rapid fire!
TRANSCRIPT
RAPID FIRE!RAPID FIRE!Normandy BattlegamesNormandy Battlegames
Three 6 ‘ x 4 ‘ Scenarios for Three 6 ‘ x 4 ‘ Scenarios for Normandy 1944 by Mark PiperNormandy 1944 by Mark Piper
For use with Rapid Fire! fast play WWII wargaming rules. For use with Rapid Fire! fast play WWII wargaming rules.
A mini-campaign suitable for two players or solo play
Operation PaddleOperation Paddle1919thth to 22 to 22ndnd August 1944 August 1944
Arromanches Courseulles
Douvres de la Délivrande
CAEN
Ouistreham Cabourg
LE HAVRE
Deauville
Houlgate
Villers sur Mer
Trouville
Bolbee
Caudebec
Troarn
Dozulé
Pont l‘EvequeBeuzeville
Pont Audemer
RiveR Seine
RiveR RiSleRiveR TouqueSRiveR DiveSRiveR oRne
The Dozulé Railway Station. A scratch built model by Don McHugh
contents
Page
The Tables 3
Special Rules 4
Scenario 1 - The Attack on Hill 13(Morning 19th August 1944)
5
Scenario 2 - Rearguard Action at Annebault(Morning 21st August 1944)
10
Scenario 3 - Assault on Pont l'Eveque(Afternoon 22nd August 1944)
15
Reloaded Vehicle and Gun Statistics 20
The TableS
3
Scenario 1Attack on Hill 13
Morning 19th August 1944
Scenario 2Rearguard Action at Annebault
Morning 21st August 1944
Scenario 3Assault on Pont L’Eveque
Afternoon 22nd August 1944 Pont l’EvequePont l’Eveque
AnnebaultAnnebault
Putot-en-AugePutot-en-Auge
Hill 13Hill 13
Special RuleS
4
all ScenarioS - german light machine gunS
To reflect the shortage of ammunition do not add 1 to the German D6 roll for firing, or, if using RF Reloaded, the extra D6 roll.
Scenario 1 - night Fighting
Nightime (Moves 1 - 3) Movement rates halved. Maximum observation 12” unless target has fired. No chance observation tests. Remove 1 D6 throw from each small arms or machine gun firing.
Twilight (Moves 4 - 5) Maximum observation 18” unless target has fired.Illunination Rounds Each mortar has one illumination round that can be used to spot an element moving in the
open at night. Select the target, throw a D6 and if the result is 4, 5 or 6 the target can be seen using normal observation rules.
Scenario 2 and 3 - entering the table
Vehicles entering the table may only move a maximum of 12” but can fire as normal. Ambush (Reserved) Fire is available on Move 1.
Scenario 3 - FordS
• The river south of the most westerly bridge is considered fordable. When a British element first arrives at the ford roll d6 (odds = found, evens = not found this move). If the ford is not found another attempt can be made to find in each consequtive move. Once discovered the ford can be used by any company or vehicle in the British force. The ford is treated as a linear obstacle for movement through it.
• The Royal Engineer armoured dozer can build a ford if it spends two moves stationary and adjacent to any part of the river on the board.
ScenarioS 2 and 3 - marked mineFieldS
• These are 4” squares. All elements coming into contact with them must stop. They can cross the minefield in their following move but any movement is restricted to a maximum of 6”.
• For each move an infantry base (which may comprise of one, two or three figures), a crew-served weapon and crew, or a vehicle is in the minefield throw a D6. 5 or 6 and an infantry base or crew-served weapon base is lost. 4, 5 or 6 and a non AFV vehicle is destroyed. AFVs are damaged by a throw of 5 and destroyed by a 6. Any passengers that survive the destruction of a vehicle may exit the minefield without testing further for casualties.
• No tests for casualties are necessary for elements crossing dummy minefields
Scenario 3 - barbed Wire
• Any infantry coming into contact with barbed wire that has not been crossed by a tracked or semi-tracked vehicles require one full move in contact before they can cross.
• Barbed wire is impassable to wheeled vehicles. Tracked and semi-tracked vehicles treat it as a linear obstacles.
acknoWledgementS
Thank you to Colin Rumford, Richard Marsh, Don McHugh, Alan McCoubrey, Howard Greenwood and Andrew Hamilton for the input and playtesting in the development of the scenarios. Models and photos by Don McHugh from his collection. August 2021 photos - Colin's holiday snaps.
5
scenario 1 - the attack on hill 13 Morning 19th august 1944
What really haPPenedEarly in August 1944, German Forces east of the Orne River were preparing to withdraw along the coast to the mouth of the River Seine. The British 6th Airborne Division, reinforced with British Commandos, Dutch and Belgian forces, was to protect the left flank of the Allied advance by keeping pressure on the retreating Germans.
Operation ‘Paddle’ began on the 17th August 1944 with the main advance along the route from Troarn towards Dozulé and Putot-en-Auge. Having successfully crossed the deep tidal canal between Goustranville and Putot-en-Auge, the 5th Parachute Brigade stepped off to capture both Putot-en-Auge and the high ground (Hill 13) to its east.
the gameThis game represents the clash between the British 6th Airborne Division and the German 711th Infantry Division at Putot-en-Auge. We suggest limiting the game to a maximum of 12 moves. The British move first.
................................................table SizeIt is played lengthways along a 6’ x 4’ table
................................................german orderSHold both the village of Putot-en-Auge and Hill 13 to prevent the Allied advance towards the Seine.
britiSh orderS Secure the left flank of the Allied advance to the Seine by capturing and holding the village of Putot-en-Auge and Hill 13.
................................................german dePloymentGerman forces are deployed south-east of line G-G. They may be in buildings or dug in (hard cover).
britiSh dePloyment7th and 12th Parachute Battalions start at A and B respectively. Brigade HQ and 13th Parachute Battalion start at C.
................................................britiSh Victory conditionS to WinCapture the village of Putot-en-Auge and Hill 13 or force German forces from the table by the end of the game.
german Victory conditionS to WinPrevent the British from capturing the village of Putot-en-Auge and Hill 13 by the end of the game.
If neither side achieves a win by the end of the game the game is a draw.
Left top: Brigadier Poett sets up his HQ beside the railway bridge on the Dives.
Left bottom: Colonel Maier halts in a farmyard to issue orders. The HQ was constantly on the move during the fighting retreat.
6
terrain
• Hill 13 doesn’t require a D6 throw to limit movement and this and the church are high spots for observation.• Hedges are not of the bocage type.• All woods require a D6 throw each move to limit movement for infantry and vehicles.• All buildings are intact at the beginning of the game.• The railway line is a linear obstacle to vehicles unless they cross it on a road and provides hard cover to infantry
elements behind and in contact with it.• The Dives Canal can only be crossed at a bridge.
To Dozulé
To Troarn
To Dives sur Mer
Railway StationRailway Station
Putot-en-AugePutot-en-Auge
Hill 13Hill 13
Dives CanalDives Canal
N
scenario 1 Battle MaP (6' x 4')
g
B
a
g
c
DozuléDozulé
7
5th Parachute Brigade Headquarters(Brigadier Nigel Poett)
CO + 5 figures, 2 x signals Jeep and trailer
Morale: Higher Level CO.
151st Field Regiment Royal Artillery
BatteryBren Carrier observation post (OP)*,2 x 25 pdr (off table)
BatteryBren Carrier observation post (OP)*,2 x 25 pdr (off table)
* The vehicle carries a 2 figure observer team (OP) that can dismount to enter buildings. Either OP can control both batteries to fire at one target by successfully connecting through two D6 throws. If the first throw results in a 1 no firing is permitted that move. If the second throw is a 1 only one battery can fire at that target in that move.
Morale: N/A.
7th Parachute Battalion(Lt Colonel Geoffrey Pine-Coffin)
HQ CO + 6 figures, PIAT, 2” mortar
A Company 8 figures
B Company 8 figures C Company 8 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 36 figures (Elite).
13th Parachute Battalion(Lt Colonel Peter Luard)
HQ CO + 6 figures, PIAT, 2” mortar
A Company 8 figures
B Company 8 figures C Company 8 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 36 figures (Elite).
scenario 1 - British Forces
12th Parachute Battalion(Lt Colonel Nigel Stockwell)
HQ CO + 6 figures, PIAT, 2” mortar
A Company 8 figures
B Company 8 figures C Company 8 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 36 figures (Elite).
Above: Prewar picture of Dozulé railway station.
8
744th Grenadier Regiment Battlegroup HQ (Colonel German Maier)
CO + 5 figures, staff car, radio truck
Morale: Higher level CO.
1st Battalion / 1711th Artillery Regiment
2 figure OP team (on foot),2 x Zis-3 (76.2mm) ex Russian gun (off table)
Morale: N/A.
scenario 1 - gerMan Forces
3rd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
9th Company9 figures, MMG, Panzerfaust
10th Company6 figures, Panzerfaust
11th Company6 figures, Panzerfaust
12th Company9 figures, 81mm mortar,Panzerfaust
Support Platoon3 figures, 150mm infantry gun, horse tow
Morale: CO + 35 figures (Regular).
2nd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
5th Company7 figures, MMG, Panzerfaust
6th Company6 figures, Panzerfaust
7th Company6 figures, Panzerfaust
8th Company7 figures, 81mm mortar
Support Platoons6 figures, PaK 97/38 75mm AT gun, 20mm AA, French half-track tow, heavy car
Morale: CO + 34 figures (Regular).
Below: The captured Russian guns of 1711th Artillery Regiment.
9
Putot-En-AugE - August 2021
1.The Memorial sign next to the Mairie2.The Manoir3.The church4. Main Street 15. Main Street 2
1 2
3 4
5
10
scenario 2 - rearguard action at anneBault - Morning 21st august 1944
What really haPPenedHaving successfully captured the village of Putot en Auge, as well as accounting for over 200 troops and substantial amounts of equipment, Major-General Gale pushed the 6th Airborne Division Armoured Reconnaissance Regiment forward towards Annebault until they encountered stiff resistance from a German rearguard.
The terrain was ideal for defence with heavily wooded areas, rolling hills and steep valleys. The 3rd Parachute Brigade following behind prepared for an assault on the village. Eventually, British forces were able to capture Annebault and continue the advance to Pont l’Eveque.
the gameThis game represents the clash between the British 6th Airborne Division and the German 711th Infantry Division at Annebault. We suggest limiting the game to a maximum of 12 moves. The British move first.
................................................table SizeIt is played lengthways along a 6’ x 4’ table
................................................german orderS Hold the village of Annebault to prevent the Allied advance to the Seine.
britiSh orderSAdvance to capture and hold the village of Annebault to secure the left flank of the Allied advance to the Seine.
................................................german dePloymentGerman forces are deployed and dug in east of line G-G. They may be in buildings or dug in (hard cover).
britiSh dePloyment British forces start west of the line B-B.
................................................britiSh Victory conditionS to WinCapture the village of Annebault or force German forces from the table by the end of the game.
german Victory conditionS to WinPrevent the British from capturing the village of Annebault by the end of the game.
If neither side achieves a win by the end of the game the game is a draw.
Right: Elements of 6th AARR lead the way to Annebault.
11
terrain
• Hedges are not of the bocage type.• All woods require a D6 throw each move to limit movement for infantry and vehicles.• All buildings are intact at the beginning of the game.• The hills do not require a D6 throw to limit movement and these and the church are high spots for observation.
scenario 2 Battle MaP (6' x 4')
To Dozulé
To Pont l’Eveque
FarmFarm
AnnebaultAnnebault
N
BB
g g
12
3rd Parachute Brigade Headquarters(Brigadier James Hill)
CO + 5 figures, 2 x signals Jeep and trailer
Morale: Higher level CO.
scenario 2 - British Forces
6th Airborne Armoured Reconnaissance Regiment(Major Paul Barnett)
A Squadron (from B1)Cromwell (75mm) CO, Cromwell (75mm)
B Squadron (from B2)13 figures, PIAT, Vickers MMG, captured 20mm AA half-track,Bren Carrier *, Jeep, Jeep and trailer
* If the crew is in the Carrier the vehicle is counted as having a vehicle mounted machine gun (VMG).
Morale: CO + 18 figures (including 2 independent AFVs (Regular).
1st Belgian Armoured Car Squadron (Major Francois De Selliers)
Daimler Armoured car (2 pdr), Daimler Dingo (VMG)
Morale: 2 independent AFVs (Regular).
8th (Midland Counties) Parachute Battalion(Lt Colonel Alastair Pearson)
HQ CO + 6 figures, PIAT, 2” mortar
Support Company 6 figs, 3” mortar, Vickers MMG
A Company 8 figures
B Company 8 figures
C Company 8 figures
Morale: CO + 36 figures (Elite).
9th (Home Counties) Parachute Battalion(Lt Colonel Napier Crookenden)
HQ CO + 6 figures, PIAT, 2” mortar
Support Company 6 figs, 3” mortar, Vickers MMG
A Company 8 figures
B Company 8 figures
C Company 8 figures
Morale: CO + 36 figures (Elite).
1st Canadian Parachute Battalion(Lt Colonel George Bradbooke)
HQ CO + 6 figures, PIAT, 2” mortar
Support Company 6 figs, 3” mortar, Vickers MMG
A Company 8 figures
B Company 8 figures
C Company 8 figures
Morale: CO + 36 figures (Elite).
151st Field Regiment Royal Artillery
Battery Bren Carrier OP*, 2 x 25 pdr (off table)
* The vehicle carries a 2 figure observer team (OP) that can dismount to enter buildings.
Morale: N/A.
13
scenario 2 - gerMan Forces
AT Platoons / 346th Anti-Tank Battalion
StuG III assault gun (75mm), Marder III tank destroyer (75mm)
Morale: 2 independent AFVs (Regular).
744th Grenadier Regiment Battlegroup HQ (Colonel German Maier)
CO + 5 figures, staff car, radio truck
Morale: CO + 5 figures.
3rd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
9th Company9 figures, MMG, Panzerfaust
10th Company6 figures, Panzerfaust
Support Platoon3 figures, 150mm infantry gun, horse tow
11th Company9 figs, 81mm mortar,Panzerfaust
Morale: CO + 29 figures (Regular).
1st Battalion / 1711th Artillery Regiment
2 figure OP team (on foot),2 x Zis-3 (76.2mm) ex Russian guns (off table)
Morale: N/A.
german PrePared deFenceS
Minefields The Germans have one 4” x 4” marked and one 4” x 4” dummy minefield deployed east of line G-G. at the discretion of the German player before the game starts.
2nd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
5th Company9 figures, MMG, Panzerfaust
6th Company6 figures, Panzerfaust
7th Company9 figs, 81mm mortar, Panzerfaust
Support Platoons3 figures, PaK 97/38 75mm anti-tank gun, French half-track tow
Morale: CO + 29 figures (Regular).
Elements of 346th Fusilier Battalion
HQCO + 2 figures
1st Company9 figures, 81mm mortar
2nd Company9 figures, MMG
Morale: CO + 20 figures (Regular).
Minefield markers
14
AnnEBAuLt - August 2021
1.The Mairie2.A cafe on Main Street3.The church4. House on Main Street
3
1
2
4
15
1.The Mairie2.A cafe on Main Street3.The church4. House on Main Street
scenario 3 - assault on Pont l’eveque aFternoon 22nd august 1944
What really haPPenedDespite being supported by armour and artillery, the German rear-guard at Annebault was eventually overrun. The British reconnaissance units moved through and advanced towards Pont l’Eveque, the last town before the River Seine.
The terrain in and around the town made it obvious that any attack would not be easy, and the British 5th Parachute Brigade would need to assault across two rivers before engaging in street fighting in the town itself.
the gameThis game represents the clash between the British 6th Airborne Division and the German 711th Infantry Division at Pont l’Eveque. We suggest limiting the game to a maximum of 12 moves. The British move first.
................................................table SizeIt is played lengthways along a 6’ x 4’ table
................................................german orderSHold the village of Pont l’Eveque to prevent the British advance to the Seine.
britiSh orderSSecure the left flank of the Allied advance to the Seine by advancing to capture and hold the village of Pont l’Eveque.
................................................german dePloymentGerman forces are deployed east of line G-G. They may be dug in (hard cover).
britiSh dePloymentBritish forces start west of the line B-B.
................................................britiSh Victory conditionS to WinCapture the village of Pont l’Eveque by the end of the game.
german Victory conditionS to WinTo win: Prevent the British from capturing the villages of Pont l’Eveque by the end of the game.
If neither side achieves a win by the end of the game the game is a draw.
Above: Barbed wire defences have been placed on the western side of Pont l'Eveque to slow the attacking paras.
Right: The southern edge of Pont l'Eveque has been heavily bombarded by the Airborne forces.
16
terrain
• Hedges are not of the bocage type.• All woods require a D6 throw each move to limit movement for infantry and vehicles.• All buildings are intact at the beginning of the game.• Rivers can only be crossed at a bridge or ford.• The hills do not require a D6 throw to limit movement and these and the church are high spots for observation.
scenario 3 Battle MaP (6' x 4')
To Annebault
To the River Seine
N
Ford
Pont l’EvequePont l’Eveque
BB
g g
Railway Embankment
17
scenario 3 - British Forces
5th Parachute Brigade Headquarters(Brigadier Nigel Poett)
CO + 5 figures, 2 x Jeep and trailer
Morale: Higher Level CO.
7th Parachute Battalion(Lt Colonel Geoffrey Pine-Coffin)
HQ CO + 4 figures, PIAT
A Company 8 figures
B Company 6 figures
C Company 6 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 30 figures (Elite).
150th Field Regiment Royal Artillery
Battery Bren Carrier observation post (OP)*, 2 x 25 pdr (off table)
* The vehicle carries a 2 figure observer team (OP) that can dismount to enter buildings.
Morale: N/A.
A Squadron / 6th Airborne Armoured Recce Regt
Cromwell (75mm) CO, Cromwell (75mm)
Morale: 2 x Independent AFVs.
12th Parachute Battalion(Lt Colonel Nigel Stockwell)
HQ CO + 4 figures, PIAT
A Company 8 figures
B Company 6 figures
C Company 6 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 30 figures (Elite).
13th Parachute Battalion(Lt Colonel Peter Luard)
HQ CO + 4 figures, PIAT
A Company 8 figures
B Company 6 figures
C Company 6 figures
Support Company 6 figures, 3" mortar, Vickers MMG
Morale: CO + 30 figures (Elite).
Royal Engineers Detachment
Armoured bulldozer
Morale: N/A.
18
scenario 3 - gerMan Forces
AT Platoon / 346th Anti-Tank Battalion
Marder III tank destroyer (75mm)
Morale: Independent AFV (Regular).
744th Grenadier Regiment Battlegroup HQ (Colonel German Maier)
CO + 5 figures, staff car, radio truck
Morale: Higher Level CO.
3rd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
9th Company9 figures, MMG, Panzerfaust
10th Company6 figures, Panzerfaust
11th Company9 figures, 81mm mortar,Panzerfaust
Support Platoons3 figures, 150mm infantry gun, horse tow
Morale: CO + 29 figures (Regular).
1st Battalion / 1711th Artillery Regiment
2 figure OP team, (on foot),2 x Zis-3 (76.2mm) ex Russian gun (off table)
Morale:N/A.
2nd Battalion / 744th Grenadier Regiment
HQCO + 2 figures
5th Company9 figures, MMG, Panzerfaust
6th Company6 figures, Panzerfaust
7th Company9 figures, 81mm mortar,Panzerfaust
Support Platoon3 figures, 75mm anti-tank gun, French half-track tow
Morale: CO + 29 figures (Regular).
german PrePared deFenceS
Minefields There are two 4” x 4” marked minefields and one 4” x 4” dummy minefield deployed east of line G-G at the discretion of the German player before the game starts.
Barbed Wire 12” of barbed wire is deployed at the discretion of the German player before the game starts.
The RE dozer making a ford
19
Pont L'EvEquE - August 2021
1. The church in the town centre2. The church in 1944 (photo on display opposite 1)3. The rebuilt bridge4. Building on Main Street crossroads5 and 6. Buildings on Main Street
1 2
3 4
5 6
20
bRiTiSh
Vehicle Speed Target Class Main Weapon 2nd Weapon
Cromwell (75mm) 30 / 15 3 Gun class 3 / HE 4 x D6 (or VMG) Hull VMGDaimler Armoured Car (2 pdr) 30 / 15 5 Gun class 4 (or VMG) -Dingo Scout Car (VMG) 30 / 15 5 VMG -Captured 20mm AA HT 30 / 15 6 Gun class 5 / autocannon -Bren Carrier 30 / 15 5 VMG * -Jeep 30 / 18 6 - -Armoured Dozer ** 18 / 9 5 - -
Guns25 pdr field gun HE 5 x D6 3” mortar HE 4 x D62” mortar HE 2 x D6PIAT Gun class 2 / HE 4 x D6 Maximum of three shots per game* Can only fire VMG when carrying passengers** Not open top armour
GeRman
Vehicle Speed Target Class Main Weapon
StuG III (75mm) 24 / 12 3 Gun class 2 / HE 4 x D6Marder III 24 / 12 5 Gun class 2 / HE 4 x D6Prime mover 24 / 12 6 -
GunsZis-3 76.2mm field gun HE 4 x D6PaK 97/38 75mm AT gun Gun class 3 / HE 4 x D6150mm infantry gun Gun class 3 / HE 6 x D620mm AA gun Gun class 5 / autocannon81mm mortar HE 4 x D6Panzerschreck Gun class 2 / HE 4 x D6 Maximum of three shots per gamePanzerfaust Gun class 2 / HE 4 x D6 Single shot weapon
RELoAdEd vEhicLE And gun stAtistics
The German horse drawn 150mm infantry gun