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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:

  • 1 x S.35

When the initial Axis reinforcement arrives roll again 1D6. Enter on or within one hex of the rolled location:

  1. Hex 0017
  2. Hex 0106
  3. Hex 1101
  4. Hex 1210
  5. Hex 0501
  6. 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.

  1. Eliminate the 105 battery + Hexes 0509 and 0604
  2. Hexes 0412 and 0509 and 0613
  3. Hexes 0516 and 0613 and 1013
  4. Hexes 0412 and 0516 and 1013
  5. Eliminate 105 battery + Hex 0412 + Hex 0509
  6. 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

Click here for the designer's notes on this scenario and an optional Special Events table.

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