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Tigers at Caen

A Tigers at Minsk module for the west front 1944 - ‘45

This four page expansion module takes the hex


based Tigers at Minsk rules to Western Europe 1944 -
45 and includes equipment lists for Commonwealth,
U.S.A. and Germany forces, supplementing those
found in the base set, together with some new terrain
types. The module is freely available as a download
for personal use only. The rules assume 10mm scale
on 4” hexes. All Copyright is retained. © Norman
Smith February 2018. (Version 1.1).

New for Optional Rule Section in the TaM rules - Shoot and Scoot. Any vehicle specifically
dedicated as a Tank destroyer ( such as the M10, M18, M36, Archer and German ‘Jagd’
designations i.e. not assault guns) that has a frontal armour value of no greater than 6, can, if the
player wishes, attempt to retire into one of its two rear hexes immediately after shooting, providing
it is legitimate under other rules to enter that hex and the vehicle passes a ‘Scoot Test’.

Roll a D6 and on a result of 1 - 4, the vehicle can pull directly backwards 1 hex and then select a
facing of its choosing. Modify the die roll by -1 for the U.S. M-18 and by +1 for any Soviet attempt.

Module design notes and rules - As the war progressed through ‘44 into ‘45, attrition on the
German forces in both men and material would become an increasingly relevant and restraining
feature on their combat capability, especially for counter-attack. The following module rules are
intended to reflect that.

Morale - When calculating German morale values for scenario creation, go through the normal
process and then deduct ‘1’ from the final German morale value for any scenario representing an
action from January 1945 onwards unless there is good reason not to.

Command - For scenarios taking place from February 1945 onwards, German forces will use the
optional Restrictive Command rule from the TaM rules (this rule has been revised to include the
designated hex plus ONE adjacent hex).

Fuel - In all scenarios taking place in November / December 1944, whenever a German vehicle
moves, roll 2 x D6 at the end of each vehicle’s move. On a result of 12, the vehicle runs out of fuel
and cannot move for the rest of the game. If it is in open terrain at that time (i.e. cannot claim cover
from enemy positions at that point in time), the crew will also abandon the vehicle for the rest of the
game. In January / February add ‘1’ to the dice roll. In March onwards add ‘2’. Scenario special
rules can adjust this.

Air Power - in 1944, whenever the German player rolls Random Event number ‘6’ (Air Strike), roll
a D6, on a result of 1 - 4 the German Player can use the event, on a 5 - 6 it is ignored.

In 1945, whenever the German player rolls Random Event number ‘6’ (Air Strike), roll a D6, on a
result of 1 - 2 The German player can use it. On a 3 - 5 it is ignored. On a 6 the event is handed to
the allied player who can use it as an Allied airstrike in addition to their own event that they have
just generated. From March onwards modify the die roll by +1.

Weapon Teams - The following are suggested initial scenario availability levels for the inherent
anti-tank weapon that infantry might gain. These can be adjusted if the scenario requires. German
Panzerschreck = 2. Panzerfaust = 4. U.S. Bazooka = 4 and Commonwealth PIAT = 4.
Sherman 105mm and Churchill 95mm - note for anti-tank fire, these just roll directly on the Off-
Board Artillery Table, but apply a -1 modifier to the die roll. This rule underplays the potential
damage of these guns, so as not to encourage them to be used in an overt anti-tank role.

Churchill flamethrowing Crocodile - When in close combat or firing at 1 hex range, increase
NAF rating from 2D6 to 4D6. When hit and testing on the penetration table, any Stun result
automatically destroys the fuel trailer, treat the Churchill as a standard MkVII there-after.

Bocage - See the notes on the Terrain Chart. Bocage is a linear feature and sits towards a
hexside (not on it). Only full tracked vehicles can attempt to cross bocage. Declare the movement
and then roll a d6. On a 1-3 the vehicle is successful and can cross into the next hex. Otherwise
they stay put and maintain the same facing, but may make another attempt in the next turn if it
fails. Depending where the linear feature is, a unit will either cross it as it leaves a hex or enters
one.

If a vehicle, having just successfully crossed bocage is opportunity fired upon through its front
armour aspect (in the destination hex) by a weapon with an anti-tank capability, then that attacking
die roll has a -2 modifier and if there is a hit, the penetration die roll has a -1 modifier. This
represents the chance of striking the thin exposed underbelly of the vehicle as it mounts the high
earth embankment that is part of the nature of bocage.

A vehicle fitted with a specialist bocage busting device such as the Sherman with the Culin Rhino
attachment, will instead be able to successfully cross bocage on a die roll of 1-5 and if successful,
it will not present it’s belly to an enemy, so will not suffer the attack modifiers mentioned above if
fired upon by opportunity fire.

An unpinned engineer section can be tasked with breaching any bocage feature located in its own
hex. It is classed as movement, so can attract opportunity fire. For the first attempt roll a d6. A
score of 1-3 will breach a small section of bocage. If failed, deduct 1 from the die roll in a further
attempt in the next turn and an additional 1 (accumulative) on each subsequent attempt per turn,
until after three turns, when breaching would be automatic.

If off-board artillery strikes a hex that contains bocage, or a specialist device rips out a section of
bocage (as described above) or engineers breach a section of bocage (as described above), then
the bocage in that hex is considered partly breached. The bocage still exists as normal for all game
purposes (such as LOS and cover), but vehicles, for the rest of the game, will be able to pass
through it into the adjacent hex beyond as though just crossing a hedge.

Any non-vehicle base behind bocage that tests to recover from pin, treats its hex as being fortified,
providing there are no enemy bases that could fire on the unit in such a way that the fire does not
cross the bocage feature. Units cannot claim the fortified status if an enemy is adjacent. This rule
also covers non-vehicle units testing when their morale has crashed to zero or lower.

Volksgrenadier rifle sections - These units had a high proportion of automatic weapons, but were
generally not as good as first line troops. Whenever they take a test to unpin or test for fallback
when morale collapses, modify the die roll with a +1. They fire at 2 hexes and beyond with 1D6,
but at adjacent targets and in close combat, they get 3D6.
Module scenario - In defence of Buron.
On 8th July, during the fighting around Caen, Canadian troops took the village of Buron (6km North
West of Caen) in an attack starting at 0730 hours with generous artillery support, taking the village
by 0830. Preparations for the inevitable German counter-attacks started immediately. 17 pounder
armed M-10 Achilles were brought up, helping to hold against the attacks and knocking out several
Panzer IV’s and Panthers in the process.

Administration - The game clock starts at 1000 hours and ends at 1140 hours. The Germans are
managed by player 1 and their forces start off map, with all their units being in command on turn 1.

Set-Up - Prior to play, the Canadian player randomly chooses one of the first 6 hexrows from their
side of the board (use a D6), then randomly selects a hex along that hex row (use a D10). Place
shell hole markers in that hex, these replace any other terrain that is in the hex, including linear
features (hedges). A levelled building hex becomes rubbled instead and still counts as a building
hex for Victory Point purposes only. Repeat this process a second time, so that two hexes are
transformed.

Again, prior to play, the German player secretly selects one hex on the board as an artillery target
for bombardment. In solo play just select 5 obvious target hexes and record them. Then the
Canadian player sets up in any of the locations that sit within the first four rows on their side of the
table, but their artillery observers can set up anywhere.

The German player then conducts a single artillery strike using off board artillery procedures
against the pre-selected hex or in solo play, one chosen randomly from the selected 5 previously
recorded. Spotting and accuracy are automatic, just execute the strike. The game then starts and
the German forces must enter play on turn 1 using any of the hexes along their own board edge.
All their forces are in command on turn 1.

Victory Conditions - Victory is calculated at the end of the scenario. Both sides get 1 VP for each
enemy base that they remove from play due specifically to combat (i.e. the loss is not due to just
retreating off the board). In addition, each player gets 1 VP for each building hex in Buron that they
were the last to occupy by the end of play. There are 5 such hexes, even if any initial building
hexes have been converted to rubble following bombardment.

Special Rules - The Canadian observers can set up anywhere on the table.

The Germans get 1 mission of pre-game artillery bombardment (see set-up).

The wheat in the fields is high. Non-vehicles can claim cover, but the hex does not block LOS.

The hedges are ordinary hedges (i.e. not bocage)

Each M10 (including the reinforcement) has the capability once per game to fire Special
Ammunition (see Optional Rules)

When (if) the first M10 tank destroyer is knocked out, the Canadian player at the start of each
subsequent turn will test to see whether the third M10 is available to reinforce the action. Roll 2D6
and on a 5 or less, the third M10 becomes available and will enter than turn at any hex on the
Canadian baseline and will be automatically in command on that turn. At the moment of arrival on
the table, the Canadian morale level will be raised by 1. Deduct 1 from the reinforcement dice roll
for every enemy tank still in play at the time of testing.
Terrain layout

Orders of Battle

Elements of Hamilton Light Infantry and support Elements of 12th S.S. Panzer Regiment and 25th
(B troop 245th Battery) Pz. Grenadier Regiment support.

Infantry Rifle Sections x 5 Panzer Grenadier Sections x 6

HMG x 1 HMG x 1

M-10 17 pounder Achilles x 2 Sd Kfz 251 half-track x 1

Panzer IVh x 2

Artillery off board fire mission x 2 and 2 observers Panthers x 2

Morale - 4 Morale - 6

PIAT availability number initially ‘4’ Panzerfaust availability number initially ‘4’

Infantry smoke initially allowed Infantry smoke initially allowed

Possible Reinforcement - 1 x M10 17 pdr Achilles Pre-game fire mission


Allied Equipment List 1944 - 45
Unit Anti Tank Armour Non notes
Factor Rating Armour
Fire

Rifle section none N/A 2D6 1D6 penalty if firing more than 4
hexes.

HMG none N/A 3D6 Unlimited range but breaks down


if rolling a 15 or more

6 PDR A/T (CW) 4 N/A 1D6 can always claim cover. Give an
allowance of special ammunition

57mm A/T (U.S.) 4 N/A 1D6 can always claim cover.

76mm A/T (U.S.) 7 N/A 2D6 can always claim cover

17 PDR A/T (CW) 9 N/A 2D6 Does NOT claim cover unless
the hex actually has cover.

M5 Stuart 3 5/3 1D6

M24 Chafee 4 6/3 2D6

Sherman 75/40 4 7/5 2D6

Sherman 76mm 7 6/6 2D6

Sherman 17 pdr 9 6/6 2D6

Sherman 105mm *Use off board 7/6 3D6 *Deduct 1 from anti-tank attack
art V’s armour die roll on off-board art V armour

Sherman Jumbo 4 14 / 6 2D6

Pershing 8 10 / 8 3D6

Churchill IV 4 8/8 1D6

Churchill VII 3 14 / 10 2D6

Churchill 95mm Use off board 14 / 10 3D6 Deduct 1 from anti-tank attack
art V armour die roll on off-board art V armour

Churchill 3 14/10 2D6 or * at 1 hex range or in close


Crocodile *4D6 combat use 4D6. Convert Stuns

Cromwell VII 3 7/5 2D6

M-10 76mm TD 7 5/2 2D6

M-10 17 pdr TD 9 5/2 2D6 Achilles version

M-18 76mm TD 7 3/1 2D6 Bonus for shoot and scoot


Unit Anti Tank Armour Non notes
Factor Rating Armour
Fire

M-36 90mm TD 8 7/5 3D6

Archer 17pdr TD 9 6/6 2D6

M-8 arm car 3 2/2 1D6 Fully wheeled

M-20 arm car none 2/2 2D6 Fully wheeled

Dingo arm car none 3/2 1D6 Fully wheeled

Humber Mk IV A/C 3 2/2 1D6 Fully wheeled

Jeep none None Notes Full wheel, 1D6 if MG mount

Bren Carrier none 1/1 1D6 Carry a weapon team / observer

M3 - half track none 1/1 2D6 Can carry a full section

Kangeroo APC none 6/6 2D6 Can carry a full section

German Equipment List 1944 - 45 (additions to the main rules in TaM)

Unit Anti Tank Armour Non notes


Factor Rating Armour
Fire

Volksgrenadier none N/A 1D6 and At 2 hexes and beyond they


Rifle section 3D6 have NAF of 1D6. Adjacent and
in close combat, their high
proportion of automatic weapons
gives them 3D6. However they
+1 to the die roll when they try to
unpin or test for fallback after
force morale collapse.

StuG IV 6 6/3 2D6

JgPz IV 75/70 10 8/4 2D6

Jagd Tiger 17 17 / 8 3D6

Sd Kfz - 222 1 3/1 1D6 Fully wheeled


Terrain additions

Terrain Line of Sight Cover Notes

Bocage block see Cover only if the line of fire actually crosses the
notes feature before reaching the centre of the hex. No
cover against on-board or off-board artillery. See
the module rules for the way that bocage impacts
vehicle movement, combat, recovery or removal.

Beach clear open Even though open, pinned units will recover from
a pin on a roll of 1-3 rather than the usual 1-2

Sea wall clear see Cover only if the line of fire actually crosses the
notes feature before reaching the centre of the hex. No
cover against on-board or off-board artillery,
though they can’t use the target rich modifier.
Units gaining the cover never become target rich.

Shell holes clear see Non-vehicle bases can claim cover. Any unit
notes entering such a hex must end their movement,
even if using road movement.

Crags block *cover Vehicles cannot enter. Hex placement is limited to


one base. *The hex is treated as being fortified.

Ditches clear see Cover only to non-vehicle units and never from
notes adjacent adjoining ditch hexes. No cover against
on-board or off-board artillery.

Vineyard clear cover Cover only to non-vehicle units. No cover against


on-board or off-board artillery.

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