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ST MANVIEUEPSOM 1 ST MANVIEU 26 June 1944, 1200 hours St. Manvieu The 6 th Battalion, Royal Scots Fusiliers, 15 th (Scottish) Infantry Division, supported.

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Presentation on theme: "ST MANVIEUEPSOM 1 ST MANVIEU 26 June 1944, 1200 hours St. Manvieu The 6 th Battalion, Royal Scots Fusiliers, 15 th (Scottish) Infantry Division, supported."— Presentation transcript:

1 ST MANVIEUEPSOM 1 ST MANVIEU 26 June 1944, 1200 hours St. Manvieu The 6 th Battalion, Royal Scots Fusiliers, 15 th (Scottish) Infantry Division, supported by the 9 th Royal Tank Regiment, began Operation Epsom with the objective of capturing the village of St. Manvieu, on the eastern side of what would be the British VIII Corps salient. The village was defended by elements of 1 st Battalion, 26 th SS Panzergrenadier Regiment, 12 th SS Panzer Division, Hitlerjugend. The 6 th Royal Scots began their advance behind a rolling barrage at 0730. They arrived at the village at 0830 and spent the morning in difficult fighting breaking into the western portion. In the face of tough resistance from the SS panzergrenadiers in fortified positions, the British brought up Crocodile flamethrower tanks to support the capture of the remainder of the village. BRITISH BRIEFING Elements of 6 th Royal Scots Fusiliers, 15 th (Scottish) Infantry Division, the 9 th Royal Tank Regiment, and the 141 st Royal Armoured Corps British Victory Conditions: Accumulate 5 more VP than the Germans. British Initiative: None. British Setup: The British force consists of 7 or 8 units. British set up within British setup area or enter on west board edge on or after Turn 1. Tank Platoon elements may also enter on north board edge within 48” of west board edge on or after Turn 1. GERMAN BRIEFING Elements of 1 st Battalion, 26 th SS Panzergrenadier Regiment, 12 th SS Panzer Division 1x Battalion Headquarters 1 Battalion Commander (3+) 4 Rifle Teams (4+) 2 Mortar Teams (4+) 1x Company Headquarters 1 Company Commander (3+) 2 Machinegun Teams (4+) 2x Infantry Platoons 1 Platoon Leader (3+) 3 Heavy Squads (4+) Artillery Support 1 Forward Observer (4+) 2 On Call Normal barrages (availability +1) Variable Forces (roll 1d6): 1-2 Anti-Tank Gun: 1 PaK 40 75 mm Anti-Tank Gun w/crew (4+) 3-4 That Tank Must Go!: Add one one-time use initiative chip usable by all German forces 5-6 Lone Rifleman: 1 Sniper Team (6+) Set up with one firing location anywhere on board. Fire with 3 white dice. German Victory Conditions: Prevent British victory. German Initiative: See variable forces. German Setup: The German force consists of 5 or 6 units. Battalion Commander and Rifle Teams set up in 2 VP building. Other Germans forces setup within 36” of the east board edge. All elements may set up in foxholes. Germans may also place up to six additional foxholes within their setup area. Germans may declare two buildings to be fortified (see Scenario Rules). Heavy Squads have Panzerfausts. Germans may make up to two close combat attacks against vehicles during the game (total) using Magnetic Mines. 1x Company HQ 1 Company Commander (3+) 1 Bren Team (4+) 1 Universal Carrier (4+) 3x Rifle Platoons 1 Platoon Leader (4+) 1 Heavy Section (4+) 2 Rifle Sections (4+) 1 PIAT team (4+) 1x Carrier Platoon 1 Platoon Leader (4+) 3 Bren Teams (4+) 4 Universal Carriers (4+) 1x Tank Platoon 3 Churchill Mark VI (4+) (1 Plt Ldr) 1 Churchill Crocodile (4+) Artillery Support 1 Forward Observer (4+) 2 On Call Normal barrages (availability +1) Variable Forces (roll 1d6): 1-2 Battalion Mortars: Add 1 Normal barrage that may be On Call (availability +2) or Prep Fire 3-4 Royal Engineers: 1 Churchill AVRE (4+) Add to Tank Platoon 5-6 A Company Support: 1 Platoon Leader (4+) 1 Heavy Section (4+) 1 Rifle Section (4+) Set up in British setup area or enter on Turn 1, within 6” of south board edge; may only rally with own platoon leader

2 British entry EPSOM ST MANVIEU ST MANVIEU Scenario Rules Stone walls are high. They block line of sight to and from personnel elements and guns at ground level. Elements in building upper stories and tanks may see over them. They provide hard cover. Personnel elements pay one terrain interaction to cross but must start their movement touching the wall. Elements touching a wall may spot and be spotted and fire and be fired upon through it. Tanks may breach a wall by moving through it with a slow move. Because of smoke and mist, maximum visibility is 24”. Elements in the open within the line of sight of enemy elements at the beginning of the game are visible and revealed. Buildings have windows on all four sides. German fortified buildings are treated as bunkers with armor value of 6. The upper stories and lower stories are treated as separate target areas. The buildings may be set on fire by the Crocodile like other buildings. The German battalion commander may spot for the mortar teams. Victory Points: British receive 1 VP for each German squad, anti-tank gun or the Battalion Commander eliminated, ½ VP for each team eliminated, and VP for each building captured or set on fire as indicated on the map. Germans receive 1 VP for each British tank or infantry section eliminated and ½ VP for each team eliminated. Game Length: 6 Turns Aftermath: The fighting centered around a chateau with a walled garden that dominated the northeastern part of the village. The Germans fought back desperately, knocked out several British tanks, including a Crocodile, and inflicted heavy losses upon the Scots. But by the end of the afternoon, the Scots had forced the Germans out of all but the easternmost part of the village. 2 DEPLOYMENT MAP N Board: 5 ft. x 3.5 ft. British armor optional entry British setup line Dirt road Hedgerow Stone wall Hedge Orchard Building Paved road German setup line 1 1 1 1 1 1 2 00 2


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