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RAPID FIRE!

Normandy Battlegames
Operation Paddle
th nd
19 to 22 August 1944
Three 6 ‘ x 4 ‘ Scenarios for
Normandy 1944 by Mark Piper
For use with Rapid Fire! fast play WWII wargaming rules.
A mini-campaign suitable for two players or solo play

Bolbee

LE HAVRE
Caudebec
River Seine

Trouville
Arromanches Courseulles Deauville
Villers sur Mer Pont Audemer
Ouistreham Cabourg
Houlgate
Beuzeville
Douvres de la Délivrande Pont l‘Eveque

Dozulé
CAEN
Troarn

River Orne River Dives River Touques River Risle


contents

Page

The Tables 3

Special Rules 4

Scenario 1 - The Attack on Hill 13 5


(Morning 19th August 1944)

Scenario 2 - Rearguard Action at Annebault 10


(Morning 21st August 1944)

Scenario 3 - Assault on Pont l'Eveque 15


(Afternoon 22nd August 1944)

Reloaded Vehicle and Gun Statistics 20

The Dozulé Railway Station.


A scratch built model by Don
McHugh
The Tables

Scenario 3
Assault on Pont L’Eveque
Afternoon 22nd August 1944
Pont l’Eveque

Scenario 2
Rearguard Action at Annebault
Morning 21st August 1944
Annebault

Hill 13

Scenario 1 Putot-en-Auge
Attack on Hill 13
Morning 19th August 1944

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Special Rules
All Scenarios - German Light Machine Guns
To reflect the shortage of ammunition do not add 1 to the German D6 roll for firing, or, if using RF Reloaded, the extra
D6 roll.

Scenario 1 - Night Fighting


Nightime (Moves 1 - 3) Movement rates halved. Maximum observation 12” unless target has fired. No chance
observation tests. Remove 1 D6 throw from each small arms or machine gun firing.
Twilight (Moves 4 - 5) Maximum observation 18” unless target has fired.
Illunination Rounds Each mortar has one illumination round that can be used to spot an element moving in the
open at night. Select the target, throw a D6 and if the result is 4, 5 or 6 the target can be
seen using normal observation rules.

Scenario 2 and 3 - Entering the Table


Vehicles entering the table may only move a maximum of 12” but can fire as normal. Ambush (Reserved) Fire is
available on Move 1.

Scenarios 2 and 3 - Marked Minefields


• These are 4” squares. All elements coming into contact with them must stop. They can cross the minefield in their
following move but any movement is restricted to a maximum of 6”.

• For each move an infantry base (which may comprise of one, two or three figures), a crew-served weapon and
crew, or a vehicle is in the minefield throw a D6. 5 or 6 and an infantry base or crew-served weapon base is lost.
4, 5 or 6 and a non AFV vehicle is destroyed. AFVs are damaged by a throw of 5 and destroyed by a 6. Any
passengers that survive the destruction of a vehicle may exit the minefield without testing further for casualties.

• No tests for casualties are necessary for elements crossing dummy minefields

Scenario 3 - Fords
• The river south of the most westerly bridge is considered fordable. When a British element first arrives at the ford
roll d6 (odds = found, evens = not found this move). If the ford is not found another attempt can be made to find in
each consequtive move. Once discovered the ford can be used by any company or vehicle in the British force. The
ford is treated as a linear obstacle for movement through it.

• The Royal Engineer armoured dozer can build a ford if it spends two moves stationary and adjacent to any part of
the river on the board.

Scenario 3 - Barbed Wire


• Any infantry coming into contact with barbed wire that has not been crossed by a tracked or semi-tracked vehicles
require one full move in contact before they can cross.

• Barbed wire is impassable to wheeled vehicles. Tracked and semi-tracked vehicles treat it as a linear obstacles.

Acknowledgements
Thank you to Colin Rumford, Richard Marsh, Don McHugh, Alan McCoubrey, Howard Greenwood and Andrew
Hamilton for the input and playtesting in the development of the scenarios. Models and photos by Don McHugh from
his collection. August 2021 photos - Colin's holiday snaps.

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Scenario 1 - The Attack on Hill 13
Morning 19th August 1944
What Really Happened
Early in August 1944, German Forces east of the Orne The Game
River were preparing to withdraw along the coast to This game represents the clash between the British
the mouth of the River Seine. The British 6th Airborne 6th Airborne Division and the German 711th Infantry
Division, reinforced with British Commandos, Dutch and Division at Putot-en-Auge. We suggest limiting the
Belgian forces, was to protect the left flank of the Allied game to a maximum of 12 moves. The British move
advance by keeping pressure on the retreating Germans. first.
................................................
Operation ‘Paddle’ began on the 17th August 1944 with the
main advance along the route from Troarn towards Dozulé
Table Size
It is played lengthways along a 6’ x 4’ table
and Putot-en-Auge. Having successfully crossed the deep
................................................
tidal canal between Goustranville and Putot-en-Auge, the
5th Parachute Brigade stepped off to capture both Putot-en- German Orders
Auge and the high ground (Hill 13) to its east. Hold both the village of Putot-en-Auge and Hill 13 to
prevent the Allied advance towards the Seine.

British Orders
Secure the left flank of the Allied advance to the Seine
by capturing and holding the village of Putot-en-Auge
and Hill 13.
................................................
German Deployment
German forces are deployed south-east of line G-G.
They may be in buildings or dug in (hard cover).

British Deployment
7th and 12th Parachute Battalions start at A and B
respectively. Brigade HQ and 13th Parachute Battalion
start at C.
................................................
British Victory Conditions To Win
Capture the village of Putot-en-Auge and Hill 13 or
force German forces from the table by the end of the
game.

German Victory Conditions To Win


Prevent the British from capturing the village of Putot-
en-Auge and Hill 13 by the end of the game.

If neither side achieves a win by the end of the game the


game is a draw.

Left top: Brigadier Poett sets up his HQ beside the


railway bridge on the Dives.

Left bottom: Colonel Maier halts in a farmyard to issue


orders. The HQ was constantly on the move during the
fighting retreat.

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Scenario 1 BATTLE MAP (6' x 4')
To Dozulé
G
N

Hill 13

Putot-en-Auge

To Railway Station
Dives G
sur
Mer

A Dozulé

Dives Canal

C To Troarn

Terrain
• Hill 13 doesn’t require a D6 throw to limit movement and this and the church are high spots for observation.
• Hedges are not of the bocage type.
• All woods require a D6 throw each move to limit movement for infantry and vehicles.
• All buildings are intact at the beginning of the game.
• The railway line is a linear obstacle to vehicles unless they cross it on a road and provides hard cover to infantry
elements behind and in contact with it.
• The Dives Canal can only be crossed at a bridge.

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Scenario 1 - British Forces

5th Parachute Brigade Headquarters 7th Parachute Battalion


(Brigadier Nigel Poett) (Lt Colonel Geoffrey Pine-Coffin)

CO + 5 figures, 2 x signals Jeep and trailer HQ A Company 8 figures


CO + 6 figures, PIAT, 2” mortar

B Company 8 figures C Company 8 figures

Morale: Higher Level CO.


Support Company
6 figures, 3" mortar,
151st Field Regiment Royal Artillery Vickers MMG

Battery
Bren Carrier observation post (OP)*,
2 x 25 pdr (off table)
Morale: CO + 36 figures (Elite).

12th Parachute Battalion


(Lt Colonel Nigel Stockwell)

HQ A Company 8 figures
CO + 6 figures, PIAT, 2” mortar

Battery
Bren Carrier observation post (OP)*,
2 x 25 pdr (off table)
B Company 8 figures C Company 8 figures

Support Company
6 figures, 3" mortar,
Vickers MMG

* The vehicle carries a 2 figure observer team (OP) that can


dismount to enter buildings. Either OP can control both
batteries to fire at one target by successfully connecting
through two D6 throws. If the first throw results in a 1 no Morale: CO + 36 figures (Elite).
firing is permitted that move. If the second throw is a 1 only
one battery can fire at that target in that move.
13th Parachute Battalion
Morale: N/A. (Lt Colonel Peter Luard)

HQ A Company 8 figures
CO + 6 figures, PIAT, 2” mortar

B Company 8 figures C Company 8 figures

Support Company
6 figures, 3" mortar,
Vickers MMG

Above: Prewar picture of Dozulé railway station. Morale: CO + 36 figures (Elite).

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Scenario 1 - German Forces
744th Grenadier Regiment Battlegroup HQ 3rd Battalion / 744th Grenadier Regiment
(Colonel German Maier)
HQ 9th Company
CO + 5 figures, staff car, radio truck CO + 2 figures 9 figures, MMG, Panzerfaust

10th Company 11th Company


6 figures, Panzerfaust 6 figures, Panzerfaust

Morale: Higher level CO.

12th Company Support Platoon


2nd Battalion / 744th Grenadier Regiment 9 figures, 3 figures,
81mm mortar, 150mm infantry gun,
HQ 5th Company Panzerfaust horse tow
CO + 2 figures 7 figures, MMG, Panzerfaust

6th Company 7th Company


6 figures, Panzerfaust 6 figures, Panzerfaust

Morale: CO + 35 figures (Regular).


8th Company Support Platoons
7 figures, 6 figures, PaK 97/38 75mm AT gun,
81mm mortar 20mm AA, French half-track tow,
heavy car 1st Battalion / 1711th Artillery Regiment
2 figure OP team (on foot),
2 x Zis-3 (76.2mm) ex Russian gun (off table)

Morale: CO + 34 figures (Regular).

Below: The captured Russian guns of 1711th Artillery


Regiment. Morale: N/A.

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Putot-En-Auge - August 2021
1.The Memorial sign next to the Mairie
2.The Manoir
3.The church
4. Main Street 1
5. Main Street 2

1 2

3 4

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Scenario 2 - Rearguard Action at
Annebault - Morning 21st August 1944
What Really Happened
Having successfully captured the village
of Putot en Auge, as well as accounting for
over 200 troops and substantial amounts
of equipment, Major-General Gale pushed
the 6th Airborne Division Armoured
Reconnaissance Regiment forward towards
Annebault until they encountered stiff
resistance from a German rearguard.

The terrain was ideal for defence with


heavily wooded areas, rolling hills and
steep valleys. The 3rd Parachute Brigade
following behind prepared for an assault on
the village. Eventually, British forces were
able to capture Annebault and continue the
advance to Pont l’Eveque.

Right: Elements of 6th AARR lead the


way to Annebault.

The Game
This game represents the clash between the British 6th Airborne Division and the German 711th Infantry Division at
Annebault. We suggest limiting the game to a maximum of 12 moves. The British move first.
................................................
Table Size
It is played lengthways along a 6’ x 4’ table
................................................
German Orders
Hold the village of Annebault to prevent the Allied advance to the Seine.

British Orders
Advance to capture and hold the village of Annebault to secure the left flank of the Allied advance to the Seine.
................................................
German Deployment
German forces are deployed and dug in east of line G-G. They may be in buildings or dug in (hard cover).

British Deployment
British forces start west of the line B-B.
................................................
British Victory Conditions To Win
Capture the village of Annebault or force German forces from the table by the end of the game.

German Victory Conditions To Win


Prevent the British from capturing the village of Annebault by the end of the game.

If neither side achieves a win by the end of the game the game is a draw.

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Scenario 2 BATTLE MAP (6' x 4')

To Pont l’Eveque

Farm

Annebault

G G

b b

To Dozulé

Terrain
• Hedges are not of the bocage type.
• All woods require a D6 throw each move to limit movement for infantry and vehicles.
• All buildings are intact at the beginning of the game.
• The hills do not require a D6 throw to limit movement and these and the church are high spots for observation.

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Scenario 2 - British Forces
3rd Parachute Brigade Headquarters 1st Canadian Parachute Battalion
(Brigadier James Hill) (Lt Colonel George Bradbooke)

CO + 5 figures, HQ Support Company


2 x signals Jeep and trailer CO + 6 figures, PIAT, 2” mortar 6 figs, 3” mortar, Vickers MMG

A Company B Company C Company


8 figures 8 figures 8 figures
Morale: Higher level CO.

8th (Midland Counties) Parachute Battalion


(Lt Colonel Alastair Pearson)

HQ Support Company
CO + 6 figures, PIAT, 2” mortar 6 figs, 3” mortar, Vickers MMG
Morale: CO + 36 figures (Elite).

151st Field Regiment Royal Artillery


A Company B Company C Company Battery
8 figures 8 figures 8 figures Bren Carrier OP*,
2 x 25 pdr
(off table)

Morale: CO + 36 figures (Elite). * The vehicle carries a 2 figure observer team (OP) that can
dismount to enter buildings.

9th (Home Counties) Parachute Battalion Morale: N/A.


(Lt Colonel Napier Crookenden)

HQ Support Company 6th Airborne Armoured Reconnaissance Regiment


CO + 6 figures, PIAT, 2” mortar 6 figs, 3” mortar, Vickers MMG (Major Paul Barnett)

A Squadron (from B1)


Cromwell (75mm) CO, Cromwell (75mm)

A Company B Company C Company


8 figures 8 figures 8 figures

B Squadron (from B2)


Morale: CO + 36 figures (Elite). 13 figures, PIAT, Vickers MMG, captured 20mm AA half-track,
Bren Carrier *, Jeep, Jeep and trailer

1st Belgian Armoured Car Squadron


(Major Francois De Selliers)

Daimler Armoured car (2 pdr),


Daimler Dingo (VMG)

* If the crew is in the Carrier the vehicle is counted as having a


vehicle mounted machine gun (VMG).

Morale: 2 independent AFVs (Regular). Morale: CO + 18 figures (including 2 independent AFVs (Regular).

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Scenario 2 - German Forces
744th Grenadier Regiment Battlegroup HQ 3rd Battalion / 744th Grenadier Regiment
(Colonel German Maier)
HQ 9th Company
CO + 5 figures, staff car, radio truck CO + 2 figures 9 figures, MMG, Panzerfaust

10th Company Support Platoon


6 figures, Panzerfaust 3 figures, 150mm infantry gun,
horse tow

Morale: CO + 5 figures.

11th Company
2nd Battalion / 744th Grenadier Regiment 9 figs, 81mm mortar,
Panzerfaust
HQ 5th Company
CO + 2 figures 9 figures, MMG, Panzerfaust

6th Company 7th Company


6 figures, Panzerfaust 9 figs, 81mm mortar, Panzerfaust
Morale: CO + 29 figures (Regular).

Elements of 346th Fusilier Battalion


Support Platoons HQ 1st Company 2nd Company
3 figures, PaK 97/38 75mm anti-tank gun, French half-track tow CO + 2 figures 9 figures, 81mm mortar 9 figures, MMG

Morale: CO + 29 figures (Regular). Morale: CO + 20 figures (Regular).

1st Battalion / 1711th Artillery Regiment AT Platoons / 346th Anti-Tank Battalion


2 figure OP team (on foot), StuG III assault gun (75mm),
2 x Zis-3 (76.2mm) ex Russian Marder III tank destroyer (75mm)
guns (off table)

Morale: 2 independent AFVs (Regular).

Morale: N/A.

German Prepared Defences


Minefields The Germans have one 4” x 4” marked
and one 4” x 4” dummy minefield
deployed east of line G-G. at the
discretion of the German player before
the game starts. Minefield markers

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ANNEBAULT - August 2021

1.The Mairie
2.A cafe on Main Street
3.The church
4. House on Main Street

2 3

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Scenario 3 - Assault on Pont L’Eveque
Afternoon 22nd August 1944
What Really Happened
Despite being supported by armour The Game
and artillery, the German rear-guard at This game represents the clash between the British 6th Airborne Division
Annebault was eventually overrun. The and the German 711th Infantry Division at Pont l’Eveque. We suggest
British reconnaissance units moved limiting the game to a maximum of 12 moves. The British move first.
through and advanced towards Pont ................................................
l’Eveque, the last town before the River
Table Size
Seine.
It is played lengthways along a 6’ x 4’ table
................................................
The terrain in and around the town made
it obvious that any attack would not German Orders
be easy, and the British 5th Parachute Hold the village of Pont l’Eveque to prevent the British advance to the
Brigade would need to assault across two Seine.
rivers before engaging in street fighting
in the town itself. British Orders
Secure the left flank of the Allied advance to the Seine by advancing to
capture and hold the village of Pont l’Eveque.
................................................
German Deployment
German forces are deployed east of line G-G. They may be dug in (hard
cover).

British Deployment
British forces start west of the line B-B.
................................................
British Victory Conditions To Win
Capture the village of Pont l’Eveque by the end of the game.

German Victory Conditions To Win


To win: Prevent the British from capturing the villages of Pont l’Eveque by
the end of the game.

If neither side achieves a win by the end of the game the game is a draw.

Above: Barbed wire defences have


been placed on the western side of
Pont l'Eveque to slow the attacking
paras.

Right: The southern edge of Pont


l'Eveque has been heavily bombarded
by the Airborne forces.

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Scenario 3 BATTLE MAP (6' x 4')

To the River Seine

Railway
Embankment

Pont l’Eveque

G G

Ford
b b

To Annebault

Terrain
• Hedges are not of the bocage type.
• All woods require a D6 throw each move to limit movement for infantry and vehicles.
• All buildings are intact at the beginning of the game.
• Rivers can only be crossed at a bridge or ford.
• The hills do not require a D6 throw to limit movement and these and the church are high spots for observation.

16
Scenario 3 - British Forces
5th Parachute Brigade Headquarters 13th Parachute Battalion
(Brigadier Nigel Poett) (Lt Colonel Peter Luard)

CO + 5 figures, 2 x Jeep and trailer HQ A Company


CO + 4 figures, 8 figures
PIAT

B Company C Company
6 figures 6 figures

Support Company
Morale: Higher Level CO. 6 figures, 3" mortar,
Vickers MMG

A Squadron / 6th Airborne Armoured Recce Regt


Cromwell (75mm) CO, Cromwell (75mm)
Morale: CO + 30 figures (Elite).

7th Parachute Battalion


(Lt Colonel Geoffrey Pine-Coffin)

HQ A Company
CO + 4 figures, 8 figures
PIAT

B Company C Company
Morale: 2 x Independent AFVs.
6 figures 6 figures

Royal Engineers Detachment


Armoured bulldozer Support Company
6 figures, 3" mortar,
Vickers MMG

Morale: CO + 30 figures (Elite).

12th Parachute Battalion


(Lt Colonel Nigel Stockwell)
Morale: N/A.
HQ A Company
CO + 4 figures, 8 figures
150th Field Regiment Royal Artillery PIAT

Battery
Bren Carrier observation post (OP)*, 2 x 25 pdr (off table)
B Company C Company
6 figures 6 figures

Support Company
6 figures, 3" mortar,
Vickers MMG

* The vehicle carries a 2 figure observer team (OP) that can


dismount to enter buildings.

Morale: N/A. Morale: CO + 30 figures (Elite).

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Scenario 3 - German Forces
744th Grenadier Regiment Battlegroup HQ 3rd Battalion / 744th Grenadier Regiment
(Colonel German Maier)
HQ 9th Company
CO + 5 figures, staff car, radio truck CO + 2 figures 9 figures, MMG, Panzerfaust

10th Company 11th Company


6 figures, Panzerfaust 9 figures, 81mm mortar,
Panzerfaust

Morale: Higher Level CO.

2nd Battalion / 744th Grenadier Regiment Support Platoons


3 figures, 150mm infantry gun,
HQ 5th Company horse tow
CO + 2 figures 9 figures, MMG, Panzerfaust

6th Company 7th Company


6 figures, Panzerfaust 9 figures, 81mm mortar,
Panzerfaust

Morale: CO + 29 figures (Regular).

Support Platoon
3 figures, 75mm anti-tank gun, French half-track tow 1st Battalion / 1711th Artillery Regiment
2 figure OP team, (on foot),
2 x Zis-3 (76.2mm) ex Russian gun (off table)

Morale: CO + 29 figures (Regular).

AT Platoon / 346th Anti-Tank Battalion Morale:N/A.


Marder III tank destroyer (75mm)

The RE dozer making a ford

Morale: Independent AFV (Regular).

German Prepared Defences


Minefields There are two 4” x 4” marked
minefields and one 4” x 4” dummy
minefield deployed east of line G-G
at the discretion of the German player
before the game starts.
Barbed Wire 12” of barbed wire is deployed at the
discretion of the German player before
the game starts.

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Pont L'Eveque - August 2021

1 2

3 4

1. The church in the town centre


2. The church in 1944 (photo on display opposite 1)
3. The rebuilt bridge
4. Building on Main Street crossroads
5 and 6. Buildings on Main Street

5 6

19
Reloaded Vehicle and Gun Statistics
British
Target
Vehicle Speed Main Weapon 2nd Weapon
Class
Cromwell (75mm) 30 / 15 3 Gun class 3 / HE 4 x D6 (or VMG) Hull VMG
Daimler Armoured Car (2 pdr) 30 / 15 5 Gun class 4 (or VMG) -
Dingo Scout Car (VMG) 30 / 15 5 VMG -
Captured 20mm AA HT 30 / 15 6 Gun class 5 / autocannon -
Bren Carrier 30 / 15 5 VMG * -
Jeep 30 / 18 6 - -
Armoured Dozer ** 18 / 9 5 - -
Guns
25 pdr field gun HE 5 x D6
3” mortar HE 4 x D6
2” mortar HE 2 x D6
PIAT Gun class 2 / HE 4 x D6 Maximum of three shots per game
* Can only fire VMG when carrying passengers
** Not open top armour

German
Target
Vehicle Speed Main Weapon
Class
StuG III (75mm) 24 / 12 3 Gun class 2 / HE 4 x D6
Marder III 24 / 12 5 Gun class 2 / HE 4 x D6
Prime mover 24 / 12 6 -
Guns
Zis-3 76.2mm field gun HE 4 x D6
PaK 97/38 75mm AT gun Gun class 3 / HE 4 x D6
150mm infantry gun Gun class 3 / HE 6 x D6
20mm AA gun Gun class 5 / autocannon
81mm mortar HE 4 x D6
Panzerschreck Gun class 2 / HE 4 x D6 Maximum of three shots per game
Panzerfaust Gun class 2 / HE 4 x D6 Single shot weapon

The German horse drawn 150mm infantry gun

20

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