| Scenario
Notes: Behind the Beaches
By Patrick Callahan
February 2008
The “Behind
the Beaches” scenario puts the Allied
player in the position of a battalion commander
just at the point when the drop plan has to
be revised. The U.S. player must plan and
execute an airborne drop on objectives not
of his or her choosing. The objective, if
captured, then has to be defended from any
direction.
The German player also has a formidable
challenge. He must try to determine the Allied
intentions and thwart them. This is not easy
with U.S. paratroopers scattered all over
the board. The Germans can be sure of reinforcement,
but when, and where? The terrain and scenario
and units are hypothetical but capture the
flavor (we hope!) of that time and place.
Before play starts the U.S. player rolls
a die to determine which objectives he or
she must capture. This represents higher headquarters
(regiment) assigning objectives to a lower
echelon (battalion), represented by the U.S.
player. The player is then free to plan the
drop and assault within scenario limitations
and special rules. The player must also plan
the timing of the drop and follow-up forces.
The player must try to pick a landing zone
that is safe but close to the assigned objectives
and that allows for a defendable place for
follow-up forces to land.
Both players must also plan for any reinforcement
the Axis may receive. Axis reinforcement may
come just about any direction. This complicates
the choice of landing zones for the U.S. because
it would be bad to have the landing zone (LZ)
overrun before the second lift arrives.
The Axis player is also at the mercy of
higher headquarters. The German’s most
powerful unit, the105 mm battery, is also
placed by a die roll that represents higher
headquarters orders. The Axis must try to
position his Captain, Grenadier platoon and
HMG to cover potential objectives AND his
artillery, a tall order for a short force.
They will also hopefully be positioned to
assist incoming reinforcements. A lot depends
on the status of the strongpoints and the
position of the AA battery. Any of these units
are potentially in a position to give the
U.S. fits. Just one of them in the right place
could be decisive. Even if it eventually is
eliminated, its presence can dump U.S. plans
in the recycle bin.
Just a note of clarification, United States
airborne doctrine of the day designated any
area that paratroopers dropped into as a drop
zone (DZ). Any area slated to receive gliders
was designated as a landing zone. U.S. doctrine
did not include direct glider assault on objectives
as did the British at the Ranville (Pegasus)
Bridges and the Merville battery. The Germans
also used direct glider assaults in Belgium,
Holland and Crete. Generally speaking the
U.S. doctrine had gliders coming down in friendly-occupied
areas as reinforcement to troops already on
the ground.
There were exceptions to this. Donald Pratt,
101st Airborne assistant division commander,
chose to make the initial landing in a glider
so as to have his staff and communication
equipment assembled right away. Unfortunately
his glider was fixed with armor plating that
ruined the glider’s flight dynamic and
the glider crashed, killing all aboard. General
Matthew Ridgeway, 82nd Airborne Division commander,
also planned to land via glider but changed
his mind at the last minute and decided to
drop into Normandy just like one of his privates.
He lived into the later 20th century.
The Pathfinders
As to the pathfinder’s accurate drop
in the scenario, playtesting suggested that
on such a small board any enhanced realism
that a variable pathfinder drop produced was
more than offset by special rules and conditions
necessary to deal with a drop zone that was
partially or completely off the playing surface.
This was a fairly common occurrence. Situations
developed where units would be off board but
still in the drop zone. How do you get them
back on? What happens if the pathfinder misses
the board all together? It was realistic but
it did not make for a balanced scenario. For
the sake of simplicity and play balance we
decided to simply ensure that the pathfinder
landed in the intended assembly point. Even
with this, the U.S. are typically scattered
around to varying degrees but are never all
bunched together in the DZ. This forces them
to march on their objectives from all points
of the compass just as they would if landing
off board. The distance they travel is less
but the challenges are the same.
The board seems to be a close approximation
of the area around the La Fiere Causeway,
which was the objective of the 1st Battalion
of the 505th PIR on D-Day. The 505th had one
of the best drops in the entire Normandy invasion,
landing in Drop Zone “O”. So if
our hypothetical battalion is landing on similar
ground, why not, for the sake of play balance
and simplicity, give them the benefit of the
same good fortune? Just as it is with pain,
some people have higher thresholds for realism
and the its complications than others. It
is the never ending struggle between realism
and playability, with no “correct”
answer.
With this in mind, optional rules are included
to allow players to explore the possibilities
of a jump gone really bad. When using this
method the U.S. player’s sweat glands
often become dilated. Note that any of the
optional rules pertaining to swamp hexes as
drop zones apply to the “first lift”
units also.
When simulating drops on larger boards the
pathfinder could possibly land on any of them,
but there is still the chance he will land
off board. We are back where we started from
a scenario design point of view, but you do
end up with the larger playing surface.
The disrupted and demoralized condition
of Allied units when they first land simulates
the disorganized condition of the troops when
they first hit the ground. They must assemble,
get oriented, collect bundles, also duck fire
and swim for their lives in some cases. It
takes time to get organized.
As far as the German reinforcements are
concerned, they come from any compass direction
for the sake of variability. They represent
the local regimental mobile force and thus
could be anywhere in the regimental area of
operations at any given time.
We modified the troop collection process
for the paratroopers to reflect the time factor
involved. The sooner after a drop the assembly
process begins the more likely men are to
be collected. As time progresses most of the
men in a given area that want to assemble
have already assembled. Since there is no
limit to the number of steps that may be collected,
part of the decision making process for the
Allied player becomes, when is enough enough?
The die roll to determine if the drop arrives
late is historical but is included mainly
to add complications to planning and execution.
A drop or landing planned for nighttime or
a turn with limited visibility may find itself
coming down in broad daylight. That isn’t
necessarily bad! Late troops from the “Second
Lift” could find their drop zone overrun
and have to divert to less attractive LZs.
Late arriving troops may also find their objectives
heavily defended.
Students of the Normandy drop will note
that the timing of the second lift is somewhat
fast. Historically, many glider landings were
scheduled for noon on D-Day and many later
around dusk depending on an individual unit’s
“revised plan” and logistical
considerations. Players will also note that
those reinforcements were from different units
not the same unit split into half paratrooper
half glider. For the sake of brevity and play
balance I arbitrarily adjusted the timing
of the “Second Lift”. Players
who don’t mind waiting 45 to 75 turns
for the possibility of reinforcement are encouraged
to modify the procedure in any way they see
fit. As far as the split-unit identification
goes, players may designate them any way they
see fit also. A single-unit identity was included
for simplicity and flavor only.
The German reinforcement rolls also come
early. Again this is for brevity. They are
timed to compete with the just coagulating
paratroopers. This kind of race would be difficult
to simulate 45 to 75 turns into the game.
Allied Strategy
Allied strategy starts with placement of
the DZ. It should be near the objective. It
should have as much clear terrain as possible.
It should contain areas where the gliders
can come down safely later.
The second thing that the Allied player
must consider is the timing of the drop. After
looking at the drop procedure modifiers the
Allied player may be tempted to make the drop
during the daylight hours instead of at night.
It could work. But the reinforcement die roll
for the Axis is then 1-2 from the start, making
it much more likely that the Germans could
interfere before the U.S. has reached or taken
their objectives. It allows the AA battery
to fire early and often. The U.S. often wants
to bypass German units at night to reach the
U.S. objectives. They can’t do that
after daylight. Landing in daylight also shortens
the game.
Once on the ground and in a reasonable condition
the U.S. must move to the objective as soon
as possible. This is the trick. Can you assemble
enough, fast enough? The temptation always
exists to stay put to try to assemble just
a few more steps. A balance must be struck
between time taken recovering and assembling
and time taken attacking objectives in a timely
manner. The placement and strength of platoons
and leaders once on the ground will have a
large influence on this. The more scattered
the drop the more complicated and time-consuming
the assembly and approach to the objectives.
Remember, as the Allied player you have to
go where you have to go regardless of the
landing position or condition of the paratroopers.
In the meantime the Germans aren’t just
sitting around waiting for a call. They’re
going to the dance regardless.
Stay focused on where you are going. It
is easy to get sidetracked by Axis units.
Fight only on and for ground you NEED to take
or hold. If possible, try to knock out the
German 105 mm battery even if it is not a
rolled-for objective, or it will harass you
all game long. This may also help conceal
your real objectives.
The second lift can be the salvation of
the Allied player. Here are the heavy weapons
that are so desperately needed. Coming in
with them is some semblance of transport in
the form of the Jeep platoon. Also included
are some much-needed infantry. Play has shown
that the safest thing for the second lift
is to come in during daylight hours inside
the original DZ, thus trying to reap the benefits
of the daylight and DZ modifiers. This is
not always possible because Axis platoons
or the AA battery, if positioned awkwardly
from a U.S. perspective, could raise Ned with
the glider landings. The U.S. player has the
advantage of choosing the landing hexes for
“Second Lift” platoons. Hopefully
“Second Lift” units will be able
to land in a hex that is not under the AA
fire landing modifier, even if the landing
is out of the DZ, as the AA battery may still
be hidden. (See landing modifiers.)
If the U.S. can get their “Second
Lift” troops down in good shape, getting
the battery/mortar into action is Mission
One. If nothing else it may draw the attention
of Axis forces that should most likely be
concentrating on other things. Garrison the
battery in a spot that can cover all rolled
for objectives, if possible, and dig in if
necessary. If the battery/mortar sets up in
a separate hex from an objective hex, that
is not necessarily bad. The Axis may spend
valuable time and effort trying to attack
the battery/mortar in a non-objective hex.
The Allied seaborne reinforcements are small
and late but represent the only armored unit
that the Allies can count on during the scenario.
The sooner this reinforcement comes up from
the beaches the better, especially if the
second lift goes bad.
Axis Strategy
Axis stragety starts with placement of the
Grenadiers. They should be placed in a potential
objective hex somewhere near where the battery
sets up. The wagon should set up with the
105 battery or possibly the AA battery. The
strongpoints at least are a known quantity
before play begins. Hopefully they will be
operational and will positively affect the
overall Axis setup. The AA battery should
garrisoned with at least a half step of Grenadiers
and placed in any objective hex. The hex with
the longest LOS would be a good spot or a
hex that is centrally located to maximize
the adverse landing modifiers on descending
paratroopers.
Once the Allies are on the ground the placement
of the DZ may be an indicator of where the U.S.
objectives are. At least it may tell you where
they are NOT.
When the reinforcements arrive try to combine
the 81mm and the 105 battery under a good
leader for a hefty punch. This kind of firepower
can break up an attack and it can open the
way to an objective. This combination can
become a game winner for the Axis player.
The Allies 75mm Pack Howitzer can’t
match them, even if they get it.
Once all Axis reinforcements are all on
the board, their strength equals a reinforced
company with some armor in support. Once committed
they should try to stay together in order
to counter attack any objective already attained
or currently under assault by the Allied player.
As they move toward the Allied units they
may pick up friendly isolated units along
the way. Again here the trucks can be of value
shuttling units to trouble spots.
Try to avoid small knots of paratroopers
that have been scattered around the board
and have not yet assembled on an objective.
These are the victims of “Fog of War”
rolls or off board late arrivals. Individual
steps and platoons that landed in out of the
way places and were lower-priority units in
the race to the objectives hexes. They may
try to harass the Axis relief column. These
Allied “lost” units that have
been struggling to get into position can suddenly
become addicted to the nasty habit of coming
into play just at the wrong place and the
wrong time for the Axis.
Don’t be afraid to use your wagon
to shuttle units to trouble spots. It is faster
than it looks and gets the road bonus and
possibly a strategic move also. A quick move
to a contested objective by a single platoon
can stave off disaster just in time.
If your artillery becomes insecure, use
the wagon to try to move it to a safer hex.
If you detect a U.S. build-up near the battery
position and time and position allow, try
to move the battery away. Keeping the U.S.
chasing the battery around could really upset
their plans. But note that this takes timing.
If the U.S. can catch the battery while limbered
it could get ugly and the U.S. player could
gain a cheap objective. Also to be considered
is the fact that every turn the battery is
moving, it is not firing.
Special Events
This optional special events table is a
compilation of actual historical events that
took place all over the Cotentin on D-Day.
General Wilhelm Falley, commander of the 91st
Airlanding Division, really was ambushed and
killed by Lt. Malcomb D. Brennan and a small
party of troopers from the 3rd Battalion of
the 508th Regiment. The general was returning
to his command post in Picauville from the
war games in Rennes. The reinforcement die
roll that follows his successful escape is
just another nasty variable for the Allies
and a big lift for the Axis if it comes.
General Gavin did show up unexpectedly here
there and everywhere on D-Day. Someone similar
to him just might make an appearance here
too. These are naturally one-time events.
Follow the instructions on the special event
chart if the event is rolled again.
| Special
Events Table |
| 2 |
A
U.S. brigadier general and 1.5 parachute
platoons. Roll 1D6. On a result of 1-2,
include 1 x HMG (reduced); on 3-6, no
effect. The brigadier leaves via Special
Rule 4 in Scenario 6 (Cassidy). This is
a one-time-only event. If it is rolled
again treat it as NO EFFECT. If the general
is called away he leaves all but a half-step
of the paratroopers that he arrived with
as reinforcements. |
| 3-5 |
Strays
arrive. U.S. receives a paratrooper step
for any reduced infantry unit of Axis
choice. |
| 6-9 |
No
effect. |
| 10-12 |
As
the first activation of the turn, a
German truck platoon, representing a
German general (Morale 9) in a staff
car, must instantly attempt to traverse
the length of board from hex 0517 to
1001. No activation die roll is necessary
to move this unit and it does not count
movement factors as it goes. It simply
moves hex to hex. It must stay on the
road and may not stop. It may attempt
to bypass enemy units on the road via
shortest route but must get back on
the road as soon as possible. It may
not enter a swamp hex if the road is
blocked and no other route around exists;
the general must surrender instead.
It is subject to opportunity fire with
all normal modifiers from any Allied
units capable of firing at it as it
moves down the road. These Allied units
may combine fire as usual. These Allied
units do not count this fire as activation;
it is free. The general’s car
must continue to move even if it becomes
disrupted or demoralized. Once the general
is eliminated or exits the board, play
resumes normally.
One hour (four turns) after the general
successfully traverses the board and
exits hex 1001 the German player gets
one additional reinforcement die roll:
-
On a 1-2, the Axis receives 1 x Panzer
IV platoon (enter on or adjacent to
hex 1001) plus artillery 2x16.
-
On a 3, the Axis receives 2x16 Artillery.
-
On a 4, the Axis receives 1x16 Artillery.
-
On a 5-6, no effect.
This is also a one-time event. If it
is rolled again, Axis work parties are
called in. The U.S. player chooses any
one reduced Axis Grenadier unit to receive
a step reinforcement. |
Names and Numbers
Author James Jones used the method of placing
hypothetical terrain and units in a historical
setting to help readers maintain the proper
historical perspective and emotional connection
to his fictional novel The Thin Red Line.
As C for Charlie impaled itself on the “Dancing
Elephant” it somehow took on a different
timbre knowing this was Guadalcanal and not
a fictional island as was depicted in other
lesser novels about the South Pacific war.
Because D-Day holds a special place in the
American mindset I decided to keep it as the
scenario location rather than inventing a
whole fictional drop. The following list of
hypothetical location names serves the same
function that the “Dancing Elephant”
and “Giant Boiled Shrimp” did
for Jones.
- Hex 0803 Chateau Tessier
- Hex 0613 Manoir Lalime
- Hex 0604 Dion-du-plain
- Hex 0412-0409 Mandville and Mandville
causeway
- Hex 0516 Station Moreau (rail crossing)
- Hex 1013 Chapelle-Cherbourg RR Bridge
- Hex 0509 Ste. Ambrose
- Hexes 0707-0708 Bois du Parente (Parente’s
Woods)
- Hexes 1105-1106 Bois du Marcell
- The river is still the Merderet.
The U.S. unit is fictional. It is representative
of all U.S. airborne infantry battalions on
D-Day. If players wish they may assign any
unit designation, historical or not, or simply
refer to it as Task Force (put your last name
here). For additional chrome the U.S. player
is encouraged to name or letter the drop and
landing zones.
I hope players will enjoy this scenario.
I’ve tried to incorporate the trials
and tribulations of both sides in the scenario
design. I also tried to make the situation
as variable as possible thus enhancing replayability.
None of the preceding would be possible without
a good game design to build on. I welcome
any feedback. Contact me at
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