| D-Day:
Behind the Beaches
By Patrick Callahan
February 2008
About two weeks before the Normandy invasion
of June 6, 1944, after months of preparation,
Allied airborne planners realized that their
drop plan just would not work. The plan was
too ambitious; the drop zones were well beyond
easy reinforcement from the landing beaches.
Besides, intelligence had just learned that
the German 91st Airlanding Division had just
been posted to the proposed drop area. “Rommel’s
Asparagus” were popping up all over
the Cotentin!
Consequently planners rushed to alter the
plan to be a shorter cast. The new landing
areas would have to be more easily reached
by the forces coming up from the beaches and
the paratroopers would have to be dropped
in a better position to help to cover the
invading troops from German counterattack
from inland. After months memorizing every
hedgerow, crossroads, bridge and identifiable
enemy position in the central Cotentin, all
that was now scrapped and a whole new set
of objectives were hastily chosen.
Those
objectives are familiar to the student of
the American airborne invasion of Normandy
today: Ste. Mere Eglise, Pouppeville, La Barquette,
Manoir de la Fiere and many others. Like many
of the Pacific islands at the time, few besides
the local residents had ever heard of them.
But soon, as with their Pacific cousins, that
would change.
Because of the haste in which the plan had
to be altered, mistakes were made. The most
notably, despite some claims to the contrary
today, the Allied planners had totally missed
the fact that the Merderet Valley had been
flooded. Photos taken from aircraft show the
flooded areas as large grass fields next to
the river. For a perfect example, see page
124 of “Utah Beach to Cherbourg”
American Forces in Action Series Facsimile
Reprint 1984 (Center of Military History,
U.S. Army, Washington, D.C.) The aerial photograph
shows La Fiere causeway and bridge and the
surrounding “fields”. It is easy
to see how the mistake was made after viewing
this photograph.
The Germans had opened the locks in 1940
soon after occupying the area. The areas around
the river bank had slowly filled and tall
grass grew up through the shallow water making
them look like grassy pastures from the air.
This was not picked by Allied planners because
they did not begin to study potential invasion
areas until late 1942 and it wasn’t
until 1943, when the invasion plan was expanded,
that the Merderet Valley was even looked at.
Consequently the 1st Battalion of Colonel
Howard R. Johnson’s 501st Regiment,
101st Airborne Division was assigned the mission
of capturing the locks at La Barquette so
that they could not be manipulated by the
Germans to flood the already flooded Merderet
Valley! In fact, when Col. Johnson’s
group arrived at the lock the first thing
they did was check the lock’s winding
station to see if the equipment still worked.
Finding the Path
Other than the lock itself there are no
other important terrain features in the immediate
area of this section of the lower Douve River.
There are no bridges, villages, causeways,
crossroads, or battery positions in the area,
nothing but the locks and a large swamp.
This seems to be proof that the Allied planners
had no clue that the Merderet Valley was already
flooded. How could the Merderet could be affected
by a lock on the Douve? The Merderet is a
tributary of the Douve and part of the same
river system.
La Barquette Locks also controlled water
flow into the Douve River and its estuary
the “Prairies Marecageuses.” Flooding
here could potentially effect movement over
the Carentan Causeway. This was a terrain
feature airborne planners did know about.
But they under estimated the time that the
waters would take to rise in the Douve system,
and thus overestimated the lock’s tactical
value. Even if Allied planners had a less
hurried appraisal of La Barquette as a strategic
and tactical objective it still may have been
slated for capture because other than the
bridges on the Carentan Causway it is the
only other solid crossing of the lower Douve
River.
Although no drop or landing zones were mistakenly
planned for inundated areas, many were in
close proximity to the floods. This, combined
with intense flak, too-high air speeds, bad
navigation and either early or late green
jump lights in the transport planes, caused
many hundreds of paratroopers to land not
only off their mark, but in the drink —
including 82nd Division Assistant Division
Commander James Gavin.
All
this happened despite the fact that for the
first time the Allies were using specially
trained “Pathfinders”. Men who
would drop before the main assault to mark
the drop zones with special assembly lights
that follow up troops could rally on. This
came as a result from the widely scattered
drops in North Africa and Sicily where men
were scattered all over the map, making assembly
the date from hell.
The problem was so bad in North Africa that
when 2nd Lt. Dan A. DeLeo’s Paratroopers
of the 509th Battalion were dropped for a
raid on the El Djem bridge not one reached
their objective. In Sicily the situation improved
but things were still terrible. The then-Col.
James Gavin landed 20 miles from his objective
and was not sure he was even on Sicily when
he landed. His location was confirmed by an
Italian prisoner who could only repeat “Mama
Mia, Mama Mia” over and over again when,
under questioning, Capt. Ben Vandervroort
threatened to rearrange certain parts of his
anatomy with a jump knife. Gavin did get to
Biazzo Ridge in time to blunt a German counter
attack by elements of the Herman Goring Panzer
Division. But that is another story.
The problem with the Pathfinders was that
they were not dropped any more accurately
than anyone else. Some were on the mark, most
were not. For some the light failed to work,
some could not light their light due to the
proximity of German troops. Some were lost.
Some were killed. But most Pathfinders made
the best of their situation (as did most troopers
that night) and lit their lights were they
could, figuring that the troops would have
to gather wherever the light is, and they
did.
Revised Plans
Many troopers simply just ran into each
other or the enemy in the dark in chance encounters
that were often comical and sometimes deadly.
General Maxwell Taylor, 101st Airborne Division
commander, landed totally alone in a field.
After milling around for a while and falling
flat at every sound and shadow, he finally
met up with a private who was equally spooked.
Once they had identified each other, a process
which had nearly caused both a cardiac arrest,
they hugged, the private and the general,
like old girl’s-school chums at a class
reunion. All of this occurring in the dead
of night in the middle of a Normandy cow pasture.
Then
there was Maj. Vaughn, the S-4 of the 101st’s
502nd Regiment. He and Capt. Buker, the regimental
S-2, had met Lt. Colonel Robert G. Cole, 3rd
Battalion Commander, and some troopers. Discovering
that they were more than five miles from their
drop zone they set off toward their objective.
As they moved along their numbers swelled.
Not many of the men were from Cole’s
Battalion, there were even a few 82nd strays
tagging along. After several hours they bumped
into a German patrol and Vaughn was instantly
killed. After years of training and preparation
his combat life lasted only long enough to
march several miles down a French lane.
Many didn’t even get that far. They
drowned in the swamps, entangled in their
risers, loaded down with gear, and disoriented.
They succumbed to waters that in daylight,
under normal conditions, would not have been
nearly as deadly. The first concern of those
who did rise out of the swamps was to get
to the nearest dry ground, regardless of the
direction. Objectives could wait. In addition,
the herding instinct took over and men tended
to follow the crowd, wherever it went.
Despite the difficulties of the swamp, lost
equipment bundles, missing and jump injured
men, scattered drops, mixed units, and a few
shrinking violets, the U.S. paratroopers won
through. Throw in bad or no communications,
and their achievement becomes even more impressive.
In fact rumors were rampant on D-Day behind
the beaches that the seaborne landings had
not even taken place! No one including top
airborne leaders knew if that was true or
not until after daylight, when seaborne units
appeared at places like the Pouppeville Exit.
Even then it was just a “local”
event. Lesser men of all ranks would have
folded with the strain.
The Germans had their moments, too. Much
is made about Lt. Turnbull’s magnificent
stand at Neuville-au-Plain, but at La Fiere
just 24 Germans held off six separate but
uncoordinated assaults before giving up the
Manor grounds late on D-Day afternoon.
Both airborne divisions fought with a minimum
of seaborne help for the first few days of
the invasion. Some seaborne help did come
up into the airborne areas of operation, but
the heavy lifting was done by those troopers
who had dropped, rose from the swamps, assembled,
and moved on their objectives, regardless
of all obstacles and despite friendly or enemy
numbers.
U.S. airborne doctrine had units move on
objectives without waiting to come to full
strength. This worked out, as many objectives
were taken by under-strength and mixed groups
from all units. Because of the scattered nature
of the drop and the multiple objectives, and
the fact that the paratroopers usually fought
the Germans where they found them, confused
the German command as to just what the paratroopers
were trying to accomplish.
It was not pretty, but the revised plan
had worked. German batteries were destroyed,
key terrain was occupied and held, and German
counter thrusts were blunted.
Can players do as well with their “revised
plan”?
Panzer Grenadier: D-Day
Behind the Beaches
Game length: 96 turns (24 hours)
First turn: 12 am midnight 6 June,
1944 at U.S. player’s option.
Other: None.
Board orientation is the same as Panzer
Grenadier: Airborne Scenario 11. (See
page 4 of the Airborne scenario book.)
Axis Forces
Elements of the 91st Airlanding Division:
Germans set up first, but only after the
Allied player secretly chooses the objectives
and plans the drop. Strongpoints set up in
hexes 0412 and 1013. Place first.
For setup hex roll 1D6 (one six-sided die).
On a result of 1-2, set up in hex 0307; on
3-4, hex 0606; one 5-6, hex 0904.
- 1 x 105mm battery (dug in)
- 1 x Wagon (dug in)
- 1 x Gren (dug in)
Leader: 1 x Lt.
May set up anywhere, dug in, at the Axis
player’s option; the Grenadier platoon
may “split” into two one-step
units at the Axis player’s option so
it may set up in more than one hex:
- 1 x Gren
- 1 x HMG (reduced)
- 1 x 20mm Flak battery (may set up hidden)
Leaders: 1 x Capt., 1 x Lt.
The Axis player may check strongpoints AFTER
they have been selected and placed but before
other Axis forces are placed. Keep the strongpoints’
compositions secret until they activate or
the U.S. enters the strongpoint hex.
Axis Reinforcements
Start rolling six turns (1 1/2 hours) after
the initial drop. At the beginning of each
turn roll 1D6. On a result of 1 (or 1-2 if
the time is 0600 or later), receive initial
reinforcement of:
- 1 x Sdkfz 222
- 1 x Motorcycle
Leader: 1 x Lt.
Roll on the table below for entry location.
Beginning the turn AFTER any initial reinforcement
unit spots an enemy unit or is fired upon,
the Axis player rolls once each turn for additional
reinforcements. They roll for entry in the
same manner as the initial reinforcements
above.
The additional reinforcements are composed
of:
- 1 x ENG
- 1 x HMG
- 1 x Gren
- 1 x 81mm
- 4 x trucks
Leaders: 1 x Capt., 2 x Lt., 1 x
Sgt.
They all enter at one time as a group at
the same location as the initial reinforcements.
In addition, roll again 1D6 each turn. On
a roll of 1, add:
When the initial Axis reinforcement arrives
roll again 1D6. Enter on or within one hex
of the rolled location:
- Hex 0017
- Hex 0106
- Hex 1101
- Hex 1210
- Hex 0501
- Hex 0517
All successful Axis reinforcement rolls
are a 1 and are a 1 and 2 at 6 a.m. or later.
In addition, if any reinforcement roll comes
12 turns (4 Hours) after the initial drop
all successful rolls are a 1 and 2. Which
ever condition comes first applies.
Axis morale: 8/7
Initiative: 3
Off-board artillery: None at start,
but may appear via special event.
Allied Forces
Before play begins or either player sets
up, the Allied player secretly determines
his victory objectives by rolling on the chart
below. The player notes the roll and keeps
it secret until game’s end. The player
then plans the location and timing of his
paratroop drop. Then the Axis set up their
units.
Roll1D6 for objective.
- Eliminate the 105 battery + Hexes 0509
and 0604
- Hexes 0412 and 0509 and 0613
- Hexes 0516 and 0613 and 1013
- Hexes 0412 and 0516 and 1013
- Eliminate 105 battery + Hex 0412 + Hex
0509
- Eliminate 105 battery + Hex 0604 + Hex
0803
1st Battalion (reinforced)
(?) Parachute Infantry Regiment, (?) Airborne
Division
- 9 x Para
- 3 x Para HMG
- 1 x Para ENG
- 1 x Jeep
Roll 1D6. On a 1-3 the regiment attaches
1 x 75mm pack howitzer battery. On a 4-6 the
regiment attaches 1 x 81mm mortar platoon.
Leaders: 1 x Major, 2 x Capt., 1
x 1st Lt., 2 x 2nd Lt., 1 Sgt.
Allied Reinforcements: Elements
of the 12 Regt. 4th U.S. Infantry Division
Enter on a die roll of 1 starting at 1200.
Roll each turn. Subtract one from the entry
die roll at 1600 and thereafter. Enter any
east edge hex.
- 2 x Inf
- 1 x HMG (reduced)
Roll 1D6. On a 1-3, include 1 x Stuart.
On a 4-6, include 1 x Sherman.
Leaders: 1 x Capt., 1 x Lt.
Off-board artillery: 1x16. Only regular
infantry leaders, not paratrooper leaders,
may call in artillery.
Morale: All Parachute units 8/8. All
seaborne units 8/7.
Initiative: 4
Off-board artillery: None at start
but arrives with seaborne reinforcements.
Special Rules
1. Two Lifts: Due to the shortage
of transport aircraft the above parachute
units MUST be split into to two “lifts”.
The initial “lift” is composed
of any 8 Paratrooper Infantry, Engineer, or
HMG platoons plus any 4 Leaders. One of these
leaders MUST be a Captain or higher in rank.
Historically U.S. infantry company organizations
provide for a 3-1 ratio of Parachute Infantry
to HMGS and that is the way they dropped.
But this is the player’s plan so they
should assign units as they see fit, within
scenario parameters. Players must schedule
the timing of the first “lift’s”
drop. But it may arrive late. See the drop
procedure below.
The second “lift” is composed
of all remaining units and leaders. At least
one of those leaders must be a Captain or
higher in rank. These are glider units and
land via the glider rules found in scenario
11 with the following die-roll modifications:
+2 Daylight turn (a turn with visibility
of MORE than one hex).
+1 Landing hex is inside original drop zone.
–1 Axis AA Battery “in range”
of landing hex (no LOS is necessary, just
the distance and the battery must expose its’
position if it is hidden and Axis player wishes
to use this modifier).
The second lift may not be scheduled to
arrive until at least eight turns, or two
hours, after the first lift drops. It also
must make the same roll that the first lift
makes to see if the lift arrives late. In
addition, if the first lift arrived late the
second lift will be late by the same amount
plus any additional delay the second lift
may roll for when it lands.
2. Drop Procedure: The Allied player
decides at what time and thus what turn the
game will begin. Starting with midnight, 6
June, the player may schedule the first “lift”
to land on any turn up to 0600. The second
“lift” may be scheduled for any
turn at least eight turns, or two hours, later.
After the drop is scheduled and just before
it goes in, the Allied player rolls 1D6. On
a 1-4 the drop is on time. Proceed to drop
units. On a 5-6 the drop is late; roll again.
On 1-3 there is a 15-minute delay. On 4-5
there is a 30-minute delay. On 6 there is
a 45 minute delay.
The Allied player should increment the starting
time by the die roll result if the drop goes
in late. This roll simulates the difficulties
of taking off, assembling, and then flying
masses of aircraft, in the dark, over hostile
territory, with each navigator doing his own
thing. The Allies were fairly experienced,
and were well organized and established on
their English bases, but there were problems.
Note that this roll may also delay the start
of the “2d Lift” by AT LEAST the
same amount of time.
Once the objectives and drop time have been
determined, the U.S. player selects one clear
hex anywhere on the board that is within two
hexes of any board edge. This hex becomes
the “Assembly Point” and ALL hexes
within a two-hex radius become the “Drop
Zone.” The “Assembly Point”
represents the optimal point at which the
Pathfinder can place his assembly light. If
situation arises where any portion of the
assigned “Drop Zone” ends up in
a swamp or river hex see optional rules Alternate
Pathfinder arrival below.
Now that the “Assembly Point”
and “Drop Zone” are established,
the individual hexes must be assigned numbers.
Each hex in the outer ring should be assigned
a number from 1-12. Then each hex adjacent
to the “Assembly Point” should
be assigned a number from 13-18. The “Assembly
Point” hex should be assigned the numbers
19-20.
Once all the “Drop Zone” hexes
have been numbered, roll 1D6 for all leaders
first and then for each platoon that is dropping
from the initial lift:
1-3 = Land in the “Drop Zone”.
Roll again 1D20 (1 20 sided die) to determine
the hex within the “Drop Zone”
the platoon or leader lands on. Match the
die roll result with a pre-numbered drop zone
hex as described above to get the platoon
or leader’s landing hex within the “Drop
Zone”.
4-6 = Scatter, land outside the “Drop
Zone”. Roll again 1D20 TWICE. 1st roll
result = Start counting on the board’s
left (west) edge. Count from North to South
(top to bottom). The result gives the LANDING
ROW. (Roll again to determine the landing
row if the result is over 12.) 2nd Roll =
the number of hexes counted down (left to
right) the LANDING ROW, following the hex
numbers, to find the LANDING HEX. If the result
is higher than xx17 the platoon or leader
lands off board. If it does it could possibly
arrive later, see below.
Regardless of where on the board a platoon
lands, once it is on the ground roll 1D6:
1 = Lose one step.
2-6 = No effect.
The landing die roll is modified by the
following:
–1 Lands at night
–1 Axis AA Gun within range (no LOS
is necessary, just range; the battery must
expose its position if hidden in order to
use this modifier.)
–1 Lands in a swamp, village or woods
hex
–1 No leader in hex
+1 Lands in daylight (visibility more than
one hex).
+1 Lands anywhere in the established “Drop
Zone”.
All modifiers are cumulative. Leaders do
not make this roll as they cannot lose steps.
Once all step reductions are established,
each platoon and leader make a normal morale
check. If the unit passes, or fails by less
than 3, it is disrupted. If it fails by more
than 3 it is demoralized.
The morale check is modified by the following:
+1 Lands at night
+1 Lands in Swamp or woods or village hex
+1 Lands on an Axis unit
–1 Lands in Daylight. Visibility more
than one hex.
–1 Lands in any “Drop Zone”
hex.
All modifiers are cumulative.
Note that this leaves all platoons and leaders
at least disrupted upon landing. Any leader
that finds itself alone with an enemy unit
upon landing rolls normally as per rule 6.71
for lone leaders in the Panzer Grenadier 2nd
Edition rules. Once all landing hexes have
been determined, and all step reductions and
morale checks and assaults have been made,
place a MOVED/FIRED counter on all surviving
Paratrooper units still on the board.
Any 1st “lift” platoon forced
to land on an Axis unit when it drops must
conduct an instant Assault with a -2 column
modifier. Because they land via the Scenario
11 glider rules the 75mm Battery, 81mm Mortar,
and Jeep units, plus the other remaining units
committed to the 2nd “lift” do
not have this problem as they choose their
landing hex the turn they come in.
Fog of war in no way effects the DROP PROCEDURE.
All units land before fog of war rolls begin.
3. Scenario 11 special rule 1 is in
effect.
4. Scenario 11 special rule 2 is
in effect. (Don’t count steps lost in
the drop. Count only those step losses inflicted
by the Axis.)
5. Scenario 11 special rule 3 is
in effect. Visibility.
6. Scenario 11 special rule 5 in
if effect with the following modifications:
Add a +2 modifier if the assembly attempt
is within 2 turns, 30 minutes, of the “initial
lift”.
Add a +1 modifier if the assembly attempt
is within 45-90 minutes after the “initial
lift”.
Allow lone leaders to also attempt to gather
steps under the same restrictions as platoons.
All rolls AFTER 90 minutes, 6 turns, are
as per special rule 5, Scenario 11 original
instructions and receive no modifier.
7. Drifting Off-Board. Any units
or leaders that drifted off the board may
attempt to reenter the board by the U.S. player
attempting to activate them. The U.S. players
may stack off board units as they see fit.
When they come down all off board units must
also make landing rolls for step reductions
normally. Ignore any disruption/demoralization
for units landing off board. They are considered
to have landed on clear terrain. On any turn
that is a DAYLIGHT turn (more that 1 hex visibility)
and is at least 90 minutes, 6 turns, after
the “Initial Lift” the U.S. player
may try to activate off-board units at any
time during their turn in an attempt to return
them to the board. If the activation is successful,
the U. S. player rolls 1D6:
1. Enter any north edge hex and stop.
2-3. Enter any east edge hex and stop.
4-5. Enter any south edge hex and stop.
6. Enter and west edge hex and stop.
Any off board LEADER who is entering the
board may make an additional roll to try to
gather additional troops on their way to the
objective. Roll normally, using this scenario’s
modifiers, for additional steps using special
rule 5 in Scenario 11 when any off board leader
enters the board. When these units enter the
board place a MOVED/FIRED marker on the unit
in the first hex entered.
8. OPTIONAL: Alternate Pathfinder Arrival:
The pathfinder rolls just like everyone
else who missed the “Drop Zone”
to determine his drop hex. Wherever he lands
becomes the “Assembly Point” unless
it is in a swamp hex, in which case the first
“dry hex” he enters becomes the
“Assembly Point.” This is always
the closest non-swamp hex. If dry land hexes
are equidistant, the AXIS player chooses the
“Assembly Point” hex. This will
alter the location of the planned “Drop
Zone”.
Even if a swamp hex is within the normal
radius of a “Assembly Hex” to
qualify as being within the “Drop Zone,”
a swamp hex MAY NEVER be considered a “DROP
ZONE” hex for any purpose except landing
location. In these cases the size of the “Drop
Zone” is reduced by the number of swamp
hexes in the normal “Drop Zone”
radius.
If the pathfinder landed off-board, use the
alternate landing procedure described above
for ALL landing units in the first lift. The
scenario then has no “Drop Zone”
at all. If the new assembly point would place
the DZ partially off the board, and not in
swamp hexes, those units that landed in the
off board portion of the DZ are treated normally
as far as landing modifiers and morale checks
are concerned. (Assume a Clear landing hex.)
They must attempt to recover normally in their
“off board” positions. Demoralized
units need not retreat. Once recovered, they
then can enter the board in any “Drop
Zone” hex during any following turn
via activation and then stop and receive a
MOVED/FIRED counter.
9. Fog of War is in effect with a
3D6 roll of 15+ after each player has taken
at least two activation attempts.
Victory Conditions
The Allied player wins if he or she attains
their rolled for objectives. The Axis player
wins if he or she prevents the U.S. player
from winning. Control of objective is as per
normal rules. Destruction of the battery is
defined as eliminating the battery step.
Also Online
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here for the designer's notes on this
scenario and an optional Special Events table.
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