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Cymru am Byth

The Welsh Guards at War, 1939 to 1945

Index

Introduction 3
Notes 4
Figure Requirements 5

Section One: France 1940 6


Scenario One Arras 1940 8
Scenario Two “Hopeless Odds” 13
Scenario Three The Crossroads 19
Scenario Four A Port in a Storm 25
Scenario Five A Desperate Action 31

Section Two Tunisia 1943 36


Scenario Six Mentioned in Despatches 39
Scenario Seven Hamman Lif 45

Section Three Italy 1944 to 1945 51


Scenario Eight One Dark Night 53
Scenario Nine Monte Piccolo 58
Scenario Ten The Road to San Marco 63

Section Four Northern Europe 68


Scenario Eleven The Attack on Montchamp 70
Scenario Twelve “Let’s Get at the Bastards” 78
Scenario Thirteen Swanning up to Brussels 85
Scenario Fourteen “The German Army Never Surrenders” 90
Scenario Fifteen Into the Reich 97
Scenario Sixteen The Road to the Rhine 103

Section Five Mini Campaign 110


The Albert Bridgehead
Introduction

The three battalions of the Welsh Guards fought in almost every western
theatre of the Second World War, both as infantry and as armoured units.
As one would expect from the Guards, their performance was exemplary
and the actions in which they fought served to confirm the tenacious
reputation of Welsh servicemen.

This supplement is something of a first for TooFatLardies in that it does not


focus on one particular campaign or theatre of operations. Instead it
follows the activities of one Regiment throughout their service in World War
Two; from their experiences with the British Expeditionary Force in France
1940, through North Africa, up the boot of Italy, to Normandy in 1944 and
then on into the Low Countries and, eventually, into the heart of the
shattered German Reich.

For me this format was an attempt to best answer one of the most common
questions asked of any rule designer, namely “Where are the scenarios to go
with these rules?” My answer has always been two-fold. As time has gone
on we have, with the help of our confederates, produced an ever widening
range of scenario supplements, and clearly I have pointed this out. More
glibly I have also replied “In the library”, as I am a firm believer that it is
there that we can find historical scenarios far, far more challenging and
interesting than any abstracted set of objectives placed randomly by
wargamers. What is more, those scenarios come with a complete
description of the action and set the benchmark that we can use when re-
fighting these historic events.

This, therefore, is an attempt to show how one book can provide a plethora
of gaming opportunities. The book concerned was a 1947 edition of “The
Welsh Guards at War”, written by a Guards officer who had fought with the
Regiment during some of the actions described. A one volume work it
covered the history of all three battalions as they fought their way through
most of the major campaigns of the Second World War, from France 1940,
North Africa, Italy, Normandy, the Low Countries and into the heart of the
Reich in 1945. This book is freely available from my local library, along with
many more detailing the actions of other regiments, and provides a unique
insight into the actions they were involved in, drawing upon a multitude of
first had accounts of the events described.

Naturally additional research has been undertaken to add meat to the bone,
but that has been more due to my own interest in military history in general
and a desire to get the geography correct. Interestingly this has thrown up
some contradictions, but in an effort to be true to the original text I have
stuck with their version of events where there has been conflict.

Hopefully what is found within will inspire others to use the free resources
that their local library can provide, and discover what a bountiful source
such regimental histories can be.
Unlike previously produced scenario supplements this volume draws upon
three of the four main rule supplements. For 1940 the Blitzkrieg
supplement will have full details of troop and armour ratings. For Tunisia
“In the Footsteps of Legions” will be required, whilst Italy and northern
Europe are covered in “Gotterdammerung”. However these will only be
required if you wish to make any alterations. For the user’s ease I have
provided the unit ratings and vehicle stats within the body of each scenario
so they may be played with only the basic rules.

Notes

Within this supplement there are sixteen scenarios and one mini-campaign.
In general terms the format in which they are presented has been
standardised, there are briefings for both players and umpire’s notes
presented that give additional information that, ideally, will be kept from
the players. It is advisable for the umpire to read both the players’
briefings as well as his notes so that he has a complete understanding of
what all parties know and, often more importantly, do not know.

Some historical commentary is available and this may well be of interest to


the players once the game is complete.

The mini-campaign is presented in a similar format but attempts to do more


than just present a succession of scenarios. In both cases the players will
need to consider how they deploy a range of resources in order to achieve
their ultimate goal.

Where possible we have included period maps of the battlefield from our
map library on Lard Island. These are all General Staff Geographical Section
maps that were published during the War and would have been familiar to
the participants of these battles.

The Big Men named, with one exception, are those of the men who fought in
the engagements that we are seeking to reproduce. Where no names are
available we have left the Big Men unnamed. These will need to be diced
for to identify their leadership qualities.

Roll Result
0 D4-1
1 D4
2,3 DAv
4,5 D6
6 D6+1
Subtract 1 from the roll for poor units, add +1 for very high quality units
such as Fallschirmjager.
Figure Requirements

N.B. Figures that are not actually required on the table, such as off-table
mortars or artillery are not listed.

UnIt\Scenario 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Rifle sections 6 6 7 11 12 12 10 10 8 20 8 6 9 9 9
Boys AT rifle 1 2 1 1
2” mortar 1 1 4 4 8 2 1 3 3
Vickers MMG 1
Sniper 1
Big Men 4 3 7 1 5 6 6 5 5 5 8 4 5 6 7 6
B PIAT 4 8 3 2 3 3 3
R 3” mortar 4
I FOO 1
T Carriers 3 5
I
Mark VIb tanks 6 2
S
Sherman III 6
H
M4 Sherman 6
Cromwell IV 9 6 10 11
Churchill VI 9
15cwt trucks 1 8
Staff car 1
25mm AT gun 3
6 Pounder AT 2
M3 Halftrack 6 9

Rifle squads 11 7 7 14 3 6 9 2 3 9 4 6 7
AT rifle 1 1 3
50mm mortar 3 1 1 3
Sniper 1 1 1
MMG Team 3 6 8 2 3 4 1 6 2 2
Big Men 6 3 1 6 1 2 3 1 3 5 3 2 2 5 2
Panzerschreck 1 2
G Panzerknackers 1
E 80mm mortar 2
R FOO 1 1
M Sdkfz 251 6 6
A
Mark VIb tanks
N
Panzer II 6 6
S
Panzer III 6 3
Panzer 35(t) 5
Panzer IVH 1
Panther A 4 6 2
Pak 38 1
Pak 36 AT gun 3 1
Pak 40 2
Pak 76.2 (r) 1
Opel Blitz 10
Kubelwagen 1 1
StuG IIIF 1 2
Jagdpanzer IV 1
Section One
Blitzkrieg 1940

The 1st Battalion of the Welsh Guards were stationed in Gibraltar in


September of 1939 when war broke out and as a result were transferred to
France via Marseilles in November of that year. Their role was to provide
protection for Lord Gort’s Headquarters, then based at Harbarcq to the east
of Arras. This was familiar territory to many of the older officers who had
ended the Great War in exactly that location. It was here that they were
situated when the invasion of the West commenced on the 10th of May 1940.

The 2nd Battalion was still forming when war was declared and were further
set back in this task when a significant draft was sent to France to bring the
1st Battalion up to strength. Nevertheless their training continued apace in
southern England, and they were presented with their colours in February of
1940 by His Majesty King George VI. In April of 1940 they were brigaded
with the 2nd Battalion Irish Guards and readied for the war that was soon to
be upon them.

The effect of the German sichelschnitt in May 1940 is well documented and
much recited. For the Welsh Guards it brought a variety of roles. The 1st
Battalion Welsh Guards
were assigned to guard
the headquarters of
General Lord Gort and,
as such, they formed no
part of the body that
headed north into
Belgium as part of the
Dyle Plan and
consequently they were
spared immediate
contact with the enemy.

For elements of the 2nd


Battalion war was
somewhat quicker in
coming, and in the most
unusual of
circumstances. The
violation of Dutch
neutrality on the 11th of
May saw a new form of
warfare unveiled.
Airborne attacks struck to the very heart of Holland and it was clear that
resistance was close to futile. On Monday the 13th a composite battalion of
Welsh and Irish Guards landed on the Hook of Holland to assist with the
evacuation of Queen Wilhelmina and her Ministers and destroy as much war
materiel as possible before the arrival of the Germans. They came under
heavy aerial bombardment, causing some losses, but re-embarked on the
following day and returned to England.

At Arras the 1st Battalion was now thrust into the unexpected front line that
materialised to their south as the German blitzkrieg swept around towards
the sea. From the 17th to the 24th of May they held their positions in the
face of increasingly determined German attacks that, eventually, seemed
likely to surround and isolate the defenders of Arras [Scenario One]. Only
then, at the last moment, did the Welsh Guards withdraw serving as the
rearguard and winning their only Victoria Cross of the conflict as a result
[Scenario Two].

In the interim the 2nd Battalion had crossed from England on the 21st of May
to defend the ancient port of Boulogne that, like Calais (see The Defence of
Calais scenario supplement by Robert Avery) was threatened by the German
lighting advance. Here they fought several desperate actions [Scenarios
Three and Four] before being withdrawn by the Royal Navy on the 24th after
their heroic attempt to stem the German tide had failed.

After a fighting withdrawal from Arras the 1st Battalion had withdrawn
towards Dunkirk. As a relatively intact force they had taken up positions to
the south of Bergues where they were to halt the Germans for long enough
to allow more British and allied forces to retreat into the main defensive
perimeter and for the 1st Guards Brigade to take up positions on the canal
line behind them. On the 29th of May they fought a series of confused
company sized actions that saw the battalion suffer terrible losses but hold
their ground for sufficient time to see the main perimeter positions
strengthened. [Scenario Five]. At 6pm on that day they were ordered to
retire to the beaches for embarkation. The Welsh Guards’ experiences in
France in 1940 ended, as did those of so many others, on the beaches at
Dunkirk.

The comment in the Regimental History written in 1946 could well be made
of almost any British military operation of the last 150 years. “The small
but costly rearguard action fought at Vyfweg and West Cappel on the 29th of
May 1940, is a sobering reminder of the price that must be paid by a thin
screen of infantry left to protect retiring forces from a thrusting enemy’s
advance. British infantry have paid that price over and over again and must
continue to pay it so long as almost every campaign is begun with
inadequate forces.”
Scenario One
The Defence of Arras

Introduction
The spearhead of the German advance passed to the south of Arras, its out-
riding elements brushing with the British forces there on occasion, but no
fighting worth mentioning took place as the Germans pushed on towards the
sea. Once that goal had been achieved, however, the narrow corridor was
expanded to the north and south with a view to ensuring that the breach
could not be shut. It was now that Arras became a front-line position, and
the Welsh Guards had a fight on their hands.

For seven days, from the 17th to the 24th of May, the town was held by the
Welsh Guards in the face of German attacks from the east, south and west.
Their position became increasingly isolated, especially after the failure of
the British thrust southwards on the 21st of May (that much celebrated
missed opportunity) in which the Guards did not play any role, but that
served to draw more German forces to that sector of the front.

Our first scenario seeks to present one of the many German attacks that
were launched against the thinly spread defenders. One hears much of the
“Old Contemptibles” of the Great War, that tiny force of professional
regular soldiers that held the Germans on the Marne; here in 1940 the BEF
largely replicated that degree of professionalism and pluck, and once again
they were to make the Germans pay. As the Welsh say, Gwell y wialen a
blygor na’r hon a dorro, better to bend than to break.

Map & Terrain


The terrain to the south of Arras, like much of northern France and Belgium,
is relatively flat, featureless farmland. At the northern edge of the map is
the start of Arras proper, made up of solid brick buildings that provide good
cover. The railway embankment runs east-west just below them and is high
enough to enable troops on top of it to see over the buildings to the south.
There will, clearly, be some dead ground behind these structures. The
railway bridge is a non-descript iron structure that carries the railway line
over the main road to St Quentin.

The outlying buildings break up the flat terrain with small gardens and
yards. The buildings are solid brick or stone construction and provide good
cover. The trees are the quintessential poplar much seen in the region.
They provide limited cover from bullets but do not interrupt fields of fire or
vision.
Scenario One Map
British Briefing

You are Lt William Llewellyn, commanding (5) Platoon, 2nd Company, 1st
Welsh Guards. The last few days have seen Arras come under attack from
all directions, but thus far you have held the line. As the day breaks one of
your patrols reports that tanks can be heard approaching from the south,
heading for the railway embankment. Rumour has it that a major attack is
planned for tomorrow that will (hopefully!) catch Jerry unawares, so your
staying put today is all the more important.

Some Sappers have been working hard to strengthen the embankment, no


tanks or vehicles will be able to cross it and your men have ample positions
provided for them with good fields of fire. What’s more their Officer,
Lieutenant MacAlpine, assures you they’re itching to fight if Jerry comes
this way. Some Frenchies, Zouaves apparently, have joined you under an
odd cove of an officer, he keeps crying and trying to kiss you, but he wears
the MC from the last lot so you reckon you can rely on him.

Best of all some light tanks have arrived under a Captain Cooke, and their
firepower will bolster things in your sector. Your force is as follows:

Elements 2 Company, 1st Battalion Welsh Guards


Lieutenant W.H.R. Llewellyn D6
Sergeant D.H. Griffiths D6+2
Three rifle sections (8 men each)
One Boys Anti Tank Rifle (2 crew)
One 2” mortar (2 crew)
One Vickers MMG (3 crew)

Random French Stayers


Commandant Hercule Poumier D6
One rifle squad Zouaves (10 men)

Sappers Itching For a Fight


Lieutenant Bob MacAlpine (D4)
Two rifle sections (8 men each)
Two demolition charges

Cooke’s Tanks
Two troops of Mark VI b tanks (3 tanks each)

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2,3 4 5 6,7 8
BEF Sappers 1,2,3 4,5 6 7,8
French Zouaves 1,2,3 4,5 6,7 8,9 10

Vehicle Armour Class Weapon Strike Speed


Mark VI b Light Tank 2 MGs Fast

Objective: Hold the line


German Briefing

On all fronts we are victorious, at no point have the enemy been able to
withstand our attack. Now before us is the town of Arras, our orders are to
break into the town, crossing the railway embankment – where the enemy
are apparently awaiting our attack – and advance into the town.
Intelligence tells us that the British defend this sector, so we can expect a
fight, however you know that these Engerlanders can be beaten.

Your force is as follows:

Company Headquarters
Big Men x 6
Two rifle squads (8 men each)
One AT rifle (2 man crew)

Platoons One
Three rifle squads (8 men each)
One 50mm mortar (2 crew)

Platoons Two
Three rifle squads (8 men each)
One 50mm mortar (2 crew)

Platoons Three
Three rifle squads (8 men each)
One 50mm mortar (2 crew)

Panzer Platoon One


Three Panzer II

Panzer Platoon Two


Three Panzer II

Objective: Break through the railway embankment into the town of Arras.

Troops/Dice 0 1 2 3 4
Elite Rate Troops 1,2,3 4 5 6,7 8

Vehicle Armour Class Weapon Strike Speed


Panzer II B/C 2 3 Average
Umpire’s Notes

The British forces and their valiant French allies may start the game dug in.
“Cooke’s tanks” as this seemingly isolated Squadron was referred to by
everyone, begin the game on the northern table edge. They may move to
hull-down positions if the player decides to do so.

The Germans start the game on the southern table edge. Their infantry may
be in trucks if they desire, in which case they must start the game entering
on the main road, or may have entered the table on foot having debussed
previously, in which case they may enter anywhere on the southern edge.
All of the German forces may start the game on the table. They have two
additional blank blinds.

A reinforcement card is included in the deck. Each time it is turned a D6 is


rolled. On a 6 a German FOO will arrive on the southern road in a
Kubelwagen. He has contact with a battery of three 80mm mortars that are
deployed off-table and they may fire in support of the German attack. The
spotter may not spot or call in fire in any turn that he moves.
Simultaneously Captain Jocelyn Gurney, commanding 2 Coy Welsh Guards
will arrive on the table, joining any unit of the British player’s choice. He
has a D6+2 and is a dynamic commander, the relevant card will be added to
the deck and while he is on the table any British OFFICER may use this.

The objectives are clear, and no timescale is specified. The Germans will
either break through with the force they have, in which case they win, or
fail, in which case they lose.

Historical Outcome
On this occasion, and on many other similar ones during that week, the
Guards were to resist all German attacks. The failure of the British counter-
attack on the 21st saw the defenders increasingly isolated, and on the 24th
the order to withdraw came, as only a few tenuous road links to the east of
the town remained open. Scenario Two picks up the story from here.

Cards
Game Cards British Cards German Cards
th
Tea Break 5 Platoon Company HQ
British Blinds French Platoon One
German Blinds Support Weapons Platoon Two
Reinforcements Sappers Platoon Three
Armour One Panzers One
Armour Two Panzers Two
Dynamic commander Blitzkrieg
Rally Rally
Big Men FOO
Mortars
Mortar bonus
Big Men
Scenario Two
“Hopeless Odds”

Introduction
Despite the best efforts of the Welsh Guards Arras could not be held
forever. As the German advance threatened to cut off the last few
remaining roads open to the east the order to withdraw came through.
Even then the Welsh Guards were to remain until the last moment in order
to cover the withdrawal of elements of the Green Howards and
Northumberland Fusiliers who had formed part of the garrison.

Departing at dawn the Guards were instructed to move out in company sized
units along different routes. The Regimental Quartermaster and the
desperately needed transport moved along what was considered to be a
relatively safe route, following in the wake of the Northumberlands. They
were accompanied by a section of the carrier platoon and the remaining few
light tanks of “Cooke’s Tanks”.

Three miles to the east of Arras the leading trucks heard firing to the front
of them. Clearly the enemy had infiltrated further than had been
anticipated. In order to save the transport the Quartermaster decided to
turn his column around and head north to link up with a parallel road
where, it was hoped, the enemy had not gained inroads. However turning
around a column of forty trucks, some of them the large 3 tonners, in a
small lane was no easy matter, and the early morning mist that had thus far
hidden their movements was now burning off.

Commanding the carrier section was Lieutenant the Honourable Christopher


Furness. Already wounded from previous actions Furness nevertheless
recognised that the trucks could be the salvation of the battalion and
decided to go forward to engage the enemy, thereby covering the
withdrawal of the Quartermaster and his charges. “Don’t worry about
Jerry. I’ll go and shoot him up and keep him busy while you turn and get
out”.

Map & Terrain


The map shows the position of the German deployment and the British
convoy. The road here is quite narrow and turning vehicles will prove
problematic as seen in the Umpire’s notes.

The terrain is open with a few hedges providing the most minimal of cover.
The only raised area is at the south eastern corner of the table where the
main German position is, and this is more of a rise in the ground than a hill.
A haystack may be found on this rise.
Scenario Two Map
British Briefing

So, Jerry has cut the road ahead of us, and with this bally mist starting to
lift it cannot be long before they start shooting up the transport. All you
can do is lead your carriers and a couple of light tanks forward to keep them
busy while Q gets his boys out of the way.

Your force is as follows:

Carrier Section
One bren carrier commander by Lieutenant the Honourable Christopher
Furness (D6+2)
One bren carrier commanded by Sergeant George Griffiths (D4)
One bren carrier commanded by Lance Sergeant Albert Hall (D4)

Tank Troop
Two Mark VIb tanks

Vehicle Armour Class Weapon Strike Speed


Mark VI B Light Tank 2 MGs Fast
Bren carrier 2 bren Fast

Objective : You must cover the withdrawal of the trucks, once that is
complete you make retire yourselves.
German Briefing

The advance into France has progressed well in the last two weeks, but your
men are now tired and in need of rest. The British counter-attack at Arras
two days ago was defeated by the intervention of General Rommel himself,
and now you are part of a force attempting to encircle and crush the
remaining defenders in the town of Arras itself. But these Britishers are not
afraid of a fight!

Last night you advanced to cut one of the roads east of the town and, as the
British are known to have tanks, you took up an all-round defensive position
for the night. Your sentries alerted you a short while ago and it appears
that some British troops are withdrawing across your front. A short fire-
fight ensued and you have now sent out patrols to see what is going on.
Hopefully this verdamdt mist will lift shortly and the Luftwaffe can resume
their duties.

You must halt any British attempt to withdraw from Arras, such a resilient
enemy must not be allowed to fight again another day! Your force is as
follows:

Command Elements
Three Big Men

Company Headquarters
One anti-tank rifle
One 50mm mortar

Platoon One
Three rifle squads (8 men each)

Platoon Two
Two rifle squads (8 men each)

Platoon Three
Two rifle squads (8 men each)

Anti-tank platoon
Three Pak36 anti-tank guns (4 crew each)

Troops/Dice 0 1 2 3 4
Line Troops 1,2,3 4,5 6 7,8 -

Weapon Weapon Strike


37mm PaK35 AT gun 3 (1939-40) 5 (1941-42)

Objective: Stop any British withdrawal to the east.


Umpire’s Notes

The Germans are dug into minor scrapes that provide some limited cover.
They also have 12” of barbed wire that they may place within 6” of their
positions. One squad may be on patrol anywhere within 12” of the eastern
table edge.

The British start the game on the road (as marked) but their blinds will only
be put on the table once the mist has cleared sufficiently for the Germans
to see them. They have two additional blinds that they may use for any
purpose.

A light mist covers the French countryside at the start of the game, but this
will lift as the game progresses. Essentially this restricts visibility as
follows.

Turn Maximum
Visibility
1&2 9”
3 12”
4 18”
5&6 24”
7 36”
8 Unlimited

A turn card will be included in the deck and this will be used to dictate the
speed at which the mist clears. Spotting through a mist should be
considered as double the normal spotting distance, so for a blind at 12”
distance consider this to be 24”. After turn 8 all spotting returns to normal.

The ground on and off road is considered hard, but the trucks are restricted
to the road. The carriers and tanks may cross the barbed wire for the loss
of one dice.

The British trucks will roll a dice each turn for one blind, or three trucks if
spotted. On a 3-6 they have successfully turned around. On a 1 or 2 they
fail. Trucks may not move tow abreast along the road, this is a minor
French lane, so those at the eastern end of the column will require those to
their west to be moved before they can escape.

Historical Outcome
“At once the enemy opened up with very heavy fire from small arms and
anti-tank guns. The light tanks were put out of action but Lieutenant
Furness continued to advance. He reached the enemy position and circled it
several times at close range, inflicting heavy losses. All three carriers were
hit and most of their crews killed or wounded. His own carrier was disabled
and the driver and bren gunner killed. He then engaged the enemy in
personal hand-to-hand combat until he was killed. His magnificent act of
self-sacrifice against hopeless odds, and when already wounded, made the
enemy withdraw for the time being and enabled a large column of vehicles
to get clear unmolested and covered the evacuation of some wounded of his
own Carrier Platoon and light tanks.”

So reads the citation of his Victoria Cross. The transport was saved and was
to play a significant part in transporting the remains of the battalion to
Dunkirk.

Cards
Game Cards British Cards German Cards
Tea Break Carrier Troop Company HQ
British Blinds Armour One Platoon One
German Blinds Armour Bonus Move Platoon Two
Turn card Big Men Platoon Three
AT guns x 4
Big Men
Scenario Three
The Crossroads

Introduction
On the morning of the 21st of May, whilst on exercise at Camberley, the 2nd
battalion Welsh Guards received orders to head for Dover along with their
Irish comrades in 20 Brigade. The port of Boulogne was under threat from
the advancing Germans and it had been resolved that a defence would be
undertaken to ensure that this life-line between the two Allies was kept
open. Armoured elements were being despatched via Calais and, it was
considered, that small but wide ranging German units could be defeated in
detail and the military situation, in some way, restored. Such was the ill-
informed optimism of that moment.

The arrival in Boulogne was such that there could be no such false hopes
among the men who were able to view the events from close quarters.
Clearly these were no small German rogue elements, but a concerted
significant thrust with the channel ports as its goal. With very limited
numbers available Brigadier Fox-Pitt, himself a Welsh Guardsman,
attempted to form a continuous front to the south and east of the town.
The Irish Guards were located to the west of the Liane River, the Welsh to
the east.

Immediately it became clear that the frontages presented were too wide for
the numbers available, but Fox-Pitt was keen to keep the Germans outside
the port and in the more open terrain surrounding it. As such the lines were
thinly stretched, but it was hoped that the arrival of elements of 30 Brigade
from Calais would strengthen the British position.

Initial contact with the Germans came quickly, even before the Welsh
Guards had taken up all of their allotted positions. On the afternoon and
evening of the 22nd of May the Germans restricted themselves to attempting
to draw the defenders’ fire in order to identify their positions. It was to be
the morning of the 23rd that saw the attack pressed home.

Map & Terrain


The terrain represented is on the slopes of Mont Lambert as it descends
down towards the port of Boulogne. In 1940 this area was relatively open
countryside with just the odd farm dotting the country lanes.

The ground is hard and the going good for both infantry and armour. The
quarry in the southern part of the table is a surface worked sand-pit and the
edge of the workings forms a small cliff that is impassable to vehicles of any
kind.
Scenario Three Map
British Briefing

You are Major J.C. Windsor-Lewis, commanding 3 Company, 2nd Battalion


Welsh Guards. You have been tasked with defending the most precarious
and exposed sector of the Boulogne perimeter, on the slopes of Mont
Lambert, at the point where our line turns back on itself to protect the
eastern flank of the town.

Our lines are very thinly stretched, to the extent that you have lost contact
with 2nd Lieutenant “Hexie” Hughes and 7 Platoon who are deployed to your
south, linking with 2 Company. You had hoped to inspect their positions this
morning, but news has just reached you that enemy tanks are approaching
your positions around the crossroads on the St Martin road.

Your force is as follows:

Company Headquarters
Major Jim Windsor-Lewis D6+1
Captain Hamil Carter D6
One Baby Austin staff car
One 15cwt radio truck

8 Platoon
Lieutenant Ralph Pilcher (D6)
Sergeant Tom Pennington (Dav)
Three rifle sections (8 men each)
One Boys Anti-Tank Rifle (2 crew)

9 Platoon
Lieutenant Neil Perrins (D6)
Three rifle sections (8 men each)
One Boys AT rifle (2 crew)

Anti-Tank Platoon
Lieutenant Peter Black (D6)
Lance Sergeant Bill Green (D4)
Three 25mm (“One pounder”) anti-tank guns

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2,3 4 5 6,7 8

Weapon Weapon Strike


25mm L72 Hotchkiss “One Pounder” 4
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-
24”
Boys .55" AT Rifle 3 2 2 1 -
Infantry section 2 - - - -

Objective. You must hold the line and stop any enemy advance into
Boulogne.
German Briefing

Nothing can stop the advance of the Panzers. We have the enemy on the
back foot, and now we shall deliver the blow that will see them scuttling
back to their boats. But even the Royal Navy cannot escape the wrath of
the Luftwaffe.

Last evening the enemy displayed poor fire discipline, your tanks drawing
their fire with ease to identify their positions. You know that they have at
least one anti-tank rifle, but the rest seem to be dependent on small arms.
Their positions stretch from the cross-roads down to the quarry and beyond.
We will strike them hard and seize the crossroads, opening the route into
the port itself.

Your force is as follows:

On Table from Turn One


Support Platoon
Three MMGs (3 crew each)

Mortars
One FOO team in a Fiesler Storch light aircraft
Four 80mm mortars

Panzers One
Hauptmann Rudi Schurtz (D4)
Three Panzer II

Arriving On Turn Three


Panzers Two
Three Panzer II

Arriving on Turn Five


Panzers Three
Three Panzer III

Arriving on Turn Nine


Panzers Four
Three Panzer III

Vehicle Armour Class Weapon Strike Speed


Panzer II B/C 2 3 Average
Panzer III C – F 3 4 Average

Objective: Seize the crossroads and continue the advance down the road to
St Martin-Boulogne.
Umpire’s Notes

The British and Germans will start the game on blinds, however due to the
poor fire discipline shown the night before the Germans will have identified
several Welsh positions already. To reflect this they may have 1D6 +3
spotting opportunities before the game commences. On a 4,5 or 6 on a D6
they will spot a Welsh position if one exists in that area.

The Welsh troops are in scrapes, which offer a limited degree of cover.
Their gun crews are in scrapes as well, but only one gun counts as being
dug-in. The ground is hard, not impeding movement, however there are
small verges at the edges of the roads which take up 1D6 movement for any
AFV.

The British Company HQ must begin the game in the Farm, whilst 9 Platoon,
assigned to protect the HQ will deploy within the smaller deployment area
marked on the map. Lieutenant Pilcher’s Platoon will be deployed in the
area marked along the road. The quarry may only be entered from the
road.

The Fiesler Storch is controlling the fire of the mortars, and will do so until
it is shot down. It is a slow moving target and any fire on it adds +1 to their
roll, however it ignores all results other than being shot down.

The Germans win the game if they take the crossroads and exit five tanks
off the table edge on the St Martin road. The British win if they stop them
or reduce the numbers of tanks sufficiently to deny the Germans their
victory conditions.

Historical Outcome
In the event the German attacks broke into the British positions around the
farmhouse, but not without losses. The German tanks shied away from this
position and moved north to engage 1 Company’s positions. It was 2
Company to the south and 3 Company’s 7 Platoon at La Madelaine that
suffered worse and were obliged to withdraw into the town itself. In turn
this obliged Windsor-Lewis to extricate the remains of his company and
retire himself. This he achieved, not without difficulty, to fight again in the
town itself.

Linked Game Option


An option, if time allows, is for the British player to receive an order to
withdraw into the town at the end of turn twelve. The forces that he
manages to withdraw off the table’s western edge may then be carried over
to fight in scenario four. Any surviving anti-tank guns will have to be
abandoned due to lack of transport.
Cards
Game Cards British Cards German Cards
Tea Break Company Headquarters Support Platoon
British Blinds 8 Platoon Mortars
German Blinds 9 Platoon Mortar Bonus
Reinforcements Anti Tank x 4 FOO
Rally Panzers One
Big Men Panzers Two
Sniper Panzers Three
Panzers Four
Blitzkrieg
Big Men
Scenario Four
A Port in a Storm

Introduction
After his defence of the outer perimeter Major Windsor-Lewis and the
remnants of 3 Company pulled back into the town of Boulogne itself. Here
roadblocks had been formed by the elderly pioneers of the Auxiliary Military
Pioneer Corps under their valiant commander Colonel Donald Dean who had
been awarded a VC in 1918 for holding a precarious position whilst under
heavy fire at Lens. The situation at Boulogne was no less precarious and the
fire no less heavy.

Colonel Dean’s command was made up of 1200 partially trained men whose
job was to dig holes rather than shoot at anyone, however when the German
breakthrough into the Allied rear occurred Dean’s role changed somewhat.
Ordered to get his men to Boulogne by any means possible, he not only
managed to bribe a train driver to shift his men, he also scrounged or stole
enough rifles to arm at least half of them.

By the 21st of May his command had grown to some 1500 men as the
charismatic leader picked up stragglers from other units. Indeed Dean was
ordered to advance with a force of some 250 men to seize and hold the
crossing of the Canche between Etaples and Montreuil but had soon realised
that the Germans had already outflanked his fresh positions and retired,
again, on Boulogne. So it was that his return coincided with the arrival of
20 brigade, and befitting an old campaigner he offered the services of his
men to Brigadier Fox-Pitt. Some of these veterans of the Great War were
once again to have Germans in their sights.

Map & Terrain


This is a street-fighting scenario set in Boulogne itself. The buildings are of
solid brick construction and stand normally at three stories high. These are
the residences of the merchants of the port and they offer very good cover.

The Lufwaffe have been busy bombing the port and significant damage has
been done, as such the streets are littered with debris and a range of
destroyed vehicles from the British and French forces.

The top edge of the map is the eastern edge, with the bottom being the
west that leads to the harbour.
Scenario Four Map
British Briefing

After the near disaster of the defence of the outer perimeter, you have now
taken up positions in the town itself. The last orders you received were to
hold your position covering the approaches to the harbour. As long as Jerry
can be kept away from the port facilities the Royal Navy and French Marine
can rescue troops to fight another day.

To assist you troops of the AMPC have been constructing barricades under
the watchful eye of their Colonel, a dapper chap who has enough medal
ribbons to run up a set of curtains (including the VC!). They have obtained
rifles from somewhere and seem keen to get their hands dirty in the
forthcoming scrap, but somehow you doubt their worth when the bullets
start flying.

Three runners have been sent back to headquarters to establish what the
situation is, but none have returned. You saw the CO’s car about ten
minutes ago but he drove off under enemy fire. You have no option but to
stand and fight and hope that relief will come soon.

Your forces are as follows:

Company HQ
Major Windsor-Lewis (D6+2)
One rifle section (8 men)
One Boys AT rifle (2 crew)
One sniper

Platoon One
Three rifle sections (8 men each)
Three AMPC Sections (8 men each)

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2,3 4 5 6,7 8
BEF AMPC Infantry 1,2,3 4,5 6,7 8

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


Boys .55" AT Rifle 3 2 2 1 -
Infantry section 2 - - - -

Objective
Maintain control of the roads approaching the harbour.
German Briefing

The advance continues, and after some hard fighting this morning we are
able to press on into the town of Boulogne. We now know that we face
British Guard troops, so we can expect a hard fight, what’s more we have no
idea where they are located, or what weapons they possess. We are sure,
however, that they have no tanks in the area so ours should give us the
edge, even amid the streets and buildings.

We must conserve our strength, infantry losses are increasing as the


enemy’s desperation stiffens his backbone. We must get our tanks through
to the harbour, infantry alone are just not strong enough to eject the foe.

Your force is as follows:


Company Headquarters
Two unnamed Big Men
One Rifle squad (8 men)
One 50mm mortar (2 crew)

Platoon One
Two rifle squads (8 men each)

Platoon Two
Two rifle squads (8 men each)

Platoon Three
Two rifle squads (8 men each)

Panzers One
Three Panzer III

Troops/Dice 0 1 2 3 4
Elite Rate Troops 1,2,3 4 5 6,7 8

Vehicle Armour Class Weapon Strike Speed


Panzer III C – F 3 4 Average

Objective: Get at least one tank plus three infantry squads off the western
edge of the map
Umpire’s Notes

The Germans have no blinds in this game as the British can see them coming
down the broad streets. The British start the game hidden in buildings or on
blinds if in the open (quite why they would want to be in the open I have no
idea!). In addition to their forces the British have two roadblocks that they
may place anywhere on the map. These roadblocks will only be placed on
the table when they come into line of sight of any German units.

The British troops count as good quality troops in the Blitzkrieg supplement,
but the AMPC forces, keen as they are, are counted as militia. Indeed
reports after that battle suggested that the majority of these forces, at
least when acting a riflemen, were not worth the rations they consumed. As
such each Pioneer squad will test when the Germans come into sight and on
a 1-4 on the D6 they will run for the harbour, deciding that mixing it with
professional soldiers is not such a good idea after all. The only caveat here
is that at least one of the units, WILL stand and fight, commanded one
presumes by an old hand with sufficient force of presence to keep his
section together. If two out of the three sections have already run then the
third will automatically stay, but ideally the British player will not know
this.

The roadblocks are sufficiently strong and well constructed that the German
tanks may not cross them. In order to clear them eight infantrymen must
labour for two turns (or four for four turns, or sixteen for one turn and so
on) while not under fire to shift enough rubble for a path to be cleared.
Even then a bogging in test must be made for any tank crossing it.

The buildings are constructed so that the only entrance and exit is via the
frontage that faces onto the street. Troops may not enter the front and
exit onto another road unless in a corner building. The only troops that may
ignore this are those accompanied by AMPC pioneers who may break down
walls between buildings by taking two turns to “mousehole” them.

The British win if they stop the Germans, the Germans if they break through
with mixed armour and infantry.

Historical Outcome
Major Windsor-Lewis and his men fought for hours holding off the Germans,
unaware that 20 Brigade were being evacuated by the Royal Navy, indeed
the French troops who held the walls of the old town and the French
government were equally unaware, leading to French criticism of British
commitment that led to the Green Jackets being sacrificed at Calais only
days later. Such is the way of politicians.

Colonel Stanier, commanding 2 Welsh Guards, had actually driven up to


Lewis’s positions and banged on the door amid a hail of bullets to try to tell
3 Company that it was time to move out, and it was his car that Windsor-
Lewis had seen driving off when he belatedly came to the door of the large
building they were defending.

In the end a fourth runner came back with the disturbing news that the
battalion had gone, and only then did the Major withdraw back to the port
in the hope of getting some kind of craft to take them off. There he
rounded up men from many units and many nationalities (even Dutch) and
the civilians who were increasingly pressed into an ever-smaller area of
ground. With this disparate body he conducted a final heroic defence that
is almost impossible to reproduce as a wargame, ending amid the port
railway station on the afternoon of the 25th of May.

In the end the gallant Major surrendered to protect the civilians and save
the lives of his men whose ammunition supplies were at an end. Guardsman
Syd Pritchard recalled the arrival of the German victors.

“A German officer came up and spoke in perfect English. He had been


wounded – shrapnel – big, tall fellow, a tank commander and he
complimented Major Lewis on such a good fight. He said “that’s all you
are?” He was surprised by the number of people we had. It was double
figures but it was only a handful.”

The majority of the survivors spent the rest of the war in POW camps, but
(and somehow this does not surprise me) Major Windsor-Lewis escaped to
fight again.

Cards
Game Cards British Cards German Cards
Tea Break Company Headquarters Company Headquarters
British Blinds Platoon One Platoon One
Rally Platoon Two
Big Man Platoon Three
Heroic Leader Panzers One
Dynamic Commander Big Men
Sniper Rally
Scenario Five
A Desperate Action

Following their successful withdrawal from Arras (see scenario Two) the 1st
Battalion Welsh Guards retired northwards towards the Dunkirk perimeter.
By the 27th of May they had reached Cassel where the General Headquarters
for the British Expeditionary Force was to be located but circumstances
overtook plans, and by then the Germans were already investing the hill-top
town.

On the following day further enemy incursions into the corridor of Allied
territory that was gradually being deflated as troops withdrew to the
beaches meant that the Welsh Guards were called upon to shore up the
western flank to the south of Bergues.

Taking up positions, they covered a triangular area, from West Cappel to


Vyfewg and up to Ratte Ko. Here they were to fight a rearguard action that
ensured the safety of the Dunkirk perimeter and maintained an escape route
for Allied forces for a further 24 hours.

At West Cappel 2 Company under Captain J.E.Gurney was to make its stand.
Its nearest friendly company was over a mile away, the situation dictated
that small numbers of troops needed to cover frontages far too large.

Map & Terrain


Typical of the villages in the flat Flanders countryside, West Cappel is a
small hamlet surrounded by rich farming land. The buildings are solid and
offer good cover, especially the chateau which is of a solid stone
construction in the eighteenth century style. The area is dotted with small
clumps of trees that may offer come cover, the small wooded park adjacent
to the chateau being the most notable.

The roads in this area are lined with small drainage ditches of 18” to 2’ in
depth, and these may offer some cover to a man but cannot be negotiated
at speed. They are no obstacle to a tracked vehicle but will stop wheeled
transport.

The fields are open with similar ditches at their edges, and in broad terms
offer little in the way of cover. The thatched barns in the farms to the
south of the village are fire hazards if fired upon.
Scenario Five Map
British Briefing

Since your withdrawal from Arras the situation in northern France has been
unclear. German attacks in significant force are continuing and it is
generally accepted that a withdrawal to the coast, and henceforth England,
is the only course of action left open.

In the meantime your Battalion has orders to occupy an area outside the
main Dunkirk perimeter, around West Cappel, Ratte Ko and Vyfweg, and
defend it against German attacks from the West, East and South. Captain
Makins made contact with enemy patrols to the west in Quaedypre this
morning, but he forced their withdrawal by taking an aggressive stance.
Since then we have no idea where the enemy is.

Your company, 2 Company 1st Battalion Welsh Guards, has moved to West
Cappel, a small farming hamlet, with orders to halt any German movement
through the area. You should be aware that your line of retreat must be
kept open as you hope not to be here too long, but other than that you are
totally unsure where the enemy is.

Your force is as follows:

Company Headquarters
Captain J.E.Gurney D6+1
Sergeant D Griffiths D6
1 Rifle section (8 men)
One 2” mortar (2 men each)
One Boys anti-tank rifle (2 men)

Four Platoon
Lieutenant N.M.Daniel D6
Four rifle Sections (8 men each)

Five Platoon
Lieutenant W.H.R.Llewellyn D6
Three rifle Sections (8 men each)

Six Platoon
Sergeant Major H.G.Maisey D6+1
Three rifle Sections (8 men each)

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2,3 4 5 6,7 8

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


Boys .55" AT Rifle 3 2 2 1 -
Infantry section 2 - - - -

Objective: Hold until ordered to retire


German Briefing

The advance towards the Channel continues, but now the enemy are
fighting for their lives and the going is harder. As part of 6 Panzer Division
your Regiment is probing forward with tank support in an attempt to break
through into the enemy’s main positions. Locating these is a problem, we
seem to keep running up against small rear-guards that are annoyingly time
consuming.

Ahead of you is the village of West Cappel. You have orders to clear the
village, seizing the cross-roads and then advancing northwards towards the
coast.

Schutzen Regiment Nr. 4 has a proud heritage, you must uphold this by
leading from the front. Your force is as follows.

Company Headquarters
Big Men x 6
Two rifle squads (8 men, two LMGs)
1 truck, 2 kubelwagen

Platoon One
4 rifle squads (8 men, two LMGs)
One 50mm mortar 92 crew)
One PzB39 AT rifle (2 cew)
3 trucks

Platoon Two
4 rifle squads (8 men, two LMGs)
One 50mm mortar 92 crew)
One PzB39 AT rifle (2 cew)
3 trucks

Platoon Three
4 rifle squads (8 men, two LMGs)
One 50mm mortar 92 crew)
One PzB39 AT rifle (2 cew)
3 trucks

Panzers One
Five Panzer 35(t)
Troops/Dice 0 1 2 3 4
Elite Rate Troops 1,2,3 4 5 6,7 8

Vehicle Armour Class Weapon Strike Speed


Panzer 35(t) 3 4 Average

Objective: Seize the village and clear the road north.


Umpire’s Notes

The British may start the game anywhere on the table on blinds. It should
be pointed out to them that if they deploy too close to the edge they could
well be swamped by a large force of Germans arriving early in the game.

The Germans arrive on turn 1 anywhere within 12” of point E. This


represents the first attack on West Cappel and provides an interesting game
in its own right. To really get the most from this scenario, and to be
historically accurate, a second similar sized force should enter the table at
point F on turn 12 (include a turn card in the deck to indicate when this
arrives). This will replace the Panzer 35(t) tanks with Panzer IVD tanks.
Should this option be chosen then the game will take longer to play. In this
case the German player who commands the first company attack should not
be aware that a second wav will follow later.

The British player should be very conscious of the fact that his lines of
communication, and his escape route, is road A. If that falls to the enemy
then he will be isolated.

The Chateau is a very strong position, it is actually a moated residence with


the main door only accessible via a bridge.

Historical Outcome
The fight for West Cassel was a violent one. 5 Platoon under Lieutenant
Llewellyn were posted to the south western edge of the village and they
took the brunt of the first German attack. Despite a stout resistance
casualties mounted and the platoon was obliged to retire onto Company HQ
in the chateau.

6 Platoon under Sergeant-Major Maisey were deployed in the northern part


of the village covering the escape route. They were overrun by tanks during
the afternoon after some fierce close quarter fighting, leaving the chateau
as the last bastion of defence. Here 4 platoon and the remnants of 6
platoon fought on in the chateau grounds.

Captain Gurney by now realised that he was cut off, but as evening was
approaching he decided to fight on until darkness. At that point his men
slipped away in twos and threes, a surprising number actually making the
Dunkirk perimeter and, eventually, England.
Cards
Game Cards British Cards German Cards
Tea Break Company Headquarters Company Headquarters
British Blinds 4 Platoon Platoon One to Three
5 Platoon Panzers One
6 Platoon Rally
Anti Tank x 4 Blitzkrieg
Rally Big Men
Big Men
Section Two
Blood in the Sand

The withdrawal of the B.E.F. from Europe in 1940 was to begin a period of
four long years before British servicemen could again strike a blow against
Nazi tyranny in northern Europe. For a dangerous year Britain stood alone,
refusing to succumb to Hitler’s threats, before the Soviet Union became a
surprise but welcome ally.

Yet despite her isolation Britain had never shirked from taking the war to
the Axis powers wherever she could. On land this was largely in the
Mediterranean, and North Africa in particular, where she faced the enemy
afresh.

For the 1st and 2nd Battalions of the Welsh Guards this was to be a period of
re-equipment and constant training so as to be ready for the invasion of
northern Europe whenever it came. In 1941 they were incorporated into the
newly formed Guards Armoured Division, the 1st Battalion being kitted out
as a motorised infantry battalion , the 2nd as an armoured unit.

It was now the turn of the 3rd Battalion, only raised in October of 1941 from
men recently trained, to take the battle to the enemy. But time had moved
on apace, 1941 had given way to 1942 and whilst the Axis forces had
reached their high-water mark there were signs of change in the air.

The United States had entered the war and more materiel was now arriving
in Britain and thence on to the front in the North African desert. In October
1942, having mustered a superiority of men, equipment and supplies,
General Montgomery had beaten the Axis forces at El Alamein, finally ending
the coastal to and fro that had dominated warfare in the desert up to that
point. A month later US and British forces landed in Morocco and Algeria
and began a drive on Tunis. In the East the German Sixth Army were
isolated at Stalingrad.

On the 5th of February the untried 3rd Battalion of the Welsh Guards
embarked from England for North Africa where they were to reinforce the
Allied forces attempting to eject the Axis forces from North Africa once and
for all.

The Allied landings in North Africa had been successful, initially, but a
combination of factors combined to slow down the progress of the intended
lighting dash for Tunis, and the Axis forces had time to react.
(Contemporary British commentators tend to blame French political
wrangling, but I am more inclined to the view that Allied plans were wildly
over-optimistic in the first place. Ed.) Now General Alexander was intent
on reinforcing before delivering the coup de grace against the Italo-German
forces by seizing Tunis itself and cutting supply lines to Italy.
This unblooded Welsh Battalion was to form part of the 6th Armoured
Division, and subsequently landed in Algiers on the 15th of February, from
where they were to be transported to the front. Here they formed part of
the multi-national force commanded by General Alexander, made up of
British, American and Free French forces that had, by now, hemmed in the
Axis forces in Tunisia. Or so they thought.

The German attacks near the Kasserine pass proved a salutary lesson that
the Germans were still a force to be reckoned with in North Africa, and it
was only the intervention of 6th Armoured Division that held the line before
Thala and avoided a significant German break-out and encircling
manoeuvres that could have tipped the balance against the Allies. It was
into this cauldron that the 3rd Battalion Welsh Guards were thrown, arriving
in the line on the 1st of March, St David’s Day, to form part of the 1st Guards
Brigade.

By now, however, the tide was turning. With the line stabilising the British
8th Army turned the flank of the Mareth line while US forces attacked at El
Guettar, pinning the 10th Panzer Division. The British now advanced rapidly
northwards as the Germans attempted to withdraw. It was now, on the 9th
of April 1943, that 6th Armoured Division, including the 1st Guards Brigade
and the 3rd Welsh Guards made their attack into the Fondouk gap [Scenario
Six].

For an untried unit their performance was exceptional, their resilience


under fire and their stoic advance despite heavy losses speaks volumes for
their discipline. The German defenders were unable to maintain their
position in the face of a final violent assault, and the tanks of 6th Armoured
Division subsequently
broke though the
shattered Germans,
linking with the 8th
Army two days later.

General Alexander had


captured half of
Tunisia, his attention
now turned to
capturing Tunis itself.
At 03.00 on the 6th of
May the 1st Army
attacked up the
Medjerda valley with
the nimble and
unforgiving Indian
infantry in the van.
They literally carved
their way through the
German positions and the 6th and 7th Armoured Divisions immediately broke
through into the enemy’s rear. Lead elements of the 7th Armoured Division
entered Tunis on the following day.

In the north the US 2nd Corps was overcoming resistance around Bizerta and
Ferryville. To the south the 6th Armoured swung south-east to cut off the
mouth of the Cape Bon peninsula where, it was feared, the enemy would
form a last redoubt. On the 8th they ran up against the German positions
around Hamman Lif where the mountains that ran almost down to the beach
made it poor going for tanks. The Welsh Guards attacked again, advancing
over the rough terrain into the teeth of enemy fire. [Scenario Seven].

Fighting in the hills was bitter, and again the Welshmen paid for every yard
gained with their blood, but the Germans were again unable to stop the
Guardsmen breaking in to the heart of their position. Any attempt by Axis
forces to withdraw to fight again was now foiled by the capture of these
heights that dominated the surrounding landscape. General von Arnim
surrendered three days later and the war in North Africa was, finally, at an
end.
Scenario Six
Mentioned in Despatches

Introduction
The “Fondouk Gap” represents a flat area roughly a thousand yards across.
At each end of the gap there was an area of rugged high ground that was
held by German forces. Indeed the defenders had held this ground for four
months and had blasted positions in the rocky hills. In his book An Army at
Dawn Atkinson states “Gunners registered their artillery on approaches from
the west and calibrated their mortars on the dead spaces below the ridges.
Fields of fire were near perfect”. The defenders were made up of men of
the 999th Afrika Division, in this case hard-bitten men of the penal
battalions.

At the southern end of the Gap US forces were to seize the hills, whilst at
the northern end the 1st Guards Brigade were to attack, spearheaded by the
3rd Welsh Guards.

The attack was to be conducted with two companies to the front, the 3rd on
the left against the ridge known as the Razorback, the 2nd on the right
against the Arab village and the D’Jebel and the “Pimple”. Supporting them
would be the 1st and 4th Companies respectively.

With the “near perfect” fields of fire the first wave suffered accordingly.
They had reached a wadi that cut across their frontage without any
casualties but clearly this was where the Germans had begun marking their
ranges. As they advanced further casualties mounted, and within an hour
the lead companies had been completely halted, survivors littered the
battlefield seeking cover amid the small wadis and watercourses. The
carrier platoon that had moved up to support the attack was also stopped.

Map & Terrain


The hinterland of Tunisia is rocky mountainous country at best, and the hills
at the end of the gap were tough terrain to move over. The rocks provide
excellent cover for any troops who are deployed there, especially if they
have had time to dig themselves in with explosive charges to blast out
positions. It is entirely impassable to any vehicles, wheeled or tracked.

The wadis are small gulleys that, in the rainy season, channel what water
there is across the rocky terrain. They will provide some cover but are
limited in the numbers of men that they can take. The open ground is
lacking in cover other than a few clumps of cactii and minimal scrub
covering.

There are several carriers on the battlefield that have been knocked out in
the earlier first wave attack, these are burnt out wrecks.
Scenario Six Map
British Briefing

You are Captain Rhys-Williams, Battalion Adjutant to the 3rd Welsh Guards,
the Regiment that your father served with in the last war. The attack
against the northern end of the pass has not gone to plan, the lead
companies have been halted, all of their officers killed or wounded.

You have just ordered the mortar platoon under Lance-Sergeant Summers
forward to the wadi to provide close support.

1 Company is currently sheltering in the wadi, its commanding officer dead,


but you have spent the last hour preparing them for the attack that they
must make. As Adjutant it is not your job to lead troops into battle, but in
these extreme circumstances you feel that your place is at the head of the
men.

Your force is as follows:


Big Men
Captain G.D.Rhys-Williams (D6+2)
Lieutenant A.G.Stewartt (D6)
Sergeant W. Davies (DAv)
Two unnamed Big Men

1st Platoon
Three rifle sections (8 men each)

2nd Platoon
Three rifle sections (8 men each)

3rd Platoon
Three rifle sections (8 men each)

Mortar Platoon
Lance Sergeant K.G. Summers (D4)
Four 3” mortars

Remnants of 3 Company
Six groups of four men pinned down as marked on the map. These may be
rallied when contacted by Rhys-Williams and combined together into
impromptu 8 man sections. While with him a four-man section may move
with 3D6 in order to join other up with other groups.

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4,5 6,7,8 -

Objective: Capture the Razorback ridge.


German Briefing

So, the British are gathering for another attack! Your men stopped their
first wave with ease, and they will stop the next attack. As a penal unit
your men are keen to perform well to receive pardons for their crimes.
Many are black-market butchers who slaughtered livestock to sell, now they
will slaughter once again, but this time it will be Tommies!

Your forces are as follows:

Feldwebel Willi Beir (D6)


One Pak 76.2(r)
Six MMGs (3 crew each)
Three rifle squads (8 men)
Two 80mm mortars off table (no FOO)
One sniper in the Arab village

This force must be divided up into three or more defensive positions of any
composition of the German player’s choice. Each position will have one
card to activate all the units, of whatever type, present.

Your mortars may be ranged in on any three target reference points of your
choice.

Troops/Dice 0 1 2 3 4
Penal Troops 1,2,3 4 5 6,7 8

Weapon Weapon Strike


76.2mm Pak 36 (r) 12

Objective: Hold the razorback ridge.


Umpire’s Notes

The British start the game on blinds in the wadi at the western table edge
and with some small groups of survivors from 3 Company in no-mans-land as
marked on the map. The Germans start the game dug-in on blinds on the
hill, and with one sniper in the Arab village. The hill is very rocky and
provides excellent cover, as does the wadi, however the ground between
the two counts as hard ground with no movement restrictions, and has only
very limited cover in the small wadis that can take very few men. The hill
is impassable for any vehicles, and will reduce movement by 2 pips per dice
for infantry.

The Welsh mortars can fire directly, counting as observed fire as they have
line of sight to the enemy positions on the western side, or crest of, the
ridge. On turn four the British will receive reinforcements in the shape of
the following force.

Lothian & Border Horse


Troop One
Three Sherman III

Troop Two
Three Sherman III

Vehicle Armour Class Weapon Strike Speed


Sherman III 8 9 Average

They will arrive on the south-western corner of the map opposite the Arab
village.

The British will win the game if they take the ridge, the Germans will win if
they stop them.

Historical Outcome
Lance Sergeant Summers, commanding the mortars, was later to recall, “I
was told to fire all along the ridge and to keep the enemy occupied until
Captain Rhys-Williams reached the foot of the ridge with his company. They
had to cross very open ground for about 600 yards which all the time was
being raked by small-arms and mortar fire. I could see Captain Rys-Williams
dashing from one section to another encouraging them on to their objective.
He never seemed to tire although he was covering twice as much ground as
anyone else by dashing about from one to another. On reaching the bottom
of the hill they paused for a few moments and then went on to the final
assault. The whole way up the hill I could see Captain Rhys-Williams in the
lead”.

Sergeant Garrison of 1 Company who was amid the advance recalls, “I heard
Captain Rhys-Williams all the way on the advance shouting to the men,
‘Keep your distance,’ ‘Not too fast,’ and ‘Come on boys; we can do it’. It
went like that until we reached the top of the hill.

Reaching the top Rhys-Williams and his men were met by a hail of grenades
from the other side of the ridge. The Captain called to the men around him
and leapt across the ridge to engage the enemy there, routing them and
securing the objective for the 3rd Battalion in their first ever attack. He
died in the process, and was mentioned in despatches for his courage and
leadership. Small change for such a truly Big Man.

With the north end of the Fondouk Gap secured 6th Armoured Division broke
through the Axis lines and two days later linked with the 8th Army, the
enemy lost around half of the territory they controlled in North Africa.

Cards
Game Cards British Cards German Cards
British Blinds Platoon One Position Cards
German Blinds Platoon Two Mortars
Tea Break Platoon Three Mortar Bonus
Turn Mortar Platoon Sniper
Rally AT Bonus
Big Men
Armour One
Armour Two
Armoured Bonus Move
Scenario Seven
Hamman Lif

Introduction
With the Axis forces limited to the land around the Gulf of Tunis, with
Bizerte in the North, Tunis in the centre and Cape Bon on their right,
Alexander planned a final knockout blow. This was to involve pressure right
along the lines, but with the telling punch being delivered by the 1st British
Army against the city of Tunis itself.

On the 6th of May, at 03.00, the 4th Indian and 4th Mixed Division attacked up
the Medjerda valley. By midday they had broken the enemy line and the 6th
and 7th Armoured Divisions were unleashed into the gap. On the following
day British armoured cars entered Tunis. The 7th Armoured Division then
swung north to assist the Americans who were attacking Bizerta, while 6th
Armoured turned south-east towards the Cape Bon peninsula. It was
intended that any possible escape routes should be closed off, ensuring the
defeat and capture of all the enemy forces remaining in North Africa.

On the 8th of May 6th Armoured approached Hamman Lif, and it was here
that the armoured dash came to a halt. The town of Hamman Lif lies on
the coast, with the approaches to it being less than ideal for an armoured
assault. The high ground that comes down to within a mile of the sea is
unsuitable for armoured vehicles, and the beach its intersected with
apparently impassable wadis. Before the armour could be unleashed the
hills needed to be taken by the infantry. As at Fondouk the Welsh Guards
would lead the way.

Map & Terrain


The terrain at Hamman Lif is rough in the extreme. The hills are rocky and
difficult to traverse, providing good cover for any defenders. The buildings
are stone or concrete also giving good cover. The hills have a smattering of
scrub that provides some cover in that troops in it are harder to see.

There is a steep gully that runs along the eastern edge of the most western
hill. This provides good cover for any troops in it.
Scenario Seven Map
British Briefing

The attack on the German positions above Hamman Lif went in earlier
today, and the lead companies were able to clear the western face of the
initial ridge, the Djebel el Rorouf. It was found, however, that the enemy
has a second line position on a second, larger, hill behind that first ridge,
and from there they have been able to stop any of our troops crossing the
ridge.

We have brought forward our 25 pounders in order to provide fire support


against this second line, and this, we are sure, will allow you to take your
company, cross the ridge and advance north along the eastern face, clearing
out any enemy opposition as you go.

This is a damnably tricky job, but someone has to do it. Good luck.

Your force is as follows:

4 Company, 3rd Welsh Guards


Big Men
Captain J.D. Gibson-Watt (D6)
Lieutenant D Pugh (D6)
Sergeant Thomas Hadyn-Evans (DAv)
Sergeant Nelson Rees (D4)
One unnamed Big Man

Platoon One
Three rifle sections (8 men each)

Platoon Two
Three rifle sections (8 men each)

Platoon Three
Three rifle sections (8 men each)

Platoon Four (elements of 1 Company)


Guardsman Charles Davis (D6)
Three rifle sections (8 men each)

Royal Artillery Battery


Two sections of four guns each (off table)
Forward Observation Officer Brigadier Lyon-Smith (he was there so did the
job himself) controlling both gun sections.

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4,5 6,7,8 -

Objective: Seize the ridgeline in it entirety.


German Briefing
Earlier today the enemy attacked the Rorouf ridge, our front-line positions
since the enemy took Tunis yesterday. Whilst they have made progress in
dominating the western slopes they have been unable to establish any
positions on the ridge itself or cross onto the eastern slopes due to a stout
defence by your men and support from the second line on the high ground
further east.

The ridge is critical for the retention of Hamman Lif as our observers can
use it to call down fire on any troops attempting to attack the town itself,
and the enemy are unlikely to try to push past us while we hold this
dominant position. If an effective redoubt is to be established on Cape Bon
we will need to buy time for troops to disengage to the south and fresh
positions to be established.

Your force is as follows:

Deployment Area 1, Hamman Lif


Platoon One
Three rifle squads (8 men each)

Two 80mm mortars


Forward Observer is deployed in Deployment Area 2 and is in contact via
fixed telephone

Deployment Area 2, Rorouf Ridge


Platoon Two
Two Big Men
Three rifle squads (8 men each)

Support Platoon One


Four MMGs (3 crew each)
One FOO for the mortars at Hamman Lif

Deployment Area 3
Support Platoon Two
Four MMGs (3 crew each)

Troops/Dice 0 1 2 3 4
Line Troops 1,2,3 4,5 6 7,8 -

Objective: Deny the enemy the Rorouf ridge.


Umpire’s Notes

The Germans and British both start the game on blinds in their relevant
deployment areas. The British have two additional false blinds, the
Germans none. The Germans in deployment area 2 are NOT dug in, they
have been expelled from their positions on the ridge earlier in the day,
however the troops in German deployment areas 1 and 3 are dug in.

The hilly areas are rough terrain, providing good cover but reducing
movement by two pips per D6. At the eastern bottom edge of the Rorouf
ridge is a deep wadi that troops may enter, however they cannot see, or be
seen, by any other troops other than one who are directly on the edge of
the wadi or in it.

The Germans win if the British do not clear the entire ridge with the force
available. The British win if they do. They also win a major victory if they
clear the outlying buildings from Hamman Lif.

Historical Outcome.
The British second wave cleared most, but not all, of the ridge of Germans,
and managed to take out the German mortar position in the outbuildings of
the cement works. During the night the Coldstream Guards moved through
the Welshmen and cleared the rest of the ridge with ease. The Lothian and
Border Horse attacked the town of Hamman Lif in style on the next day, a
dozen tanks rushing forward through the surf to outflank the defenders,
“kicking up waves like a steamboat as they circled through the water”.

Within hours the Germans were destroying their equipment (even


wristwatches) and on the 13th of May, after a final few days mopping up
General Alexander, soon to be Lord Alexander of Tunis, was able to signal
Winston Churchill as follows:

“Sir, it is my duty to report that the Tunisian campaign is over. All enemy
resistance has ceased. We are masters of the North African shores.”

Cards
Game Cards British Cards German Cards
British Blinds Platoon One Platoon One
German Blinds Platoon Two Platoon Two
Tea Break Platoon Three Support Platoon One
Platoon Four Support Platoon Two
Artillery One Mortars
Artillery Two Mortar Bonus
FOO FOO
Rally
Big Men
Section Three
D-Day Dodgers

With the completion of the campaign in Tunisia the 3rd Battalion were
moved to Algeria to rest and refit, as well as retrain. As such they missed
Operation Husky and the capture of Sicily along with the subsequent
invasion of the Italian mainland. Indeed it was January 1944 before the 1st
Guards Brigade was moved from North Africa to the Italian front that had
stalled on the Gustav Line at Monte Cassino.

Immediately they were thrown into the line to the west of Cassino, taking
up position son Monte Cerasola, part of the Aurunci Mountains that divided
the northbound Route 7 along the coast and Route 6 that ran past the
infamous monastery. On Cerasola the Germans and British shared the same
hill amid the snow and ice, and the arrival of the Guards prompted an
immediate attack by the Germans who planned to bounce them off the peak
before they had time to become familiar with their new billet [Scenario
Eight].

Now the Welsh Guards proved as immovable in defence as they were


unstoppable in attack, but ten long days followed with regular attention
from the Germans until they were relieved due to heavy casualties and
withdrawn to reform.

On the 17th of May Polish forces took Monte Cassino. Immediately Allied
forces were pushed northwards to exploit the breach in the Gustav Line.
Quickly the advance became a breakthrough, and German forces fell back,
attempting to reform along the Adolf Hitler Line. This was a short-lived
plan, however, as the Canadians breached these fresh defences on the 23rd
of May and on the following day the Allied forces at Anzio broke out and
began their advance.

May the 24th was the day when the Welsh Guards, operating as a motorised
infantry unit within 6th Armoured Division, took up their place at the head of
the column advancing up Route 6. Several time consuming skirmishes took
place to the south of Arce until finally a sharp engagement on Monte Piccolo
opened the route north [Scenario Nine].

Rome fell on June the 5th and 6th Armoured continued their advance up
along the banks of the Tiber. At every opportunity the Germans attempted
to use the terrain to delay the Allies in order to withdraw their main forces
to defensive lines further north.

By the 20th of June Perugia had fallen after several frustrating days of
skirmishing, but on that day the Welsh Guards fought an action at San Marco
that opened the route north again [Scenario Ten]. By the end of June the
Allies had advanced 200 miles since the fall of Cassino six weeks earlier but
further rapid advances were now unlikely. General Mark Clark had headed
north and captured Rome rather than obeying Alexander’s orders to head
east across Italy to cut off the
German front line units. By doing
so the opportunity to destroy
German forces in Italy at one fell
swoop was lost. Now these same
Germans had taken up fresh
positions in the Gothic Line – was
this to be another Gustav Line?

For the Welsh Guards the point was


moot. They had suffered
considerably in a range of small
actions that sapped their strength,
and one entire company, Number
2, had been completely lost. They
were now withdrawn to Lake
Trasimene for a period of rest and
to add a Company of Grenadier
Guards to their orbat to bring them
up to fighting strength.

Rest, however, was not to be for


long. On the 15th of July the 1st
Guards Brigade were in action
again, attacking a six mile ridge
south of Arezzo. Signs of a weakening German resolve were there to see.
After the Grenadier and Coldstream Guards had launched the initial attack
the Welsh Guards attacked in a second wave, but the German defenders
melted away. With the infantry clearing the way the tanks of 6th Armoured
Division now took up the chase. Florence was reached on the 4th of August
but the river bridges had been destroyed; the tankers could do little but
glare across the Arno at the defenders.

Shifting his weight like a boxer, Alexander now delivered a crushing blow to
the eastern end of the Gothic Line, breaching it on the 26th of August.
Briefly the advance resumed, with Florence falling in September, but now
the winter was approaching and the Germans again retired to fresh
positions.

The 3rd Battalion Welsh Guards wintered on Monte Battaglia in the Santerno
valley, remaining there until February 1945 when they withdrew for rest and
fresh training. 6th Armoured Division was now a reserve unit and it was from
a distance that they saw the Po crossed on April the 4th and the German
forces fall back in disorder. On the 2nd of May news came of the
Unconditional German surrender in Italy. The Welsh Guards were by then in
Udine and could reflect upon a gritty campaign of sapping skirmishes up the
boot of Italy. Pitched battles had been few and far between, German
manpower limitations having dictated harassing tactics would be the
standard diet of the war in Italy. On every occasion, however, the Welsh
Guards had proved their mettle against a resourceful and resilient foe.
Scenario Eight
One Dark Night

Introduction
On arrival in Italy the Battalion was almost immediately deployed to the
sector of the front where Allied troops had forced a salient across the river
Garigliano. They were to move up to Monte Cerasola to relieve the 2nd/4th
Hampshires who were holding the ground at the very apex of the salient,
with German troops sharing the slopes of the same mountain in an
uncomfortable and unhealthy arrangement that both sides regularly sought
to end.

The relief was to be made in darkness, with the headquarters moving


forward first to be followed by the companies once the land had been spied
out. Unfortunately the arrival of the Battalion headquarters coincided with
a German attack, and lying amid the snow and exploding mortar rounds the
land was never properly considered.

The companies were moved up as rapidly as possible, but their arrival


served only to identify significant shortcomings in the defences on the
mountain. The Hampshires were considerably under-strength, and on the
road strewn surface of the mountain had been unable to dig in, so had
constructed sangars to protect their men. These were too few in number to
house the full strength Welsh Guards battalion, and were also too small to
accommodate the strapping guardsmen.

This, however, was small beer compared to an immediate and determined


attack by the Germans who were clearly keen to see that they, and not the
Welsh, moved into the Hampshires’ old accommodation.

Map & Terrain


The map for this scenario looks quite small – it shouldn’t be. This is the top
of a mountain and the larger table you can use the better. Ideally the top
contour of the summit will be about 36” by 24”, so this is a sizeable area in
total.

The mountain is rocky and scattered rocks should be used to give the feel of
the terrain and to be used by the troops operating in it. The sangars are
marked on the map in orange and give good cover to troops in them. Each
takes a maximum of six figures.
Scenario Eight Map
British Briefing

You have just arrived in what must be one of the most inhospitable spots on
the planet; the top of an Italian mountain in February with snow, and
Germans, thick on the ground. The sangars you have inherited are too
bloody small, and too few in numbers to house your company, and as soon
as day breaks you intend to organise work parties to make improvements.
For now you can only try to get some sleep amidst the snow and dream of
those Algerian flies that you were cursing a week ago!

Your force is as follows:

2 Company, 3rd Welsh Guards


Company Headquarters
Captain D.P.G. Elliot (D6)
Lieutenant R.G. Barbour (D6)
Sergeant William Doyle (D6+1)
Two unnamed Big Men
One Rifle section (8 men)
One 2” mortar (2 crew)
One PIAT (2 crew)

Platoon One
Three Rifle Sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew

Platoon Two
Three Rifle Sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew

Platoon Three
Three Rifle Sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4,5 6 7,8

Objective. Get some sleep and then get the defence of this bloody
mountain sorted out.
German Briefing

So, the Tommies are being relieved, lucky Devils – the Führer hasn’t
bothered about us getting any relief for the past couple of years! Well, we
have received orders to surprise the Englander amidst their house-warming
just before first light. They cannot have had time to discover the lie of the
land, and we will take advantage of that and secure the peak for ourselves.

Your force is as follows:

Company Headquarters
Three Big Men
Two MMGs (3 crew)
One Sniper

Platoon One
Three rifle squads (8 men)

Platoon Two
Three rifle squads (8 men)

Platoon Three
Three rifle squads (8 men)

Artillery
Four 75mm guns, your FOO on Monte Girofano can see the peak so does not
need to be present on the table. Unfortunately you only have sufficient
ammunition for four rounds of fire.

Troops/Dice 0 1 2 3 4
German Grenadiers 1,2,3 4 5 6,7 8

Objective: Seize point 748 (i.e. the top of the mountain!) and drive the
Tommies from the area.
Umpire’s Notes

The Germans were shrewd in their anticipation of confusion on the peak,


the British had absolutely no idea of the terrain and simply occupied what
ground they were left by the Hampshires. To represent this the German
player may attempt to choose the location of three gullies on the
mountainside that are not marked on the map. Each one will be 12” in
length and offer good cover. Roll a D6 for each one that the German player
attempts to place, with him succeeding on a 3 to 6 on a D6. If he fails this
represents the fact that he can’t find the right terrain in the half-light
before dawn.

The top of the mountain is very rocky and will reduce movement by two pips
per dice. Troops stationary in this terrain will also benefit from some light
cover. Troops in sangars are considered to be in good cover, as are troops
in gullies. The Company Headquarters is a ramshackle position of sandbags
and some wood, but also offers good protection.

The British and Germans start the game on blinds, with the British platoons
occupying the areas marked on the map. The game starts in half-light,
which makes spotting harder by two range bands on the spotting chart.

Historical Outcome
This was one hard-fought battle, with the brunt of the German attack falling
on 2 Company. Twice the British had to force the enemy off the peak with
bayonet charges, a costly exercise that saw them cling on to possession of
the hill, both Captain Doyle and Lieutenant Barbour being killed leading the
charges. Nevertheless the resilience of the Welsh saw them establish a
psychological hegemony over their German opponents that ensured that
subsequent attacks, and there were plenty over the next week, were less
than enthusiastic.

Game Cards British Cards German Cards


British Blinds Company HQ Company HQ
German Blinds Platoon One Platoon One
Tea Break Platoon Two Platoon Two
Platoon Three Platoon Three
Rally Artillery
Big Men FOO
Big Men
Scenario Nine
Monte Piccolo

Introduction
On May the 23rd the Canadians broke through the subordinate Adolf Hitler
Line between Aquino and Pontecorvo, whilst at the same time US and British
troops broke out (at last) from the Anzio bridgehead. On May the 24th the
6th Armoured Division, of which the 3rd Welsh Guards were a part, passed
through the leading Allied units to spearhead the Allied advance up Route 6.

Their first objective was to seize the town of Arce where ownership of the
road junctions would deny the Germans a direct path of retreat. Naturally
this fact was not lost on the Germans, and their rearguard forces fought
with tenacity to slow down the progress of the Allied advance.

To the south of Arce the main road runs through a bottleneck between two
areas of high-ground, Monte Orio on the right and Monte Piccolo on the left.
Before any progress could be made up the road it was clear that this high-
ground would need to be captured, and that was a job for the infantry.

Company sized forces were tasked with clearing both hills, but this was to
prove far too optimistic an allocation, and German resistance on Monte
Piccolo was barely dented. A full battalion sized attack was then launched
by the Coldstream Guards under cover of darkness. However daylight was
to show that a rocky outcrop and the western spur which commanded the
road through the pass were still in enemy hands. The 1st Company, 3rd
Welsh Guards were tasked with clearing this area so that the advance could
resume.

Map & Terrain


Rocky, scrubby and tough going sums it up. The terrain provides good cover
for defenders but will also give some to those advancing through it with
caution. Ideally some larger boulders will be used to break up the moon-
like monotony.
Scenario Nine Map
British Briefing

You have been ordered to push through the Coldstream Guards position to
clear the western end of Monte Piccolo. Thus far enemy resistance has
been sporadic, when they feel they can win they will stand their ground,
however when they feel that they are outnumbered or that they will
become isolated they are inclined to withdraw to the next choke point.

Your men are fit and ready for a fight, they will need to curb their
enthusiasm and use all their fire and movement expertise to achieve their
objective without heavy losses. Whatever happens a delay here serves the
enemy better than it does us. We must clear the road.

To aid you a battery of Royal Artillery has been instructed to provide an


initial bombardment.

Your force is as follows:

Company Headquarters
Major Gibson-Watt (D6)
Lieutenant O. Smythe (D6)
Sergeant Elfed Morgan (D6+1)
Sergeant John Meredith Powell (D6)
One unnamed Big Man
One Rifle section (8 men)
One 2” mortar (2 crew)

Platoon One
Three Rifle Sections (8 men each)
One 2” mortar (2 crew)

Platoon Two
Three Rifle Sections (8 men each)
One 2” mortar (2 crew)

Platoon Three
Three Rifle Sections (8 men each)
One 2” mortar (2 crew)

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4,5 6 7,8

Objective: Clear the ridge


German Briefing

Every hour we delay the enemy is another hour for our forces to save
themselves from an Italian Stalingrad (naturally the Allies will be attempting
to encircle us, they wouldn’t be so stupid as to simply rush for Rome!). We
are few in numbers, but well armed and motivated, and from our position
here we can stop the enemy advance. We must make use of interlocking
fields of fire to inflict maximum casualties on the Tommies.

If need be we may fall back, however if there is any hope of holding out
against the attack that is bound to come with daylight then we must be
prepared to fight to the last man. From experience we know that if an
attack is beaten off the enemy will not attack for another few hours, and
time is the critical issue.

Your force is as follows:

One Big Man


Three MMGs (3 crew each)
Two rifle squads (8 men each)

Your force may be organised as you desire, they are all dug in and you have
some communication trenches to link your positions. One card will be
included in the deck for each position.

Troops/Dice 0 1 2 3 4
German Grenadiers 1,2,3 4 5 6,7 8

Objective: Hold off the enemy for as long as possible.


Umpire’s Notes

Both sides start the game on blinds, the British have one dummy blind. The
Germans deploy anywhere in northern half of the table (the top as you look
at the map). They are all dug in and have 12” of communication trench that
they may place wherever they like on the table. They may move along this
without being seen unless the British are within 9” of them. This means
that some previously spotted German units may move back onto blinds if
they leave their initial position via the trench system.

The hill is rocky but not sufficiently so to impede movement more than one
pip per D6. Areas of scrub provide some places to hide for both sides,
providing light cover as they present a worse target.

The Welsh win if they clear the hill, the Germans if they hold it. The
Germans may claim a draw if they surrender the hill but inflict heavy
casualties on the British. A quick but violent barrage was fired before the
attack was launched, apply the results of one stonk to each German unit.

Historical Outcome
The attack began at 06.00 local time, with the leading platoon under
Sergeant Morgan giving “a text-book demonstration of fire and movement.
Disregarding his own safety when necessary to give personal orders to his
section commanders, Morgan manoeuvred his platoon steadily forward,
saving many casualties by his calm and determined conduct”.

The fighting was hard, and many acts of gallantry exhibited by the
Welshmen. Lance-Sergeant Frank Goodwin, a former bus-conductor from
Cefn in Denbighshire, crossed eighty yards firing his bren as he went before
tossing grenades into a German machine gun position. In a final act he
silenced the gun by smothering it with is own body to allow his comrades to
advance.

Guardsman Christopher Keogh, a former machine tool setter from Cardiff,


took a Bren from a wounded man and advanced on a German position, firing
from the hip as he went. Despite being shot in the face and foot, and
having the weapon shot from his hands Guardsman Keogh recovered the
weapon and provided covering fire that allowed the advance to continue.

In all twenty-two men were killed and wounded in the attack, but in the
face of such aggressive troops the German survivors slipped away. The hill
was Welsh, the advance could continue.

Game Cards British Cards German Cards


British Blinds Company HQ Position Cards
German Blinds Platoon One to Three Big Man
Tea Break Rally
Big Men
Scenario Ten
The Road to San Marco

Introduction
With the advance continuing up the ‘boot’ of Italy, 6th Armoured Division by-
passed Rome and headed up the Tiber valley. The advance was rapid, and
swept aside opposition, but was constantly harassed by German artillery and
blown bridges. At the River Farfa the Coldstream Guards forded the river
and cleared the route in the face of considerable opposition, after which
the tanks passed through and resumed the advance.

The town of Perugia was the first major engagement for the Brigade, but
here the Welsh Guards were in reserve whilst other units seized the high
ground around the town and obliged the enemy to withdraw for fear of
being surrounded.

On June the 20th the 3rd Battalion Welsh Guards, supported by tanks of the
16th/5th Lancers, began probing northwards into the hilly country above
Perugia, its rough terrain and confined roads made it ideal terrain for any
defender.

Map & Terrain


The Village of San Marco is at the northern end of the table. The buildings
are typical white, red roofed Italian homes. They are stone built and offer
good cover. The same can be said for the larger Villa Bussetti. The olive oil
factory on the outskirts is a somewhat jerry-built structure and offers less
cover. Its surrounding fence is chain link and is a minimal obstacle for
infantry.

The olive groves and vineyards are a hindrance to visibility, troops


stationary in them will be difficult to spot. The cutting on the road is a
potential bottle-neck for vehicles as its banks cannot be traversed, however
it is preferable to the off road terrain where tanks are often known to shed
tracks.
Scenario Ten Map
British Briefing

After liberating Perugia we are now pushing on into the hills to the north
with a view to resuming our speedy advance and outrunning the retreating
Germans. This morning other companies seized our initial objectives with
no losses, and you are now pushing on through them to take the village of
San Marco.

You can expect some opposition, although this is likely to crumble if you
push hard. To assist you two troops of tanks have been allocated to your
command.

Your force is as follows:

3 Company, 3rd Battalion Welsh Guards


Company Headquarters
Captain B. Goff (D6)
Lt P. Brutton (D6+1)
Sergeant O. Abrams (DAv)
One unnamed Big Man

Platoon One
Three rifle sections (8 men each)
Three 15cwt trucks

Platoon Two
Three rifle sections (8 men each)
Three 15cwt trucks

Platoon Three
Two rifle section (8 men each)
Three 15cwt trucks

Tanks One
One unnamed Big Man (D4)
Three M4 Shermans

Tanks Two
Three M4 Shermans

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4,5 6 7,8

Vehicle Armour Class Weapon Strike Speed


M4 Sherman 6 7 Average

Objective: Clear the road to San Marco and the village of any enemy, do
not let them escape to harass our advance in the future.
German Briefing

Perugia has fallen and the enemy are probing north again to try to resume
their advance. Patrols have been heavy in the last twenty-four hours but
thus far your position has not been identified. One of your look-outs has
just reported that the enemy has passed point 425 and are heading in your
direction.

Our force is somewhat ramshackle, but does not lack punch. If we can give
the enemy a bloody nose we may just persuade him that we are stronger
than we are and hold our ground for a little longer. Your main priority,
however, is to preserve your force for future actions. Hold if you can, but
have no fears about withdrawing if pressure is too great, your men can serve
the Fatherland better by fighting again another day. Your force is as
follows:

Company Headquarters
Two Big Men

Platoon One
Three rifle squads (8 men each)

Support Platoon
Four MMGs (3 crew each)

Anti-Tank Platoon
One Pak 38 AT gun (5 crew)
One Kubelwagen
One StuG IIIF with Big Man Obergefreiter Richard Pressler (D4)

Artillery Support
Two 75mm mountain guns off table with one FOO on table

Troops/Dice 0 1 2 3 4
German Grenadiers 1,2,3 4 5 6,7 8

Vehicle Armour Class Weapon Strike Speed


StuG III F 6 8 Average

Weapon Weapon Strike


PaK 38 6
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
Infantry section 2 - - - -
MMG/HMG 2 2 2 1 1

Objective: Hold for as long as possible then withdraw to fight again another
day.
Umpire’s Notes

The Germans and British start the game on blinds. Neither have any dummy
blinds. The terrain is harsh, whilst the tanks are not restricted to the roads
they will need to test for breaking down each turn they move off road (use
the bogging down test). Infantry moving cross-country lose one pip per D6
of movement. The vines and olive groves provide some cover and reduce
the effectiveness of any fire against targets therein.

The German artillery, unbeknown to the German player, is restricted to four


rounds of fire (not including ranging in) after which they will inform the
German player that they are out of ammunition. To compensate they may
pre-register three target areas on the table.

If the Germans choose to withdraw they must exit the table on the road that
leaves San Marco to the north. The British win if they capture San Marco
and clear the road. The Germans win if they inflict substantially more
casualties on the British than they suffer themselves AND are able to leave
the table with a significant part of their force intact.

It is possible for both sides to achieve their objectives in this game, but
equally the Germans can win outright by retaining control of San Marco.

Historical Outcome
Fighting was tough, with the tanks proving to be the ace up the British
sleeve. The Germans would, it was noted, hold on to a position until it
became clear that the attack would be pressed home, at which point they
would melt away. In the end San Marco was captured, and the road cleared
by 4pm, but the Germans largely escaped unscathed. German artillery then
shelled the position through the night and on the following day the battalion
had the unenviable and frustrating task of sweeping the surrounding hills to
the north; a task that was to take several days. Such was the nature of the
war in Italy.

Game Cards British Cards German Cards


British Blinds Company HQ Platoon One
German Blinds Platoon One Platoon Two
Tea Break Platoon Two Anti Tank x 3
Platoon Three Artillery
Armour One FOO
Armour Two Big Men
Big Men
Rally
Section Four
Back with a Vengeance

As we have seen the 1st and 2nd Battalions of the Welsh Guards had spent a
long four years waiting to return to the fray after Dunkirk. Their re-
organisation into the Guards Armoured Division took some considerable
period of training, and it has to be said that there was frustration at not
being amongst the first wave to hit the beaches on D-Day.

In fact the two sister battalions crossed to France, landing at the Mulberry
harbour at Arromanches in the second half of June and were deployed in a
reserve role while fighting raged around Caen and the Americans pushed on
to Cherbourg.

Following Montgommery’s plan the British and Canadian forces in Normandy


had put continuous pressure against the German line, and been highly
successful in persuading the Germans that the main threat of a breakout
came in that sector. This tied down over 80% of German armoured forces in
Normandy and allowed the US forces to form the strong punch that finally
ruptured the German line and heralded the beginning of the end for German
forces in France.

The Guards Armoured Division was active in the latter stages of the
campaign, especially in Operating Bluecoat where they were at the
forefront of the fighting. The 1st Battalion fought a significant action
against SS Hohenstauffen on the 4th of August [Scenario Eleven] when the
enemy launched a small localised counter-attack in the village of
Montchamp. A week later it was the Welsh Guards’ turn to attack, seizing
the dominant high ground at Haut Perrier from Hohenstauffen in a hard
fought action [Scenario Twelve]. With the Allies breaking out to the west
and battering down from the north the German armies in Normandy
eventually collapsed.

Criticised as they had been, the Allied planners had achieved their prime
objective. The Germans in Normandy had been subjected to constant
attacks, denying them the initiative and pinning them with attacks until
they finally collapsed, unable to resist any further. This success now
ushered in a period of rapid advances that made the German Blitzkrieg of
1940 appear sluggish.

What German units could escape the maelstrom of Falaise were in full
retreat, and did not halt to offer any serious resistance until they reached
Belgium, and there the Allied forces did all they could to apply pressure to
stop any defensive crust hardening. The Welsh Guards had the honour of
liberating Brussels on the 3rd of September 1944, making a 100 mile dash on
that day and fighting a battle on the way [Scenario Thirteen]. Their action
at Wavre [Scenario Fourteen] typifies the chaos of that period, whilst the
mini-campaign looks at a series of actions in northern Belgium during that
September as the Germans frantically tried to cobble together a defensive
line while the Allies tried to maintain their advance and keep their enemy
off balance.

Operation Market Garden was to provide the next challenge for the Welsh
Guards, unfortunately for us their role was a support one during the drive
north by XXX Corps, and contact with the enemy was minimal and brief.
The hopes of an early end to the war were dashed and a bleak winter was
spent waiting for better weather to herald an entry into Germany.

The failure of the German Ardennes Offensive spelled the end of German
offensive capability, but as the war entered their homeland resistance was
as fierce as ever. The Welsh Guards crossed the border from Belgium in
February 1945 and were involved in the fierce fighting in the Rhineland as
the advance towards the Rhine continued [Scenarios Fifteen and Sixteen].

In the event their advance across the Rhine and into Germany was one of
frustration. After crossing the Rhine at Rees on the 30th of March they
advanced over 100 miles in the first ten days of April. Contact with the
enemy was fleeting and frustrating. A brief burst of machine gun fire, the
explosion of a panzerfaust, but no concerted resistance as they drove north.
On the 7th of May they had reached the coast at Cuxhaven where they
supervised the surrender of the remnants of a German Fallschirmjager
Division, and it was there that they heard the news of the ceasefire that
heralded the end of hostilities.

For five years and in six countries the three battalions of the Welsh Guards
had fought for democracy and liberty against the forces of tyranny and
oppression. Not once were they found wanting. Truly it can be said that
the actions of these brave men have outlived them. Truly it can be said,
“Hwy Clod Na Hoedl”. Fame Lasts Longer than Life.
Scenario Eleven
Attack on Montchamp

On the 30th of July, with the US offensive in full flood, Commonwealth


forces struck south through Caumont in a major body-blow against the
weary and much reduced German forces. The Guards Armoured Division
were in the forefront of this fresh offensive that ran along the left flank of
the US breakout.

Attacking through this bocage country presented difficulties of its own, and
on the 2nd of August the 1st Welsh Guards anticipated their first major
engagement since 1940 with attacks on St Denis Maisoncelles and St Pierre
Tarentaire. In the event the terrain proved more of a hindrance than the
enemy, the Germans melting away before them. Two days later they again
forced up to attack at Montchamp, hoping that this too would be a stroll in
the Norman countryside.

Map & Terrain


Montchamp lies in a small valley amid beautiful wooded countryside
dissected by small streams that run swiftly amid the orchards and fields.
The orchards are open, only really limiting the visibility of troops in
vehicles, whilst the woods are somewhat denser but not sufficiently so to
impede movement on foot.

The streams may be crossed by infantry with ease, remove one movement
dice, and tracked vehicles can cross them but must take a bogging-in test.
The road crosses these over small culverts rather than bridges.

The village is made up of strong, solid buildings that provide good cover,
especially the church which is of stone construction. The tight turns on the
narrow streets of the village will limit any vehicle to a relatively slow
speed.
Scenario Eleven Map
British Briefing

Everything is progressing according to plan! You have just received orders


from Lieutenant Colonel Herber-Percy to take your Company and attack
Montchamp in conjunction with the Prince of Wales Company. A short while
ago Captain Evans and 4 Company took Pont Esnaut, providing cover on the
flank. Nothing should stop us now, especially if the Germans are as keen to
get away as they have been in the past few days. You reckon they know
that the game is up!

Once you secure Montchamp anti-tank guns and tanks will move up to
support you.

Your force is as follows:

2 Company, 1st Welsh Guards


Major Maurice Turnbull (D6+1)
Lieutenant D.M. Lester (D6)
Two unnamed Big Men

Company Headquarters
One Rifle section (8 men)
One 2” mortar (2 crew)
One PIAT (2 crew)

Platoon Four
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Platoon Five
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Platoon Six
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Prince of Wales Company


Captain Sir Richard Powell (D6+1)
Lieutenant D.A. Rogers (D6)
Two unnamed Big Men

Company Headquarters
One Rifle section (8 men)
One 2” mortar (2 crew)
One PIAT (2 crew)
Platoon One
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Platoon Two
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Platoon Three
Three rifle sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8

Weapon Weapon Strike


L50, 6 Pounder 6
L58, 17 pounder 11
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
PIAT 6 6 6 -
Infantry section 2 - - - -

Objective: Seize and hold Montchamp, try not to let the enemy disengage
and escape.
German Briefing

The last eight weeks have been the worst of your life. Constant
bombardment, lack of sleep, a breakdown of the supply system and
increasingly hostile neighbours combine to ensure your personal Hell is
complete. You’d give yourself up to the Tommies if it wasn’t for the SS
troops who have just moved into the area and are getting very aggressive
indeed.

As it is your detachment has been ordered to hold Montchamp, and you will
try to do just that.

Your force is as follows:

One Big Man (D4-2)


One platoon of three rifle squads (8 men each)
One MMG (3 crew)

Troops/Dice 0 1 2 3 4
Shell-Shocked Troops 1,2,3,4 5 6,7.8 - -

Objective: Hold Montchamp for “Fuhrer and Fatherland”. Although what


they want with it you have no idea, it’s a dump, and they don’t even have
proper toilets!
Umpire’s Notes Part 1

Whilst this scenario may appear one sided at first glance, it does in fact get
worse before it gets better. Feldwebel Baumenvort is a good German, but
no Nazi. Five years of war, and the last eight weeks in particular, have left
him at the end of is tether. He and his men will fight only so long as the
British do not get in close. Once any Welsh Guard unit gets within 12” of
them the umpire will roll a D6. On a 1 to 3 the squad or weapon will flee
the table, being removed immediately, on a 4 to 6 the squad or weapon will
be replaced by a lone sniper, the rest of the unit disappearing at speed.

What neither player knows is that this game is, in fact, all about the
counter-attack that was launched by elements of 9th SS Hohenstauffen who
are in the area. This will commence as soon as British troops control the
centre of Montchamp. The following briefing being passed to the German
player.

Real German Briefing


Sheisse! The verdamdt Heer are running away again, thank God for the SS
who will have to restore the front again. You have just shot several
Wehrmacht men led by a doddery old Sergeant who you found leaving the
front without permission. One of them confessed that they had withdrawn
from Montchamp in the face of a Tommy advance. Now you intend to
retake the village and give Tommy a nasty shock.

Your force is as follows:

Company Headquarters
Big Men x 4

Platoon One
Three rifle squads
Three SdKfz 251 halftracks

Platoon Two
Three rifle squads
Three SdKfz 251 halftracks

Panzers One
One Panther A
One Mark IVH

Panzers Two
Three Panther A

Troops/Dice 0 1 2 3 4
Waffen SS 1,2 3 4 5,6 7,8
Vehicle Armour Class Weapon Strike Speed
Panzer IV H/J 6 8 Average
Panzer V Panther A/G 10 11 Fast

Objective: Retake and hold Montchamp


Umpire’s Notes Part Two

All forces start the game on blinds, whenever they enter into the game.
The SS troops have two additional false blinds that they may deploy as
desired. The SS enter the table on the road on the western edge.

The terrain is relatively close, the bocage hedges will remove two dice from
any unit crossing them. The garden hedges are lesser entities, removing
only one dice. The orchards are relatively open and will reduce visibility for
armoured units, but not infantry on the ground. The narrow streets are
difficult to negotiate in a vehicle, restricting movement when turning to one
dice. Turret traverse should also be restricted.

The promised British anti-tank guns and tanks have been delayed and will
play no part in the game, but again the British player will never know this
for sure, the stats in his briefing should give him some false hope.

The British win if they hold Montchamp at the end of the game, the
Germans win if they do. If ownership is shared it is a draw.

Historical Outcome
The advance into Montchamp was met with desultory opposition, but the
tanks and the SS Grenadiers came as a nasty shock to the Welsh Guards.
Captain Sir Richard Powell destroyed a Mark IV with a PIAT but his weapon
was put out of action when hit by machine gun fire from a Panther.
Elsewhere the tanks held sway, cutting through the 2nd company and killing
Major Turnbull and Lieutenant Lester. Major Turnbull’s death was mourned
outside the Regiment, before the war he had captained Glamorgan County
Cricket Club and was a Welsh International at Rugby and Hockey.

What was more Lieutenant-Colonel Herber–Percy was also shot, albeit not
fatally, by a sniper as he moved forward to assess the situation in the
village. All in all it was a bad day for the Welsh, and by evening the
Germans held Montchamp again. Success for them was to be short-lived as
they were ordered to withdraw during the night, and in the morning the
Welsh were again masters of the village. This time with their supporting
arms to protect them.

Game Cards British Cards German Cards


British Blinds POW Company HQ Heer Platoon
German Blinds Platoon One SS Company HQ
Tea Break Platoon Two SS Platoon One
Platoon Three SS Platoon Two
2 Company HQ Panzers One
Platoon Four Panzers Two
Platoon Five Blitzkrieg
Platoon Six Rally Big Men
Rally
Big Men
Scenario Twelve
“Let’s Get at the Bastards”

Introduction
Following the battle for Montchamp the Welsh Guards continued to push
southwards. On the 9th they were moved to Le Bas Perrier from where they
were ordered to take the tiny collection of buildings referred to as Le Haut
Perrier, sat atop the high ground to the south.

German resistance had been tough and now it seemed to be getting tougher
than ever before. Up against the troops of 9 SS Hohenstauffen every
attempt to advance was costing more and more British dead.

On the 10th the Welsh Guards recce’d the land as far as was possible. Plans
were drawn up and the attack was launched on the morning of the 11th at
06.30, with 2 Company advancing to seize a flanking position amidst the
farm land to the left, and 3 Company attacking the village itself.

Map & Terrain


Le Haut Perrier is nothing more than a miniscule collection of farm buildings
that does not even feature on the smallest scale maps. Its importance was
due entirely to its position atop a rise in the rolling terrain that gave
excellent views across all the surrounding countryside.

The hedges are relatively light, whilst the farm buildings are of solid stone
construction and provide good cover. One of the lanes running east west is
partially sunken on the southern side, this will provide good cover for any
troops in it.
Scenario Twelve Map
British Briefing

Le Haut Perrier stands before us on the highest piece of land around, and it
is your task to take it. Undoubtedly the enemy will have excellent support
from his artillery, the place could not be better located as an OP. The
terrain is relatively close and will hopefully offer some protection during the
advance, but it can also hide some nasty surprises. Go carefully!

Damn, the enemy seems to have spotted us already…….their mortars have


our range and men are going down as we assemble for the attack…... Johnny
Reid’s just copped it – he was at school at Monmouth with you….. Rising
from the ground you hear yourself cry, “Come on boys, let’s get at the
bastards!”

Your force is (now, after that mortaring) as follows:

3 Company, 1st Welsh Guards


Big Men
Lieutenant D.R Leuchars (D6+1)
Lieutenant D.J.C.Stevenson (D6)
Sergeant E. Williams (D6)
Sergeant R.G. Fowles (DAv)

Platoon Seven
Two rifle sections (8 men each)
One PIAT (2 man crew)

Platoon Eight
Three rifle sections
One PIAT (2 man crew)

Platoon Nine
Three rifle sections
One PIAT (2 man crew)

Elements of 3rd Scots Guards


Troop One
Three Churchill tanks

Troop Two
Three Churchill tanks

Troop Three
Three Churchill tanks

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
PIAT 6 6 6 -
Infantry section 2 - - - -

Vehicle Armour Class Weapon Strike Speed


Churchill VI 10 7 Slow

Objective: Take Le Haut Perrier


German Briefing

It would seem that the enemy is preparing to attack at Le Haut Perrier, and
in anticipation of that have called in your mortars on their likely jumping off
point at Le Bas Perrier. That should shake them up a bit. After that they
will have a job getting up the hill, we have a strong, deep position here,
and do not intend to give it up, especially as this is one of the highest points
for miles. If the enemy were to take the hamlet their artillery will be able
to dominate the area, and having had experience of a Tommy barrage you
do not want to experience another.

Your force is as follows:


Elements of 9th SS Hohenstauffen
Big Men x 3

Platoon One
Two MMG teams (3 crew each)

Platoon Two
Two MMG teams (3 crew each)

Platoon Three
Two MMG teams (3 crew each)

Panzer One
Three Panther A tanks, dug in

Panzer Two
Three Panther A tanks

Mortars
Two 80mm mortars off-table with three pre-registered target points

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


MMG/HMG 2 2 2 1 1

Vehicle Armour Class Weapon Strike Speed


Panzer V Panther A/G 10 11 Fast

Objective: Hold Le Haut Perrier, inflict maximum casualties on the


Tommies.
Umpire’s Notes

The Germans deploy their units in two deployment areas, as marked on the
map as A and B. They MUST deploy at least two whole platoon sized units in
each deployment zone. The British start the game on the northern table
edge. Both sides are on blinds when the game commences. The British
have two additional dummy blinds to use.

The hedges in this area are not dense bocage, but remove one dice from any
unit moving through them. One platoon of German tanks must be dug in, all
of their infantry may be as well.

The side that holds Le Haut Perrier at the end of the game wins.

Historical Outcome
This was a slog for 3 Company, it took them three and an half hours to cover
400 yards and capture a tiny hamlet. The Germans did not have many
infantry present, their platoons were by now so reduced that only the MG
teams are represented. The Germans defended in depth, and this allowed
the Welsh and Scots Guards to defeat their outposts in detail. The tanks of
the Scots Guards used their Besa MGs to good effect against targets amid
the hedges.

Lieutenant Leuchars recognised the importance of focussing his attack and


left just a few piquets to cover his right, keeping an eye on the German MGs
in that direction. The attack then went in against the left had side of the
village, the east. The Regimental history is illuminating.

“About half-way to the village a line of hedges crossed their front leading on
the left into a sunken lane. No.7 platoon now occupied this hedge-line
while Leuchars went to contact No.8 Platoon, who were farther forward on
the left of No.7. They had reached the outskirts of the village and had
silenced a machine gun post when two more opened on them and held them
up. One of the Scots Guards tanks supporting them was blown up on a
mine, but the crew managed to escape and continued to fight as infantry for
the rest of the battle. A dug-in Panther and a mortar were also spotted and
Sergeant E.Williams moved his platoon back to the sunken road. Meanwhile
Lieutenant D.J.C. Stevenson with Sergeant R.G.Fowles and five guardsmen
had made an eventful sortie from No.7 Platoon. Re-crossing the main road,
they had crept forward to the first two houses, knocked out a machine-gun
post and killed two snipers. They were about to rejoin their platoon when a
nearby Panther sent an armour-piercing shell into the house they had
cleared, and killed Guardsman W.E. Bowen who was standing with his back
to the wall; the rest got back safely. Shortly after this the enemy put down
a mortar concentration mixed with smoke which screened the village and
suggested that either a counter-attack or a withdrawal was being covered.
While the smoke lasted the company could see little, but the Scots Guards
tanks worked out to their flank, spotted three Panthers moving and
promptly knocked out all three. The Company were loud in praise of the
work done by the 3rd Battalion Scots Guards that day – ‘Even when their
tanks were hit (they lost two) they came and joined the infantry. One
Lance-Sergeant borrowed No.7 Platoons PIAT to go and deal with a Panther
which had knocked out his tank. He came back with his hand bleeding and
the PIAT in pieces. Then he grabbed a rifle and went back again. That was
the last I saw of him.’”

“When the smoke-screen lifted the company advanced on the village and
entered now without much opposition, killing a few Germans who remained
and taking nine prisoners. No.8 Platoon went to the far end of the village
and hardly reached their objective when ‘the ominous clank of tank tracks
was heard on the road, and round the corner of a hedge came one more
Panther. Its huge gun was swinging from side to side, the tank commander
was looking out of the top and had obviously seen nothing. The first two
shots from No,8 Platoon’s PIAT missed, but the third hit it squarely beside
the driver’s seat, a loud explosion occurred and immediately flames burst
from the crippled tank. In a very few seconds the fire was ranging and
ammunition started exploding. Only one of the crew got out and he was
promptly ‘seen off’ by a light machine gun. Nobody was in the mood for
taking prisoners.”

Game Deck
Game Cards British Cards German Cards
British Blinds Platoon 7 Platoon 1
German Blinds Platoon 8 Platoon 2
Tea Break Platoon 9 Platoon 3
Armour 1 Panzer 1
Armour 2 Panzer 2
Armour 3 Mortars
Rally Mortar bonus
Big Men Big Men
Dynamic Leader Rally
Scenario Thirteen
Swanning up to Brussels

The action at Le Haut Perrier was the last significant fight that either
Battalion of the Welsh Guards in Normandy was involved in prior to the
collapse of the German armies at Falaise. Very soon they were advancing at
top speed after an enemy on the verge of total defeat. It was only the
actions of very brave men in German uniform that stopped the retreat
becoming a rout from which there could be no recovery. As with the British
retiring on Dunkirk, desperation was the sire of heroic deeds and self-
sacrifice. As so often happens, the bravest and best men never live to see
the fruits of their labours.

In the event the British armoured formations, the Guards Armoured Division
in particular, was now to make the fastest advances in the history of
warfare to date. Happily the Welsh Guards of the 1st Battalion were to
liberate Arras, where they had left in very different circumstances four
years previous. “The reception that we had in every town and village was
tremendous….but Arras was the best”. Old friends were met, and Major
Miller recovered most of the kit that he had left there in 1940!

On the 2nd of September the Guards Armoured Division was reorganised,


with each rifle battalion “marrying” an armoured one. Happily the 1st and
2nd Battalion were twinned to form the Welsh Guards Group. This force was
commanded by Lieutenant Colonel Jim Windsor-Lewis who we last saw at
Boulogne in 1940. That afternoon they were informed that their force had
been selected to spearhead the drive on Brussels, around 100 miles away.
At first light on the 3rd of September, five years to the day since Great
Britain had declared war on Germany, armoured cars of the Household
Cavalry Squadron set out to rush for the Belgian capital. Behind them the
Welsh Guards, 1st and 2nd Battalion, were united in their desires and
objectives.

Nothing could stop the drive on Brussels. Could it?

Map & Terrain


The terrain represented here is on the western outskirts of Leuze, what is
now called the Avenue de la Liberation and was then called the Rue de
Tournai.

The main road and the ground to the south of it are well drained and count
as good going, whereas the ground to the north is potentially boggy for
heavy vehicles. The railway line is on a very low embankment but may be
considered flat for the purposes of the game.

The fields here are separated by shallow drainage ditches.


Scenario Thirteen Map
British Briefing

Brussels lies ahead of us, but it seems that the bloody Germans haven’t
been told that our traffic has priority! The Household cavalry have decided
that they don’t want to tackle some enemy they have found around Leuze
(never trust a donkey walloper!) so we will have to deploy our lead company
and squadron to clear the way. Remember, tonight we WILL be in Brussels.

Your force is as follows:

Prince of Wales Company, 1st Welsh Guards


Major J.M. Miller D6
Three unnamed Big Men

Platoon One
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)
Three M3 halftracks

Platoon Two
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)
Three M3 halftracks

No.1 Squadron, 2nd Welsh Guards


Major M.W.T. Leatham (D4)

Troop One
Three Cromwells

Troop Two
Three Cromwells

Troop Three
Three Cromwells

Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8

Vehicle Armour Class Weapon Strike Speed


Cromwell Mark IV 5 7 Fast

Objective: Clear the road, and clear it fast.


German Briefing

These are terrible times. If the last twelve months has seen increasingly
bad news for the forces of the Reich, the last fortnight has been disastrous.
You are old enough to recall the collapse of 1918 when you served with a
Bavarian Regiment on the Western Front, and the state of the army now
reminds you of those black days. Someone must take a stand, and in the
absence of anyone else that someone is you.

You have assembled around you the remnants of your company, and some
other troops whose officers agreed that something must be done. Your
force is insignificant, but it is better to do something than just to trudge
back towards the Reich. As you are on foot the only alternative seems to be
surrender. You never did that in 1918 and you won’t do it now. Your force
is as follows:

Disparate Heer Elements


Ritter Major von der Tann (D6+2)
One unnamed Big Man

Company Headquarters
One panzerschreck (2 crew)
One panzerknacker team

Platoon One
Two Rifle squads (8 men each)
Three panzerfausts

Platoon Two
Two rifle squads (8 men each)
Three panzerfausts

AT Section
One Pak 36 with stielgrenate (5 crew)

You additionally have two daisy chains of mines that you have put together.

Troops/Dice 0 1 2 3 4
Line Troops 1,2,3 4 5,6 7,8 -

Weapon Weapon Strike


PaK 36 4 (7 with Stielgreante)
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
Panzerfaust 60 10 10 10 - -
Panzerschreck 13 13 13 13 -
Infantry section 2 - - - -
Tank Killer section 6 - - - -

Objective: Fight. Better to die with honour.


Umpire’s Notes

Such last ditch impromptu rearguard actions were by no means unusual,


with forces following the lead of their commanders, be they companies of
Divisions. Here a scion of a noble Bavarian house has clearly had enough
walking (his legs are not as young as they were) and would rather stand and
die than live through 1919 again.

The Germans start the game on blinds, the British deployed on the table as
the flat countryside means they have already been spotted. Unfortunately
for the British the Household Cavalry retired before they identified the
German positions – and who can blame them, the girls of Brussels await!

The countryside off road counts as being damp due to recent showers, and
will reduce movement by one pip per dice.

The Germans win if they delay the British for twelve turns, a turn card being
included in the deck. The British win if they clear a way through in nine
turns or less. It is a draw if the British are delayed for ten or eleven turns.

Ritter Major von der Tann is the only named fictional Big Man in this
supplement. I chose to name him as the name represents the type of man
that I wished to represent better than half a page of text.

Historical Outcome
The German resistance was dispersed in just over an hour by the forces
outlined above. The German force is, naturally, one of supposition but as
mentioned not a-typical. The next resistance came at Hal but that too was
dealt with. A few enemy were encountered at Engheim, but here they
didn’t even slow down. By the time they reached the suburbs of Brussels
hordes of Germans were streaming south into captivity. The Household
Cavalry were halted outside the city and the Welsh Guards entered the
Belgian capital to a rapturous welcome from the liberated civilians.

Resistance there was, but more from the crowds who thronged the streets
than Germans. Some snipers were encountered, and a few pockets of
resistance required a shell of two from the 75mm guns, but essentially
Brussels was liberated by a lightning dash of Welsh Guards on that
September day in 1944.

Game Cards British Cards German Cards


British Blinds Platoon One Company HQ
German Blinds Platoon Two Platoon One
Tea Break Armour One Platoon Two
Armour Two Anti-Tank Gun
Armour Three Anti-Tank Bonus
Armoured Bonus Heroic Leader
Rally Panzerknacker
Dynamic Commander Pamzerknacker Bonus
Scenario Fourteen
“The German Army Never Surrenders”

With their Regimental flags aloft the Prussian Army fought and lost a battle
at Wavre, but won the campaign within a week with Blucher’s arrival on the
field of Waterloo to aid his British ally who had stood all day, equally
unflinching, against the forces of a dictator who sought European
dominance. In 1944 it was the Prussians, or at least the Germans, at Wavre
who fought for a dictator with dominance in mind, but still they would not
surrender. Or so it turned out.

With Brussels secured representatives of the Belgian resistance, the Armée


Blanche, approached the Welsh Guards to report that there were German
troops in Wavre who wished to surrender, but would not do so (quite wisely)
to the resistance, preferring to wait for the British. Whilst Wavre, some
fifteen miles south east of Brussels, was outside the Welsh Guards’ remit it
seemed a cut and dried mission that could be undertaken to aid the overall
situation.

Number 4 Company under Major W.D.D. Evans, along with two sections of
the Carrier Platoon and one section of anti-tank guns were allocated, along
with a single troop of tanks from No.3 Squadron of the 2nd Battalion, to
undertake the task under the command of Major G.G Fowke.

Upon arrival in Wavre Lieutenant V.G. Wallace was sent ahead to liase with
the German commander, but was fired on. A brave Belgian civilian hoisted
a flag of truce and went forward, only to be told that “the German Army
never surrenders”. Wallace knew this to be somewhat untrue, especially in
view of what he had seen in the last few days, but declined to dispute the
issue. The Welsh Guards had a fight on their hands.

Map & Terrain


By 1940 Wavre was a respectably sized provincial town, and much of the
battlefield is taken up with this. The river is much as it was in 1812 – wet
but fordable to infantry. To the north the lofty railway embankment crosses
three roads and provides good cover and visibility for anyone atop it. It is
impossible to see from one side of the embankment to the other.

The buildings of Wavre are strong and provide good cover, as does the
Monastery on the outskirts of the town. The mill is rather less effective in
that respect being largely of wood construction.
Scenario Fourteen Map
British Briefing

You have been sent to Wavre to receive the surrender of German forces
there, however it would seem that Jerry has had a change of heart.
Lieutenant Wallace has informed you that he has seen six halftracks full of
infantry, a couple of Panthers and two SP guns. The bridges in the area are
down, but the river can be waded by infantry if you recall your history
lessons accurately.

You are unconvinced that the Germans will fight to the bitter end, a few
casualties should see the white flags come out, as usual.

Your force is as follows:

Elements 1st & 2nd Welsh Guards


4 Company
Major W.D.D Evans (D6)
Lieutenant V.G. Wallace (D6)
Lieutenant E Scudamore (DAv)
Lieutenant D.N. Brinson (D6)
Lance-Corporal O.H. Hughes (DAv)

10 Platoon
Three rifle sections (8 men each)
One PIAT team (2 men)
Three M3 halftracks

11 Platoon
Three rifle sections (8 men each)
One PIAT team (2 men)
Three M3 halftracks

12 Platoon
Three rifle sections (8 men each)
Three M3 halftracks

Carrier Troop
Three universal carriers
1 PIAT, 3 brens, one 2" mortar and one rifle section.

Armour Troop
Captain F.S. Portal (D4)
Three Cromwells

Anti-Tank Platoon
Two 6 pounder guns (5 crew each)
Two carriers to tow
Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8

Weapon Weapon Strike


L50, 6 Pounder 6
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
PIAT 6 6 6 -
Infantry section 2 - - - -

Vehicle Armour Class Weapon Strike Speed


Cromwell Mark IV 5 7 Fast

Objective: Clear Wavre and force German surrender.


German Briefing

It is funny how things change, a short while ago you were considering
surrender, but the arrival of some friendly armour, albeit to the south of
the river, has put a bit of backbone into your defence. A British officer who
approached you under a flag of truce has been told that the German Army
never surrenders, and that he will have to fight for Wavre. It seems that he
and his friends are about to do just that.

You will defend this historic town for Germany, the enemy shall not pass.
Whilst the river not crossable by armour it can be forded at any point by
infantry.

Your force is as follows:

Big Men
Two Big Men

Platoon One
Three rifle squads (8 men each)
Three SdKfz 251

Platoon Two
Three rifle squads (8 men each)
Three SdKfz 251

Armour One
Two StuG III

Armour Two
Two Panther G

Troops/Dice 0 1 2 3 4
Line Troops 1,2,3 4 5,6 7,8 -

Vehicle Armour Class Weapon Strike Speed


Panzer V Panther A/G 10 11 Fast
StuG III F 6 8 Average

Objective: Hold Wavre


Umpire’s Notes

The British and German forces start the game on blinds, entering the table
in their respective deployment areas, the British one being marked in red,
the Germans in blue. The Germans, it will be noted, have two such areas,
the one north of the river where the two infantry platoons are deployed,
and the area to the south where their armour is deployed.

The bridges are all blown, but once the British have entered the town a
civilian will inform them that there is a shallow ford by the mill that can be
crossed by armour. The rest of the river may be crossed by infantry
spending a whole turn to reach the opposite bank.

The buildings are solid and offer good cover, especially so the convent
which is a stone structure.

The German tankers are, unbeknown to their infantry comrades, not in a


high state of morale. Trapped south of the river they are keen to be off to
find a crossing point further up the river. It was unfortunate for them to
find the local commander heralding their arrival as the saviours of Wavre.
As soon as the first tank or StuG is destroyed or damaged sufficiently to see
it abandoned by its crew the remaining armour will immediately drive off to
the east, leaving the table with all speed.

The victory conditions, which are unknown to the players until the end of
the game, are that the Germans win the game is they hold any areas to the
north of the river. If the British clear the north of the river the remaining
defenders will be placed in a position that they will soon have to withdraw
to find a crossing further upstream.

Historical Outcome
The Welsh Guards decided that one platoon, No.12 under Lieutenant
Scudamore, would accompany the tank troop and clear the northern part of
the town. This was done after some confused street fighting, and the
British pushed up their anti-tank guns and tanks to a position at the
crossroads just south of the railway embankment. Here the German armour
to the south of the river immediately knocked out Captain Portal’s tank and
both anti-tank guns.

Meanwhile Major Evans had taken the rest of the force and moved round
behind the railway embankment, intending to cross the river at the mill
ford. Here they were engaged by a Panther some 200 yards away, and
Lance-Corporal Hughes was killed whilst attempting to engage said tank
with a PIAT. The German tank now withdrew and Evans’ force continued its
advance into the southern parts of Wavre. There they met Scudamore’s
platoon that had waded the river and, with no infantry support it appeared
that the German armour had withdrawn to seek a crossing elsewhere.
Game Cards British Cards German Cards
British Blinds 10 Platoon Platoon One
German Blinds 11 Platoon Platoon Two
Tea Break 12 Platoon Armour One
Carrier Platoon Armour Two
AT Platoon Big Men
Armour Troop Blitzkrieg
Armoured Bonus
Rally
Big Men
Scenario Fifteen
Into the Reich

Introduction
By February 1945 the Welsh Guards had crossed the German border and
were pushing through the Rhineland itself. Progress was slow in places as
whilst German resistance was patchy it was increasingly desperate as they
fought on their home soil.

On the 2nd of March the 1st Battalion had moved to Siebengewald where they
again linked up with the tanks of the 2nd Battalion. The plan to capture
Wesel called for this battlegroup to advance eastwards, with the first stage
being to clear the woods between Kapellan and Bonninghardt where
Fallschirmjager units had been making the most of the close terrain to
hamper any advance.

In order to open the road east the woods had to be cleared.

Map & Terrain


The area to the west of Bonninghardt was wooded land that was damp and
boggy terrain that proved difficult for vehicles of all types. The main track
through the woods is, however, known to be dry and will pose no problem to
tanks.

The forest has a number of secondary tracks crossing it, and these are less
reliable, as are the clearings that dot it irregularly. A few farmhouses or
foresters’ residences may be found in the area, these are usually of light
construction, predominantly timber, and provide only moderate cover.
Scenario Fifteen Map
British Briefing

These woods look particularly nasty, and from what you have heard they are
full of even nastier Jerries! Apparently German paras have dug themselves
into the woods and are stopping all progress, it has now fallen to you to dig
them out again.

The forest tracks are generally difficult going for tanks, the main one is,
apparently, solid enough but the small ones that branch off can be very
boggy. You’ll need to take care of your tanks if they are going to give you
the support you’ll need in order to keep casualties down. It looks like this
war is drawing to a close and you have lost enough good men in the last six,
try not to lose any more! Your force is as follows:

Prince of Wales Company, 1st Welsh Guards


Major J.M.Miller (D6+1)
Captain E.M. Ling D6
Lieutenant F.N.H.Widrington DAv
Lieutenant N.P.G.W.Waite D6
Company Sergeant Major Urias Davies D6+2
Sergeant Albert Kempson D6

Platoon One
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

Platoon Two
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

Platoon Three
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

2nd Welsh Guards


Captain Sir M.G. Beckett (D4)

Troop One
Four Cromwells

Troop Two
Three Cromwells

Troop Three
Three Cromwells
Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


PIAT 6 6 6 -
Infantry section 2 - - - -

Vehicle Armour Class Weapon Strike Speed


Cromwell Mark IV 5 7 Fast

Objective: Clear the forest of enemy resistance.


German Briefing

It is cold and wet in these woods, but at least they keep the enemy Jabos
away! So, we are fighting on our home soil now, Germany is desperate to
stop the enemy advance for long enough for the Fuhrer’s new wonder
weapons to be produced, then we shall turn the tide.

Your fallschirmjagers are amongst some of the best troops that Germany has
left, and under your leadership they have been fighting well in order to
keep the Tommies away from the Rhine and Germany’s industrial base on
the east bank. It is critical now that you hold on for as long as possible and
stop the enemy taking the woods.

Your force is as follows:

Company Headquarters
Five unnamed Big Men
Two Panzerschrecks (2 crew each)
One sniper
Two MMGs (3 crew each)

Platoon One
Two rifle/SMG squads (8 men each)

Platoon Two
Two rifle/SMG squads (8 men each)

Anti-tank Platoon
One Jagdpanzer IV

Your squads each have six panzerfausts and you have three small anti-tank
minefields (3” by 3”) that you can lay on any of the tracks OR for each one
not used you may add one Panzerknacker team. You also have 6” of barbed
wire that may be laid anywhere.

Troops/Dice 0 1 2 3 4
Fallschirmjager 1,2 3 4 5,6,7 8

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


Panzerfaust 60 10 10 10 - -
Panzerschreck 13 13 13 13 -
Infantry section 2 - - - -
Tank Killer section 6 - - - -
MMG/HMG 2 2 2 1 1

Vehicle Armour Class Weapon Strike Speed


Jagdpanzer IV L48 5 8 Average

Objective: Stand firm. Do not allow the enemy to pass.


Umpire’s Notes

The German start the game dug in on blinds anywhere on the table further
than 24” from the southern edge. The Allies enter the table on the track at
a rate of one unit per turn. They too start the game on blinds.

The main track through the forest is solid and presents no problem to tanks,
however it is narrow and two tanks cannot pass abreast so any broken down
or damaged tanks need to be removed from the path before subsequent
tanks can pass. This can be done by pushing the offending tank into the
forest, which can only be done by another tank at the rate of 1D6 inches per
turn. This may, however, be problematic if enemy mines are present. The
alternative is to drag the tank out with chains and deposit it elsewhere. To
do this takes one whole turn to attach and detach the chains and towing is
done at 1D6 inches per turn.

Tanks using the smaller side tracks must test each turn for becoming bogged
down.

The forest is impassable for vehicles of any type, including tanks, and
infantry moving reduce their movement by 1 pip per dice. Units in the
forest benefit from light cover, units dug in get good cover. The only house
on the table is of wooden construction and provides moderate cover.

Historical Outcome
This attack was part of a larger Brigade level attack on a large area of
forest. The Welsh Guards and the Scots Guards made good progress but did
suffer significant losses clearing out the Fallschirmjager.

Once the forest was cleared a second attack was immediately commenced
on the village of Bonninghardt. The gamer may choose to link this scenario
with the next one, The Road to the Rhine, adding any surviving
Fallschirmjager to the German defenders in the village.

Game Cards British Cards German Cards


British Blinds Platoon One Company HQ
German Blinds Platoon Two Platoon One
Tea Break Platoon Three Platoon Two
Armour One Anti Tank
Armour Two Rally
Armour Three Big Men
Rally Heroic Leader
Big Men Dynamic Commander
Scenario Sixteen
The Road to the Rhine

With the heavy woodland in the last scenario cleared, the Welsh Guards
formed up for an immediate attack on the village of Bonninghardt. Number
Three Company of the 1st Battalion was supported by 3 Squadron of the 2nd
Battalion.

The flat open terrain was a complete contrast to the forest they had just
left behind and perfect country for a combined arms attack. Once the
village was cleared the route to Wesel lay open and the advance into
Germany could, it was hoped, pick up speed.

The Germans, however, were not finished yet. Monty described the fighting
in the Rhineland as “a battle which in intensity and fierceness equalled any
which our troops experienced in this war”. Would the defenders of this
little Rhineland village give the Guards a bloody nose?

Map & Terrain


Bonninghardt was, and still is, a tiny rural hamlet in the Rhineland. The
land about is flat and generally damp, making perfect farming land. Two
farms dominate the village, with good solid brick and stone construction
providing good cover here and with the other houses in the village. The
large barns are less sturdy, but still provide moderate cover, and being high
structures give good fields of visibility.

The fields are open, being separated only by small drainage ditches, light
hedges enclose the gardens of the houses and fruit trees are dotted around
the village, interrupting vision and fields of fire.
Scenario Sixteen Map
British Briefing
Well, the woods are behind us and now we need to clear the road so that
the advance can continue. Easier said than done, in your experience. Jerry
is fighting hard now, and any hope that Germany would collapse once her
borders were crossed is proving to be in vein.

Now your infantry and tanks should be able to work together to clear the
enemy out of Bonninghardt, you just hope that its not more bloody Hun
paras, they are a right bunch of hard-cases. Anyway, you have some
artillery support to kick off the fun with a barrage so hopefully that’ll shake
up the blighters.

Your force is as follows:

Company Headquarters
Captain P.M. Beckwith-Smith D6
Lieutenant J.S. Roberts (D6)
RSM A.R. Barker D6+2
Two unnamed Big Men

Platoon One
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

Platoon Two
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

Platoon Three
Three rifle sections (8 men each)
One PIAT team (2 men)
One 2” mortar team (2 men)

3 Squadron 2nd Welsh Guards


Captain P.E.G.W. Parish (D4)

Troop One
Four Cromwells

Troop Two
Four Cromwells

Troop Three
Three Cromwells
Troops/Dice 0 1 2 3 4
Welsh Guards 1,2 3 4 5,6 7,8

Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”


PIAT 6 6 6 -
Infantry section 2 - - - -

Vehicle Armour Class Weapon Strike Speed


Cromwell Mark IV 5 7 Fast

Objective: Clear Bonninghardt of enemy troops, open the road eastwards


for further advances.
German Briefing

So, the English Panzer Guards are coming our way. Some Fallschirmjager
fell back on our position only minutes ago after some hard fighting in the
forest. Well, you are ready for them, or as ready as you ever will be!

Your men are a poor lot, there is no comparison between them and the men
you marched into France with five long years ago, but they are ready to
fight and die for the Fatherland, so you must do with them what you can.
All this talk of wonder weapons seems foolish to you, but you know your
duty and you will not let the Tommy pass without a fight. Who knows, you
may give him a nasty shock. Your force is as follows:

Company Headquarters
Two unnamed Big Men
Two MMGs (3 crew each)

Platoon One
Three rifle squads (8 men each)
Three Panzerfausts per squad

Platoon Two
Two rifle squads (8 men each)
Three panzerfausts per squad

Anti Tank Platoon


Two Pak 40 anti tank guns (4 crew each)

Artillery
Four 105mm Field Guns off table
One FOO on table with telephone link

Fallschirmjager
Two rifle SMG squads (7 men each)
OR the remnants from scenario 16

Troops/Dice 0 1 2 3 4
Fallschirmjager 1,2 3 4 5,6,7 8
German Infantry 1,2,3 4 5,6 7,8 -
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
Panzerfaust 60 10 10 10 - -
Panzerschreck 13 13 13 13 -
Infantry section 2 - - - -
Tank Killer section 6 - - - -
MMG/HMG 2 2 2 1 1

Weapon Weapon Strike


PaK 40 8

Objective: Retain control of the village, inflict maximum casualties.


Umpire’s Notes

The Germans start the game on blinds anywhere on the table from (and
including) the most western barn and eastwards. They have had time to dig
in and loophole buildings. The British may start the game anywhere on the
western edge and may all begin the game on blinds on the table or may
stagger their arrival if they desire. If they choose the latter then a
reinforcements card will be added to the deck and this will dictate when
subsequent arrivals turn up.

The Germans have no ammunition limit for their artillery and may select
three pre-registered targets for their guns. The British may have six stonks
at the start of the game, but after that they will have no artillery support as
they will be too close to the enemy.

Movement is good everywhere, hedges are light and remove just one dice
for infantry crossing, they are ignored by tanks.

Historical Outcome
The attack started at 17.15 with an artillery barrage but this did not stop
the Guards suffering casualties from German artillery and machine gun fire
as they crossed the open ground. The Germans were, however, unable to
keep their foe at arms length and some close combat in the village was
required to overcome the German resistance. In fact fighting continued into
the night before the village was secured.

The German battalion commander was, it was said, honoured to have been
captured by the “Guards Panzers”, and generally it seemed that the
Germans were relieved to have survived. One prisoner was asked,
somewhat tersely, by the RSM why on earth he was laughing, “Well” he
replied “I have finished the war, which is more than you have!”.

In fact the Welsh Guards had pretty much finished their war, with the
fighting that week being the last of their war.
Mini Campaign
The Albert Bridgehead

After the fall of Brussels and the lightning advances that saw Antwerp
captured, the Germans were desperate to form a defensive line that would
contain the enemy advances before they gained any more ground and
threatened the borders of the Reich itself. The natural choice was the
waterways that dissected the Low Countries, and a comprehensive
programme of demolitions was undertaken to try to ready these for
defence.

On the 6th of September the Welsh Guards Group was again spearheading
the advance of the Guards Armoured Division. Their advance through
Louvain and Diest was met by cheering crowds, but at Beeringen they were
met by machine gun fire. As German troops desperately attempted to
cover the bridge across the Albert Canal that had not collapsed as intended
when the demolition charges were exploded.

Lieutenant Shuldham attempted to lead 2 Platoon across the bridge, but the
hail of fire was sufficient to persuade them that this was a poor idea. Plans
were then drawn up for an assault crossing with boats, but before this was
needed a civilian crossed from the northern bank to inform the Guards that
the enemy was pulling out.

Lieutenant Burchell lead the Carrier Platoon across, with Major Miller and
the Prince of Wales Company immediately behind them. Number 3 and 4
Companies followed, with the latter engaging and destroying an enemy half-
track and ammunition column with their mortars.

By now Sappers had arrived to repair the bridge, but this was not to be a
quick job. Major Miller consequently organised the building of a temporary
bridge to get some vehicles across, if not tanks. A huge party of civilians
assisted in moving nine barges, arranging them side-by-side. A deck was
being added when the Germans appear to have realised that this crossing
could quickly make the Albert Canal indefensible, and artillery fire began,
albeit inaccurately and sporadically, but sufficient to see the civilians run
for cover.

On the southern banks No.2 Squadron 2nd Welsh Guards patrolled the bank,
disarming a group of seventy Hitler Youth who were advancing menacingly
with Panzerfausts. A few rounds and the destruction of their horse and cart
served to show them the error of their ways.

By 4pm the Royal Engineers had opened the bridge fully and the tanks began
to roll across. This was not a minute too soon. German infantry had begun
infiltrating back into the town, and a group of three StuGs were supporting
them. One of these was immediately dealt with by the tanks of 1 Squadron
and the other two destroyed by dismounted action of No. 3 Company, 1st
Welsh Guards.
Now the tanks began pushing on again, leaving some infantry in Beeringen to
defend the bridge while they attempted to expand the bridgehead by
heading east for Helchteren. On the way they ran into a German infantry
battalion forming up on the road, and this they engaged whilst on the
march. Hundreds of Germans were killed or wounded and 150 prisoners
taken.

The Group pressed on through Helchteren and turned north towards


Hechtel, aiming now for the Escaut Canal. As they advanced up this road
they were met by anti-tank fire that destroyed the leading tank. No.3
Company dismounted but German infantry stopped them advancing to seek
out the offending guns. With dusk falling they considered the place to be
too strongly held for a depleted Squadron of tanks and an infantry company
and fell back.

Whilst this advance had been undertaken No.3 Squadron (2nd Battalion) and
No.4 Company (1st Battalion) had advanced to Helchteren and taken up an
all-round defensive position there, and it was to here the lead company and
squadron that had been halted south of Hechtel retired for the night. This
retreat had not been bloodless, some German self-propelled guns had
destroyed a further tank and two of the infantrys’ trucks in the process. In
Beeringen some temporary Welsh Guards, X Company made up of Scots
Guards, had been heavily engaged throughout the afternoon but had held
solid.

What followed was several days of hard fighting as the Germans of what
turned out to be the 1st Battalion Herman Goring Regiment and the Welsh
Guards fought for control of the bridgehead across the Albert Canal. The
fight was a see-saw affair, with both sides attacking and defending, and it
only ended on the 12th of September when a final assault on Hechtel
succeeded in taking the village and the remnants of the German forces in
the area surrendered. By then the Irish Guards had moved north via
Beeringen to cross the Escaut Canal and form their own bridgehead there.

Deciding how to present these swirling battles as a game was problematic.


At one point I almost decided it was unachievable, but to have left this
phase out of the supplement would have been to have to ignore some of the
hardest fighting that the Welsh Guards experienced during the entire war,
and also to have missed out on the phase when two battalions were fighting
together as a team.

The result is that I have prepared a mini-campaign that draws on the old
hex boardgames style, and will (hopefully) provide the gamer with lots of
exciting actions for them to game as once again Beeringen, Helchteren and
Hechtel are fought for by these brave men.
The Albert Bridgehead Campaign Rules

Introduction
Firstly let me say a few words on the entire game system. It is simple to the
point of being simplistic, but it does work. Co-ordinating attacks of any
large size is impossible, this suits the game system in that once you get onto
the tabletop the resulting games are of a manageable size. This, however,
also reflects the size of actions that were historically fought through these
six days in 1944 when our real life counter-parts also found it impossible to
co-ordinate their attacks due to all sorts of communication and terrain
issues.

It is still possible for a whole battalion to attack a single company, but this
will be fought in a minimum of two separate battles. This WILL allow the
defender to defeat the attackers in detail, but he will have one Hell of a job
achieving that as he cannot re-organise his forces in between battles. A far
more likely result is that the first attack will hurt him; the second will
squash him. All of the possible results seem to me to be proportionate and
realistic in view of the time scale.

As always I am assuming that the gamer will be happy to make a sensible


decision if something occurs that is not covered in the body of text below.
Let us now look at the mechanics of this mini-campaign.
Scale
• Each hex on the map is roughly one mile across.

• Each hex can contain a maximum of two infantry companies or two


armour squadrons. They can, clearly, contain one infantry company
and one armour squadron. As the units take losses they will take up
less space, so, for example, a Company reduced to two platoons will
take up a third of a hexes troops limitation rather than the half it
took up previously.

• Each turn represents one hour of activity.

• Each day starts at 06.00 and ends at 22.00. Outside that time troops
are considered to have bedded down for the night. Actions of patrols
are ignored.

Turn Sequence
At the start of each turn both players roll a dice. The highest roll moving
first (roll again in the case of a tie). Forces are then moved alternately,
one at a time in the same order for the remainder of the turn. So, if the
German player rolls highest he will move the first force of his choice, after
which the British player will move the first force of his choice. A “force” is
considered to be any unit or units that starts the turn sharing the same hex.
Naturally if more than one unit share the same hex they do not have to
move together; in that situation the player may move just the units that he
wishes. If a hex contains two units that the player wishes to move to two
different hexes then that is considered two separate moves. If he wishes to
keep them together and move them to the same hex that is considered one
move.

Combat is initiated by a force having sufficient movement to allow him to


move into a hex occupied by an enemy force. All movement is completed
before any combat is resolved. It may help to use a suitable marker, such
as a small arrow, to signify where attacks are taking place.

Movement & Actions


Units move one hex per turn when off road, and three hexes when on road.
Armoured units moving through a hex that contains woods rolls 1D6. On a 1
they get lost in the wood and one tank hits a stray mine and is permanently
lost. On a 2 or 3 they get lost in the wood and do not move this turn. On a
4 to 6 they move one hex as normal. This may seem harsh, but throughout
the battle the tanks stuck to the roads for the most part and did not
gallivant off through woods.

Units may interpenetrate friendly units at no cost.

Digging In or strengthening a position can be done in several stages, each


taking one whole turn not moving and not in combat. These are as follows:
Turn One: Rudimentary scrapes are prepared, giving light cover.
Turn Two: Buildings are loopholed and positions camouflaged.
Turn Three: Foxholes are completed and buildings strengthened to provide
good cover.

Combat Resolution
A co-ordinated attack is one where all the attacking units advance to attack
from the same hex. This encourages – some would say obliges – a player to
form up his units for an attack rather than just sending them in willy-nilly
from an approach march.

Once all movement has been completed the combats are resolved in turn.
Once again both players roll a D6, with the winner deciding which combat
they would like to fight first. That battle is then transferred to the
tabletop. Once that combat is resolved this process will be repeated, both
players rolling again, with the winner choosing the next battle to game.

The example at left would count as two separate “combats”.


If the grey player were to win the dice roll he could choose
to fight either of the green units first. At some point in the
turn, however, he will have to fight both of the green units
unless he voluntarily retires

Before each game is played on the tabletop either player may choose to
withdraw from the action, falling back two hexes away (but not necessarily
directly away) from their enemy. If the defender withdraws then the
attacker will advance to occupy the hex that has been abandoned with his
force, or one of them is multiple attacks were being made.

Once a game is started the player may choose to disengage at any time,
however he will now have to withdraw in the face of an enemy on the
tabletop and will undoubtedly suffer some losses in doing this.

Winning & Losing a Battle


After a battle is complete one side or other must withdraw. A defender who
has been driven from the table must do so first. If, however, the defender
has maintained a presence on the table he will then be offered the choice
to withdraw first. If he declines to do so then the attacker will be offered
the choice.

If neither party will agree to withdraw voluntarily then they will both
remain in the hex. Next turn both will again have the option to withdraw
during the movement phase, or feed in fresh troops if available. Common
sense should be applied here. If your opponent has one man hiding up a
tree but refuses to withdraw then find another opponent!

In all cases a unit retiring may fall back one or two hexes, as per their
choice.

Units that fell back through being defeated in a battle are considered as
shaken in their next turn. If they are contacted in the next turn they will
rout back three hexes and lose 50% of their strength. This does not apply to
units who withdrew voluntarily before a battle commenced, or to troops
who withdrew in good order from the table during a game, so long as all of
their force was able to escape in that manner, or a rearguard sacrificed.

Reinforcements
There are none. Wounds are removed at the end of each game but kills
remain dead. Units may reorganise by spending a whole turn stationary and
not engaged, at the end of which they may merge units. This will require a
small amount of book-keeping but nothing too arduous.

Terrain Generation
Common sense needs to be applied here. The maps for the four main towns
are provided below. If fighting takes place in these areas then the defender
will always be occupying the town. I would suggest placing the town in the
defender’s half of the table and allowing them to deploy up to 24” from the
attacker’s table edge.

Other tables are left to the imagination of the gamer, clearly significant
features from the campaign map should be represented, such as the road or
woods, but other than that terrain can be generated randomly. The area is
fairly flat, largely open farmland, but it is well populated with isolated
farms and scattered woods as well. It may be advisable to offer the
defender the choice of which half of the table he is defending so as to avoid
being too partisan in the laying out of the table.
British Briefing
With the Germans on the back foot it is vital that we maintain pressure and
the momentum of our advance. It is now critical to cross the many rivers
and waterways that separate us from the Rhine and the heart of Germany.

This morning we established a vital bridgehead across the Albert Canal at


Beeringen but it is likely that the enemy will react very quickly once they
realise what is happening. Your orders are clear. Only when you have full
possession of the four towns of Beeringen, Bourg Leopold, Helchteren and
Hechtel can we be fully able to exploit this success.

Your force, the 1st and 2nd battalions of the Welsh Guards, are responsible
for ensuring this happens as rapidly as possible. Elements of these units are
currently under orders to assemble at Beeringen as soon as possible. Their
arrival at Beeringen, in hex A6, will be as follows.

Turn 1. Prince of Wales Company & tanks of 2 Squadron


Turn 2. 2 Company
Turn 3. X Company
Turn 4. Mortar Platoon, Anti-Tank platoon, Carrier Platoon
Turn 5. 3 Company, tanks of 1 squadron and the Machine Gun Platoon
Turn 6. 4 Company & tanks of 3 squadron

These forces are slightly under-strength due to losses and are organised as
follows:
British Motorised Company
Company Headquarters
One 2” mortar (2 crew)
One PIAT (2 crew)
One White Scout Car
Platoons 1 – 3
Three Rifle Sections (8 men each)
One PIAT (2 crew)
One 2” mortar (2 crew)
Four M3 Halftracks
Carrier Platoon
Platoon HQ of 1 Carrier and 1 Daimler Scout Car
Four sections of 3 carriers each, with 1 PIAT, 3 brens, one 2" mortar and one
rifle section.
Battalion Support
MG Platoon of four Vickers MMGs (3 crew each) in 5 carriers
Anti Tank Company four 6pdrs (5 crew each) with carrier transport
Mortar Platoon with six 3" mortars (3 crew each) with carrier transport
Tank Squadron
Three troops of four Cromwell tanks

Objective. Clear any German troops from the map to ensure the vital
crossing can be used without interruptions.
Infantry
Troops/Dice 0 1 2 3 4
Guards Infantry 1,2 3 4 5,6 7,8

Anti-Tank weapons
Weapon Weapon Strike
L50, 6 Pounder 6
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-
24”
PIAT 6 6 6 -
Infantry section 2 - - - -
MMG/HMG 2 2 2 1 1

Armoured Vehicles
Vehicle Armour Class Weapon Strike Speed
Universal Carrier 2 As Weapon Fast
Cromwell Mark IV 5 7 Fast
German Briefing
Hauptmann Möller, the news you have just received is bad – the enemy have
secured a crossing over the Albert Canal at Beeringen! The canal line is a
vital part of our defensive plans, it is critical that you wipe out any enemy
bridgehead as rapidly as possible. Given sufficient time the British will be
able to flood the area with reinforcements, you must not allow this to
happen. Your battalion, the 1st Battalion Herman Göring Regiment, is the
only force in the area capable of achieving this task, you must not fail.

You forces are and their locations are as follows.

Headquarters Company at G1
1 Company in lorries at F2
2 Company in lorries at B3
3 Company in lorries at E4
Anti Tank Platoon One (three JagdPanther) at E3
Anti Tank Platoon Two (four StuG III) at B4
Anti Tank Platoon Three (three Pak 40) at F2
Anti Tank Platoon four (three Pak 40) at C3
Panzer Platoon (three Panzer IVH) at G1
Mortar Platoon (four pieces) at E5
Machine Gun Platoon (four MG42) at F2

Other Heer elements in the area.


Two Platoons of reserve infantry at B4
Two Platoons of reserve infantry at G5
These units are on foot.

These units are organised as follows:

Company Headquarters
One Panzerschreck
Tank Hunter team
Sniper
One lorry, one kubelwagen
Platoons 1 – 3
Three rifle squads (8 men)
Two lorries
Heavy Platoon
Four MMGs (3 crew each)
Two 80mm mortars (3 crew each)
Two 75mm Infantry guns (5 crew each)
Six lorries
Mortar Platoon
Four 80mm mortars (3 crew)
Four lorries, one kubelwagen
Machine Gun Platoon
Four MMGs (3 crew each)
Two lorries
Heer Platoon
Three rifle squads (8 men)
All units will be supplied with Big Men as per guidelines laid out in the
Gotterdammerung supplement.

Infantry
Troops/Dice 0 1 2 3 4
Herman Goring 1,2,3 4 5 6,7 8
Reserve Troops 1,2,3,4 5 6,7.8 - -

Anti Tank
Weapon Weapon Strike
PaK 40 8
Infantry Anti-Tank 0-4" 4-8" 8-12" 12-16" 16-24”
Panzerfaust 60 10 10 10 - -
Panzerschreck 13 13 13 13 -
Infantry section 2 - - - -
Tank Killer section 6 - - - -
MMG/HMG 2 2 2 1 1

Armoured Vehicles
Vehicle Armour Class Weapon Strike Speed
StuG III G 6 8 Average
Panzer IV H/J 6 8 Average
Jagd Panther 11 15 Fast

Hechtel is the Battalions supply depot, the only relevance of which in game
terms is that each squad will start each battle with three panzerfausts as
long as Hechtel is in German hands. After that this supply cannot be
replenished.

Objective: Destroy any bridgehead across the canal, restore the line.

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