| Normandy Campaign, Jun 1944This three round campaign simulates both the fighting in the bocage in Normandy, June 1944, but also the competitive spirit prevailing between the American and British / Commonwealth forces fighting in Europe. Nominally the campaign represents the Canadian drive on Caen and the US drive on St Lo. The description is divided into a generic rules section and then a Shed specific section which mainly contains the Orbat we're intending to use. For some interesting tidbits on fighting in Normandy check out Lone Sentry: "Fighting in Normandy" from Combat Lessons, No. 4. Generic RulesCampaign SizeThis game is aimed at the Shed with it's big table, but I thought I'd present smaller alternatives as well. The table below shows the various parameters for different sizes of campaign. The details are described in subsequent sections.
Campaign StructureThe campaign is played with two teams: one American team, one Canadian team. There are three rounds, with each round using a different table. Both teams conduct an attack each round and when one team is attacking the other team plays the Germans. An attack lasts one session of play, i.e. three hours of real time (as opposed to game time). The attacks are in this order:
Suggestion: The last pair of sessions can be played in an all day bash. Force CompositionThe forces in each session have to be arranged so the Allies have about 2 to 1 odds in terms of points - the Allies are expected to win, although it might be tough. The German defenders in a particular session are determined randomly or by the referee. Each Allied team gets a fixed main force and in each session they also get two support units from a predetermined list of options. All forces are at full strength at the start of each new attack; casualties are not carried over between battles as it is assumed that the Allies have sufficient reserves to fill any gaps and that the predetermined German Orbats factor in battle attrition. See the Shed specific section for a Orbat examples for a Huge campaign. Maps, Tables and objectivesRough maps will be prepared and distributed to teams before the campaign starts. Terrain is typical bocage country with predominantly in-season fields surrounded by bocage hedges, but also having roads, hills, rough, depressions, villages, woods, and streams. The table is an open playing field, i.e. there are no sub-tables and players can potentially move their troops anywhere on the table. Each table is divided into three bands from north to south. The northern band is the Allied deployment zone; it is 1/3 of the table. The other two bands comprise the German deployment zone. Of these the second/middle band is the German forward zone; it extends from the Allied deployment zone to the middle of the table. The final band is the German rear zone; it comprises the southern half of the table.
Each table has major and minor terrain objectives marked on the rough map; the Campaign Size section gives the number of objectives of each type (minor, major and vital). Objectives might be a prominent building in a hamlet, a vital crossroads, or a significant hill. Minor Objectives must be in the German forward zone; major Objectives must be in the German rear zone. Note: the advantage of only having one table layout per Round is that the terrain doesn't have to be changed for every session. On the other hand it means in the second game on a table both sides have the benefit of hindsight when deploying. Pre-session preparationPlayers have to do some chores before the session starts:
SessionsEach session follows a strict schedule:
Victory conditionsThe team with the most victory points (VP) after the last Round is the winner. A team gets VP only when attacking, never when defending. At the end of three hours playing time, total the attackers VP: +5 VP for each minor terrain objective captured Capturing an objective means the Allied team was the last to occupy the feature and it is not disputed at the end of the game. Special rulesUses standard Crossfire, Hit the Dirt and House Rules. Also needs rules for: AircraftTyphoons specifically - check out my Aircraft page. Planned Operational Zones - Multiplayer rulesCheck out http://www.balagan.org.uk/war/rules/crossfire/index.htm#Multi-player Recon troopsCheck out http://www.balagan.org.uk/war/rules/crossfire/index.htm#Recon_troops Hidden TroopsYou can play with the normal rules for hidden troops, or you can use the special rule where hidden troops are revealed on a one on any dice. This will make the defenders much tougher. I wouldn't, however, change the Orbats, as the competition is between the Canadian and US teams, not with the Germans. And relatively speaking it all balances out. BocageLinear Obstacle for movement. Target touching the feature gains protective cover from indirect fire and also from direct fire if the Line of Fire crosses the feature. Block LOS unless the spotter or target is touching it. Impassable to Guns and anything but fully tracked vehicles. Fully tracked vehicles (i.e. tanks and such like) can cross, but expose their belly when doing so (no protective cover when on the hedge, +1 to enemy ACC and ARM 0). Specialist tanks (dozers or hedge cutters) need to roll 3+ on 1d6 to cross. Failure loses initiative. Success removes the section of Bocage. Engineers can blow up sections of Bocage (up to 6") in the same way they remove wire sections. Shed Specifics
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| Option | Support Unit | Composition |
| 1 | Ranger Company |
1 x Ranger Company
Morale: Veteran One squad per platoon has a bazooka. |
| 2 | Shermans and Artillery |
3 x 75mm Shermans (one is dozer) |
| 3 | Shermans and Stuarts | 3 x 75mm Shermans 3 x M3 Stuarts |
| 4 | Shermans and 105 |
3 x 76mm Shermans (one is dozer) |
| 5 | Tank Destroyer Platoon |
3 x M10 Tank Destroyers |
| 6 | Anti-tank guns |
3 x 57mm ATG and optional Truck (and optional PC) |
| 7 | Artillery |
3 x FO for off-table 75mm Howitzer (12 FM) |
| 8 | Artillery and Mortars |
3 x FO for off-table 81mm Mortars (12 FM) |
| 9 | Air Support |
1d6 initiatives with Air support
(Typhoons specifically) |
Canadian Force The Canadian main force is a reduced strength Leg Infantry Battalion; it contains only three of the four rifle companies it would normally have. This is for a couple of reasons: it make the Canadians comparable in points to the US main force; it also gives both teams 3 companies, i.e. one per player.
Under strength Leg Infantry Battalion (1944)
1 x BC (+1)
1 x SMG Squad
1 x FO for off-table 3" Mortar (12 FM)
1 x 6-Pounder ATG and optional Truck
1 x Engineer Platoon (note: engineers not assault engineers)1 x PC (+1)
3 x Rifle Squads1 x Carrier Platoon
1 x PC (+1)
3 x Rifle Squads
1 x Bren Carrier3 x Infantry Companies
1 x CC (+1)
1 x On-table 2" Mortar or FO for off-table 2" Mortar (12 FM)
1 x HMG (drawn from MG battalion)
3 x Rifle Platoons1 x PC (+1)
3 x Rifle Squads
Morale: Regular
One squad per platoon has a piat.
The Canadian support units are selected from the following list. The Canadian team gets two support units in each session (rolled for).
| Option | Support Unit | Composition |
| 1 | Shermans and Artillery |
3 x 75mm Shermans (one is dozer) |
| 2 | Shermans and Stuarts | 3 x 75mm Shermans 3 x M3 Stuarts |
| 3 | Shermans and Firefly |
3 x 75mm Shermans (one is dozer) |
| 4 | Tank Destroyer Platoon |
3 x M10 Tank Destroyers |
| 5 | Anti-tank guns |
3 x 6-pounder ATG and optional Truck (and optional PC) |
| 6 | Artillery |
3 x FO for off-table 4" Mortars (10 FM) |
| 7 | Artillery and Mortars |
3 x FO for off-table 3" Mortars (12 FM) |
| 8 | Air Support |
1d6 initiatives with Air support
(Typhoons specifically) |
German Force Composition The German forces are determined randomly at the start of each session. Each option includes three infantry companies, albeit in a weakened state, thus giving each German player at least one company. Additional troops from a particular option can be allocated to players as the team sees fit.
In all cases 1 squad per platoon has an early panzerfaust.
Throw 1d6 and add the number of rounds already played (0, 1, 2 or 3) to determine the option used.
| Option | Name | Composition |
| 1 | Dug in Static Defence troops |
Weak Leg Infantry Battalion (1944)
1 x BC (+2)
3 x Snipers Morale: Green |
| 2 | Static Defence troops with French armour |
Weak Leg Infantry Battalion (1944)
1 x BC (+2)
1 x French Light tank (Renault R35 or Hotchkiss) Morale: Green |
| 3 | Regular Infantry with ATG |
Weak Leg Infantry Battalion (1944)
1 x BC (+2)
2 x 75mm Pak40 ATG and optional truck Morale: Regular |
| 4 | Regular Infantry with StuG |
Weak Leg Infantry Battalion (1944)
1 x BC (+2)
1 x StuG III G Morale: Regular |
| 5 | Regular Infantry with Panzer IVs |
Weak Leg Infantry Battalion (1944)
1 x BC (+2)
3 x Panzer IV G Morale: Regular |
| 6 | Panzer grenadiers with French Armour |
Weak Panzergrenadier Battalion (1944)
1 x BC (+2)
2 x 7.5 cm PaK L/46 m SPW S307(f) -- i.e. a Somua half-track with a Pak40 on
it. Morale: Regular |
| 7 | Panzer grenadiers with StuG |
Weak Panzergrenadier Battalion (1944)
1 x BC (+2)
1 x StuG III G Morale: Regular |
| 8 | Panzer grenadiers with big cats |
Weak Panzergrenadier Battalion (1944)
1 x BC (+2)
3 x Panthers or 3 x Tiger I Morale: Regular |
| 9 | SS Panzer grenadiers with big cat |
Weak Panzergrenadier Battalion (1944)
1 x BC (+2)
1 x Panther or 1 x Tiger I Morale: Veteran |
The troops could be from these historical units:
Static Defense Troops: 736 Regiment, 716 Division
Regular Infantry: 346th, or 711th Divisions.
Panzer Grenadiers and armour assigned to the above: 21st Panzer Division
SS Panzer Grenadiers: 12th SS Panzer Division (Hitler Jugend)
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