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BATTLE GROUP • RULEBOOK

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

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BATTLE GROUP • RULEBOOK

Above: A Regina Rifle’s Bren section


take cover in the rubble, this is a staged Germans they are: 26th SS Panzer Day 2. June 8th.
propoganda photograph. Grenadier Regiment and elements of Surrounded at La Ferme de
12th SS Panzer Regiment and 12th SS Cardonville
Pioneer Battalion. Panther tanks stumble upon D
Company, the Regina Rifles, 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 fight 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-fight 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 fierce combat between 3rd Day 3. June 9th.
Canadian Infantry Division 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-fight 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 Firefly 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 Rifles, an expand the salient but meet tough,
infantry battalion with the support Play this battle first, at the start of dug-in troops of 12th SS Pioneers
of the 1st Hussar’s tanks. For the June 8th, before beginning Campaign with anti-tank guns and tank
Turn 1. support.
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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 soldiers. Men believing they
Spitfires. may be executed rarely surrender.
7th CANADIAN INFANTRY
BRIGADE, 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 fighting their away logistical tail was still unloading of infamy. That infamy was paid for
ashore over Juno Beach 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 horrific 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 first encountered the rapidly Normandy to meet the invasion, 12th Witt. Around Norrey the principal
deploying elite 12th SS Panzer SS Panzer Division first 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 fighting. commanded by Standartenführer
the young SS soldiers for the next Wilhelm Mohnke, with elements of
five weeks, but in the first days their The division arrived piecemeal, both 1st and 2nd Battalions, 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 fighting power in the from other divisional units.
division had deployed two of its first few days of combat. As more of
three infantry brigades 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 first 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 fighting 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 fighting strength deteriorate. points. Tabletop battles are fought
airfield. 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 specific 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 Rifles and the recruits, mostly teenage boys, led by exact point on the map. Each player
Winnipeg Rifles 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 fighting on 7th Infantry hate-filled 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
Rifles at Norrey-en-Bessin. The The Canadians (by contrast, all with miniatures. ‘Might’ is used here
Reginas were not fighting alone, they civilian volunteers) would soon because there is chance for a force
had their division to support them, disprove this arrogant belief and fight 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 field, 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 fields and flat
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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BATTLE GROUP • RULEBOOK

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 fields 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 fields Bretteville, if the enemy do take them, morning, afternoon and evening. So,
are full with ripening corn standing 5’ he must continue to fight 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
fields, 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 fight 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 fields. There are no major half (125 points) must be spend on A player can only withdraw from a
rivers or even streams beyond field 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 fight.
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 fight for it, then

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BATTLE GROUP • RULEBOOK

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 patrol 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, first it must fight 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 fight a tabletop movement, they remain with the new
(remove the counters from the map) battle, then its move ends and it will stack.
or fight 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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BATTLE GROUP • RULEBOOK

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 fight
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 army 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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BATTLE GROUP • RULEBOOK

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 fit 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 first 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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BATTLE GROUP • RULEBOOK

having left their half tracks well with Sherman tanks. No Churchills • 1 Canadian Recce counter in
behind the battlefield 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 Corps 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 firing 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 fire 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 fit 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 first 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 platoons or squads 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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BATTLE GROUP • RULEBOOK

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
June 1944.
Bretteville Centre.
• 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-fights 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-fights. 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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BATTLE GROUP • RULEBOOK

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
night. C Company was furthest south, on
AS IT HAPPENED
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 finest 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 Rifles battalion area of
Allied divisions on D-Day. Behind tight roads, crowded by the small operation was the carrier platoon
the first 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 flanks along the buildings. carrier platoon of the Royal Winnipeg
by the end of D-Day the furthest One feature was the very tight road Rifles 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 first, 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 rifle companies of the Winnipeg
D-Day was sporadic and generally itself held a commanding position, Rifles. 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 cornfields 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 fire and their defence. exposed flank.
mortar barrages but, now lacking
the strength for a serious fight, the Meanwhile, as 12th SS Division Luckily for the Canadians, the 12th
division had all but ceased to be a was fighting hard north-west of SS Division were, as yet, not in a
coherent fighting 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 difficult 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 airfield at divisions’ 26th Panzer Grenadier roving Allied air patrols 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’ first 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 finally 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 flank 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 first line to the west was to be filled by
counter-attack launched from Caen taste of the bloody fighting 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 Rifles had secured its positions.
Regina Rifles, 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 fire 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 fire 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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BATTLE GROUP • RULEBOOK

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 Rifles, 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 fire plan that zero’d right flank 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 Rifle’s battalion HQ,
two prongs, one from the south-west, of the M7 Priest batteries (positioned Lt-Col Matheson now decided his
the other the south-east. Dismounted, back at Bray) opened fire. 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 fire. 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 significant 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 fire 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 fire from the half-tracks and their dead scattered B Company from Rots west to Le
Canadian troops near Le Villeneuve, through the fields 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
Rifles C Company on the outskirts of Whilst the defence of Norrey was Winnipeg’s carrier platoon (itself
Norrey and soon star-flares, fired by holding firm, the Germans also now needed for a planned counter-
both sides, lit the fields. 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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BATTLE GROUP • RULEBOOK

Above: SS grenadiers on the move through


another shell-blasted Norman village. On the en-Bessin surrounded and cut-off. indiscriminately, starting fires 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 battlefield. 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 flank, between line of the Caen-Bayeux highway, but Panthers stalled, their commander,
it and the first 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 fire and artillery Battalion, now dismounted and infiltrate 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 Rifle’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 fire
offensive move. Again, it would machine gun fire, kept heading for fight 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 fired a flare 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 fire. 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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BATTLE GROUP • RULEBOOK

they had very little infantry support his last troops out of Bretteville fierce fire fight developed, the
and the Regina’s A Company, now as well. Critically, his powerful Germans using the railway cutting
fighting 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 fires were from the second floor 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 fields, 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 squad 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 finally 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 fire 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 fields. 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
firing broke out from the orchard.
Quickly, the German tanks were
returning fire 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,
firing its machine guns. Surrounded,
the Canadians returned fire 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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BATTLE GROUP • RULEBOOK

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 filled 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 fire. 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 Fireflies, as well
Panzergruppe West, General Geyr the north-east. He only had a single the Regina’s own 6 pdr guns.
Von Schweppenburg confirmed 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 flanking fire 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 first shorten the attack, because the company and the Fireflies quickly scored
its extended lines, moving east of commander, Franz Von Ribbentrop hits and kills, first 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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BATTLE GROUP • RULEBOOK

artillery fire 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-troop
Stunned by the rapid losses, the again, Keller instructed 2nd Canadian and inter-squadron 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 five 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 first step in outflanking
the planned panzer counter-offensive and then isolating Carpiquet airfield. 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 airfield 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 final rounds fired 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 first, 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 fire 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 fighting, 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 minefield
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 Rifles 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 difficulty in getting through
After three days of fierce 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 Rifles of Canada 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 fight a static defensive battle and the attack would be conducted by the fields 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 fire began to hit the village and
he had to get his frontlines moving have to make do with shooting at surrounding fields.

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BATTLE GROUP • RULEBOOK

Once into the flat, open country of Squadron’s attack had completely prisoners of war out of hand. For
corn and beet fields 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
Rifles 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 fire from hidden picking off the Shermans as some finally stabilise. Weeks of attritional
anti-tank guns, panzerfausts from of the panzers closed through the fighting 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 Rifles reached Le Mesnil Patry victory or significantly move the
To assist the attack the Queen’s Own itself and fought their way into the frontlines until Caen eventually
Rifles’ 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
battlefield 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.
fire 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 flooding 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 fired HE their mortars and fired 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 cornfield 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 floor 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 fire 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 first The Queen’s Own Rifles battalion
tanks of C Squadron arriving to counted 55 dead and over a hundred
reinforce them – and face the same wounded. Later, they would find
destruction. the bodies of their wounded men,
left on the battlefield, 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 fighting these were
add some supporting fire 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
T his section contains two army
lists, for creating battlegroups
constructed from the two opposed
Logistics, Additional Fire Support
and Specialist Units.
For each infantry unit in your
battlegroup, you can also include
a single unit chosen from either
divisions at Norrey-en-Bessin. The Support Assets can only be taken Engineers, Reconnaissance or
first is the Canadian 3rd Infantry by first including Front Line assets. Specialist Units.
Division. In the first 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 fighting 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 Fireflies 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.
fire support from its own 25pdr guns. Headquarters can sometimes be a They might be deployed in close
These changes make it a different fighting 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 first half is called the squads and
Front Line Assets. This consists of platoons of
the principal combat units of the fighting infantry,
battlegroup, its infantry, tanks and which might be
artillery, along with its battlefield 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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BATTLE GROUP • RULEBOOK

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 minefields
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 fighting units, but still fulfil 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 fire missions to attack Organisation Chart (see Appendix).
Negotiating a battlefield 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
minefields, to attacking enemy This section also includes the army’s how many Officer and Scout units it
strongpoints with special weapons Close Air Support Table, which is includes.
like flamethrowers. 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 fit 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 fighting, 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
Points Units
restrictions on how many units your 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 field. 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 five 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 Officer, Artillery Spotter, Unique Special Rules: Communications, Unique

Options: Transport Forward Headquarters in:


Jeep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +2 pts
Replace 3 men with:
Dingo Scout car . . . . . . . . . . . . . . . . . . . . . . . . . free
M4A4 Sherman tank . . . . . . . . . . . . . . . . . . . . . 44 pts

Forward Air Control Officer . . . 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: Officer, 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
Humber Scout Car. . . . . . . . . . . . . . . . . . . . . . . +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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BATTLE GROUP • RULEBOOK

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
Rifle 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: Officer, 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

Rifle Section . . . . . . . . . . . . . . . . . . 21 pts 2-r BR Carrier Section . . . . . . . 54 pts 6-r BR (Restricted)


Section Composition: 1 Rifle Section For each Section you may choose 1 Support unit

Rifle Section Section Composition: 1 Carrier Rifle 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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BATTLE GROUP • RULEBOOK

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 (Officer, Mortar Spotter)
1 M4A4 Sherman
1 M4A4 Sherman Firefly

Options: Replace any M4A4 Sherman with


M4 Sherman . . . . . . . . . . . . . . . . . . . . . . . . . . . . +2 pts M4 Sherman Firefly

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:
Off-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
Off-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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BATTLE GROUP • RULEBOOK

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 filled
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 first 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 minefield. 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-camouflaged behind the lines. You may take a
Special Rules: Senior Officer, 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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BATTLE GROUP • RULEBOOK

RECONNAISSANCE SUPPORT UNITS

Sniper. . . . . . . . . . . . . . . . . . . . . 10 pts 1-v BR Infantry Foot Patrol . . . . . . . . . . . . 31 pts 2-r BR


Unit Composition: 1 man Squad Composition: 1 Rifle 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 Rifle 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: Officer, 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 flamethrower . . . . . . . . . . . . . . . . .+10 pts
May take a mine sweeper. . . . . . . . . . . . . . . . . .+5 pts
Armoured Engineering Vehicle
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

113
BATTLE GROUP • RULEBOOK

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 fire 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
Off-Table Artillery Support Request game, write down which turn the guns will fire 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 fire 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.

114
BATTLE GROUP • RULEBOOK

– 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 Officer, Artillery Spotter, Unique Special Rule: Communications

Options: Replace 3 men and SdKfz 251/3 with:


Panzer IV H . . . . . . . . . . . . . . . . . . . . . . . . . . . . +28 pts
Wire Team . . . . . . . . . . . . . . . . . . . . .8 pts 0-r BR
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 fire.
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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: Officer, 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

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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 (Officer, 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 (Officer, 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
Off-Table Mortar Fire
Unit Composition: 1 Battery
Light Panzer Artillery Battery . . 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 Off-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

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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-filled 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 first 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.

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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: Officer, 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)

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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 flamethrower . . . . . . . . . . . +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)

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ADDITIONAL FIRE SUPPORT

Off-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 fire 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 fire 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 fire on.
The points cost includes a pre-registered target as the
target point of the barrage.
German Close Air Support Table 1944

D6 Aircraft
1-3 Me Bf109 G Wespe, self-propelled
105mm howitzer
1-4 No bombs
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 fire 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.

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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
first turn.

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

OBJECTIVES
There is a single objective on the
battlefield, 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 fighting 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 refight 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- Rifles 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 first, 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 Minefields Battery of 2 80mm mortars (off-table)
BR Total: 20 Total BR: 35
Total Officers: 2 (including senior officer) Total Officers: 3 (including senior officer)
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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

GERMAN DEPLOYMENT
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
attack from the west of the town.

These tanks, moving cross-country in


the dark, stumbled across the Regina
Rifles’ D Company, dug-in at the
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,
flanked 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 fire. The battlefield 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 fight orchards and fields. 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
firing. 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 refight 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. battlefield. 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 fighting rules should The winner of this battle gains a
deployed first, 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 first 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 Minefield (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 officer)

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SCENARIO 3 - JUNE 9th


LÜDEMANN’S HUNTING PANTHERS
OBJECTIVES

GERMAN DEPLOYMENT
There are no objectives on the table,
this is a straight fight.

SPECIAL RULES
Off-table Firefly: The Canadian
CANADIAN DEPLOYMENT

position is covered by Firefly tanks.


As well as those on the table, another
off-table tank can fire a single 17pdr
shot at a German tank within 50"
of the western table edge, once per
turn. The shot hits on a 6, with a
penetration value of 6. This does not
cost an Order.

German Command Confusion:


Confused as to where the firing
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 officers 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 first turn. the battle, but players might like to
Hauptman Lüdemann is leading his refight 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 battlefield 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 fields 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 cornfields, 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 flat and open. In the
and several Firefly 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 Rifle’s anti- Infantry Platoon, may start dug-in in foxholes
are deployed first, 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:

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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 DEPLOYMENT
B Squadron of the 1st
GERMAN DEPLOYMENT

Hussars are about to


launch their attack from
Norrey-en-Bessin towards
le Mesnil Patry. They are
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 first 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 refight 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 first, 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 officer 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 first 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 Firefly officers.
The battlefield is beyond the western tanks. At this time about 1 in 6 of
edge of Norrey and the fields and their Shermans was a Firefly (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 Fireflies with the Sherman bonus +3 campaign victory points.
beat and cornfields, 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 flat and open.

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CANADIAN FORCES GERMAN FORCES


B Squadron, 1st Hussars (under strength) Senior Officer – 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 officer) 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 fire 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 Officer – in M4 Sherman Officers: 3 (including senior officer)

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


Firefly 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 -

134
1
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

136

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