The Last Hundred Yards: Volume 2 – Airborne Over Europe
The Last Hundred Yards: Volume 2 – Airborne Over Europe Rulebook
Table of Contents
Table of Contents
Mission 13: Bridge 10
By David Hall
September 18, 1944: The 82nd Airborne had indeed achieved a major surprise on that bright September Sunday afternoon in 1944. Shortly after the paratroops had landed, a swift aggressive assault scattered the unprepared German defenders at the Grave crossing. With this important objective in hand, the next targets were the four bridges spanning the Maas-Waal canal. These crossings had been designated bridges 7 through 10 to confuse any eavesdropping German intelligence. Number 7, the Heumen lock bridge near Mook, had fallen late in the day—but there were worries it would not support the weight of Sherman tanks. German leadership was now anticipating the 82nd's plans and blew Bridges 8 and 9 as darkness fell. That left only Bridge 10 near the village of Neerbosch. Early in the gloomy dawn of September 18th, Lt. Lloyd Polette Jr. led his force quickly toward the span. By now, the element of surprise was just a memory, the German defenders were alert, ready, and dug in. (Lt. Polette was awarded the Distinguished Service Cross for his actions that morning.)
Mission Objective: The mission ends at the end of any game turn there are no undisrupted German combat units within four hexes of the bridge (F6), or if one side has exceeded its Casualty Differential Limit, or if the Final Score is ≥ 56.
Forces:
- Americans: Able ABN Co., supported by 1 MG section and 1 60mm mortar sections [19 steps]
- Germans: Force A: 3. Kp., 1st Plt. (Lt. Wagner and 3 sections) and 2nd Plt. (Lt. Moller and 3 sections) supported by 1 MG section and 1 FlaK 38 [8 steps]
Initiative DRM: American +2
Casualty Differential Limit: American [5]; German [3]
Coordination DRM: American (+3)
Disposition of Forces:
- American: The Americans are the attackers, have the Initiative at start, and enter in any hex along the American FBE.
- German: The Germans set up anywhere north of the canal and hex-row xx10. Any Germans setting up in a building hex may set up Hidden [20.9].
Mission Special Rules:
- American Airborne units are Elite
- German infantry sections may not Recombine.
- The river may only be crossed via the bridge, and the two hexes on either side of the bridge (i.e., D6, E7, G7, H7).
- Half hexes on the east and west board edges are not in play (shaded on the mission map).
Victory Level:
- 0–45 American Victory
- 46–55 Draw
- 56+ German Victory
Mission 14: Another Bump in the Road
September 18, 1944: On the main road to Nijmegen, north of Veghel, near a small village the locals called Voederheil, Captain Speirs lowered his binoculars and swore to himself. The fleeting grey figures he had seen moving about in the buildings ahead could only be Germans, and that meant yet another delay. His men were tired. He was already eight hours behind schedule, and now he had to deal with another blocking force. After conferring with Lt. Heyliger of Baker Company, they moved out. As he turned to leave, Speirs could hear Heyliger muttering something about "just another bump in the road".
Mission Objective: The mission ends at the end of any game-turn there are no undisrupted German combat units in sector 19 within three hexes of the roads running north from F1 to F13 inclusive, or if one side has exceeded its Casualty Differential Limit or, if the Final Score is ≥ 61.
Forces:
- Americans: Able ABN Co. (13 steps), and Baker ABN Co. (12 steps), supported by 2 MG sections, and 2 60mm mortar sections [27 steps]
- Germans: Force A: 3. Infantry Kp., 1st Plt. (5 steps) and 2nd Plt. (3 steps) supported by 2 MG sections, 1 IG 75, and 1 8cm mortar section. [11 steps]
Initiative DRM: American +2
Casualty Differential Limit: American [6]; German [3]
Coordination DRM: American (+3)
Disposition of Forces:
- German: The German player sets up first in any hex in Sector 19 north of hex row 3.
- American: The American player is the attacker and has the Initiative at start. The Americans enter play within two hexes of the road on the south board edge.
Mission Special Rules:
- The half hexes along the east and west board edges (shaded on the mission map) are not in play.
- All American Airborne units are Elite.
- Both American mortars recover on a die roll ≤ 5.
Victory Level:
- 0–50 American Victory
- 51–60 Draw
- 61+ German Victory
Mission 15: Counterattack at Beek
By John Hennon
September 20, 1944: Three days into Operation Market Garden, and the 82nd Airborne Division is knee-deep in vicious fighting in and around the Dutch city of Nijmegen. While the 504th and 505th PIRs battle for control of the Waal road bridge, the 508th PIR is tasked with holding the right flank. The 508th is spread thin and a German counterattack looms. Roughly two miles south-east of Nijmegen lies the small border town of Beek. On this day, it will be the scene of fierce fighting, as the Germans launch their counterattack. The fighting would continue for days with the village changing hands multiple times.
Mission Objective: The mission ends at the end of any game-turn there are no undisrupted American combat units in or within one hex of a building hex in Sector 17 (excluding hexes C3, E2 and J10), or if one side has exceeded its Casualty Differential Limit, or if the Final Score is ≥ 51.
Forces:
- Americans: Baker ABN Co., 1st Plt. (4 steps) and 2nd Plt. (4 steps), supported by 2 MG sections, 2 LATWs, and 1 60mm mortar section [10 steps]
- Germans: 3. Kp. (15 steps), supported by 1 Sd.Kfz. 10/4 FlaK Halftrack, 3 Sd.Kfz. 251/1 Halftracks, and 1 MG section [20 steps]
Initiative DRM: German +3
Casualty Differential Limit: German [4]; American [3]
Coordination DRM: American (+3)
Disposition of Forces:
- American: The Americans set up Hidden [20.9] on or west of the line running H0-C3-C8-A10, inclusive (depicted on the map by the dashed white line).
- German: The Germans are the attackers, have the Initiative at start, and enter play in any hex along the German FBE.
Mission Special Rules:
- The half hexes shaded on the mission map are not in play.
- All American Airborne units are Elite.
- On the first turn and prior to entry, the Germans conduct a pre-assault barrage consisting of two separate Platoon Mortar Fire Actions against any two separate hexes on the map. These MFAs are limited to HE and each may be extended once on a die roll of one.
- The American mortar recovers on a die roll ≤ 5.
- The American FBE is from K7 to F13 inclusive. The German FBE is F0 to A7 inclusive.
Victory Level:
- 0–40 German Victory
- 41–50 Draw
- 51+ American Victory
Mission 16: Devil's Hill
By David Hall
September, 1944: Groesbeek Heights, Holland. By the second day of Market Garden, the German High Command was desperately calling for counterattacks by any forces available. Near the small town of Beek, scattered units from the 82nd Airborne had captured a wooded hill that offered excellent observation and fire positions over the surrounding countryside. On the morning of the 20th, Kampfgruppe Becker, hastily organized from multiple ad hoc units, began its assault against hill 759. The crucial struggle for Devil's hill was just beginning.
Mission Objective: The mission ends at the end of any game-turn the German player controls hills G9 and F3 in Sector 21, or if one side exceeded its Casualty Differential Limit or, if the Final Score is ≥ 56.
Forces:
- Americans: Able ABN Co., 1st Plt., and 2nd Plt. (4 steps), supported by 1 MG section, 1 57mm AT Gun, 2 LATWs and 1 60mm mortar section [12 steps]
- Germans: 3. Infantry Kp. and the 2nd SPG Plt. (2 StuG IIIg), supported by 2 MG sections, and 1 8cm mortar section [22 steps]
Initiative DRM: German +1
Casualty Differential Limit: American [4], German [4]
Coordination DRM: American (+3)
Disposition of Forces:
- American: The Americans set up first and Hidden [20.9] on, or west of, hex row J in Sector 21.
- German: The Germans are the attackers and have the Initiative at start. They set up in any hex in the village within two hexes of E7 in Sector 19.
Mission Special Rules:
- Half hexes along the north and south map edges are not in play.
- All American Airborne units are Elite.
- The American mortar recovers on a die roll ≤ 6.
Victory Level:
- 0–45 German Victory
- 46–55 Draw
- 56+ American Victory
Mission 17: It's Gonna be a Long Day
September 17, 1944: Captain Kappel's Company H orders were clear and sobering. They were to parachute—in broad daylight—into enemy territory, assemble their scattered troops, capture the Grave bridges, and eliminate all enemy resistance in your area. "We felt the wheels leave the runway, and we were on our way. The sunlight sparkled on the water as we crossed the Channel. The men who had been in combat before understood and knew what was going to happen in a very short time." 2nd Lt. Ernest Murphy. It was going to be a long day.
Mission Objective: The mission ends if at the end of any game turn one side has exceeded its Casualty Differential Limit. Otherwise, at the end of any game-turn the Time Lapse ≥ 55 minutes, the American player makes a die roll. The mission ends if the die roll is ≤ 3.
Forces:
- Americans: Able ABN Co. supported by 3 MG sections, 3 LATWs, 1 57mm AT Gun, and 1 60mm mortar section [22 steps]
- Germans: 3. Infantry Kp., 1st Plt. (3 steps) and 2nd Plt. (4 steps), supported by 1 MG FP, 1 FlaK 38 AA Gun, and 1 8cm mortar section [9 steps]
- Reinforcements: 3. Infantry Kp. 3rd Plt., and 2nd SPG Plt. (1 StuG IIIg), supported by 3 SPW 251/1 Halftracks [10 steps]
Initiative DRM: American: +3 (see MSR 3.)
Casualty Differential Limit: American [5]; German [4]
Coordination DRM: American (+3)
Disposition of Forces:
- German: The German player is defending and sets up first as follows: The MG FP sets up in a road or bridge hex within two hexes, and the 2nd platoon within three hexes of F6 on Sector 20. The FlaK 38 sets up within two hexes, and 1st platoon within three hexes, of F9 in Sector 22. All units except for the MG FP may set up Hidden [20.9].
- American: The Americans are the attackers, have the Initiative at start, and enter play by Air Landing [16.0].
Mission Special Rules:
- Hexes numbered ≥ 8 on Sectors 19 and 24 are not in play.
- All American Airborne units are Elite.
- The American Initiative DRM is reduced by one on the game turn after the German reinforcements enter play.
- The German mortar begins play in the Mortar Support Pending Box. The German player may attempt recovery any game turn in which the Time Lapse is > 15 minutes. Unless lost during Landing Resolution, the American mortar begins play in the Mortar Support Pending Box and recovers if the die roll is ≤ 5 for the balance of the mission.
- German Reinforcements: German player makes a die roll at the beginning of any game turn in which the Time Lapse is > 35 minutes. If the die roll is ≤ 3, the reinforcements are immediately available. Prior to entry, a subsequent die roll is made to determine which of the entry road hexes (noted on map) the reinforcements will enter. Each German vehicle has a Maneuver Allowance of 10 MP on the turn they enter only and cannot leave the road during this Maneuver.
- The German MG FP has a 360-degree field of fire.
- At the end of any game turn, if an American combat unit is within two hexes of a bridge, the German player can conduct a single attempt to destroy this bridge—provided an undisrupted German combat unit is within one hex of the same bridge. A bridge is destroyed on a die roll of 10. Once destroyed, the bridge hex is considered to be a River hex. Bridge destruction attempts are not allowed once a bridge has been controlled by the American player. Units on a bridge when destroyed are not affected.
- German units Withdraw/Retreat toward either the closest bridge or the closest board edge. A unit in or adjacent to a hex containing a bridge may Withdraw/Retreat into another hex adjacent to that same bridge, provided the hex is a Cover Terrain hex.
- Units of each American platoon Withdraw/Retreat toward either a bridge they control or their designated Assembly hex.
- The bridge (F3) in Sector 22 is destroyed at start.
- The is river is passable for all non-vehicular units except for Towed Guns [4.1.10].
Victory Conditions: The Americans win if, at mission end, they control both intact bridges, or one intact bridge if the other intact bridge was destroyed (MSR 7.). The mission is a draw if neither bridge is destroyed and the Americans control only one intact bridge. Otherwise the Germans win.
Mission 18: All American
By Bill Quoss
June 6, 1944: Lt. Colonel Maloney gathered his marsh-soaked stragglers from the hodgepodge of formations of the 82nd Airborne. The bridges over the Mederet River and the town of Chef-du-Pont were to be their primary objectives. They were mission-critical for the greater invasion forces' exit from the beaches and movement westward in order to cut the Cotentin Peninsula between Ste. Mere Eglise and Carentan. Heavy fighting ensued for the east bank of the river. As the day wore on the American losses mounted. Only a timely reinforcement of additional heavy weapons from battalion would help thwart the German counterattack—but would it be enough?
Mission Objective: The mission ends if at the end of any game turn one side has exceeded its Casualty Differential Limit. Otherwise, if at the end of any game turn the Time Lapse is ≥ 50 minutes, the American player must make a die roll. The mission ends if the die roll is ≤ 5.
Forces:
- American at start: Able ABN Co. (10 steps) and Baker ABN Co. (9 steps), supported by 1 57mm AT Gun, 3 MG sections, 2 LATWs and 2 60mm sections [23 steps].
- Reinforcements: 1 squad from Baker ABN Co., along with elements of the 82nd Airborne Heavy Weapons Bn., consisting of 1 M1 75mm How, 1 LATW, and 1 81mm platoon [3 steps; 26 total steps]
- German: 3. Infantry Kp. (15 steps) supported by 1 StuG IIIg of the 2nd SPG Plt. (see MSR 5.), 1 IG 75 Gun, 2 MG sections, 1 LATW, and 1 8cm mortar section [19 steps]
- Reinforcements: 1. FJ Kp., 1st and 2nd FJ Plt., supported by 2 StuG IIIg from the 2nd SPG Plt. (see MSR 5.), 1 MG section, 1 LATW, and 1 8cm mortar section [15 steps; 34 total steps]
Initiative DRM: German (+2)
Casualty Differential Limit: German [6]; American [4]
Coordination DRM: American (+3), German (+3) 1. FJ Kp. only
Disposition of Forces:
- American: Units of Able Co. set up east of hex-row 10 in Sector 20. Units of Baker Co. set up within two hexes of any stone building hex in Sector 16. Support weapons may set up with either Airborne company.
- German: The Germans are the attackers and have the initiative at start. German (at start) forces set up off map and enter anywhere along the west edge of Sector 20.
Mission Special Rules:
- All non-road hexes north and west of the Mederet River are flooded lowland, except for the minor contour area in B9, C10, D9, and E9. Vehicles cannot set up in or enter a flooded hex. For non-vehicular units, it costs +1½ to enter. In addition, there is a –1 TEM for any mortar fire landing in a flooded hex.
- IPs are allowed only in Sector 20. They can be in any hex east of the bridge. West of the bridge, they are limited to bridge or road hexes and any hex above the flooded lowland (E9, D9, C10 and B9).
- The German FJ Kp. and all American Airborne units are Elite.
- Withdrawal/Retreat: The Americans Withdraw/Retreat [10.3.1, 14.3.3] toward one of their three objectives (the bridge or the crossroad hexes E7 and G10) or their FBE along the northern map edge. The Germans Withdraw/Retreat toward their FBE, as noted on the mission map.
- The StuG IIIg in this mission are considered Support units [3.2] and may only activate with platoons of the Kp. they are supporting.
- German Reinforcements: The German player makes a die roll at the beginning of any game turn in which the Time Lapse is ≥ 15 minutes. If the die roll is ≤ 5, the reinforcements are immediately available. They set up off map and enter play in any hex between hexes K1 to K7 inclusive, in Sector 16.
- American Reinforcements: The American player makes a die roll at the beginning of any game turn in which the Time Lapse is ≥ 15 minutes. If the die roll is ≤ 5, the reinforcements are immediately available. They set up off map and enter play in hex A7 on the road in Sector 16.
Victory Conditions: The Americans win if at mission end they control the bridge and hex E7 in Sector 16, or control the bridge and hexes G10 and H7 in Sector 16. The Germans win if at mission end they contest control of the bridge and control hex E7 in Sector 16, or contest control of the bridge and control hexes G10 and H7 in Sector 16. Otherwise it is a draw.
Mission 19: Currahee!
By Bill Quoss
June 6, 1944: After a badly scattered night drop northwest of its objective, Lt. Winters led a remnant of Easy Company (506th PIR) towards the village of Ste. Marie-du-Mont. When finally there, they were tasked with taking out a German 105 battery at Brecourt Manor. Their sister Company, Delta, led by Cpt. Gross, had been scattered to the west of the village. Both units began an assault to take the manor, village, and a nearby river bridge. Winters and Gross must clear out the battery and village, then secure a river crossing to the south for the invasion forces advancing from Utah Beach. Time is of the essence!
Mission Objective: The mission ends if at the end of any game turn the Victory Conditions have been met, or if one side has exceeded its Casualty Differential Limit. Otherwise, if at the end of any game turn the Time Lapse is ≥ 60 minutes, the American player must make a die roll. The mission ends if the die roll is ≤ 3.
Forces:
- American at start: Able ABN Co., 1st Plt. (5 steps), 2nd Plt. (4 steps) and Baker ABN Co., 1st Plt. (5 steps) supported by 3 MG sections, 3 LATWs, and 2 60mm mortar sections (Able and Baker). [17 steps]
- Reinforcements: Baker ABN Co., 3rd Plt. (5 steps) and Baker Tank Co., 1st Plt. (3 Tanks) [8 steps, 25 total]
- German: Force A: 3. Kp. 3rd Plt. (5 steps) supporting the Artillery Battery (2 PaK 40 AT Guns; see MSR 8).
- Force B: 3. Kp. 1st Plt. supported by 1 StuG IIIg from the 2nd SPG Plt., 2 MG sections, 2 LATWs, and 1 8cm mortar section [14 steps]
Initiative DRM: American (+2)
Casualty Differential Limit: American [5]; German [4]
Coordination DRM: American (+3)
Disposition of Forces:
- German: German units set up first Hidden as follows [20.9]: Force A: the two Artillery units must set up in separate but adjacent tree lined road hexes within five hexes of F8 in Sector 15. The remaining units of Force A set up within two hexes of hex F8 in Sector 15. Force B: These units set up within four hexes of hex E7 in Sector 19 and cannot, at any time, enter a hex North of hex-row b in Sector 19.
- American: The Americans are the attackers and have the initiative at start. Units of Able Co., including two MG and two LATW sections, enter along the road on the northern edge of Sector 15. Units of Baker Co., one MG and one LATW section, enter along the road on the western edge of Sector 15.
Mission Special Rules:
- Half hexes on the east and west map edges are not in play.
- All American Airborne units are Elite.
- Night and Twilight rules are in effect. The mission begins at night, lasting 10 minutes, followed by 10 minutes of twilight.
- All vehicles must stay on or within two hexes of a road hex.
- Hex F8, Brecourt Manor in Sector 15, is an Urban Building hex for this mission.
- German Force A and Force B are two separate Kp. for Activation purposes.
- The single StuG IIIg listed in the starting forces is considered a support unit for this mission and activates with 3. Kp.
- The two PaK 40 Guns represent an artillery battery consisting of two sections of two 105mm howitzers each. The two Guns do not count as Casualties for CDL purposes and cannot exit their starting hex. Each gun has an Assault Value of 2, an SAV/Range of 1¹², and no ATV (i.e., the main gun cannot fire). These guns are involuntarily revealed after any call for Reaction by the American player when an American unit is within two hexes and in LOS.
- American Reinforcements: The American player makes a die roll at the beginning of any game-turn in which they control Brecourt Manor (F8). If the die roll is ≤ 3 the reinforcements are immediately available and enter play along the road at K7 in Sector 15.
- Withdrawal/Retreat: a) German Force A: Withdraw/Retreat to the hexes occupied by the two Artillery units or the East edge of Sector 15. b) German Force B: Withdraw/Retreat to any village stone building hex (as defined in the Victory Conditions) or, either one of the bridges. c) Americans: Withdraw/Retreat to the north and west edge of Sector 15.
Victory Conditions: The Americans win if the German Artillery Battery has been destroyed and they control hex F8 in Sector 15, all stone building hexes within four hexes of E7 in Sector 19, and one of the bridges in Sector 22. Otherwise the Germans win.
Mission 20: Bloody Gulch
By Bill Quoss
June 13, 1944: This mission covers Easy Company's (506th PIR) defense of the heights about one mile southwest of Carentan against a determined early-morning attack by elements of the 6th FJ and 17th SS Divisions. Flanked on the north and south by flooded ground, and under the command of Lt. Winters, Easy Company had nowhere to go. And to make matters worse, their sister companies on the flanks had bugged out just as the attack started! Can Easy Company and Lt. Winters hold fast and stop this attempt to retake Carentan? On an interesting note, an Easy Company soldier named Fritz Niland was sent home a couple of days after this battle because his three brothers were killed during the week prior: two on June 6th in Normandy (at Ste. Mere Eglise and Utah Beach) and one in Burma.
Mission Objective: The mission ends if at the end of any game turn there are no undisrupted American combat units within three hexes of the road running from F13-E7-A7 inclusive, or if one side has exceeded its Casualty Differential Limit, or if the Final Score is ≥ 61.
Forces:
- American: Able ABN Co., supported by 3 MG sections, 2 LATW, 2 57mm AT Guns, 1 60mm section, and 1 81mm mortar platoon [23 steps]
- German: Force A: 1. FJ Kp., 2nd Plt., supported by 1 MG, 1 LATW, and 1 8cm mortar section. 1. SS Kp., and the 2nd SPG Plt. supported by 2 MG, 1 8cm mortar section [31 steps]
Initiative DRM: German +1
Casualty Differential Limit: German [7]; American [4]
Coordination DRM: American (+3)
Disposition of Forces:
- American: The Americans set up first Hidden [20.9] on, or north and east of, the line running from J4-H5-H10-C13, inclusive (depicted on the map by the dashed white line).
- German: The Germans are the attackers and have the initiative at start. The German 1. FJ Kp., 2nd Plt., and its support units enter on the south edge of Sector 18, anywhere along the German FBE on or west of hex K7. The German 1. SS Kp., the 2nd SPG Plt., and their support units, enter on the west edge of Sector 18 anywhere along the German FBE on, or south of, the road.
Mission Special Rules:
- The off map areas between the FBEs are considered flooded (see mission map). All half hexes along the flooded board edges are therefore not in play.
- All American Airborne and German 1.FJ Kp. are Elite.
- The American FBE is along the northeast portion of the sector starting on the north road and ending on the east road. The German FBE is along the southwest portion of the sector starting on the west road and ending on the south road.
- Support units cannot be exchanged between the 1. FJ Kp. and 1.SS Kp.
- Units of the 2nd SPG Plt. cannot activate with units of the 2nd FJ Plt.
Victory Level:
- 0–50 German Victory
- 51–60 Draw
- 61+ American Victory
Mission 21: Black Friday
September 24, 1944: Six days into Operation Market Garden and the situation was still chaotic for both Allied and German commands alike. Hell's Highway, a long narrow strip of road, was the only lifeline supplying the beleaguered American and British paratroopers. Knowing its importance, the Germans had made several attempts to cut this vital artery—but with little success. But, today would be different. At around 1600 hours, Kampfgruppe Jungwirth, consisting of elements from the 6th FJD and Jagdpanthers from the 559th Schw.PzJg.Abt struck. They quickly destroyed an Allied supply column and cut the "highway". Shortly after, in the Logtenburg forest, the Germans began digging in while the Jagdpanthers patrolled the road. It would be a Black Friday for the Allies.
Mission Objective: The mission ends at the end of any game turn there are no German non-vehicular combat units on or adjacent to, and no German vehicular units within range and LOS of, the road extending from F2 to F12 in Sector 23 inclusive, or if one side has exceeded its Casualty Differential Limit or if the Final Score is ≥ 86.
Forces:
- Americans at start: Baker ABN Co., 2nd Plt. (4 steps) and 3rd Plt. (4 steps), supported by 2 MG sections, 1 57mm AT Guns, 2 LATWs, 1 60mm mortar section, and 1 81mm mortar platoon [11 steps]
- Reinforcement A: Able ABN Co. (16 steps), and the 44th British RTR, 1st Sqn., and 1 Co. Command Tank, supported by 2 MG sections, 1 LATW and 1 60mm mortar section [24 steps]
- Reinforcement B: Baker ABN Co., 1st Plt., and the 44th British RTR., 2nd Sqn. [11 steps]
- Germans: Force A: 1. FJR Kp. and 1./TD Kp., 3rd TD Plt. (2 Jagdpanthers), supported by 1 FlaK Halftrack, 2 MG sections, 2 LATWs, and 1 8cm mortar platoon [23 steps]
Initiative DRM: At start, the Germans are +2 and the Americans 0. Beginning with the turn after the first American reinforcements enter play, Americans are +2 and the Germans 0.
Casualty Differential Limit: German [4]; American [7]
Coordination DRM: German (+3), American (+3)
Disposition of Forces:
- German: The Germans are the attackers and have the initiative at start. Before the American player sets up, the German player secretly records which map edge, east or west of Sector 23, his force will enter. Once the American player has finished setting up, the German player reveals his decision. German units enter play within four hexes of the road on the selected map edge.
- American at start: Set up in cover terrain in Sector 23 as follows: Two steps of combat units within three hexes of the east board-edge and two steps of combat units within three hexes of the west board-edge. The remaining units set up in any stone building hex along the road running from F1 to F13 inclusive. LATWs must set up with a platoon leader. [Note: The British Fireflys are not used in this mission].
Mission Special Rules:
- Hexes numbered ≥ 8 on Sectors 15 and 16 are not in play.
- All German and American non-vehicular units are Elite.
- The German FBE is any hex along the map-edge of the sector from which the German units entered.
- The German mortar platoon can fire as two separate mortar sections. But to fire as a platoon both mortar sections must be in the Mortar Support Available Box at the same time. At the end of a Platoon MFA, the two mortar section FO/Target markers (not the mortar platoon FO/target markers) are placed in the Mortar Support Pending Box. Each individual mortar section recovers normally.
- In this mission the attacker and defender positions are reversed on the Casualty Track. The German CDL marker is placed in the 4 box on the Defender side and the American CDL marker is placed in the 7 box on the Attacker side.
- American mortar recovery die rolls are reduced by one once an American reinforcement enters play.
- The American units setting up within three hexes of the map-edge opposite the German entry cannot conduct an Action unless they observe an enemy Action. At the beginning of each friendly Platoon Activation after 5 minutes has lapsed, the American player makes one die roll for each of these units—until all are released. If the die roll is ≤ the unit's cohesion, that unit is eligible to conduct Actions normally.
- American Reinforcements: The American player makes a die roll for each Reinforcement at the beginning of any game turn in which the Time Lapse is > 20 minutes. If the die roll is ≤ 4, that reinforcement may enter play in that game turn. Reinforcement "A" enters anywhere along row 7 of the north edge of Sector 16. Reinforcement "B" enters anywhere along row 7 of the south edge of Sector 15.
- The Fireflys are not in play.
Victory Level:
- 0–75 American Victory
- 76–85 Draw
- 86+ German Victory
Mission 22: Geronimo!
By Bill Quoss
June 6, 1944: One of the few units of the 82nd Airborne that didn't scatter badly that morning was Col. Sink's 505th PIR. They were tasked with taking the village of Ste. Mere-Eglise and its nearby vital crossroads to the west. But they had to do so quickly, and then hold until reinforcements arrived, as the Germans moved to counterattack soon after the initial landing. On an interesting note, Robert Niland, one of Fritz Niland's brothers (see the narrative for Mission 20.0), was killed at his MG while conducting a rearguard action to stop the counterattack from the north.
Mission Objective: The mission ends if at the end of any game turn one side has exceeded its Casualty Differential Limit. Otherwise, if at the end of any game-turn the Time Lapse ≥ 75 minutes, the American player must make a die roll. The mission ends if the die roll is ≤ 5.
Forces:
- American at start: Baker ABN Co., supported by 3 MG sections, 2 LATWs, 2 57mm AT Guns, 1 60mm section, and 1 81mm mortar platoon [23 steps]
- Reinforcements: Able ABN Co., supported by 3 MG sections, 1 LATW, 1 57mm AT Gun, and 1 60mm section [22 steps] [45 Total steps]
- German at start: Force A: 3. Kp., 1st Plt. (1 squad and 3 sections), supported by 1 FlaK 38 Gun and 1 MG section
- Force B: 3. Kp., 2nd Plt. (1 squad and 3 sections), supported by 1 MG section [13 steps]
- Reinforcement A: 3. Kp., 3rd Plt., supported by 1 StuG IIIg from the 2nd SPG Plt. (see MSR 6.), 1 MG section, 1 LATW and 1 8cm mortar section [8 steps]
- Reinforcement B: 1. FJ Kp., 1st Plt. and 2nd Plt., supported by 2 StuG IIIg from the 2nd SPG Plt. (see MSR 6.), 1 88mm FlaK Gun, 1 LATW, 4 Halftracks and 1 8cm mortar section [19 steps] [40 total steps]
Initiative DRM: American (+2)
Casualty Differential Limit: American [7]; German [5]
Coordination DRM: American (+3), German FJ Kp. (+3)
Disposition of Forces:
- German: The at-start units set up first Hidden [20.9]. Set up the six infantry sections listed in the German at start force in any hex within two hexes of a road in any sector, other than Sector 14. No more than two sections can set up in each sector. The platoon leader, one squad, and support units from Force A set up within four hexes of F8 in Sector 17. The platoon leader, one squad, and the MG section from Force B set up in any Urban Building hex in Sector 14.
- American: The Americans are attackers and have the initiative at start. Play begins with American Air Landing [16.0]. No more than four sticks are allowed per sector.
Mission Special Rules:
- All American Airborne units and the German FJ Kp. are Elite.
- All Hill levels are ×2.
- Night and Twilight rules are in effect. The mission begins at night, lasting 20 minutes, followed by 10 minutes of twilight.
- All American Mortars recover on a die roll ≤ 5.
- The carry-capacity of the reinforcing German Halftracks is two squads and one non-combat unit. The inherent carrier for German 88mm FlaK is also a halftrack. All German Halftracks are considered inherent unarmed non-combat units.
- The StuG IIIg in the mission are considered Support units [3.2] and may only Activate with platoons of the Kp. they are supporting.
- No German unit can conduct an Action until alerted. Individual units are alerted when they observe an enemy Action. A platoon is alerted when its platoon leader observes an enemy Action, or when one of its alerted units enters its platoon leader's hex. Once a platoon is alerted, all units of that platoon can conduct Actions when Activated or in Reaction. Any units not alerted at Night are released at the beginning of the first Twilight turn.
- German Reinforcement A: The German player makes a die roll at the beginning of any game turn in which the Time Lapse is ≥ 20 minutes. If the die roll is ≤ 4, the reinforcement is immediately available and is set up off map and enters play, when Activated or in Reaction, on either road entering from the north edge in Sectors 13 or 19.
- German Reinforcement B: The German player makes a die roll at the beginning of any game turn in which the Time Lapse is ≥ 40 minutes. If the die roll is ≤ 5, the reinforcement is immediately available and is set up off map and enters play on either road entering from the south edge of Sectors 15 or 18.
- American Reinforcements: Reinforcements arrive at the beginning of any game turn in which the Time Lapse is ≥ 25 and they have the Initiative. These forces arrive by Airdrop [16.0]. The sticks are placed in any sector with no more than four sticks per sector.
- Withdrawal/Retreat: The Americans Withdraw/Retreat per 16.1.7. Units of the German 3. Kp. Withdraw/Retreat toward a controlled objective or the north or south map-edges, whichever is closer. Units of the German FJ Kp. Withdraw/Retreat toward the south map-edge.
Victory Conditions: The Americans win if at mission end they control Urban Road hexes F4 through F8 inclusive in Sector 14 and hexes F11 and H5 in Sector 17. The Germans win if at mission end they contest control of any of the Urban Road hexes F4 through F8 inclusive and control hexes F11 and H5. Otherwise it is draw.