1 The numerous actions carried out by men from Setting up the Campaign Allied airborne units across the Rendezvous with Destiny focuses on two units, the battlefront present to us wargamers a multitude of attacking towards unique scenarios and campaign possibilities. The and 2nd Fallschirmjäger Division defending it. daring struggle over Carentan, however, has piqued However, we will be focused on platoon-sized units the interest of many historians and players alike. which are at the heart of this very large action. The meeting of the 101st Airborne Division and the 2nd Fallschirmjäger Division provides a dramatic Both sides have three platoons of infantry available insight into the war as the best from both sides to achieve their objectives. Only one platoon may be come face to face. The turning point that was committed to attack in each campaign turn. No Carentan was a vital part of the success of Operation platoon may attack in consecutive turns; however, a Overlord, and to have the opportunity to simulate platoon may defend in any number of consecutive such events on the tabletop is a difficult one to pass turns. up. At the beginning of the campaign, first platoon will The following campaign has been designed to run be used in Game One and then be replaced by the with At the Sharp End, the campaign supplement for second platoon in Game Two. After which the player Chain of Command. As such, not all the campaign will be able to choose whether he uses first platoon rules are duplicated here. Instead all the rules within again in Game Three, or whether the fresh third At the Sharp End apply unless otherwise stated. platoon is committed. This continues through the campaign with the player choosing which of their Rendezvous with Destiny is an Abbreviated Full Map platoons play in each campaign turn. Campaign which uses five rungs. The US paratroopers must attack to the South and secure Neither player will receive reinforcements nor the town of Carentan. The German forces must replacements during the campaign. They may elect prevent this by holding the line and launching their to combine two platoons at the end of any Game in own localized counterattacks. the campaign. However, this amalgamated unit may never be larger or better equipped than a full- The Campaign Ladder strength platoon as listed in the Army List, nor may The master map shows the five tables used in this a composite platoon play in a campaign turn if any campaign. These are as follows: element of it was committed to the action in the previous turn. Table Name Scenario 1 Charge at Ingouf Farm 2 After two platoons are combined, any "spare" men 2 Fighting in the Hedges 5 over and above a full-strength platoon may be kept 3 The Cabbage Patch 3 at Company HQ to be used as replacements in 4 On the Outskirts of Town 4 subsequent turns, or may be attached to another 5 Green Devil’s Last Stand 6 under-strength platoon.

2 Initiative Command Dice. The flare lasts until the end of the The campaign will begin with the US player holding Turn. All other rules remain the same. the initiative and attacking in Scenario One. After Using Big Chain of Command with the Campaign that, who holds the initiative at the beginning of While this campaign is designed with two players in each campaign turn will depend on the victor of the mind, all the following scenarios can work with previous Game. three or more people commanding additional platoons. To do so divide the available support While this campaign focuses on the US attack points as noted for each scenario between the against German-held territory, some of the players on each side. scenarios attempt to recreate the numerous counterattacks the defending forces made. The Army Lists & Briefings Therefore, in Scenarios Two and Three while the US The following briefings should be handed to the US player may retain initiative the German player is the and German players, along with the lists used for the “attacker” for setup purposes. If the German player forces in this campaign. They are both based on the has the initiative they may choose to push the US standard organization for the period, but with forces back down the Campaign Ladder. They will support options specific to this campaign and based always play the Scenario as described in the setups on what equipment was known to be in the area at that appear later in this document. the time.

Consolidating & Strengthening Defenses Neither side may consolidate their defenses during the campaign. However, both sides may strengthen their defenses as covered in At the Sharp End.

Casualties, Replacements & Reinforcements For both players, casualties are treated according to the rules in At the Sharp End. Due to this both players will need to track the strength of their three platoons as they are committed to action.

Wild Card Options This campaign has no Wild Card options.

Campaign Notes The following note apply to all scenarios during the campaign.

Night Fighting and Time Scale The struggle for Carentan occurred historically over the course of about four days, with some actions occurring at night. To simulate this, every third Game of the campaign will use night rules. Visibility is limited to 18” unless aided by artificial light. One Senior Leader on both sides possesses a flare pistol which can be fired with one Command Initiative. Further flare shots require the use of a Chain of 3 1

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4 Pre-game Barrage Roadblock List Three 60mm mortar Team, five crew Parachute Platoon LMG on bipod mount, three crew The elite of the US forces, the Parachute Infantry are Sniper Team a tough, gritty force which makes up for in firepower List Four what it lacks in numbers. It is well trained, ably led, MMG on tripod mount, five crew and is rated as Elite. List Five Forward Observer and 81mm mortar battery Command Dice: 5 M3 anti-tank gun, five crew and Junior Leader Parachute Squad with Junior Leader HQ Squad Lieutenant, Senior Leader with carbine All Teams and Squads from the Support Lists are Platoon Sergeant, Senior Leader with SMG rated as Elite unless otherwise stated. Bazooka Team, two crew Items in red may only be purchased when attacking. Squads One and Two Sergeant, Junior Leader with SMG Items in blue may only be purchased when LMG Team Rifle Team defending. M1919A4 .30 Cal LMG Eight rifles Three crew The support list options here are the same as those in the main Chain of Command rule book, with the Mortar Squad same specific rules applying. However, the following 60mm mortar Team, five crew options are unique to this campaign.

National Characteristics are the same as those listed 60mm Mortar Team in the main rule book for a US force: Marching Fire! The 60mm mortar has no smoke rounds and only and Scout. US paratroopers are Aggressive in Close fires HE. It has a minimum range of 18”, but closer Combat. than that the crew may use their rifles.

SUPPORT OPTIONS Add SMG to Squad The parachute forces were known to distribute The following support list is used for this campaign, submachine guns to bolster their firepower. A which attempts to represent the limited assets maximum of three may be assigned to a Squad, each available for the US parachute forces operating in replacing one rifleman from the Rifle Team. this area on D-Day.

Forward Observer and 81mm mortar battery US Parachute Support List The battery is equipped with both HE and smoke List One rounds. Consult the rule book for the firing Add SMG to Squad procedures of both ammunition types. Adjutant

Entrenchments for one Team Jeep, no crew Medical Orderly Satchel Charge List Two Bazooka Team, two crew 5 Senior Leader Truck List Three Sniper Team Fallschirmjäger Zug List Four The parachute forces are among the best troops the MMG on tripod mount, five crew Germans can field, proving tough opposition in Italy List Five and now . It is well armed, highly capable, and Fallschirmjäger Gruppe with Junior Leader is rated as Elite. Forward Observer and 8cm mortar battery Pak 40 anti-tank gun, five crew and Junior Leader Command Dice: 5 All Teams and Gruppe from the Support Lists are HQ Gruppe rated as Elite. Unteroffizier, Senior Leader with SMG Panzerschreck Team, two crew Items in red may only be purchased when attacking.

Gruppe One to Three Items in blue may only be purchased when Obergefreiter, Junior Leader with SMG defending. LMG Team LMG Team MG42 MG42 The support list options here are the same as those Two crew Two crew in the main Chain of Command rule book, with the Two rifles Two rifles same specific rules applying. However, the following One SMG options are unique to this campaign.

National Characteristics are the same as those listed Add FG42 to one Gruppe in the main rule book for a German force: One of many unique weapons designed for German Maschinengewehr and Handgranaten! paratroopers, this weapon was capable of semi and fully automatic firing. Treat it as an Assault Rifle per SUPPORT OPTIONS the main rules. This replaces one rifleman in either The following support list is used for this campaign, LMG Team, with a maximum of four per Gruppe. which attempts to represent the limited assets available for the German Fallschirmjäger forces Add Panzerfaust to one Gruppe operating in this area on D-Day. The panzerfaust is used like a hand grenade, requiring a Command Initiative to fire. They are not German Fallschirmjäger Support List allocated to specific figures, but are with the Gruppe List One until they are required. This option provides two weapons. Add FG42 to one Gruppe

Add Panzerfaust to one Gruppe Truck Adjutant The Germans had numerous trucks to transport Barbed Wire men and supplies around Normandy. It may hold Entrenchments for one Team one Gruppe or two Teams. Medical Orderly Minefield List Two Panzerschreck Team, two crew Pre-game Barrage Roadblock

6 US Campaign Briefing German Campaign Briefing It has been a hard slog since we landed five days ago, Normandy has been set alight with the onset of the but we have been giving the Germans a helluva Allied invasion, and we are in the thick of it! You and time! The fighting has been tough, against both your men were of the few that made it out of St. enemy regulars and what appear to be more elite Come-du-Mont before it was seized by the paratroop forces, but slowly we have pushed them Americans. Quickly heading South and crossing the to the Southeast. With St. Come-du-Mont secured Douve River you met up with friendly forces. to the North, we are ready to proceed across the Douve and take the important town of Carentan. Now back at the front, you and your men have been tasked with the defense of the key town of The higher ups apparently have their hearts set on Carentan. This area is proving to be of vital this town, and it is easy to see why. By taking it, we importance as it appears to be the link up position can link up our boys landing on the Utah and Omaha between two Allied landings on the coast. Word has beaches and begin to cut off the . come down that Isigny to the Northeast has been That will really throw the krauts off guard! The taken by the Americans, and with the American Germans however know this too, and will be waiting airborne forces approaching from the Northwest it behind every hedgerow from here to town square. appears they are attempting a pincer attack.

The division has formed up and we established With remnants of Grenadier and Ost-battalion positions across the Douve River just yesterday, so forces shoring up the approaches from Isigny, our we are next up on the line. This is the first jump that duty is to hold the line against attacks from the the 101st has really been a part of, but the boys are American paratroopers approaching from St. Come- fired up and ready to take it to ‘em! du-Mont. They are a formidable foe but lack heavy support, so we will launch swift counterattacks at You have under your command a company of every opportunity that presents itself. airborne infantry. It is up to you to decide which platoon attacks in each engagement and manage You have under your command a Kompanie of this force after the battle has ended. It is unlikely Fallschirmjäger. It is up to you to decide which that you will receive replacements or platoon attacks in each engagement and manage reinforcements for the duration of this action. this force after the battle has ended. It is unlikely that you will receive replacements or At the beginning of the campaign your C.O.’s reinforcements for the duration of this action. opinion of you is +1. Your men’s opinion is +1. Your outlook starts as “happy”. As company commander, At the beginning of the campaign your C.O.’s these three factors will be affected by all actions. opinion of you is 0. Your men’s opinion is +2. Your outlook starts as “content”. As Kompanie commander, these three factors will be affected by all actions.

7 CAMPAIGN ARSENAL The following table is used for the campaign. For other weapons, consult the main rules. Campaign Arsenal Table Armored Vehicles Vehicle Armor AP HE Speed Notes M4 Sherman 6 7 6 Average Ronson Marder III H/M 4 9 5 Average Open top, Hull MG only StuG III G 7 9 5 Average Low Profile Transport Vehicles Jeep 0 - - Wheeled Truck 0 - - Wheeled Anti-Tank Weapons Weapon AP HE M3 57mm 7 4 Pak 40 7.5cm 9 5

8 The scenarios contained in this supplement are not should set the scene for each Game, and the placing designed to present perfectly balanced forces on of additional terrain not shown on the map is highly both sides; however, the campaign is balanced in encouraged. Only one sheet is required to be such a fashion that it can be won by either side. I printed for each scenario, showing the map and the have not quoted Platoon Force Ratings, but these level of support available to each player. On each have been used to determine the level of support map, the deployments areas for the Patrol Markers are indicated. available in each scenario. For the following scenarios I have provided the players with a total of I have attempted to use the scenarios for this the support points which they may select from the campaign as they are found in the core rulebook. campaign specific lists. There are, however, a limited number of umpire’s notes that can be found after the scenarios. General Terrain Notes

There are specific terrain notes for each scenario; however, some general remarks are worthwhile on Notes on Scenario Maps the terrain in this area of Normandy. Due to the author’s familiarity with 15mm scale miniatures, the maps for this campaign have been Firstly, this is not bocage country, so hedges are not designed with that scale in mind. Please adjust the impenetrable. However, this is a very rural area and table layouts and number of buildings to better fit hedges do block line of sight. Troops within 2” of a your miniatures, terrain selection, and space hedge may be seen through it, but further away they constraints. are invisible and may not be targeted. Moving through such hedges counts as a Medium Obstacle.

Most of the roads in this campaign are dirt tracks, with these being shown in tan. Metaled roads are shown in grey. This is a dry season, however, so all ground is hard regardless. Metaled roads can take up to two halftracks abreast but other AFVs are too wide to pass each other. The dirt roads are just wide enough for a single AFV or carrier, however two cars may pass each other without difficulty.

Norman buildings tend to be well built of stone and should be treated as hard cover. Low walls and fences are shown in a light tan color and should count as medium obstacles. High walls are shown in a light grey and should count as major obstacles. Both wall types provide hard cover.

All the scenarios have been designed with a minimum number of notes. The campaign backdrop 9 Scenario One Charge at Ingouf Farm Background The Americans, with the river Douve to their backs, have the daunting task of crossing open ground to close with the German defenders. The cry for a bayonet charge goes out and the 101st Airborne begin their rendezvous with destiny.

Patrol Phase Deployment This is Scenario Two, The Probe, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above.

US Briefing The US player has eight support points available whenever this scenario is played. Please note the scenario specific rules in the Umpire’s Notes.

German Briefing The German player has five support points available whenever this scenario is played.

10 Scenario Two Fighting in the Hedges Background With the Ingouf farm secured behind them, the US troops push out and establish a perimeter near an orchard nestled among the hedgerows. The Germans are quick to respond and begin to launch a series of intense counterattacks.

Patrol Phase Deployment This is Scenario Five, The Flank Attack, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above. The German player is the “attacker” as described in the scenario for set-up purposes regardless of player initiative. Part of a canal shown in blue is impassable terrain.

US Briefing The US player has ten support points available whenever this scenario is played.

German Briefing The German player has twelve support points available whenever this scenario is played.

11 Scenario Three The Cabbage Patch Background A second counterattack is pushed forward by the Germans, this time attacking the Allied left flank near a large cabbage patch. The Americans watch the hedges closely for oncoming enemy troops.

Patrol Phase Deployment This is Scenario Three, Attack and Defend, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above. The German player is the “attacker” as described in the scenario for set-up purposes regardless of player initiative. The cabbage patch counts as light cover if stationary.

US Briefing The US player has eight support points available whenever this scenario is played.

German Briefing The German player has nine support points available whenever this scenario is played.

12 Scenario Four On the Outskirts of Town Background As the worst of the counterattacks end, the US forces continue the push down the road towards Carentan. The Germans establish a hasty defense on the outskirts of town to stem the tide.

Patrol Phase Deployment This is Scenario Four, A Delaying Action, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above.

US Briefing The US player has ten support points available whenever this scenario is played.

German Briefing The German player has four support points available whenever this scenario is played. Please note the scenario specific rules in the Umpire’s Notes.

13 Scenario Five Green Devil’s Last Stand Background With Allied forces closing in on the Northern side of town, the Fallschirmjäger prepare to defend Carentan to the last man. An American victory here will secure the linkup between the invasion beaches; this cannot be allowed to happen.

Patrol Phase Deployment This is Scenario Six, Attack on an Objective, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above. The fourth German Jump- off Point must be in the objective building as illustrated.

US Briefing The US player has eleven support points available whenever this scenario is played.

German Briefing The German player has five support points available whenever this scenario is played.

14 Bonus Scenario Battle of Bloody Gulch Background The US forces begin to establish a perimeter to the Southwest of the recently secured Carentan. Suddenly, a German armored counterattack crashes into the forward positions and bitter fighting ensues. Will the Allied armored relief arrive in time?

Patrol Phase Deployment This is Scenario Three, Attack & Defend, in the main rule book and all deployment is as stated there. The US and German initial Patrol Marker deployment options are shown on the image above.

US Briefing The US player has four support points available whenever this scenario is played. Please note the scenario specific rules in the Umpire’s Notes.

German Briefing You are being supported by two StuG III Gs and one Marder III from the 17th SS Panzergrenadier Division Götz von Berlichingen for this scenario.

15 As the campaign progresses, the umpire will need to make the US and German players aware of certain events.

Scenario One Notes This scenario is based on Lt. Col. Robert Cole’s bayonet charge that earned him the Medal of Honor. On the first playing of this scenario, replace a Senior Leader of the US platoon with a Ranking Senior Leader who has a Command Initiative of four and command range of 12”.

In addition, every time this scenario is played the US player has access to a mortar-delivered smoke screen. This may be used any time at the beginning of their Phase before the dice are rolled. Conduct the firing procedures as described in the rules, beginning with step two and having the option of a ranging shot or firing immediately.

Scenario Four Notes Every time this scenario is played, the German player begins with one full Chain of Command Dice.

Bonus Scenario Notes At the end of the first Turn a platoon of five M4 Shermans arrive. If desired, this scenario can be played using the Big Chain of Command rules, with each side having one infantry and armor player.

16 Tracking your Campaign nearly broke through but was halted with the arrival The forces involved in this campaign represent of the US 2nd Armored Division. With the last elements of the 101st Airborne Division and the 2nd opportunity to retake Carentan lost to the Germans, Fallschirmjäger Division. Track the opinions of the the Americans were able to complete the linkup men and the commander as though it was one between the Utah and Omaha beaches and begin platoon in At the Sharp End for both the US and the campaign up the Cotentin Peninsula and push German forces. deeper South into France.

Both sides should track the losses of each individual Acknowledgements platoon, but there will likely be a time when the Credit to Richard C. for most of the informational decision to merge platoons due to losses is sections in this document. Thanks to Stephen P. and necessary. Andrew C. for assistance on the Support Lists. A special thanks to the Lardy Boys of GA for Winning the Campaign playtesting and putting up with changes. Both the Germans and the Americans quickly have realized the importance of Carentan in the linkup of the Utah and Omaha invasion beaches. As both sides race armored support to the town time is of the essence, with the victor being the one who controls this critical crossroads.

If the Americans win Scenario Five on or before campaign turn eight they win the campaign. If the Germans stop them, they win the campaign.

Historical Note The Battle for Carentan began on the 10th of June, with the US 101st Airborne Division engaging nd elements of the 2 Fallschirmjäger Division, particularly the 6th FJR. With the Americans establishing a foothold across the Douve River on the 11th, the Germans conducted numerous counterattacks of growing intensity. Mounting pressure, however, forced the Germans back into the urban area where after intense bombardment they withdrew the bulk of their forces. The American paratroops took Carentan after bitter urban fighting on the 12th. The next day a combined counterattack of the 6th FJR and 17th SS Panzergrenadier Division Götz von Berlichingen 17