Caen 1944

A Spearhead Wargame Scenario

Judge's Situation Report

by Michael Reese

Game is set-up for Spearhead but can be used with any 1 stand = platoon set of rules.

HISTORICAL BACKGROUND

On 7 June, 1944 the 12SS Panzer Division Hitler Jugend (HJPD) was deployed as part of ISS Panzer Corps. Deployed at the same time was the Panzer Lehr Division and elements of the 21st Panzer Division. These units were west and north of CAEN, France. Their mission on the 7th was to be part of a three tank division counter-attack which was to push the British back to the channel. This would fail for several reasons, but for HJPD the main reason was a failure to deploy the full division by morning, and the attacks of the Canadian 3rd Infantry and British 3rd Infantry Divisions.

This scenario is intended to be a Convention Game with two Canadian and two British players and two-three German players. It depicts the attacks made by the Canadian 3rd Infantry Division on the 7th June, and the 3rd British Infantry Division on the 8th June. Yes, it combines two attacks that take place a day apart. This makes the battle more even, as you can see when looking at the historical deployment below.

The historical scenarios use the same forces as in this convention game. There are no Flank Marches allowed.

7th June

The 25th Panzer Grenadier Regt (25 PGR) has left its trucks and is preparing for the attack to begin in the afternoon. However, that morning the 3rd Canadians attack with an infantry battalion supported by a tank battalion and attachments. This attack is met by a counterattack by the 12SS which drives the Canadians back.

Allies: Use only the Canadian forces listed in thegame. All other restrictions apply (no artillery at start, for example).

Germans Use the German forces listed. The Germans start in RESERVE as they have their orders but are awaiting the go-ahead. The JUDGE's timeline shows when they were actually scheduled to attack and when they were actually ordered to attack. The german Regimental Commander, seeing the Canadian attack coming in, waited until they were close beforeordering his three battalions to attack.

8th June

The British, who didn't move on the 7th, launch their attack on the 8th.

Allies: Use only the British forces listed in the game.

Germans: Use the forces left from Game one. Artillery ammunition used in Game one is replaced. Germans should be deployed in the positions held after the 7th June game, but Germans cannot deploy north of ROW 3 unless west of ROW E. Germans start using DEFEND orders, with normal RESERVEs. Add 3 Tank Platoons Mark IV/H to the order of battle ONLY if this is a follow-up game to the 7th June battle, otherwise make no changes.*

* II Panzer Battalion on 7th June had just arrived from a long road march when thrown in against the Canadians, and was at half strength. The added 3 tank platoons are tanks which can arrive by the 8th June.

JUDGE: Canadian artillery is not in range at the beginning of the battle against any targets south of Gruchy, and does not come into range until 1500 hours. (moving field guns. Naval support had a communications problem with the Cruiser available). British guns are in range, but no added guns will be in position until tomorrow (8th June 44). NO AIR ATTACKS.

Turns are 1/2 hour.

Other German units: A platoon of infantry from 716th Infantry Division defends one of the northern villages. Location:___________________

The German 12SS Flak Battalion is under DEFEND orders. The German Panzer or PGB commanders may use this unit if they request support from Regiment. It may be used as a Battalion, or its batteries assigned as attachments. Battalion is deployed in area B3-4 to D3-4. NOTE: 4th battery of 37mm Sdz 7/2 is off table to the south and takes two (2) turns (1 hour) to reach the southern table edge. It may start moving the turn any 12SS unit spots a Canadian unit.

AIR SUPPORT

The Germans have none.

The Canadians (and British to the NE) apparently had none as well. This is probably because of their closeness to the friendly lines and the discovery by the Allied pilots the flak right behind the lines was nasty.

Optional supply rules for FRANQEVILLE

Each armored battalion has 4 supply trucks and six fuel trucks. The Flak Battalion has 8 ammunition counters (stockpiled ammo – if the batteries move leave all but 4 counters and substitute trucks for them).

Each infantry battalion has dismounted from their trucks. These battalions have 4 supply trucks, but no fuel trucks.

Models needed

German: 12 (16) Maultier Ammo Trucks, 6 Opel fuel trucks, 8 Ammo counters (plus 4 ammo trucks if needed)

Canadian: 16 British 3-ton ammo trucks, 12 US 2 ½ ton fuel trucks

UNITStandsAttachmentsTotal Stands
North Nova Scotia Highlanders17-17
Sherbrooke Fusiliers Rg15-15
Royal Ulster Rifles17-17
East Riding Yeomanry15-15

UNITStandsAttachmentsTotal Stands
II/12th PR12-12
III/12 Armored Artillery Rgt4-4
Royal Ulster Rifles17-17
East Riding Yeomanry15-15

Possible Attachments (Canadian)

3xFO team with jeep
MG Co. of 1 4.2" mortar and truck and 3 HMG with 3 carriers
Recon Squadron of 2 Daimler Armored Cars and 1 6pdr AT gun with 1 Carrier, 1 Carrier PLT and 1 Carrier
AT Battery of 3 M-10 GMC
AT Battery of 1 6pdr AT gun and 1 Carrier

Possible Attachments (British)

1 FO team with jeep

Possible Attachments (German)

1 FO stand and kubelwagen
13th Co: 1 150mm IG with 1 Sdz 11
14th Co. of 2x 20mm flak guns and 2x trucks
15th Co. of 3 rifle stands, 3 x Kubelwagen, 1 Pak40 AT Gun, 1 251/4 Recon
16th Co. of 3 Engineering stands (Flame/Rifle) and 3x trucks

AMMO AND FUEL SUMMARY

1. All artillery and combat units must have ammunition to fire. Non-Artillery Battalions without ammunition may fire up to three platoons (FLAK = Artillery), and Battalions with ammunition may fire up to three platoons without using up a turn of ammunition.

2. All vehicles must have fuel to move or pivot. Battalions without fuel may move or pivot a number of vehicle platoons equal to a D6-1 die roll (0-5).

3. Ammunition and Fuel supply, either a depot or truck, must be within the normal command control distance of the Battalion Command (BC) in order to provide that battalion with ammunition or fuel.

4. Artillery battalions use up a turn of ammunition whenever any battery or batteries in the battalion fires in a turn. Artillery battalions without ammunition may never fire.

5. A unit of fuel (a fuel truck) is used up whenever any vehicles in a battalion have moved or pivoted for six turns. (The turns do not have to be consecutive.)

6. A used up fuel or ammunition supply truck/vehicle is returned to the game table from the friendly baseline of the player, or from any friendly supply dump located on the table. This vehicle is a re-supply vehicle.

7. Re-supply vehicles provide fuel or ammunition to a battalion the turn after they are within the command control distance of the BC.

8. Supply and re-supply vehicles DO NOT COUNT as part of the battalion's total platoon strength for morale purposes.

9. Supply vehicles or dumps under close combat (SH 10.0) are either automatically destroyed, or, at the attacker's discretion, may be captured on a D6 roll of 4+, with a +1 modifier if the close combat is an infantry assault. Captured fuel may be used by the attacker to supply his vehicles (unless Russian units or Russian fuel). Captured ammunition may only be used if the scenario designates that it is possible. (for example, one side is using captured Soviet tanks, then both captured Soviet fuel and ammunition could be used.)

10. Supply trucks can carry only one type of supply, either ammo or fuel, not both. Units without vehicle may either use wagons to carry supplies, or a fixed dump.

More Caen 1944


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