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Grandcamp

Played 26/06/2004

Date: 8 June 1944, 1400 hours
Location: Just past the east bridge, 600 meters east of Grandcamp.
History: By late morning of 8th June, the 116th Regiment, 29th Infantry Division was moving on Grandcamp, the next objective along the Normandy coast west of Point- du-Hoc. This time the advance was lead by 3rd Battalion. Defending the approaches to Grandcamp were elements of the German 1st Battalion, 914th Infantry Regiment, part of the battered 352nd Infantry Division. The 352nd had been in combat non-stop since the morning of June 6th and was beginning to show signs  of  the  strain.  Many  elements  had  lost communications with division headquarters and most were running low on all types of supplies. With all these strains, the 352nd was far from beaten, it would continue to fight for some time.

German Orders: Prevent US victory conditions.
US Orders: Capture the house or exit 18 soldiers off the west board edge.
Game Length: 12 Turns.

Three American squads with command, two jeeps, Mortar FO, MMG team, and one attached Shermans, were to push west and capture the house. It was not to be their day.

View a slideshow of pictures

The American tactics were to advance squads in a broad front through the North and South field systems. The Sherman and MMG team were to provide support to the West thrust along the northerly field systems. The road was ignored as being too dangerous.

Tactical Map

The American attack began and immediately took fire. The concealed and well prepared German positions to the North and South of the road opened up on the American infantry as they emerged onto the edge of the bocage. The Xs above show the main aiming points of German fire.

Sara's Fireteam and LMG consistently made their TAC rolls to spot the Americans, and immediately undertook opportunity fire and continued volleying whenever possible. The fire was extremely accurate, putting the Americans into Confused Mode and causing mounting casualties. Once in Confused Mode, the Americans struggled to get to a point where they could pin down where the German fire was coming from.

The picture was similar to the North. Simon's MMG and John's Recon team laid down continuous fire on the emerging American infantry. The American MMG team were cut down before they could deploy their weapon. The Sherman, buttoned up, couldn't see anything. It tried some desultory suppressive fire to no effect. Torrential rain on a random event made bogging much more likely, which might have hampered the Sherman. The Sherman commander emerged, desparately attempting to locate German fire but was still unable to see the enemy.

As deployed on the wargame table, the distance between the forces was just greater than 10". This proved crucial in preventing the Americans from spotting the enemy as they tended to fail their TAC rolls.

Meanwhile, two American jeeps hurtled down the road and disembarked infantry in the road NE of the German fireteam. They took some fire from the German Fireteam and John Recon Team. This was the first and last time that the Americans actually got to see their enemy.


With mounting casualties and diminishing prospects of securing their objective, the Americans decided to withdraw on Game Turn 3. Grateful for the cover of the bocage they slunk away to regroup for a future attack with more heavy support.

Well done to Simon for getting the basic planning right. Deploy with maximum force to pin the Americans as they deploy to attack. John and Sara obliged with some effective marksmanship. It makes a change for them not to be on the receiving end.

Ed's Pak 38 AT gun at the house was never troubled. Ed could only look on at the victory taking shape to the East.


Victory Points

The game was a decisive German victory, seeing off the Americans after 2 game turns. The Americans took 7 KIAs and many wounded. The Germans were not particularly spotted and never accurately shot at.

American VPs = 0
German VPs = 17


The Germans win the first campaign and go into the next one confident of more victories.