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easy eights

Created by
Brad Sanders Devin Cooley
Jim Bland Kurt Coyle

COPYRIGHT 1999 EASY EIGHT ENTERPRISES, INC.


10036 CAENEN LENEXA, KANSAS 66215
www. battlegroundwwii.com
18003352977

All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted
in any form by means electrical, mechanical or otherwise, without written permission of the publisher.
Printed in the United States of America
introduction
Welcome to Men Of Honor, a Scenario Pack for
Easy Eights Battleground WWII. This pack fea-
tures some of the greatest American and German
1936
heroes of World War II and the highest medals of
valor they wore: the Congressional Medal of
Honor and the Knights Cross of the Iron Cross.
Inside you will find a history of the medals, five
American and five German heroes, ten new scenar-
ios featuring each of the heroes, and new rules for
Heroes and Cowards collectively called the "Heat
of Battle." We hope Men of Honor inspires you to
brave and honorable deeds on your game table!

Men of Honor deals with real men, real heroes.


With great respect to these men and their brave
deeds, we remember their legacy. It is in this vain
that Men of Honor has been created, in order to
ensure that these great men and others like them
remain remembered and not forgotten.

Herein lies a salute to these men. We have brought


to you an exciting and playable representation of
each hero that captures the individual spirit and
heroic deeds of each. This allows for the heroes
portrayed to be played in Easy Eights
Battleground World War II. All likenesses, both
drawings and sculptured miniatures, are fictional in
concept and appearance and have no intent to por-
tray any real or actual likenesses of the actual
men/heroes portrayed.

This work is dedicated to the memory of all World


War II "men of honor" those recognized and
unrecognized for valor on the field of battle.

Crusade for Empire


the medals

the medals
presented in two forms, one for the Navy and one for the
Army. These versions are in existence today. The Navy ver-
sion is a star shaped medal with anchor "chain" eligible for
members of the Navy, Marine Corps, and Coast Guard. The
Armys medal is also star shaped but has the addition of a
wreath and an eagle "chain." An Air Force version of the
Congressional Medal of Honor was adopted in 1965 for its
members; this medal is similar to the Armys medal in that it
also features a star and wreath design but has a modifed
"chain" with wings and lighting bolts. All Congressional
Medals of Honor are worn on a light blue ribbon which is
worn around the neck. A brooch-type center piece decorated
with 13 stars suspends the "chain" and the medal. Recipients
are also permitted to wear a light-blue chest ribbon adorned
with stars on the left breast pocket with other award ribbons,
The Congressional Medal of Honor in the dress uniform awards field commonly known to U.S.
The highest American award for valor in combat is miltary personnel as "salad."
the Congressional Medal of Honor. Although this award has The Congressional Medal of Honor is awarded by
been in existence since the American Civil War, it was World the President on behalf of Congress and the American people
War II where the award gained most of its fame with the to a person who, while a member of the Armed Forces,
American public. Film, radio, and newspapers brought the "Distinguishes himself or herself conspiculously by gallantry
stories of our greatest war heroes into every living room and and intrpidity at the risk of his or her life above and beyond
no doubt added to the patriotic war effort in the States. To the the call of duty while engaged in an action against an enemy
men on the front lines, the Medal of Honor was a distinction of the United States; while engaged in military operations
for men who had gone above and beyond the call of duty. To involving conflict with an opposing foreign force; or while
say that the Medal of Honor had a positive influence on serving with friendly foreign foces engaged in an armed con-
Americans involved with the Second World War would be an flict against an opposing armed force in which the United
understatement. It impacted every level of civilian and mili- States is not a belligerent party. The deed performed must
tary life. It more than anything, symbolized the best that have been one of personal bravery or self-sacrifice so con-
America was, is, and will always be: duty, devotion, and sac- spicuous as to clearly distinguish the individual above his
rifice at any and all costs. comrades and must have involved risk of life. Incontestible
The Congressional Medal of Honor began in proof of the performance of the service will be exacted and
December, 1861, as a Navy medal of valor "to be bestowed each recommendation for the award of this decoration will be
upon such petty officers, seamen, landsmen, and Marines as considered on the standard of extraordinary merit."
shall most distinguish themselves by their gallantry and other Approximately 3,400 men and one woman (during the Civil
seamanlike qualities during the present war." Earlier propos- War) have been awarded the Congressional Medal of Honor
als by the Army for a similar type medal was squelched by from the Civil War to the American military presence in
then General-in-Chief of the Army Winfield Scott who felt Somalia. During World War II, 440 Congressional Medals of
medals were too "European." Anyhow, the Army soon fol- Honor were awarded, 56% (250) of these posthumously. Out
lowed the Navys lead in 1862 and made a medal of "honor" of the 440 awarded, 301 were awarded to Army, 57 to Navy,
for "noncommissioned officers and privates as shall most dis- 81 to Marines, and 1 to Coast Guard personnel.
tinguish themselves by their gallantry in action, and other sol-
dierlike qualities, during the present insurrection." President
Lincoln and most Union military leaders and politicians
agreed that the medals were needed and served the common
good. Therefore, the Congressional Medal of Honor was
passed into law by Congress in the year 1863.
The Congressional Medal of Honor originally was

Men of honor
1 1936
the medals
ther distinguished themselves, could then be awarded the
Ritterkreuz with Oak Leaves. The next highest grade was the
Ritterkreuz with Oak Leaves and Swords, followed by the
Ritterkreuz with Oak Leaves, Swords, and Diamonds. The
highest Ritterkreuz award/grade was the Ritterkreuz with
Gold Oak Leaves, Swords, and Diamonds
The Knights Cross was worn at the throat suspend-
ed by a red, black, and white ribbon. Added honors such as
the Oak Leaves, Swords, etc. were worn above the medal in
the center of the ribbon. The Knights Cross itself was made
of silver and was mostly black enamaled with silver edges.
On the bottom front of the medal was stamped "1939," the
year the medal was introduced. The medal was usually pre-
sented in a black leather case but it was not unheard of to
have private artisans craft special cases for the award.
The Knights Cross and its varying grades were nor-
mally recommended by one of the recipients commanding
officers who then ususally made the presentation of the award
to the recipient. All Knights Cross honors were approved by
Adolf Hitler himself, who reserved the right to make award
presentations personally. All branches of the German Armed
Forces were eligible for the Knight's Cross and its varying
grades. Though many women served Germany proudly, not
one woman was ever awarded the Knights Cross.
The Knights Cross was the most famous and popu-
The Kinights cross of the Iron Cross lar award in both German miltary and civilian life. Winners
The Ritterkreuz, or Knights Cross of the Iron Cross, of the Ritterkreuz were held as the nations greatest heroes,
was Nazi Germanys highest award for bravery in the face of "knights" of a prestigous and select order. Heroes awarded
the enemy. The award was a descendant of the famed Iron the Knights Cross proudly wore the medal at their throats at
Cross which was first introduced in 1813. The Knights Cross all times, especially into combat. Postcards were created with
was introduced by Adolf Hitler as a reward for bravery for artistic impressions of Knights Cross winners and these were
both enlisted men and officers. During World War I, sold in the millions as collectibles. The Knights Cross of the
Germanys higest medals for brave and/or meritous service Iron Cross certainly added a hero element to the Nazi culture
were only rewarded to officers. These medals were the Pour for both the military and the propaganda machine.
le Merite (the famed "Blue Max") and the Grand Cross of the
Iron Cross, of which there were only five recipients: Kaiser
Wilhelm II and four generals. The Knights Cross inclusion
for awarding enlisted men no doubt was influenced by the
fact that Hitler himself was an enlisted man during World War
I. Though the actual number of Knights Cross awards won is
indefinite, approximately 7,251 Ritterkreuz (including the
varying grades such as Ritterkreuz with Oak Leaves, etc.)
were awarded; 1,676 enlisted men won the Ritterkreuz proer.
The Knights Cross was awarded for for acts of
bravery in the face of the enemy or for specific duties (such
as commanding forces during a specific battle). This differed
from the American Congressional Medal of Honor which was
awarded for bravery only. The Knights Cross also varied
from the American equivalent in that the German award came
in different grades of escalating merit. The base award was
the Ritterkreuz proper. Recipients of this award, and who fur-

Men of Honor
2
the rules

heat of battle
Americans made its medals achievable by almost superhu-
man and extreme feats (over one-half of all Medal of Honor
recipients received the award posthumously), while almost
every German soldier wore an Iron Cross or some other meri-
tious badge or award. The German Wehrmacht placed more
of an emphasis on the giving of medals and rewards as a vis-
ible testimony to a soldiers bravery and experience. Such
awards were worn proudly and "loudly" into battle for all to
fear the number, size, and type of the rewards measuring a
mans warrior skill and soldierly history. American troops
were the exact opposite. For example, American officers
painted symbols on the back of their helmets to avoid being
targets for German bullets!
These acute differences in both Western Front
armies heroes, cowards, and medals can add more realism
heat of battle and flavor to gaming Easy Eights Battleground WWII. This
The American and German armies that squared off realism can be captured using the specific charts and rules
in Western Europe were different in composition, tactics and collectively called Heat of Battle." These charts and rules
organization. Yet, perhaps the greatest difference was in the are meant to be played as an expanded version of the Hero
fighting men themselves. The average American GI was and Coward rules found in the main rules set, Easy Eights
independent, self-thinking and motivated to "get the job Battleground WWII. These rules are for those infantry (i.e.
done." Conversely, the average German fighting man was non-AFV crews they have their own Hero chart in the main
strictly disciplined and identified more with the unit and less rules set) heroes and cowards that emerge as a result of
as an individual. Often, heroic feats in combat illustrated the Broken troops in the course of any Battleground scenario;
strongpoints of the common soldier from each country. individual "pre-generated" heroes as found in this Scenario
American heroes generally became killing machines and apt Pack have their own rules and should not be confused with
to attempt feats physically challenging. Acts of cowardice by Heat of Battle."
Americans similarily followed almost stereotypical traits that
ranged from conditions classified as "shell shock" and "battle Hero Charts
fatigue."
German heroes on the whole seemed to have per- The "Heat Of Battle" Hero Creation Charts follow
formed heroic actions more as leaders in crucial combat all standard rules for Heroes as found in the main rules set.
moments. This may explain why most Knights Cross wear- When using the Western Front American and German Hero
ers were officers. Yet, Germans were more apt to surrender or Creation Charts, simply role on the appropriate "Heat Of
even desert in times of despair rather than suffer more trau- Battle" Hero Creation Chart instead of the Hero Creation
matic effects like the Americans. Chart in the main rules set. The specific attributes for the hero
Both armies also rewarded their heroes differently. type rolled is then put into play.
American heroes often went undecorated with American
medals difficult to "win." The Germans were more liberal in Cowards
handing out awards and utilized seemingly endless varieties
of medals, armbands, and patches for countless different "Heat Of Battle" treats Cowards differently than the
achievements. Of the two countries, America awarded only rules for Craven Cowards in Easy Eights Battleground
440 of its highest award (the Congressional Medal of Honor). WWII main rules set. "Heat Of Battle" Cowards roll on the
The Third Reich handed out nearly four times as many appropriate countrys Coward Creation Chart anytime a fig-
Knights Crosses (including the varying grades of the medals ure rolls an unmodified 20 on a Morale Check (not a Rally),
that included Oak Leaves, Swords, and Diamonds to the like Heroes roll on the Hero Creation Chart when rolling a
Knights Cross) during the war. In retrospect, the psychology result of 1. Instead of removing the Coward from play as stat-
of both countries were different in this respect. The ed in the main rules set, the player controlling the Coward

Men of honor
1 1936
the rules
rolls to see what type of Coward the figure is and what "spe-
cial" attributes he has. These "special" attributes are in addi- Western Front American Coward Creation Chart
tion to the base attributes all Cowards possess.

Coward Attributes:
Morale (ML) is 0 A Coward loses his Morale rating; there- 1-6 Coward.
fore, a Coward may not Self-Rally. Yellow Belly Will seek cover per Broken rules.

No Troop Quality A Coward loses his Troop Quality rating;


if a Coward is Rallied (see Can be Rallied below), then the
Coward becomes a "normal" combatant figure with a Troop 7-11
Coward. Freezes in place. Must go prone.
Sobs uncontrollably for "Mother."
Quality rating of Green for the remainder of the Crybaby May Rally as normal Coward.
scenario/game.
Non-Combatant A Coward may not spend actions other Coward. Will flee the combat area opposite
than those designated to a specific type of Coward; this the direction of known enemy units in search
means a Coward may not spend actions firing, Hand-to Hand, 12-15 of first aid station; this will continue each action
he remains a Coward. May Rally as normal
etc. Battle Fatigue
Coward but Leader must make a successful
roll at Leader's Morale.
Immune to Surrender A Coward will never Surrender unless
denoted to a specific type of Coward a Coward is to "busy" Coward. Will automatically meander d6 inches
being cowardly to Surrender. 16-19 distance and d8 direction; this will continue
Can be Captured A Coward can be captured if an enemy Shell Shocked each action he remains a Coward. May Rally
as normal Coward.
spends an action "capturing" the helpless Coward. The cap-
turing enemy figure must be in base-to-base contact in order Coward. Will never Rally. Will automatically move one
action in a reasonable and straight path opposite the
to capture a Coward. 20 direction of known enemy units; this will continue each
Screamer action of play until the Screamer is off the table.
Can be Rallied A Coward can be Rallied as designated Any friendly infantry within 5 inches and LOS of his path
must make a Morale Check; any figure failing is considered
to a specific type of Coward. Note that some Cowards are not Broken with all normal rules applying
eligible to be Rallied at all, but Cowards are generally eligi-
ble to be Rallied. To Rally a Coward, a Leader must be in
base-to-base contact with a Coward; the Leader then uses the Western Front German Coward Creation Chart
Leaders Morale to attempt the Rally (Leadership Modifier is
not used on the roll). This takes into account the Leaders
effort to Rally the Coward.
1-6 Coward.
Timid Will seek cover per Broken rules.

Coward. Will automatically move one action in


a reasonable and straight path to the nearest
7-10 Leader of equal or greater Morale; this will
Faint-Hearted continue each action of play until the Coward
reaches a Leader.
May Rally as Normal Coward.

Coward. Freeze terrified in place.


11-14 Must go prone.
Terrified May Rally as normal Coward.

Coward. Will Flee the combat area opposite


the direction of known enemy units in an
attempt to quit the battlefield; this will continue
15-17 each action he remains a Coward.
Deserter Ignores all Broken rules for Hard Cover. May
Rally as Normal Coward but Leader must make a
Successful roll at Leader's Morale.
Coward. Will never Rally. Will automatically move one
action in a reasonable and straight path to the nearest
18-20 known enemy unit and attempt to Surrender; this will
POW continue each action. Any friendly infantry within 5 inches
and LOS of his path must make a Morale Check; any
figures failing is considered Broken with all normal
rules applying.

Men of Honor
2
the rules

Whether Hero or Coward, the Heat of Battle Western Front American Hero Creation Chart
will surely enhance any Battleground! Color
counters are provided in the back of Men Of
Honor especially designed to mark your specif- 2 free actions immediately.
Becomes Elite. +1 to Morale.
ic Hero or Coward with pride.....or shame! So, 1
Never checks Morale. Never takes Gut or Skill
for example, if your GI wins the Silver Star in Medal of Honor Checks. Never Suppressed. Ignore first Light
gritty combat, simply award him by placing Wound. Can operate crewed weapons alone.
the Silver Star counter next to the figure on the
1 free action immediately.
field of battle for all to see - and to help you 2-3 Becomes Elite. +1 to Morale. Never takes Gut
remember which one he is! All Hero and DSC Checks. Never suppressed. Skill Checks rolled
as normal. Can operate crewed weapons
Coward types represented in the American and alone.
German Hero/Coward Charts are included as
handy color counters. Good Luck! 1 free action immediately.
4-5 Becomes Elite. +1 to Gut Checks. Never
Silver Star Suppressed. Can operate crewed weapons
alone.

Coward Quick-View 6-10


1 free action immediately.
Becomes Elite. +1 to Morale. Never takes Gut
Bronze Star Checks. Never Supressed.

Morale is always 0 11-20 1 free action immediately.


HERO Unrecognized Becomes Elite.
Never Suppressed.
Hero

No Troop Quality
Western Front German Hero Creation Chart

Non-Combatant 1
2 Free actions immediately.
Becomes a 18-2 Leader.
1936
Knight's Cross Becomes Elite.
Never Suppressed.

2 Free actions immediately.


2-4
Immune to Surrender German Cross
Becomes a 17-1 Leader.
Becomes Elite.
in Gold Never Suppressed.

1 Free action immediately.


Can be Rallied 5-10 Becomes a 16-0 Leader.
Becomes Elite.
(if allowed by specific Coward Type) Iron Cross
1936 Never Suppressed.
1st Class Can operate crew served weapons alone.

1 Free action immediately.


11-17
Can be Captured Iron Cross
+1 Morale. Becomes Elite.
Never Suppressed.
1936
2nd Class

1 Free action immediately.


All No Quarter rules HERO
18-20
Unrecognized
Becomes Elite.
Never Suppressed.
are in effect. Hero

Men of honor
3 1936
The bibliography

American Forces
Information Service "Armed Forces Decoration and Awards"
Detailed information about the CMH and other American miltary awards
and metals; available to the public through the U.S. Department of
Defense.

Bonn, Keith When The Odds Were Even.


(ISBN 0-89141-602-1)
This is an excellent work, focusing on the Vosges Mountains campaign
and the German Operation Nordwind.

Kurowski, Franz Infanterie Aces.


(ISBN 0-921991-22-3)
Translated from German, this book is packed with stories about some of
Germanys WWII heroes. The title says it all!

MacDonald, Charles A Time For Trumpets.


(ISBN 0-688-03923)
A very detailed look at the Battle of the Bulge through the eyes of the
veterans who fought in it. Highly recommended reading.

Ritgen, Helmut The Western Front 1944: Memoirs of a Panzer Lehr Officer.
(ISBN 0-921991-28-2)
A fascinating view of the war on the Western Front; great information on
the elite Panzer Lehr Division.

U.S. Army Chapters 3-6, Army Regulation 600-8-22 (Military Awards).


The official "word" on the CMH from U.S. Army regulations!

Williamson, Gordon The Iron Cross, A History 1813-1957.


(ISBN unavailable)
A comprehensive look at the most famous and prominent German mili
tary award in the last two centuries. Good reading for medal lovers

Men of Honor
4
Sgt. max thompson
Sgt. Max Thompson
Co. K, 18th Infantry Regt., 1st Infantry Div. The Big Red One
Congressional Medal of Honor
Place and Date: Near Haaren, Germany, 18
October 1944.
Entered Service At: Prescott, Ariz.
Birth: Bethel, N.C.
G.O. No.: 47, 18 June 1945.
At Ravels Hill just north of Aachen, Germany, Sgt. Max Thompson became a "one man army" and did
the impossible. When German panzergrenadiers stormed the hill and decimated an American platoon,
Thompson went into a frenzy and met the German assault head on. With nerves of steel and armed with
a machinegun, the gritty seargeant rained lead into the enemy attackers. When he ran out of ammo,
Thompson then used a bazooka to hold back the German advance. When it too ran out of ammo, the fear-
less sergeant then resorted to an automatic rifle and hand grenades to keep the
panzergrenadiers at bay. With this effort, Sgt. Thompson helped to defeat the
German attack on Ravels Hill and won the Congressional Medal of Honor.
The successful defense of Ravels Hill sealed the American capture of
Aachen the first major city to be captured by the Americans.

...Sgt. Thompson's courageous


leadership inspired his men and
materially contributed to the
clearing of the enemy from his
last remaining hold on this impor-
tant hill position.
Sgt. max thompson

Special Hero Rules


Special Rules Sgt. Thompson is Elite and never takes Morale Checks. He also never has to take
Gut Checks.

"The Arsenal" Sgt. Thompson has the uncanny ability to have crew weapons such as a machinegun
and/or a bazooka at his disposal during combat which he can crew alone. The player controlling Sgt.
Thompson receives two chits (or switches out appropriate figures) one for a .30 Cal MMG and one
for a Bazooka 44. The player controlling Sgt. Thompson may play one of these chits at the beginning
of Sgt. Thompsons first action of any turn and each chit has the following restrictions:
.30 Cal MMG May stay in play 4 actions of firing (it is then out of ammo and removed from play).
Bazooka 44 Receives d6 rounds and may stay in play as long as ammo is available.
Sgt. Thompson in addition will always have a BAR Pre-LMG and unlimited Mk. IIAI "pineapple" hand
grenades with him at all times, even when
using the .30 Cal or the Bazooka. He may sgt. max thompson
fire the BAR and throw a hand grenade Quick Play Card
each action with no penalties (Elite bonus
is still added). Special Rules Sgt. Thompson is Elite and never takes Morale
Checks. He also never has to take Gut Checks.
Weapons of Choice: BAR Pre-LMG and "The Arsenal" Sgt. Thompson has the uncanny ability to have
unlimited Mk. IIAI "Pineapple" hand crew weapons such as a machinegun and/or a bazooka at his dispos-
grenades al during combat which he can crew alone. The player controlling
Morale: 18-2 Sgt. Thompson receives two chits (or switches out appropriate fig-
ures) one for a .30 Cal MMG and one for a Bazooka 44. The play-
er controlling Sgt. Thompson may play one of these chits at the
beginning of Sgt. Thompsons first action of any turn and each chit
has the following restrictions:
.30 Cal MMG May stay in play 4 actions of firing (it is then out
of ammo and removed from play).
Bazooka 44 Receives d6 rounds and may stay in play as long as
ammo is available.
Sgt. Thompson in addition
will always have a BAR Pre-
LMG and unlimited Mk.
IIAI "pineapple" hand
grenades with him at all
times, even when using the
.30 Cal or the Bazooka. He
may fire the BAR and throw
a hand grenade each action
with no penalties (Elite
bonus is still added).

May photocopy for individual use


PFC George B. Turner
PFC George B.Turner
Battery C, 499th Armored Field Artillery Battalion, 14th Armored Division

Congressional Medal of Honor


Place and Date: Philippsbourg, France, 3
January 1945.
Entered Service At: Los Angeles, Calif.
Birth: Longview, Tex.
G.O. No.: 79, 14 September
Texas-born Private First Class Turner quickly turned a bad situation into one of bravery. Cut-off from his
artillery battery, Turner hooked up with an American infantry company and fought the Krauts in a small
French village called Phillippsbourg. After engaging two German tanks with a bazooka and holding off
enemy infantry with a MG, PFC Turner and the Americans charged into the attack. Two American tanks
supporting the GIs during the attack were blasted by a German anti-tank gun, but Turner helped the crews
to safety by giving covering fire firing a .30 Cal MMG from the hip! If that wasnt enough, Turner then
went to rescue a hurt tanker still in one of the tanks. Though miraculously braving German bullets, Turner
did not make it to the hurt tanker in time. The tank exploded and wounded PFC Turner. For these acts of
bravery and others in the defense of the French village, PFC George Turner was awarded the
Congressional Medal of Honor.

Turner and his magnificently


heroic initiative contributed
materially to the defense of the
French town and inspired the
troops about him.
PFC George B. Turner

Special Hero Rules


Special Rules PFC Turner is Elite and never takes Morale Checks. Further, he never has to
take Gut Checks.

"From The Hip" - PFC Turner can operate crewed weapons alone especially firing his .30 Cal
MMG from the hip with no penalty. All Special Fire modes are allowed.

Morale: 19-1
Weapon of Choice: .30 Cal MMG

PFC George B. Turner


Quick Play Card

Special Rules PFC Turner is Elite and never


takes Morale Checks. Further, he never has to take Gut
Checks.

"From The Hip" - PFC Turner can operate crewed


weapons alone especially firing his .30 Cal MMG
from the hip with no penalty. All Special Fire modes are
allowed.

Morale: 19-1
Weapon of Choice: .30 Cal MMG

May photocopy for individual use


1st lt. james E. Robinson, jr.
1st Lt. James E. Robinson, Jr.
Battery A, 861st Field Artillery Battalion, 63rd Infantry
Congressional Medal of Honor
Place and Date: Near Untergriesheim, Germany, 6
April 1945.
Entered service at: Waco, Tex.
Birth: Toledo, Ohio.
G.O. No.: 117, 11 December 1945.
For 1st Lt. Robinson the war was a million miles away from his home in Ohio, but he gave everything
for the country he loved. While assigned to Co. A, 253rd Infantry, Robinsons job was to be a Forward
Observer for his artillery unit and to call in artillery missions. On April 6th, 1945, Robinson and his com-
rades from Co. A were ambushed in the open near the German town of Untergriesheim. In a matter of
seconds, the company lost its commander and was reduced to only 24 effective fighting men. Robinson
took charge and led the GIs forward, lugging his big portable field phone. Robinson himself killed 10
German soldiers before receiving orders to capture the town of Kressbach with a company now con-
sisting of only 19 men! Despite the setbacks, Robinson led his men into combat once again but was
wounded when a shell fragment hit him in the throat. Though severely hurt, Robinson remained in charge
and even called in artillery fire. After being relieved, the brave GI walked two miles to an aid sta-
tion where he died from his wounds. For his actions against the impossible, and in giving his life for
his country, 1st. Lt. James E. Robinson, Jr. was awarded his countrys highest military
honor: the Congressional Medal of Honor.

...By his intrepid leadership


1st Lt. Robinson was directly
responsible for Company A's
accomplishing its mission
against tremendous odds.
1st lt. james E. Robinson, jr.
Special Hero Rules
Special Rules 1st Lt. Robinson is Elite and never takes Morale Checks. Robinson never takes
Gut Checks for any reason.

"Natural Born Leader" -Even though Robinson is an artilleryman, he has the ability to lead
infantry in battle; thus, Robinson should be treated as a Platoon Commander. In addition, this leader-
ship ability allows Robinson to ignore his first Light Wound (or first Heavy Wound becomes Light
Wound; KIA result remains a KIA). All troops within Robinsons Comand Radius also ignore all
Coward results as an outcome of a Morale Check.

Morale: 17-1
Weapon of Choice: .45 Pistol and Field
Phone 1st lt. james E. robinson, jr.
Quick Play Card

Special Rules 1st Lt. Robinson is Elite and never takes


Morale Checks. Robinson never takes Gut Checks for
any reason.

"Natural Born Leader" -Eventhough Robinson is an


artilleryman, he has the ability to lead infantry in battle;
thus, Robinson should be treated as a Platoon
Commander. In addition, this leadership ability allows
Robinson to ignore his first Light Wound (or first Heavy
Wound becomes Light Wound; KIA result remains a
KIA). All troops within Robinsons Comand Radius also
ignore all Coward results as an outcome of a Morale
Check.

Morale: 17-1
Weapon of Choice: .45
Pistol and Field Phone

May photocopy for individual use


Sgt. day g. turner
Sgt. Day G. Turner
Co. B, 319th Infantry Regiment, 80th Infantry Division
Congressional Medal of Honor
Place and Date: At Dahl, Luxembourg, 8 January
1945.
Entered service at. Nescopek, Pa.
Birth: Berwick, Pa.
G.O. No.: 49, 28 June 1945.
Sgt. Day Turner was at his best when the chips were stacked against him; he would need to be on a snowy
day in Luxembourg in January, 1945. While attempting to hold his units immediate flank, this gutsy GI
from Pennsylvania and his 9 men were determined to fight it out with the Germans from an abandoned
house in the township of Dahl. Supported by mortars and tanks, the German attackers finally succeeded
in storming the house, where upon Turner hurled a bottle of oil a la Molotov Cocktail at the first German
rank. Though five of his men were wounded and one KIA,
Turner continued to fight at close quarters with hand
grenades and a bayonet, even spearing two German soldiers
in a doorway. Out of ammo, Sgt. Turner then resorted to
captured German weapons to keep the fight going. Four
hours later, Turner and the three unwounded men left of his
command excepted the surrender of the remaining 25
German attackers. For this display of duty, leadership, and
pure heroism on Jan. 8, 1945, Sgt. Day G. Turner was deco-
rated with the Congressional Medal of Honor.

...Sgt. Turner's valiant stand will


live on as a constant inspiration
to his comrades. His heroic,
inspiring leadership, his deter-
mination and courageous devotion
to duty exemplify the highest tra-
dition of the military service .
Sgt. day g. turner

Special Hero Rules


Special Rules Sgt. Day Turner is Elite and never takes Morale Checks. Turner never takes Gut
Checks for any reason. He also does not take the Captured Use penalty when using German weapons.
Turner receives an additional 2 in Hand-to-Hand Combat in addition to all other modifiers.

"Molotov Cocktail Anyone?" Sgt. Day Turners one flaming oil bottle follows all Molotov
Cocktail rules.

Morale: 19-2
Weapon of Choice: German MP-40 SMG and flaming bottle of oil

Sgt. day g. turner


Quick Play Card

Special Rules Sgt. Day Turner is Elite and never


takes Morale Checks. Turner never takes Gut Checks
for any reason. He also does not take the Captured Use
penalty when using German weapons. Turner receives
an additional 2 in Hand-to-Hand Combat in additional
to all other modifiers.

"Molotov Cocktail Anyone?" Sgt. Day Turners one


flaming oil bottle follows all Molotov Cocktail rules.

Morale: 19-2
Weapon of Choice: German MP-40 SMG and flaming
bottle of oil

May photocopy for individual use


1st lt. raymond o. beaudoin
1st Lt. Raymond O. Beaudoin (KIA)
2nd Platoon, Co. F, 119th Infantry Regiment, 30th Infantry

Congressional Medal of Honor


Place and Date: Hamelin, Germany, 6 April 1945.
Entered service at: Holyoke, Mass.
Birth: Holyoke, Mass.
G.O. No.: 9, 25 January 1946.

On Jan. 25, 1945, 1st Lt. Beaudoin was leading his platoon across open ground outside of Hamelin,
Germany. Suddenly, he and his men came under a withering hail of German fire. Quickly, Beaudoin
instructed his troops to dig foxholes in order to gain some cover. While some GIs dug and others fired
back at the enemy, Beaudoin himself worked his way forward and personally killed six Germans. Yet,
this did not improve the deadly situation for Beaudoin and his men. Beaudoin sent three runners for help
but each was killed by a German sniper. Taking matters into his own hands, Beaudoin charged the
snipers position while another man ran for help. The brave platoon leader was greeted by a salvo of
German fire, including that of a panzershreck! Despite the dangers, Beaudoin suc-
cessfully charged the sniper nest and killed its occupants, one with the butt of
his M-1 Carbine. Beaudoin then continued the advance only to be killed by
German machinegun fire. For giving his life for the safety of his men, 1st Lt.
Raymond O. Beaudoin posthumously won the Congressional Medal of
Honor.

...By his intrepidity, great fighting


skill, and supreme devotion to his
responsibility for the well-being of
his platoon, 1st Lt. Beaudoin single-
handedly accomplished a mission that
enabled a messenger to secure help
which saved the stricken unit and made
possible the decisive defeat of the
German forces.
1st lt. raymond o. beaudoin
Special Hero Rules
Special Rules 1st Lt. Beaudoin is Elite and never takes Morale Checks. Beaudoin never takes
Gut Checks for any reason.

"King of Spades" - Any actions requiring man actions by any troops within his Command Radius
are done at half the cost; thus the men under his command can dig foxholes, set-up machine guns, etc.
faster than others.

Morale: 17-1
Weapon of Choice: M-1 Carbine

1st lt. Raymond o. Beaudoin


Quick Play Card

Special Rules 1st Lt. Beaudoin is Elite and


never takes Morale Checks. Beaudoin never takes Gut
Checks for any reason.

"King of Spades" - any actions requiring man actions


by any troops within his Command Radius are done at
half the cost; thus the men under his command can dig
foxholes, set-up machine guns, etc. faster than others.

Morale: 17-1
Weapon of Choice: M-1 Carbine

May photocopy for individual use


Hauptscharfuhrer Josef "Sepp" Lainer
Hauptscharfuhrer (Sgt.) Josef "Sepp" Lainer
I Abteilung (Battalion), SS Panzergrenadier Regiment "Der Fuhrer"

"Sepp" Lainer was about as good as a soldier can be, a warrior in every sense of the word. He was one
of the first to join the Austrian ranks of the "Der Fuhrer" SS Regiment in 1938. Lainer thus was a per-
sonal witness to the occupations of the Sudetenland, Czechoslovakia, Holland, and France. But it was in
Russia were Lainer won the Ritterkreuz in 1943 for bravely leading a handful of men in a defeat of thir-
ty Russian tanks and a rifle battalion. Lainers regiment was switched to the Western Front just prior to
D-Day. By this time he had been wounded in both legs, the arm and the side; he had also been awarded
both the Wound Badge and the Close Combat Clasp III Class in Gold (the latter for engaging the enemy
in close combat an incredible 54 times). Lainers regiment saw action first fighting the Tommies and then
later the Amis. By August Lainers unit had retreated through France but then suddenly counterattacked
the Americans. While capturing an enemy trench near
LAbbaye Blanche, Lainers war came to an abrupt
end. Surrounded by American troops of the 30th
Infantry Division, Lainer was forced to surrender.

Gutsy leadership and bravery in


battle defined elite German units
such as the 2nd SS "Das
Reich" Division. "Sepp" Lainer
defined the all-out leadership style
of a veteran by personally leading
his men into deadly combat.....

1936
Hauptscharfuhrer Josef "Sepp" Lainer
Special Hero Rules
Special Rules "Sepp" Lainer is Elite and never takes Morale Checks. Lainer never takes Gut
Checks for any reason. Lainer also receives an additional 3 in Hand-to-Hand Combat in additional to
all other modifiers.

"Stealthy" When making Spotting Checks to spot Lainer, the enemy always treats him as
Concealed Infantry even if he is in Open Ground.

Morale: 18-1
Weapons of Choice: MP-40 SMG, Knife and Captured American .45 Pistol

Hauptscharfuhrer josef sepp lainer


Quick Play Card

Special Rules "Sepp" Lainer is Elite and never takes


Morale Checks. Lainer never takes Gut Checks for any
reason. Lainer also receives an additional 3 in Hand-to-
Hand Combat in additional to all other modifiers.

"Stealthy" when making Spotting Checks to spot


Lainer, the enemy always treats him as Concealed
Infantry even if he is in Open Ground.

Morale: 18-1
Weapons of Choice: MP-40 SMG, Knife and Captured
American .45 Pistol

May photocopy for individual use

1936
Feldwebel Rudi brasche
Feldwebel (Sgt.) Rudi Brasche
HQ Company, Panzer Lehr Division

Rudi Brasche served his country on both the Russian and Western Fronts; dedicated and driven by duty,
Brasche would fight the French, Russians, British, and Americans! As a member of the 93rd Panzer
Grenadier Regt., 13th Panzer Division, Brasche fought hard in the French and Russian campaigns.
Hailing from the German town of Halberstadt, this quiet lad earned the Knights Cross the hard way.
After being wounded four times, Brasche was awarded the Ritterkreuz for leading the defense of a hill in
Russia after three days of bitter fighting only Brasche and four others were alive after staving off 14
attacks by an entire Soviet battalion. With ammo low and out of grenades, Brasche instructed the sur-
vivors of his unit to throw demo packs at the enemy! Brasche was soon thereafter transferred to the
Panzer Lehr Division where he distinguished himself once again by knocking out five British tanks and
damaging two with a Panzershreck at the Battle of Tilly. During the Battle of the Bulge, Brasche was with
a halftrack platoon that successfully breached the American line near Rochefort (west of Remagen).
There his combat experience enabled his unit to eliminate several American positions before his division
was forced to retreat. It was here that Brasches leadership shined through as his platoon was deadly effi-
cient against the Americans. Braschess war ended when he was
severely wounded by a shell fragment in the shoulder during the
British attempt to seize the Reichswald. After seeing the
horrors of war and fighting many different enemies,
Brasche would ultimately survive the war as a hero.

Infantrymen fighting tanks is a


deadly game where any mistake
can result in horrible death.
Feldwebel Brasche possessed a
special ability to destroy enemy
tanks with the steel nerves and
cool composure of an elite war-
rior......

1936
Feldwebel Rudi brasche
Special Hero Rules
Special Rules Brasche is Elite and never takes Morale Checks. In addition, Brasche never
takes Gut Checks for any reason.

"Speed Loader" Brasche may load and fire his Panzerschreck as if he had a loader. That is,
Brasche does not take an extra action to load his weapon; this type of weapon normally takes two
actions to load when a loader is not present.

Morale: 17-1
Weapons of Choice: Panzerschreck and P-38 Walther Pistol

feldwebel rudi brasche


Quick Play Card

Special Rules Brasche is Elite and never takes


Morale Checks. In addition, Brasche never takes Gut
Checks for any reason.

"Speed Loader" Brasche may load and fire his


Panzerschreck as if he had a loader. That is, Brasche does
not take an extra action to load his weapon; this type of
weapon normally takes two actions to load when a loader
is not present.

Morale: 17-1
Weapons of Choice: Panzerschreck and P-38 Walther
Pistol

May photocopy for individual use

1936
Oberleutnant Erich Vielwerth
Oberleutnant (1st Lt.) Erich Vielwerth
I Abteilung, 87th Grenadier Regiment, 36th Volksgrenadier Division

Erich Vielwerth possessed a unique talent of destroying enemy bunkers. This talent gained him fame
throughout Germany and the nickname, "Bunker-cracker." After serving briefly in France, Vielwerths
division was sent to Russia. It was outside of Leningrad that Vielwerth knocked out of action several
bunkers using nothing but hand grenades. For this action he was awarded the Ritterkreuz. He later par-
ticipated in the fight for Moscow. After numerous wounds the "Bunker-cracker" and his unit were trans-
ferred to the Western Front. On March 1st, 1945, Vielwerth assumed command of his regiments I
Abteilung (Battalion). On March 5th, Vielwerth led his men against the Americans at the Vosges where
he again displayed unusual bravery in battle. In this action Vierwerth instilled spirit in his troops and
demonstrated the same fearlessness he showed when knocking out Russian bunkers. For this, Vielwerth
was additionally awarded the German Cross in Gold. Vielwerth continued to fight hard against the
Americans advancing through the Vosges Mountains. After suffering
numerous hardships, Vielwerth and his men finally surren-
dered to the Amis around Traunstein on May 6,
1945.

Knocking out enemy bunkers


and tanks is a brutal affair. The
key is quick thinking and having
no fear. Few could master both
like the "Bunker-cracker" Erich
Vielwerth.....

1936
Oberleutnant Erich Vielwerth
Special Hero Rules
Special Rules Vielwerth is Elite and never takes Morale Checks. In addition, Vielwerth never
takes Gut Checks for any reason.

"Bunker Craze" Anytime Vielwerth comes within 5" of a bunker or vehicle during a game turn,
Vielwerth immediately receives one extra action that game turn; he only gets the free extra action the
turn he closes within the 5". In addition, Vielwerth only gets one free action per different enemy tank
or bunker; he will never get an additional action "re-assaulting" an enemy bunker or tank.

Morale: 17-2
Weapons of choice: MP-40 SMG and Stielgranate Hand Grenade

feldwebel rudi brasche


Quick Play Card

Special Rules Vielwerth is Elite and never takes


Morale Checks. In addition, Vielwerth never takes Gut
Checks for any reason.

"Bunker Craze" anytime Vielwerth comes within 5"


of a bunker or vehicle during a game turn, Vielwerth
immediately receives one extra action that game turn; he
only gets the free extra action the turn he closes within
the 5". In addition, Vielworth only gets one free action
per different enemy tank or bunker; he will never get an
additional action "re-assaulting" an enemy bunker or
tank.

Morale: 17-2
Weapons of choice:
MP-40 SMG and
Stielgranate Hand
Grenade

May photocopy for individual use

1936
Oberst Wilhelm Osterhold
Oberst (Colonel) Wilhelm Osterhold
48th Regiment, 12th Volksgrenadier Division

Oberst Osterhold joined the Wehrmacht before the war under unusual circumstances. Osterholds father
was an anti-nazi politician in the Reichstag who was arrested and sent to a labor camp by the Nazis after
they had seized power in Germany. To avoid problems, Osterhold joined the Wehrmachts officer corps
with the hopes that he could avoid his familys anti-Nazi "stain." He served admirably and bravely, win-
ning the Ritterkreuz in Russia and directly overcoming Nazi inquiries on himself and his familys past.
Osterhold rose through the ranks quickly as one who leads from the front. By the end of 1944, he was a
regiment commander and on the Western Front. It was here that Osterhold would prove to be valuable as
an officer and leader. During the Battle of the Bulge, Osterholds unit would take the
lead in the north. His regiment was tasked with seizing the American-held vil-
lage of Losheimergraben and its vital crossroads. It was only after two days
of stubborn fighting and Osterhold leading from the front, that actually
enabled the Germans to seize the town and clear the way for the 12 SS Panzer
Division. Osterhold was a noble gentlemen and warrior. Fair and compas-
sionate, he even convinced the last thirty Americans in
Losheimergraben to surrender than die. Many brave men like
Osterhold would win the Ritterkreuz in Russia, but would put that
veteran knowledge and experience to even better use in the West
against the Americans and the western Allies.

Volksgrenadier divisions
scraped together the last manpow-
er available to the Fatherland.
Though understrength and com-
prised of old men and young boys,
these divisions were usually led
by brave and able leaders like
Oberst Osterhold......

1936
Oberst Wilhelm Osterhold
Special Hero Rules
Special Rules Osterhold is Elite and never takes Morale Checks. In addition, Osterhold never
takes Gut Checks for any reason.

"Sweet Talker" Osterhold may spend any action "sweet talking" any enemy troops within his
Command Radius. Any enemy troops thus effected must make an immediate Morale Check; any
enemy troops failing this Morale Check will immediately Surrender. After all, Osterhold is a compas-
sionate, non-threatening gentlemen who hates to see lives wasted this is why his pistol is concealed!

Morale: 17-2
Weapon of choice: P-08 Luger Pistol (concealed)

Oberst Wilhelm Osterhold


Quick Play Card

Special Rules Osterhold is Elite and never takes


Morale Checks. In addition, Osterhold never takes Gut
Checks for any reason.

"Sweet Talker" Osterhold may spend any action


"sweet talking" any enemy troops within his Command
Radius. Any enemy troops thus effected must make an
immediate Morale Check; any enemy troops failing this
Morale Check will immediately Surrender. After all,
Osterhold is a compassionate, non-threatening gentlemen
who hates to see lives wasted this is why his pistol is
concealed!

Morale: 17-2
Weapon of choice: P-08
Luger Pistol (con-
cealed)

May photocopy for individual use

1936
Oberst Georg Scholz
Oberst (Colonel) Georg Scholz
901nd Panzer Grenadier Lehr Regiment, Panzer Lehr Division

Born into an upper crust family in Prussia, the young Scholz entered the army during WWI. He soon
became an infantry officer and was decorated with the Iron Cross (both 1st and 2nd Classes) by wars
end. Scholz rejoined the army in the mid-30s and commanded a motorized infanrty battalion from the
Infantry Lehr (School) Regiment. Scholz then went to Russia with his unit where he won the German
Cross in Gold, a promotion to Oberst (Colonel) and regimental commander, and finally the Ritterkreuz.
Scholz won his Knights Cross for his tactical miracle of helping to delay the Soviet offensive before the
Donets River. Transferred to the west, Obest Scholze aided in reforming his regi-
ment into the Panzer Lehr Division. He would later lead his troops bravely and
skillfully against the Americans in Normandy, preventing a failed division-
al counterattack from ruining the entire front. His attention to order and duty
was not overlooked and shortly thereafter Scholze was transferred. Late in the
war, Scholze was promoted to Generalmajor and commanded troops in
Berlin. Sadly, this great Prussian officer took his own life in the end
rather than surrender to the Soviets.

Tactics can be taught in any war


college. Using them effectively
when men's lives are on the line
is an art and not the norm.
Oberst Schulz exemplifies the
Prussian art of war and leader-
ship on the field of battle.....

1936
Oberst Georg Scholz

Special Hero Rules


Special Rules Scholz is Elite and never takes Morale Checks. In addition, Scholz never takes Gut
Checks for any reason.

"Tactical Genius" This special rule allows Scholz (or the unit he is commanding/attached to) to
tactically maneuver at will during a game turn. In this capacity, Scholz may elect to spend his (plus
the units attached to him if applicable) actions at the beginning of a game turn or before another play-
ers unit is called when the Card Initiative System (see Core Rules EEBWWII Rules) is in play. The
player responsible for Scholz may not see who/what is next and then decide to go. Example: Scholz is
leading a panzerjager team and two American Shermans are nearby. The player controlling Scholz
decides to wait and see what happens to start the game turn. Luckily, the American Shermans are ran-
domly drawn first to start the game turn and move closer to Scholz and his men. Before the GM calls
the next unit, the player controlling
Scholz decides to play "Tactical Genius" Oberst Georg Scholz
and go next just in case other American Quick Play Card
units cards are pulled before Scholtz
decide to go and then threaten Scholtz Special Rules Scholz is Elite and never takes Morale Checks. In
addition, Scholz never takes Gut Checks for any reason.
and his men. In this case, Scholtz and his
men expend their two actions as normal "Tactical Genius" This special rule allows Scholz (or the unit he is
and the game resumes with the random commanding/attached to) to tactically maneuver at will during a game turn.
In this capacity, Scholz may elect to spend his (plus the units attached to
Card Initiative System. him if applicable) actions at the beginning of a game turn or before another
players unit is called when the Card Initiative System (see Core Rules
EEBWWII Rules) is in play. The player responsible for Scholz may not see
who/what is next and then decide to go. Example: Scholz is leading a
Morale: 18-2 panzerjager team and two American Shermans are nearby. The player con-
Weapons of Choice: Riding Crop and P- trolling Scholz decides to wait and see what happens to start the game turn.
08 Luger Pistol Luckily, the American Shermans are randomly drawn first to start the game
turn and move closer to Scholz and his men. Before the GM calls the next
unit, the player controlling Scholz decides to play "Tactical Genius" and go
next just in case other American units cards are pulled before Scholtz
decide to go and then threaten Scholtz and his men. In this case, Scholtz
and his men expend their two
actions as normal and the game
resumes with the random Card
Initiative System.

Morale: 18-2
Weapons of Choice: Riding
Crop and P-08 Luger Pistol

May photocopy for individual use

1936
Army of One
orders
Date: October 18, 1944
Time: 0800 hrs.
Location: Ravels Hill, one mile N. of Aachen, Germany
Background: The American 18th Inf. Regt. seized the
German positions on Ravel Hill on Oct. 9th. This hill was
one of several geographical locations that formed part of the
German West Wall. More importantly, Ravels Hill was also
one of the keys to encircling Aachen. Severe German
shelling blasted the hill in the days following the successful
capture of the hill. Now on Oct. 18th, the Germans are
reported to be launching another attack to relieve Aachen.
Only Ravels Hill and the men of the famed The Big Red
One stand in their way.
Orders: Disable 50% of enemy or force enemy from field.
Game Length: 10 Turns

forces available
GIs of 18th Infantry Regt., 1st Infantry Division The Big Red One

Sgt. Max Thompson with BAR LMG and unlimited Mark IIAI frag grenades ML 18-2

One Veteran infantry squad with,


1 Squad Leader with Thompson SMG ML 14-1
1 Asst. Squad Leader with Thompson SMG ML 13-0
1 Gunner with BAR LMG ML 12
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 12
6 Riflemen each with M-1 Garand SLR ML 12

Two Green infantry squads with,


1 Squad Leader with Thompson SMG ML 10-0
1 Asst. Squad Leader with Thompson SMG ML 9-0
1 Gunner with BAR LMG ML 8
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 8
6 Riflemen each with M-1 Garand SLR ML 8
All American infantry are armed with two Mark IIAI Hand Grenades

Special Rules indicated on the map.


1. All rules for Sgt. Thompson are in effect (see Heroes).
2. GIs may begin Dug-In individual foxholes or in German-
built defenses as shown on map. US units must start in the
set-up areas defined on the map.
3. All German-built pillboxes face to the west; observation
posts have a 360 degree facing. Both types of positions are

Easy Eight Enterprises, 1999 Men Of Honor


Americans may start anywhere West
of line.
Army of One
orders
Date: October 18, 1944
Time: 0800 hrs.
Location: Ravels Hill, one mile N. of Aachen, Germany
Background: American forces have successfully encircled
Aachen - the first major German city under enemy attack in
the west. Hitler has ordered the citys decimated garrison to
stand and hold while other German units attempt to
relieve Aachen. The 3rd Panzergrenadier Div. has unsuc-
cessfully tried to break through the Amis lines for days.
Desperate and tired, the gritty panzergrenadiers would try
once again to reach Aachen by seizing Ravels Hill and to
hopefully breach the American encirclement of the city.
Orders: Seize all of the American positions on the map or
destroy the Americans to the man.

forces available
Soldaten of 29th Panzergrenadier Regt., 3rd Panzer Grenadier Division

One Regular Platoon Command with,


1 Platoon Commander with MP-44 AR ML 14-2
1 Platoon Sgt. with MP-40 SMG ML 13-1
1 Radio Operator with Radio and P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
2 Platoon Runners each with Kar 98k Rifle ML 10

Four Regular Squads each with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Riflemen each with Kar 98k Rifles ML 10
All German infantry are armed with two Stick Grenades

Five Sd.Kfz. 251/1 Halftracks

Special Rules their own MGs.


1. All German halftracks are equipped with radios; the pla-
toon radio is a field pack for dismounted panzergrenadiers.
2. The panzergrenadiers may start in or out of halftracks (or
any combination therein) at scenario start.
3. Any or all German squad MGs may begin the scenario
mounted on the halftracks; the halftracks do not possess

Easy Eight Enterprises, 1999 Men Of Honor


Germans enter East side of the board
Army of One
Gamemasters Special Rules ed. Yes, the Germans know the old defenses of Ravels Hill but not the
new ones!
3. Shellholes should be placed at random (or per the map) on the
American
1. All rules for Sgt. Thompson are in effect (see Heroes). Sgt. game table as Ravels Hill took a beating from German artillery.
Thompson must begin the scenario as marked on the map.
2. GIs may begin Dug-In individual foxholes or in German-built Historical Outcome
defenses as shown on map. US units must start in the set-up areas In mid-October, 1944, American forces including the 1st
defined on the map. Sgt. Thompson and the Veteran squad are from Infantry Div. "The Big Red One," had encircled Aachen and its
another platoon. The Green troops are from another , bordering pla- tough German garrison. The fighting was bitter for both sides. The
toon. Therefore, these two separate units must begin the scenario
Americans wanted desperately to capture Aachen and claim it as the
set-up separately.
first major German city to be captured by Allied forces in the West.
3. All German-built pillboxes face to the west; observation posts
have a 360 degree facing. Both types of positions are indicated on German forces were determined to not let the Americans have the
the map. The Americans only used the German pillboxes as cover city and launched a counterattack to relieve their beleaguered com-
during German artillery attacks and figure little into the scenario as rades. The German 3rd Panzergrenadier Division struck less than a
they point in the opposite direction of the German attack. The pill- mile north of Aachen at Ravels Hill, known to the Americans as Hill
boxes can make nice hiding places though! The observation posts 231. Previously, this particular geographic spot originally formed a
are simply a trench/prepared position with a cover (concrete, wood, key part of the German defense of Aachen and of the West Wall.
or other) but offer a good place for sighting enemy units. Ravels Hill contained numerous pillboxes, observation posts and
German trenches but on the night of Oct. 9th, two American infantry compa-
1. All German halftracks are equipped with radios; the platoon radio
is a field pack for dismounted panzer grenadiers. this is an added nies captured the position without a fight. German response was bru-
advantage for the German player who can split up his units with tal and Ravels Hill was shelled unrelentlessly for three long days and
some going on foot and still able to maintain radio contact with the nights. Now on October 18th, the Germans attacked the hill in force.
rest of the halftracks in the platoon. Smart German player will use The Germans smashed into the American lines and deci-
this to their advantage. mated a platoon - that was when Sgt. Max Thompson went to work.
2. The panzergrenadiers may start in or out of halftracks (or any Thompson grabbed an MG and started pouring fire into the
combination therein) at scenario start. The grade of the hill allowed Germans. He then seized a bazooka and used it to stop the German
vehicles to traverse the locale as it was not too steep. The Americans
advance. Finally, Thompson down to nothing but a Garand rifle and
learned this the hard way by bringing two M-10s up Ravels Hill.
These successfully made it up the hill, only to lose the two tank hand grenades, beat off the German assault. Thompson literally
destroyers to accurate German gun fire. became a "one man army" and stopped the German assault on
3. Any or all German squad MGs may begin the scenario mounted Ravels Hill and ultimately the relief of Aachen. For his actions on
on the halftracks; the halftracks do not possess their own MGs. Ravels Hill, Sgt. Max Thompson was awarded the Congressional
Coordinating the use of the squad MGs and the radios available can Medal of Honor.
result in a nice attack for the Germans.
Gamemaster Designers Notes
1. The American victory conditions state, disable 50% of enemy or Perhaps the defining characteristic of some U.S. Medal of
force enemy from field. When determining the American victory
Honor winners is that at times a combat situation found it necessary
conditions at the end of a game turn, count all KIA, HW, and Broken
as disabled per the definition found under Squad Morale on page for one to become a one man army. This scenario tries to illustrate
4 of the Infantry section in Easy Eights Battleground World War II. the bravery and seemingly impossible odds heroes undertake to fight
If half of the German force is disabled, the Americans win. The off the enemy. The battle at Ravels Hill may be unknown in some
Americans can also win by simply forcing the German squads to be history books, but was pivotal in holding the ground other men died
Broken. Note that casualties can force squads to become Broken per to gain. It is this type of human effort and patriotism that defines the
the Squad Morale rule mentioned previously. War is ultimately titles hero and patriot.
about survival and leadership. Nothing is more true in this scenario
for the Americans. Make sure to stress the victory conditions to the
American players. Smart game play and sound tactics in this sce-
nario can make this task an easy one if the American players are on
their toes and thinking!
2. The German victory conditions are pretty straight forward - retake
the American positions or eliminate them to the man. The GM
should note that the German map shows the
trenches/pillboxes/observation posts now occupied by the
Americans. The Germans should know where they are - they dug
them themselves! The GM should thus take care in not revealing the
American locations of individually dug foxholes until properly sight-

Easy Eight Enterprises, 1999 Men Of Honor


Americans may start anywhere West
of line.

Germans enter East side of the board


Government Issue
orders
Date: January 3, 1945
Time: 1300 hrs.
Location: Phillipsbourg, France
Background: Sgt. George Turner was cut off from his
artillery unit when a sudden German counterattack material-
ized in the French village of Phillipsbourg. Joining up with
some infantryman from his division, Sgt. Turner had no
choice but to be an infantryman for a day. Undiscouraged,
Sgt. Turner was determined to fight off the enemy and
rejoin his unit. Picking up a .30 Cal MMG, Sgt. Turner
would ultimately prove that he was a G.I., Government
Issue, and could fight like any other American soldier.
Orders: Defeat the German attack by eliminating 3/4 or
more of German forces.
Game Length: Unlimited Turns

forces available
GIs of 14th Armored Liberator Division

Sgt. George Turner with .30 Cal MMG ML 19-1

Three Regular infantry squads with,


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with Thompson SMG ML 11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 10
6 Riflemen each with M-1 Garand ML 10

One Regular .30 Cal MMG Team with,


1 Gunner with .30 Cal MMG ML 10
1 Loader with Extra Ammo and M-1 Garand SLR ML 10
1 Spotter with Binoculars and M-1 Garand SLR ML 10
1 M3A1 Halftrack

Three Regular Bazooka Teams each with,


1 Gunner with Baz 44 ML 10
1 Loader with (d6) Baz 44 rounds and M-1 Carbine SLR ML 10

All American infantry are armed with two Mark IIAI Hand Grenades

Special Rules WP (White Phosphorus) rounds; it is always assumed that


the Loader has these in his possession unless otherwise
1. All rules for Sgt. Turner are in effect (see Heroes); note
noted to the GM.
that Turners .30 Cal MMG is in addition to the .30 Cal
with the MMG Team.
2. American forces must start as indicated on the map; any-
where west of this is allowed.
3. Each Baz 44 Loader must roll a d6 for both HEAT and

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Americans may start anywhere West
of line.
Government Issue
orders
Date: January 3, 1945
Time: 1300 hrs.
Location: Phillipsbourg, France
Background: The American push to the French village of
Phillpsbourg gave the Germans an excellent chance to coun-
terattack the Amis in this sector. After already isolating an
American artillery unit on one flank, the Germans pressed
on to the heart of the village. If all but artillerymen stood in
the way, the recapture of the village would be an easy affair.
Orders: Seize the crossroads at all costs; this will require
German possession of all four buildings surrounding the
crossroads.
Game Length: Unlimited Turns

forces available
Soldaten of Kampfgruppe Phillipp

One Regular Platoon Command with,


1 Platoon Commander with MP-44 AR ML 14-2
1 Platoon Sgt. with MP-40 SMG and Panzerfaust 60 ML 13-1
1 Radio Operator with Radio and P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
2 Platoon Runners each with Kar 98k Rifle ML 10

Three Regular Squads each with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Riflemen with Kar 98k Rifle ML 10
All German infantry are armed with two Stick Grenades

Two PzKfw.VI Tiger ausf. E with Regular crews of five ML 11

Special Rules
1. German forces must start as indicated on the map.

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.
Government Issue
Gamemasters Special Rules defense of the village, Sgt, George Turner was awarded the
American Congressional Medal of Honor!
1. All rules for Sgt. Turner are in effect (see Heroes); note that
Turners .30 Cal MMG is in addition to the .30 Cal with the Game Options
MMG Team. Size If a much larger sized game is desired, simply dou-
2. American forces must start no further east then indicated ble the forces involved.
on the map; anywhere west of this is allowed. Tanks Try removing one of the German Tigers or replace
3. Each Baz 44 Loader must roll a d6 for both HEAT and WP one with a Mk. IV; and of course, the Americans can always
(White Phosphorus) rounds; it is always assumed that the have an extra Sherman or two!
Loader has these in his possession unless otherwise noted to Campaign Players or a GM could easily take the two
the GM. days Sgt. Turner spent in the village and work up a campaign
German or a series of games. Naturally, it could start with
1. German forces must start as indicated on the map. Government Issue and then progress into a series of mis-
Gamemaster sions. Here are a few suggestions:
1. American Reinforcements On Turn 5, two M4A3 Game 1: Government Issue - as is.
Shermans join the fun in the French village. These will enter Game 2: Turners Patrol U.S. - remaining forces
on the west edge of the game table and at the controlling play- from Game 1 divided into patrols (play
ers discretion (i.e. they may come in anywhere as long they ers/GM choice on size); German - three 5-
come in on the west edge). Remember, the Americans dont man patrols each with one NCO and four
know that the Shermans are coming as reinforcements. They Riflemen.
should be as much of a surprise to the Americans as the Game 3: Turners Assault U.S. - remaining
Germans. forces from Game 1 and 2 plus one
2. EE-8 Phones After the breakout of Normandy, many Regular squad as reinforcement with
Shermans had an EE-8 phone attached to the rear hull. This mission of knocking out German
allowed American infantry to communicate with a tank as stronghold; German - remaining forces
American armor and infantry radio nets were not linked. The from Game 2 plus a LMG team holed up in
GM is encouraged to have the Shermans equipped with the a certain locale in the village that they must
EE-8 phone. The Shermans need every little bit of help possi- hold.
ble when German Tigers are on the board! Game 4: Turners Grand Exit U.S. remaining
forces from all previous game plus two
Historical Outcome regular squads as reinforcements. Turner
On January 3, 1945, Sgt. George Turner was forced must exit the board to win marginally. If
to be an infantryman for a day - and what a job he did! The Turner exits with a vehicle containing
German force assaulting the village consisted of a reinforced wounded, American players win decisive
platoon and two tanks. This force came right down the main ly; German - start with four squads whose
roadway leading through the village. Turner bravely grabbed mission is to wipe out the remaining Amis
a bazooka and stepped out into the open road coolly knocked on the board.
out one tank and damaged the other despite heavy German Again these are just some suggestions to maybe have extend-
fire. Sgt. Turner then grabbed the machinegun off of a near- ed fun with this scenario and particularly this gritty hero!
by halftrack and turned it on the Germans advancing up the
road. Meanwhile, two American Shermans arrived on the Designers Notes
scene but these were quickly shot to pieces. Firing his Fortunately or unfortunately, gamers are tasked with
machinegun from the hip, Turner pinned the Germans down recreating the impossible from history. In all actuality, this
long enough to allow the surviving tank crews to reach safe- is a fair fight and winable for the Americans if they play with
ty. Yet, one crew member was trapped. Turner tried to save smarts. The key is to use those three bazookas to get side
him but the Sherman blew up before he could reach the help- shots on the Tigers - which are tough (good thing they arent
less G.I., wounding him in the process. He refused to be sent Panthers!) Conversely, the German infantry can help the
to the rear to receive medical attention and continued fight- Tigers by flushing out the American infantry and, hopefully,
ing. He helped fight off an enemy patrol in addition to assist- the bazookas. Getting the German infantry separated from the
ing in the capture of a German stronghold in the village; he Tigers can lead to some disastrous results! We should know!
also drove a truck full of wounded men to safety after first
driving through enemy fire. For all of these actions in the

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.

Americans may start anywhere West


of line.
Robinsons Rescue
orders
Date: April 6, 1945
Time: 1210 hrs.
Location: Near Untergriesheim, Germany
Background: In the dark early hours of April 6, a vicious
German attack had riddled Company A. Machinegun and
mortar fire tore into the American unit, whittling the
infantry company down to 24 men. 1st Lt. James Robinson
was dedicated to getting the survivors organized and out of
the deadly crossfire. This meant only one option -
ATTACK!
Orders: Eliminate the German positions and advance to the
Kressbach road.
Game Length: 12 Turns

forces available
GIs of Co. A., 253rd Infantry Regt., 63rd Blood and Fire Infantry Division

One Regular Platoon Command with,


1st Lt. Robinson with .45 Pistol and Field Radio ML 17-1
1 Platoon Sgt. with M-1 Carbine SLR ML 13-2
2 Runners with M-1 Garand SLR ML 10

Two Regular infantry squads each with,


1 Squad Leader with Thompson SMG ML 12-0
1 Asst. Squad Leader with Thompson SMG ML 11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with Extra Ammo and M-1 Carbine SLR ML 10
6 Riflemen each with M-1 Garand SLR ML 10
All American infantry are armed with two Mark IIAI Hand Grenades

Off-Board Artillery Support


Two HE Fire Missions of 2 tubes (81mm mortar)
10 Contact 10 Availability

Special Rules
1. All rules for 1st Lt. Robinson are in effect (see Heroes).
2. All American units may begin Dug-In.
3. All woods are considered Heavy Woods.

Easy Eight Enterprises, 1999 Men Of Honor


Americans Start West of line.
Robinsons Rescue
orders
Date: April 6, 1945
Time: 1210 hrs.
Location: Near Untergriesheim, Germany
Background: In the last month of the war, the German
Army was dying but it could still put up a hell of a fight.
On April 6th, German units defending terrain between
Untergriesheim and Kressbach reminded the Amerikaners
that a war was still on and not yet over. After raining mur-
derous mortar shells and machinegun rounds into an
American infantry company, the Germans closed in for the
kill.
Orders: Eliminate the Americans as a fighting force.
Game Length: 12 Turns

forces available
Soldaten of Untergriesheim and Kressbach Garrisons

Two Regular Squads each with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Riflemen each with Kar 98k Rifle ML 10
All German infantry are armed with two Stick Grenades

Special Rules
1. All German units may begin Dug-In.
2. All woods are considered Heavy Woods.

Easy Eight Enterprises, 1999 Men Of Honor


Germans start East of line.
Robinsons Rescue
Gamemasters Special Rules sures the LMG and really feels it when its services are lost.
American 1st Lt. Robinson typifies the American fighting
1. All rules for 1st Lt. Robinson are in effect (see Heroes). mans ability to adapt and improvise to any given circum-
2. All American units may begin Dug-In. Robinsons unit stance or emergency. It is the human will that allows one to
had been under fire for about 8 hours until he decided to get go forward when the mind says to retreat or even to give up
him and the survivors out of the kill zone. completely. The giving of ones life, as in the case of 1st Lt.
3. All woods are considered Heavy Woods. This will make Robinson, saved other lives that horrible day in April, 1945.
sighting very difficult for both sides. It is that sacrifice that we as a country treasure as a legacy to
German our nations freedom and ability to resist tyranny.
1. All German units may begin Dug-In.
2. All woods are considered Heavy Woods.

Historical Outcome
After eight hours of hell, 1st Lt. Robinson had had
enough. He and the survivors of Company A were breaking
out. After gathering the surviving 23 men of the company,
Robinson personally led a charge at the German positions.
Incensed in the fury of combat, Robinson single-handedly
mowed down ten Germans in their foxholes all while drag-
ging his heavy field phone. After successfully rescuing the
company from its death trap, Robinson was immediately
ordered to lead the company down the road to the German
village of Kressbach and seize it. Now, down to only 19
effective fighting men, Robinson obeyed orders and
approached the town. In the ensuing combat for the town,
Robinson was wounded in the throat by a German shell
fragment. Despite his serious wound, Robinson continued to
call in artillery support for the small American attack on
Kressbach. Only after the town was taken did Robinson
relinquish command of the company. The brave Forward
Observer turned company commander then walked two
miles unassisted to an aid station where he sadly died as
result of his throat wound. For his leadership and devotion
to his duty as an officer, 1st Lt. Robinson was posthumously
decorated with the Congressional Medal of Honor.

Game Options
Kressbach If desired the GM may wish to have the
American men under Robinson to push on to the small vil-
lage of Kressbach. There the surviving Americans would
more than likely encounter one or two German squads and
some minor German Off-Board Artillery Missions.
No Artillery For an even quicker fight, take out the
Off-Board Artillery Missions and give the Americans an
additional BAR Gunner.

Designers Notes
Robinsons Rescue is a small scenario that can
easily be played in an hours time. Smaller sized
Battleground games are fun because every man and every
weapon is valuable. It is in these small games where one trea-

Easy Eight Enterprises, 1999 Men Of Honor


Americans Start West of line.

Germans start East of line.


Turners Last Stand
orders
Date: January 8, 1945
Time: 1230 hrs.
Location: Dahl, Luxembourg
Background: After holding off a German counterattack,
Sgt. Day Turner and his squad were in trouble. Ordered to
hold his units flank, Turner and his men had retreated to a
small house where they hoped to hold off the enemy.
Turners men were tired, out of ammo, and some were
wounded. Things looked bleak, but as the next German
attack began, Sgt. Turner grabbed a discarded German
machine pistol and a bottle of flammable oil. Turner was
determined to lead his men in a fight for survival or a fight
to the death.
Orders: Do not let the house fall into German hands.
Game Length: 14 Turns

forces available
GIs of Co. B, 319th Infantry Regt., 80th Blue Ridge Infantry Division

Sgt. Day Turner with captured German MP-40 and flaming oil bottle ML 17-2

One Veteran infantry squad with,


1 Asst. Squad Leader with Thompson SMG ML 13-0
1 Gunner with BAR LMG ML 12
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 12
6 Riflemen each with M-1 Garand SLR ML 12
All American infantry are armed with two Mark IIAI Hand Grenades

Special Rules
1. All rules for Sgt. Day Turner are in effect (see Heroes).
2. All GIs must set-up in the house indicated on the map;
they are then free to move at players discretion.
3. See GM for possible American reinforcements.

Easy Eight Enterprises, 1999 Men Of Honor


American deployment zone.
Turners Last Stand
orders
Date: January 8, 1945
Time: 1230 hrs.
Location: Dahl, Luxembourg
Background: In the weeks after the Battle of the Bulge,
American forces gathered strength and set-out to reclaim
lost ground in Luxembourg. German forces however were
still determined to put up a stiff fight. One such fight erupt-
ed in the village of Dahl. Counterattacking German volks-
grenadiers managed to isolate a small American unit acting
as a rearguard for other retreating American unit. Seeing
their good fortune, the reinforced Germans decided to show
the Amerikaners that the German soldier could still
fight...and well.
Orders: Capture the house hiding the Amerikaners.

forces available
Soldaten of 9th Volksgrenadier Division, LIII Korps

Two Regular Squads each with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Rifleman each with Kar 98k Rifle ML 10
All German infantry are armed with two Stick Grenades

Special Rules
1. German units must deploy in the German deployment
zone indicated on the map.
2. See GM for possible German reinforcements.

Easy Eight Enterprises, 1999 Men Of Honor


German deployment zone.
Turners Last Stand
Gamemasters Special Rules
American Game Options
1. All rules for Sgt. Day Turner are in effect (see Heroes). Different Units For a bit of variation, try spicing things up
2. All GIs must set-up in the house indicated on the map; a bit by substituting different vehicles and or units. A
they are then free to move at players discretion. German SP Gun would be especially fun - what with those
3. See GM for possible American reinforcements. exposed tops to throw grenades into!
German Rubble/Destroyed Buildings We originally playtested this
1. German units must deploy in the German deployment scenario with a 50-50 mix of intact and destroyed buildings
zone indicated on the map. which gave a nice variety of places to hide. We also threw
2. See GM for possible German reinforcements. some rubble out for the same reason and to slow the
Gamemaster Germans down a bit.
1. American Victory Conditions If the American players
meet these conditions by the end of Turn 14, than the Historical Outcome
Americans win. This means that the house must be occupied The Americans led by Sgt. Turner fought outnum-
by at least one American. The Germans must be the sole bered and with nothing to lose. Short of of ammo they
occupants at the end of the game to be ruled the victor. resorted to captured German weapons and whatever else
2. American Reinforcements The American players begin was at hand in the house they occupied. Sgt. Turner was
rolling for random reinforcements on Turn 4 using a d20. able to hurl a can of oil as a molotov cocktail at the first
Reinforcements received must then roll a d6 to determine group of attacking Germans! He then rendered a few
where the unit enters the game table (results marked on unlucky Krauts hors d combat in bloody hand-to-hand
American/GM map). Use the following table*: fighting. Not only did Turner and his squad survive incredi-
ble odds, they accepted the surrender of the German attack-
American Reinforcement Chart ers! For his actions that day, Sgt. Day Turner was awarded
the Congressional Medal of Honor.
1-2 M4A3 Sherman tank w/ Reg. crew of five
3-5 One Regular Platoon Command
Designers Notes
6-9 One Regular infantry squad
Though the name of this scenario sounds a bit omi-
10-14 Baz 44 2-man team
nous, it actually is balanced - kinda. The fun aspect of this
15-20 No reinforcements
scenario is the reinforcement chart. When we first playtested
*Note: once a reinforcement type is rolled, it may not be
this scenario, matters looked bleak on paper for the
rolled again (i.e 2 Shermans or 2 Baz 44 is not
Americans. But, by the grace of the dice gods, the Germans
allowed); if a low die results in reinforcements and that unit
did not receive reinforcements for five turns! Thankfully for
has already entered play, use the next closest reinforce-
the German players, the Tiger showed up. Some excellent
ments. Example: if the Sherman has already been rolled
tank play allowed the Germans to use the Tiger to attract all
and in play, a subsequent roll of a 1-2 on a d20 would give
the American attention (and boy did that work like bees to
the American players the Regular infantry squad; if this too
honey) while Germans snuck into the American-held house.
was in play, then the Baz 44 would enter play.
Unfortunately, the GIs backed out the backside of the house
3. German Reinforcements The German players begin
in fear of the Tigers 88 rounds and left the front door wide
rolling for random reinforcements on Turn 4 using a d20.
open. Sgt. Turner in this case did splash the Tiger with the
Reinforcements received must then roll a d6 to determine
flaming oil can (cool), which in turn forced one crewman to
where the unit enters the game table (results marked on
bail-out and get gunned down (also cool). However, the Tiger
German/GM map). Use the following table*:
was only out momentarily and meanwhile Germans were in
the house. Turner rushed into the house and into Hand-to-
German Reinforcement Chart
Hand combat with two tough German vets and died after run-
1-3 PzKfw. VI Tiger ausf. E tank w/ Reg. crew of ning through one of them.
five We really felt this game had a movie-like feel to it
4-8 One Regular Platoon Command and it instantly became one of our favorites. All in all, we had
9-14 One Regular infantry squad a blast playing this one and decided to take it to some of the
15-20 No reinforcements conventions we attend. So, look for Turners Last Stand to
*Note: the rules for the German Reinforcement table follows possibly be at a game convention near you in the future! Or,
the same guidelines found on the American Reinforcement give us a call - well be glad to tell you if we will be bringing
Chart above. a Battleground game to your neck of the woods!

Easy Eight Enterprises, 1999 Men Of Honor


American deployment zone.

German deployment zone.


King of Spades
orders
Date: April 6, 1945
Time: 1420 hrs.
Location: Hamelin, Germany
Background: On this day in the closing moments of the
war in Germany, 1st Lt. Beaudoins platoon was ordered to
take the lead in occupying the village of Hamelin.
Ominously, a barren stretch of open ground would have to
be crossed and quickly. Lacking armor or artillery support,
Beaudoin and his men would have to reach the village the
old-fashioned way - the hard way.
Orders: Get 1/2 of platoon to point indicated on map.
Game Length: 14 Turns

forces available
GIs of Co. F, 119th Inf. Regt., 30th Old Hickory Inf. Division

One Veteran Platoon Command with,


1st Lt. Beaudoin with M-1 Carbine SLR ML 17-1
1 Platoon Sgt. with M-1 Carbine SLR ML 15-2
1 Radio Operator with Walkie-Talkie and .45 Pistol ML 12
2 Runners each with M-1 Garand SLR ML 12

Three Veteran infantry squads each with,


1 Squad Leader with Thompson SMG ML 14-1
1 Asst. Squad Leader with Thompson SMG ML 13-0
1 Gunner with BAR LMG ML 12
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 12
6 Riflemen each with M-1 Garand SLR ML 12
All American infantry are armed with two Mark IIAI Hand Grenades

Special Rules
1. All rules for 1st Lt. Beaudoin are in effect (see Heroes).
2. American units enter as their unit is called per the
Random Initiative System; all units must enter Turn 1; no
units can be held off-table until subsequent turns.
3. American units may spend actions to Dig-In once on the
game table.

Easy Eight Enterprises, 1999 Men Of Honor


Americans enter South edge of board.
King of Spades
orders
Date: April 6, 1945
Time: 1420 hrs.
Location: Hamelin, Germany
Background: As the war and German forces dwindled
away, death and destruction were still on the rampage. At
the German township of Hamelin, a small handful of expe-
rienced and dedicated defenders were preparing to greet the
attacking Americans in a hail of fire. Death and destruction
would certainly be in Hamelin on this day.
Orders: Prevent the Americans from capturing the north
walls along the walled road.
Game Length: 14 Turns

forces available
Soldaten of Kampfgruppe Hamelin

Two Veteran Sniper Teams each with,


1 Sniper with Kar 98k and Scope ML 12
1 Spotter with Binoculars and MP-44 AR ML 12

One Veteran MMG Team with,


1 Gunner with MG-42 MMG ML 12
1 Loader with Extra Ammo and Kar 98k Rifle ML 12
1 Spotter with Binoculars and MP-40 SMG ML 12

One Veteran Panzerschreck Team with,


1 Gunner with Panzershreck and P-38 Walther Pistol ML 12
1 Loader with Kar 98k Rifle and d6 HEAT rounds ML 12

One Regular Squad with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Riflemen each with Kar 98k Rifle ML 10
All German infantry are armed with two Stick Grenades

Special Rules
1. The Germans have one Log Bunker that may be placed
anywhere within the German set-up zone.
2. All Germans may be Dug-In foxholes; all German units
must start the game within the German set-up zone.

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start North of line.
King of Spades
Gamemasters Special Rules laid down fire, taking out six Jerries himself. However, this
American was not enough. The platoon was still a bunch of sitting
1. All rules for 1st Lt. Beaudoin are in effect (see Heroes). ducks and something had to be done. With the platoon
2. American units enter as their unit is called per the radio unable to reach help, Beaudoin sent three runners back
Random Initiative System; all units must enter Turn 1; no for help but all three were gunned down by German sniper
units can be held off-table until subsequent turns. fire. Seeing this, Beaudoin charged the nearest German fox-
3. American units may spend actions to Dig-In once on the hole while yet another runner ran for help. Despite German
game table. panzershreck fire (yes, the Germans did use those against
German infantry and not just tanks!) and small arms fire, Beaudoin
1. The Germans have one Log Bunker that may be placed reached the German position and killed two of the enemy
anywhere within the German set-up zone. This should be with fire from his M-1 Carbine; a third German Beaudoin
considered Constructed Camouflage on the Sighting Chart; dispatched through the use of the butt of his carbine!
the GM can optionally put camouflaged netting over the top. Beaudoin pressed the attack further against a German dug-
2. All Germans may be Dug-In foxholes; all German units out, but he was killed by machinegun fire. The runner how-
must start the game within the German set-up zone. ever did reach help, the platoon was saved, and the Germans
Gamemaster defeated. For his gallantry and for putting the safety of his
1. This scenario is best played using a map to record the posi- platoon before that of his own life, 1st Lt. Raymond
tions and movement of the German units. Because the Beaudoin was posthumously awarded his countrys highest
Germans are concealed this best simulates this particular combat order: the Congressional Medal of Honor.
action - and keeps the Americans guessing and relying on
their Sighting Checks.
2. The GM should place some cover in the open field; shell- Game Options
holes, blown trees will give the Americans some cover until GM as Germans A great way to play this scenario
they are able to dig foxholes (if they decide to do so). is with the GM playing the Germans. This allows for faster
3. The GM should remind the player controlling 1st Lt. play and can be a lot of fun for the GM as well!
Beaudoin that his troops can dig foxholes fast (thus further Extra Units The GM may wish to augment either sides
prompting the players the idea that they can Dig-In). forces. In particular, the addition of a .30 Cal MMG or a
4. Note that the Americans may send for reinforcements by bazooka for the Americans can add a considerable advan-
getting at least one GI off the game table on the side the tage.
Americans entered. Once this occurs, reinforcements will
arrive in d6 turns. The reinforcements can be determined by Designers Notes
the GM or the GM can roll on the American Reinforcement This scenario can be a tough nut for the Americans
Chart (ignoringNo Reinforcements) found on the to crack. The Americans have to be patient and use the rate of
Gamemasters sheet of the Men Of Honor scenario, Turners fire from their Garands to keep the Germans from sweeping
Last Stand. the open ground with fire. A good tactic is for the Americans
5. The GM may wish to use a substitute figure for 1st Lt. to take Aimed Shots (one action to aim, one to fire); this will
Beaudoin until he is actually spotted by the Germans; this give the American a better chance of hitting the Germans and,
will prevent the German snipers from picking the hero off and with the Garands firing twice an action, still provide adequate
potentially killing the scenario - or at least the inspiration firepower. Ultimately, the Americans will have to move. The
of it. The Beaudoin figure is quite distinguishable from other most logical choice is to just charge straight forward. But, the
figures on the board.... the action-packed swinging carbine Americans need to make sure all troops are in good order
pose may have a bit to do with this! Of course an evil GM when doing so - the charge may result in a number of casual-
would never do this! ties. Every man in good order will be needed to avoid a Squad
Morale Check.
Though this scenario is tough to play, combat is
Historical Outcome tough. It is smart thinking and sometimes the sacrifice of
1st Lt. Beaudoins platoon entered the open field individuals that saves the day. With good play and reasoning,
outside of Hamelin and was met by a fusillade of German the Americans can get out of their messy situation. 1st Lt.
fire. Naturally, the entire unit hit the dirt and subsequently Beaudoin and his men did, but only after ultimate valor and
was pinned down. Beaudoin rotated men in the platoon to sacrifice.
return fire while the rest dug foxholes to escape the enemy
fire. Beaudoin himself dug-in at the point of the platoon and

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start North of line.

Americans enter South edge of board.


Austrian Knight
orders
Date: August 9, 1944
Time: 1320 hrs.
Location: Outskirts of LAbbaye Blanche, France
Background: On August 6, 1944 the German XXXXVII
Panzer Korps launched a counterattack against the Ameri-
cans codenamed Operation Luttich. A few days later, ele-
ments of the Das Reich SS Division advanced to the village
of LAbbaye Blanche. Here, Austrian SS troops led by
Knights Cross winner Sepp Lainer, dismounted from
their halftracks and attacked the outskirts of the village on
foot. Surely, the Austrian Knight would again lead his
veteran men to success against the enemies of the Reich.
Orders: Seize the American dug-in positions guarding the
approach to the village.
Game Length: 12 Turns

forces available
Soldaten of I Abteilung (Batt.), SS Panzer Grenadier Regt. Der Fuhrer, 2nd SS Division Das Reich

Hauptscharfuhrer (Capt.) Josef Sepp Lainer with Binoculars, Knife, and Captured U.S. .45 Pistol ML 18-1

One Veteran Platoon Command with,


1 Platoon Commander (Lt.) with MP-44 AR ML 15-2
1 Platoon Sgt. with MP-40 SMG ML 14-2
1 Radio Operator with Radio and P-38 Walther Pistol ML 12
1 Asst. Radio Operator with Kar 98k Rifle ML 12
2 Platoon Runners each with Kar 98k Rifle ML 12

Four Veteran Squads each with,


1 Squad Leader with MP-40 SMG ML 14-1
1 Asst. Squad Leader with MP-40 SMG ML 13-0
1 Gunner with MG-42 LMG ML 12
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 12
6 Riflemen each with Kar 98k Rifle ML 12
All German infantry are armed with two Stick Grenades

Special Rules
1. All rules for Sepp Lainer are in effect (see Heroes).
2. The Germans must start in the woods as indicated on the
map.
3. Sepp Lainer may be attached to any unit or may oper-
ate solo.

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.
Austrian Knight
orders
Date: August 9, 1944
Time: 1320 hrs.
Location: Outskirts of LAbbaye Blanche, France
Background: In early August, 1944 American forces reeled
from a sudden German counterattack east of Avranches,
France. GIs from the 30th Infantry Division dug themselves
in and around the village of LAbbaye Blanche and pre-
pared for a fight. With reports of enemy SS troops in the
area, one understrength platoon of GIs was determined to
hold their entrance into LAbbaye Blanche.
Orders: Hold the American dug-in positions guarding the
approach to the village.
Game Length: 12 Turns

forces available
GIs of 30th Old Hickory Infantry Division

One Regular Platoon Command with,


1 Platoon Commander (2nd Lt.) with Binoculars and M-1 Carbine SLR ML 14-1
1 Radioman with Walkie-Talkie and .45 Pistol ML 12

Two Regular infantry squads each with,


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with Thompson SMG ML 11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 10
6 Riflemen each with M-1 Garand SLR ML 10

One Regular .30 Cal MMG Team with,


1 Gunner with .30 Cal MMG ML 10
1 Loader with Extra Ammo and M-1 Garand SLR ML 10
1 Spotter with Binoculars and Thompson SMG ML 10

Off-Board Artillery Support


Four HE Fire Missions of one tube 81mm Mortar
8 Contact 16 Availability

Special Rules
1. All American units must start with the area indicated on
the map; Americans may begin the scenario Dug-In if
desired.
2. See GM for possible reinforcements.

Easy Eight Enterprises, 1999 Men Of Honor


Americans start West of line.
Austrian Knight
Gamemasters Special Rules Elite). Hauptscarfuhrer Sepp Lainer won his Ritterkreuz on
German the Russian Front after successfully fighting off thirty Soviet
1. All rules for Sepp Lainer are in effect (see Heroes). tanks and a rifle battalion. The Das Reich Division was
2. The Germans must start in the woods as indicated on the transferred to Western Europe in 1944 and engaged the Allies
map. This gives the Germans the safety of a little cover to in Normandy. Lainer and his men fought bravely but experi-
enter the game table to start the scenario. enced the long retreat through France. At LAbbaye Blanche,
3. Sepp Lainer may be attached to any unit or may oper- France, Lainer met his match against dug-in and stubborn
ate solo. If the latter, the GM should make sure Lainer has American GIs of the 30th Infantry Division. Lainer and his
his own chit or card able to be randomly drawn during unit attacked the Americans in a fierce firefight. Lainer him-
game turn play; otherwise Lainer will move with the unit he self seized an American trench and continued down it blazing
is attached to, whenever it is that units turn to take actions away at point blank range. As Lainer turned a bend in the
during a game turn. trenchline, he suddenly found several GIs pointing rifles in
American his face. Surprised, Lainer was forced to drop his weapons
1. All American units must start with the area indicated on and surrender - a fate unfortunate for a Knights Cross win-
the map; Americans may begin the scenario Dug-In if ner, yet better than death! Lainer would survive the war to tell
desired. This is highly recommended. The GM should the tales of his experiences as a recipient of Germanys high-
emphasize the importance of this to the American players. est war honor - the Knights Cross.
2. See GM for possible reinforcements. On Turn 6, a jeep
from Company HQ arrives to see how things are going and
joins the fight. This reinforcement consists of the following: Designers Notes
1 Willys Jeep with .30 Cal MMG mount and This scenario essentially pits a German platoon
Regular crew of three, against a supported and entrenched American 1/2 platoon.
1 Driver with M-1 Carbine ML 10 The advantage here is obviously to the defender, but this is
1 Gunner with .45 Pistol ML 10 where good squad/platoon tactics is vital for the German side.
1 Asst. Gunner with M-1 Carbine ML 10 The key for the German side is to have a focused plan, while
Gamemaster ensuring the German platoon command (and the hero, Lain-
1. Map play It is recommended that the GM have the er) is intact to Rally any Broken troops. Sighting, or actually
American players. not being sighted, is also a key to the success of the German
attack. Being able to creep close to the American positions is
crucial for the squad LMGs. A final hint for the Germans is to
Game Options use Sepp Lainers hero abilities. He is an excellent hand-to-
1. Give the Germans Off-Board Artillery Support: 0 Fire hand fighter and has a high morale to Rally troops. Lainer
Missions of two tubes 80mm Mortars with 16 Contact 8 should carry the burdens for the Germans and dictate the
Availability. This game option heavily favors the Germans. fight.
2. Give either the Americans or the Germans (or both) The Americans upon seeing their available forces
Smoke for all mortars in play. Smoke, when given to the will naturally begin sweating when seeing their scrawny
Germans, will give them the ability to mask their movement. forces. Of course, the American players will also freak
This will moderately effect the game in the Germans favor. because they lack anti-tank weapons and do not know what is
3. Up American morale to Veteran status.This improves the coming at them. The GM should play this up a bit and instill
Americans resolve to fight it out with the Germans; this a little anxiety for the American players. The biggest key for
game option thus slightly favors the Americans. the Americans is to keep their heads down for awhile and not
4. Up German morale to Elite status. Giving the Germans a do anything stupid. Remember, the Americans are dug-in and
higher morale status of Elite heavily favors the Germans. thus will be harder to spot. Make every shot taken count!

Historical Outcome
The Der Fuhrer Regiment of the 2nd SS Das
Reich Division was originally formed in Austria after the
Anschluss that formally annexed that country into the Reich.
It was an experienced unit but by August, 1944 many of the
units veterans laid in graves throughout Europe (hence the
units Veteran status in this scenario as opposed to being

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.

Americans start West of line.


Brasche In Battle
orders
Date: December 23, 1944
Time: 1040 hrs.
Location: Outskirts of Rochefort, Belgium
Background: The German offensive known to history as
the Battle of the Bulge is at its apex. German units have
penetrated deep into the American rear and have wrecked
havoc on the Amerikaners. Lead reconnaissance elements of
the Panzer Lehr Division are fast approaching the key
Belgian town of Rochefort. Success in capturing the town
depends on a clear roadway for German panzers. Despite
snowy conditions, it is up to a small recon detachment to
clear the way and report on any known American units east
of Rochefort.
Orders: Secure the entire roadway on the game table.
Game Length:14 Turns

forces available
Soldaten of HQ Kompanie, Kampfgruppe von Poschinger, Panzer Lehr Division

Unteroffizier Rudi Brasche with Panzerschreck, d6 HEAT rounds, and P-38 Walther Pistol ML 17-1

Four Veteran Squads with,


1 Squad Leader with MP-40 SMG ML 14-1
1 Asst. Squad Leader with MP-40 SMG and Panzerfaust 60 ML 13-0
1 Gunner with MG-42 LMG ML 12
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 12
6 Rifleman each with Kar 98k Rifle ML 12
All German infantry are armed with two Stick Grenades

Four Sd.Kfz. 251/1 Halftracks

Special Rules explanation/rules.


4. Medium Snow is in effect; see GM.
1. All rules for Rudi Brasche are in effect (see Heroes); be
sure to roll a d6 to determine the number of HEAT rounds
he possesses.
2. Rudi Brasche may be attached to any squad/halftrack of
the German players choice.
3. Germans may enter by convoy; see GM for

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start West of line.
Brasche In Battle
orders
Date: December 23, 1944
Time: 1040 hrs.
Location: Outskirts of Rochefort, Belgium
Background: It is the apex of the Battle of the Bulge.
German forces have penetrated deep into the American rear
and have surrounded Bastogne. Now, with snow on the
ground, German forces are threatening to push the bulge
even deeper. On the roadway east of the Belgian town of
Rochefort, a small American unit has hastily thrown togeth-
er a roadblock using an overturned American jeep. It is
imperative that the roadblock prevent German tanks from
using the roadway to Rochefort.
Orders: Deny the Germans the road leading to Rochefort.
Game Length: 12 Turns

forces available
GIs of 3rd Batt., 335th Infantry Regt.

One Regular Platoon Command with,


1 Platoon Commander (2nd Lt.) with Binoculars and M-1 Carbine SLR ML 14-1
1 Radioman with Walkie-Talkie and .45 Pistol ML 12

Two Regular infantry squads each with,


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with Thompson SMG ML 11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 10
6 Riflemen each with M-1 Garand SLR ML 10
All American infantry are armed with two Mark IIAI Hand Grenades

Two M4A3 Shermans with Regular crews of five ML 11

Two Willys Jeeps with .30 Cal MMG

1 Roadblock

Special Rules improve the roadblock once the game begins.


3. Medium Snow is in effect; see GM.
1. All American units and the roadblock must start in the
area indicated on the map; Americans may begin the sce-
nario Dug-In if desired.
2. The roadblock consists of one overturned jeep; this is in
addition to the jeeps listed on the American Forces
Available. The Americans may spend man-actions to

Easy Eight Enterprises, 1999 Men Of Honor


Germans start line.
Brasche In Battle
Gamemasters Special Rules Rochefort. Determining whether the roadway is clear or not
German should be determined by the GM at the end of the game.
1. All rules for Rudi Brasche are in effect (see Heroes); be
sure to roll a d6 to determine the number of HEAT rounds
he possesses. Game Options
2. Rudi Brasche may be attached to any squad/halftrack of Limited Tank Ammo Because American forces lacked
the German players choice. supplies during the Battle of the Bulge, American tanks may
3. Germans may enter by convoy; see GM for be short of ammo. If this option is used, have the American
explanation/rules. tanks roll a d6 for HE and a d6 for AP.
4. Medium Snow is in effect; see GM. Better Roadblock GM may wish to give the
American Americans a better roadblock at the beginning of the sce-
1. All American units and the roadblock must start in the nario. This roadblock could come in a variety of methods:
area indicated on the map; Americans may begin the sce- an abatis made from felled trees, a knocked out Sherman,
nario Dug-In if desired. etc.
2. The roadblock consists of one overturned jeep; this is in German Armor For a larger game, the GM may wish to
addition to the jeeps listed on the American Forces give the Germans armored reinforcements late in the game -
Available. The Americans may spend man-actions to assuming that the German panzergrenadiers have done their
improve the roadblock once the game begins. The road to job and cleared the road to Rochefort.
Rochefort historically was blocked by one jeep. The
Americans can make the roadblock bigger and stronger by
adding trees, etc to it at the GMs discretion. Historical Outcome
3. Medium Snow is in effect; see GM. The Americans defending Rochefort did utilize a
Gamemaster jeep as a roadblock but this did little to stop the Panzer Lehr
German Convoy German units may convoy at the start of kampfgruppe. The Americans fell back into Rochefort and
Turn 1 only. This allows any German unit of the German fought bitterly to keep th town. By Dec. 24, German units
players choice to enter the game table when any German engaged in the town were reinforced by a panzer company,
unit is called at random.Units may not split up just to con- effectively squashing the remaining American resistance in
voy; if a unit is chosen to move that unit must have its own the town. Elements of Panzer Lehrs reconnaissance units
card and be moved in full - in other words, the Germans pushed on to Celles to the west of Rochefort marking the fur-
cannot simply send one soldier down the road to see what thest German penetration or bulge into the American rear.
will happen. The Germans may elect to hold some units off Rudi Brasche survived the Battle of the Bulge but
until Turn 2. Once Turn 2 begins all units may not convoy was later wounded in fighting against the British in the
and enter play whenever the units card is called into play. defense of the Reichswald. Yet, his heroic actions at
Example: On Turn 1 German card is drawn into play; the Rochefort and in the preceding days of combat made him a
German players decide to send one squad/halftrack down visible sign of duty and devotion to the men around him.
the road.
Medium Snow The Battle of the Bulge was plagued with
snowy conditions. Medium Snow is snow roughly six to Designers Notes
twelve inches deep. It has no effect on Line Of Sight. It pro- This fight represents one of the deepest penetrations
vides no cover and will reduce the Prone modifier to a +1 the Germans made during the Battle of the Bulge. Fighting
instead of a +2. Medium Snow does absorb grenade and HE here was fierce and desperate in a virtual winter wonder-
blasts though, giving an additional +2 modifier to represent land. The key to this particular fight is the road. Getting
reduced blast and fragmentation. Movement is normal in away from this objective or drawn into small fights off the
Medium Snow for tracked vehicles, but fully-wheeled vehi- road can ultimately spell disaster for either side!
cles move at 1/2 movement rate and must roll for Bog each
action (Bog 20 on a d20). Road bonus does not apply in
Medium Snow. Infantry move 3/4 slower in snow, moving
4 an action as opposed to the normal 5 in Battle-Scale
(28mm).
Victory Conditions The key to victory in this game is
the roadway itself. Basically, the Germans must clear the
roadway to allow their supporting panzers a path to

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start West of line.

Germans start line.


Vielwerths Vengeance
orders
Date: January 1, 1945
Time: 0810 hrs.
Location: Northeast of Zetting, France
Background: On New Years Day, the German Operation
Nordwind(Northwind) was in full swing. On the
extreme northern flank, the 36th Volksgrenadier Division
assaulted elements of the American 44th Infantry Division
around the town of Zetting. The Americans fought hard but
soon reports of American tank reinforcements began to fil-
ter into 87th Grenadier Regt. HQ. To counter the threat,
Ritterkreuz holder, Oberleutnant Erich Vielwerth, and his
men set out to find and destroy the Amerikaner tanks with a
vengeance.
Orders: Destroy all American units encountered.
Game Length: 12 Turns

forces available
Soldaten of 14th Company, I Abteilung (Batt.), 87th Grenadier Regt. , 36th Volksgrenadier Division

Oberleutnant Erich Vielwerth with MP-40 SMG and Stielgranate Hand Grenade ML 17-2

One Veteran Panzerjager Team with,


1 Team Leader with MP-44 AR, P-38 Walther Pistol and Magnetic Mine ML 14-1
1 Jager with Kar 98k Rifle, P-38 Walther Pistol and Panzerfaust 60 ML 12
1 Jager with Kar 98k Rifle, P-38 Walther Pistol and Teller Mine ML 12
1 Jager with Panzerschreck and P-38 Pistol ML 12
1 Jager with Kar 98k Rifle, P-38 Pistol and 6 Panzerschreck HEAT rounds ML 12

One Veteran Squad with,


1 Squad Leader with MP-40 SMG ML 14-1
1 Asst. Squad Leader with MP-40SMG ML 13-0
1 Gunner with MG-42 LMG ML 12
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 12
6 Riflemen each with Kar 98kRifle ML 12
All German infantry are armed with two Stick Grenades

Special Rules
1. All rules for Erich Vielwerth are in effect (see Heroes).
2. The Panzerjager Panzershreck Loader has d6 HEAT
rounds.
3. Germans must start as indicated on the map.

Easy Eight Enterprises, 1999 Men Of Honor


Americans start as indicated.
Vielwerths Vengeance
orders
Date: January 1, 1945
Time: 0810 hrs.
Location: Northeast of Zetting, France
Background: On New Years Day, the Americans suddenly
felt the first thrusts from the German Operation
Nordwind(Northwind) in the Vosges Mountains. On the
extreme northern flank, identified elements of the German
36th Volksgrenadier Division slammed into units of the
American 44th Infantry Division around the town of
Zetting. Though the GIs fought hard in this sector,
American tank reinforcements would be needed - and
soon.The only thing waiting was the order to Advance.
Orders: Defend the perimeter; wait for further orders.
Game Length: 12 Turns

forces available
GIs of 749th Tank Battalion, 44th Infantry Division

Three M4A3 Shermans with Regular Crews of five ML 11

One Regular .30 Cal MMG Team in Log Bunker with,


1 Gunner with .30 Cal MMG ML 10
1 Loader with Extra Ammo and M-1 Garand SLR ML 10
1 Spotter with Binoculars and Thompson SMG ML 10

Special Rules 4. Roll for Sherman sandbags, .50 Cal LCMG, gyrostabiliz-
er, etc. as per the Sherman tank sheet in the main rules set.
1. All Sherman crews are armed with M3 Grease Guns;
Sherman commanders are additionally armed with a .45
Pistol.
2. One Sherman crew must start scenario dismounted and
inspecting their Sherman.
3. See GM for possible radio contact/orders from HQ.

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.
Vielwerths Vengeance
Gamemasters Special Rules would be a good option.
German Different Germans Certainly the Germans must have
1. All rules for Erich Vielwerth are in effect (see Heroes). the Panzerjagers in this scenario. Players or a GM may wish
2. The Panzerjager Panzershreck Loader has d6 HEAT to replace the supporting squad with an assault squad (all
rounds. MP-44 Assault Rifles) or give that squad a better or worse
3. Germans must start as indicated on the map. The troop quality rating (ex. make the supporting squad Elite
Germans are allowed to move in the Lt. Woods along the rather than Veteran).
map edge; this will give them some cover and give an Medium Snow Use Medium Snow rules as found in the
attractive alternative to crossing the open and shelled field. GM sheet for Brasche In Battle.
American
1. All Sherman crews are armed with M3 Grease Guns;
Sherman commanders are additionally armed with a .45 Historical Outcome
Pistol. Having these small arms weapons can really help a This scenario is fairly hypothetical, but historically
Sherman crew get out of (and sometimes into!) trouble. based. On January 1, 1945, Operation Nordwind did begin
2. One Sherman crew must start scenario dismounted and and Vielwerths unit did engage the U.S. 44th Infantry
inspecting their Sherman. Since it is the early morning of Division. A platoon of tanks did support the infantry of the
another day of probable combat, one crew is inspecting 44th Infantry Division after receiving extreme pressure from
their Sherman for any problems. The other, less-motivat- the Germans. So, it is plausible that perhaps a unit of
ed crews are trying to stay warm in their Shermans. Germans could have intercepted the platoon of tanks before
3. See GM for possible radio contact/orders from HQ. See they reached the front line where they were vitally needed.
GM rules below. Vielwerth won his Ritterkreuz on the Russian Front
4. Roll for Sherman sandbags, .50 Cal LCMG, gyrostabiliz- for knocking out Russian bunkers outside of Leningrad. By
er, etc. as per the Sherman tank sheet in the main rules set. 1944-45, Vielwerth gained command of a battalions tank-
Make sure that the American tankers roll for each item destroyer company. He would later gain the command of the
found on the Sherman tank sheet. This makes a huge differ- entire battalion by March, 1945. On March 5, 1945,
ence in the game. A tank with sandbags can reduce the Vielwerth was awarded the German Cross in Gold for his
effects of HEAT rounds while the presence of a LCMG can actions against the Americans in the protracted Vosges
really help keep enemy infantry Mountains campaign. He ended the war as a POW near
Gamemaster Traunstein on May 6, 1945.
1. American Radio Contact/Orders The American Shermans
are awaiting orders from HQ. Starting Turn 1, have the Designers Notes
Americans at the start of the turn roll a d20. On a roll of 10 This is a quick and fun scenario that features tank
or less, the American tanks have received orders via radio. hunting panzerjagers and some dismounted American
These orders state that the American tanks must move for- tankers: a whole lot of fun! It can also have many different
ward and get off the German table edge in order to support outcomes depending on when the American orders arrive or
infantry units on the front lines. For scenario victory condi- on which anti-tank weapons work. Sometimes victory or
tion purposes, at least one American tank must exit (remem- defeat can hinge on one Panzerfaust shot or on a Sighting
ber the German victory conditions state that the Germans Check. It is these types of scenarios that leave gamers on the
must destroy all American units). edge of their seats and biting their fingernails!
The big key for the Germans is to leave a stop- gap
Game Options force in reserve just in case the Americans breakthrough. Of
What Orders? A variation is to simply not have the course, the Germans dont know the American orders - this
American tanks receive additional orders via radio. This will lesson they will learn the hard way! Of course, Vielwerth and
force the American tanks and bunker to have a mission of his hero abilities can really swing the scenario to the
simply surviving. Another variation of this would be to have Germans advantage. The Americans must simply be able to
the American tanks just defend the log bunker; in this case react with the outcome of every action. They really must be
the Americans would win by preventing the Germans from on their toes and take advantage of every German mistake or
capturing the log bunker. case of bad luck.
Replace .30 Cal MMG Players or a GM may wish to Ultimately, this scenario can look bleak in the begin-
replace the .30 Cal MMG with any weapon/crew/troops of ning for the Americans. Yet, you will soon find out that not
their choice. A 1/2 Rifle Squad with a BAR (Asst. Squad only is the scenario well-balanced, it is fun to play again and
Leader, two Garands, and a BAR Gunner and Asst. Gunner) again!

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.

Americans start as indicated.


Osterholds Offensive
orders
Date: December 16, 1944
Time: 1010 hrs.
Location: Losheimergraben, Germany
Background: It is the first day of the great German offen-
sive codenamed Wacht am Rhein - Watch on the Rhine.
In the far northern German pincer, the 48th Regt., 12th
Volksgrenadier Division is tasked with seizing the cross-
roads at Losheimergraben. After a massive bombardment
from two artillery corps, a battalion led personally by the
regimental commander hits the American flank guarding the
crossroads. Oberst Wilhelm Osterhold would lead his men
to victory - or die trying.
Orders: Seize the crossroads before Losheimergraben.
Game Length: 14 Turns

forces available
Soldaten of I Abteilung (Batt.), 48th Regiment., 12th Volksgrenadier Division
Oberst Wilhelm Osterhold with P-08 Luger Pistol (concealed) ML 17-2

Two Understrength Platoons each with,

One Regular Platoon Command with,


1 Platoon Commander with MP-44 AR ML 14-2
1 Radio Operator with Radio and P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
Three Regular Squads each with,
1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Extra Ammo and Kar 98k Rifle ML 10
6 Riflemen each with Kar 98k Rifle ML 10
All German infantry are armed with two Stick Grenades

One Veteran Sniper Team with,


1 Sniper with Kar 98k Rifle and Scope ML 12
1 Spotter with Binoculars and MP-44 AR ML 12

Four Sd.Kfz. 251/1 halftracks


Off-Board Artillery Support Two HE Fire Missions of 4 tubes (75mm) 5 Contact 12 Availability

Special Rules
1. All rules for Oberst Wilhelm Osterhold are in effect (see
Heroes).
2. German units must start as indicated on the map.

Easy Eight Enterprises, 1999 Men Of Honor


Americans may start anywhere West
of line.
Osterholds Offensive
orders
Date: December 16, 1944
Time: 1010 hrs.
Location: Losheimergraben, Germany
Background: Something quite not right is afoot in the
American sector around Losheimergraben. Reports of mass
enemy movements combined with a massive artillery bom-
bardment leads Divisional HQ to believe the Jerries are
ready to launch an offensive. The crossroads near the vil-
lage must be held at all costs; failure will more than likely
be a disaster for the entire 99th Infantry Division.
Orders: Prevent the Germans from seizing the crossroads
before Losheimergraben.
Game Length: 14 Turns

forces available
GIs of Co. B, 1st Batt., 394th Inf. Regt., 99th Checkerboard Inf. Division

One Veteran Platoon Command with,


1 Platoon Commander (2nd Lt.) with Binoculars and M-1 Carbine SLR ML 14-1
1 Platoon Sgt. with M-1 Carbine SLR ML 15-2
1 Radioman with Walkie-Talkie and .45 Pistol ML 12
2 Runners/Drivers each with M-1 Garand SLR ML 12
2 Willys Jeeps each with .30 Cal MMG

Three Veteran infantry squads each with,


1 Squad Leader with Thompson SMG ML 14-1
1 Asst. Squad Leader with Thompson SMG ML 13-0
1 Gunner with BAR LMG ML 12
1 Asst. Gunner with Extra Ammo and M-1 Garand SLR ML 12
6 Riflemen each with M-1 Garand SLR ML 12

One Regular .30 Cal MMG Team with,


1 Gunner with .30 Cal MMG ML 10
1 Loader with Extra Ammo and M-1 Garand SLR ML 10
1 Spotter with Binoculars and M-1 Garand SLR ML 10
All American infantry are armed with two Mark IIAI Hand Grenades

Special Rules
1. American units must set-up as indicated on the map.
2. Americans may begin Dug-In.

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.
Osterholds Offensive
Gamemasters Special Rules crossroads these units dug foxholes and waited for the inevitable
German German attack. The GM may wish to include leading elements of
1. All rules for Oberst Wilhelm Osterhold are in effect (see this force in the late turns of the scenario. This force can either be
Heroes). of Regular or Veteran morale status (GMs choice) and should defi-
2. German units must start as indicated on the map. nitely be lightly armed and on foot. This is a good game option for
American a GM to secretly add to the scenario when things are going rough
1. American units must set-up as indicated on the map.
2. Americans may begin Dug-In. The GM might want to encourage for the Americans!
the Americans to do so. Anytime a special rule states that units can Campaign Players or a GM could certainly break this sce-
begin in foxholes will usually demand doing so! nario down into a campaign of several scenarios with the help of
Gamemaster the two game options above. Here is an example:
A German Attack? The American players should be led to believe Game 1: Fight For The Forest- one German platoon vs.
that a German attack is imminent - but where no one knows. To two American squads fighting for the forest
implement this anxiety, the GM should make it clear that the near the crossroads.
Germans could attack from any table edge. This will add a little Game 2: Osterholds Offensive - as is but American
paranoia to the scenario and force the Americans to set-up a little set-up will be contingent on the outcome of
more conservatively. Game 1; play until the end of Turn 14 and
Historical Outcome freeze units in place.
For the men of the 99th Infantry Division, this was the Game 3: Reserves To The Front! - Basically pick up
start of the Battle of the Bulge. A German artillery attack started where Game 2 left off but add another platoon
things off, but this was largely ineffective. Oberst Wilhelm as reinforcements for the Germans and 2
Osterhold personally led his I Abteilung (Battalion) into combat squads for the Americans from divisional
against the Americans in the heavy woods northeast of the cross- reserves; the new American units start dug-in
roads. His II Abteilung flanked the woods and headed straight for around the crossroads. If the Americans are
the crossroads.The Americans fought fiercely in the woods and still in possession of the crossroads after
around the crossroads,suffering heavy losses; by nightfall however, Turn14, the Americans automatically win a
the woods were in German hands and the American defense of the Tactical Victory.
crossroads was in jeopardy. Realizing this part of the 99th Game 4 SS Panzers, Forward! - Again, pick up where
Divisions reserve (four platoons) was committed to the crossroads Game 3 left off but add some German armor
where they at once dug-in. The nest day, Dec. 17, and panzergrenadiers in halftracks at the begin
Losheimergraben and the crossroads finally fell.Osterhold was able ning of Turn 1. This amount should be
to convince a remaining group of Americans to surrender. This was proportionate to what the Americans have left
significant for the lives of those Americans as the GIs had pulled (i.e. double what is remaining) on the game
the pins on their remaining grenades and were prepared to die. Yet, table. The Americans should then receive some
Osterhold assured them they would be well treated and helped bazookas - again proportionate to German
them find the missing pins to the grenades! This fight marked the armor involved for game parity. If the
beginning of Americas largest military battle and the men of the Americans are still in possession of the cross
99th Division fought hard in delaying the enemys forceful first roads after Turn 14, the Americans
day of operations. automatically win a Decisive Victory and the
Campaign!
Game Options Note that German seizure of the crossroads before Game 4 of the
12th SS Panzer Division Historically, the 12th Volksgrenadier Campaign results in a German Decisive Victory; seizure of the
Division was supposed to seize the crossroads quickly so that the crossroads by the end of Game 4 will result in at best a German
12th SS Panzer Division could break into the American rear lines. Tactical Victory.
The GM can optionally throw some SS armor into the scenario to Medium Snow Use Medium Snow rules as found in the GM
represent the 12th SS Panzer being a little bit ahead of schedule - sheet for Brasche In Battle.
or who knows, maybe an inaccurate intelligence report? If this type
of option is elected, American counterweights should also enter Designers Notes
play for game parity. A handful of bazookas and maybe one mis- This is a fun and furious scenario highlighting the first day
sion of Off-Board Artillery should work fine. of the Battle of the Bulge. The Americans should forward deploy
American Reinforcements On the night of Dec. 16, part of the (especially in the woods) and attempt to slow the German advance
99th Divisions reserve ( four infantry platoons) was committed to down. All of the cards are really in the hands of the Germans. The
defending the vital crossroads at Losheimergraben. Right along the German players must simply not get bogged down! MOVE!

Easy Eight Enterprises, 1999 Men Of Honor


Germans Start East of line.

Americans may start anywhere West


of line.
The prussians stash
orders
Date: July 12, 1944
Time: 1420 hrs.
Location: Six miles south of Hauts-Vents, France
Background: On July 11th, the elite German Panzer Lehr Division
counterattacked American positions consolidated northwest of the
key city of St. Lo. In a desperate attack, the Germans had hit the
American lines only to be driven back deep into their own lines.
After seizing Hill 91, the Americans continued to press deep into
Norman bocage country. Just south of Hill 91 remained one last
Panzer Lehr ammo dump - requiring protection until motorized
transport could be found to drive the vital supplies to safety. Lead-
ing this last ditch effort was a superb Prussian officer and tactician,
Oberst Georg Scholz.
Orders: Prevent the Americans from taking the ammo dump intact.
Game Length: 15 Turns

forces available
Soldaten of I Abteilung, 901st Panzergrenadier Regt., Panzer Lehr Division

Oberst Georg Scholz with Riding Crop and P-08 Walther Pistol ML 18-2

One Veteran Platoon Command Section with,


1 Elite Platoon Leader with MP-44 Assault Rifle and Walther P-38 Pistol ML 17-2
1 Elite Asst. Platoon Leader with MP-40 SMG ML 16-2
1 Radio Operator with Radio and Walther P-38 Pistol ML 12
1 Asst. Radio Operator with Kar 98k Rifle ML 12
2 Runners with Kar 98k Rifle ML 12

Two Veteran German Squads each with,


1 Elite Squad Leader with MP-40 SMG ML 16-2
1 Asst. Squad Leader with MP-40 SMG ML 13-0
1 Gunner with MG-42 LMG ML 12
1 Asst. Gunner with Kar 98k Rifle ML 12
6 Riflemen with Kar 98k Rifle ML 12

One Elite Sniper Team with,


1 Sniper with Kar 98k Rifle ML 14
1 Spotter with MP-44 Assault Rifle ML 14

One Veteran PanzerJager Team with,


1 Elite Team Leader with Magnetic Mine, MP-44 Assault Rifle and Walther P-38 Pistol ML 16-2
1 Jager with Panzerschreck and Walther P-38 Pistol ML 12
1 Jager with six Panzerschreck rounds, Kar 98k Rifle and Walther P-38 Pistol ML 12
1 Jager with Panzerfaust 60, MP-40 SMG and Walther P-38 Pistol ML 12
1 Jager with Teller Mine, Kar 98k Rifle and Walther P-38 Pistol ML 12

One Veteran MG-42 HMG Team with,


1 Gunner with MG-42 HMG and Walther P-38 Pistol ML 12
1 Asst. Gunner with Kar 98k Rifle and Walther P-38 Pistol ML 12
1 Spotter with MP-40 SMG and Walther P-38 Pistol ML 12
All German Soldaten have two stick grenades

1. Choose a building for your command post - the Platoon Command


special rules must start in the command post; all Germans carry 2 stick grenades.

Easy Eight Enterprises, 1999 Easy Eights Battleground World WAr II


Americans enter North edge of Board
the prussians stash
orders
Date: July 12, 1944
Time: 1420 hrs.
Location: Six miles south of Hauts-Vents, France
Background: After defeating a counterattack on July 11th by
the German Panzer Lehr Division, the 9th Old Reliables
Infantry Division quickly took the offensive. In a sweep to
the west of the key city of St. Lo, the Old Reliables
stormed German positions situated on Hill 91 and captured
them with ease. The Germans retreated with GIs pressing the
enemy into disorganized pockets of defense amongst the
Norman bocage. The 2nd Batt., 47th Inf. Regt. realized vic-
tory in this sector would come quickly if the enemy com-
mand post and maybe some talkative prisoners were found.
Orders: Capture the German CP and a prisoner.
Game Length: 15 Turns

forces available
GIs of 2nd Batt., 47th Infantry Regt., 9th Infantry Div. (Old Reliables)

One Regular Platoon Command with,


1 Platoon Leader with M-1 Carbine SLR ML 13-1
1 Asst. Platoon Leader with M-1 Carbine SLR ML 12-1
1 RTO with Walkie-Talkie and Colt .45 Pistol ML 10
2 Runners with M-1 Garand SLR ML 10
1 M3A1 Halftrack with .50 Cal LCMG on a pintle mount

One Light Machinegun squad with,


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with Thompson SMG ML 11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with M-1 Garand SLR ML 10
6 Riflemen with M-1 Garand SLR ML 10
1 M3A1 Halftrack with .50 Cal LCMG on a pintle mount and two .30 Cal MMGs on rail mounts

Three Regular squads each with,


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with Thompson SMG ML11-0
1 Gunner with BAR LMG ML 10
1 Asst. Gunner with M-1 SLR ML 10
6 Riflemen with M-1 SLR ML 10
1 M3A1 Halftrack with a .30 Cal MMG on a pintle mount

One Regular Bazooka Team with,


1 Gunner with Bazooka 44 ML 10
1 Loader with six Bazooka Rounds, SLR ML 10
All American infantry carry two Pineapple hand grenades

Three Shermans with Regular Crews


1 Regular Tank commander with a M-3A1 Grease Gun ML 13-0
4 Crew with M-3A1 Grease Guns ML 11
1 .50 Cal LCMG AAMG
1 Cullin Cutter

special rules

Easy Eight Enterprises, 1999 Easy Eights Battleground World War II


Germans start anywhere South of
Line
the prussians stash
Gamemaster special rules Medical Supplies, Uniforms, Helmets and Food, cigarettes,
German and newspaper are considered to nothing of value. It takes
1. Choose a building for your command post - the Platoon one action to collect all the items in the box and they may be
Command must start in the command post; all Germans used normally in the scenario. The Empty Bottles can be
carry 2 stick grenades. turned into Molotov Cocktails by filling them with Gasoline
Gamemaster from the Fuel Cans lying around the dump. It takes one action
1. KABOOM! The supply dump may be placed anywhere in to fill one bottle and prepare it for use. The Bottles of
the German deployment zone with the exception of road. It is Schnapps may be drained in one of two ways and then filled
extremely volatile to say the least. The combination of fuel, with gasoline to make molotov cocktail. The first way to
ammo and weapons makes this area potentially hazardous to empty a bottle is to simply commit alcohol abuse and dump
those who like to use High Explosives. If Explosives are used it out onto the ground. The second way is far more fun. The
near the dump and one of the blast template rings touches any model holding the bottle of schnapps may take two consecu-
of the crates roll on that rings Effects Chart and add +5 to the tive actions to chug the contents of the bottle thereby empty-
die roll. This roll is for the boxes and is made in addition to ing it and giving him a thorough buzz. If he elects to take the
any rolls made on men covered by the Blast Template. This second option then you he is treated as lightly wounded
roll will not effect any of the men unless a HW, KIA, or a GD except he still gets two actions and is immune to all, Sup-
is scored. If a HW, KIA, or a GD is scored then the dump will pression, Gut and Moral Checks. In addition to this he
EXPLODE! Place the A Ring of a large blast template at each receives a +10 to all Skill Checks and a +3 on the acquisition
corner of the dump. Every one in the dump itself will must chart.
roll on the A blast template. Every model under the templates Game Options
will receive a -6 on the Effects Chart in addition to all other American
modifiers. 1. Add another Bazooka Team
2. Whats in the Crates? If a player desires, he may open the 2. Throw in another Jeep with a .50 cal. LCMG
crates to see what's inside. It takes one action to open the 3.Switch the Cullin cutters with demo spears on one of the
crate. Once the crate is opened roll on the chart below to Shermans and give one squad 6 Demo packs.
determine what is in the crate. You do not have to mark German
which crates are opened if you dont want to and you do not 1. Add another squad.
have to mark what is in each crate as it is opened. It is 2. Give one trooper in each squad a Panzerfaust.
assumed there are so many crates that it is impossible to open 3. Give the German player 10 booby traps to place at his
them all in the time given in the scenario. Roll a D20 and use discretion.
the chart below to determine what is in the crates. You may designers notes
use a result more then once and this. This is not a scenario for the faint-hearted. The Americans
1. One Panzerfaust 60 have to be aggressive. They have an extremely lethal combi-
2. One MP-44 Assault Rifle nation of firepower and speed. The US platoon commander
3. Three Rifle Grenades should deploy his troop en mass so he can exploit these
4. Six Stick Grenades strengths. It is important that the Americans use those
5. Medical supplies machine guns and tanks to support your assault. DO NOT let
6. One MP-40 SMG yourself get bogged down or you will pay an ugly price. The
7. Uniforms German player has the short end of the stick. He has no tanks
8. Two Satchel charges and very few anti-tank weapons to begin with. Now they can
9. Helmets augment their anti-tank weapons by searching the supply
10. Five Kar 98K dump. His only saving grace is that he is defending in bocage
11. One MG-42 LMG which greatly restricts the American armor. In general the
12. Food Germans have little margin for error and must be smart and
13. Four Walther P-38 Pistols use what they have effectively. To add spice to the game, I
14. Cigarettes suggest that the gamemaster keep the KABOOM! rule and
15. One Cluster Grenade and One Teller mine the Whats in the Crates? rule to himself and let the both
16. Newspapers players figure it out for themselves.
17. Six Empty Bottles
18. Three Panzerschreck rounds
19. Six Grenades
20. Twenty Bottles of Schnapps (drinky, drinky....)

Easy Eight Enterprises, 1999 Easy Eights Battleground World War II


Americans enter North edge of Board

Germans start anywhere South of


Line

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