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The Last Hundred Yards 剧本手册: 整理:Sora

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0% found this document useful (0 votes)
38 views56 pages

The Last Hundred Yards 剧本手册: 整理:Sora

Uploaded by

sk63233j
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Last Hundred Yards

剧本手册
整理:Sora
GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
Mission 1: On Their Own American FBE
December, 1944: The Elsenborn Ridge will always be known as one of the few sectors
of the American lines that held during the Battle of the Bulge. Just east of the Elsenborn
Ridge lies the twin Belgian villages of Rocherath-Krinkelt. At 0530 a barrage of rockets,
artillery and mortar fire woke the thinly spread green troops of Company K, 393rd
Infantry Regiment, 99th Infantry Division. The 90 minute barrage knocked out the
telephone network and in many cases radio communications to supporting mortar and
artillery batteries. As soon as the barrage lifted, snow camouflaged elements from the
277th Volksgrenadier Division moved quickly towards the American lines. The remain-
ing elements of K Company, commanded by Captain Stephan B. Plume, were isolated
and alone.
Mission Objective: The mission ends if at the end of any game turn the German player
controls five Wooden Building hexes and the Church (hex E4), or one side exceeds its
Casualty Differential Limit, or the Final Score is ≥ 46.
Forces:
American: Baker Infantry Co., 2nd Plt., supported by one MG section [7 steps]

11
German: 2. Infantry Kp., 2nd and 3rd Plts., supported by one MG section N
[13 steps] German FBE
Initiative DRM: German (+2)
Casualty Differential Limit: German [4]; American [2]
Disposition of Forces: The Germans are the attackers and have the Initiative at start. Victory Level:
The Americans set up first, hidden [20.9], in any hex North of hex row 9. The German 0-35 German Victory
force enters anywhere along the Southern board edge. 36-45 Draw
46+ American Victory
Mission Special Rules:
1. Half hexes along the East and West board edges are not in play.
2. German units enter unconcealed.

Mission 2: The Dark Woods


September, 1944: The American 9th Infantry Division was the first unit to move into the
unknown of the Hurtgen Forest. Poor weather had curtailed effective aerial reconnais-
sance, and the almost jungle like nature of the forest itself prevented combat units from
locating friend or foe alike. On September 14th, the 47th Infantry Regiment had
bivouacked just southeast of Zweifall, Germany. With orders to advance further into
Germany the next day, battalion Commander W. W. Tanner sent out company sized
reconnaissance patrols out into the dark woods.
Mission Objective: The mission ends if at the end of any game turn either side exceeds
its Casualty Differential Limit, or when the Time Lapse is > 30.
Forces:
American: Baker Infantry Co., supported by one MG section [19 steps]
German: 2. Infantry Kp. [18 steps]
Initiative DRM: None
Casualty Differential Limit: German [3]; American [3]
10

Disposition of Forces: Players roll for the Initiative prior to set up. The player losing N
the Initiative has his choice of either one of the setup hexes F4 or G10, or his force’s
nationality. The player winning the Initiative is considered the attacker, goes first and Victory Level:
has his choice of either the remaining force nationality or remaining setup hex. Once the The first player to exceed his Casualty Differential
nationality of the forces and setup hexes have been determined, both players set up their Limit at the end of any game turn loses the mission.
units simultaneously in or adjacent to their respective setup hex. The board edge closest Otherwise, the player controlling the greatest number
to a player’s setup hex is that player’s FBE. Players set up simultaneously and in such a of contiguous, road hexes (including half hexes) from
way that neither player can see the other player’s setup. To accomplish this, players may his FBE to the most forward road hex he controls wins
use some sort of divider. the mission.

Mission Special Rules:


1. The half hexes along the East and West edge board are not in play.
2. Hill levels are x 2.
3. Road bonus in not allowed.

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 3: At Least It’s Quiet Here American FBE
December, 1944: Corporal Cecil Hannaford was not happy. As the assistant squad leader in the 3rd
Platoon, A Company, 110th Infantry Regiment, he had just learned that his platoon had been ordered
to leave the warm safe shelter of their buildings in Heinerscheid, to set up a roadblock nearly a mile
away in Kalborn. Reluctantly, Hannaford and the others moved out into the cold night. “We ran a
phone line to our outpost as our only communication with the company HQ” in Heinerscheid. When
they got to their OP position, Hannaford was dismayed to see that it was “in plain view of the road
on the next hill.” As he and his foxhole buddy dug in and set up their position, Corporal Hannaford
could only think of the rest of the company, cozy and dry back in Heinerscheid. They finished
digging in, and Hannaford took the first watch. Oh well, he thought, at least it’s quiet here.
Mission Objective: The mission ends if at the end of any game turn there are no American
undisrupted combat units within two hexes and LOS of the Church, or either side exceeds their
Casualty Differential Limit or the Final Score is ≥ 46.
Forces:
American: Able Infantry Co., 1st Plt., supported by one MG section and one 60mm
Mortar section [7 steps]
German: 1. Infantry Kp., 1st and 2nd Plts., supported by two MG sections and one 8cm

4
Mortar section [14 steps]
N
Initiative DRM: German: (+2); American (0) German FBE
Casualty Differential: German [3]; American [1]
Disposition of Forces: The Americans set up first in any hex in Sector 4 North of hex row 10.
The Germans are the attackers, have the Initiative at start and enter anywhere along the South-
ern board edge of Sector 4. Victory Level:
0-35 German Victory
Mission Special Rules:
36-45 Draw
1. Mission Objective Points (MOP): The German player receives one MOP for each captured
46+ American Victory
Improved Position.
3. The American 60mm mortar recovers on a die roll of 5 or less [not applicable to Mortar
Extension die rolls].
3. Hill levels are x2.
4. Half hexes on the East and West board edges are not in play.

Mission 4: Chance Encounter


July, 1944: Allied airpower had made movement and bringing in supplies for the German armies
in Normandy a nightmare. By mid June 1944, the 3rd Fallschirmjager Division had finally
received the major portion of their combat units. After a brief respite where the 3rd FJ had not
been heavily engaged, and almost at full strength, they settled into their defensive positions to the
east of St. Lo, France. Reports from the beleaguered 352nd Infantry Division had filtered back
that the American 29th Infantry Division was upon them and consolidating their forces. In early
July, the German Fallschirmjäger began sending out patrols to probe the American lines.
Mission Objective: The mission ends if at the end of any game turn a player controls 5 of the 7
Mission Objective Points (MOP), or a player exceeds his Casualty Differential Limit, or the Time
Lapse is > 32 minutes.
Forces:
American: Able Infantry Co., supported by one MG section and one 60mm Mortar section
[see MSR 1.] [19 steps]
German: 1. Infantry Kp., supported by one 8cm Mortar section[see MSR 1.] [18 steps]
Initiative DRM: None
9

Casualty Differential: German [2]; American [2] N


Disposition of Forces: Players roll for the Initiative prior to set up. The player losing the Initiative
has his choice of either the nationality of his force or his Friendly Board Edge (FBE). The player four groves. The last player to occupy a rural building hex
winning the Initiative is considered the attacker, goes first and has his choice of either the remain- or any uncontested grove of woods has control of that rural
ing force nationality or FBE whichever is available. Once determined, both players set up their building hex or grove.
forces simultaneously in the first four road hexes from their FBE extending off map if necessary. 3. Road bonus is not allowed.
A maximum of four steps of non-vehicular combat units may be placed in any single road hex.
Victory Level:
Mission Special Rules: The player controlling 5 of the 7 possible MOP within the
1. Mortar support is not available for either player at start. Players may conduct Mortar Recov- time allotted wins. Otherwise it is a draw.
ery die rolls during the Mortar Fire Adjustment Phase of any game turn following when the Time
Lapse is ≥ 10 minutes. The German mortar recovers on a die roll ≤ 2 and the American mortar
recovers on a die roll ≤ 4. Mortar Fire Extensions are not allowed.
2. Each rural building hex (excluding hex B11) is worth on MOP for a total of three building
hexes and each grove [group of contiguous woods/forest hexes] is worth one MOP for a total of

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 5: Counterattack at Hatten German FBE
January, 1945: By December 21st, the German High Command had realized that the 12
Ardennes Offensive was not going to reach its objectives. A sudden attack on the south-
ern Allied front might damage the gap that Patton’s Third Army had left on its shift
north into the Bulge. Part of this offensive fell on the small towns of Hatten and Ritter-
shoffen. Colonel Hans von Luck had dispatched reduced elements of the 25th Panzer
Grenadier Division to take the towns, and after several days hard fighting—the Ameri-
can garrison surrendered. On January 9th, 1945, elements of the 14th Armored
Division reacted quickly, with Sherman tanks equipped with the new 76mm guns, in an
attempt to take it back.
Mission Objective: Mission ends if at the end of any game turn there are no German
tanks south of the river and, there are no German tanks within two hexes and LOS of
hexes D6 and G2, or when one side exceeds its Casualty Differential Limit, or when the 2
Final Score i is ≥ 36.
Forces:
American: Able Tank Co., 2nd and 3rd Plts., and one Command tank [11 steps]
German: 1. Tank Kp., 3rd Plt., and 1st SPG Plt. (1 StuG IIIG) [5 steps]
Initiative DRM: American (+1)
Casualty Differential Limit: American [4]; German [2] N
Coordination DRM: American (+1)
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The Germans set up first, hidden [20.9], in any hex in Sector 12. Each German vehicle American FBE
must set up in LOS of a bridge hex. The American force enters anywhere along the 3. Hill levels are x2.
Southern board edge of Sector 2. Victory Level:
Mission Special Rules: 0-25 American Victory
1. Half hexes along the East and West board edges are not in play. 26-35 Draw
2. German StuG IIIg activates with the 3rd Tank Platoon. 36+ German Victory

Mission 6: Tiger in the Pen German FBE


December, 1944: Four days into the Ardennes Offensive, Kampfgruppe Peiper had split 7
its forces and was pushing desperately towards Stoumont and Cheneux. Peiper had left a
garrison behind in La Gleize to protect his rear and cover the crucial road back to Trois
Points. Overlooking La Gleize was the small Werimont Farm, where Obersturmführer
Helmut Dollinger had deployed his Tiger and supporting infantry. Early on December
21st, the Americans saw an opportunity to isolate Peipers' spearhead. Elements of Third
Armored Task Force McGeorge and Task Force Lovelady organized a combined arms
response, and in the early afternoon attacked the vulnerable German garrison.
Mission Objective: Mission ends if at the end of any game turn the Americans control
the two rural building hexes within the stone wall compound, or when either side exceeds
its Casualty Differential Limit, or when the Final Score is ≥ 41.
Forces:
American: Able Infantry Co., 2nd and 3rd Plts., and Able Tank Co., 1st Plt. (3
tanks) [15 steps]
German: 1. Infantry Kp., 1st Plt. and 2. Kp., 1st Tank Plt. (1 Tiger) [7 steps]
Initiative DRM: American (+2); German (0) N
Casualty Differential Limit: American [3]; German [2]
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The German force sets up first within two hexes of hex I7 in Sector 5. The American
force enters anywhere along the Southern board edge of Sector 5.
5
Mission Special Rules:
1. The German platoon leader must set up in one of the two farmhouses. American FBE
2. The Germans may not set up in Improved Positions Victory Level:
3. Half hexes along the East and West board edges are not in play. 0-30 American Victory
4. The Tiger sets up unconcealed and activates with the 1st Infantry Platoon. 31-40 Draw
41+ German Victory

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 7: The Sickle American FBE
August, 1944: The American Third Army was attempting to pin down and cut off the German Seventh
Army near Le Mans, France. Like a huge sickle, CCR and CCA of the 5th Armored tore through the
enemy's flank. On the night of August 9th, A Company of the 10th Tank Bn., and supporting infantry from
“C” Company of the 47th Infantry seized two river crossings near Peray. Throughout that night, as the
Americans caught their breath, they could hear the ominous rumbling of enemy vehicles just north of their
positions. As dawn broke on the 10th, German Mark IV's with supporting artillery and infantry engaged the
Americans in a furious counterattack. With the river at their backs restricting movement, elements of
Captain Francis Baum's company let loose with all the weapons they had.
Mission Objective: Mission ends if at the end of any game turn there are no American combat units
adjacent or within two hexes and LOS of a bridge or ford hex, or when one side exceeds its Casualty Differ-
ential Limit, or when the Final Score is ≥ 51.
Forces:
American: Able Infantry Co., 1st Plt., and 2nd Tank Destroyer Plt. (1 M36 TD), supported by one
MG section, one 57mm AT gun, one LATW section and one 60mm mortar section [9 steps]
German: 1. Infantry Kp., 1st and 2nd Plts., 1. Tank Kp., 2nd Plt., supported by one MG section and N
one 8cm mortar section [17 steps]

12
Initiative DRM: German (+2)
Casualty Differential Limit: German [4]; American [2]

9
Coordination DRM: German (+1)
Disposition of Forces: The Germans are the attackers and have the Initiative at start. The Americans set up
first hidden [20.9] in any hex in Sector 12. The Germans set up in Sector 9 within three hexes of road hex
G11 and south of hex row 11.
Mission Special Rules:
1. Half hexes along the East and West board edges are not in play.
2. All Hill are x2. Victory Level: German FBE
0-40 German Victory
41-50 Draw
51+ American Victory

Mission 8: Black Cat Blues German FBE


August 27, 1944: Captain Cole’s L Company of the 3rd Battalion found themselves on
the outskirts of the small village of Allan in Southern France. The rest of the 3rd Battalion
was still five miles back and just now passing through Bois des Mattes. L Company was
all alone. Not having seen any sign of enemy activity, Captain Coles ordered a recon in
force. A soon as they stepped off they began receiving enemy small arms and mortar fire.
A pit immediately formed in Cole's stomach as he realized that L Company might have
bitten off more than it bargained for.
Mission Objective: Mission ends if at the end of any game turn the Americans control 10
Building Points [see MSR 1.0, Building Points] out of the possible 13 in Sector 11, or
when either side exceeds its Casualty Differential Limit, or when the Final Score is ≥ 51.
11
Forces:
American: Baker Infantry Co., and Able Tank Co., 1st Plt. (4 tanks), supported by 3
two MG sections and one 60mm mortar section [24 steps]
German: 1. Infantry Kp., 3rd Plt. (plus one section from the 3rd Infantry Plt,) and 1
Panther from 1. Tank Kp., 1st Plt. (1 Panther), supported by two MG sections, one
LATW section and one 8cm mortar section [10 steps]
Initiative DRM: American (+2); German (0)
Casualty Differential Limit: American [4]; German [2] N
Coordination DRM: American (+2)
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The German are the defenders and set up first in any hex in Sector 11 North of hex row B.
The American Force sets up in any hex in Sector 3 South of hex row C.
American FBE
Mission Special Rules:
1. The hex containing the Church is worth 3 MOP; all other hexes containing rural build- Victory Level:
ings are worth 1 MOP. [Note: Building Points are not applicable when calculating the 0-40 American Victory
Final Score.] 41-50 Draw
2. The American 60mm mortar recovers on a die roll of 5 or less [not applicable to 51+ German Victory
Mortar Extension die rolls].
© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 9: A Tough Nut to Crack American FBE
December, 1944: The American forces fighting around the small farming village of
Kesternich, 15 miles southeast of Aachen, in mid-December 1944 were in disarray.
Commanders in the area in many cases had little clue as to the situation at hand. Units of
the 78th Infantry Division, under Major General Parker's command, attacked this small
town before daylight on Wednesday, December 13th, but made little headway as
command and control broke down.
Mission Objective: Mission ends if at the end of any game turn the American player
controls all Urban Road hexes, or when either side exceeds its Casualty Differential Limit,
or when the Final Score is ≥ 56.
Forces:
American: Baker Infantry Co., and Able Tank Co., 1st Plt. (4 tanks), supported by
two MG sections and one 60mm mortar section [24 steps]
German: 2. Infantry Kp., 3rd Plt., and 1st SPG Plt. (2 StuG IIIG), supported by two
MG sections, one LATW section, and one 8cm mortar section [see MSR 2.] [10
steps]
Initiative DRM: American (+2)

1
Casualty Differential Limit: American [4]; German [2] N
German FBE
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The Germans set up first in any hex South of hex row 4. German units that set up in hex
rows 5 and 6 do so concealed. German units South of hex row 6 set up hidden [20.9]. The
American force enters the Northern board edge on or within two hexes of the road. Victory Level:
Mission Special Rules: 0-45 American Victory
1. Hill levels are x2. 46-55 Draw
2. The American 60mm mortar recovers on a die roll of 5 or less [not applicable to Mortar 56+ German Victory
Extension die rolls].
3. The German 8cm Mortar section is not available until Step 2 of the Mortar Fire Adjust-
ment Phase of game turn 1. It recovers on a die roll ≤ 2 for the balance of the mission.
4. Half hexes on the East and West board edges are not in play.

Mission 10: Hold at all Cost American FBE


December, 1944: In the early morning hours of December 16, 1944, the 1st and 3rd Platoons 8
of B Company and a few anti-tank guns from the 630th Tank Destroyer Battalion were
dug-in for the night in Marnach, an important road junction in northern Luxembourg. Unbe-
knownst to them at the time, elements of the 304th Panzergrenadier Regiment, of the 2nd
Panzer Division, were quietly maneuvering against the American position. The Grenadiers
closed within a few hundred yards of the American position and then waited for the artillery
bombardment, the signal to attack. Once the attack commenced, the hard-pressed men of B
Company reported to regiment that they were under heavy attack. Shortly thereafter, they
received the order to “Hold at all cost!”
Mission Objective: Mission ends if at the end of any game turn there are no undisrupted Ameri-
can combat units in a rural building or hill hex and in LOS of any road hex in Sector 8 between
hexes J7 and B6, or either side exceeds its Casualty Differential Limit or the Final Score ≥ 61.
Forces: 6
American: Baker Infantry Co., 1st and 3rd Plt., supported by three MG sections, two
57mm anti-tank guns, two LATW sections, one 60mm mortar section and one 81mm
mortar platoon [see MSR 1.] [17 steps]
German: 1. Infantry Kp., 1st and 2nd Plts., 2. Infantry Kp., 2nd and 3rd Plts., and 1. Tank
Kp., 3rd Plt., supported by three MG sections, and one 8cm mortar platoon [31 steps].
Initiative DRM: German (+2); American (+0)
Casualty Differential Limit: German [6]; American [4]
Coordiation DRM: German (+2) N
Disposition of Forces: Germans - The Germans are the attackers and have the Initiative at
start. Americans - The Americans set up first. At least one squad and one MG section must
set up in Sector 6 north of hex row H. At least two of those units must set up on the hill. The
balance of the American forces set up hidden [20.9] in any hex in Sector 8. The German German FBE
force enters anywhere along the Southern edge of Sector 6 on or within 4 hexes of the road. 4. Hill levels are x2.
Mission Special Rules: Victory Level: 0-50 German Victory
1. The American 81mm mortar platoon is not available until Step 2 of the Mortar Fire Adjustment 51-60 Draw
Phase of game turn 1 and recovers on a die roll ≤ 2 for the balance of the mission. 61+ American Victory
2. The German 8cm mortar platoon recovers on a die roll of 4 or less.
3. Half hexes along the East and West board edges are not in play.
© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 11: Desperate Measures German FBE
November, 1944: The men of B and C Companies of the 1st
Battalion, 60th Infantry Regiment supported by two platoons of
Shermans were met by intense mortar fire when they launched
their attack against the Reichelskaul road junction in the morning
of November, 1944. The Germans’ main line of resistance in the
1st Battalions sector was defended by men of the depleted 275th
Volksgrenadier Division. After several hours of intense fighting the
Americans had closed to within a few hundred yards of the cross-
roads. But the desperate men of 275th Volksgrenadier held on.
After two days of fierce fighting the Americans had yet to break
the German's line of resistance. The bloodletting would continue.
Mission Objective: Mission ends if at any end of the game turn the
American player has control of the hill in Sector 7 and of all build-
ings in Sectors 3 and 11, exceeds its Casualty Differential Limit or
the Final Score ≥ 86.

11

3
Forces:
American: Baker and Charlie Infantry Co., and Able Tank N
Co., 1st and 2nd Plts., supported by six MG sections, three

9
LATW sections, four M3 halftracks, two 60mm mortar
sections, and one 81mm mortar platoon [56 steps]
German: 1. Infantry Kp., and 1st Assault Gun Plt., support-
ed by two MG sections, two LATW sections, one 88mm FlaK
gun, one FP with 7.5cm AT gun, two FP with MGs, one SdKfz
10/4 FlaK HT, two SPW 251/1 halftracks and one 8cm mortar
section [31 steps]
Initiative DRM: American (+2); German (0)
Casualty Differential Limit: American [7]; German [3]
Coordination DRM: American (+2)
Disposition of Forces: Germans - The German force sets up first
as follows: one German Fortified Position (FP with a 7.5cm

7
anti-tank gun) must set up in hex G5 in Sector 7. In addition, one
infantry platoon must set up in Sector 7. One FP with MG sets up American FBE
in any full hex in Sector 3, and one FP with MG in any full hex in
Sector 11. The 8.8cm FlaK gun must be set up within 4 hexes of
hex G7 in Sector 11. The German reserve force (consisting of 1
infantry platoon, 2 halftracks, 1 FlaK halftrack and 2 StuG IIIg) Victory Level:
enters per MSR. All other units may set up in any hex in Sectors 3, 0-75 American Victory
7, and 11. Americans - The Americans are the attackers and have 76-85 Draw
the Initiative at start. The American force sets up last in any full 86+ German Victory
hex in Sector 9 south of hex row 10 and west of hex row B.
Mission Special Rules:
1. Players roll for the Initiative after set up but prior to play. The
American player’s +2 Initiative DRM is applicable.
2. All American mortars receive a –1 DRM on their Recovery die
roll [not applicable Mortar Extension die rolls].
3. At set up, the German player secretly selects and records one of
the two possible entry road hexes (F1 in Sector 11, or J6 in Sector
3) his reserve force will enter. The reserve is released the game turn
following the game turn when the Time Lapse is equal to or greater
than 20 minutes.
4. All forest and woods hexes are level one.
5. Hill levels are x2.
6. Half hexes on the East and West map board edges are not in
play.

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 12: Dash for the Saar
November, 1944: Following the pocketing of Metz by Patton’s Third Army on November 19, 1944, German FBE
the army’s other divisions begin a drive through eastern Lorraine to cross the Saar River and pierce
the West Wall. On the 24th, Combat Command B of Major General John Wood’s 4th Armored

12
Division began its drive towards two key Saar River crossings. After meeting little resistance for
most of the afternoon, things changed quickly when they encountered remnants of the 361st Volks-
grenadier Division and forward elements of the veteran Panzer Lehr Division led by General-Lieu-
tenant Fritz Bayerlein. For the next four days the two well-matched opponents duked it out.
Mission Objective: Mission ends if at the end of any game turn when there are no undisrupted
German combat units (including any non-activated German Concealment markers) in LOS of the
main road running from hex F1 in Sector 5 to hex F13 in Sector 12, or when the Americans exceed
their Casualty Differential Limit, or when the Final Score is ≥ 91.
Forces:
American: Able Infantry Co., and Able Tank Co, 1st Plt., supported by one Command tank,
one MG section, one M16 Flak HT, six M3 halftracks, three LATW sections and one 60mm
mortar section [32 steps]
German: 1. Infantry Kp., 1st Plt., 2. Tank Kp., 1st Plt. (1 Tiger), and 1st SPG Plt. (1 StuG
IIIG), supported by four MG sections, two PaK 40 AT guns, one LATW section and one
8cm mortar section. [14 steps]
Initiative DRM: American (+2); German (0)

11
Casualty Differential Limit: American [4]; German [-]
Coordination DRM: American (+2)
Disposition of Forces: Americans - The Americans are the attackers; all American vehicles begin
in motion and all non-vehicular units enter as Riders/Passengers. The lead American vehicle sets
up in hex F5. The remaining vehicles begin set up two hexes behind the lead vehicle, in single file,
one vehicle per hex extending off board as if on the road of an imaginary adjacent sector. Play
begins with the German reaction and all American units considered activated. Normal play returns N
at the beginning of game turn two [see MSR 2]. Germans - The German forces are not in play at
start but are instead placed in a cup to be drawn when activated per MSR 2. Instead, the German
player places a specified number of Concealment markers in cover terrain hexes (including hills)
in each sector as follows: (9) in Sector 12, (9) in Sector 11 within two hexes of the road and (6) in
Sector 5 North of row 3. No more than one Concealment marker may be placed in each hex.
Mission Special Rules:
1. The American player cannot, at any time, conduct any type of fire against a hex
containing an non-activated Concealment marker.
2. Each unit entering from offboard must enter along the road on the FBE paying the MP cost of

5
each offboard road hex entered as they maneuver onto the map.
3. After each call for Reaction by the American player, the German player makes a die roll for
each hex containing a Concealment marker that is within LOS of an American unit that conduct-
ed an action in the current Platoon Activation Cycle. If the die roll ≤ 5, the activated Conceal-
ment marker is removed and the German player draws a single unit from the cup and places it
concealed in the hex. If the die roll is > 5, no units are drawn and the activated Concealment
marker is removed from play. This die roll is reduced by 2 if at the moment of the die roll there
is a German unit within two hexes of the activated Concealment marker. Once all of the German
units in the cup have been drawn, any remaining Concealment markers are removed from play.
Immediately upon being placed, a unit may react and conduct actions normally.
4. If the platoon leader is drawn, the German player continues to draw units from the cup until
an infantry or MG unit is drawn. Once drawn, the infantry or MG unit and platoon leader are then
placed in the hex and any units drawn prior to when the infantry unit or MG section is drawn are
returned to the cup.
5. For each anti-tank gun drawn by the German player, place one infantry section not in play
from the 1st Infantry Platoon in the hex with the anti-tank gun. American FBE
6. German non-vehicular units placed in a forest, woods or hill hex are set up in an Improved
Position. 10. Hill levels are x2.
7. The German player cannot deploy squads.
8. The German StuG IIIg and the Tiger are considered to be in the same platoon for activation Victory Level:
purposes. 0-80 American Victory
9. German FOs do not have to be within six hexes of a platoon leader to request a MFA 81-90 Draw
9. Half hexes on the Eastern and Western board edges are not in play. 91+ German Victory
© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 13: Bridge 10 By David Hall
German FBE

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 cross-
ing. 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 N
the Distinguished Service Cross for his actions that morning.)
Mission Objective: The mission ends at the end of any game turn there are no undis-
rupted 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]

20
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 American FBE
Casualty Differential Limit: American [5]; German [3]
Coordination DRM: American (+3)
Disposition of Forces: Victory Level:
American: The Americans are the attackers, have the Initiative at start, and enter in 0-45 American Victory
any hex along the American FBE. 46-55 Draw
German: The Germans set up anywhere north of the canal and hex-row xx10. Any 56+ German Victory
Germans setting up in a building hex may set up Hidden [20.9].
Mission Special Rules:
1. American Airborne units are Elite
2. German infantry sections may not Recombine.
3. 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).
4. Half hexes on the east and west board edges are not in play (shaded on the mission
map).

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Mission 14: Another Bump in the Road
September 18, 1944: On the main road to Nijmegen, north of Veghel, near a small German FBE
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

19
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 undis-
rupted 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: N
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 American FBE
Americans enter play within two hexes of the road on the south board edge.
Victory Level:
Mission Special Rules:
0-50 American Victory
1. The half hexes along the east and west board edges (shaded on the mission map)
51-60 Draw
are not in play.
61+ German Victory
2. All American Airborne units are Elite.
3. Both American mortars recover on a die roll ≤ 5.

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Mission 15: Counterattack at Beek By John Hennon
September 20, 1944: Three days into Operation Market Garden, and the 82nd American FBE

N
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

17
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 German FBE
H0-C3-C8-A10, inclusive (depicted on the map by the dashed white line).
German: The Germans are the attackers, have the Initiative at the start, and
enter play in any hex along the German FBE. Victory Level:
Mission Special Rules: 0-40 German Victory
41-50 Draw
1. The half hexes shaded on the mission map are not in play.
51+ American Victory
2. All American Airborne units are Elite.
3. 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.
4. The American mortar recovers on a die roll ≤ 5.
5. The American FBE is from K7 to F13 inclusive. The German FBE is F0 to
A7 inclusive.

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Mission 16: Devil’s Hill By David Hall
American FBE

September, 1944: Groesbeek Heights, Holland. By the second day of Market 21


Garden, the German High Command was desperately calling for counterat-
tacks 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: 19 N
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), support-
ed 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 German FBE
row J in Sector 21.
Victory Level:
German: The Germans are the attackers and have the Initiative at start. They
0-45 German Victory
set up in any hex in the village within two hexes of E7 in Sector 19.
46-55 Draw
Mission Special Rules: 56+ American Victory
1. Half hexes along the north and south map edges are not in play.
2. All American Airborne units are Elite.
3. The American mortar recovers on a die roll ≤ 6 .

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Mission 17: It’s Gonna be a Long Day

21
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 N
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 7-8 9-10
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

16
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[9steps]
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)
20

22
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: 5-6
3-4 1-2
1. Hexes numbered ≥ 8 on Sectors 19 and 24 are not in play.
2. All American Airborne units are Elite.
3. The American Initiative DRM is reduced by one on the game turn
after the German reinforcements enter play.
19

24

4. The German mortar begins play in the Mortar Support Pending Box.
The German player may attempt recovery any game turn in which the 8. German units Withdraw/Retreat toward either the closest bridge
Time Lapse is > 15 minutes. Unless lost during Landing Resolution, the or the closest board edge. A unit in or adjacent to a hex containing
American mortar begins play in the Mortar Support Pending Box and a bridge may Withdraw/Retreat into another hex adjacent to that
recovers if the die roll is ≤ 5 for the balance of the mission. same bridge, provided the hex is a Cover Terrain hex.
5. German Reinforcements: German player makes a die roll at the 9. Units of each American platoon Withdraw/Retreat toward
beginning of any game turn in which the Time Lapse is > 35 minutes. If either a bridge they control or their designated Assembly hex.
the die roll is ≤ 3, the reinforcements are immediately available. Prior to
10. The bridge (F3) in Sector 22 is destroyed at start.
entry, a subsequent die roll is made to determine which of the entry road
11. The is river is passable for all non-vehicular units except for
hexes (noted on map) the reinforcements will enter. Each German
Towed Guns [4.1.10].
vehicle has a Maneuver Allowance of 10 MP on the turn they enter only
and cannot leave the road during this Maneuver.
6. The German MG FP has a 360-degree field of fire. Victory Conditions: The Americans win if, at mission end, they
7. At the end of any game turn, if an American combat unit is within control both intact bridges, or one intact bridge if the other intact
two hexes of a bridge, the German player can conduct a single attempt bridge was destroyed (MSR 7.). The mission is a draw if neither
to destroy this bridge––provided an undisrupted German combat unit is bridge is destroyed and the Americans control only one intact
within one hex of the same bridge. A bridge is destroyed on a die roll of bridge. Otherwise the Germans win.
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.
© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 18: All American By Bill Quoss
June 6, 1944: Lt. Colonel Maloney gathered his marsh-soaked strag-
glers 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

20
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 reinforce-

American FBE
German FBE
ment 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 60 mm sections [23 steps].
Reinforcements: 1 squad from Baker ABN Co., along with N
elements of the 82nd Airborne Heavy Weapons Bn., consisting

16
of 1 M1 75mm How, 1 LATW, and 1 81 mm 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.
6. German Reinforcements: The German player makes a die roll at
German: The Germans are the attackers and have the initiative at the beginning of any game turn in which the Time Lapse is ≥ 15
start. German (at start) forces set up off map and enter anywhere minutes. If the die roll is ≤ 5, the reinforcements are immediately
along the west edge of Sector 20. available. They set up off map and enter play in any hex between
Mission Special Rules: hexes K1 to K7 inclusive, in Sector 16.
1. All non-road hexes north and west of the Mederet River are flood- 7. American Reinforcements: The American player makes a die roll
ed lowland, except for the minor contour area in B9, C10, D9, and at the beginning of any game turn in which the Time Lapse is ≥ 15
E9. Vehicles cannot set up in or enter a flooded hex. For non-vehicu- minutes. If the die roll is ≤ 5, the reinforcements are immediately
lar units, it costs +1½ to enter. In addition, there is a –1 TEM for any available. They set up off map and enter play in hex A7 on the road in
mortar fire landing in a flooded hex. Sector 16.
2. 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 Victory Conditions: The Americans win if at mission end they
and any hex above the flooded lowland (E9, D9, C10 and B9). control the bridge and hex E7 in Sector 16, or control the bridge and
3. The German FJ Kp. and all American Airborne units are Elite. hexes G10 and H7 in Sector 16. The Germans win if at mission end
4. Withdrawal/Retreat: The Americans Withdraw/Retreat [10.3.1, they contest control of the bridge and control hex E7 in Sector 16, or
14.3.3] toward one of their three objectives (the bridge or the cross- contest control of the bridge and control hexes G10 and H7 in Sector
road hexes E7 and G10) or their FBE along the northern map edge. 16. Otherwise it is a draw.
The Germans Withdraw/Retreat toward their FBE, as noted on the
mission map.
5. The StuG IIIg in this mission are considered Support units [3.2]
and may only activate with platoons of the Kp. they are supporting.

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Mission 19: Currahee! By Bill Quoss American FBE
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 15
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 19
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 N
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). 22
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 hex. Each gun has an Assault Value of 2, an SAV/Range of 112, and no
cannot, at any time, enter a hex North of hex-row b in Sector 19. 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: The Americans are the attackers and have the initiative at
American unit is within two hexes and in LOS.
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 9. American Reinforcements: The American player makes a die roll
Co., one MG and one LATW section, enter along the road on the at the beginning of any game-turn in which they control Brecourt
western edge of Sector 15. Manor (F8). If the die roll is ≤ 3 the reinforcements are immediately
available and enter play along the road at K7 in Sector 15.
Mission Special Rules: 10. Withdrawal/Retreat:
1. Half hexes on the east and west map edges are not in play. a) German Force A: Withdraw/Retreat to the hexes occupied by
2. All American Airborne units are Elite. the two Artillery units or the East edge of Sector 15.
3. Night and Twilight rules are in effect. The mission begins at night, b) German Force B: Withdraw/Retreat to any village stone
lasting 10 minutes, followed by 10 minutes of twilight. building hex (as defined in the Victory Conditions) or, either
4. All vehicles must stay on or within two hexes of a road hex. one of the bridges.
5. Hex F8, Brecourt Manor in Sector 15, is an Urban Building hex for c) Americans: Withdraw/Retreat to the north and west edge of
this mission. Sector 15.
6. German Force A and Force B are two separate Kp. for Activation
purposes.
Victory Conditions: The Americans win if the German Artillery
7. The single StuG IIIg listed in the starting forces is considered a Battery has been destroyed and they control hex F8 in Sector 15, all
support unit for this mission and activates with 3. Kp. stone building hexes within four hexes of E7 in Sector 19, and one of
8. The two PaK 40 Guns represent an artillery battery consisiting of the bridges in Sector 22. Otherwise the Germans win.
two sections of two 105mm howitzers each. The two Guns do not
count as Casualties for CDL purposes and cannot exit their starting

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
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 Flooded
N American FBE
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 18
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
German FBE Flooded
LATW, 2 57mm AT Guns, 1 60 mm section, and 1 81mm mortar
platoon[23steps] Mission Special Rules:
German: Force A: 1. FJ Kp., 2nd Plt., supported by 1 MG, 1 1. The off map areas between the FBEs are considered flooded (see
LATW, and 1 8cm mortar section. 1. SS Kp., and the 2nd SPG mission map). All half hexes along the flooded board edges are there-
Plt. supported by 2 MG, 1 8cm mortar section [31 steps] fore not in play.
Initiative DRM: German +1 2. All American Airborne and German 1.FJ Kp. are Elite.
Casualty Differential Limit: German [7]; American [4] 3. The American FBE is along the northeast portion of the sector
starting on the north road and ending on the east road. The German
Coordination DRM: American (+3), German 2nd FJ Plt. (+3)
FBE is along the southwest portion of the sector starting on the west
Disposition of Forces: road and ending on the south road.
American: The Americans set up first Hidden [20.9] on, or north and 4. Support units cannot be exchanged between the 1. FJ Kp. and 1.SS
east of, the line running from J4-H5-H10-C13, inclusive (depicted on Kp.
the map by the dashed white line). 5. Units of the 2nd SPG Plt. cannot activate with units of the 2nd FJ Plt.
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
Victory Level:
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 0-50 German Victory
support units, enter on the west edge of Sector 18 anywhere along the 51-60 Draw
German FBE on, or south of, the road. 61+ American Victory

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Mission 21: Black Friday
September 24, 1944: Six days into Operation Market Garden and the American at start: Set up in cover terrain in Sector 23 as follows: Two
situation was still chaotic for both Allied and German commands steps of combat units within three hexes of the east board-edge and
alike. Hell's Highway, a long narrow strip of road, was the only two steps of combat units within three hexes of the west board-edge.
lifeline supplying the beleaguered American and British paratroopers. The remaining units set up in any stone building hex along the road
Knowing its importance, the Germans had made several attempts to running from F1 to F13 inclusive. LATWs must set up with a platoon
cut this vital artery—but with little success. But, today would be leader. [Note: The British Fireflys are not used in this mission].
different. At around 1600 hours, Kampfgruppe Jungwirth, consisting Mission Special Rules:
of elements from the 6th FJD and Jagdpanthers from the 559th 1. Hexes numbered ≥ 8 on Sectors 15 and 16 are not in play.
Schw.PzJg.Abt struck. They quickly destroyed an Allied supply 2. All German and American non-vehicular units are Elite.
column and cut the “highway”. Shortly after, in the Logtenburg 3. The German FBE is any hex along the map-edge of the sector from
forest, the Germans began digging in while the Jagdpanthers which the German units entered.
patrolled the road. It would be a Black Friday for the Allies.
4. The German mortar platoon can fire as two separate mortar
Mission Objective: The mission ends at the end of any game turn sections. But to fire as a platoon both mortar sections must be in the
there are no German non-vehicular combat units on or adjacent to, Mortar Support Available Box at the same time. At the end of a
and no German vehicular units within range and LOS of, the road Platoon MFA, the two mortar section FO/Target markers (not the
extending from F2 to F12 in Sector 23 inclusive, or if one side has mortar platoon FO/target markers) are placed in the Mortar Support
exceeded its Casualty Differential Limit or, if the Final Score is ≥ 86. Pending Box. Each individual mortar section recovers normally.
Forces: 5. In this mission the attacker and defender positions are reversed on
Americans at start: Baker ABN Co., 2nd Plt. (4 steps) and 3rd the Casualty Track. The German CDL marker is placed in the 4 box
Plt. (4 steps), supported by 2 MG sections, 1 57mm AT Guns, 2 on the Defender side and the American CDL marker is placed in the
LATWs, 1 60mm mortar section, and 1 81mm mortar platoon 7 box on the Attacker side.
[11 steps] 6. American mortar recovery die rolls are reduced by one once an
Reinforcement A: Able ABN Co. (16 steps), and the 44th British American reinforcement enters play.
RTR, 1st Sqn., and 1 Co. Command Tank, supported by 2 MG 7. The American units setting up within three hexes of the map-edge
sections, 1 LATW and 1 60mm mortar section [24 steps] opposite the German entry cannot conduct an Action unless they
Reinforcement B: Baker ABN Co., 1st Plt., and the 44th British observe an enemy Action. At the beginning of each friendly Platoon
RTR., 2nd Sqn. [11 steps] Activation after 5 minutes has lapsed, the American player makes one
Germans: Force A: 1. FJR Kp. and 1./TD Kp., 3rd TD Plt. (2 die roll for each of these units—until all are released. If the die roll is
Jagdpanthers), supported by 1 FlaK Halftrack, 2 MG sections, 2 ≤ the unit’s cohesion, that unit is eligible to conduct Actions normally.
LATWs, and 1 8cm mortar platoon [23 steps] 8. American Reinforcements: The American player makes a die roll
for each Reinforcement at the beginning of any game turn in which
Initiative DRM: At start, the Germans are +2 and the Americans 0.
the Time Lapse is > 20 minutes. If the die roll is ≤ 4, that reinforce-
Beginning with the turn after the first American reinforcements enter
ment may enter play in that game turn. Reinforcement “A” enters
play, Americans are +2 and the Germans 0.
anywhere along row 7 of the north edge of Sector 16. Reinforcement
Casualty Differential Limit: German [4]; American [7] “B” enters anywhere along row 7 of the south edge of Sector 15.
Coordination DRM: German (+3), American (+3) 9. The Fireflys are not in play.
Disposition of Forces:
German: The Germans are the attackers and have the initiative at Victory Level:
start. Before the American player sets up, the German player secretly 0-75 American Victory
records which map edge, east or west of Sector 23, his force will 76-85 Draw
enter. Once the American player has finished setting up, the German 86+ German Victory
player reveals his decision. German units enter play within four hexes
of the road on the selected map edge.
N
German FBE? (see MSR 3.)

15
American FBE
American FBE

23 16

German FBE? (see MSR 3.)

© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
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 N
with taking the village of Ste. Mere-Eglise and its nearby vital 13
crossroads to the west. But they had to do so quickly, and then
19

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 conduct-
ing 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
14

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]
17
Reinforcements: Able ABN Co., supported by 3 MG
sections, 1 LATW, 1 57mm AT Gun, and 1 60 mm section 15
[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 18
LATW and 1 8cm mortar section [8 steps]
Reinforcement B: 1. FJ Kp., 1st Plt. and 2nd Plt., supported by 2 may only Activate with platoons of the Kp. they are supporting.
StuG IIIg from the 2nd SPG Plt. (see MSR 6.), 1 88mm FlaK Gun, 7. No German unit can conduct an Action until alerted. Individual units
1 LATW, 4 Halftracks and 1 8cm mortar section [19 steps] [40 are alerted when they observe an enemy Action. A platoon is alerted
total steps] when its platoon leader observes an enemy Action, or when one of its
Initiative DRM: American (+2) 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 Reac-
Casualty Differential Limit: American [7]; German [5] tion. Any units not alerted at Night are released at the beginning of the
Coordination DRM: American (+3), German FJ Kp. (+3) first Twilight turn.
Disposition of Forces: 8. German Reinforcement A: The German player makes a die roll at
German: The at-start units set up first Hidden [20.9]. Set up the six the beginning of any game turn in which the Time Lapse is ≥ 20 minutes.
infantry sections listed in the German at start force in any hex within If the die roll is ≤ 4, the reinforcement is immediately available and is set
two hexes of a road in any sector, other than Sector 14. No more than up off map and enters play, when Activated or in Reaction, on either
two sections can set up in each sector. The platoon leader, one squad, road entering from the north edge in Sectors 13 or 19.
and support units from Force A set up within four hexes of F8 in Sector 9. German Reinforcement B: The German player makes a die roll at
17. The platoon leader, one squad, and the MG section from Force B set the beginning of any game turn in which the Time Lapse is ≥ 40
up in any Urban Building hex in Sector 14. 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
American: The Americans are attackers and have the initiative at start.
from the south edge of Sectors 15 or 18.
Play begins with American Air Landing [16.0]. No more than four
sticks are allowed per sector. 10. American Reinforcements: Reinforcements arrive at the begin-
ning of any game turn in which the Time Lapse is ≥ 25 and they have
Mission Special Rules: the Initiative. These forces arrive by Airdrop [16.0]. The sticks are
1. All American Airborne units and the German FJ Kp. are Elite. placed in any sector with no more than four sticks per sector.
2. All Hill levels are ×2. 11. Withdrawal/Retreat: The Americans Withdraw/Retreat per 16.1.7.
3. Night and Twilight rules are in effect. The mission begins at night, Units of the German 3. Kp. Withdraw/Retreat toward a controlled objec-
lasting 20 minutes, followed by 10 minutes of twilight. tive or the north or south map-edges, whichever is closer. Units of the
4. All American Mortars recover on a die roll ≤ 5. German FJ Kp. Withdraw/Retreat toward the south map-edge.
5. The carry-capacity of the reinforcing German Halftracks is two Victory Conditions: The Americans win if at mission end they control
squads and one non-combat unit. The inherent carrier for German Urban Road hexes F4 through F8 inclusive in Sector 14 and hexes F11
88mm FlaK is also a halftrack. All German Halftracks are considered and H5 in Sector 17. The Germans win if at mission end they contest
inherent unarmed non-combat units. control of any of the Urban Road hexes F4 through F8 inclusive and
6. The StuG IIIg in the mission are considered Support units [3.2] and control hexes F11 and H5. Otherwise it is draw.
© 2020 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 23: All for a Piece of Dirt
By John Hennon German FBE
Hurtgen Forest, September 22, 1944: The moment Captain Richards entered MPk 1
the battalion command post, he knew Major Carnes was pissed. “Those krauts
snuck an observation post on Hill 179 last night and hammered regiment’s
supply column this morning. Colonel Ranking is on my ass and wants us to get
them off that hill now. You got that Captain Richards?” Back at the company
CP, Captain Richards—pointing at spot on map—looked around at the grim
faces of lieutenants Murphy and Cherry, and said “There’s an enemy outpost
here on Hill 179, directing mortar fire on our supply convoys. Major Carnes
wants it eliminated yesterday. I think your best approach will be here, from the
south. Any questions? Alright then, get your men ready to move out immediate-
ly.” As they left the CP, Murphy groused, “All this for a piece of dirt.”
Mission Objective: Mission ends at the end of any Game Turn the Ameri-
cans control Hill 179 consisiting of the five hexes within the major contour
N
line, or if either side reaches its Casualty Differential Limit, or if the Final
Score ≥ 46.
Forces:
Americans: Able Infantry Co., 1st and 2nd Plts., supported by 1 MG
section [13 steps]
Germans: 2 Infantry Kp., 2nd Plt. (4 sections) supported by 1 8cm
Mortar section [4 steps]

5
Initiative DRM: American +2
Casualty Differential Limit: American [4]; German [2]
American FBE
Disposition of Forces:
American: The American are the attackers, have the Initiative at start, and set
up off board along the Southern board edge of Sector 5. Victory Level:
0-35 American Victory
German: The German units set up first hidden [see 17.9, Hidden Placement]
36-45 Draw
anywhere on Hill 179.
46+ German Victory
Mission Special Rules:
1. Hill levels are x 2.
2. Hex D4 is the Peak of Hill 179 and is level 4.
3. The German infantry sections cannot recombine.

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Mission 24: The “Tough Ombres” Open the Door
July, 1944: Operation Cobra, the code name for the 3rd Army’s Normandy

N
Breakout campaign, started on July 25th and focused on driving through an MPk 1
area of about 20 miles wide between St Lo and the west coast of Normandy.
Among the many infantry divisions involved, the 90th Division was to open
a road for the 4th Armored Division’s CCB to exploit southwest through
Periers and along the west coast towards Coutances. The road crosses a
stream just northeast of Periers near St. Germain-sur-Seves. Baker company
of the 358th Regt. was tasked with crossing the stream and clearing the west
side of the road of German positions.
Mission Objective: The Mission ends if at the end of any game turn there are
no German undisrupted combat units north of the stream, or one side reaches
its Casualty Differential Limit, or the Final Score is ≥ 46.
Forces:
Americans: Baker Co., supported by one MG section and one 60 mm

German FBE
Mortar section. [19 steps]

American FBE
Germans: 1. Infantry Kp., 2nd Plt., supported by one MG section [7
steps]
Initiative DRM: American +1
Casualty Differential Limit: American [5]; German [3]
Coordination DRM: American (+2)

12
Disposition of Forces:
German: The German set up first Hidden [20.9] in any hex north of the river.
American: The Americans are the attackers, have the Initiative at start, set up
off board, and enter play in any hex within five hexes of the southwest corner
of the map. Victory Level:
Mission Special Rules: 0-35 American Victory
1. The east side of the map is not in play (from the fold). The bridge in E7 has 36-45 Draw
been destroyed and is not in play. 46+ German Victory
2. All Hill levels are x2.

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Mission 25: Heroes of Lanzerath
December 16, 1944: On the morning of 16 December, 3rd FJ Division began American FBE
an attack through the Losheim Gap towards Lanzerath to secure the road north MPk 1
to Bullingen. This road would provide the 1SS Pz Division access to their
assigned rollbahn in the Wacht am Rhein offensive. It was here that the men of
an elite Intelligence & Recon (I&R) Platoon repulsed three attacks from a
superior force over the course of the day. According to the Germans, it threw
their offensive timetable off by 20 hours. They became the most decorated
platoon for a single action in WWII!
Mission Objective: The mission ends if at the end of any game turn the
Germans control 8 hexes comprised of the five Urban Building hexes and
Hilltops C2, F3, and D11 or either side exceeds their Casualty Differential
Limit, or the Final Score is ≥ 61.
Forces:
Americans: Able Airborne Co., 1st Plt. (1st squad, one section, and
N
platoon leader) and 2nd Plt. (2nd squad, one section, and platoon
leader), supported by one M16 HT, and three MG sections [10 steps]
Germans: 3. Infantry Kp., 2. Infantry Kp. 2nd Plt. (4 steps) supported by
two MG sections and one 8cm mortar section [24 steps]
Initiative DRM: German +2
Casualty Differential Limit: German [5]; American [3]

1
Coordination DRM: American (+3)
Disposition of Forces:
American: The Americans set up first Hidden on, or west, of the line running German FBE
from B12-H9-H4-B1 as noted by the white line on the map. At least six steps
of combat units must set up on this line, with at least one combat step on each
hilltop. The M16 Halftrack must set up in and cannot exit hex C2. The two Victory Level:
American squads begin play Deployed. Any two sections from the 1st platoon 0-50 German Victory
may recombine into the 1st squad, or the 2nd squad if the two sections are from 51-60 Draw
the 2nd platoon. 61+ American Victory
German: The Germans are the attackers, have the Initiative at start, and set up
off board and enter in any hex on or between F13 to J10.
Mission Special Rules:
1. The first five minutes of the mission occurs at Night followed by Twilight
[17.0].
2. The half hexes on the east and west edges are not in play.
3. The 3rd FJ Division had been decimated in Normandy when they were
caught in the Falaise pocket during August. By December, the Division losses
had been replaced with Luftwaffe and Kriegsmarine replacements from
disbanded bases. For this mission, the German 3. Infantry Kp. counters are
used to represent a FJ Infantry Kp.
4. Units of the American I&R Platoon of 394th Regt., 99th Division were
specially trained and therefore for this mission are Elite [15.1]. For this
mission, the Able Airborne Co. counters are used to represent I&R Platoon.
5. Refused permission to withdraw, and left without artillery support, the I&R
Plt. dug in one of their vehicles that had mounted .50 Cal MG. The M16 HT
represents that vehicle and receives a net -2 DRM against all fire (Hull Down
is not applicable in the case).

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Mission 26: A Nasty Affair
December 26, 1944: Elements of Patton’s Third Army were driving North to German FBE
widen the corridor to Bastogne. The 5th Infantry Division’s 2nd Infantry MPk 1
Regiment sector extended down the Scheidgen draw to the Müllerthal. To 4
gain entrance to the Müllerthal was no simple task. In their path lay the
rugged ground of the Kalkesbach, a nasty obstacle of rugged ground defend-
ed by a skillful and determined enemy. And worse, because of the rugged
terrain there is no artillery support. Col. Roffe, the 2nd Infantry commander,
decided to flank the enemy with a rapid advance along the Müllerthal. As
companies A and B advanced along each side of the road, it wasn’t long
before they came under mortar and small arms fire.
Mission Objective: Mission ends if at the end of any game turn there are no
undisrupted German combat units within LOS of the road in Sector 4 running
from A7 to J6, or either side reaches its Casualty Differential Limit, or a Final
Score ≥ 61. 3 N
Forces:
Americans: Able and Baker Cos., supported by three MG sections and
two 60mm mortar sections [39 steps]
Germans: 1. Infantry Kp., 1st and 2nd Plts., supported by 2 MG
sections, one 8.8cm Flak section and one 8 cm mortar section [15 steps]
Initiative DRM: American +1
Casualty Differential Limit: American [6], German [2]
Coordination DRM: American (+2)
Disposition of Forces:
American: The American player is the attacker and has the initiative at start. American FBE
The Americans set up in Sector 3, south of hex row E, with Able Co. Victory Level:
deployed on the east side of the road and Baker Company on the west.
0-50 American Victory
German: The German player sets up first in Sector 4. At least 6, but no more 51-60 Draw
than 10, steps of combat units must set-up in hexes along hex row “J”. 61+ German Victory
Mission Special Rules:
1. The American player receives (1) MOP for each IP captured.
2. Half-hexes along the East and West Map edges are not in play.
3. The German Flak gun cannot set-up in hex (E4).
4. The American player is allowed a single smoke mission (81mm mortar
platoon) which must be used during his first game turn.
5. All mortars receive a +1 Recovery DRM

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Mission 27: Tank Duel at St. Sever
August 4, 1944: After passing through Courson at about 9:30 am, the American FBE
American column continued toward St. Sever-Calvados. The column MPk 1
was commanded by Lt. Col. Marshall Crawley and consisted of
elements of the 2nd Battalion, 67th Armored Regiment, and 3rd Battal-
ion, 41st Armored Infantry Regiment. About a mile southeast of Cour-
son, and directly in the path of the American advance, stood two
Panthers waiting in a fruit orchard to the left of the St. Sever-Calvados/-
Vire Road with good visibility of movement some 200 to 300 yards to
their front. One of the German panzers had taken up a position close to
the Vire Road and a farm building on its right that bordered the
thoroughfare. The second Panther stood some 50 yards to the left. Both
vehicles possessing a field of fire to their immediate front. Positioned as
they were, the German Panthers were covering a road complex that not

N
only included the artery to Vire but also the Les Carreaux Road. A
battered Vienna infantry battalion was dug in some 150 to 200 yards in
front of the panzers served as a screen. SS Oberjunker Fritz Langanke
was quietly observing the partially fog-shrouded road and lane from his
position in the panzer’s turret. Langanke had arrived at the crossroad
early that on the morning. He had received direct orders from the
commander Sturmbannfuhrer (Major) Rudolf Ensling of the 2nd SS
Panzer Regiment to set up a blocking position. The Americans were in
for a rude surprise.

34
Mission Objective: The mission ends if at the end of any game turn
there are no Panther tanks in or within one hex of the Orchard, or the
either side exceeds their Casualty Differential Limit, or the Time Lapse German FBE
is > 41.
Forces:
Americans: Baker Infantry Co. (16 steps), Able Tank Co., 2nd
Tank Plt. (3 Tanks), and one Command Tank supported by two 4. Recovery die rolls for both sides are
MG sections, two LATW sections, one 60mm mortar section and conducted secretly using the Mortar Recovery
one 81mm mortar platoon. [22 Steps]. Option [10.4.8].
5. The American player receives and addition-
Germans: 3. Infantry Kp., 1st Plt. (4 steps), 2nd Plt., (4 steps) 1.
al three MOP for each Panther destroyed.
Tank Kp., 1st Tank Plt. (2 Panthers) supported by two MG
sections, one LATW, and one 8cm Mortar section [12 steps].
Initiative DRM: American: +2 Victory Level:
0-30 American Victory
Casualty Differential Limit: American [6]; German [4]
31-40 Draw
Coordination DRM: American: +1 41+ German Victory
Disposition of Forces:
Americans: Americans are the attackers, have the Initiative at start, set
up off board and enter in any hex along their FBE.
Germans: The German player sets up first and all German squads begin
play Deployed [10.3.2]. At least six steps of combat units must set up in
hex row four (i.e., Main Line of Resistance) with no more than one step
per hex. Units not setting up in hex row four set up Hidden in hex rows
five and six. The Panthers set up Hidden in any of the six Orchard
hexes.
Mission Special Rules:
1. Half hexes on the north and south board edges are not in play.
2. On the first turn only, and prior to entry, the American player
performs and immediately resolves a mortar barrage consisting of two
separate 81mm Platoon MFAs (HE only) against any two separate
hexes. (This mortar barrage is totally independent of and separate from
the 81mm Mortar Platoon listed in the American Force). Each barrage
MFA is resolved normally against any Hidden units per 20.9.2c.
3. The American 81mm mortar platoon begins play in the Mortar
Support Pending Box. MFAs from the mortar platoon are limited to HE.

© 2022 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 28: Blue Spaders Over the See
July 1944: On the 31st, as part of Operation Cobra, the 1st Division had American FBE
reached Brecey, about 10 miles east of Avranches. A few miles to the MPk 1
south is the river See which flows into the Atlantic just west of Avranch- 12
es. The 1st Division’s 26th Inf Regt, the “Blue Spaders”, was tasked
with creating a bridgehead over the See. Able Company, supported by a
single Tank Destroyer moved quickly against the lightly defended
village on the opposite bank. Time was of the essence as they would
shortly find out when elements of the German 116th Panzer Division
counterattacked.
Mission Objective: The mission ends if at the end of any game turn there
are no American combat units in building hexes G5 through G8 and F5
after the German Reinforcements enter play, or either side exceeds their
Casualty Differential Limit, or the Final Score is ≥ 71.
Forces: N
American: Able Infantry Co., (16 steps) and 1st SPG Co., 1st Plt.
(1 M10 Tank Destroyer), supported by two MG sections, one
LATW section and one 60mm Mortar section [19 Total steps]
German at start: 1. Kp., 1st Plt. (3 sections) supported by 1 MG
section [4 steps].
Reinforcements: 2nd Infantry Kp., and 1. Kp., 2nd Tank Plt. (2
Tanks) supported by two MG sections. (22 steps) [26 Total steps]
Initiative DRM: American +2 [0], Germans +1 [+2] [see MSR 6]
5
Casualty Differential Limit: German [6]; American [5]
Coordination DRM: American (+2), German [+1] [see MSR 5]
German FBE
Disposition of Forces:
American: The Americans have the Initiative at start and enter play in
any hex along the northern map edge. Victory Level:
German: Germans are the attackers and set up first. Germans at start set 0-60 German Victory
up Hidden in sector 12 in any one of the following hexes G5 through G8 61-70 Draw
and F5. No more than one section and its platoon leader may be placed 71+ American Victory
in a single hex. German reinforcements enter play per MSR 5.
Mission Special Rules:
1. The bridges are blown and the Ford does not exist.
2. Hills are x2.
3. The American mortar recovers on a die roll ≤ 5.
4. German reinforcements: At the beginning of any game turn the
Time Lapse is ≥ 20 minutes, the German player makes a die roll. If the
die roll is ≤ 5, his reinforcements are immediately available and set up
Concealed in any road hex in sector 5.
5. From The game turn the German reinforcements enter play, and all
games turns thereafter, use the [ ] die roll modifiers for Initiative and
Coordination.
6. The sections in the German at start force cannot recombine.

© 2022 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 29: Hill 219
August 1944: The town of Vire was a key objective for both sides. It is
located on the northern border of a large area containing dense hedge- German FBE
MPk 1
rows and hills known as the “Suisse Normande”. Near the south end of
this large area is the town of Mortain; the starting point of Hitler’s

18
ill-conceived Operation Luttich, which aimed at cutting off the U.S.
3rd Army breakout along the northwest coast of France. The 3rd FJ
Div. was tasked with forming an anti-tank screen near Vire to defend
the town and the north flank of Luttich. Part of the 3rd FJ Div. was
deployed on and around Hill 219 and defended against a counterattack
by elements of the U.S. Army’s 29th Inf. Div. and CCA of the 2nd
Armored Div. on August 5th.
Mission Objective: Mission ends if at the end of any game turn the
Americans control the six hexes of Hill E8 or, either side exceeds their
Casualty Differential Level, or the Final Score is ≥ 56. N
Forces:
American: Able Infantry Co., and Able Tank Co., 2nd Tank Plt.
(4 Tanks) supported by two MG sections, one LATW section, one
81mm Mortar Plt. (HE only), and one 60mm Mortar section [24
total steps]
German: 1. Fallschirmjager Co., 1st Plt. (4 steps) and 2nd Plt. (4
steps), supported by 1st SPG Plt. (1 Stug IIIg), one 8.8cm FlaK
36, two MG sections, two LATW sections, and one 8cm Mortar
section. In addition, the Germans have two Roadblocks (4.1.17)
which must be placed in a road hex within their setup area [MSR
9] and one IP which must be setup on the Level 2 Hill. The Road- American FBE
blocks and IP set up Hidden [12 steps]
Initiative DRM: American +2
Victory Level:
Casualty Differential Limit: American [6]; German [5]
0-45 American Victory
Coordination DRM: American (+1); German (+3) 46-55 Draw
Disposition of Forces: 56+ German Victory
German: At least nine combat steps must set in hexes on the line
running from hex C1-E2-E3-G4-G5-J6 as noted by the dashed line on
the map. All other German units set up Hidden [20.9] north of the
white dashed line.
American: Americans are the attackers, have the Initiative at start, and
enter play on or between hexes E1 and K4.
Mission Special Rules:
1. The six hexes encompassing Hill E8 are level x2. All other Hills are
level 1.
2. Half hexes (excluding entry hexes K1-K4) along east and west map
edge are not in play.
3. Sunken Road (4.1.9.1.1) rules are in effect.
4. One Sherman is equipped as Rhino, an Allied tank fitted with a
hedgerow cutting device. The ID of the tank representing the Rhino is
recorded prior to start of play. When a Rhino crosses a Hedgerow, it
cuts an opening through the hex side it exits. Mark the hex side with a
green motion arrow. A hex side so marked negates the MP cost for
crossing the hedgerow for all units.
5. The German StuG IIIg activates with the 2nd Fallshirmjager
platoon.
6. Both the German and American mortars sections recover on a die
roll ≤ 5.
7. All German units are Elite except for the StuG IIIG.
8. All German squads begin play Deployed.
9. Germans may withdraw or retreat toward Hill encompassing hex
E8. But any German unit on this Hill at the time of its withdrawal or
retreat must do so toward its FBE
© 2022 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 30: Purple Heart Draw
July, 1944: The 2nd Division’s 23rd Inf. Regt. (Tomahawks) makes
their third attack against the 3rd FJ Div. which was defending an area MPk 1
that controlled the St. Lo-Bayeux highway, a vital east-west commu-
nications route for the German 7th Army in Normandy. Two previous

36
attacks in June had failed miserably in the same area; an area subse-
quently dubbed “Purple Heart Draw” by the G.I.s to memorialize the
massive casualties they suffered in June. However, the Americans
learned their lessons quickly and, in the interim, trained to fight better
tactically in the “Bocage” country.
N
Mission Objective: Mission ends if at the end of any game turn the

American FBE
Americans control all five building hexes and enemy IPs on Level 0

German FBE
and east of the river or, either side exceeds their Casualty Differential
Level, or the Final Score is ≥ 71.
Forces:
Americans: Able Infantry Co., Baker Infantry Co., 2nd Plt.,
and Baker Tank Co., 1st Tank Plt. (4 tanks) supported by two
MG sections, and two 60mm mortar sections [30 total steps].
Germans: 1. Fallschirmjager Kp., 1st Plt. and 2nd Plt. (Each
platoon consists of the squad with a three Assault Value and one
section), and 1. SPG Kp., 3rd Plt. (1 JgPz 38t) supported by
three MG sections, two LATW sections, two Mines, and one
8cm Mortar section [10 steps].
Initiative DRM: American +2
Casualty Differential Limit: Americans [7]; Germans [4]
Coordination DRM: Americans: +1; Germans +3
Disposition of Forces:
Victory Level:
American: Americans are the attackers, have the Initiative at start,
0-60 American Victory
and enter play on or between K2 and K12.
61-70 Draw
German: Germans set up Hidden in any hex east of the river and east 71+ German Victory
of a line running from hex I1 to I4. I. All German squads begin play
Deployed.
Mission Special Rules:
1. Half hexes along the north and south map edges are not in play.
2. The river is impassable (excluding the bridge) in hexes in or north of
hex E9.
3. Hedgerow (4.1.8.1) and Sunken Road (4.1.9.1.1) rules are in effect.
4. The German player is not allowed to place IPs in a hex east of hex
row C.
5. For this mission, the 1st Tank Plt. is treated as one of the platoons in
Baker Infantry company. The 1st Tank Plt. cannot Ad Hoc with any unit
of Able Infantry Co.
6. One American tank is equipped as a Rhino, an Allied tank fitted with
a hedgerow cutting device. The ID of the tank representing the Rhino
is recorded prior to start of play. When a Rhino crosses a Hedgerow,
it cuts an opening through the hex side it exits. Mark the hex side with
a green motion arrow. A hex side so marked negates the MP cost for
crossing the hedgerow for all units.
7. Opening Barrage: On the first game turn only, and prior to entry, the
American player conducts a barrage consisting of two separate 81mm
Platoon MFAs (HE only) against any two separate hexes. Each barrage
MFA is resolved normally during the Fire Resolution Phase.
8. All German units are Elite.
9. Both the German and American mortars sections recover and extend
on a die roll ≤ 5.

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Mission 31: Hill 192 – Hedgerow Hell
June 11, 1944: After landing on June 7th at Omaha beach, the 2nd
Division moved inland and was eventually tasked with cutting the St American FBE MPk 1
Lo-Bayeux highway in mid-June. This operation was a critical part of
enabling the planned 3rd Army breakout south out of Normandy and,
hopefully, on to Paris! Hill 192 dominated the surrounding country-
side just east of St. Lo, which was festooned with hedgerows. The hill
was defended by the 3rd FJ Division, and it took three attacks to take
it, two in June and a third one in July. A note of interest, in addition to
having learned their lessons by employing better combined arms
tactics in the third attack, the Americans also used the newly designed
“Rhino” tank to cut lanes through the hedgerows.
Mission Objective: Mission ends if at the end of any game turn the
Americans control the four level two hexes of Hill 192 or, either side
exceeds their Casualty Differential Level, or the Final Score is ≥ 76.
Forces:
N
Americans: Able Infantry Co., 1st and 2nd Plts., Baker Infantry
Co., 2nd and 3rd Plts., and Able Tank Co., 1st Tank Plt. (3
Tanks) supported by two MG sections, one LATW section, one
81mm Mortar Plt. (HE only), and two 60mm Mortar section [29
total steps]
Germans: 1. Fallschirmjager Co., 1st Plt. (4 steps) and 2nd Plt.
(4 steps), 3rd Plt. (4 steps) supported by two PaK 40 AT guns,

35
two MG sections, two LATW sections, one 8cm Mortar section,
three extra IPs, and two Roadblocks (4.1.17) [16 steps]
Initiative DRM: Americans +1 German FBE
Casualty Differential Limit: German [4]; American [6]
Victory Level:
Coordination DRM: German (+3), American (+1)
0-65 American Victory
Disposition of Forces: 66-75 Draw
German: Germans set up first Hidden [20.9]. One platoon must 76+ German Victory
set-up on or adjacent to any hill hex of Hill 192. The other two
platoons set-up north of hex row seven and south of hex row two.
Support units set-up in any hex south of hex row three. All German
squads begin play Deployed. The German Roadblocks and extra IPs
setup Hidden in any hex within the German setup area. The Road-
blocks must be set up in a road hex.
American: Americans are the attackers, have the Initiative at start,
and enter play in any hex along their FBE.
Mission Special Rules:
1. Half hexes on the east and west map edge are not in play.
2. IPs are not allowed in a Sunken Road hex.
3. Hedgerow (4.1.8.1) and Sunken Road (4.1.9.1.1) rules are in
effect.
4. One American tank is equipped as a Rhino, an Allied tank fitted
with a hedgerow cutting device. The ID of the tank representing the
Rhino is recorded prior to start of play. When a Rhino crosses a
Hedgerow, it cuts an opening through the hex side it exits. Mark the
hex side with a green motion arrow. A hex side so marked negates the
MP cost for crossing the hedgerow for all units.
5. All German units are Elite.
6. German mortar section recovers and extends on a die roll ≤ 5.
7. The American 81mm mortar platoon begins play in the Mortar
Support Pending Box.

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Mission 32: Punching the Iron Fist
July 31, 1944: Following the launch of Operation Cobra on the 25th, the German FBE
4th Armored Division had driven about 20 miles south by the 30th MPk 1
exploiting a gap near Avranches. An advance element of the 4th 16

5-6
Armored Division’s CCR was tasked with destroying the HQ of the
German 17th SS Panzer Grenadier Division (“The Iron Fist”), located in
a walled chateau just to south of Avranches. US armored infantry and
supporting tankers initially caught the outnumbered panzer grenadiers
by surprise. But quick reacting German officers called in some nearby 3-4 7-8
SS panzers, whose unexpected counterattack put the American attackers
into disarray and made the battle for the chateau a near-run thing.
Mission Objective: The mission ends if at the end of any game turn the
Americans control the Fortress (hex H7) in sector 16, or either side
exceeds their CDL, or the Final Score is ≥ 56.

N
Forces:
17
Americans: Able Infantry Co., 1st Plt. (4 steps) and 2nd Plt.,
supported by one MG section, three M3 Halftracks, one LATW,
and Able Tank Co., 1st Tank Plt., 2nd Tank Plt., and Able Tank
Destroyer Co., 1st Plt. (2 M10s) [26 Total steps]
1-2 9-10
Germans at start: 1. Kp., 1st Plt. (4 steps), supported by one FlaK
38 and one 8cm mortar section.
Reinforcements: 1.Kp., 2nd and 3rd Tank Plts. (8 steps) [13 total
steps].
Initiative DRM: American +2
Casualty Differential Limit: American [6]; German [4]
American FBE
Coordination DRM: American (+3), German (+1)
Victory Level:
Disposition of Forces:
0-45 American Victory
German: The Germans are the defenders and at start unit’s setup first in
46-55 Draw
any of the six building hexes within three hexes of H7 in sector 16.
56+ German Victory
Reinforcements enter per MSR 6.
American: Americans are the attackers, have the initiative at start, and
may enter in any hex along the western map edge.
Mission Special Rules:
1. Hex H7 in sector 16 is a level two hex.
2. Half hexes on the north and south board are not in play except for the
entry of the German Reinforcements.
3. All American non-vehicular units are Elite.
4. The Fortress: The Châteaux in hex H7 in sector 16 is a Fortress and
is treated as an Urban Building hex (i.e., vehicles are not allowed
entry). In addition, units defending in the Fortress receive a net -4 TEM
against any Small Arms and Anti-tank Fire.
5. All German Mortars recover on a die roll ≤ 5.
6. German Reinforcements: Prior to mission start and after Geman set
up, the German player makes a die roll (unknown to the American
player), to determine the entry hex, as noted on the map, for the
reinforcements. Each game turn the Time Lapse is ≥ 7 the German
player must make die roll to determine whether his reinforcements are
available. This die roll is conducted at the beginning of any German
Activation or reaction. If the die roll ≤ 5, the reinforcements must
immediately enter play on or within two hexes of the entry hex deter-
mined prior to mission start.
7. German units Withdraw or Retreat toward the Fortress or their FBE,
whichever is closer. It both the same distance, its German player’s
choice.

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Mission 33: The Outpost By Christian Snyder
September 1942: In the weeks following the vicious fighting during the Battle American FBE
of the Tenaru, both sides stayed on constant alert as they attempted to build up Vol. 3
their forces. Ultimately, the Japanese felt confident that soon they would be able
to attempt another effort to retake Henderson Field by attacking from the ridge
and hills due south of the airstrip. Prior to this, each side kept tabs on each other
through constant patrols, and observation posts overlooking the approaches to
the airfield. Denying the Americans the ability to patrol or control these outposts
would surely facilitate the upcoming attack by taking away their advanced warn- N
ing.
Mission Objective: The mission ends if at the end of any game turn there are
no American combat units on or within one hex of the ridgeline (E6, F5, G5),
or either side exceeds their Casualty Differential Limit, or the Final Score is ≥
46.

Japanese 2nd Plt. FBE


Forces:
American: Able Marine Co., 3rd Plt., supported by one MG section and
one 60mm mortar section [7 steps]
Japanese: 2nd Infantry Co., 1st Plt. (7 steps) and 2nd Plt. (6 steps)
supported by one MG section [14 steps]
Initiative DRM: Japanese +1

27
Casualty Differential Limit: American [2]; Japanese [5]
Disposition of Forces:
Americans: The Americans set up first Hidden [20.9] on, or within two hexes
of the ridge line (E6, F5, G5). Japanese 1st Plt. FBE
Japanese: The Japanese are the attackers and have the initiative at start. 1st Plt.
sets up on or south of hex row 10. 2nd Plt. sets up in and enters from hex row
J on, or south, of hex J7. Victory Level:
0 – 35 Japanese Victory
Mission Special Rules: 36 – 45 Draw
1. Hex rows A, B, J, and K are not in play. 46+ American Victory
2. Hill levels are x2.
3. The first 15 minutes of the mission takes place at Night followed by
Twilight [17.0].
4. The American mortar recovers on a die roll ≤ 5.
5. The American player secretly makes a die roll on the Miscellaneous Table
on the DYO Mission Form to determine the number of mines available for
placement. Mines [19.1] must be deployed within the American set up area.
6. Americans are allowed illumination [17.5].

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Mission 34: The Lost Patrol By Christian Snyder
12 August 1942: 1st Marine Division Intel Officer Frank Goettage asked for
and received permission from Major General Vandergrift to conduct a American FBE Vol. 3
long-range patrol to locate Japanese remnants who he suspected to be on the
verge of surrender. His patrol of 25 Marines would be decimated mere hours
into their patrol and resulted in the launching of several rescue attempts after

28
survivors made their way to the Marine perimeter around Henderson to report
on the disaster.
Mission Objective: The mission ends at the end of any game turn when the
Survivors have been located and all American units are on a beach hex, or
either side exceeds their Casualty Differential Limit, or the Final Score is ≥
56.
Forces:
American: Baker Marine Co., 1st Plt. (5 steps), and 2nd Plt. (3 steps),
supported by one MG section [9 steps]. Lost Patrol: see MSR 2. N
Japanese at start: Force A: 1st Infantry Co., 1st Plt. (4 steps) supported
by one MG section. Force B: 1st Infantry Co., 2nd Plt. (5 steps) [10
steps]
Initiative DRM: American +1
Casualty Differential Limit: American [3]; Japanese [4]
Coordination DRM: American (+3)
Disposition of Forces:
Japanese: The Japanese set up first. Force A sets up Hidden [20.9] in hexes
south of hex row 7. Force B sets up Hidden in any hexes south of hex row 11
[see MSR 4]. Japanese FBE
Americans: The Americans are the attackers, have the initiative at start, and
setup in any hex in hex row 12. Victory Level:
Mission Special Rules: 0 – 45 American Victory
1. All American units are Elite. 46 – 55 Draw
2. Lost Patrol: Prior to Japanese set up, the American player selects and 56+ Japanese Victory
records any three non-adjacent jungle hexes within three hexes of hex F0 as
the possible hexes where the Survivors, if any, may be found. At the end of
any activation or reaction when an American combat unit occupies a selected
hex, the American player makes a search die roll for each hex occupied. If the
die roll is ≤ 5, the Survivors have been found in that hex. If not found earlier,
the Survivors are automatically discovered in the last hex searched. Once
found, place one squad and one section from Baker Co., 2nd platoon and one
Concealment marker (representing the remains of the Survivors) in a cup. A
single counter is drawn from the cup and if a combat unit, is placed in the hex
and is marked “activated”. If the concealment marker is drawn, only the
remains of the Survivors were found.
3. Immediately after the survivors have been found and for the remainder of
the Mission, the Americans are limited to two hexes when retreating, and in
Reaction, each Japanese unit may maneuver up to two hexes whether or not
it observed an enemy action.
4. Japanese Force B: Although Hidden, these units are not revealed, volun-
tarily or involuntarily, until the game turn after the survivors have been locat-
ed, at which time they are revealed normally.
5. Any American unit that is forced to retreat from the beach must conduct an
exit die roll [10.2a].
6. Any American unit that suffers a Panic result on the Fate Table is marked
activated in its current hex instead of Withdrawing.

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Mission 35: The Ambush By Christian Snyder
March 1944: Japanese soldiers of the 6th Division have prepared for the last Japanese FBE
several weeks for an offensive against the American forces at Bougainville. Vol. 3
Divided into three assault units, they advanced against the American positions.
Fierce fighting defined these battles that occurred at all levels of command. The

32
Japanese of Magata Unit advanced along a logging trail against the American
37th Infantry Division around Taylor and Cox’s Creek. Initially successful, the
Magata Unit would drive back the Buckeye Division. Supported by armor, the
37th would counterattack to regain the lost ground each time. As each separate N
action concluded, lulls in the fight would ensue, followed by a renewed effort
by the Soldiers of the Magata Unit to again take the US positions. This back and
forth fight would go on for eight days with each side advancing and retreating
over the same land.
Mission Objective: The mission ends if at the end of any game turn American
units do not contest either of the southern approach roads (see MSR 5), or
either side exceeds its Casualty Differential Limit, or the Final Score is ≥ 51.
Forces:
American: Easy Infantry Co. (16 steps) and Charlie Tank Co., 1st Tank
Plt. (3 M4A1(75) tanks), supported by three MG sections, one 81mm
mortar section (see MSR 6), and one 60mm mortar section [22 steps]
Japanese at start: 1st Infantry Co. (12 steps), supported by two (2) MG
sections and one 81mm mortar section [14 steps]
Reinforcements: 2nd Infantry Co., 1st Plt. (6 steps) and 2nd Plt. (6
steps), supported by one 75mm Infantry Gun and one MG section [14
steps, 28 total steps]. American FBE
Initiative DRM: Japanese +1; Americans +1
Casualty Differential Limit: American [4]; Japanese [7] Victory Level:
Coordination DRM: American (+1); Japanese (+1) 0 – 40 Japanese Victory
Disposition of Forces: 41 – 50 Draw
Japanese at start: The Japanese are the attackers and have the initiative at start 51+ American Victory
and set up first. 1st Infantry Co. sets up Hidden [20.9] in any non-road cover
terrain hex south of hex row 8.
American: Set up unconcealed in road hexes running from F1 to H6 (inclu-
sive) and no more than four combat steps per hex. All tanks are in motion.
Mission Special Rules:
1. Half hexes on the east and west board edges are not in play.
2. No unit can set up in an Improved Position except for the Japanese 75mm
IG.
3. Japanese have Coordination on the first game turn.
4. All Japanese Hidden units are revealed after the Americans set up and prior
to play.
5. There are two “southern approach” roads, F0 to H6 as well as J2 to H6,
representing the “American’s main axis of advance”, as well as their relief
routes for withdrawal or reinforcement. To “contest” a road, American units
must occupy at least three hexes along one of these two roads.
6. The American 81mm mortar section begins play in the Mortar Support
Pending Box, and may only be requested or extended by a Platoon Leader.
(The 81mm Mortar Platoon markers are used to represent the 81mm Mortar
section).
7. American units Retreat/Withdraw toward their FBE.
8. The American mortar recovers on a die roll ≤ 5.
9. Japanese Reinforcements: The Japanese player makes a die roll at the begin-
ning of any game turn in which the Time Lapse is > 10 minutes. If the die-roll
is ≤ 5, the reinforcements are immediately available and set up Concealed in
any Jungle hex north of hex row 8. Reinforcing Knee Mortar target markers
are placed in the Mortar Support Available Box.

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Mission 36: Galloping Horse Ridge
Japanese 1st Plt.FBE
By Christian Snyder
Vol. 3
13 January 1943: The soldiers of the US Army’s 25th Infantry Division
prepared for their third day of fighting on Galloping Horse Ridge where their

26
objective was to take the final hill and thereby further the American advance
to secure the island. Brought in to relieve the beleaguered Marines on

Japanese 2nd Plt.FBE


Guadalcanal, the infantrymen of the 25th would continue the hard-pressed
fight against the Japanese. Over the course of a month, the Division would
struggle ridge to ridge, hill to hill, and over rivers and streams to drive the
Japanese defenders off the island. These actions on Galloping Horse Ridge
were later depicted in the book and movie of the same name, The Thin Red
Line. N
Mission Objective: The mission ends if at the end of any game turn there are
no Japanese combat units in a hill hex east of the road running from C10 to
I11, or either side exceeds their Casualty Differential Limit, or the Final Score
is ≥ 71.
Forces:
Americans at start: Easy Infantry Co., (14 steps), supported by one
MG section, one FT and one 60mm mortar section [15 steps]
Reinforcements: Fox Infantry Co. (12 steps) supported by one 60mm
mortar section [12 steps, 27 total steps]
Japanese: 1st Infantry Co., 1st Plt. (5 steps), and 2nd Plt. (4 steps),
supported by two (2) MG FPs, one MG section and one 81mm mortar
section [12 steps] American FBE
Initiative DRM: American +2
Casualty Differential Limit: American [6], Japanese [8]
Victory Level:
Disposition of Forces: 0 – 60 American Victory
Japanese: The Japanese set up first Hidden [20.9]. 1st Plt. and one MG FP 61 – 70 Draw
set-up in any hill hex east of the road running from C10 to I11. 2nd Plt., one 71+ Japanese Victory
MG FP and one MG set up in any hill hex west of the road running from C10
to I11.
American: The Americans are the attackers and have the initiative at start.
Easy Co. enters play in hexes C1 and D0. Fox Co. enters play on or between
hexes F0 and I1.
Mission Special Rules:
1. Hill levels are x2.
2. Hex rows A, B, J and K are not in play.
3. The American mortar recovers on a die roll ≤ 5.
4. American Easy Co’s. objective is the level 4 hill F11. Easy Co can only
enter this sector's hill via hill hexes on or east of the road running from C10
to I11.
5. Reinforcement: The American player makes a die roll at the beginning of
any game turn in which any one of the following occurs:
a) the American CDL is ≥ 2; or
b) the American player has suffered ≥ 3 Casualties; or
c) the Time Lapse is ≥ 25 minutes.
If the die roll is ≤ 4 the reinforcements are immediately available and enter
play on or between hexes F0 and I1.
6. No Japanese unit is allowed to cross the road running from hex C10 to I11.

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Mission 37: The Raid By Christian Snyder Japanese 1st Co. FBE
17 August 1942: Elite Marine Raiders came ashore on Makin Island
having debarked from two submarines for the purposes of taking Vol. 3
Japanese prisoners, gathering intelligence, and destroying the enemy
radar installation. This was also done to partially distract the Japanese
from the upcoming invasion of Guadalcanal. Designed to be a small,
highly trained organization, the Raiders were expected to strike deep
behind Japanese lines. All told, Marine Raiders would fight exten-
sively in the Solomon Island Campaign where they would earn praise
for their results on both Makin and Tulagi Islands.
Mission Objective: The mission ends if at the end of any game turn
the Radar Facility has been destroyed and all American combat units
have exited the map, or either side the exceeds their Casualty Differ-
ential Limit, or the Final Score is ≥ 66.
Forces:

29
American: Able Marine Co. (15 steps) [15 total steps]
Japanese at start: 1st Infantry Co., 1st Plt. (6 steps) N
Reinforcement A: 1st Infantry Co., 3rd Plt. (7 steps) supported

30
by one MG section [8 steps]
Reinforcement B: 2nd Infantry Co., 1st Plt. (7 steps) supported
by one MG section, one 81mm mortar section and three trucks
[8 steps] [22 steps total]
Initiative DRM: American: +2
Casualty Differential Limit: American [3]; Japanese [8]
Coordination DRM: American (+3)
Disposition of Forces:
Japanese: Starting forces setup first Hidden [20.9] within three
hexes of F4 in sector 29.
American: The Americans are the attackers and have the initiative at
start. After the Japanese have set up, the Americans setup off map
adjacent to any hex along either the north or south edge of sector 29.
All units must enter the same map edge.
Japanese 2nd Co./American FBE
Mission Special Rules:
1. Half hexes along the north and south board edges are not in play suffers a Panic result on the Fate Table they are marked activated in
after the entry of the American force. their current hex instead of Withdrawing.
2. Hill levels are x2. 10. Japanese Reinforcements: The Japanese player makes a die roll at
3. The Americans cannot use the Road Bonus. the beginning of any game turn in which the Time Lapse is > 15
4. The American forces are Elite. minutes for Reinforcement A and a separate die roll > 25 minutes for
5. The first 15 minutes of the mission takes place at Night followed Reinforcement B. If the die roll is ≤ 5, that reinforcement may enter
by Twilight [17.0]. play that game turn. Reinforcement A enters in any hex along the
west edge of sector 29. Reinforcement B if on foot, enters in any hex
6. The Radar Facility is in hex F4 of sector 29. The American platoon
along the east edge of sector 30, or if mounted along the road entering
with the with the least steps at start is an Engineer platoon. Only units
the east edge of sector 30.
of the Engineer platoon may attempt destruction of the site. The
facility is destroyed if at the beginning of any game turn the Ameri- 11. Japanese Retreat/Withdrawal: Units of the 1st Infantry Co. With-
can engineering platoon leader and a an undisrupted squad of the draw/Retreat toward, or to, whichever of the following hexes (Red)
same platoon occupy hex F4, and all other American units are within are closest: A7, K7 or FO in sector 29. Units of the 2nd Infantry Co.
three hexes of hex F4, and the American player makes a die roll ≤ 5. Withdraw/Retreat toward the closest FBE in sector 30.
7. The die roll to blow the radar facility counts as an Action for the 12. Provided the Radar Facility has been destroyed, the Final Score is
attempting Engineering platoon leader and his squad for that game reduced by 1 VP for every two steps (rounded up) of American units
turn. This action does not cause a reaction but may result in the loss exited within two hexes of hex F0 in sector 30.
of Concealment.
8. Beginning the Game Turn after the Radar Facility is destroyed, Victory Level:
each Japanese unit’s maneuver allowance is increased to two hexes in 0 – 55 American Victory
Reaction [this is an exception to 10.1.2a]. 56 – 65 Draw
9. American units are limited to two hexes in Retreat if the they begin 66+ Japanese Victory
their retreat in sector 30. In addition, if an Americans unit in sector 30

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Mission 38: Expanding the Perimeter Japanese FBE
By Christian Snyder
1 November 1943: The 3rd Marine Division and the 37th Infantry Division Vol. 3
conducted an amphibious assault on the island of Bougainville at the Cape of
Torokina. Fierce jungle fighting defined this island battle as the Americans
sought to expand their perimeter on the island to build up several airfields
and ultimately eject the last Japanese forces from the Solomon Islands. The
first airfield would a be fighter strip close to the beach with later additional,
larger airfields built further inland. While fighting was in starts and fits along
the entire perimeter, it was fiercest in the sector of the 3rd Marine Division as
it advanced inland.
Mission Objective: The mission ends if at the end of any game turn the
Americans control all six Wooden Building hexes in sector 31 and have a Line
of Communication (LOC) of uncontested hexes along a road to a beach hex, or
either side exceeds their Casualty Differential Limit, or the Final Score is ≥ 71.
[LOC is contested if a Japanese combat unit is within Close Range (unmodi-
fied), the range in hexes a unit can fire without a Range DRM, and LOS to a

Japanese FBE

Japanese FBE
31
road hex.]
Forces:
American: Able Marine Co., 1st Plt. (5 steps) and 2nd Plt. (5 steps), N
Baker Marine Co., 2nd Plt. (5 steps) and 3rd Plt. (5 steps), and Baker
Tank Co., 2nd Plt. (3 M5A1 tanks), supported by three MG sections,
one FT, two LATWs and two 60 mm mortar sections [26 total steps].
Japanese at start: Group A: 1st Infantry Co., 1st Plt. (Knee Mortar
Squad and 4 steps), one FP(AT) and two MG sections [9 steps]. Group
B: 2nd Plt. (Knee Mortar Squad and 2 steps), one FP(AT) and one
FP(MG) [6 steps]. Group C: 2nd Plt. (3 steps), two MG sections and
one 47mm AT Gun [6 steps]. In the Mortar Available Box: one 81mm
mortar section [see MSR 6].
Reinforcements: 3rd Plt. (less the Knee Mortar Squad) and one MG
section. [7 Steps] [28 total steps].
Initiative DRM: American +2
Casualty Differential Limit: American [5]; Japanese [8]
Coordination DRM: American (+3)
28

Disposition of Forces:
Japanese: Japanese set up first. Group A units, excluding the platoon leader,
are placed in a cup and nine Concealment markers are placed in hexes on or American FBE
between hex rows 1 and 6 (inclusive) in sector 28. Group B units, excluding removed from play. This die-roll is reduced by two if there is a Japanese unit
the platoon leader, are placed in a cup and seven Concealment markers are within two hexes of the activated Concealment Marker. Immediately upon
placed in hexes on or between hex rows 7 and 12 in sector 31. Group C units being placed, the Japanese unit may React and conduct Actions normally.
are placed in a cup and seven Concealment markers in hexes on or north of Once all of the Japanese units have been drawn from their corresponding
hex row 5 in sector 31. No more than two Concealment markers may be cups, any remaining Concealment Markers from that Groups area are
placed in a single hex [see MSR 8 for additional restrictions]. The Japanese removed from play. Any units of a group remaining in the cup after all
player defines the orientation of each FP when placed on the map. Concealment markers for that group have been revealed are not in play.
American: The Americans are the attackers and have the initiative at start. 4. Japanese Reinforcements: The Japanese player makes a die roll at the
Able Marine Co. sets up in any beach hex west of the river. Baker Marine Co. beginning of any game turn an American unit is north of a line running from
sets up in any beach hex east of the river. All other units, including Baker hex A1 in sector 31 along the river to hex I8, then to J8 ending in half-hex K8.
Tank Co., may set up with either Able or Baker Marine Cos. If the die roll is ≤ 5, his reinforcements are immediately available and enter
within one hex of one of the three roads (selected at random) entering sector
Mission Special Rules:
31 from the north (F0), west (A2) or east (K2) board edges.
1. Hex D10 in sector 31 is a level 2 hill.
5. The American Mortars recover on a die roll ≤ 6.
2. The American Marines are Elite.
6. The Japanese 81mm mortar is available at start, may be requested by any
3. After each call for Reaction by the American player, the Japanese player eligible unit regardless of whether its platoon leader is within range or in
may make a die-roll for each hex containing a Concealment Marker that is play, and recovers on a die roll ≤ 5.
within LOS of an American unit that conducted an Action in the current
7. No fire is allowed against any Concealment markers placed at start.
Platoon Activation Cycle. The Japanese player must make the die roll when
8. Japanese units in each group may not exit their setup area unless they exit
an enemy unit enters, or is within two hexes and LOS of, a hex containing a
the map from a FBE [10.2]. In addition, units from Group A may exit onto
Concealment Marker. (The Japanese player may opt to remove a Conceal-
sector 31 and in doing so are removed from play as if exiting an FBE.
ment marker instead of making a die roll). If the die-roll ≤ 5, the activated
Concealment Marker is removed, and the Japanese player draws a single unit
from its corresponding cup. The unit is placed Concealed in the hex, and if Victory Level:
eligible, with an IP [4.1.16]. The platoon leaders of the 1st and 2nd platoon 0 – 60 American Victory
are placed on the map with the first unit drawn other than an FP. If the 61 – 70 Draw
die-roll is > 5, no unit is drawn, and the activated Concealment Marker is 71+ Japanese Victory

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Mission 39: The Plantation By Christian Snyder
24-25 July 1943: The US Army 43rd Infantry Division advanced on the
American FBE
Lambeti Plantation in New Georgia with Marine tanks as it attempted to Vol. 3
capture the Japanese Airbase at Munda Point. The fighting was intense and
did not see the gains expected as Marine tanks were engaged by anti-tank
guns and the attack slowed. This and other smaller battles across the entire

29
front highlighted the tenacious Japanese defense of the airfield, the difficulty
of jungle fighting, and the limits of the American fighting man. Following
these battles, additional forces would be brought in, and the 34th Division
Commander relieved for a more aggressive commander.
Mission Objective: The mission ends if at the end of any game turn there are
no Japanese combat units within one hex of the Plantation (Hexes F4,F5,G5),
or either side exceeds their Casualty Differential Limit, or the Final Score is
≥ 56.
Forces: N
American: Easy Infantry Co., 1st Plt., (5 steps), and 2nd Plt. (5 steps),
Fox Infantry Co., 3rd Plt., (5 steps) and Baker Marine Tank Co., 2nd
Tank Plt. (4 M5A1 tanks) supported by three MG sections and two
60mm mortar sections (one for each Infantry Co.). [22 steps]
Japanese: 2nd Infantry Co., 2nd Plt. (6 steps) and 3rd Plt. (6 steps)
supported by two MG sections, two 47mm AT Guns and one 81mm
mortar section. [16 steps]
Initiative DRM: American +1
Casualty Differential Limit: American [4]; Japanese [7]
Disposition of Forces: Japanese FBE
Japanese: Set up first Hidden [20.9] anywhere south of Row 9.
American: Are the attackers and have the initiative at start, and setup in any Victory Level:
hex north of hex row 9. 0 – 45 American Victory
46 – 55 Draw
Mission Special Rules: 56+ Japanese Victory
1. The half hexes along the western and eastern edges are not in play.
2. The tanks are Marine and the infantry is Army – the Marines and Infantry
are not allowed to activate together in Coordinated [7.1] or Ad Hoc [7.2b]
Activations.
3. The American mortars recover on a die roll ≤ 5.

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Mission 40: Edson’s Ridge
N
By Christian Snyder
Vol. 3
12 September 1942: The Japanese of the 35th Infantry Brigade are
bearing down on the American perimeter, which controls the ridge
dominating Henderson Airfield, the spot the 2nd Marine Division HQ
least expected. Controlling the ridge would enable the Japanese to
take the airfield and break the American lines. Unbeknownst to the
Japanese, the Marines were in far greater strength on the ridge than
they had assumed. That was primarily due to Lt. Colonel Edson who,
deducing that an attack would come from this ridge, requested
permission to bivouac his forces there for the night.

American FBE

Japanese FBE
Mission Objective: The mission ends if at the end of any game turn
the Japanese control four Mission Objective Points (MOPs), or either
side exceeds their Casualty Differential Limit, or the mission ends per
MSR 11.
Forces:
Americans at start: Able Marine Co., (14 steps) and Baker
Marine Co., 3rd Plt., (5 steps) supported by five MG sections,
two 60mm mortar sections (A & B) and one 81mm mortar
platoon [24 steps]
Reinforcements: Baker Marine Co., 1st Plt. supported by one

26
MG section [7 steps] [31 steps total]
Japanese: 1st Infantry Co., (18 steps) and 2nd Infantry Co.,
(16 steps) supported by two MG sections and one 81mm mortar
section [36 steps]
Initiative DRM: Japanese +2 [see MSR 9].
Casualty Differential Limit: American [5]; Japanese [10] see [20.5] non-released platoons and reinforcements are released and immedi-
ately available. The American reinforcements enter play in hex A2 or
Coordination DRM: American (+3); Japanese (+1)
A12. On the game turn the American reinforcements enter play, the
Disposition of Forces: following changes occur immediately:
American: Set up first on any hill hex north of hex row J. Any units a) The Japanese Initiative DRM is reduced to +1 and American’s is
setting up north of the line E3 – H4 – H10 – E12 may set up Hidden. increased to +2; and
Japanese: Are the attackers and have the Initiative and Coordination b) the Japanese 81mm mortar section is removed play.
for both companies on the first game turn. One Co. sets up Hidden on 9. The Japanese mortar section begins play in the Mortar Support
or south of the line J1 – J10. The other Co. sets up Hidden on or Pending Box and may be called by either company once available. In
southwest of a line running from hex J11 to F13. addition, the Japanese may conduct two MFAs (81mm sections)
Mission Special Rules: against any two hexes on the map using the normal Mortar Fire
1. The first 30 minutes of the mission occur at night, followed by Procedure [11.4.5]. These must be used during the first game turn and
Twilight [17.0]. cannot be extended.
2. Hill levels are x2. 10. In this mission, an objective is controlled if it is void of enemy
3. Half hexes along the east and west board edge are not in play units and is garrisoned. To garrison a 1 MOP Hill, the Americans
except for hex F0. must have at least one combat unit in the objective hex, while the
Japanese must have all remaining units of any single platoon (exclud-
4. All American units are Elite.
ing any Ad Hoc or Support units) in or adjacent to an objective hex.
5. The Americans may use Illumination [17.5].
To garrison the 2 MOP Ridge, the Americans must have three or more
6. The American mortars are not available on the first game turn even combat units in Ridge hexes, while the Japanese must have all
though they begin play in the Mortar Support Available Box. The remaining units of any single platoon (less any Ad Hoc or Support
mortar platoon may be requested by units of either company. All units) in Ridge hexes.
American mortars recover on a die roll ≤ 5.
11. The American must at the end of any game turn the Time Lapse
7. In addition to Withdrawing/Retreating toward an FBE, any unit is > 45 make a die roll. The die roll is < 5 the mission ends.
whether American or Japanese, may Withdraw or Retreat toward a
friendly controlled objective.
8. Units of an American platoon cannot leave their starting hex nor Victory Points: Each single Objective Hill hex (hexes E2, H3, and
can the American reinforcements enter play until released. An Ameri- F11) is worth 1 (MOP). The level 4 Ridge objective running from H6
can platoon’s units are released once any of its units have been to H10 is worth 2 MOP.
assaulted. In addition, the American player makes a die roll at the Victory Level: The Japanese win if at the end of any game turn they
beginning of any game turn when either the Japanese control two control four MOPs, or the side controlling three MOPs at mission end
objectives, or the Times Lapse is > 20 minutes. If the die roll ≤ 5, any wins the mission. Otherwise it is a draw.

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Mission 41: Tanks on Mantanikau!
By Christian Snyder
23 October 1942: The morning peace was shattered by the rumble of Japanese FBE
Vol. 3
tanks from the Japanese Independent Tank Company attacking down
the coast toward the mouth of the Mantanikau River. Over the next 24
hours, the Japanese would fight fiercely to push the Marine perimeter
around Lunga Point back to Henderson Airfield. At the disposal of the
Marines were some of the first self-propelled anti-tank vehicles, M3
GMC Halftracks with a 75mm gun. These would prove ineffective the
following month in Africa but, here in the Solomons, were quite
effective against the weak Japanese tanks.
Mission Objective: The mission ends if at the end of any game turn the
Japanese control three of the four objectives (MSR 1), or either side
exceeds their Casualty Differential Limit, or the Final Score is ≥ 76. 33
Forces: N
American at start: Able Marine Co., (11 steps) and one Tank
Destroyer Plt., (three M3 GMC Halftracks) supported by three
MG sections, one 37mm AT Gun, two LATW, one 81mm mortar
section, and one 60mm mortar section. [18 steps]
Reinforcements: Baker Marine Co., 1st Plt. supported by one
MG section, and one LATW. [7 steps] [25 total steps]
Japanese: 1st Infantry Co. (18 steps), 1st Tank Co., 1st Plt. (2
Ha-Go tanks) and 2nd Plt. supported by two MG sections and one
81mm mortar section. [26 steps] 28
Initiative DRM: Japanese +2
Casualty Differential Limit: American [4]; Japanese [10] [see 20.5]
American FBE
Coordination DRM: American (+3), Japanese (+1)
Disposition of Forces:
American at start: Set up first Hidden. No more than three steps of
Victory Level:
nonvehicular combat units may set up east of the river. All other units
0 – 65 Japanese Victory
must set up within three hexes of hex C4 or A10 in sector 33.
66 – 75 Draw
American Reinforcements: Arrive in accordance with MSR 7. 76+ American Victory
Japanese: Are the attackers, set up Hidden in any hex in sector 33 west
of hex row H, and have the Initiative and Coordination at start.
Mission Special Rules:
1. Objectives: a) Hexes D4, C4, and B4 in sector 33; b) Hexes I10, I11,
and J10 in sector 28; c) the bridge in in sector 28; and d) Hex B11 in
sector 28.
2. Although hexes G12, F11, and E12 in sector 28 are Jungle, in this
mission they cover a shallow sandbar across the mount of the river that
is passable by all units. It costs AFVs 2 MP, Halftracks 4 MP, and
non-vehicular units 1½ MP to enter each hex.
3. The half hexes along the south board edge are not in play except for
F0 in both sectors 28 and 33.
4. All American non-vehicular units are Elite.
5. All the American mortars recover on a die roll ≤ 6.
6. The three M3 GMC Tank Destroyers are not support units but
instead, activate as a Tank Destroyer Platoon.
7. American Reinforcements: The American player makes a die roll if
at the beginning of any turn Time Lapse is ≥ 45 minutes. If the die roll
≤ 5 the reinforcements are immediately available and enter at hex F0,
A2, or A12 (randomly selected) in sector 28.

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Mission 42: Northern Landing Force
By Christian Snyder N
20 July 43: Advance on Bairoko Harbor, New Georgia. On July 13th Vol. 3
the Northern Landing Force lost its blocking position on the
Bairoko-Munda Trail just south of Bairoko. On July 20th, Marine
Commander Col. Liversedge, Naval Academy Olympian and two-time
Navy Cross winner, sent a force to capture the port of Bairoko. This
force, comprised of Marine Raiders and Army regulars moved quickly
to attack the dug-in Japanese that are defending just south of Bairoko.
Mission Objective: The mission ends if at the end of any game turn the 30
Americans control both Observation Posts (hex J7 in sector 29 and G11 32
in sector 30), and there are no Japanese combat units on the road

American FBE

Japanese FBE
running from hex F0 in sector 29 to hex F0 in sector 32, or either side
exceeds their Casualty Differential Limit, or the Final Score is ≥ 76.
Forces:
American: Able Marine Co., (16 steps) supported by two MG
sections, one FT section and one 60mm mortar section. Easy
Infantry Co., (16 steps) supported by two MG sections, one
LATW section, and one 81mm mortar platoon. [36 steps]
Japanese: 2nd Infantry Co. (20 steps) supported by two MG
Fortified positions, five MG sections, five mines [MSR 5] and two
81mm mortar sections. [27 steps]
Initiative DRM: American +3
Casualty Differential Limit: American [5]; Japanese [10] [see 20.5]
Coordination DRM: Americans (+3), Japanese (+1) 29
Disposition of Forces:
limited to its corresponding FO marker and can be conducted in Reac-
Japanese: Sets up first Hidden except for the FPs. The two FPs, one in tion only. An FO cannot request an MFA against the hex it occupies.
hex J7 in sector 29 and the other in hex G11 in sector 30 set up Once a hex containing an OP is controlled by the Americans, the corre-
Concealed. One infantry platoon must set up in each sector and at least sponding FO is removed from play and mortar support from that mortar
four steps of combat units must set up within one hex of hex F4 in section is no longer available. Japanese Mortar Support recovers on a
sector 29 and hex G7 in sector 30. The MG sections set up in any sector die roll ≤ 5 and cannot be extended.
with no more than two MG in a single sector. No Japanese unit can set
5. Japanese mines: Mines may only be placed in Jungle Road and/or
up within three hexes of hex F0 in sector 29 or hex K2 in sector 30.
Path hexes. A maximum of three mine counters may be placed in a
American: Are the attackers and have the initiative at start. Able Marine sector and cannot be placed within three hexes of another mine, hex K2
Co. enters on the road in hex F0 of sector 29. Easy Infantry Co. enters in sector 30, or hex F0 in sector 29. Mines do not affect the Americans
on the road in hex K2 in sector 30. control of the road running from hex F0 in sector 29 to hex F0 in sector
Mission Special Rules: 32.
1. Hill levels are x2 except for Hex J7 in sector 29, which is a level 4 6. The Japanese FPs in hexes J7 and G11 have a 3600 field of fire.
Hill. 7. All Marine units are Elite.
2. Both sides found the New Georgia jungle extremely difficult to pass 8. American mortars receive a -1 DRM to their Recovery die rolls.
through. For this mission non-vehicular units are limited to one hex 9. American Air Support: At start, a single Marine platoon leader is
when maneuvering from one jungle hex into another jungle hex unless secretly selected as the FO for Air Support. Only the selected platoon
along a road or path. Prior to the maneuver the controlling player must leader may request Air Support. Air Support is limited to game turns in
first state the units attempting the maneuver and hex to be entered and which the American player has the Initiative. Each air attack consists of
then make a die roll. [EXC: An exit die roll is not required to Assault two +3 MDRM markers. A die roll is made at the time of the Air
into an adjacent jungle hex, enter a non-jungle hex or when Withdraw- Support request. If the die roll is > 3, Air Support is not available that
ing or Retreating]. If the die roll is ≤ 7, all units attempting the maneu- game turn. If the die roll is ≤ 3, the American player specifies the target
ver must enter the hex. Otherwise, they temporarily become lost, hex in LOS of the selected platoon leader, makes an accuracy die roll
remain in their hex, and are marked activated. This die roll does not for each MDRM marker, and places them, applying any applicable die
trigger a reaction. roll modifiers [11.4.6] in the corresponding hex. Both hexes containing
3. Withdrawing units end their Withdrawal in the first jungle hex the MDRM markers are treated as Primary Impact hexes. If the target
entered and Retreating units in the second jungle hex entered unless hex contains an FP, the FP is destroyed if the die roll, +3 is > 10.
Withdrawing or Retreating along a road or path.
4. Japanese Mortar Support: The Japanese FOs for the two 81mm Victory Level:
sections are permanently located in their assigned Observation Post. 0 – 65 American Victory
The FO for section A is in hex J7 in sector 29 and the FO for section B 66 – 75 Draw
is in hex G11 in sector 30. An MFA request for a mortar section is 76+ Japanese Victory

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Mission 43: Green Devils’ Last Stand
German FBE
January 5-16, 1944: As battle was raging in the Uman Gap, Konev’s VOL 4
2nd Ukrainian Front launched a major assault on Wohler’s 8th Army
attacking the army’s deep-right flank and driving on the important
industrial city of Kirovograd. The plan was to encircle the German
defenders with the 5th Guards Army passing south of the city and the
53rd Army to the north. The Russians made rapid progress in both 4 1
sectors and surprised the German defenses that were woefully thin. For
the 2nd Fallschirmjäger Division, the only German unit stationed in the
area southeast of the city with just 3,200 men to defend a 21-kilometer
front, they were tasked to hold the vital road crossing, the Krivoi Rog -
Kirovograd highway. For the Green Devils’ Pioneer Battalion stationed
at Novgorodka the reckoning was at hand.
Mission Objective: The mission ends if at the end of any game turn N
the Russians control all buildings within two hexes of hex F7, or one
side has exceeded its Casualty Differential Limit, or the Final Score
is > 40.
Forces:
Russian: 1st Guards Infantry Co., 2nd and 3rd Plts. with Sidor- 3 2
ov and the 2nd Guards Infantry Co., 1st and 3rd Plts.
with Semenov. [24 steps]

43
German: Fallschirmjager Kp 1st Plt (5 steps) and 3rd Plt (4
steps) supported by one MG section and one 8cm Mortar
section [10 steps]
Russian FBE
Initiative DRM: None
Casualty Differential Limit: Russian [7]; German [2]
Coordination DRM: Russian +1; German +3
Disposition of Forces: Victory Level:
German: Set up first Hidden. At least three combat steps must set up
0-30 Russian Victory
as outpost in a hex at least three hexes away from hex F7. All other 31-40 Draw
units set up in any hex within four hexes of F7. 41+ German Victory
Russian: Russians are the attackers and have the Initiative at start.
Prior to start the Russians player makes a random die roll for each
infantry company to determine which quadrant (corner) they will
enter (i.e., 1, 2, 3, or 4). Once determined, all units of that company
set up in any hex along that map edge.
Mission Special Rules:
1. Both the German Fallschirmjager and Russian Guards are Elite.
2. No German unit may conduct an action during the first five
minutes of the mission unless it observed an enemy action or if at the
beginning of its action it is stacked with its platoon leader.
3. A German unit may retreat/withdraw toward or into any building
hex within two hexes of F7. It cannot retreat into a hex from which it
was assaulted. If unable to do so, it must retreat or withdraw toward
its FBE.
4. Each Russian company’s FBE is the same map edge on which it set
up.

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Mission 44: Oberst Neubauer
August 15, 1944: That morning remnants of the 394th Panzer Grena- German FBE
dier Regiment and Panzerjäger-Abteilung 743 hunkered down in the vol 4
Polish hamlet of Ponik to recuperate after conducting a successful
counterattack the day before near Ogledow. Their hopes for a quiet
day were dashed when elements of the 53rd Guards Tank Brigade
emerged from the woods to the south, eager to avenge their losses
from the day before. Although outnumbered, the Germans conducted
a tenacious fighting withdrawal with the help of Oberst Neubauer’s
superb gunnery made quick work of some of the attacking T-34s.
Mission Objective: The mission ends if at the end of any game turn
there are no undisrupted German non-vehicular combat units remain-
ing in the village (MSR 2), or one side has exceeded its Casualty
Differential Limit, or the Final Score is > 40. N
Forces:
Russian: 1st Guards Tank Co., 2nd Plt., and the 1st Guards
Infantry Co. with Federov, supported by one Guards MG
section. [22 steps]
German: 1. Pz Gr Infantry Kp. 1st Plt. (4 steps) and 2nd Plt. (3
Steps) supported by one MG section and one JgdPz 38t from the
3rd Plt., 1. SPG Kp. [9 steps]

41
Initiative DRM: Russian +2
Casualty Differential Limit: Russian[8]; German [1]
Coordination DRM: Russian +2; German +3 Russian FBE
Disposition of Forces:
German: Are the defenders and set up first Hidden in any hex north of Victory Level:
hex row 10. In addition, German units may set up in hex F10, but if
0-30 Russian Victory
so, they cannot be Hidden.
31-40 Draw
Russian: Are the attackers, have the initiative at start, and set up off 41+ German Victory
map along the southern map edge adjacent to the hexes they will
enter.
Mission Special Rules:
1. Half hexes along the east and west map edges are not in play
2. The village consists of all contiguous building hexes.
3. The German selects and secretly records hex, E4, F4, or F6 as a
fortified Building hex. This hex provides the defender a -3 SADRM
against small arms fire and a +2 AVM when assaulted.
4. The 1. PzGr Infantry Kp., its MG section, and the Russian Guard
Infantry are Elite.
5. The German JgdPz 38t is a support unit [3.2] and Elite – its gunner
is the best in the battalion.

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Mission 45: Tigers on the Prowl
October, 1943: In the Battle of the Dnieper, elements of Konev’s Russian FBE
Steppe Front were pushing into the Krivoi Rog area south of Kirovo- vol 4
grad. A company of Russian T-34s was moving towards a refueling site 48
when two Tigers from the 506th Heavy Panzer Battalion, led by
Leutnant Graef, found the unsuspecting prey. After the opening salvo
by the Tigers, the Russians quickly went into action. To Graef’s
surprise, instead of running, the Russians immediately turned and
rushed him. As the Russians rapidly closed the distance between them,
firing as they came, Graef for a brief moment wondered – had he
become the prey.
Mission Objective: The mission ends if at the end of any game turn
there are no remaining German or Russian tanks on the map, or one
side exceeds its Casualty Differential Limit, or the die roll to end the
mission is greater than five (see MSR 4). 51 N
Forces:
German: 2. Tank Kp. 1st Plt. (2 Pz VIe). [2 steps]
Russian: 1st Guards Tank Co. [9 steps]
Initiative DRM: German +3
Casualty Differential Limit: German [0]; Russian [3]
Disposition of Forces:
Russian: Are the defenders and set up first in motion in hexes F3
through F7 in sector 48.
German: Are the attackers, have the initiative at start, and set up in
motion and in any hex in sector 51. German FBE
Mission Special Rules:
1. Half hexes on the east and west map edges are not in play. Victory Level:
2. For this mission, all Brush hexes are treated as Woods. > 1 German Victory
3. Play begins with the activation of the German 1st Tank platoon. -1 to 1 Draw
Each German tank must conduct a fire action when activated. < -1 Russian Victory
4. If at the end of any game turn the Time Lapse is > 20 minutes, the
German player makes a die roll to determine whether the mission will
end. If the die roll is ≤ 5, the mission ends. Otherwise, play continues.
5. All units begin play unconcealed.
6. Germans units cannot exit the map.
7. Each Russian tank is worth one Casualty Point, and each German
tank is worth four Casualty Points. The Final Score = the Total Russian
CP less the Total German CP.

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Mission 46: Achtung! Russkis!
Ostrovno, Byelorussia, June 1944: With the German tactical defens- German FBE
es overcome in the 3rd Byelorussian Front's sector, the 39th Army vOL 4
was already pushing its way to the Dvina river. Hoping to catch the
Germans completely by surprise and going straight for the prize, Gen.
Chernyakovskiy ordered a detachment from Mechanized Group
Oslikovskiy to assault and capture the German HQ located at Ostrov-
no. The morning of June 25th, elements of the 2nd company, 51 Jager
regiment, 4th Luftwaffe Field Division and its commander General-
leutnant Robert Pistorious, no longer had transportation available to
withdraw men or equipment. Trapped, the unit was instructed to turn
the village into a Fester Platz and fight to the end. Pistorius’s men,
with only two measly FlaK guns as support, faced the real threat of
being overrun and captured, or annihilated by vengeful enemy.

N
Mission Objective: Mission ends if at the end of the game turn there
are no German combat units in the village (MSR 3), or when either
side exceeds its Casualty Differential Limit, or when the Final Score

47
is > 45.
Forces:
Russian: 1st Tank Co., 1st and 2nd Plts., and the 2nd Infantry
Co. with Molotov, supported by one MG section. [25 steps]

43
German: 3. Infantry Kp., 2nd Plt. (5 steps) and 3rd Plt. (4
steps), supported by one 8.8cm FlaK 36, two FlaK 38s, and two
LATWs. [12 steps]
Initiative DRM: Russian +1
Casualty Differential Limit: Russian [7], German [3]
Disposition of Forces:
German: All German units set up in sector 47. Two steps of non-ve-
hicular units and one non-combat unit may set up in hex F9, All other Russian FBE
units must set up in any building hex west of hex row 8.
Russian: Russians are the attackers, have the Initiative at start, and set
Victory Level:
up on the road in hexes running from F13 to D8 (inclusive) in sector
43. Six of the Russian squads begin play mounted and the tanks are in 0-35 Russian Victory
motion. The other three squads and MG section begin play on foot. 36-45 Draw
46+ German Victory
Mission Special Rules:
1. Only the half of sector 43 shown is in play.
2. Half hexes along the northern and southern map edges are not in
play.
3. For victory purposes, the village consist of building hexes running
along the road from hex D7 to H5 and hexes F4 and G5.
4. The towed Guns do not have inherent trucks (10.4.6.3) so once set
up they cannot be moved. (Their carriers were elsewhere at the time
of the attack).

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Mission 47: Denisovich’s Worst Fears
August 2, 1944, Cisowka, Poland: As the Russian 3rd Tank Corps German FBE
drove towards Warsaw to capture a bridgehead across the Narew vol 4
River, it was attacked and cut off by a surprise Panzer counterattack 43
led by Feldmarschall Model. The 8th Guards Tank Corps was thrown
into the fight to attempt to rescue the isolated forces, their lead
elements attacked a force from the 5. SS-Panzerdivision “Wiking”
dug in around Ciskowa. Col. Denisovich of the 39th Guards Rifle
Division nervously watched as he launched the hurried assault into
the misty forests without any reconnaissance, and his worst fears
were soon realized as the sounds of anti-tank guns and MG42s
shattered the morning calm. The village changed hands several times
in fierce fighting, but the Russians were not able to break through and
rescue their encircled comrades. Model’s plans to inflict the same fate

N
on the 8th Guards were cancelled when half of his panzers were
withdrawn to stem another breakthrough and the Germans shifted
over to the defense.
Mission Objective: The mission ends if at the end of any game turn
the Russians control all building hexes within two hexes of G6 in
sector 53 and within two hexes of hex F7 in sector 43, or one side has
exceeded its Casualty Differential Limit, or the Final Score is > 65.
Forces:
German: 1. Wiking SS Infantry Kp., 1st Plt. supported by two
PaK 40 AT Guns, three MG section, one LATW, and one StuG 53
IIIG from the 1st Plt., 2nd SPG Kp, and one 8cm Mrt. section.
[12 steps]. Russian FBE
Russian: 1st Guards Infantry Co. with Sidorov, supported by
two MG sections, and the 2nd Guards Tank Co., 1st Plt. and 3rd
Plt. (2 Tanks). [25 steps].
will strip Concealment from any enemy unit that met the
Initiative DRM: Russian +2 criteria for Concealment Loss [4.3.1] during the opposing
Casualty Differential Limit: Russian [8]; German [1] player’s Activation or Reaction Segment, immediately prior
to their call for Reaction, i.e., retroactively.
Disposition of Forces:
2. The Russian units cannot fire against any German Con-
German: The German player places eight German Concealment
cealment markers that have not been disclosed via MSR 1.
markers in Sector 53 and 12 in Sector 43. These concealment markers
3. The Path running from G2 to K2 in sector 53 is treated as
must be placed in cover terrain, no more than two in each hex, and
road. In addition, hex J6 in sector 53 contains a road connect-
cannot be fired on. The German forces (except for the Leader and
ing the road in hex I6 in sector 53 to the road in hex K7 in
LATW; see MSR 5) are not set on the map but are placed in a cup. One
sector 43.
squad is deployed, and its two sections are placed in the cup instead.
Units are then drawn from the cup when discovered per MSR 1. 4. Ground conditions are wet. Each time a vehicle enters a
hex that is not a road hex it must make a die roll. If the die roll
Russian: Are the attackers, have the initiative at start, and enter play
is > 4 the vehicle becomes Shocked (i.e., mired in the mud).
in any hex along the Russian FBE.
5. The German platoon leader and the LATW are placed with
Mission Special Rules: the first non-vehicular unit discovered in sector 53.
1. Disclosing German Units: After any call for reaction by the enemy 6. The Russian Guards Infantry and all German non-vehicu-
player, the German player may make a die roll for any German lar units are Elite.
Concealment marker that is in LOS of an enemy unit. He must make 7. The German PaK 40 AT Guns receive a beneficial
a die roll for any hex containing German Concealment marker within ATDRM if they fire during the reaction in which they are
two hexes and LOS of an enemy unit, or at the moment one is entered discovered. In addition, they receive an AVM of +1 when
by an enemy unit. If the die roll is ≤ 5, the German Concealment assaulted.
marker is removed from the hex and replaced with a concealed 8. The German 8cm mortars recover on a die roll ≤ 2.
German unit drawn at random from the cup. This die roll is reduced
9. The Scatter Diagram in sector 43 is used for all scatter die
by two if there is a German unit within two hexes. Otherwise, the
rolls.
German Concealment marker is removed, and no unit is placed in the
hex. Unknown units (including any IPs) when discovered are placed
in their hex concealed. Once placed on the map, the disclosed units Victory Level:
may conduct actions normally in reaction to enemy actions. Any 0-55 Russian Victory
remaining German Concealment markers are removed from play 56-65 Draw
once all of the German units have been discovered. The placement of 66+ German Victory
Disclosed units on the map — whether voluntarily or involuntarily —

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Mission 48: The Rail Station
August 1944: The 3rd Panzer Division detrained at Kielce in south- Initiative DRM: German +2
ern Poland with the mission to stop the advance of Russian forces that Casualty Differential Limit: German [2]; Russian [7]
vol 4
had broken through the German lines during the collapse of Army
Coordination DRM: German +2
Group Center, and to assist the withdrawing German formations in
building up a new defense line near the upper Vistula. A small tank Disposition of Forces:
force from the 2nd Battalion, 6th Panzer Regiment, supported by a Russian: Set up first within four hexes of hex F5 in sector
pair of new JgdPz 38t Hetzer tank destroyers from Panzer- 44.
jäger-Abteilung 743, was assigned to attack a Russian armored spear- German: The Germans are the attackers and have the
head from the 52nd Guards Tank Brigade that had stopped to regroup Initiative at start. The German 2nd Plt. and the two Jgd Pz
at a rail station near Ogledow. Hauptmann Fiel split his force for a 38ts enter play anywhere along the southern edge of sector
pincer attack and as the Russian tankers finished their breakfast, they 48. For the units of the 3rd Tank Plt., the German player
were stunned to see Fiel’s panzers emerge from the morning mist. makes a die roll. If the die roll is odd, they enter play
The Russians were slow to react, allowing the Germans to inflict anywhere along the east edge of sector 45. If the die roll is
significant casualties. As the battle raged, a reconnaissance plane even, they enter play anywhere along the west edge of
reported the approach of a strong relief force from the 53rd Guards sector 52.
Tank Brigade. Fiel decided discretion was the better part of valor,
disengaged his force, and pulled back to a defensive position on the Mission Special Rules:
road to Kielce. Though the Germans retreated, they accomplished 1. All forest hexes are woods.
their mission and this segment of the Russian advance into Poland 2. The Jgd Pz 38ts are attached to, and activate with, the 1.
was stopped for the time being. Tank Kp.
Mission Objective: The mission ends if at the end of any game turn Victory Level:
there are no Russian non-shocked tanks in buildings within four hexes 0-35 German Victory
of F5 in sector 44, or one side has exceeded its Casualty Differential 36-45 Draw
Limit, or the Final Score is > 45. 46+ Russian Victory
Forces:
Russian: 1st Guards Tank Co., [9 steps]
German: 1. Tank Kp., 2nd and 3rd Tank Plts., and 1. SPG Kp.,
3rd Plt. (2 JgdPz 38t). [10 steps].

German FBE
47

44
46

N
48

45
52

Russian FBE

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Mission 49: Partisan Sweep
September 25, 1943: Shortly after the German retreat to the Wotan Disposition of Forces:
Line west of the Dnepr River, German Security Units were tasked Russian: The Russians set up first Hidden in any building volor
4
with conducting sweeps of the west bank of the River area to find and forest hex > four hexes from any map edge. No more than
eliminate Partisan cells. However, before that operation occurred, the eight steps of combat units can set up in any one sector. Only
Russians dropped three brigades of airborne troops, most of whom the MG section can setup in an IP.
were green paras, about 10 miles west of the river on the night of the
German: The Germans are the attackers. Once the Russian
25th. A heavy haze, following a rain, contributed to a disastrous drop
units are set up, the five German MG sections set up in a
with a widespread scattering of troops. The surviving paras joined
bridge hex or within one hex of a river hex. All other units
with partisans in company and smaller-sized groups to fend off
may enter play in any map edge hex.
German sweeps in a frantic effort to get to friendly lines. This mission
focuses on the fight in the Bukrin Bend area between a Security unit Mission Special Rules:
of the 72nd Inf. Div. and remnants of airborne troops who joined with 1. Hex K1 in sector 20 is a River hex and hexes K13 in sector
the partisans. 20 and A1 in sector 49, respectively are Marsh hexes.
Mission Objective: The mission ends the end of any game turn in 2. The Russian 1st Guards Infantry Company is not Elite.
which there are no longer any Russian units on the map, or one side 3. The German player automatically has initiative until the
has exceeded its Casualty Differential Limit, or if at the end of any first Russian unit is revealed. Once the first Russian has been
game the Time Lapse is > 60 minutes and the German player’s die revealed, both players roll for initiative normally
roll to end the mission is > 5. 4. The 1st squad (with ID of 1), from two different platoons
Forces: has an inherent AT Rifle with an ATV of -1, range of 5, but no
Russian: 1st Guards Infantry Co. (16 steps) with Federov, SAV. The Russian player must pre-designate the two squads.
supported by one Guards MG section and the 3rd Infantry Co., 5. The Partisans, represented by the 3rd Plt. of the 3rd Infan-
3rd Plt. (4 steps). [21 steps] try Co., are always in command.
German: 3. Infantry Kp., supported by two PSW 222L, two 6. In this mission, a Hidden unit is only revealed involuntari-
SdKfz 10/4, five SPW 251/1 HTs and five MG sections. [32 ly [20.9.2]. During step 5 of the Clean Up Phase, a Russian
steps] unit that has been revealed previously may become Hidden
again, provided it is farther than two hexes away and not in
Initiative DRM: German +3 (See MSR 3)
LOS of any enemy unit. A Hidden unit cannot conduct an
Casualty Differential Limit: German [3]; Russian [6] action until it is revealed. Once revealed, it can conduct
Coordination DRM: German +1 actions normally.
7. Units from either Force may withdraw or retreat toward,
and exit from, any map edge. Each hex entered must be
farther from the hex from which they withdrew or retreated.
In this mission, Withdrawals and Retreats into or a River,
Marsh, or Forest hex are limited to three hexes.
German FBE 8. Time Lapse is not used when calculating the Final Score in
this mission. The Final Score is equal to the Casualty Points
listed (+/-) in the Casualty Box at mission end (Example: It
20

would equal -9 Casualty Points if the Casualty marker was in


the defender’s 3 Box at mission end). One MOP is added to
the Final Score for every two Russian combat steps (rounded
down) that exits the map and that remain unconcealed at
mission end.
9. If the Russian player suffers a Panic Result (see Fate
Table), the units in the hex selected by the opposing player
remain in their current hex, are marked as Regrouping, and as
45

49

having conducted an action.


N Victory Level:
53

43

≤ -5 German Victory
-4 to 0 Draw
1+ Russian Victory
47

Russian FBE

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 50: Recon in Force
June, 1944: The Russian’s began reconnaissance in force in Byelo-

N
russia, with company-sized raids into the German defensive positions vol 4
all along the front. These were conducted to identify weaknesses in 1
the German Main Line of Defense. One of these reconnaissance
44
missions was carried out by elements of the 72nd Rifle Division and
the 153rd Tank Brigade of the 3rd Byelorussian Front. During the
early morning hours of June 22nd, the Russians began probing the
German line south of the Vitebsk Bulge near Vysochany. This sector 2
was defended by remnants of the 206th Infantry Division, 3rd Panzer
Army, with orders to hold at all cost. Although the attack was antici-
pated, the ferocity of the Russian attack surprised the Germans. The
forward positions, instructed to hold at all cost, had no choice but

German FBE
Russian FBE
hold as long as they could.
Mission Objective: The mission ends if at the end of any game turn 51
the Russians control all building hexes within two hexes of H6 in
sector 44 and hexes D7 and E7 in sector 51, or one side has exceeded
its Casualty Differential Limit, or the Final Score is > 50.
Forces:
German: 1. Infantry Kp., 1st Plt. (4 steps) and 3rd Plt. (4 steps), 3
supported by one PaK 40 AT Gun, one IG 75, two MG sections,
one LATW, one StuG IIIG from the 1st Plt., 1st SPG Kp., and
one 8cm Mortar section. [13 steps].
Russian: 4th Tank Co., 2nd Plt (2 T-70 Tanks), 1st SPG Co., 1st
Plt.. 1st Infantry Co., 1st Plt. and 3rd Plt. with Dmitriev, and 3rd 4
Infantry Co., 2nd Plt. and 3rd Plt. with Luckyanov. The two
infantry companies are supported by two MG sections.
Reinforcements: 2nd Tank Co., 2nd Plt., [34 steps].
Initiative DRM: Russian +2
Casualty Differential Limit: Russian [10]; Germans [2]
Coordination DRM: Russian +1; German +1 Victory Level:
0-40 Russian Victory
Disposition of Forces: 41-50 Draw
German: Are the defenders and set up first Hidden. One infantry 51+ German Victory
platoon sets up within two hexes of hex H6 in sector 44, the other
platoon within two hexes of hex E7 in sector 51. At least one combat
step must set up in hex F5 and hex F6 in sector 44. Remaining units
may set up in either sector within the three set-up areas noted above.
Russian: Are the attackers, have the Initiative at start, and set up
unconcealed in the first four hexes in one or more of the four roads
noted by the black circle with the white number. The two infantry
companies cannot set up on the same road. One T-70 tank sets up
stacked with the lead unit of the 1st Infantry Co, and the other with
the lead unit of the 3rd Infantry Co. All vehicles begin play in motion.
No more than four combat steps are allowed per hex. Prior to start,
the Russian player records the road on which his reinforcements will
enter play. The reinforcements are available during any game turn
after the first.
Mission Special Rules:
1. There is no Russian Activation Phase in the first game turn. Instead,
the mission begins with the German Reaction Segment. Any German
unit with LOS to a Russian unit may react as if it had observed the unit
conduct an action – including reaction fire.
2. The German StuG IIIG is considered a support weapon for this
mission and will activate with the units of the German 1. Infantry Kp
3. German units may withdraw or retreat either toward their FBE, or
toward or into any hex within two hexes of hex H6 in sector 44, or hex
E7 in sector 51 provided the hex is not controlled by the Russians.

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Mission 51: Sich beeilen! Entladen! Entladen! Russian FBE
West of the Cherkassy Pocket, February, 1944: A train carrying
badly needed supplies and two Tigers from the 503rd Heavy Pz Bn. vol 4
arrives by rail, south of the pocket near Tal’noye, to help in the relief
of German corps trapped by 1st and 2nd Ukrainian Fronts following
the fall 1943 offensive that broke the Dnepr River line. Caught in the
process of detraining by a sudden attack, the Germans are desperately
trying to unload the vehicles while trying to fend off the oncoming
Russian attack. Although the Tigers were still loaded, their crews did
their best to buy time for the trucks carrying critical supplies to
unload.
Mission Objective: The mission ends if at the end of any game turn
there are no remaining German vehicles on the map, or one side has

48
exceeded its Casualty Differential Limit, or the Final Score is > 40.
Forces:

N
Russian: 2nd Guards Tank Co. and the 3rd Guards Infantry
Co. with Balakin. [27 steps]
German: 2nd Tank Co. (2 Pz VIe), and the 3. Kp., 2nd and 3rd
Infantry Plts. supported by one MG section, two LATWs, and
eight Trucks. [15 steps]
Initiative DRM: None
Casualty Differential Limit: Russian [8]; German [2]
Coordination DRM: Russian +1
Disposition of Forces:

44
German: All German units set up first in sector 44 with one Pz VIe
and one truck in hex F4 and another Pz VIe and truck in F7, and two
trucks each in hexes F5, F6, and F8. One infantry section sets up in German FBE
hex F0 and another in hex J4. All other units set up in building hexes
within one hex of hex H6. The two Pz VIe and trucks begin play
loaded on flatcars (players can use American Concealment markers player makes a die roll. A truck is unloaded if assisted by a
or any other marker to represent railcars). Both of the Pz VIe frontal squad and the die roll is ≤ 4, and ≤ 3 if assisted by an infantry
hex is defined as the hex side facing west and cannot be changed until section. A Pz VIe is unloaded on a die roll of one regardless
unloaded. of whether the unit assisting the unloading is a squad or
Russian: The Russians are the attackers and have the initiative at section. If unloaded, the vehicle is considered then to be
start. All tanks set up in motion in road hexes F0 through F5 in sector. stationary on the road and is placed beneath the American
43. All infantry and the leader begin play as Riders (see MSR 1). Concealment marker (i.e., railcar). In the game turn follow-
Mission Special Rules: ing when a truck unloads, it must expend all of its MPs in an
attempt to exit the map from either F13 or K7 in sector 44.
1. For the Russian Activation Phase in game turn 1, all Russian
vehicles are considered to have conducted a maneuver action ending 5. Vehicles on the road adjacent to the rail line do not block
their maneuver in the hexes specified in the Russian set up. Play LOS when firing along the same road but are hindrances
begins with the German Reaction Segment. instead.
2. Railcars loaded with vehicles extend along the tracks from hex F4 6. The Russian Guards Infantry Co. is Elite.
to F8. (Players can use American Concealment markers to represent 7. The Russian player receives three MOP for each Pz VIe
the railcars). A unit beneath a railcar is considered on the ground and and two MOP for each truck destroyed. The German player
those on top of the railcar as loaded. Railcars, excluding those in receives two MOP for each Pz VIe and truck exited.
hexes containing buildings, provide a -1 TEM to defending non-ve- Victory Level:
hicular units. A unit in a RR hex cannot be Concealed unless the RR 0-30 Russian Victory
hex contains a building or IP. 31-40 Draw
3. Loaded Vehicles: There is no LOS to or from any vehicle loaded on 41+ German Victory
a Railcar if that LOS passes through any hex-side (but not a vertex)
between two Railcars. Vehicles loaded on Railcars are never consid-
ered Hull Down. Loaded vehicles are destroyed when forced to
retreat.
4. Unloading Vehicles: A German non-vehicular combat unit may
attempt to unload one vehicle per game turn provided it is in the hex
with the vehicle at the beginning of its action unless the hex is under
Assault. The unloading attempt for both the vehicle and the combat
unit counts as their action for that game turn. To unload, the German

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Mission 52: The Last Bridge German FBE
June 29, 1944: The 5th Guards Tank Army and infantry from the 11th
Guards Army attacked down the main road to Minsk, intending to cross vol 4
the Berezina River to trap the remains of the German Fourth Army east
of the river. Units of the 5th Panzer Division were assigned to hold
bridges over the Berezina long enough to enable elements of the
encircled Fourth Army to escape to the west. Hauptmann Benoit led a
small Kampfgruppe from the 31st Panzer Regiment across the bridge at
Borisov with orders to hold a perimeter long enough to allow retreating 45
forces to escape. As the sun rose, the sounds of Russian artillery and
tanks greeted the exhausted Panzertruppe while panicked elements of
the Fourth Army fled west towards Minsk. The 31st Panzer Regiment
held long enough to allow much of the Fourth Army to escape before the
bridge at Borisov was blown on June 30th.

N
Mission Objective: The mission ends if at the end of any game turn all
German units, including units of Force B (excluding the immobilized Pz
V), are west of the river and the bridge in hex E7 is destroyed, or one
side has exceeded its Casualty Differential Limit, or at the end of any 51
game-turn the Final Score is > 55.
Forces:
Russian at start: 2nd Infantry Co., 1st Plt. and 2nd Plt. (4 steps)
with Molotov, supported by two 76mm AT Guns, three MG
sections, one 82 mm mortar platoon, and the Russian leader
Krupin (see MSR 7). Reinforcements: 2nd Tank Co., 1st Plt., and
2nd SPG Co., 2nd Plt. [21 steps]
German: 1. Panzer Kp., 1st Plt. (2 Pz V) and 2nd Plt. (3 Pz IVs), 52
and one Command Tank (CO), and the 1.Pz Gr. Infantry Kp.
(Elite, 15 steps), supported by one MG section, one LATW, and Russian FBE
one 8cm mortar section. [22 steps]. are no German units (excluding the Pz V) east of the river. The
Reinforcements: 1 Kp., 2nd and 3rd Tank Plts. (8 steps) [30 total bridge is destroyed if the die roll is ≤ 5. Otherwise, there is no
steps]. effect. The German player is limited to one attempt per game turn.
5. German units that Withdraw or retreat must do so toward the
Initiative DRM: German +1
eastern map edge.
Casualty Differential Limit: German [4]; Russian [8] 6. The German FO marker is placed and restricted to hex H6 in
Coordination DRM: German +3 sector 45 for the entire mission. German MFAs can only be
Disposition of Forces: requested by this FO.
Russian: The Russians set up first. The 1st infantry platoon, two MG 7. In addition to Molotov and his subordinate units ability to
sections, one 76mm AT Gun, and the inherent FO (see MSR 7) setup in request an MFA [11.4.4.1], Krupin while in play, may request the
sector 52. The 2nd infantry platoon, its CO, one MG section, and one MFA instead. Once the Germans control hex G10, Krupin is
76mm AT Gun set up Hidden east of hex row H in sector 51 and within removed from play.
four hexes of hex D7. The Russian leader Krupin is set up in an IP in 8. The Pz V was attempting to cross the bridge when it ran out of
G10 in sector 52. Reinforcements: The Russian player makes a die roll gas. Although immobilized, it may still fire out of any hex side or
at the beginning of any game turn the Time Lapse is ≥ 20 minutes. If the vertices. However, its rear arc consists of hexes C7, B7, and B8
die roll is ≤ 5, these reinforcements enter play anywhere along the and can only be enfiladed through this rear arc.
eastern map edge. 9. The Russian mortar platoon recovers on a die roll ≤ 4.
German: The Germans are the attackers and have the initiative on the 10. Russian units that begin play in sector 52 may not enter sector
first game turn. Force A: One Pz V sets up in any hex west of the bridge 51 until the game turn a German unit ends its action in sector 51.
and cannot cross to the east side of the river. The other Pz V sets up in 11. Russian non-vehicular units are not allowed west of the river.
hex C8 in sector 45 (see MSR 8). One MG section sets up within three 12. Withdrawing/Retreating Russian units must retreat toward
hexes of the bridge (hex E7) in sector 45. Force B: Consists of all their CO or the closest FBE.
remaining units which enter anywhere along the eastern map edge. 13. The Final Score is reduced by one MOP for each step of
German combat units west of the river at mission end. German
Mission Special Rules:
Force A units that begin play in sector 45 do not count as MOPs.
1. Half hexes and the hex row adjacent to the half hex row along the
The Final Score is increased by two MOPs for each Russian AFV
north and south maps edges are not in play.
west of the river at mission end.
2. The bridge in hex C11 in sector 45 has been destroyed.
3. The German Pz Gr. Infantry Kp.and its support units are Elite. Victory Level:
4. The German player may make a die roll during any Activation or 0-45 German Victory
Reaction Segment in an attempt to destroy the bridge in E7 once there 46-55 Draw
56+ Russian Victory

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Mission 53: The Cookie Crumbles
November, 1944: During the early hours, a murderous artillery Russian FBE

43
barrage was unleashed upon the German positions from the newly vol 4
established Russian bridgehead at Lyutizh. Taking the Germans
completely by surprise, elements of Rybalko’s 3rd Guards Tank Army
began to infiltrate the battered sector south of Moshchun, defended
by the remnants of the 68th Infantry Division, now reduced to few
isolated pockets of resistance. Kravchenko’s 5th Guards Tank Corps
broke through the German Main Line of Defense, advancing south-
westward along the Novo Petrovtsy-Pushcha Voditsa toward Kiev.
Here, the last redoubt formed by the survivors of the 1st Battalion,

49
196th Regiment, stood their ground against the Russian juggernaut,
perhaps for the last time.
Mission Objective: The mission ends if at the end of any game turn N
the Russians have exited twelve steps of combat units off southern
map edge, or one side exceeds its CDL, or the Final is Score is > 70.
Forces:
German: 1st Infantry Kp. 1st Plt. (4 steps), 2nd Plt. (4 steps),
and 3rd Plt. (3 steps) supported by three PaK 40 AT guns, two
MG sections, three LATWs, one Roadblock, additional IPs (see
German Disposition of Forces), and one 8cm mortar Plt. [16
steps]
Russian: 1st Guards Tank Co. (7 T-34/85 Tanks), the 1st Guards
Infantry Co., 1st and 2nd Plt. with Federov, and the 3rd Guards
Infantry Co., 1st and 3rd Plt., with Litsios. The two infantry
companies are supported by four Guards MG sections and one
German FBE
82mm Mortar Plt. [35 steps]
Initiative DRM: Russian +2
Casualty Differential Limit: Russian [12]; German [2] to start, the Russian player selects three hexes in the German
Main Line of Defense and conducts one 82mm mortar
Coordination DRM: Russian +2, German +1
platoon MFA against each (HE only) hex. These MFAs are
Disposition of Forces: conducted and resolved prior to the first Russian Activation
German: The Germans are defending and set up first. Units of 1st and Phase and cannot be extended.
2nd infantry platoons, one PaK 40 AT gun, and the two MG sections 5. German units setting up on or adjacent to the Main Line of
set up on or adjacent to the German Main Line of Defense (the black Defense cannot enter any hex, except to retreat, other than
line in sector 43). All units (excluding the towed guns and any another hex in the Main Line of Defense. These units are no
LATWs) setting up on the Main Line of Defense set up concealed. longer restricted to the Main Line of Defense hexes if at the
Units setting up in a hex adjacent to and south of the Main Line beginning of any game turn the Time Lapse is > 10 minutes.
Defense. Each hex of the Main Line of Defense must be occupied by 6. The German mortar platoon may fire normally as a single
at least one combat unit step. All squads of the 1st and 2nd platoons mortar platoon or two separate mortar sections. To fire as a
begin play Deployed. The Roadblock is placed in hex F2 in sector 43, platoon both mortar sections must be in the Mortar Support
and Mines are placed per MSR 3. The German player refers to the Available Box at the same time. At the end of a Platoon MFA,
Miscellaneous Table on the DYO Mission Form and makes two die the two-mortar section FO/Target markers (not the mortar
rolls to determine the number of additional IPs he has available at platoon FO/target markers) are placed in the Mortar Support
start. Units of the 3rd infantry platoon, the additional IPs, and one Pending Box. Each individual mortar section recovers
PaK 40 AT gun set up Hidden in any non-marsh hex in sector 49. The normally. The German mortar sections recover on a die roll <
remaining units may be placed in any non-marsh hex in sectors 43 5.
and 49. 7. The supporting Russian mortar platoon begins play in the
Russian: The Russians have the Initiative at start and set up on or Mortar Support Pending Box and recovers on a die roll ≤ 4.
north of the red line in sector 43. Russian tanks set up stationary. 8. The Russian player receives one MOP for each non-vehic-
Mission Special Rules: ular combat unit step and two MOP for each AFV exited of
1. Half hexes on the east and west map edges are not in play. the south map edge [10.2a is not applicable]. The total MOP
2. The Assault Value modifier for any IP on or adjacent to the Main for the exiting units is subtracted from the Final Score.
Line of Defense [20.7c] is +2 instead of the normal +1. Victory Level:
3. All hexes adjacent to and north of the German Main Line of 0-60 Russian Victory
Defense contain Mines. Mines are removed at the end of any game 61-70 Draw
turn they are no longer adjacent to a German unit. 71+ German Victory
4. Russian Pre-attack Barrage: After the set-up of all units and prior

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 54: Clash on the Road to Senno
Northeast of Borisov near Senno, July, 1944: To counter the Russian FBE
Russian’s drive on Minsk, Army Group Center ordered a counterattack
vol 4
by the 5th Pz Div.’s Panzer Gruppe Hoppe behind the 3rd Byelorussian 53
Front’s 5th Guards Tank Army spearhead in attempt to sever their LOC.
The counterattack caught elements of the 31st Army completely by
surprise as they were preparing to move out. Disorganized and
scattered, the 31st Army hung on the best they could until help arrived.
Would it arrive in time?
Mission Objective: The mission ends per MSR 3, or when one side has
exceeded its Casualty Differential Limit, or the Final Score is > 60 (see
MSR 6).
Forces:
Russian at start: 1st Infantry Co., 1st Plt. and 2nd Plt. with
Andreyev and Krupin, supported by 2nd SPG Co. 1st Plt. (2 N
SU-85), two MG sections, and one 76mm AT Gun. Reinforce-
ments: Force A: 2nd Tank Co., 1st Plt., Force B: 3rd Infantry Co.,
2nd Plt. with Luckyanov, supported by 2nd SPG Co. 2nd Plt. (1
SU-122), one MG section, and one 82mm mortar platoon. [28
steps]
German: Force A: 1. Infantry Kp., (13 steps), 1. SPG Kp., 3rd
Plt. (2 Jgdg Pz 38t), supported by two MG sections, and one
LATW. Force B: 2. Infantry Kp. (12 steps), 1. Tank Kp. 2nd Plt.,
supported by one MG sections, one LATW, and three trucks. [34 43
steps]
Initiative DRM: German +2 German FBE
Casualty Differential Limit: German [3]; Russian [10]
made to determine which map edge that force will enter.
Coordination DRM: German +1
Reinforcements entering the east map edge enter within
Disposition of Forces: one hex of either G13 or K13 in sector 43 or G1 in sector
Russian: The Russian at start units set up first Hidden within three 53. Reinforcements entering the west map edge enter
hexes of the main road running from A7 to K7 in sector 43 and from K7 within one hex of either G1 or K1 in sector 43 or G13 in
to A7 in sector 53. Units of the 1st platoon and Andreyev, one SU-85, sector 53.
the 76mm AT Gun, and one MG section, set up in any forest or building 6. Two MOPs are added to the Final Score for each
hex between hex rows B and J in sector 43. 2nd platoon and Krupin, one Russian combat unit step within three hexes and LOS of
MG section, and the other SU-85 set up in any forest or building hex in the main road running from hex B7 in sector 43 to hex B7
sector 53. See MSR 5 for Russian Reinforcement entry. in sector 53. MOP are not allowed for Russian units within
German: The Germans are the attackers. Force A sets up off-map two hexes of the north or south map edges.
adjacent to and enters any hex along the southern map edge within two 7. The Time Lapse used in the calculation of the Final
hexes of hex A7. Force B enters play during any game turn in which the Score is 45, regardless of the Time Lapse at mission end.
Time Lapse is > 15. Prior to entry, units of Force B set up off map, Victory Level:
loaded, and in-column (as if the road extends off map) with the lead 0-50 German Victory
units adjacent to road hex A7. 51-60 Draw
Mission Special Rules: 61+ Russian Victory
1. All German non-vehicular units are Elite.
2. Russian non-vehicular units that set up in their respective sectors
must remain in that sector for the duration of the mission.
3. If at the end of any game turn the Time Lapse is > 50 minutes, the
German player makes a die roll. If the die roll is > 5, the mission ends.
4. The Russian SU-85 and SU-122 SPGs are treated as support units.
The SU-85 will only activate with the Russian 1st Infantry Co. and the
SU 122 will only activate with the 3rd Infantry Co.
5. Russian Reinforcements: If at the beginning of any game turn the
Time Lapse is > 20, and again if > 35, the Russian player makes a die
roll. If the die roll is < 5, one of the reinforcing forces is immediately
available and may enter during any subsequent Activation or Reaction
Segment. At the time of entry, one of the Reinforcements, either A or B,
is selected at random by the Russian player. A subsequent die roll is

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 55: Festung Ternopol
Ternopol, Ukraine, March44: With the German position in Ukraine
crumbling and no end in sight, the Führerbefehl (Führer Order) No. vol 4
11 was declared and Ternopol, located within the 4th Panzer Army
sector, was to become the first Feste Plätze of the eastern front.

1st Infantry Co. FBE


Attacked on March 9th by elements of the 18th Army of 1st
Ukrainian Front and declared a stronghold on March 10th the town

German FBE
had no defensive fortifications of any sort or even an airfield for
ferrying in supplies. Trapped in a hopeless battle and facing complete
annihilation, it was up to the resilient ragtag troops of the 949th Gren-
adier Regiment supported by the assault guns of 1st Company,
Panzerjäger Battalion 357 to allow themselves to be encircled, endure
the inferno, and tie up as much enemy strength as possible. As the
garrison pocket steadily shrinks under the pressure of concentric
attacks. It's just a matter of time until the Ternopol tragedy plays out.

N
Mission Objective: The mission ends if at the end of any game turn
the Russians control the factory (H2, H3, H4, I2, I3, and I4) and the
bridge entry hex J2, or one side has exceeded its Casualty Differential
Limit, or the Final Score is ≥ 220.
Forces:
German: 1. SPG Kp. 1st Plt. (2 StuG IIIG) and the 1. Infantry
Kp., (14 steps) supported by two MG sections, one PaK 40 AT

39
Gun, two LATWs, and one 8cm Mortar Plt. [19 total steps]
Russian: 1st and 2nd Infantry Co., with Andreyev and Molo-
tov, supported by two MG sections and one 82mm Mortar Plt.
and the 1st Tank Co., 1st and 2nd Plts. [44 total steps] 2nd Infantry Co. FBE
Initiative DRM: Russian +1
Casualty Differential Limit: Russian [10]; German [2]
Coordination DRM: German +1, Russian +1 Victory Level:
0-200 Russian Victory
Disposition of Forces:
201-220 Draw
German: Set up first on or north of a line running from hexes D1 to 221+ German Victory
D4 to J7. Units setting up on the line set up Concealed. All others set
up Hidden.
Russian: Russians are the attackers and have the Initiative at start.
The 1st Infantry company sets up on or south of the line running from
B1 to B6. The 2nd Infantry Co. sets up on or east of a line running
from C7 to J10. The remaining units may set in any hex adjacent to a
unit of either company provided the adjacent hex is south and west of
the line running from B1 to B6 to J10.
Mission Special Rules:
1. All Time Lapse results are x4. (This represents slower advances in
Urban Combat). A German platoon leader suffering a casualty is
placed 28 minutes ahead on the Time Lapse track instead of seven.
2. Half hexes on the west map edge are not in play.
3. Russian Mortar recovers on a die roll ≤ 4.
4. The German Mortar Platoon may fire normally as a single mortar
platoon or two separate mortar sections. 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.

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 56: The Sandomierz-Baranow Bridgehead German FBE
August 13, 1944: “Most people believe that attack costs more casual-
ties. Do not even think about it; attack is the less costly operation… 48
vol 4
Nothing incurs higher casualties than an unsuccessful defense. There-
fore, attack wherever it is possible.” Hermann Balck, General der
Panzertruppe. On 10 August 1944, Konev’s 1st Ukrainian Front
spearheads were about 40 km west of the Vistula river. They were to
break out of the Sandomierz-Baranow bridgehead and head west to
Rakow. Its right flank units, the 1st Guards Armored Army and 13th
Army, were to assist Zhukov’s 1st Belorussian Front in destroying the
Germans in the area between Radom and Kielce. During 13 and 14
August 1944, the veteran advance elements from Panzer-Grena-
dier-Regiment 3 and the II Battalion from Panzer-Regiment 6, 3rd
Panzer Division, detrained at Kielce in southern Poland. The task

N
force was to launch a surprise attack on the Village of Łagów, situated
approximately 30 km east of Kielce and seize the Lagownica bridges
south and east of the village in order to permit the main body of the
division to advance along the Kielce–Opatow road toward the Vistula 42
and regain the line.
Mission Objective: The mission ends if at the end of any game turn
there are no longer any Russian non-vehicular units in any buildings
in hex row E in sector 42 and the Germans control both bridges in
hexes E7 and H10 in sector 46, or one side has exceeded its Casualty
Differential Limit, or the Final Score (including MOP) is > 70
Forces:
German: 1st Tank Kp., 1st Plt. and 2nd Plt., and one Command
46
Tank (CO) and the 1. Pz Gr Kp., supported by three MG
sections, three LATWs, and one 8cm mortar platoon. [30 steps]
Russian FBE
Russian: 1st Guards Tank Co., 1st SPG Co., 3rd Plt. (3 ISU
122s), and the 1st Guards Infantry Co., with Sidorov and same time. At the end of a Platoon MFA, the two-mortar
supported by four MG sections, three 76mm AT Gun, and one section FO/Target markers (not the mortar platoon FO/target
82mm mortar platoon. [37 steps] markers) are placed in the Mortar Support Pending Box. Each
individual mortar section recovers on a die roll ≤ 5.
Initiative DRM: German +3
7. A Russian unit Out of Command and within two hexes of a
Casualty Differential Limit: German [3]; Russian [16] bridge may Withdraw/Retreat toward either their FBE or
Coordination DRM: German +3 Company Commander.
Disposition of Forces: 8. The Russian mortar is not available during the first game
German: The Germans are the attackers, have the Initiative at start, turn but is available at the beginning of the second game turn.
and set up in any hex west of hex row G in sector 48. 9. The Russian mortar recovers on a die roll ≤ 4.
Russian: Two infantry platoons, one tank platoon, two AT Guns, and 10. At the beginning of 2nd Game Turn, and every Game Turn
two MG sections must set up in or within two hexes of the building thereafter, the Russian player makes a die roll to determine
hexes in hex row E in sector 42 (see the MSR 11 restriction for whether his reinforcements can enter. If the die roll is < 5, the
non-vehicular units). The remaining infantry platoon, two MG reinforcements are immediately available and enter play
sections, and one AT Gun set up in sector 46 with at least one combat during any subsequent Activation or Reaction Segment.
unit setting up within two hexes of each bridge. Units setting up in 11. Any Russian non-vehicular unit that maneuvers/retreats
sector 46 and east of hex row E in sector 42 may set up Hidden. The must end its maneuver/retreat in or adjacent to a building hex
Russian reinforcements, consisting of the remaining six tanks of the in hex row E in sector 42, even if they have to Breakout to do
1st Guards Tank Co. and three ISU 122s, enter play in hex A7 in so. If no such hex is available, they may maneuver/retreat
sector 46. towards their FBE. These restrictions cease if at the beginning
of any game turn the Time Lapse is ≥ 20.
Mission Special Rules:
12. Three MOP are added to the Final Score for each game
1. Half hexes on the north and south map edges are not in play.
turn after the Time Lapse is ≥ 20 minutes there is at least one
2. The river in sector 46 is impassable except at the two bridges.
non-vehicular Russian combat unit in a building hex in hex
3. Vehicles are Hull Down when in a Railroad hex unless when the row E in sector 42.
fire is along the railroad.
4. The German 1. Pz Gr Infantry Kp. and its support units are Elite. Victory Level:
5. The German Command Tank may request mortar support. 0-60 German Victory
61-70 Draw
6. The German Mortar platoon may fire normally as a single mortar
71+ Russian Victory
platoon or two separate mortar sections. To fire as a platoon both
mortar sections must be in the Mortar Support Available Box at the

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 57: Novo Buda – Out of the Kessel Russian FBE
February 11-12, 1944: After Gruppe Stemmermann tactical success-
es inside the Korsun-Cherkassy Pocket, the Russians began pulling 43
vol 4
troops away from the northern and eastern positions around the
pocket and were sending them farther west towards the Lysyanka
area, where they could be used both to thwart Breith's 3rd Pz. Korps
relief attempts to link with the trapped forces, as well as destroy the
Germans in the recently recaptured breakout area around Shanderov-
ka, Komarovka, and Khilki. The fiercest fighting took place in the
town of Novo Buda, defended by SS-Sturmbrigade Wallonien and
Grenadier Rgt. 266, 72. Infanterie-Division, supported by SS Pz.
Abt.5. They were to act as a rearguard and maintain the integrity of
the breakout assembly area's defensive perimeter – the town would
have to be held at all costs and long enough for 3rd Pz. Korps to arrive

N
so that the forces inside the pocket could be evacuated. After a heavy
bombardment, two battalions of the 12th Guards Cavalry Division,
5th Gds. Cavalry. Cossack Corps supported by the 5th Guards Tank
Army, emerged from their positions in the woods and roared towards 48
the village.
Mission Objective: Russians must control all IP hexes listed in MSR
3 in sector 51, or one side has exceeded its Casualty Differential
Limit, or the Final Score is > 70.
8-10
Forces: 1-3
German at start: 1. Infantry Kp. 1st Plt. (4 steps), 2nd Plt. (4
steps), and 3rd Plt. (5 steps) supported by two FlaK 36 and two
Pak 40 AT Guns, five MG sections, three LATWs and one 81mm 51
Mortar platoon. Reinforcements: 1. Tank Kp., 2nd Plt. [26 Total 4-7
steps] German FBE
Russian: 1st, and 2nd Tank Cos., and the 2nd and 3rd Infantry
Cos. with Molotov and Vasiliev. These two infantry companies section recovers normally.
are supported by three MG sections and one 81mm Mortar
6. Once per game turn during any friendly Activation or after
Platoon. [57 Total Steps]
any Call for Reaction the Time Lapse is > 10 minutes, the
Initiative DRM: Russian +2 German player makes a die roll. If the die roll is < 5, the
Casualty Differential Limit: Russian [12]; German [4] German reinforcements are immediately available. The
Coordination DRM: Russian +1, German +1 player makes a subsequent die roll to determine which edge
of sector 51 they will enter.
Disposition of Forces: 7. The Russian Mortar recovers on a die roll ≤ 4 and each
Russian: Russians are the attackers, have the Initiative at start, and set MFA consists of seven MDRM markers instead of six.
up Hidden in any cover hex in sector 43. 8. After all units are set up and prior to beginning play, the
German: Germans set up first with the 1st and 2nd infantry platoons, Russian player may conduct two 82mm platoon MFAs
three MG sections, and two LATWs set up in railroad hexes F2 against any RR hexes (HE only). The 82mm Mortar platoon
through F12 in sector 48. All squads set up deployed and each RR hex marker begins play in the Mortar Fire Pending Box.
must be occupied by at least one combat unit. All remaining units, 9. German units setting up in a RR hex in sector 48 are
except for the reinforcements, set up Hidden in sector 51. German restricted to RR hexes until released or when they retreat
Reinforcements enter per MSR 6. (they may maneuver into another RR hex). During any game
Mission Special Rules: turn in which the time is > 10 minutes the German player
1. Hex rows 1 and 13 along the north and south map edges are not in may make a die roll for each platoon leader. If the die roll is
play. ≤ the platoon leaders Cohesion, that platoon leader and all
2. For this mission each Railroad (RR) hex has an inherent IP. AFVs units of his platoon are released and are free to exit from an
in a RR hex are considered Hulldown unless the fire is along the RR. RR hex. If the die roll is > the platoon leader’s Cohesion,
3. The ridge along the low hill in sector 51 has improved positions units of the platoon must remain in a RR hex.
running from hex G4 to G5 to H5 to H8 and from E10 to F10 to F11. Victory Level:
4. All Russian Companies are coordinated in the first game turn. 0-60 Russian Victory
5. The German Mortar Platoon may fire normally as a single mortar 61-70 Draw
platoon or two separate mortar sections. To fire as a platoon both 71+ German Victory
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

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 58: 5th Guards Breakout at Borisov
Between Vitebsk and Orsha, July, 1944: Soon after the start of Initiative DRM: Russian +2
Operation Bagration, the 3rd Byelorussian Front’s 5th Guards Tank Casualty Differential Limit: Russian [16]; German [4]
vol 4
Army, from its position in reserve, drove through a breach in the Coordination DRM: Russian +1; German 2nd Infantry
German Army Group Center’s 3rd Pz Army. Here they encountered Kp. +1; SS +3
elements of the German 299th Infantry Division and an SS panzer
grenadier company northeast of Borisov. The Germans fought Disposition of Forces:
desperately to blunt the 5th Guards breakout and keep the critical rail German: Germans set up first. Forces A and D set up in any
line open. building hex in sector 41. Force B: One platoon from the
Mission Objective: The mission ends if at the end of any game turn 2nd Infantry Kp, must set up within three hexes of hex G8
the Russians control 30 MOP (MSR 10), or one side has exceeded its in sector 3, one platoon within three hexes of hex F7 in
Casualty Differential Limit, or the Final Score is > 140. sector 9, and one platoon within three hexes of hex G7 in
sector 11. The PaK 40 AT guns set up in any hex in sectors
Forces:
3, 9, 11, and 52. The three MG sections and three LATWs
German: Force A: 1. SS Infantry Kp., (dark gray counters) 1st
set up within two hexes of any unit of the 2nd Infantry Kp.
Plt. (5 steps) and 2nd Plt. (4 steps), supported by one MG
Force C: The one squad from the 1st platoon of the 3rd
section, two LATWs and one 8cm mortar section. Force B: 2nd
Infantry Co. and its supporting MG section sets up in hexes
Infantry Kp. (12 steps), supported by three 75mm PaK 40 AT
F4 and F5 in sector 48. These units may not leave this
guns, three MG sections, three LATWs, and one 8cm mortar
sector unless to exit the map. The FlaK Railcar is set up in
platoon. Force C: 3rd Infantry Kp. 1st Plt. (1 squad), supported
either hex F4 or F5 in sector 48. Force E: The German
by one MG section and one 8.8cm FlaK36 and one MG section
dummies set up in any Forest or Building hex with or
mounted on a railcar (MSR 10). Force D: 1. Tank Kp. 2nd Plt.
within three hexes of a non-dummy German unit. Decep-
and 3rdPlt. Force E: Six German Dummy counters. Deception is
tion is in play [20.8.2].
in play [20.8] [41 steps].
Russian at start: 1st and 2nd Guards Tank Co., and the 1st and Russain: Russians are the attackers, have the initiative at
2nd Guards Infantry Co. with Sidorov and Semenov, supported start, and enter play during any Activation or Reaction
by four Guards MG sections, and one 82mm Mortar platoon. Segment within the first five game turns on or adjacent to
Reinforcements: 1st Guards SPG Co., 3rd Plt. and the 3rd any road hex along the southern map edge. Reinforcements:
Guards Infantry Co. with Litsios, supported by two MG Prior to start, the Russian player secretly records whether
sections [81 steps]. his reinforcements will enter play along the road in either
German FBE
51

11

Russian FBE
48

9
N

41

52

3
44

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
hex A7 in sector 3, or K7 in sector 9. (The SU-122s enter with and white dots and red border in sector 44 are worth three MOP
along the same road hex as the 3rd Guards. Infantry Co). The each. (The MOP are not used in the calculation of the Final
Russian player makes die at the beginning of any game turn the Time Score).
vol 4
Lapse is > 30 minutes. If the die roll ≤ 5, all reinforcements are 11. The German mortar platoon may fire normally as a single
immediately available and must enter play in the recorded hex noted mortar platoon or two separate mortar sections. To fire as a
above during any activation or reaction in the game turn they become platoon both mortar sections must be in the Mortar Support
available. Available Box at the same time. At the end of a Platoon MFA,
Mission Special Rules: the two-mortar section FO/Target markers (not the mortar
1. Half hexes along the east and west board edge are not in play. platoon FO/target markers) are placed in the Mortar Support
2. Ground conditions are wet and soft. Maneuver allowance and cost Pending Box. The Germans are short on mortar ammunition.
are as follows: Therefore, each individual mortar section recovers on die roll
of ≤ 3.
Unit MPs Maneuver Costs 12. Each player has a limited number of inherent carriers.
Type Act React Road1/Path Open/Bldg Forest/Brush The Germans have three SPW 251/1 halftracks and the
Russians six trucks. A carrier may be used to transport any
Tracked 5 4 1/2 1½ 3
non-vehicular unit. Once removed from play, it may be
Wheel 6 5 1/– 3 – returned to play in a subsequent game turn. A carrier that is
Foot 3 2 1 1½ 1½ or 22 destroyed is permanently removed from play. A Carrier:
1. Road Bonus is not allowed. a) Is removed from play if it is unloaded at the begin-
2. It costs 2 MP to move from one Forest/Brush hex to another ning of step 1 of the Clean-up Phase.
Forest/Brush hex. b) May be returned to play during any activation/reac-
tion segment and placed in or adjacent to any hex
3. Withdrawals and retreats are limited to three hexes unless along a containing a friendly non-vehicular unit provided the
road. hex is not within three hexes of an enemy unit. Once
4. The German 2nd Infantry Kp. withdraws/retreats toward the north placed, it may immediately load and maneuver
or northeast FBE, or towards their leader, or an MOP provided the unless the unit loaded is a towed gun which may
MOP is not closer to the EBE. move a subsequent game turn [10.4.6.3].
5. The Road and rail hexes F4 and F5 in sector 48 and F5 and F6 in Victory Level:
sector 44 are treated as Urban Building Road hexes for LOS purpos- 0-125 Russian Victory
es [4.2.1f]. 126-140 Draw
6. The German armor and the SS Infantry Kp. and SS support units 141+ German Victory
are Elite.
7. The Russian mortar platoon recovers on a die roll < 5.
8. All Russian Guards Infantry Cos. and their support units are Elite.
9. The German FlaK Railcar is armed with one 8.8cm FlaK36 and
one MG section. (There is no railcar counter – simply move the two
guns stacked together along the rail when maneuvering).
a) The FlaK Railcar is treated as a vehicle for all purposes and
is limited to movement along the rail. It may conduct any
maneuver action (including Shoot & Scoot and Halt & Fire)
except Overrun, has a maneuver allowance of 8, and can
transport Passengers of up to four steps of non-vehicular
combat units and two non-combat units.
b) The two guns fire separately, have a 360 degree field of fire,
are separate targets, and each has a Cohesion of 8 and an AV
of 5. The ATV of any unit with an ATV > 1 is reduced to 1
when firing against the Railcar. The Railcar is removed
from play when both guns have been destroyed, or the
railcar is destroyed as a result of a Vehicle Destruction
Attempt.
c) The Railcar cannot enter an enemy occupied hex. If in an
assault and is subject to a Vehicle Destruction Attempt – it is
always considered supported.
10. MOP are noted on the map by the red and white dots. The red
dots with white border are worth one MOP each. The fuel depot
hexes (F4 and F5) with white dots and red border in sector 48 are
worth four MOP each. The Rail Station hexes (F5 and F6) with

© 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
DYO Mission Form – East Front
Defender Frontage Map Configuration Mission Objective
Hill Levels
Defender Nationality
Force Column Selected
Mission Type
Armor Support

In Dummies
Play? Hidden Placement
Half Hexes
Disposition of Forces
Casualty Attacker
Differential
Limit Defender
Initiative Attacker
DRM
[max allowed is +3] Defender

Coordination Attacker
DRM Defender
Winning Bid

Attacker Casualties Time Final Score Comments:


Mission
Result Defender Casualties

Mission Tables
Force and Support Table Support Purchase Table
a b c d e
Platoons [Inf/Tank] 1/0 1/0 2/0 2/1 3/1 Unit Axis Allies Notes
Defender
Support Points 10 15 15 20 20 MG Sec. 6 5 maximum of one per platoon
Platoons [Inf/Tank] 2/0 3/0 4/0 5/1 6/1 (rounded up); +1 each for Elite
Attacker LATW Sec. 3 2
Support Points* 20 20 25 30 45
* If Sector contains Urban Terrain, increase the Attacker Base Force by one Platoon FT 4 4 One maximum

Casualty Differential Table Dummies 2 2


per die roll on the Miscellaneous Table
(two die roll limit)
Defending Platoons 1-2 3-4
CDL for: Odd Even Odd Even Initiative DRM 10 10 Limited to one
Attacker CDL* 4 5 6 7
Axis tank sections consist of two tanks
Defender CDL* 2 3 4 5 Tank Sec. 12 10 and Allies sections three tanks
*Increase CDL listed by 4 if Russian
Make a single die roll on the Armor
Initiative DRM Table Support Table to determine the type. Once
Armor Support 12 10 determined, all purchased must be the
Attacker Defender same type.
die roll DRM die roll DRM
1 0 1 -1 Halftrack (Carrier) 6 5 maximum of three

2-5 1 2-7 0 Truck 4 3 maximum of three


6 - 10 2 8 - 10 1
FV 8 8 maximum of two
Coordination DRM Table
Hill Table 81mm Mortar Sec. 10 maximum of one
Attacker Defender
A Mortar platoon cannot be purchased in
die roll Level Note die roll DRM die roll DRM 81mm Mortar Plt. 25 20 combination with a Mortar section
1-3 x1 Low Hills 1 0 1-2 -1 Selected at random from all available
Towed Guns 8 6 Towed Guns
4-8 x2 Medium Hills 2-6 1 3-8 0
7 - 10 2 9 - 10 1 FP with MG 8 8
9 - 10 x3 High Hills
Armor Support Table FP with AT Gun 12 12
Miscellaneous Table
Defender
# of Mines, Wire, IPs or Allies Axis IP 2 2 Per die roll on the Only
die roll Miscellaneous Table - (two
Dummy markers die roll Type die roll Unit Type
Mines 4 4 die roll limit). Location of
1-3 1 1-3 SU-76 1 StuG 105 each must be recorded
4-7 SU-85 2-7 StuG IIIG Wire 6 6 prior to mission start.
4-7 2 8-9 JgdPz 38t
8- 10 3 8 - 10 SU-122
10 Jagdpanther

GMT grants permission to photocopy the form for personal use © 2023 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com

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