You are on page 1of 3

V2.

Mission H3
Operation EPSOM:
To The Odon!
MAPBOARD SELECTION & ACTIVATION (13.):
BRIEFING: 1km South of Cheux, Normandy, June 27, 1944.
INITIAL MAPBOARDS:
EC: Mud, with no wind. See MSR 5.
No additional map boards are activated during play, FBE
AT START: As part of the second day of EPSOM, Phase II (West edge of board x) and EBE (East edge of board 43).
started with the elements of the 10th HLI (Highland Light
Infantry) Battalion, 227th Infantry Brigade enduring a night of ⇧N
rain and enemy mortar fire. With rain threatening and
overcast skies, allied air support was not available to help the
Scottish Highlanders. After an artillery preparation the 10th
HLI pushed forward with uncoordinated supported by
Churchill tanks from the 31st Tank Brigade’s 7th Battalion,
RTR. Their goal was to cross the Odon at Gavrus. Opposing
the Highlanders were remnants of various formations of the
12th SS Panzer Division ‘Hitlerjügend’, comprising of elements x 43
of the 8/12 SS Pz, II/26th PG, 12 SS Pio. Batt., I and II/12 SS
Pz Art., that were determined to halt any advance.

AFTERMATH: The cautious Highlanders advancing through VPO LOCATIONS (14.):


cornfields immediately running into German mortar and PzIV Before setup make a dr {A6a} to determine the number of
fire stalling their attack. To help the infantry, Churchill tanks ENEMY-Controlled VPO {A10a} on board 43. Determine VPO
were committed. In the battle that ensued, both sides took locations. Determine building rubble for both boards. See MSR
heavy casualties claiming armor victims, with the attack 6.
stalling by midday. Little territory was gained, other than
pinning the German defense to the area south of Cheux. S? PLACEMENT/ENTRY (4.):
S? PLACEMENT: ENEMY units setup on all boards as per 4(a),
PREVAILING ATTITUDE (3.2): Hold {A2b}
4(b), and 4(c) placement.
ENEMY SAN: 5 S? ENTRY: Only on RE. See MSR 1.
FRIENDLY SAN: 3
ENEMY AC#: 3
ENEMY RE: 3/4
FRIENDLY RE: 2/3
ENEMY ELR: 5
FRIENDLY ELR: 4

Page 1 of 3
BALANCE:
FORCES: Remove MSR 4 Mud condition
Add +1 ENEMY AC#

MISSION SPECIAL RULES:


1. Following a normal successful Suspect Activation check
(5.1), the ENEMY unit generation procedure is possibly
suspended and replaced by the following. From a total
FRIENDLY:
pool of four PzKpfw IVH 3/5 (unbuttoned, w/Schuerzen)
Elements of 10 Batt. HLI: enter anywhere on board 53 FBE the possibly to be generated in replacement is checked
turn 1. until the pool is exhausted. A PzKpfw IVH is generated
x18 4-5-7 on a successful DR ≤ 5. Upon exhaustion of the AFV pool,
x6 2-4-7 an ART pool consisting of two 8cm GrW 34s with crews
x6 1-2-7 until exhausted replaces it. An MTR 81* is generated and
x8 LMG emplaced with crew on a successful DR = 7. These pool
x6 51mm MTR checks are ignored for Suspect counters in buildings or
x6 PIAT rubble. If a pool activation check is unsuccessful,
x1 Radio proceed with the normal ENEMY 5.1 ACTIVATION
x1 9-1 CHECK.
x2 8-1
2. FRIENDLY forces have one module of 80+ ART
x3 8-0
w/C1.211 Plentiful Ammunition.
x1 7-0
3. D9.31 ARMORED ASSAULT NA by FRIENDLY forces.
Elements of A Sqdn, 7 Batt. RTR: setup, reference MSR 3.
4. E3.5 OVERCAST weather is in effect. E3.6 MUD is in
x3 Churchills Mk. VI
effect.
x1 Churchill Mk. V
5. As per 12.22 SPECIAL FORCES INTEGRITY, all MMC
generated from non RE S? are German SS [6-5-8].
SEQUENCE:
6. Each building location top level (including the ground
Determine VPO locations, then check rubble status for all
level) on all boards are checked to see if rubbled—dr 1-
wooden and stone buildings—reference MSR 6. ENEMY
4 for wooden buildings, and 1-3 for stone buildings. Use
forces set up first. FRIENDLY forces set up second. The
B24.12 for falling rubble once generated. VPO building
FRIENDLY side moves first.
locations may not be rubbled.
7. Hedges depicted on all boards are B9.5 BOCAGE.
MISSION END: 8. The ENEMY will use the following German Generation
At the end of Game Turn 9, and at the end of each Game Turn Table(s) in lieu of the normal tables.
thereafter, perform a dr. If the result is ≤ 1 the Mission ends 9. Instead of the normal RE tables, the following FRIENDLY
immediately. There is a cumulative -1 drm for each complete and ENEMY RE’s are each used only once per Mission. If
Game Turn after Game Turn 9. already used reroll until different result is achieved. If
all RE events are used, no more RE events are available
for that side.
VP SCHEDULE (9.41, 12.6):
• The ENEMY gains VP for Casualty VP earned.
• Each side gains normal VPO for Control of VPO.
• The FRIENDLY player gets 1 VP for every turn
extension past turn 9.
• The FRIENDLY player gets CVP’s for any good order
FRIENDLY units exiting the eastern edge of board 43
(EBE).

Page 2 of 3
B6: STANDARD AFV (5.71) A11: ENEMY Random Event Table (2.)

2-3 Crusader AA 2 A11: RE 03-04 Minefield!

4 Churchill V 3-4 A11: RE 01 Wire!

5-9 Churchill VI 5 A11: RE 06 ENEMY Infiltration!

10-12 Stuart V (a) 6-7 Local Counterattack! The S? closest to a


FRIENDLY Known unit is checked for
Activation (randomly determine the
affected S? if more than one are eligible).
B9: British Random Event Table (2.) In addition, all S? within two hexes of the
closest S? are checked for activation. Any
2 B9: RE 15 Enemy resistance is fading! units Activated are in an Advanced
Attitude.
B9: RE 14 A civilian comes forward with
3
information. 8-9 A11: RE 31 ENEMY artillery strike!
B9: RE 24 Enemy ammunition supplies 10 A11: RE 34 ENEMY reinforcements!
4
dwindling!
11 A11: RE 53 ENEMY Sniper Strikes!
5-7 B9: RE 35-36 Infantry Reinforcements!
12 ENEMY Engineer Pltn (-): L, x2 8-3-8
B9: RE 12-13 Motorized Infantry Assault Engineers (H1.22), x1 FT, x2 DC,
8-9
reinforcements! enter EBE
10 B9: RE 21 Recce patrol arrives!
11 B9: RE 51 Infantry stage flank attack!
12 B9: RE 02 Royal Engineers arrive!

G6: STANDARD AFV (5.71)


2 FlakPz 38(t)
3-6 Pz VG
7-12 Pz IVH (3/5/2) Sz

Page 3 of 3

You might also like