" In regards to Fortress Europe, until the invasion is successful nothing else matters. " 

Updated: Tuesday, 27 January 2010 

Background

In the dense morning fog, US B17 bombers overshot the German beach defenses by over 5 kilometers. This was followed by a massive naval barrage wherein most of the naval bombardment fell short. Unknown to the Allies, however, battle-hardened veterans of the crack 352nd German Infantry Division awaited the swarm of LCVP amphibious landing craft loaded with Allied troops of the veteran 1st Infantry Division and the 29th Division.  Starting at 0630 hours, the initial assault waves, made up primarily of infantry troops, were tasked with securing their sectors prior to the arrival of the larger LCT's, LCM's and LST's which were loaded with armored vehicles, trucks, half-tracks, artillery pieces and other heavy ordnance as well as thousands of tons of supplies and more troops. However, in the initial assaults, many of the smaller LCVP's were swept off-course and were scattered all along Omaha Beach, from Fox-Red west to Dog Green Sectors.  Adding to the confusion, the well-placed enemy machinegun and artillery fire was horrific, with the intense fire from the bluffs taking its toll, reducing battalions to companies and companies to platoons and even individual sections all along the invasion beach. Within the first 15 minutes of the initial landing, most of the officers and NCO's were either dead or wounded, with company losses of over 66% all to common. In Easy Company /2/16th RGT, of the 160 men that exited the landing craft in the first wave, 105 never made it off of the beach. By 10 am, those that managed to struggle ashore to safety had only a toehold in the red stained sand. The Americans  GI's knew that the only soldiers remaining on the beach would either be those that were already dead or those that were about to die. Many, infact, did die. By the end of D-Day, US casualties (in total) numbered 1465 killed, 3184 wounded, 1928 missing and 26 captured. This was Bloody Omaha on 6 June 1944.

Above, wartime (1944) map and aerial photograph of Widertandnester (German Resistance Nets) 62 and 61 located overlooking the Allied designation Fox-Green Sector of the coastline of the Normandy Region (Code name Omaha Beach) of Nazi occupied France. Gun emplacements are shown by red symbols, the blue letters indicating the specific types and not there numerical strengths. The Flames of War "Bloody Omaha" game table will be loosely based on this diagram.   

The Game Table

 

 

The game scenario is taken from "HIT THE BEACH", with the specific rules taken from FOW'S  D-Day book. The table contains a Sea Zone (4-6"), a Surf Zone (4-6"), a Beach Zone (8") and Hinterland Zone. Although there was no Sea Wall on Fox-Green Beach, it is shown on our table,  running the length of the bluff line. There is one exit from the Beach Zone, through the Sea Wall and into the Hinterland Zone, that accounts for the rest of the table space. Directly behind the Sea Wall (and concertina wire, if applicable) is the gently rising slope-line that runs the entire length of the table and is Very Difficult Going and is impassible for all vehicles. On Omaha Beach, there were five (5) exits off of the beach, that ran up thru the bluffs and on to the flatter plateau. These "draws", designated as F1, E3, E1, D3 or D1, were the only exits off of the beach for all vehicles, to include tanks. They are the same in our scenario. As the tables are still in the "designing" phase, it has not as yet been determined whether the tables will each be 6 foot long and 4 feet deep or 4 feet long and 6 foot deep. The German "defense" pockets", indicated as Wn61 (still being designed) and Wn62, are shown on the diagram. Given the position of the bunkers and anti-tank systems, when placement is completed, the exits (only one of two shown to date) will be extremely hazardous for any Allied vehicles that attempt to use these roads to get off of the beaches. All German fortifications and gun emplacements are not as yet shown on the below table so please check back frequently as more items are added to the battle map daily. Dunka....  

 

D-Day Game at a Convention

                                                           

Another two photos of a very well done D-Day table at a miniature convention up north.  The presentation is dramatic in its dioramic effect and well thought out as a workable playing surface as well. By "splitting" the game surface into two 6 foot long by 4 feet deep sections (the immediate assault area and the counter-attack area immediately behind the defensive "Wiederstandnesters") you actually have two separate gaming areas, both of which have plenty of  "elbow" room for gaming comfort as well as for maneuvering troops and equipment.  In a multi-table layout, as this one is, there is no trouble reaching miniature stands and figures anywhere on the play surface and you still maintain the lengthily "beach-front" effect that is so important when recreating the Omaha invasion beach. The set-up above (each section being 12 foot long and 4 feet deep) can easily and comfortably accommodate  three players per side, and even more if you add more tables.  Additionally, if carefully spaced and stacked, a very large and visually grand play surface can be moved easily in a pick-up truck. Great job, fellas.....   

The Attacker's Mission

American commanders must push their companies inland from the beach, at any cost, and secure the objectives atop the ridge as soon as possible. There are no other objectives on the play surface, especially in the Beach Zone, therefore a determined drive forward is essential for victory. There will be no withdrawal or retreat, as there is no place else to go but forward and into the face of the awaiting enemy. The Allied commanders (players) should expect to sustain very heavy losses with many units being Pinned. This is to be expected. Do not be daunted or hesitant due to losses. To pause or "dig in" anywhere short of the objectives will only increase losses, especially on the beach. Therefore, Victory can only be achieved by getting off of the beach

The Defender's Mission

The enemy invasion has finally begun. Under no circumstances must the German commanders permit the American forces to gain a bridgehead. German players have but one purpose and that is to insure that their troops hold all of the objectives while destroying the enemy on the beach. There will be no retreat, no fall back and no withdrawal. The Americans are to strong and too numerous, and will have over-whelming numbers. If they get off of the beach and gain a foot-hold in the Hinterland, the defensive line will eventually crumble.   

Wiederstandnesters  

There was not a continual line of German defenses on Omaha Beach, but rather Wiederstandnesters (resistance nests) established close to and covering the exits points that led up from the beach. These are located within the Hinterland Zone and contain bunkers, machinegun pits and mortar positions (tobruks), and entrenchments surrounded by entanglements with minefields.  

The Objectives

Per Beach Sector, there are two objectives, both of which will be contained within the Hinderland Zone. The Axis defender will place his objective first, which can  be placed either within or outside of one of the Wiederstandest's. The exact location is up to the German player, however, his objective cannot be placed within 12" of the Beach Zone, 8" of either table edge or within 20" of the rear edge of the table. Once the German player has placed his objective, the American player will place down his objective, following the same guidelines and limitations as outlined for the defending player.     

Zone Notes

Allied Forces

The invasion force, which is based on a Rifle Company (as illustrated in Fortress Europe) is rated as CONFIDENT VETERANS, and is illustrated below. The Allied player must hold half of his platoons in the Floating Reserve with the rest being placed in Landing Craft in the Sea Zone. The below "army list", minus the Air Support and the Mortar Platoon and replaced with the available Naval Gunfire Support, is contained on Page 24 of the FOW D-Day game book. Pursuant to the FOW D-Day scenario "Hit the Beach", the US invasion force have 75% more points then the defending Axis Forces. (2200 Pts). 
ECHO COMPANY 2/16 RCT RIFLE COMPANY (Confident Veteran)
Company HQ Company Headquarters with 2 x Bazooka Teams 
1st Rifle Platoon  Full Strength (Platoon HQ with Bazooka Team and 3 x Squads )
2nd  Rifle Platoon  Full Strength (Platoon HQ with Bazooka Team and 3 x Squads) 
3rd Rifle Platoon  Full Strength (Platoon HQ with Bazooka Team and 3 x Squads) 
Weapons Platoon Full Strength (Platoon HQ with 3 x 60mm Mortars & 4 x M1919 LMG's)
Combat Engineer Platoon Platoon Command Section w/ Dozer Tank, Truck and 37mm ATG and 2 x Engineer Sections each with 1 x Engineer Squad, 1 x LMG, 1 x Bazooka Team and 1 x Truck  
M21A1 Towed 105 Platoon  Field Artillery Battery (4 x Gun Section) with Forward Observer (DUKW Transported)
M4 Sherman Tank Platoon Platoon 75mm Command Tank and 4 x Sherman M4 75mm Tanks *
USS Texas Off-Table Naval Gunfire Support w/ High Altitude "Spotter" 

  * Tanks may be DD type or can be brought in to the Beach Zone by LCT's (Landing Craft Tanks)  

German Forces

The defending force, which is based on a Grenadierkompanie and rated as CONFIDENT VETERANS, and is annotated below. The below list was also taken from Page 24 of the FOW D-Day game book with the below upgrades made, which best represented what was located in Wiederstandnest 61 and 62 during the actual invasion. The Main Defense Force, and the defenses are placed in the  Hinterland Zone with the Delayed Reserve elements held off of the table until they can be brought on to the table via the correct numerical die result on a D6 die roll. (1260+ Pts)
916th GRENADIER REGT. FESTUNGSKOMPANIE (Confident Veterans) 
Grenadier Platoon (1.Zug) Full Strength (Platoon  Command  Panzerfaust SMG Team and 3 x Rifle/MG Squads) 
Machinegun Platoon  Machinegun Platoon (2 x MG42 Teams)  
Widerstandnester 61 German Beach Defence 
8.8cm Pak43 in H677 Enclosed Bunker [2-16-3+(40")
3.7cm R35 in Tank Turret Bunker [2-4-4+(16"/360 degree Firing Arc]
5.0cm PaK38 in Open Bunker Emplacement [3-9-4+(24")]
2 x HMG MG42 in Tobruks [6-2-6+(24") 
Widerstandnester 62 German Beach Defence
7.5cm PaK97/38 in Enclosed Bunker [3-9-4+(24")]
5.0cm KwK in Open Platform [3-7-4+(24")]
2 x HMG MG42 in Tobruks [6-2-6+(24") 
2 x 8.0cm GW34 Mortars in Tobruks  [BB-2-6+(40")]
VERSTARKUNGEN DELAYED RESERVES
Kompaniegruppe (914 GR) Grenadierkompanie Headquarters (with 2 x 8.0cm GW34 Mortars)  [BB-2-6+(40")]
Grenadier Platoon (2.Zug) Grenadier Platoon   (Platoon HQ with 3 x Squads )
Grenadier Platoon (3.Zug) Grenadier Platoon   (Platoon HQ with 3 x Squads )
Assault Gun Platoon StuG III Platoon (3 x StuG III) [2-11-3+(32")]

     

                                                                                                                                                                                               HMG42 Open Bunker (Tobruk)                37mm Tank Turret Bunker                     Enclosed Bunker     

 

                                                    

                                    Mine Field (5 x 20cm)                             Open Gun Emplacement                        Dragons Teeth Anti-Tank Obstacle

                   

Special Rules

The below are exerts taken from the "HIT THE BEACH" scenario special rules , a full listing which is contained in the Flames of War "D-Day Scenario Book, starting on pages 11 thru 17, disregarding the Fortification Points which were taken from FOW Bloody Omaha. The same special rules will apply in our scenario except where noted herein or annotated above).  

  • DELAYED GERMAN RESERVE: The German player delayed reserve force is held off of the table at the start of the game. This represents the actual delay of German reinforcements in arriving to the battle area due to their forced march being continually interrupted by Allied air attacks. The remaining German troops are then placed within the defensive network of their respective Widerstandnester. The German players "Delayed Reserves" will arrive on the table as determined by a D6 die roll result of 6, per the normal reserve force rules. [Page 16-FOW D-Day] 
  • ASSAULT BY WAVES: The Allied player must hold at least half of their respective infantry company's platoons in the floating reserve (off of the table and on ships). During their set-up, the remaining platoons are placed in landing craft within the "sea zone". Following the first game turn (and landing of the first half of an Infantry Company) the other half of the units platoons may be "landed" in the beach zone. There is no die roll required to bring in this 2nd wave, or subsequent "replenishment waves" during the game. [Page 16-FOW D-Day]    
  • OVERWHELMING FORCE: Historically, the Allied forces landed some 43,000 troops in the initial assault waves on Omaha Beach, while the Germans defending the entire Omaha Beach front (Coast Defense Sector 2) consisted of only the 916th Grenadier Regiment and one Battalion of the 726th Grenadier Regiment, a force far less in number than the attacking Allies. To represent this, the attacking Allies have 75% more points (that does not include the recycling forces) than the Germans which represents Overwhelming Forces [Page 17-FOW D-Day]

 

  • Additionally, and as indicated in the D-Day scenario book, when an Allied Rifle Platoon is destroyed, the player returns the stands to the "Floating Reserve" wherein it is "recycled" , and can assault the beach (again) as a "fresh unit".  Infantry Team and Man-Packed Gun Teams can land again (and again) as long as the re-assaulting platoon contains FOUR such teams. All other type teams, however, are lost when destroyed and all vehicles. that are "KOed" remain where they were hit. The Germans, of course, cannot replace any of their losses. [Page 17-FOW D-Day] 
  • NO RETREAT AND NO SURRENDER: Since the Allies have no place to fall back too (with their backs to the sea) and the Germans have no communication with their headquarters, retreating or giving up are not options for either side. Therefore, there are no Morale Checks in this scenario. Just fight until the end. [Page 17-FOW D-Day] 

More D-Day game information will be coming soon