its D-Day objective Norrey, around the villages of Cheux tank attack from Caen had bloodied of the small town of Bretteville and Fontenay-le-Pesnel, but they the enemy’s noses, but it had not d’Orgueilleuse. The division’s third were only fnally in place in strength smashed through the Canadians brigade, 8th Canadian Infantry that night, having to move carefuly and reached the sea, as had been Brigade, was deployed behind the for fear of roving Allied air attacks. expected. Losses in that attack had leading two, securing the rear areas On the Canadian 3rd Division’s left, also been heavy. Like the Canadians, and beach and held in reserve, as well the 9th Canadian Infantry Brigade, the fresh SS panzer division also had as clearing the last German resistance pushed back but unbroken by the little support to the west, with it left points that had been bypassed on sudden enemy tank assault around fank exposed to a swift advance by D-Day. Buron and Authie, held, and the SS the British 50th Infantry Division attackers withdrew back towards moving south from their Gold Beach Whilst 9th Canadian Infantry Brigade Caen. By last light on the 7th June the lodgement area. This gap in the (CIB) ran into a large armoured Canadian Division had had its frst line to the west was to be flled by counter-attack launched from Caen taste of the bloody fghting to come the powerful Panzer Lehr Division, by 12th SS Panzer Division, the 7th against a very determined, skilled which was now arriving in dribs and CIB advance soon captured the town and well-equipped enemy formation. drabs, as best it could, but as yet was of Bretteville, to be welcomed as not in position to launch any attack of liberators and with little sign of any In Norrey-en-Bessin, the Regina its own. Germans. The leading battalion, the Rifes had secured its positions. Regina Rifes, then pressed on further Lieutenant-Colonel Matheson June 8th would see the battle on south. Its C Company entering the (commanding) had establishing his the frontline of the lodgement area village of Norrey-en-Bessin in the battalion headquarters in Bretteville renewed, with the main focus of the evening, where they encountered itself. His A Company was the 12th SS’ attacks moving from north- sniper fre from the village’s very tall Regina’s reserve unit, also holding west of Caen at Authie and Buron, church tower. The overwhelming in Bretteville. B Company was westward to Bretteville and the small return fre silenced the sniper and positioned further east, digging in salient at Norrey-en-Bessin. the village was then searched and around the village of Rots which

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8th June The previous evening C Company’s Putot-en-Bessin and overran units Before dawn on June 8th, with commander, Major Tubb, and his of the Winnipeg Rifes, which were ordered to recapture Norrey and attached artillery observer from 13th forced to concede the village and remove the threatening salient Artillery Regiment, had completed retreated, leaving the 3rd Division’s it created, thrust out from the an artillery fre plan that zero’d right fank in danger of being turned Canadians main lines, 1st Battalion, their supporting guns on exactly and Norrey increasing in danger of 26th Panzer Grenadier Regiment the route the Germans were now being surrounded. (under Sturmbannfuhrer Krause) advancing on. As the SS grenadiers launched an attack on Norrey with closed on Norrey, the 105mm guns At the Regina Rife’s battalion HQ, two prongs, one from the south-west, of the batteries (positioned Lt-Col Matheson now decided his the other the south-east. Dismounted, back at Bray) opened fre. The four companies were too thinly but with their half track carriers thunderous bombardment smashed spread to offer much mutual support and other mobile support weapons into the German attack and then to each other. The night attacks rolling on behind the infantry moved the defenders opened their own at Norrey and Putot showed that through the darkness. They had no withering fre. The SS men tried to the Germans were now present artillery support and there were no press the assault, but it did not last in signifcant numbers and on the tanks available to aid the panzer long. The German infantry attack offensive. More attacks would surely grenadiers, only their own mortars. crumbled under the heavy fre and follow. So, to shorten and thicken The south-eastern prong soon hit they withdrew, leaving wrecked his lines, the Lt-Colonel moved his trouble, drawing heavy fre from the half-tracks and their dead scattered B Company from Rots west to Le Canadian troops near Le Villeneuve, through the felds south of the Villeneuve, replacing D Company, and it was halted. The south-western village. which also moved west, to take over prong bumped the lines of the Regina at La Ferme de Cardonville from the Rifes C Company on the outskirts of Whilst the defence of Norrey was Winnipeg’s carrier platoon (itself Norrey and soon star-fares, fred by holding frm, the Germans also now needed for a planned counter- both sides, lit the felds. attacked further west, as the rest of 26th Panzer Grenadier Regiment (its Below: 3" mortar crews of the Regina Rifles 2nd battalion) fought their way into dig-in near Bretteville l’Orgueilleuse.

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Above: SS grenadiers on the move through another shell-blasted Norman village. On the en-Bessin surrounded and cut-off. indiscriminately, starting fres and defensive, their half tracks had been withdrawn The divisional second–in-command, shooting straight up the road, as and most fought on foot, carrying their Standartfuhrer Kurt Meyer, would the remaining grenadiers, those not equipment. direct the tank attack personally, already shot-off their rides in the mounted upon his motorcyle for earlier encounters, took to the ditches mobility across the battlefeld. for cover. attack to try and retake Putot). This The Panzer Regiment’s Panthers westward movement left a 2 mile gap headed into the darkness along the On the outskirts of Bretteville the on the battalion’s left fank, between line of the Caen-Bayeux highway, but Panthers stalled, their commander, it and the frst units of 9th Canadian the quickly organised attack was very Obersturmbannführer Max Wunsche, Infantry Brigade, and turned the short of infantry, with the division’s ordered some of his tanks to navigate Bretteville/Norrey front into a grenadier battalions all already fully around the town, cross-country narrower ‘spur’, being surrounded on committed to holding the line. to the south and attack from the three sides. It was a gap the SS men west, whilst the panzer grenadiers would soon seek to exploit. Instead, the infantry had to be drawn would launch a renewed infantry from the 12th SS Reconnaissance attack from the east, attempted to Harrassed by mortar fre and artillery Battalion, now dismounted and infltrate into town and rally at the shelling throughout the day, the riding on the Panther’s engine decks. main church. This eastern infantry Canadians dug-in ever deeper to In the darkness they swept around attack failed, badly shot up by the their salient. Meanwhile, always and through the lines of the Regina Regina’s A Company men, and only seeking to attack, 12th SS moved Rife’s B company at Le Villeneuvre, six German soldiers actually made units into position for their next and, although under some Bren and it to the church after a running fre offensive move. Again, it would machine gun fre, kept heading for fght through the streets. They were come as a night attack. This time, Bretteville. led by Untersturmführer Reinhold under cover of darkness, the tanks Fuss, who fred a fare pistol as a pre- of 1st Battalion, 12th SS Panzer As the big tanks approached the arranged signal that no enemy tanks Regiment would be committed to town they ran into the Regina’s A had been encountered on the way in, a hurriedly organised attack north- Company’s lines, who were alert a sign that the Panthers should renew west, direct along the Caen-Bayeux to the possible tank attack and well their attack, before he and his men highway, from the no-man’s land east backed-up by 6 pounder anti-tank took refuge in the church itself. of Rots. It was aimed at capturing guns, which engaged the Panthers Bretteville and then pushing on to with accurate fre. The panzers By midnight, the Panthers were the sea. This would also see Norrey- responding, shelling Breville prowling the streets of Bretteville, but

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they had very little infantry support his last troops out of Bretteville ferce fre fght developed, the and the Regina’s A Company, now as well. Critically, his powerful Germans using the railway cutting fghting alongside the men of the attack had lacked enough infantry as their rally point for repeated battalion HQ, engaged them at to capture Bretteville from a attempts to storm the farm. Fire close range with PIATs. At least determined defender. The fres were from the second foor and attic of two Panthers were quickly hit still burning in the town, smashed the farm kept them pinned down in and knocked out and the others Panthers, carriers and anti-tank the cutting, until incoming mortar withdrew, unwilling to be caught in guns littered the streets, but the shells caved the roof in. The Germans such tight terrain, in darkness, with Regina’s A Company still held its crawled through the wheat felds, left no infantry cover. The withdrawn lines. The 12th SS had failed again. and right, attempting to surround the panzers shelled the town for the rest Untersturmführer Fuss’ small farm. Captain Brown tried to contact of the night, but the immediate crisis escaped from the church into the his battalion HQ to request artillery was over and Bretteville had just darkness during the chaos. support, but could not get any reply. been held. Things looked grim, he seemed The panzers had withdrawn but, heavily outnumbered. The southern splinter panzer at dawn, 26th Panzer Grenadier group arrived in the La Ferme de Regiment launched their own But D Company kept shooting and Cardonville area, much to the horror renewed attack. No communication somehow kept the enemy at bay, of Captain Brown commanding the between them and the attacking until Brown’s radio operator cried Regina’s D Company, now dug-in panzers meant no co-ordination of that he fnally had Lt-Col Matheson inside and around the large farm, effort and the grenadiers moved too on the line. The Lieutentant-Colonel its courtyard and orchards. His late to aid Meyer’s night attack. In immediately got onto 13th Artillery supporting anti-guns, hidden in the the dawn, they now attacked on foot, and ordered heavy fre in the area, farm’s orchard were facing west, and without any tanks or even artillery dangerously close to the farm. Brown thus were not actually in position to support. agreed, otherwise he was going to be engage. In the dark, the panzer crews overrun. seemed oblivious to the Canadian 9th June presence. The longer it stayed that “Here they come!” was the shout The 105mm shells whistled in with way, the better for Captain Brown, from the sentries at la Ferme de deadly accuracy, hundreds of shells who, as he crept around his men’s Cardonville as the German infantry positions, kept seeing ever more moved towards them across the Below: Canadian troops examine the wreck of a Panther big tanks surrounding him. But, southern felds. Then the machine knocked-out by a PIAT strike on the edge of Bretteville he noted, they didn’t seem to have guns and Brens began to roar. A during the failed night attack. infantry support at all.

Captain Brown was just organising to use small 2 and 3 man teams to sneak up on the tanks with No.74 anti- tank grenades when the Canadian’s hide-out was suddenly revealed and fring broke out from the orchard. Quickly, the German tanks were returning fre with machine guns and high-explosive shells, shredding the orchard and knocking out all the 6pdr anti-tank guns in a fusilade of bullets and shells. When a single Panther charged the gates of the farm, bullets winging off its armour, it hit a booby-trap of a string of anti- tank grenades, was damaged but still reversed away, circling the farm, fring its machine guns. Surrounded, the Canadians returned fre with their machine guns and Brens, but to little effect on the armour, and prayed for dawn, which might bring Typhoons and artillery aid.

But, just before dawn, the ordeal ended. The Panthers suddenly withdrew south over the railway cutting. At the same time, Standartführer Meyer was pulling

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followed, impacting just beyond the the Mue river, with Panzer Lehr’s and shock. He was to attack at 1300 farm walls. With no answer to the arriving units moving to take over hours, leading 12 Panthers. The timing heavy shelling the Germans again the front directly south of Norrey- was to co-inside with a noted lull in withdrew. By now la Ferme de en-Bessin. Before this realignment Allied air activity at this time on each Cardonville was a ruin. The cellar could be achieved the problematic of the previous days (lunchtime!). aid-post was flled with wounded. Canadian salient at Norrey had to be D Company had fought two heroic eliminated. In turn, Standartführer The hasty tank attack achieved holding actions in just twelve hours, Kurt Meyer, still smarting from his little surprise and no shock. The but were still in their position, if defeat at Bretteville the previous previous night the Regina’s had under repeated harassing mortar and night, ordered 3rd Company, 12th SS been reinforced by the 1st Hussars, 9 sniper fre. Panzer Regiment to conduct a swift Sherman tanks where now in position tank attack along the Caen-Bayeux to help defend Norrey, close to the That morning, the commander of railway cutting, to take Norrey from station, including 3 Firefies, as well Panzergruppe West, General Geyr the north-east. He only had a single the Regina’s own 6 pdr guns. Von Schweppenburg confrmed to his grenadier platoon to aid the tanks, 12th SS sub-commanders that June but promised a supporting attack When the Panthers broke the cover 10th would see all three of his panzer by 26th Panzer Grenadiers from the of the railway cutting, striking for divisions currently in Normandy: south and west. Norrey, they came under heavy 21st, 12th SS and Lehr, prepare to fanking fre from their right. A launch a combined assault, to throw The company’s second-in-command, fusillade of 75mm high-explosive the British back into the sea. In order Hauptmann Lüdemann, was to lead rounds gouged the earth about them, to do this, 12th SS must frst shorten the attack, because the company and the Firefies quickly scored its extended lines, moving east of commander, Franz Von Ribbentrop hits and kills, frst one, then two, (son of the Reich’s foreign minister), then three Panthers were burning, had already having been slightly including Lüdemann’s own. The wounded and was recovering. promised supporting infantry attack Below: Combat in the Normandy farm lanes. Lüdemann’s orders were to race fast never arrived and again the panzers Canadian medics treats a head wound before for Norrey for maximum surprise fought almost alone. Incoming evacuation.

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artillery fre saw the grenadier forward again. To rectify this inertia targets of opportunity as best they platoon retreat to better cover. and getting his division advancing could. Also, the tank’s inter- Stunned by the rapid losses, the again, Keller instructed 2nd Canadian and inter- radio net was panzers could only withdraw, leaving Armoured Brigade to launch two functioning poorly, the radio sets seven wrecks behind in the meadows attacks, one by the Fort Garry Horse were not staying on frequency, so east of Norrey. Lüdemann himself to clear the village of Rots, the communications would be disrupted. was serious shaken by the losses and other by the 1st Hussars to capture It did not augur well. evacuated back to hospital. He was high ground near Cheux (south killed in action fve days later. of Norrey), which over looked the For the advance, 1st Hussar’s B entire front lines and 3rd Canadian Squadron would take the lead, After the battle, 26th Panzer Division’s rear area. It was time for followed by C Squadron, with the Grenadier’s commander would claim his tanks to lead the way. HQ and attached artillery observer to have received no order to launch tanks next, then with A Squadron a supporting attack. Still, the Norrey By extended the Norrey salient south, and the Fort Garry Horse’s seconded salient remained a dagger into the Major-General Keller beleived this squadron in the rear. German lines and whilst it survived, would be the frst step in outfanking the planned panzer counter-offensive and then isolating Carpiquet airfeld. The Germans knew the Canadian could not begin. Holding the overlooking hill at tanks were coming. 12th SS’ radio Cheux would hopefully make the intercept team had found the 1st Also that day, the tall church spire at airfeld an untenable position for the Hussars’ radio frequency and Norrey collapsed from the shelling, Germans once he had his guns in were listening in. Canadian radio although the fnal rounds fred into place. discipline was lax. The listening team it were actually from Canadian passed on the tank’s muster area tanks, who, not being briefed on The 2nd Armoured Brigade’s tank and the time of the attack to their the presence of their own troops in commanders were, at frst, instructed own HQ. 26th Panzer Grenadier Norrey, believed it to be the location to launch their rapid attacks on the Regiment, holding north and south- of German artillery observers calling June 12th. Then, the situation on the east of Le Mesnil Patry, with their in fre on their positions. Their ground and fears of an imminent battalion forward HQ at Le Mesnil 75mm HE rounds brought the ornate major German tank attack, saw Chateau, was pre-warned and medieval tower crashing down, much the 1st Hussars’ start time brought immediately reinforced with extra to the dismay of Major Tubbs and his forwards, to cross the start line anti-tank guns, artillery observers men underneath! (the Caen-Bayeux railway line at and more men drawn from 12th SS Bretteville), no later than 1300 hours Pioneer Battalion. 10th June on June 11th. In trying to beat the June 9th had seen the SS division’s Germans to the punch, there was to In the rush to get moving, after re- attacks all halted in hard fghting, be very little preparation time. arming and refuelling in the muster with losses on both sides quickly area near Bray, the 1st Hussar’s escalating. June 10th passed more 11th June attack quickly hit problems, almost quietly, in limited harassing The 1st Hussar received very short running into a Canadian minefeld operations and patrols, neither side notice that the planned attack had laid to protect Norrey from the west. was willing (or able) to push too been brought forward, so there was No time to brief the tank crews meant hard. Only at Putot-en-Bessin would no time to fully prepare and organise. they did not know it was there, it the 12th SS attack in any force, but wasn’t on their maps. 26th SS Panzer Grenadier’s assault The 1st Hussar’s commander was fail to re-capture the village back to immediately lead them into the Warned by Regina Rifes infantry on from the Canadian Scottish, who had attack, aimed at capturing a hill the ground, the lead tankers diverted taken it in an assault the day before. closed to Cheux. The 1st Hussars’ into the village itself and then found squadrons were already under- great diffculty in getting through After three days of ferce combat, strength, not yet having received the rubble of its narrow streets and June 10th was a day to regroup, any replacements from their D-Day sharp corners, each tank having to reinforce and rearm, as both sides and subsequent losses. To assist, a manoeuvre back and forth to get prepared for their own future moves. squadron of the Fort Garry Horse round. Trapped in the bottleneck, the was attached, and the fresh Queen’s Shermans took an age to clear Norrey On June 10th, the commander of Own Rifes of battalion via the lane towards Le Mesnil Patry, 3rd Canadian Division, Major- would provide the tanks with close and so were already strung out as General Keller, decided that he infantry support. Their men were they did. could no longer remain entirely now riding upon the engine decks on the defensive. For the past two of the Shermans. There was no time B Squadron then paused to reform days the Germans had forced him for reconnaissance of the ground, a better line of attack, gathering in to fght a static defensive battle and the attack would be conducted by the felds south-west of the village. the division’s front was in danger of maps and there was no time for a Easily spotted by a waiting enemy, bogging down, still short of even its detailed artillery plan to support it, immediately heavy German artillery D-Day objectives. He decided that instead, forward observers would fre began to hit the village and he had to get his frontlines moving have to make do with shooting at surrounding felds.

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Once into the fat, open country of Squadron’s attack had completely prisoners of war out of hand. For corn and beet felds between the failed. Still, C Squadron pushed 12th SS they had lost just 3 tanks in Norrey and Le Mesnil Patry, the forwards and took over the lead, the battle (although one was later Canadian tanks rolled forwards and but fared no better. Their gunners recovered and repaired), but with encountered the German defences. were shelling Le Mesnil Patry some 180 killed or wounded on the These were deployed in an arc, with with high explosive but they were ground. Heavy infantry losses, but Germans now to the left, right and unable to push on and capture it. At the frontline at Le Mesnil Patry had in front of the Shermans , still with 1615, more German tanks counter- been held. D Company of the Queen’s Own attacked from the right, about a Rifes men on board. At 1530 the dozen Panzer IVs of 5th Company, The 1st Hussar’s heavy defeat Canadians unknowingly advanced 12th SS Panzer Regiment had outside Le Mesnil Patry would into the waiting cauldron and arrived and added to the slaughter, see the two opposing frontlines came under heavy fre from hidden picking off the Shermans as some fnally stabilise. Weeks of attritional anti-tank guns, panzerfausts from of the panzers closed through the fghting now lay ahead as the SS men in hidden foxholes amidst corn to point-blank range. They later 3rd Canadian Division and 12th the corn and MG-42s, scattering the claimed 14 more Sherman kills. SS became locked in a protracted infantry support. Shermans started bloody struggle west of Caen, to burn. One weak platoon of the Queen’s neither able to win any major Own Rifes reached Le Mesnil Patry victory or signifcantly move the To assist the attack the Queen’s Own itself and fought their way into the frontlines until Caen eventually Rifes’ 3" mortar battery deployed village, supported by just two of C fell in late July. Norrey-en-Bessin into a farm courtyard on the edge Squadron tanks, but they did not and Bretteville would remain in of Norrey, with good views of the have the strength to hold their slim Canadian hands throughout and battlefeld and began laying smoke gains and soon had to withdraw. the Germans never found the time rounds as fast as they could, to help The rest of units caught in the or the forces for their major co- the hard-pressed tanks and infantry. cauldron were also rapidly pulling ordinated panzer counter-offensive German observers saw the mortar back into Norrey as best they could. against the British beachhead. fre and directed their own guns on them, incoming rounds sending the Few tanks got away, B Squadron By June 12th, with ever more troops, Canadian mortar crews scurrying had just 2 tanks left on the strength guns and supplies fooding ashore, for cover. at the end of the day. The Queen’s the Allied invasion could no longer Own mortar teams had re-manned be turned back. The Allies were in B Squadron’s Shermans fred HE their mortars and fred all their Europe to stay and, at Norrey, the and MGs wildly, trying to suppress ammunition to try and cover the 3rd Canadian Infantry Division had targets they could not see. Any pell-mell withdrawal. played a major part in securing the orchard, hedge or cornfeld was vital beachheads. liberally sprayed as they tried to Back in Norrey, it was chaos, shells press forwards, the infantry now landing, tanks smashing through crawling through the corn as best cottage walls to escape (one fell they could. Meanwhile, a platoon through the foor and was trapped from 8th Company, 2nd Battalion, in a cellar). There were walking 12th SS Panzer Regiment, led by wounded everywhere. Obersturmführer Hans Siegel, was directed towards Le Mesnil Patry Sunday June 11th would be and counter-attacked. Siegel’s three christened ‘Black Sabbath’ by the Panzer IVs claimed seven Sherman 1st Hussars. B and C Squadrons had kills before return fre knocked them been all but annihilated in what was all out. 1st Hussar’s B Squadron was later called ‘a modern charge of the all but annihilated as one after the light brigade’. The regiment suffered other their Shermans burnt. a third of all it casualties for the entire ETO on that one afternoon. The surviving tankers escaped back to Norrey, passing the frst The Queen’s Own Rifes battalion tanks of C Squadron arriving to counted 55 dead and over a hundred reinforce them – and face the same wounded. Later, they would fnd destruction. the bodies of their wounded men, left on the battlefeld, executed Seeing the attack was failing, 1st by the SS with a single shot to the Hussar’s A Squadron was held temple. The Nazi indoctrination of back, in case the Germans counter- the young SS soldiers had cost them attacked. They formed a defensive their basic human empathy. In the line north of Norrey and tried to course of the fghting these were add some supporting fre to assist not the only atrocities committed C Squadron. In just 30 minutes B by the Hitlerjugend in executing

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THE ARMY LISTS

his section contains two army Logistics, Additional Fire Support For each infantry unit in your Tlists, for creating battlegroups and Specialist Units. battlegroup, you can also include constructed from the two opposed a single unit chosen from either divisions at Norrey-en-Bessin. The Support Assets can only be taken Engineers, Reconnaissance or frst is the Canadian 3rd Infantry by frst including Front Line assets. Specialist Units. Division. In the frst days after For each Front Line asset included D-Day this division had not yet been in your battlegroup, you are allowed Tanks resupplied and some of its equipment to purchase a unit from a Support The front line armour, squadrons of was quite restricted. The attached section. The Support section you the main fghting vehicles, including Armoured Brigade only had Sherman can take is dictated by which Front self-propelled guns as well as tanks. tanks, and was short of Firefies to Line Asset was chosen. The details support them. Its artillery was 105mm are covered below, and again in the For each Tank unit in your US lend-lease M7 Priests, and its anti- Army Lists themselves. battlegroup, you can also include a tank units had US M10 Wolverines single unit from either Engineers, alongside their towed guns. This FRONT LINE ASSETS Logistics, Reconnaissance or gives the division a rather different Forward Headquarters Specialist Units. character to the ‘standard’ infantry This is the battlegroup commander division, which could usually expect (that’s you) and any specialist units Artillery armoured support from infantry that are attached to him, such as These are the guns dedicated to tanks (Churchills in Normandy) and Communications units. The Forward supporting your own battlegroup. fre support from its own 25pdr guns. Headquarters can sometimes be a They might be deployed in close These changes make it a different fghting unit, right up to operating in support, as actual models on the list to the more generic British the tank, whilst attached to it might table, or a bit further to the rear Infantry Division army list found in be radio vehicles, messengers or other as off-table support. These are the Battlegroup: Overlord. sub-commanders. battalion’s, regiment’s or division’s own ‘organic’ guns. Larger guns from The second is 12th SS Panzer. Again, For each Forward Headquarters the supporting Corps, Army and this division has just arrived in theatre unit in your battlegroup, you can Front level artillery units must be and has its own restriction over the include a single unit chosen from taken from Additional Fire Support. standard panzer divsion army list either Logistics, Specialist Units or from Battlegroup: Overlord. Additional Fire Support. For each Artillery unit in your battlegroup, you can also include Each Army List is organised into ten Infantry a single unit from Additional Fire different types of units, divided into These are the ground-pounders, Support. two halves. The frst half is called the squads and Front Line Assets. This consists of platoons of the principal combat units of the fghting infantry, battlegroup, its infantry, tanks and which might be artillery, along with its battlefeld directly supported command and any prepared defences. by infantry-borne heavy weapons The second half is called Support like machine guns Assets, second line and specialist or lighter mortars. units which lend aid to the front line. These include such specialists as Reconnaissance units, Engineers,

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Defences This part of the army list can only be used if the battlegroup is the defender in an Attack-Defence scenario, in which case they may be dug in to prepared positions, behind minefelds and anti-tank ditches, inside pillboxes and strongpoints, etc. Defences do not allow a battlegroup to include any extra support units.

SUPPORTING ASSETS Reconnaissance Any battlegroup can be supported by its parent division’s (or corps’) reconnaissance units, seeking out the enemy for them and aiding the battlegroup commander by providing him with good intelligence on the enemy’s positions and movements. Reconnaissance units vary from infantry patrols on foot, to fast moving units on motorcycles (or even horses), to armoured cars and light tanks and can also include aerial reconnaissance units.

Logistics Second line logistical support units include supply vehicles, that bring extra ammunition and fuel to the is always great, and no battlegroup USING THE BATTLEGROUP front lines, and the medical support commander can have all the aid ARMY LISTS of aid posts and combat medics. They he would like, but Corps, Front The Army Lists included allow you aren’t fghting units, but still fulfl an and Army command can lend the to select a (hopefully) balanced force important role. support of heavier guns, as well as to play a game. The easiest way of providing a few useful tactics, like doing this is to use a Battlegroup Engineers counter-battery fre missions to attack Organisation Chart (see Appendix). Negotiating a battlefeld requires off-table enemy artillery or pre-timed This chart contains all the different many engineering tasks, from barrages and air strikes. types of unit and places to note down building bridges and clearing points values, Battle Ratings and minefelds, to attacking enemy This section also includes the army’s how many Offcer and Scout units it strongpoints with special weapons Close Air Support Table, which is includes. like famethrowers. Engineer used should an aircraft arrive to aid support includes all this, in the form the battlegroup. When creating a battlegroup, units of pioneer (or sapper) units and are ‘bought’, using points. Before a specialised engineering vehicles, like Specialist Units game, the players should have set a bridge-laying vehicles, demolition These are units or vehicles that don’t points limit, for example 1,000 points, units and recovery vehicles. easily ft into the other categories, and these points are spent on units. as well as rare units which, whilst As you select a unit, note it down on Additional Fire Support present in the 1944 fghting, would the Organisation Chart along with Beyond your battlegroup’s parent not have formed the backbone of its Battle Rating, until you have no division, there is a whole army of a battlegroup – often this includes points left. You should only expend extra artillery units that can lend uncommon heavy anti-tank or anti- the points available to you; do not support. Demand upon these units aircraft guns or some unique, ‘Elite’ exceed the total. rated units. 106 BATTLE GROUP • RULEBOOK

Below: Canadian Sherman tanks on their way to the frontline, whilst a Sherman Crab mine-flail watches on, its task already completed. The damage to this photograph imay be from a censor.

UNIT AVAILABILITY INFANTRY REQUIREMENT TABLE The Army Lists also place some Game Level Max Restricted German Infantry Canadian Infantry restrictions on how many units your Points Units Min Max Min Max battlegroup can include. Squad 350 2 1 squad 1 platoon 1 squad 1 platoon Platoon 750 3 1 platoon 2 platoons 1 platoon 2 platoons Infantry Platoons Company 1500 4 2 platoons 3 platoons 2 platoons 3 platoons A battlegroup must include some Battalion 3000 5 3 platoons 6 platoons 3 platoons 6 platoons infantry. It cannot function without infantry to support the tanks and hold the ground it captures. The Restricted Units Restricted unit, but each one still Canadian player and German The Army Lists note some units as counts as a Restricted choice. player have the same maximum being ‘Restricted’. These are rare limits, being relatively equal in units to which an army just would Unique Units the quantities of infantry each side not have easy access. Restricted units Some units have the ‘Unique’ could historically feld. The size of are limited by the size of game. In a special rule. This means you can the game also dictates the minimum Squad-level game, you may take two only include one of them, regardless and maximum amount of infantry Restricted units. In a Platoon-level of the size of the game. Some your force can include, shown on game you may take three Restricted very rare units are rated as both the Infantry Requirement Table units. In a Company-level game, ‘Restricted’ and ‘Unique’; this means above. As noted in the Army Lists you may take four Restricted units. you only have one, and it counts as themselves, some may vary from In a Battalion-level game, you may one of your Restricted choices. these limits to better represent their take fve Restricted units. You can historical make-up. take more than a single unit of a

107 BATTLE GROUP • RULEBOOK

– NORMANDY, JUNE 1944 – CANADIAN 3rd INFANTRY DIVISION BATTLEGROUP FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support

Forward Headquarters ...... 21 pts 3-r BR Forward Signals Unit ...... 18 pts 1-i BR Unit Composition: 3 men Unit Composition: 3 men Transport: None Transport: Radio Medium Truck Special Rules: Senior Offcer, Artillery Spotter, Unique Special Rules: Communications, Unique

Options: Transport Forward Headquarters in: Jeep ...... +2 pts Replace 3 men with: Scout car ...... free M4A4 Sherman tank ...... 44 pts

Forward Air Control Ofcer . . . 26 pts 1-r BR Bedford QLR Radio Truck Unit Composition: 2 men Transport : Jeep Comms Relay Team ...... 14 pts 0-i BR Special Rules: Offcer, Air Spotter 3+, Unique Unit Composition: 2 men Transport: None Options: Upgrade Jeep to: Special Rule: Communications Radio Medium Truck ...... +2 pt Bren Carrier ...... +4 pts Replace 2 men and Jeep with: Wire Team ...... 7 pts 0-i BR Unit Composition: 2 men ...... +6 pts Transport: None Special Rule: Wire Communications

Game Size Infantry Restrictions In a Squad-level game you must include at least 1 Infantry squad. You cannot include more than 1 Infantry platoon. FAC in Humber Scout Car In a Platoon-level game you must take at least 1 Infantry platoon. Motorcycle Dispatch Rider .... 12 pts 0-i BR You cannot include more than 2 Infantry platoons. Unit Composition: 1 man In Company-level games you must take at least 2 Infantry platoons. Transport: Motorcycle You cannot include more than 3 Infantry platoons. Special Rule: Dispatches

In Battalion-level games you must take at least 3 Infantry platoons. You cannot include more than 6 Infantry platoons.

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INFANTRY UNITS Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units.

Infantry Platoon ...... 94 pts 11-r BR For each Platoon you may choose 4 Support units

Platoon Composition: 1 Platoon Command Section, 3 Heavy Machine Gun team ..... 22 pts 1-r BR Rife Sections, a Light Mortar Team and up to 4 Platoon Unit Composition: 3 men with a Vickers HMG Support Options. Include a 3 man loader team ...... +10 pts Mount in a Bren Carrier ...... +6 pts Platoon Command Section Unit Composition: 5 men Special Rules: Offcer, Mortar Spotter PIAT team ...... 14 pts 1-r BR Options: Unit Composition: 2 men with a PIAT Section may include a PIAT ...... +5 pts

3 Rifle Sections Medium Mortar team ...... 24 pts 1-r BR Unit Composition: 10 men with a Bren Unit Composition: 3 men with 3" mortar Special Rules: Bren Team Include a 3 man loader team ...... +10 pts Mount in a Bren Carrier ...... +6 pts Light Mortar Team Unit Composition: 2 men with a 2" mortar Anti-tank Gun...... 34 pts 2-r BR Platoon Support Options Unit Composition: 6 pdr gun with 3 crew The platoon may include up to four of the following Include a 3 man loader team ...... +10 pts additional units. No unit may be taken more than once. Loyd Carrier tow...... +5 pts

Combat Medic...... 8 pts 0-r BR Unit Composition: 1 man Special Rule: Medic

Rife Section ...... 21 pts 2-r BR Carrier Section...... 54 pts 6-r BR (Restricted) Section Composition: 1 Rife Section For each Section you may choose 1 Support unit

Rifle Section Section Composition: 1 Carrier Rife Team, 1 Carrier Unit Composition: 10 men with a Bren Light Mortar Team, 1 Carrier PIAT Team, mounted in Special Rules: Bren Team 3 Bren Carriers.

Carrier Rifle Team Unit Composition: 3 men with a Bren Transport: Bren Carrier

Carrier Light Mortar Team Unit Composition: 3 men with 2" mortar Transport: Bren Carrier

Rifle Section Carrier PIAT Team Unit Composition: 3 men with a PIAT Transport: Bren Carrier

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TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units.

Sherman Tank Troop...... 146 pts 9-r BR Unit Composition: 3 M4A4 Sherman Tanks 1 M4A4 Sherman (Offcer, Mortar Spotter) 1 M4A4 Sherman 1 M4A4 Sherman Firefy

Options: Replace any M4A4 Sherman with ...... +2 pts M4

For a Sherman Tank Troop you may take 3 Support units. Self-Propelled Anti-Tank Gun Unit Composition: 1 SP Anti-Tank Gun Additional Tank M10 Wolverine ...... 34 pts 2-r BR Unit Composition: 1 Tank M4A4 Sherman ...... 48 pts 3-r BR M4 Sherman ...... 50 pts 3-r BR For a Tank Platoon you may take 3 Support units.

ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support.

Forward Observer Team ...... 16 pts 1-r BR Aerial Artillery Observer ..... 66 pts 3-r BR Unit Composition: 2 men Unit Composition: 1 Auster III Transport : Jeep Special Rules: Artillery Spotter+, Unique Special Rules: Artillery Spotter+ Options: Heavy Mortar Team ...... 29 pts 1-r BR Replcae Jeep with Bren Carrier ...... +4 pts Unit Composition: 4.2" mortar and 3 crew Options: Of-Table Mortar Fire Include a 3 man loader team ...... +10 pts Unit Composition: 1 Battery Mount in Bren Carrier ...... +6 pts 2 3" mortars ...... 54 pts 0 BR 2 4.2" mortars ...... 72 pts 0 BR Of-Table Artillery Fire Unit Composition: 1 Battery 2 105mmL22 ...... 90 pts 0 BR 2 6" (naval guns) ...... 140 pts 0 BR

Loyd carrier and 6pdr gun

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DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battlegroup is the Defenders in an Attack-Defence scenario.

Improvised Barricades ...... 5 pts 0 BR 10" of improvised barricades made of earth flled boxes, rubble, furniture, destroyed vehicles etc. Counts as hard cover for infantry behind it.

Machine Gun Dug-Out...... 32 pts 1 BR 3 men and a Vickers HMG in reinforced cover. The Foxholes cover is lost if the MG team move.

Mortar Pit ...... 32 pts 1 BR Artillery Observation Post ...... 26 pts 1 BR 3 men and an 3" mortar in reinforced cover. The cover Special Rules: Artillery Spotter+, Unique is lost if the mortar team moves. A Forward observer team is in reinforced cover. The cover is lost if the FAO team move. Includes an Fortified Building ...... 30 pts 0 BR Forward Observer Team. A single, chosen building, anywhere on the table, it counts as reinforced cover rather than hard cover. Booby-Trapped Building ...... 25 pts 0 BR A chosen building anywhere on the table has been Foxholes ...... 10 pts 0 BR wired with booby-traps. The frst time an enemy unit Deploy up to 10 infantry in foxholes; they count as in enters the building roll a D6. On a 2+, it detonates and reinforced cover until they move. the unit take a 3/3+ HE hit. On a 1 there is a fault and the booby-trap fails to go off! Trenches ...... 10 pts 0 BR Up to 10" of trenches which count as reinforced cover Barbed Wire ...... 10 pts 0 BR for infantry in them. Up to 10" of barbed wire. It is an obstacle for vehicles and infantry. Sniper Hideout ...... 15 pts 0BR A single sniper in reinforced cover. It can be placed Improvised Road Block ...... 5 pts 0 BR anywhere outside of the opponent’s deployment zone. Something large and heavy across a road. Place on any The cover is lost if the sniper moves. road or track, anywhere on the table. It counts as an obstacle. AT Gun Dug-out ...... 20 pts+gun 0 BR+gun Reinforced cover for a single anti-tank gun and crew Anti-Tank Ditch/Embankment ... 20 pts 0 BR until the gun moves. The gun must be purchased from (Restricted) the army list. 10" of ditch or embankment, impassable to vehicles without a bridge. Minefield ...... 20 pts 0 BR A single mixed anti-tank and anti-personnel minefeld. Off-table 17 pdr Anti-Tank Shot . . . 5 pts 0 BR The positions are covered by 17 pdr anti-tank guns Command Bunker .....30 pts 3 BR (Restricted) well-camoufaged behind the lines. You may take a Special Rules: Senior Offcer, Mortar Spotter, Unique single 17 pdr Aimed Fire – Armour-Piercing shot at an A command post in a wood and earth bunker. 4 men enemy vehicle within 30" of your table edge. The shot in hardened cover. The cover is lost if the command will hit on a dice roll of 6, with a penetration value of unit moves. 8. This requires no orders to use.

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RECONNAISSANCE SUPPORT UNITS

Sniper...... 10 pts 1-v BR Infantry Foot Patrol ...... 31 pts 2-r BR Unit Composition: 1 man Squad Composition: 1 Rife Section Special Rules: Sniper Scout Special Rules: Scout, Mortar Spotter, Bren Team

Options: Rifle Section Add a spotter ...... +5 pts Unit Composition: 10 men with a Bren

Spotter: A sniper with a spotter increases its maximum range from 30" to 40", hitting on a 6. Carrier Team ...... 24 pts 1-r BR Squad Composition: 1 Carrier Rife Section Special Rules: Scout, Mortar Spotter Armoured Car Unit Composition: 1 Armoured Car Special Rules: Scout, Mortar Spotter Carrier Rifle Section Humber Scout Car...... 13 pts 1-r BR Unit Composition: 3 men with a Bren gun Humber IV Armoured Car ...... 28 pts 1-r BR Transport: Mounted in a Bren Carrier Dingo...... 13 pts 1-r BR Morris Light Reconnaissance Car ... 13 pts 1-r BR Recon Platoon Command .... 28 pts 2-r BR Unit Composition: 3 men Transport: Jeep Special Rules: Offcer, Scout, Artillery Spotter, Unique

Options: Replace men and Jeep with: Dingo...... +5 pts

Dingo Scout Car Humber Scout Car...... +5 pts

ENGINEER SUPPORT UNITS

Recovery Vehicle Combat Engineer Section .... 26 pts 3-r BR Unit Composition: 1 Recovery Vehicle Squad Composition: 1 Combat Engineer Section Special Rules: Vehicle Recovery, Vehicle Repair Special Rules: Engineers, Bren Team M4 Sherman ARV ...... 22 pts 1-r BR Combat Engineer Section Scammel Pioneer ...... 16 pts 1-r BR Unit Composition: 10 men with a Bren gun M1 Wrecker Heavy Truck ...... 16 pts 1-r BR Options: May take a famethrower ...... +10 pts Armoured Engineering Vehicle May take a mine sweeper...... +5 pts May take up to 3 demoliton charges ... +5 pts each Unit Composition: 1 Armoured Engineering Vehicle M4 Sherman Crab ...... 54 pts 3-r BR Armoured Bulldozer...... 12 pts 1-r BR

112 BATTLE GROUP • RULEBOOK

LOGISTICS SUPPORT UNITS

Ambulance ...... 14 pts 2-i BR (Restricted) Unit Composition: 1 Jeep Ambulance Special Rules: Medic

Options: Upgrade Jeep Ambulance to: Ambulance Medium Truck ...... +2 pts

Forward Aid Post .....20 pts 5-i BR (Restricted) Unit Composition: 4 men with a tent Chevrolet C15 CMP supply truck Special Rules: Unique

Supply Column...... 8 pts 1-i BR Unit Composition: 1 Medium Truck Stretcher Party ...... 10 pts 1-i BR Special Rules: Resupply, Unique Unit Composition: 2 men Special Rules: Medic Options: Add up to 2 Medium Trucks ...... +4 pts each

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SPECIALIST SUPPORT UNITS

Heavy Anti-Tank Gun . . 50 pts 3-r BR (Restricted) Towed Anti-Aircraft Gun Unit Composition: 17pdr anti-tank gun with 3 crew Unit Composition: 1 anti-aircraft gun with crew Options: 40mm Bofors AA gun with 3 crew ....36 pts 1-r BR Add 3 man loader team ...... +10 pts Include a 3 man loader team ...... +10 pts Medium Truck tow ...... +4 pts Medium Truck tow ...... +4 pts M5 halftrack tow ...... +8 pts 20mm Polsten AA gun with 3 crew . . . . 28 pts 1-r BR Include a 3 man loader team ...... +10 pts Jeep tow ...... +2 pts

17pdr anti-tank gun

ADDITIONAL FIRE SUPPORT Counter-Battery Fire Mission ..10 pts 0 BR The counter-battery fre mission is effective on a 5+ Pre-Registered Target Point ....15 pts 0 BR Timed 105mm Barrage...... 20 pts 0 BR Fired by a battery of four 105mmL22 guns. Before the Of-Table Artillery Support Request game, write down which turn the guns will fre on. 3rd Target Priority (5+)...... 5 pts 0 BR The points cost includes a pre-registered target as the 2nd Target Priority (4+) ...... 10 pts 0 BR target point of the barrage. 1st Target Priority (2+) ...... 20 pts 0 BR

Timed 6" Barrage ...... 30 pts 0 BR Canadian Fire Mission Requests Fired by a battery of four 6" naval guns. Before the game, write down which turn the guns will fre on. Brigade Battery (2+ comms test) The points cost includes a pre-registered target as the 1-4 3 3" mortars target point of the barrage. 5-6 3 4.2" mortars

Divisional Battery (3+ comms test) Canadian Close Air Support Table 1944 1 3 4.2" mortars 2-6 2 105mmL22 guns D6 Aircraft 1 Spitfire Naval Battery (5+ comms test) 1 No bombs 1-3 2 6" guns 2-6 2 small bombs 4-5 2 8" guns 6 2 14" guns 2-5 Typhoon 1 2 large bombs 2-3 4 medium bombs Timed Typhoon Air Strike ... 25 pts 0 BR 4-6 8 60lb rockets An air strike by a Typhoon carrying 4 medium bombs. Before the game, write down which turn the aircraft 6 Choose will arrive on. The points cost includes a pre-registered Select any of the above aircraft target as the target point of the air strike.

You may always choose an aircraft from lower down the table over a higher roll. You must still roll for armament.

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– NORMANDY, JUNE 1944 – 12th SS PANZER DIVISION BATTLEGROUP FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support

Forward Headquarters ...... 28 pts 3-r BR Comms Relay Team ...... 14 pts 0-r BR Unit Composition: 3 men Unit Composition: 2 men Transport: SdKfz 251/3 Transport: None Special Rules: Senior Offcer, Artillery Spotter, Unique Special Rule: Communications

Options: Replace 3 men and SdKfz 251/3 with: Wire Team...... 8 pts 0-r BR Panzer IV H ...... +28 pts Unit Composition: 2 men Panther A or G...... +62 pts Transport: None Special Rule: Wire Communications

Motorcycle Dispatch Rider .... 12 pts 0-r BR Unit Composition: 1 man Transport: Motorcycle Special Rule: Dispatches SdKfz 250/3 radio/ command half track Fanatical Resistance ...... 15 pts +D6 BR Forward Signals Unit ...... 18 pts 1-r BR Youth’s, indoctrinated into Nazi philosophies Unit Composition: 3 men almost since birth and believers in the causes of Transport: Radio Medium Truck the Third Reich and German racial supremacy, the Special Rules: Communications, Unique young soldiers of 12th SS fought fanatically for their Fatherland. At the start of the game increase the Battlegroup’s BR rating by a D6. Options: Upgrade Medium Truck to: SdKfz 251/3 Radio Half Track ...... +6 pts SdKfz 250/3 Radio Half Track ...... +6 pts Game Size Infantry Restrictions Replace 3 men and radio truck with: In a Squad-level game you must include at least 1 Infantry squad. Panzer IV H ...... +50 pts +2 BR You cannot include more than 1 Infantry platoon. Panther A or D...... +77 pts +2 BR In a Platoon-level game you must take at least 1 Infantry platoon. You cannot include more than 2 Infantry platoons. Multiple Squad MMGs • German squads equipped with an extra bipod MG34 gain an In Company-level games you must take at least 2 Infantry platoons. additional 3 RoF (for the machine gun, minus two crew). You cannot include more than 3 Infantry platoons. • German squads equipped with an extra bipod MG42 gain an additional 4 RoF (for the machine gun, minus two crew). In Battalion-level games you must take at least 3 Infantry platoons. • If reduced to a single crewman, the MMGs will use their You cannot include more than 6 Infantry platoons. reduced rate of fre.

115 BATTLE GROUP • RULEBOOK

Armoured Panzer Grenadier Platoon ...... 120 pts 11-v BR

For each Platoon you may choose 4 Support units

Platoon Composition: 1 Panzer Grenadier Platoon Medium Mortar team ...... 24 pts 1-r BR Command Squad, 3 Panzer Grenadier Squads and 3 Unit Composition: 3 men with 80mm mortar MG Teams and up to 4 Platoon Support Options. Replace with SdKfz 251/2 ...... +6 pts Include a 3 man loader team ...... +10 pts Panzer Grenadier Platoon Command Squad Unit Composition: 6 men Special Rules: Offcer, Mortar Spotter Anti-tank Gun...... 26 pts 2-r BR Transport Option: Unit Composition: 50mm PaK38 gun with 3 crew Mount in SdKfz 251/10 ...... +12 pts +1-v BR Upgrade anti-tank gun to 75mm PaK40 .... +16 pts Mount in SdKfz 251/1 ...... +10 pts +1-v BR Include a 3 man loader team ...... +10 pts Options: Medium Truck tow ...... +4 pts May take up to 2 Panzerfausts ...... +5 pts each SdKfz 6 half track tow ...... +8 pts SdKfz 251/1 tow ...... +16 pts 3 Panzer Grenadier Squads Unit Composition: 5 men Transport Option: Self Propelled Infantry Gun Mount in SdKfz 251/1 ...... +10 pts +1-v BR SdKfz 251/9 ...... 32 pts 1-r BR Options: May take up to 2 Panzerfausts ...... +5 pts each Squad may add a bipod MG34 ...... +10 pts Towed Anti-Aircraft gun ...... 28 pts 2-r BR Unit Composition: 20mm FlaK and 3 crew Upgrade the MG34 to a bipod MG42 ..... +4 pts Medium Truck tow ...... +4 pts 3 MG Teams SdKfz 10 halftrack tow ...... +8 pts Unit Composition: 3 men with a bipod MG34 Upgrade AA gun to 20mm FlaKvierling ... +14 pts Transport: Transported in platoon’s other vehicles. SdKfz 11 halftrack tow ...... +8 pts Options: Upgrade any MG34 for a bipod MG42 .... +4 pts Armoured Panzer Grenadier Squad . . . . . Platoon Support Options ...... 32 pts 3-v BR Squad Composition: 1 Panzer Grenadier Squad The platoon may include up to four of the following additional units. No unit may be taken more than once. and 1 MG Team Panzer Grenadier Squad Combat Medic...... 8 pts 0-v BR Unit Composition: 5 men Unit Composition: 1 man Transport Option: Special Rule: Medic Mount in SdKfz 251/1 ...... +10 pts +1-v BR Options: Heavy Machine Gun team ...... 21 pts 1-v BR Squad may take up to 2 Panzerfausts ...... +5 pts Unit Composition: 3 men with a tripod MG34 Squad may add a bipod MG34 ...... +10 pts Replace MG34 with tripod MG42...... +4 pts Upgrade the MG34 to a bipod MG42...... +4 pts Include a 3 man loader team ...... +10 pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in squad’s vehicle. Panzerschreck team ...... 24 pts 1-v BR Options: Unit Composition: 2 men with a Panzerschreck Upgrade the MG34 to a bipod MG42 ...... +4 pts

116 BATTLE GROUP • RULEBOOK

TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units.

Panzer IV Platoon...... 150 pts 9-r BR Unit Composition: 3 Panzer IV Hs (or Js) 1 Panzer IV H (Offcer, Mortar Spotter) 2 Panzer IV Hs

Options: Add up to two additional Panzer IVHs Panzer IV Hs ...... +56 pts each

Panther G

Panzer IV Panther Platoon...... 235 pts 9-r BR Unit Composition: 1 Panzer IV Unit Composition: 3 Panther Gs Panzer IV H ...... 56 pts 3-r BR 1 Panther G (Offcer, Mortar Spotter) 2 Panther G Panther Options: Add up to two additional Panther Gs Unit Composition: 1 Panther G Panther G ...... +90 pts each Panther G ...... 90 pts 3-r BR

For a Tank Platoon you may take 3 Support units.

ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support.

Forward Observer Team ...... 16 pts 1-r BR Heavy Mortar Team ...... 29 pts 1-r BR Unit Composition: 2 men Unit Composition: 120mm mortar and 3 crew Transport : Kübelwagen Options: Special Rules: Artillery Spotter+ Include a 3 man loader team ...... +10 pts Mount in Medium Truck or Heavy Car..... +4 pts Options: Upgrade Kübelwagen to: SdKfz 251/18 (as SdKfz 251/3)...... +8 pts Of-Table Mortar Fire Unit Composition: 1 Battery Light Panzer . . 64 pts 4-r BR 2 80mm mortars...... 54 pts 0 BR Unit Composition: 2 Wespe 2 120mm mortars...... 72 pts 0 BR

Self-Propelled Artillery Of-Table Artillery Fire Unit Composition: 1 Self-Propelled gun Unit Composition: 1 Battery Wespe ...... 32 pts 2-r BR 2 105mm (L28) howitzer...... 90 pts 0 BR Hummel ...... 44 pts 3-r BR (Restricted) 2 150mm (L12) infantry guns...... 135 pts 0 BR 2 150mm (L30) howitzer...... 135 pts 0 BR 2 100mm (L52) cannon ...... 126 pts 0 BR

117 BATTLE GROUP • RULEBOOK

DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battle group is the Defenders in an Attack-Defence scenario.

Improvised Barricades...... 5 pts 0 BR Sniper Hideout ...... 15 pts 0 BR (Restricted) 10" of improvised barricades made of earth-flled A single sniper in reinforced cover. It can be placed boxes, rubble, furniture, destroyed vehicles etc. anywhere outside of the opponent’s deployment Counts as hard cover for infantry behind it. zone. The cover is lost if the sniper moves.

Machine Gun Dug-out...... 32 pts 1 BR AT Gun Dug-out 3 men and a tripod MG34 in reinforced cover. The ...... 20 pts+gun 0 BR+gun (Restriced) cover is lost if the MG team move. Reinforced cover for a single anti-tank gun and crew until the gun moves. The gun must be purchased Mortar Pit ...... 32 pts 1 BR separately from the army list. 3 men and an 80mm mortar in reinforced cover. The cover is lost if the mortar team moves. Booby-Trapped Building ...... 25 pts 0 BR Any chosen building on the table has been wired Fortified Building...... 30 pts 0 BR with booby-traps. The frst time an enemy unit A chosen building, anywhere on the table, counts as enters the building roll a D6. On a 2+, it detonates reinforced cover rather than hard cover. and the unit take a 3/3+ HE hit. On a 1, there is a fault and the booby-trap fails to go off! Foxholes ...... 10 pts 0 BR Deploy up to 10 infantry in foxholes; they count as in Improvised Road Block ...... 5 pts 0 BR reinforced cover until they move. Something large and heavy across a road. Place on any road or track, anywhere on the table. It counts as an obstacle.

118 BATTLE GROUP • RULEBOOK

RECONNAISSANCE SUPPORT UNITS

Sniper...... 10 pts 1-v BR Panzer Grenadier Foot Patrol ... 36 pts 3-v BR Unit Composition: 1 man Squad Composition: 1 Panzer Grenadier squad Special Rules: Sniper Scout and 1 MG Team Special Rules: Scout, Mortar Spotter Options: Add a spotter ...... +5 pts Panzer Grenadier Squad Unit Composition: 5 men Spotter: A sniper with a spotter increases its maximum range from 30" to 40", hitting on a 6. Options: May take up to 2 Panzerfausts ...... +5 pts each

Armoured Panzer Grenadier Patrol MG Team Unit Composition: 3 men with a bipod MG34 ...... 36 pts 3-v BR Unit Composition: 4 men with bipod MG42 Options: Transport: SdKfz 250/1 Upgrade any MG34 for bipod MG42 ...... +4 pts Special Rules: Scout, Mortar Spotter

Options: Squad may take a Panzerfaust ...... +5 pts

Motorised Reconnaissance Patrol ...... 18 pts 1-r BR Unit Composition: 3 men SdKfz 234/1 armoured car Transport: Schimmwagen Special Rules: Scout, Mortar Spotter Armoured Car Unit Composition: 1 Armoured Car Recon Platoon Command Special Rules: Scout, Mortar Spotter ...... 36 pts 2-r BR SdKfz 222 ...... 20 pts 1-r BR Unit Composition: 2 men SdKfz 234/1 ...... 22 pts 1-r BR Transport: SdKfz 250/10 SdKfz 234/2 Puma ...... 28 pts 1-r BR Special Rules: Offcer, Scout, Artillery Spotter, Unique SdKfz 234/3 ...... 34 pts 1-r BR SdKfz 250/7 ...... 28 pts 1-r BR (Restricted) SdKfz 250/8 ...... 32 pts 1-r BR (Restricted) SdKfz 250/9 ...... 26 pts 1-r BR (Restricted)

119 BATTLE GROUP • RULEBOOK

Assault Pioneer Squad . 42 pts 3-v BR (Restricted) ENGINEER SUPPORT UNITS Squad Composition: 1 Assault Pioneer Squad and 1 MG Team Recovery Vehicle Unit Composition: 1 Recovery Vehicle Assault Pioneer Squad Special Rules: Vehicle Recovery, Vehicle Repair Unit Composition: 5 men with a Panzerfaust and SdKfz 9 ‘Famo’...... 18 pts 1-r BR 2 demolition charges Bergepanther ...... 40 pts 2-r BR (Unique) Transport: Medium Truck Options: Replace Medium Truck with SdKfz 251/7 .. +8 pts Squad may take a famethrower ...... +10 pts Squad may take a mine sweeper...... +5 pts

MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon’s other vehicles. Options: SdKfz 251/7 pioneer half track Upgrade any MG34 for bipod MG42 ...... +4 pts

LOGISTICS SUPPORT UNITS

Supply Column...... 8 pts 1-i BR Ambulance ...... 14 pts 2-i BR (Restricted) Unit Composition: 1 medium truck Unit Composition: 1 Kübelwagen Ambulance Special Rules: Resupply, Unique Special Rules: Medic

Options: Options: Upgrade Kübelwagen Ambulance to: Add up to 2 medium trucks ...... +4 pts each Ambulance medium truck...... +2 pts SdKfz 251/8 Ambulance ...... +6 pts

Stretcher Party ...... 10 pts 1-i BR Unit Composition: 2 men Forward Aid Post .....20 pts 5-i BR (Restricted) Special Rules: Medic Unit Composition: 4 men with a tent Special Rules: Unique

SPECIALIST SUPPORT UNITS

Anti-Aircraft Vehicle (Restricted) Heavy AA Gun ...... 48 pts 3-r BR (Restricted) Unit Composition: 1 vehicle Unit Composition: FlaK36 88mm gun with 4 crew SdKfz 10 with 20mm ...... 16 pts 1-r BR SdKfz 7 with 20mm Vierling ...... 36 pts 1-r BR Options: SdKfz 6 with 37mm ...... 20 pts 1-r BR Add 3 man loader team ...... +10 pts Flakpanzer 38(t) ...... 21 pts 2-r BR SdKfz 7 tow ...... +8 pts Wirbelwind ...... 48 pts 2-r BR (Unique)

120 BATTLE GROUP • RULEBOOK

ADDITIONAL FIRE SUPPORT

Of-Table Artillery Support Request Pre-Registered Target Point ....15 pts 0 BR 3rd Target Priority (5+)...... 5 pts 0 BR 2nd Target Priority (4+) ...... 10 pts 0 BR 1st Target Priority (3+) ...... 20 pts 0 BR Counter-Battery Fire Mission ..10 pts 0 BR The counter-battery fre mission is effective on a 5+

German Army Fire Mission Requests Timed 80mm Mortar Barrage. . 5 pts 0 BR Fired by a battery of four 80mm mortars. Before the Regimental Battery (3+ comms test) game, write down which turn the guns will fre on. 1-3 2 80mm mortars The points cost includes a pre-registered target as the 4-6 2 120mm heavy mortars target point of the barrage. Divisional Battery (4+ comms test) 1-3 2 105mm (L28) howitzers 4 2 100mm (L52) cannons Timed 105mm Barrage...... 10 pts 0 BR 5-6 2 150mm (L30) howitzers Fired by a battery of four 105mmL28 howitzers. Before the game, write down which turn the guns will fre on. The points cost includes a pre-registered target as the German Close Air Support Table 1944 target point of the barrage.

D6 Aircraft 1-3 Me Bf109 G Wespe, self-propelled 1-4 No bombs 105mm howitzer 5-6 2 small bombs

4-5 Fw-190 G 1-4 8 small bombs 5-6 1 large bomb and 4 small bombs

6 Choose Select any of the above aircraft Timed 150mm Barrage...... 20 pts 0 BR Fired by a battery of four 150mmL30 howitzers. Before You may always choose an aircraft from lower down the the game, write down which turn the guns will fre on. table over a higher roll. You must still roll for armament. The points cost includes a pre-registered target as the target point of the barrage.

121 BATTLE GROUP • RULEBOOK

122 BATTLE GROUP • RULEBOOK

123 BATTLE GROUP • RULEBOOK

SCENARIO 1 - JUNE 7-8th FIRST ASSAULT ON NORREY

map. 2D6 Canadian units may start the game on Ambush Fire. The German attackers are deployed up to 10" from the southern table edge. The CANADIAN DEPLOYMENT Germans are attacking and take the frst turn.

THE BATTLEFIELD The battlefeld is the southern edge of Norrey, with a few outlying buildings of the village in the north-east corner, occupied by the Canadians, then cornfelds, pasture and orchards to the south.

OBJECTIVES There is a single objective on the battlefeld, a building on the edge of Norrey. Neither side can claim an all objectives secured victory. GERMAN DEPLOYMENT SPECIAL RULES Night Fight: This battle takes place at Scenario Size: Platoon by their half tracks, will conduct the night and night fghting rules should assault on Norrey-en-Bessin, striking be used. Timing: Play this scenerio before turn from the south-east and south-west 1 of the campign, so before any map of the village. They will be supported ALTERNATIVE FORCES movement has started. by their own self-propelled guns, but This scenario lists historical forces are expecting to catch the Canadians for the battle, but players might like SITUATION REPORT by surprise and overrun the village to refght the scenario using their 26th SS Panzer Grenadier Regiment, against minimal resistance. own collections and the army lists. under Standartenführer Wilhelm In this case the Canadian player get Mohnke, have instructions to launch Further west, 2nd Battalion will 500 points and can take Defences. The a rapid night attack to recapture simultaneously assault the Winnipeg German player gets 550 points and Norrey-en-Bessin and Putot-en- Rifes in Putot-en-Bessin. cannot take any tanks. Bessin. As yet, no tanks have arrived in the area to support the attack THE BATTLE CAMPAIGN VICTORY POINTS and the artillery still isn’t in place Play the game on a 6'x 4' table. The The winner of this battle gains a either, so the regiment is on its Canadians are defending and are bonus +1 campaign victory point. own. Sturmbannführer Krause’s 1st deployed frst, dug-in on the northern Battalion, dismounted but supported third of the table, as shown on the

CANADIAN FORCES GERMAN FORCES Forward HQ – 3 men Forward HQ – 3 men in SdKfz 251/3 Comms relay team Armoured Panzer Grenadier Platoon (veterans) they Infantry Platoon must start the game dismounted from their half tracks. Combat Medic 2 Panzerfausts per squad and each MG Team is PIAT team upgraded to an MG42. Vickers HMG and loader team 1 SdKfz 251/10 and 3 SdKfz 251/1s Sniper with spotter Armoured Panzer Grenadier Platoon (veterans) they Artillery Observer Team – 2 men must start the game dismounted from their half tracks. Any of the above may start the game dug-in to foxholes 2 Panzerfausts per squad and each MG Team is upgraded to an MG42. 2 Pre-Registered Target Points 1 SdKfz 251/10 and 3 SdKfz 251/1s Battery of 2 105mmL22 guns (off-table) Battery of 2 105mmL22 guns (off-table) 2 SdKfz 251/9s 2 Minefelds Battery of 2 80mm mortars (off-table)

BR Total: 20 Total BR: 35 Total Officers: 2 (including senior offcer) Total Officers: 3 (including senior offcer) 124 BATTLE GROUP • RULEBOOK

SCENARIO 2 - JUNE 8-9th SURROUNDED AT LA FERME DE CARDONVILLE Scenario Size: Squad

Timing: Play this scenerio before turn 4 of the campaign, after completing campaign turn 3.

SITUATION REPORT During their night attack on Bretteville, 12th SS Panzer Regiment have divert some Panther tanks south, splitting from the main assault, CANADIAN DEPLOYMENT to try to move round and launch an DEPLOYMENT attack from the west of the town.

These tanks, moving cross-country in the dark, stumbled across the Regina Rifes’ D Company, dug-in at the GERMAN imposing La Ferme de Cardonville, a large farm with a two storey house, barns and outbuildings surrounded by an 8' tall and 2' thick stone wall, fanked by several orchards. The panzer crews were unaware of the Canadian presence until somebody THE BATTLEFIELD All units inside the farm and its (against orders) opened fre. The battlefeld is La Ferme de buildings gain a reinforced cover Cardonville with its surrounding save (3+) instead of the usual hard A frantic and confused night fght orchards and felds. The southern cover save. took place, with the Panthers table edge is the railway cutting for constantly moving around the farm the Caen-Bayeux railway line, but ALTERNATIVE FORCES fring. The Candian 6 pdr guns in this could be left as the edge of the This scenario lists historical forces the orchard were knocked out and table rather than actually represented. for the battle, but players might like one tank charged the gate and was to refght the scenario using their damaged by mines, before they all OBJECTIVES own collections and the army lists. withdrew, leaving D Company still There are no objectives on the In this case the Canadian player get in place. battlefeld. 300 points and can take Defences. The German player gets 400 points. THE BATTLE SPECIAL RULES Play the game on a 6'x 4' table. The Night Fight: This battle takes place at CAMPAIGN VICTORY POINTS Canadians are defending and are night and night fghting rules should The winner of this battle gains a deployed frst, dug-in around the be used. bonus +2 campaign victory point. farm and in the orchards, as shown on the map. A D6 Canadian units Farm Fortress: may start the game on Ambush Fire. This farm is CANADIAN FORCES very sturdily Forward HQ – 2 men (Captain Brown, senior officer) The German attackers are deployed constructed Infantry Platoon with up to 12" from the southern table of thick stone. PIAT team edge. The Canadians have the Ad hoc AT team – 2 men with anti-tank grenades elements of surprise and take the frst Ad hoc AT team – 2 men with anti-tank grenades turn. Vickers HMG team Any of the above may start the game dug-in to foxholes

2 6pdr anti-tank guns with loader teams in anti-tank GERMAN FORCES gun dug-outs, with Loyd carrier tows Panther Platoon – 5 Panther tanks (1 officer) 1 Minefeld (must be placed on the track to the farm’s gate)

Total BR: 15 BR Total: 22 Total Officers: 1 Total Officers: 2 (including senior offcer)

125 BATTLE GROUP • RULEBOOK

SCENARIO 3 - JUNE 9th LÜDEMANN’S HUNTING PANTHERS

GERMAN OBJECTIVES There are no objectives on the table, this is a straight fght.

DEPLOYMENT SPECIAL RULES Off-table Firefly: The Canadian position is covered by Firefy tanks. As well as those on the table, another off-table tank can fre a single 17pdr shot at a German tank within 50" of the western table edge, once per DEPLOYMENT turn. The shot hits on a 6, with a penetration value of 6. This does not cost an Order.

German Command Confusion: CANADIAN Confused as to where the fring was coming from, especially as it penetrated their tanks, the German tank commanders rapidly lost control of the battle and made a quick retreat. Each turn the German player only gets a D6 dice roll for his command Scenario Size: Platoon Canadian units may start the game and control, instead of the usual 2D6 on Ambush Fire. The German His 2 offcers are still added to the Timing: Play this scenario before attackers are deployed in the north- result. turn 6 of the campaign, after eastern table corner, up to 10" from completing campaign turn 5. the table edge, as shown on the map. ALTERNATIVE FORCES The Germans are attacking and take This scenario lists historical forces for SITUATION REPORT the frst turn. the battle, but players might like to Hauptman Lüdemann is leading his refght the scenario using their own platoon of Panther tanks in a rapid THE BATTLEFIELD collections and the army lists. In this attack against Norrey from the north- The battlefeld is beyond the north case the Canadian player gets 600 east. He has very limited infantry eastern edge of Norrey and the points and can take Defences. The support, represented here by just two open felds towards the railway line German player gets 550 points. squads, but has orders to press his and Le Villeneuve . They are open attack quickly to catch the Canadians pastures and cornfelds, dissected CAMPAIGN VICTORY POINTS by surprise. Unfortunately, unknown by the railway line. There are a few The winner of this battle gains a to the Germans, the Canadians have trees and hedges, but the ground bonus +2 campaign victory points. been reinforced by Sherman tanks here is very fat and open. In the and several Firefy of the 1st Hussars, north-west corner is the small train and Lüdemann’s attack is moving station building of Norrey-en-Bessin directly into their gun-sights. halt. In the south- west corner is a THE BATTLE hedged orchard, CANADIAN FORCES Play the game on a 6'x 4' table. the position of the Sherman Troop - 3 M4 Shermans (1 Officer, 1 Firefly) The Canadians are defending and Regina Rife’s anti- Infantry Platoon, may start dug-in in foxholes are deployed frst, dug-in on their tank guns on the PIAT team western third of the table. A D6 day. 2 6pdr anti-tank guns, in anti-tank gun dug-outs. 1 Pre-Registered Target Point Battery of 2 105mm L22 guns (off-table) GERMAN FORCES Off-table 17 pdr shot (1 per turn, see special rules) Panther Platoon – 3 tanks (1 officer) Panther Platoon – 3 tanks (1 officer) Canadian Reinforcements – arriving anywhere on 2 Panzer Grenadier Squads (each MG team has an western table edge on turn 5. MG42s, each squad has 1 Panzerfaust) - veteran Sherman Troop - 3 M4 Shermans (1 Officer, 1 Firefly)

Total BR: 24 BR Total: 34 Total Officers: 2 Total Officers:

126 BATTLE GROUP • RULEBOOK

SCENARIO 4 - JUNE 11th BLACK SABBATH 1st HUSSAR’S ATTACK Scenario Size: Company

Timing: Play this scenerio before turn 11 of the campaign, after completing campaign turn10.

SITUATION REPORT CANADIAN

B Squadron of the 1st GERMAN Hussars are about to launch their attack from Norrey-en-Bessin towards

DEPLOYMENT le Mesnil Patry. They are DEPLOYMENT the vanguard of a larger armoured attack, but face a well dug-in and determined enemy, ready for them with anti-tank guns and Panzerfausts, supported by their artillery and with reinforcing panzers on the way. The Canadian tankers are unaware of the storm that is about to break on them and face a tough task in driving the SS back into Le Mesnil Patry and beyond. OBJECTIVES ALTERNATIVE FORCES There are two objectives on the This scenario lists historical forces This battle recreates about the frst half table: the farm buildings at Chateau for the battle, but players might like an hour of the 1st Hussars attack but Mesnil and the junction of tracks in to refght the scenario using their can be extended into a longer battle as the centre of the table. The Germans own collections and the army lists. In C Squadron arrive to join the fray. cannot claim an all objectives secured this case the Canadian player get 750 victory but the Canadians can. points. In the expanded battle, add THE BATTLE another 500 points of reinforcements. Play the game on a 8'x 6' table. SPECIAL RULES The Germans are defending and Communications Breakdown: The The German player gets 850 points are deployed frst, dug-in on their 1st Hussars are dogged by technical and can take Defences. In the western half of the table. Well aware problems with their radios. For this expanded battle, add a further 300 of the Canadian attack, 2D6 German battle, Canadian communications points of reinforcements. units may start the game on Ambush tests are passed on a 4+ instead of the Fire. usual 3+. Also, the senior offcer may EXPANDING THE BATTLE not use his re-roll in the game and With the time, space and forces, The Canadians initial attackers are cannot use the tactical co-ordination this battle can be extended to deployed within 10" of the eastern order either. include C Squadron’s following table edge. The Canadians are attack by adding the listed optional attacking and take the frst turn. Firefly Shortage: 2nd Canadian reinforcements to both sides, Armoured Brigade did not yet including the additional BR and THE BATTLEFIELD have its full compliment of Firefy offcers. The battlefeld is beyond the western tanks. At this time about 1 in 6 of edge of Norrey and the felds and their Shermans was a Firefy (not CAMPAIGN VICTORY POINTS orchards towards Le Mesnil Patry the TO&E 1 in 4). Note, that there The winner of this battle gains a and Chateau Mesnil. They are open are only Firefies with the Sherman bonus +3 campaign victory points. beat and cornfelds, dissected by Troops were given in the lists, small farm tracks. There are a few otherwise all Shermans are 75mm orchards and hedges, but the ground gun armed versions. here is quite fat and open.

127 BATTLE GROUP • RULEBOOK

CANADIAN FORCES GERMAN FORCES B Squadron, 1st Hussars (under strength) Senior Offcer – 3 men, these must deploy in Chateau Forward HQ – in M4 Sherman (senior officer) Mesnil 1st Troop – 3 x M4 Shermans (1 Firefly, 1 Officer) Artillery Observer Team – 2 men 2nd Troop – 3 x M4 Shermans (1 Officer) 2 x PaK40 anti-tank guns, with loader teams, in anti- 3rd Troop – 3 x M4 Shermans (1 Officer) tank gun dug-outs

D Company, Queen’s Own Rifles of Canada Assault Pioneer Platoon Infantry Platoon, on foot (may start as tank riders) PHQ of 5 men, 3 pioneers squads each with 1 Infantry Platoon, on foot (may start as tank riders) Panzerfaust and AT grenades with MG teams, all Battery of 3 3" mortars (off-table) upgraded with MG42s - veteran

BR Total: 52 Additional Assault Pioneer Squad with 1 Panzerfaust Officers: 6 (including senior offcer) and AT grenades, upgraded with MG42s (in foxholes) - veteran

OPTIONAL CANADIAN REINFORCEMENTS Additional Assault Pioneer Squad with 1 Panzerfaust Arriving via the eastern table edge on the turn given and AT grenades, upgraded with MG42s (in foxholes) - veteran Turn 10 Sherman Troop – 3 Shermans (1 Firefly, 1 Officer) 1 Sniper and spotter Infantry Section (as tank riders) 2 Pre-Registered Target Points 3 Counter Battery fre missions Turn 11 Battery of 2 80mm mortars (off-table) Sherman Troop – 3 Shermans (1 Officer) Battery of 2 150mm guns (off-table) Infantry Section (as tank riders) Infantry Platoon HQ (as tank riders) Reinforcements – arriving on Turn 5, anywhere on the western table edge Turn 12 Panzer IV Platoon – 3 Panzer IV Hs (1 officer) Sherman Troop – 3 Shermans (1 Firefly, 1 Officer) Infantry Section (as tank riders) BR Total: 39 Senior Offcer – in M4 Sherman Officers: 3 (including senior offcer)

Extra BR: +35 Extra Officers: +4 OPTIONAL GERMAN REINFORCEMENTS Arriving within 30" of the north-west corner of the table (near Le Mesnil Chateau).

Turn 12 3 Panzer IV Hs (1 officer)

Turn 13 3 Panzer IV Hs (1 officer)

Extra BR: +18 Extra Officers: +2

128 BATTLE GROUP • RULEBOOK CANADIAN EQUIPMENT ARMOURED VEHICLES

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M4 Sherman 9" 14" - K L N 75mmL40 Turret 9 (A1, A2 and A3) MG Co-axial - MG Bow -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M4A4 Sherman 8" 12" - K L N 75mmL40 Turret 9 MG Co-axial - MG Bow -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M4A4 Sherman 8" 12" - K L N 17 pdr Turret 7 Firefy MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M4 Sherman Crab 9" 14" Engineer K L N 75mmL40 Turret 9 MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M4 Sherman ARV 9" 14" Recovery L L N MG Bow - Repair Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M10 Wolverine 9" 14" - M N O 76mmL53 Turret 6 Open-Topped MG Pintle -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Dingo 8" 12" - N O O LMG Hull - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Humber Scout Car 8" 24" - O O O LMG Pintle -

129 BATTLE GROUP • RULEBOOK

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Humber IV 8" 24" - M O O 37mmL53 Turret 12 MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Humber Light 8" 24" - O O O LMG Hull - Recce Vehicle I

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

M5/M9 Halftrack 12" 24" - N O O MG Pintle - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Loyd Carrier 10" 15" - O O O - - - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Armoured Bulldozer 4" 6" Engineer O O O - - -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Bren Carrier 10" 15" - O O O LMG Hull - Open-Topped

SOFT-SKINNED VEHICLES

Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 no BR counter Jeep 6" 24" 2 3 Bedford MWD 6" 24" 2 8 Bedford OXD 6" 24" 3 12 Bedford OYD 6" 24" 3 14 Bedford QLT/ QLD 6" 24" 3 22 Scammel Pioneer 6" 24" 4 1 vehicle recovery M1 Wrecker 6" 24" 4 1 vehicle recovery Austin K2 ambulance 6" 24" 2 - medic AIRCRAFT

Aircraft Role Hits Weaponry

Typhoon Fighter Bomber 4 4 20mm cannons 8 60 lbs rockets, or 4 medium bombs, or 2 large bombs

Spitfire Fighter 3 2 20mm cannons 2 small bombs

Auster III Spotter Plane 2 -

130 BATTLE GROUP • RULEBOOK

CANADIAN GUNS MORTARS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 2" HE 3/5+ 1 1 1 1 1 1 3" HE 4/4+ 2 2 2 2 2 2 4.2" HE 6/4+ 3 3 3 3 3 3

AUTOCANNONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

20mm HE - 1 1 1 1 1 1 AP - 2 2 1 1 1 - 40mmL60 Bofors HE - 1 1 1 1 1 1 AP - 3 3 2 2 1 -

VERY LIGHT GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 37mmL53 HE 2/5+ 1 1 1 1 1 - AP - 4 4 3 2 1 - 6 pdr HE 3/5+ 2 2 2 2 2 - AP - 7 7 6 5 4 -

LIGHT GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 75mmL40 HE 4/4+ 3 3 3 3 3 - AP - 6 6 5 4 3 - 17 pdr AP - 11 11 10 9 8 7

MEDIUM GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

105mmL22 HE 5/3+ 4 4 4 4 4 - 6" naval gun HE 7/3+ 6 6 6 6 6 -

HEAVY GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 8" naval gun HE 7/2+ 8 8 8 8 8 8 14" naval gun HE 13/2+ 12 12 12 12 12 12

131 BATTLE GROUP • RULEBOOK

INFANTRY ANTI-TANK WEAPONS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

PIAT AP - 5 - - - - -

AIRCRAFT WEAPONS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

60lb Rocket HE 5/4+ - - 8 - - - GERMAN EQUIPMENT ARMOURED VEHICLES

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Panzer IV H or J 8" 12" - K N(M) N 75mmL48 Turret 9 MG Co-axial - MG Bow -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Panther 10" 14" - H K L 75mmL70 Turret 8 MG Co-axial - MG Bow -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Bergepanther 10" 14" Recovery I K L MG Pintle - Repair

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/1 12" 16" - O O O MG Pintle - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/2 12" 16" - O O O 80mm mortar Hull 6 Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/3 or 12" 16" - O O O MG Pintle - SdKfz 251/18 Open-Topped

132 BATTLE GROUP • RULEBOOK

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/7 12" 16" Bridging O O O MG Pintle - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/8 12" 16" Medic O O O - - - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/9 12" 16" - O O O 75mmL24 Hull 12 Open-Topped MG Pintle -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 251/10 12" 16" - O O O 37mmL43 Hull 15 Open-Topped MG Pintle -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/1 12" 16" - O O O MG Pintle - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/3 12" 16" - O O O MG Pintle - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/7 12" 16" - O O O 80mm mortar Hull 4 Open-Topped MG Pintle -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/8 12" 16" - O O O 75mmL24 Hull 7 Open-Topped MG Pintle -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/9 12" 16" - O O O 20mmL55 Turret 10 Open-Topped MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 250/10 12" 16" - O O O 37mmL43 Hull 10 Open-Topped MG Pintle - 133 BATTLE GROUP • RULEBOOK

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 222 8" 24" - O O O 20mmL55 Turret 18 MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 234/1 8" 24" - N O O 20mmL55 Turret 18 MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 234/2 8" 24" - N O O 50mmL60 Turret 6 MG Co-axial -

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

SdKfz 234/3 8" 24" - N O O 75mmL24 Hull 5 Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Flakpanzer 38(t) 9" 13" - M O O 20mmL55 Turret - Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Wespe 8" 12" - N O O 105mmL28 Hull 3 Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Hummel 8" 12" - N O O 150mmL130 Hull 2 Open-Topped

VEHICLE MOVEMENT ARMOUR ARMAMENT Off-Road Road Special Front Side Rear Weapon Mount Ammo

Wirbelwind 8" 12" - L N O Quad 20mmL55 Turret - Open-Topped MG Bow -

1341 BATTLE GROUP • RULEBOOK

GERMAN GUNS MORTARS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 80mm HE 4/4+ 2 2 2 2 2 2 120mm HE 6/4+ 3 3 3 3 3 3

AUTOCANNONS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

20mmL55 HE - 1 1 1 1 1 - AP - 2 2 1 1 1 - 37mmL57 HE - 2 2 2 2 2 - AP - 3 3 2 2 1 -

VERY LIGHT GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

37mmL43 (PaK36) HE 2/5+ 1 1 1 1 1 - * Stielgranate 41 AP - 4 (7)* 4 (7)* 3 2 1 - 50mmL60 (PaK38) HE 3/5+ 2 2 2 2 2 - AP - 5 5 4 3 2 -

LIGHT GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 75mmL24 HE 4/4+ 2 2 2 2 2 - AP - 4 4 3 2 1 - 75mmL46 (PaK40) HE 4/4+ 3 3 3 3 3 3 AP - 8 8 7 6 5 4 75mmL48 HE 4/4+ 3 3 3 3 3 3 AP - 8 8 7 6 5 4 75mmL70 HE 4/4+ 3 3 3 3 3 3 AP - 11 11 10 9 8 7

MEDIUM GUNS

WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70"

88mmL56 (Flak36) HE 4/3+ 3 3 3 3 3 3 AP - 9 9 8 7 6 5 100mmL52 (K18) HE 5/3+ 4 4 4 4 4 4 AP - 10 10 9 8 7 6 105mmL28 HE 5/3+ 3 3 3 3 3 - 150mmL12 (sIG33) HE 7/3+ 5 5 5 5 5 - 150mmL30 HE 7/3+ 5 5 5 5 5 -

135 BATTLE GROUP • RULEBOOK

SOFT-SKINNED VEHICLES

Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 no BR counter Motorcycle and sidecar 6" 24" 1 2 no BR counter Staff car 6" 24" 2 3 Kübelwagen 6" 24" 2 3 Schwimmwagen 6" 24" 2 3 amphibious Steyr/Horch Heavy Car 6" 24" 2 5 Opel Blitz (medium truck) 6" 24" 3 12 Opel Maultier 12" 16" 3 12 Heavy Truck 6" 24" 4 24 1 tonne SdKfz 10 12" 16" 2 5 3 tonne SdKfz 11 12" 16" 3 8 5 tonne SdKfz 6 12" 16" 3 10 8 tonne SdKfz 7 12" 16" 4 12 12 tonne SdKfz 8 12" 16" 4 15 18 tonne SdKfz 9 ‘Famo’ 12" 16" 5 - repair recovery AIRCRAFT Aircraft Role Hits Weaponry

Fw-190 G Fighter 3 2 x 20mm cannons 8 x small bombs or 1 x large bomb and 4 x small bombs

Me Bf109 G Fighter 3 4 x MGs 1 x 30mm cannon (as 37mm) 2 x small bombs

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