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THE NEWS LETTER OF EASY EIGHT ENTERPRISES

Vol. 2 Issue 2
I t has been a long winter for Easy Eight Enterprises. Phone problems have plagued us for months and pub-
lishing delays have put out of touch with gamers. Well...finally our phone problems have been resolved and the
1-800 number is now working across the USA. Please feel free to call and ask us any questions or let us know
what products you would like to see in the future.
We have pushed through the problems to release our newest Scenario Pack Normandy Nightmare. This
Scenario Pack is the latest in our continuing line of supporting products for Battleground World War II. It fea-
tures the 29th Infantry Division in the tangled patchwork of the French bocage country. A new group of Heroes
along with 11 action packed scenarios add new and exciting gaming potential to the European continent. We have
put a lot of work into the latest Scenario Pack to expand the detail and fun of Easy Eights Battleground World
War II.
Heavy requests from gamers demand that we visit the Pacific Islands this summer. We are designing a
Pacific expansion to introduce the Japanese and US Marines to Battleground World War II. We will fill the pack
with terrain rules, Japanese rules, Landing rules and many other theater specific items to enhance Battleground
play in the Pacific.
Thanks for all the support that we have seen
over the past few months. We hope to see a lot
of gamers this summer as we travel from con-
vention to convention.
Thanks,

Brad Sanders
President
Easy Eight Enterprises

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The day was clear and hot as 1st Platoon, Easy their MG34 but only managed to drive the Amis off
Company was given the order to take a bridge cross- the road and into the ditches and hedges along the
ing one of the many streams in this sector. LT Dave road. As the Amis continued their advance, Panzer
gave the order to his squad leaders, SGT Keith (1st Palnaus MK IV took up a hulldown position over-
Squad), SGT Long (2d Squad), and SGT Josh (3d looking the road while Feldwebel Christophers MK
Squad). An M4 Sherman was in support and would act IV moved down to the road to support Leutnant Tom.
as mobile artillery for the platoon. As the U.S. The U.S. infantry continued to advance while
forces moved forward, the Germans readied their the M4 (which well call Double Unlucky) moved
weapons and waited for the Amis to get closer... around a farmhouse and attempted to engage Panzer
The German infantry, under Leutnant Tom, Palnau (big mistake). Panzer Paluau then preceded to
were under orders to delay the American advance. show why he was called Panzer Mike by blasting both
Savage fighting had the left the German platoon woe- treads off the Sherman in quick succession. The M4
fully understrength. Only 2 squads, under Feldwebels crew, deciding that discretion was the better part of
Mike and Christian, were available for the defense, valor, abandoned the tank as quickly as possible. LT
and one of these was off-board halting a probe by Fox Dave, incensed at the cowardice of the M4 crew,
company on Easys right. Fortunately for the berated them for being such cowards and convinced
Germans, a MK IV section, led by Hauptman Panzer them that facing the MK IV was a lot less dangerous
Palnau were available to stiffen the defense. than facing his M3 Greasegun. The M4 crew prompt-
As the Americans continued to move down the ly recrewed the tank, whereupon Panzer Palnau turned
road with the M4 in an overwatch position, Panzer the tank (and the unfortunate crew) into a giant bon-
Palnau and Feldwebel Christopher moved their MK fire.
IVs into suitable firing
positions. The German
infantry started the battle by
seriously wounding the M4
tank commander with an
accurate burst of MG34
fire. 2d and 3d Squads con-
tinued to move along both
sides of the road while 1st
Squad, with an MMG
attached from the Weapons
Platoon, swung to the right
to guard the flank. As 2d
Squad advanced, the
Germans opened fire with

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Meanwhile, the U.S. infantry was advancing fire on Panzer Paluau and Corporal Otto, wounding
forward, using all available cover and trying to dodge Palnau and killing Otto.
the HE shots from HVAP 1st Squad continued to fire on the MG34 team,
Christophers MK IV. As the platoon advanced, killing the loader and wounding Leutnant Tom. This
ANOTHER MK IV, under Feldwebel Christian was too much for the remaining Grenadiers and they
arrived and took up position alongside Palnaus MK fled the field. However, the rest of the platoon,
IV. An M3 halfback carrying SGT Clint Cooks Panzergrenadier Squad #2 and an AT gun (Pak 40)
armored infantry squad arrived to support 1st Platoon. were rushed forward to halt the Americans. 1st Squad
Unfortunately for them, Panzer Palnau had a clear and SGT Cooks band of crazed armored infantrymen
shot. Showing he was the master of his craft, Palnau attempted to close assault HVAP Christophers
destroyed the .50 cal mount and killed the gunner and remaining MK IV, but they were unable to destroy it.
driver. The rest of the squad jumped out of the M3, However, SGT Chris M4 Eagle Eye put two rounds
and followed SGT Cook as they headed for more sub- into the MK IV gun mantlet, destroying the main gun
stantial cover. and coaxial MG, much to 2d Squads delight.
Two more M4 Shermans, under SGTs Kevin 3d Squad continued to advance along the road
and Chris, arrived to provide some badly needed and got into a firefight with PanzerGrenadier Squad
armor support to the American. A lucky (some call it #2. Although losing a couple of men, 3d Squad killed
skill..) shot nailed Panzer Palnaus MK IV and killed or seriously wounded over half of the German squad
the rest of his crew. As Palnau headed for the next MK while 2d Squad advanced up to the road on 3d Squads
IV to get his revenge, SGT Kevin blasted that one into left. As the fighting petered out, the Americans were
a smoking hulk as well. Paluau then started moving in good shape to take the bridge and accomplish their
back to the German lines to find another tank. objectives.
The Americans were continuing to advance on All in all, a close, hard fought game!!!! It was
the Germans, but 1st and 2d squads had both taken maddening, frustrating, exhilarating and a lot of fun!
casualties from HE tank fire. 1st Squad opened flank- Note: This was a skirmish level game using the BAT-
ing fire on the MG34 team and Leutnant Tom, killing TLEGROUND rules set. Kudos to Tom Thomas for
the gunner and forcing the rest of the team to fall back hosting the game and Dave for his hit location T-Shirt.
across the road. 3d Squad, which had been advancing
along the road, caught the other half of the Thanks to Kevin Long and his group in
Panzergrenadier squad in the open and killed 4 of the Jonesboro GA for submitting this Battle-
5 Grenadiers. The sole survivor of that team, Corporal report. Kevin and his club will recive a
Otto, became enraged and began to open fire on 2d Normandy Nightmare Scenario Pack. Anyone
Squad. He was joined by Panzer Paluau who decided who sends in a report that is published will
to use his MP40 to get even with the Amis for destroy- recive a Scenario Pack.
ing his beloved Gretchen (MK IV).
2d Squad, which had been shelled by both
Panzer Paluau and HVAP Christopher, ran for cover in
the hedgerows when an HE shell killed SGT Long and
wounded another soldier. LT Dave ran up and pulled
the old Germans or Grease gun routine, which worked
wonders on the squad. Rallying from LT Daves
inspired leadership (and SMG wielding theatrics), 2d
Squad, now under CPL Reeves leadership, opened

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Lt.s command arent too fond of him! Finally, the
Wet & Wa
ar rains created a giant muddy, slogging mess. For the
average Joe or Jerry in the bocage, this made the
hell of combat even worse. Flooding, water-filled
by Devin Cooley foxholes and gobs of mud ensured a miserable exis-
tence between firefights for the men in the front
lines.
Rain. Throughout the campaign for St. Lo in In Easy Eights new Scenario Pack,
July of 1944, rain plagued both American and German Normandy Nightmare, some of the scenarios speci-
forces fighting amongst the Norman bocage. Though fy rules for Rain. For a more historic representation
already adding to supply and planning problems for of the campaign, all of the scenarios can have Rain
both sides, the weather conditions on the onset of the added to them. In addition the rules for Mud and
St. Lo campaign would especially wreck its havoc on Deep Mud can also be added at the GM or players
American units. discretion. The rules for Falling Rain and Mud can
Prior to the campaign, the torrential rains lim- be found in Easy Eights Panthers East! Scenario
ited the eyes of the American First Army under the Pack where they are discussed in detail. Adding
command of Gen. Omar Bradley. The rain was so bad these two special terrain rules will dramatically
that attempts at getting aerial photography of German reduce the effects of sighting on the game table and
defensive positions were unsuccessful from June 25th will generally slow things down; in other words,
to July 8th. The result meant that American forces helping to further create the overall mess of rain and
would begin the campaign with very little intelligence mud in the tangled bocage around St. Lo.
on locations and strengths of German positions
around St. Lo. Gen. Bradley is claimed to have half-
jokingly remarked that he would court-martial the
armys chaplain if the rain did not let up!
As the rains continued throughout the cam-
paign, additional problems arose. Rain and overcast
skies kept American air assets on the ground. The
result was an absence of American fighter-bomber
attacks upon key German rear areas and defensive
positions. The conditions likewise kept American aer-
ial artillery spotters on the ground and rendered
American artillery units ineffective or even dangerous
to GIs in the front lines. Numerous accounts of
American fratricide caused by errant American
shelling were reported. The lack of proper and effec-
tive observation both in the air and on the ground due
to the rains no doubt added to this problem. The anti-
hero found in Normandy Nightmare, the fictional Lt.
Witter III, helps to capture a bit of this. Lt. Witter III
unfortunately loves to call in artillery missions at any
sign of the enemy; sadly though, American artillery
shells always seem to land on the Lt.s men and not
the Germans. As one can imagine, the GIs under the

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Now Available!
more. St. Lo stood as a defining symbol of the American effort to
liberate Europe at all costs from Nazi Germany. St. Lo stood for
the ultimate goal of defeating the enemy and sacrificing
American lives toward that end. It was as if the American people
could sense victory with the fall of St. Lo and that the end of the
war was near....
Normandy Nightmare is a Scenario Pack from Easy
Eight Enterprises. It is designed for play with Easy Eights
Battleground World War II, but we encourage you the gamer to
utilize this work with any game you desire. Inside you will find
detailed information about the St. Lo campaign and the weapons,
men and heroes that fought there. Also, historical and fictional
When the little French town of St. Lo fell to American scenarios have been included for your gaming enjoyment.
troops in late July of 1944, the news filled the front pages of Normandy Nightmares focus is give the wargamer a
every American newspaper. Radio broadcasts spoke of the realistic and yet fun game representative of the combat in the
Major of St. Lo and brought the vicious and bloody fighting in bocage country of France. Special rules for bocage, demolitions,
the Norman bocage, later to be called The Battle of the and even bulldozer tanks have been included in addition to many
Hedgerows, into every American familys living room. St. Lo others. We hope you enjoy Normandy Nightmare and have fun
became a household word, spoken in the same familiarity as gaming. We also hope the legacy and spirit of St. Lo stays alive
Pearl Harbor or Anzio. Something about the American victory in within you the gamer and on the game table.
capturing that little town from the Germans set a spark in the
American people. St. Lo wasnt just another victory, another
town liberated from the evil German enemy. It stood for a lot

. 9 9
$ 14

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Maschinegerwehr 42 Machine Gun
Maschinegewehr 42 Special Rules
Light/Medium/Heavy Machine Gun The MG42 was an extremely useful field weapon that was
Caliber: 7.92mm uniquely suited for modern warfare. It had several unique advan-
Cartridge: 7.92mm x 57mm Mauser tages over other countries machine guns, largely due to its post-
Length: 48 in (1219mm) WWI development (unlike the BAR, Vickers, etc.)
Weight : 25.25 lbs. (11.5 kg) High Rate Of Fire The MG42 had the highest rate of fire of any
Muzzle Velocity: 2478 ft. (755m) per second infantry machine gun during World War II. In fact the German
Effective Range: 1100 yds. (1000m) infantryman was taught to conserve on ammunition and only
Rate Of Fire: 1200 rounds/min. (cyclic) employ the high rate of fire when neccisary. In the game an extra
Magazine: 50 round link belt die (for a total of 5) can be added at any time as long as the fol-
lowing requirments are met:
The MG-42 machine gun was designed replace the 1. Must be on a tripod (MMG or HMG).
German MG-34. The MG-42 was to be mass produced and to be 2. Must have a full crew in good order.
more rugged in the field than the hand-crafted MG-34 which Jamming When ever the weapon is using a high rate of fire, 5
demanded more maintenance and care. The result of these dice instead of 4, the Jam number will decrease to a 19. This rep-
efforts created perhaps the worlds best machine gun with a resents the more frequent need to change belts, barrells and dud
unique delayed blowback system of firing. Durable, dependable rounds.
and possessing an incredible rate of fire made this weapon the Tripod / Bipod The MG42 was designed to fit on an ingenious
pride of German infantry and the scourge of the Allies. Its dis- tripod system. This system was designed so as to fit a MG42 with
tinctive firing sound of ripping canvas punctuated the battlefield no modifications to the gun, in fact the bipod on the MG42
and was easily recognizable by Americans for the MG-42 fired would remain as it sat in the tripod. Because of the tripod sys-
three times as fast as any machine gun in the American arsenal. tem, the MG42 can be removed from the tripod (at the cost of 1
By 1944 the German squad and its tactics revolved around the action) and be used as a LMG with no penalty.
MG-42. The squads main focus in a firefight was to get the MG-
42 up and firing on the enemy as quickly as possible, with the
rest of the squad ready to bring more ammo to the gun if need be.
In addition,the gunner of the squads MG-42 was the units best
and steadiest soldier. The MG-42 may be fired from its bipod
(Light MG), on a tripod (Medium) or from a tripod and with a
heavy barrel (Heavy).
Fallshirmjagergewehr 42
Fallshirmjagergewehr Special rules
(Paratrooper Rifle) 42 The FG 42 incorporates many aspects that were later incorpo-
Caliber: 7.92mm rated into assault rifles such as the MP44 and more modern
Cartridge: 7.92mm x 57mm Mauser examples. The FG 42 also has some charecteristics of a pre-
Length: 37 in (940mm) machine gun because the weapon was initially envisioned as a
Weight : 10 lbs. (4.5 kg) squad support weapon.
Muzzle Velocity: 2500 ft. (762m) per second To Hit Penalty One problem with the FG 42 was its unbal-
Effective Range: 660 yds. (550m) anced design. The box magazine on the left side made the
Rate Of Fire: 750 rounds/min. (cyclic) weapon difficult to fire accurately. There is a +1 To Hit penalty
Magazine: 20 round box when firing the FG 42.
Bipod If using the FG 42 while prone then the bipod can be
Because German Fallschirmjagers (Paratroopers) often used. There is no To Hit penalty if using the bipod, or if the
lacked supporting weapons during operations, the FG-42 was weapon is rested against a wall, window sill, or similar struc-
developed to give each individual paratrooper more firepower. A ture.
cross between a light machine gun and an assault rifle, the gas- Spraying Fire The FG 42 can use Spraying Fire just like a Pre
operated FG-42 could be fired ingeniously single-shot with a Machine Gun, out to a range of 24. This is because of the
closed rifle bolt or full automatic with an open bolt. The FG-42 inclusion of a bipod and the placement of the magazine.
also featured a bipod, an attachable bayonet, and a 20 round box Spraying Fire at 24 range may only be used if the firer is
clip that was fitted above the trigger on the left side of the prone or set against a window sill, wall, or similar structure. In
weapon. The side location for the clip however was found to snag addition the gunner must have an assistant to change maga-
on equipment and to unbalance the gun when it was fired. zines. This assistant can be any Fallshcirmjager, so long as he is
Overall, the FG-42 was a brilliant design whose development beside and to the left of the firer..
would lead to the creation of the MP-44 and assault rifles as they Other Spraying Fire The FG 42 can also engage in Spraying
are known today. Because of the complex nature of the FG-42, Fire out to 12 range just like any other Assault Rifle. There is
manufacturing the weapon was difficult. Only 7,000 FG-42s no need to have an assistant or use the bipod.
were produced before wars end.
ALL-OUT! by jim bland
Players have an almost irresistable urge to try the craziest stunts

Motorcycles with their motorcycle troops. While this probably was not that
common in real battles, it is just too fun on the game table to
ignore. Any driver wishing to engage in a stunt must first pass a
Half Gut Check. Once this check is passed the player may
attempt the stunt and make a Skill Check. These are guidelines
only and require fair and fun judgement by a gamemaster or a
quorum of players.
Jumps Players may try to jump various obstacles. The driver
must have at least 15 worth of movement in order to attempt a
jump. Jumps can be made with or without a ramp, the presence
of a ramp is determined by terrain. Without a ramp a cycle can
jump a 2 horizontal obstacle with a Skill Check, a 3 with a
Half Skill Check. Without a ramp a motorcycle can jump a 1
vertical obstacle with a Half Skill Check. With a ramp a motor-
cycle can jump a 3 horizontal obstacle with a Skill Check, a 4
Motorcycles are two wheeled vehicles used for recon and by with a Half Skill Check. With a ramp a motorcycle can jump a
couriers. In games motorcycles can be used for these purposes. 1 vertical obstacle with a Skill Check, and up to a 3 with a
For many gamers, having a motorcycle included in their force Half Skill Check.
brings out irresistable fantasies of being in aWhen Stunts Go Sharp Turns A motorcycle can move up to 45 per action on
Bad show on the Fox network.. Below are rules covering both the open road! Attempting a turn at this speed could well be
situations. suicidal. A motorcycle moving 16 -30 per action can attempt a
60 deg turn with Skill Check, and a 120 deg turn with a half
Movement
Skill Check. At faster then 30 an action a motorcycle can
Motorcycles move 15 per action. See the Terrain Chart for
attempt a 45 deg turn with a Skill Check and a 90 deg turn with
how terrain effects motorcycle movement. a Half Skill Check.
Crew Other Stunts Certainly players will be much more creative
Motorcycles require a c rew of one: the driver. All motorcycles then we have been here. Any stunt that a player can dream up
may have one rider, who sits behind the driver. All rider rules could be possible. Any stunt will first require a Half Gut Check,
apply, so it is not possible for the rider to fire on the move. and then a Skill Check, Half Skill Check, or Quarter Skill
Mounting and Dismounting It takes one action for Drivers, Check based on the Knievelness of the stunt. Any failure
Riders and Passengers to Mount or Dismount a motorcycle. will call for an immediate roll on the Crash Chart.
Side Cars Motorcycles with a sidecar can carry one passenger Crashing
in the sidecar, in addition to the rider on the back. Passengers Whenever the driver of a motorcycle receives a Light Wound,
are allowed to fire on the move at Half Chance To Hit. Heavy Wound, KIA, or Gory Death the motorcycle must roll on
Fighting the Crash Chart below. In addition, any motorcycle that fails a
As stated in the Passengers and Riders rules on page 20 of the Skill Check for driving or a stunt must also roll on the chart.
Armored Combat chapter, Riders and Drivers cannot fire and
move in the same action. Passengers (seated in a sidecar) can Motorcycle Crash Chart
move and fire in the same action, suffering Half Chance To Hit Die Effect
on any such fire. A passenger can fire any small arm or throw The driver pitches forward causing the bike to flip end
over end. The motorcycle is destroyed and all crew receive
grenades or satchel charges out of the side car. All rules apply. 1-4 must roll on the A column. The bike and crew bounce d6"
Drivers and Riders can only fire pistols, submachine guns, or in the direction the bike was moving.
grenades from the back of a bike, and never while moving. The motorcycle drops on one side and skids d6" in the
direction of forward movement. The crew must roll on the E
Bike Cover Any motorcycle crew may hide behind a motorcy- 5-8 column.
cle for cover. The motorcycle is set on its side to do this. It
takes no actions to set down or pick up a motorcycle. Crew The cycle begins an uncontrolled turn to the left. The
bike moves one full action, veering to the left and stops. If
must be prone to use the motorcycle for cover, and gain an 9-12 the cycle hits anything then see 1-4.
additional +1, for a total of +3.
Sidecar Cover Motorcycle with a sidecar cannot be set on its The cycle begins an uncontrolled turn to the right. The
side. Crew behind a standing motorcycle receive +1 cover, this 13-16 bike moves one full action, veering to the right and stops. If
the cycle hits anything then see 1-4.
may not be combined with prone.
Machine Guns German sidecars sometimes mount an MG 34 The motorcycle sets on its side and comes to rest fairly
or 42 light machine gun. This weapon is operated by the pas- gently. There are no further ill effects.
17-20
senger in the sidecar. Any fire on the move is at Half Chance To
Hit. The LMG may be removed from the sidecar and carried Die Roll Modifiers
normally if a figure spends one action to remove it. The avail-
ability of the LMG is a 14 or less. +1 For Motorcycles with Sidecar

Stunts -2 Per 10" of speed


sighting update

sighting building. Roll to sight as normal. Then, knowing what is in


the area, the GM or opposing player must use some judg-
Sighting is the decisive factor in combat. The fighter pilot ment. For example if the sighting player has sighted that
motto of lose sight, lose the fight applies to the grunt in the woodline and a tank has just moved around one side of the
mud as well. This sighting update includes expanded expla- wood, in the open, and now in LOS of the sighting piece,
nations of the sighting rules, to help gamers more easily then the tank should be included in the sighted area and
resolve sighting checks. Sighting and Line of Sight are dif- revealed if the roll is sufficiently low. A squad of infantry
ficult concepts to quantify in game terms. In the rules we prone in the same spot of open ground, should not be includ-
have tried to define LOS in a general sense. And we have ed and not revealed. In most cases it will be clear to players
expanded on this, including rules for snow fall, forest in the and gms what is an appropriate area to include in a sighting
winter, and darkness in our scenario packs. But because of check.
endless variables that exist, ultimately common sense must
be the arbiter. We have included some guidelines below.
Binoculars
Any figure who has binoculars may use them for a Sighting
Area Sighted Check. A figure who uses binoculars may not move in an
The rules intentionally leave vague how much area is cov- action where binoculars, other figures in the squad may
ered by a Sighting Check. The rules refer only to the area move normally. A vehicle commander may also use binocu-
to be sighted (core rules pg. 4.) The area to be sighted is lars for a Sighting Check, however, the entire vehicle may
variable depending on a number of factors. The type of tar- not move in an action where the commander has used binoc-
get and terrain are the main factors. A open moving tank will ulars to spot. Crew, passengers, and riders may mount or dis-
be seen much more easily then a small group of infantry mount as normal without disturbing the commander. Any
crawling through a forest. This is represented on the sighting enemy sighted by a figure or vehicle commander with binoc-
chart by a reduced chance to sight the infantry. But the sight- ulars is assumed to be sighted by the entire squad or vehicle
ing piece must also look much more closely to see the crew. The commander of crew served weapons, such as
infantry then it will to see the tank. In general the larger the medium machine guns or anti-tank guns, are assumed to
target, the more open the terrain, the larger the area will be. have binoculars unless stated otherwise in the scenario.
Since the sighting player will not generally know what is
being sighted for, the gm or opposing player must use a lot
Night Sighting
of discretion.
Scenarios in the Normandy Nightmare and Panthers East
Pick an area The sighting player should simply pick an
Scenario Packs include scenarios that occur at night. For
area, such as that woodline, this field, or around that
Sighting Checks made at night, measure the range as normal

Easy eights Battleground World War II


sighting update
and then triple it. Look up the new range on the chart, apply 12 away from a squad of enemy infantry marching down
any modifiers, and roll to sight as normal. Any Morale the same road then the tank is revealed to the infantry imme-
Check made at night is at +2. Complete rules for night, diately. There is no need to wait for the squads card to be
including flares, vehicles, terrain, muzzle flashes, and noise drawn or for them to make a sighting check to see the
are included in Red Devils in the Night. tank.The squad will be revealed to the tank as well.
The Drive By In another example, if the same tank were to
Obvious Sighting cross the road in front of the squad it would still be sighted.
Anytime a piece takes an action that will lead to it being Eventhough the tank is out of LOS when the infantry rolls
automatically acquired (AQ) on the Sighting Chart then that their Sighting Check the thing passed right in front of them.
piece should be revealed immediately. This means, for The player controlling the infantry should be told of the
example, that if a tank turns a corner of a road and ends up tanks passing.

End Point

Start Point

Drive By example: In this example the tank begins its second action masked by the trees. For its sighting check
the tank has no LOS to the German squad and cannot sight them. For its action the tank moves down the road,
ending its action masked by the trees. If the tank was unbuttoned, it probably saw the squad and they should
be revealed. If the tank is buttoned up it probably did not see the squad. On the squads card the tank is out of
LOS for thier Sighting Check. However, because the tank obviously passed directly in front of them, the German
player should be told of the tank driving past.

Easy eights Battleground World War II

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