Falaise pocket, France, August 1944
Historical Situation
This hypothetical scenario is set in the Falaise pocket in August 1944 during the Battle of Normandy. Allied armies had begun to encircle two German armies, 7 Army and 5 Pz Army. The British 2nd Army was to the north and the Americans were advancing from the south.
On August 16, Hitler finally gave the order to withdraw to the Seine River, though the retreat had effectively been underway for the past two days. The German units fought hard during their retreat, and due to Allied delays, as many as 100,000 were able to escape until those who had not gotten out were persuaded to surrender on August 21.
On 18 August 1944, "B" Company of the Argylls was placed under command of "C" Squadron of The South Alberta Regiment (SAR) which was commanded by Major Dave Currie. This composite group was tasked to close the road running through St. Lambert Sur Dives which was the main German escape route between the towns of Chambois and Trun.[1]
Resisting fierce attacks by the Germans for the next few days, the Canadians, and the Americans to the south, were finally able to close the gap. It's estimated that the Allies killed some 10,000 soldiers, captured 50,000, and destroyed the majority of the Panzer division's armored vehicles.
Map/Terrain
Key features are:
- 6 x 4 Table
- Woods, Fields, Crests, Road, Hedges
- Buildings represent the outskirts of St. Lambert Sur Dives
- The rough ground represents ruined buildings.
- There is a woodpile behind one of the houses that is impassable and blocks line of sight.
Map made with AutoREALM
Pre-game Preparation
- None
Canadian Player (Defending)
Objective
Stop the German units from escaping, or destroy as many as possible.
Forces Available
Elements of "C" Squadron, South Alberta Regiment, 4th Armored Div.
Morale: Regular
"B" Company of the Argylls, 10th Infantry Brigade, 4th Armoured Div.
1 x HMG
2 x PIAT (each attached to a platoon)
1 x 2-inch Mortar (12 FM)
1 x FO for off-table 4.2-inch Mortar (10 FM)
3 x Rifle Platoons
3 x Rifle Squads
Morale: Regular
Deployment
Canadians will deploy first east of line A-A, north of the main road (C-C).
Reinforcements
None.
American Player (Defending)
Objective
Stop the German units from escaping and destroy as many as possible.
Forces Available
"A" Company, 1st Bn, 358th Inf, from the American 90th Infantry Division
1 x HMG (.50-cal†)
2 x Bazooka (each attached to a platoon)
1 x FO for off-table 4.2-inch mortar (10 FM)
3 x Rifle Platoons:
Morale: Regular
*CC and PC +1 for rallying only
†The M2HB .50 caliber HMG has Anti-tank capability
Deployment
Deploys first with the Canadians. The Americans will arrive from the south side of the main road (C-C), east of A-A.
Reinforcements
The American CC can call in air-strikes (using the same rules as for artillery).
2 x P-51D Mustang (2 x Medium Bombs 5/3 SQ, Machine Guns 4/0 SQ).
German Player (Attacking)
Objective
Escape the Allied encirclement with as many forces as possible.
Forces Available
Elements of the 7th Army
1 x HMG
1 x FO for off-table 120mm mortar(10 FM)
1 x 81mm mortar, CC acting as FO (12 FM)
1 x Panzershreck (attached to a platoon)
3 x Rifle Platoons:
3 x Rifle Squads
1 x Panzer IV F
1 x Jagdpanzer IV/70
1 x SdKfz 7/2
Morale: Regular
Deployment
All units are deployed west of line B-B. One company will deploy north of the main road, and the other to the south.
The vehicles can be attached to either company and are considered battalion-level assets so they can be transferred between companies during the game (see the special rules).
Reinforcements
None.
Victory Conditions
Breakthrough (A) and Casualty (AD) objectives.
The game ends when the Germans get their last stand off the table or one side suffers 18 victory points (VP) worth of casualties. A side is awarded VP for destroying enemy:
- 0 VP for each enemy FO, PC, and Sniper.
- 1 VP for each enemy CC, HMG, Rifle Squad, SMG Squad, or Gun
- 2 VP for each enemy tank/SPG
The Germans get 2 VP for each CC, HMG, Rifle, SMG, Gun, or tank that exits the eastern table edge.
Scenario Special Rules
The road serves as a boundary for the Companies' Operational Zones. In general stands must be within their player's operational zone. A player must roll 3+ on 1d6 for any action involving stands operating outside their zone. Battalion level assets may be transferred between zones on a 1d6 roll of 4+. Company and lower level assets may never be transferred. Failure on any of the rolls looses the initiative.
Aircraft use the special rules from the Balagan web site. Because of air-superiority, aircraft will arrive on a roll of 4+. Only one U.S. airplane may be on the table at a time and only one can be summoned per initiative. Once it arrives on the table the plane must cross the table from one edge to the other in a straight line (as the special rules). It may not attack the same target twice in an initiative, but may continue to move in the straight line during the players initiative until it reaches the end of the table or is driven off or shot down by anti-aircraft fire. Once the bombs are gone, it can still use the machine guns to attack.
Aircraft use Hit the Dirt's Special Rule 7 to attack vehicles with a bomb, with the following changes from Lloyd's house rules. The vehicle cannot have moved in its last phasing initiative. Hit results are as follows:
- Pin = the vehicle must immediately make a retreat move
- Suppressed = -2 move actions (min 1), -1 ACC
- Kill = vehicle mission killed
The vehicles I have available at the moment are as follows:
Name | ARM | ACC | PEN | HE/EFF | Smoke | MG | HD | Spd | CC | Notes | Pts | Sd. Kfz. 7/2, 3,7cm Flak 36 auf 8t Zgkw.* | 1/1 | 0 | -2 | 5/2 | - | 0 | N | 3 | +1 | 360° field of fire | 4.0 |
---|---|---|---|---|---|---|---|---|---|---|---|
Pz IV F | 3/2 | 0 | 0 | 4/2 | - | 4 | Y | 2 | +3 | 12.5 | |
Jagdpanzer IV/70(V) | 5/2 | 0 | +2 | 4/2 | - | 3 | N | 2 | +2 | 14.75 | |
Sherman M4A1 (75mm) | 4/2 | 0 | 0 | 4/2 | - | 4 | Y | 2 | +3 | 13.5 | |
Panzershreck | - | -1 | +3 | 2 | - | - | - | - | - | 2.5 | |
PIAT | - | -1 | +1 | 2 | - | - | - | - | - | 2.0 | |
Bazooka | - | -1 | +1 | 2 | - | - | - | - | - | 2.0 | |
.50 Cal | - | 0 | -4 | - | - | 4 | - | - | - | 1.5 | |
P-51B Mustang | - | - | - | 5/3 | - | 4 | - | - | - | Has 2 x 500lb bombs and 4 x .50 Cal MG | - |
* stats similar to the 2cm Flak on SdKfz 10/5 (see Balagan data sheets)
Notes
The American reinforcements are fictional, they arrived later due to having to cross army boundary lines and probably did not participate in any fighting alongside the Canadians. But I had figures I wanted to use in this scenario. :-)
German vehicles were what I had on hand. All of the vehicles were present on the Western Front during this time, but not necessarily with the particular units. Other vehicles may be more historically appropriate, so feel free to substitute.
Sources
[2] Falaise Gap
[3] Lone Sentry: Tough 'Ombres!: The Story of the 90th Infantry Division