Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Cambrai - November 30, 1917

First World War
Western Front By: yangtze - Last update: 04/15/2008
Axis Player: Allied Player:
x4 x7 x5 x7
    first You play first


Historical Background:
The divisions of the British III and IV Corps were to lead the attack. III Corps would attack in the south (right) between Crèvecoeur and Bonvais, with cavalry divisions waiting to exploit the bridgehead to be formed around Marcoing and Masnières. IV Corps was to advance in the north (left), capturing Havrincourt, Flesquières, Graincourt and Cantaing before allowing reserve and cavalry divisions to take Bourlon and the significant ridge. V Corp was assigned to follow up these successes to take the ground up to the River Sensée and secure crossings. The Tank Corps (soon to be renamed the Royal Tank Regiment) provided its entire strength, over 350 fighting Mark IV tanks for the first day of the battle, 476 in all over the course of the battle. There were 216 tanks in the initial advance with 96 in reserve. Certain of the tanks were equipped with massive wood fascines to aid trench crossing or special 'grapnels' to aid wire removal. The first advances were mixed tank and infantry in 'Tank Battle Drill', with a leading tank echelon and then 50 yards back infantry platoons in two files, assigned as eight platoons per tank as either trench cleaners or trench 'stop'. Fourteen Royal Flying Corps squadrons were assigned to the battle.

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

Briefing:
Allied player: Byng: Take 5 command cards.
You move first.

German player: Marwitz: Take 4 command cards.

Conditions of Victory:
7 medals.

An allied unit that captures the towns of Mesnieres or Bourlon, and each hex of Cambrai, counts as a victory medal. Place Objective Medals on these hexes. As long as the Allied unit remains on one of these hexes, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts.

Special Rules:
Allied Armour
The Allied armour units consist of 2 tank figures and two infantry figures (in other scenarios there may be only 1 tank figure and 3 infantry figures). They move as normal infantry (1 and fire, or 2), but ignore and automatically remove wire. They take casualties as an armour unit until the enemy attack after their last armour figure is removed. They fire as a normal infantry unit except for the following: whilst they contain at least 1 armour unit, they ignore any and all enemy defensive bonuses except the -1 die reductions for firing into a town, woods, or onto higher ground. Units in sandbag hexes may not ignore retreat results when attacked by armour. Armour units may not use overrun combat.

British Cavalry
The Allied special forces are cavalry units. They play as per the normal cavalry rules. They may use overrun combat.

German Stormtroopers
The German special forces are stosstruppen (stormtroopers) utilising Hutier infiltration techniques. They may move 1 or 2 and fire.

No Man's Land
The raised ground tiles play as no-man's-land. All units must end movement for the turn on entering no-man's-land, but may take ground after a successful close combat. Units may not fire through a no-man's-land hex unless the firer or the target are on a no-man's-land hex. There are no other effects.

You need the Terrain Pack and Eastern Front expansions to play this scenario.

Scenario Bibliography:
www.historylearningsite.co.uk
www.1914-1918.net
www.firstworldwar.com

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
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