Counterattack at Carentan - June 13, 1944 - June 14, 1944

Western Front By: LooneyLlama - Last update: 04/18/2015
Axis Player: Allied Player:
x10 x12 x10 x12
first You play first    


Historical Background:
When the 101st Airborne entered the town of Carentan on June 12, 1944, they met relatively light resistance. The bulk of the surviving German defenders had withdrawn to the southwest the previous night. Both sides realized the importance of the city: for the Americans, it was a link between Utah Beach and Omaha Beach, and would provide a base for further attacks deeper int German-occupied France. For the Germans, recapturing Carentan would be the first step towards driving a wedge between the two U.S. beaches, severely disrupting and possibly even destroying the Allied invasion. The remnants of the 6th Fallschirmjager resupplied and were reinforced by assault guns and panzer grenadiers. The combined force counterattacked towards Carentan at dawn on June 13th. By 10:30 A. M. the outnumbered and outgunned paratroopers were pushed almost back to the outskirts of the city. At this critical point, sixty tanks from the 2nd Armored Division and accompanied by infantry counterattacked inflicting severe casualties on the Germans.

Briefing:
Axis: 10 cards, you move first.
Allies: 10 cards.

Conditions of Victory:
Axis: 15 medals, with 3 of them being victory objectives.
Allies: 15 medals.
The 4 town hexes, cemetery and church(Carentan) for a total of 6 hexes form a majority medal objective, turn start, worth 2 medals for both sides.
The 5 town hexes(Graignes) form a majority medal objective, turn start, worth 2 medals for both sides.
The bridge over the canal is a temporary medal objective worth 1 medal for the Axis.
Any Axis infantry unit(s) on the straight road hexes on or between the star markers earns 1 medal for each unit. The unit must remain on the road to keep the medal.



Special Rules:
The canals and river are not fordable.
Consider the bridges as roads for movement purposes.
NEW AXIS UNIT(rosette armor)- Stug III Ausf. A (assault gun): Fires on all units in towns, woods or hedgerows at 2-2-1. If star is rolled remove sandbag. If both star and flag rolled on same turn only remove sandbag. ALL other normal armor rules are in effect.
All Allied infantry units on the board at the start are special force SWAs(paratroopers). The mortar, machine gun and anti-tank gun units may move 2 and still battle irregardless of special weapons. All other special weapons asset rules are in effect.(SWA-Troops 5,6,7)
Axis SWA units follow Troops 5,6, and 7 rules.
Place special forces badges on the Axis units.(Troops-2)
Place engineer badges on the Axis units.(Troops-4)
Place tank destroyer badges on the U.S. units.(Troops-24) They are 3 figures.
Place half-track badge on the Axis unit.(Troops-18). It is 3 figures.
Follow camouflage rules, Actions-16 for marked units.
ALLIED REINFORCEMENTS: Starting turn 3 the Allies may start to bring in reinforcements on the marked 'R' hexes. He may give 1 or 2 reinforcements to each section commander.(They do not have to be ordered)
The reinforcement units may not move that turn. They may battle if ordered. They may take ground. Any 'R' hex must not contain a unit at start of turn in order to place additional reinforcements.
Reinforcement Pool: 3 regular armor units, 2 Special force armor units, 6 infantry units of the overall commanders choice(only 1 mortar SWA) , and 1 mobile artillery.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
1
1
2
1
1
1
4
9
9
5
4
10
19
7
24
2
8
4
6
2
3