Carentan Causeway - June 11, 1944 - June 12, 1944

Western Front By: RBorg - Last update: 01/08/2011
Axis Player: Allied Player:
x4 x5 x6 x5
    first You play first


Historical Background:
Rommel realized the danger to the Axis defenses should Carentan fall, for it was the link between the two US beaches and also the key to an American drive west to cut the base of the Cotentin Peninsula. The defense of the city was in the hands of Freiherr von der Heydte and the Fallschirmjager-Regiment 6.

Allied High Command's decision to send the paratroopers in on their own with little armor or air support, was based on poor reconnaissance, which only found scattered resistance along the causeway to Carentan. Also most of the armor and infantry that landed at Utah were being diverted northwest to capture the port city of Cherbourg.

On the morning of June 11th all attempts to drive the Germans back with artillery had failed. Colonel Cole had overcome the obstacle blocking bridge number 4 and ordered his men to fix bayonets and advance across the open fields to seize the hub of German resistance, the Fortin Farm. The whistle sounded and the charge gathered momentum as more men joined the attack. The farm was not occupied but the Germans had dug in around the buildings. These positions were overrun, but heavy allied casualties and disorder prevented Cole from following up his advantage.

In the cabbage patch fields just beyond the bridge, Germans of the 6th Parachute Regiment defended the area and the opposing sides fought to a standstill.

Running desperately short of ammunition, Heydte decided to pull the German forces out of Carentan and set up a new line of defense to the southwest of the city (see Carentan June 13th).

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 6 Command cards.
You move first.

Conditions of Victory:
4 Medals

An Allied unit that captures the Fortin Farm or a town hex counts as one Victory Medal. Place an Objective Medal on the farm and each town hex. As long as the Allied unit remains on the hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts.

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
13
3
1
6
3
1
2
3