Carentan - June 13, 1944

Western Front By: RBorg - Last update: 01/08/2011
Axis Player: Allied Player:
x4 x5 x5 x5
    first You play first


Historical Background:
The town of Carentan was the key to the American drive west to cut off the base of the Cotentin Peninsula. After two days of fighting and desperately short of ammunition, the Germans pulled their forces out of Carentan and set up a new line of defense to the southwest of the city. A counter attack by the 17th SS Panzer Grenadier Division was delayed on June 12th because its support battalion of assault guns was held up by Allied air attacks. On the morning of the 13th the Germans attacked the forward positions of both parachute units and almost drove them back into Carentan.

Allied Intelligence had cracked the German code and learned of this planned counter attack, but because they did not want to risk revealing their intelligence breakthrough, the paratroopers were not warned of the forthcoming attack. Despite the surprise, the 2nd Armored battle group, nicknamed "Hell on Wheels", was able to move into position to counter the German strike. The armored task force tore into the German positions and quickly turned the tide of battle in favor of the Allied forces.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player: Take 4 Command cards.

Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory:
5 Medals

Special Rules:
All Allied and Axis infantry units are Special Forces Elite units. They may move 1 or 2 hexes and still battle.

Scenario Bibliography:
"D-Day: Then and Now", Winston G. Ramsey
"Cross Channel Attack: WWII" Gordon A. Harrison
"Armchair General" July 2004

Set-up Order
9
8
3
3
4