LHY Missions Aug2019
LHY Missions Aug2019
LHY Missions Aug2019
December, 1944: The Elsenborn Ridge will always be known as one of the few sectors
of the American lines that held during the Battle of the Bulge. Just east of the Elsenborn
Ridge lies the twin Belgian villages of Rocherath-Krinkelt. At 0530 a barrage of rockets,
artillery and mortar fire woke the thinly spread green troops of Company K, 393rd
Infantry Regiment, 99th Infantry Division. The 90 minute barrage knocked out the
telephone network and in many cases radio communications to supporting mortar and
artillery batteries. As soon as the barrage lifted, snow camouflaged elements from the
277th Volksgrenadier Division moved quickly towards the American lines. The remain-
ing elements of K Company, commanded by Captain Stephan B. Plume, were isolated
and alone.
Mission Objective: The mission ends if at the end of the game turn the German player
controls 5 Wooden Building hexes and the Church (hex E4), or one side exceeds its
Casualty Differential Limit, or the Final Score is ≥ 46.
Forces:
American: Baker Co., 2nd Infantry Plt., supported by 1 MG section
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[7 steps] N
German: 2. Kp., 2nd and 3rd Infantry Plts., supported by 1 MG section German FBE
[13 steps]
Initiative DRM: German (+2)
Casualty Differential Limit: German [4]; American [2] Victory Level:
Disposition of Forces: The Germans are the attackers and have the Initiative at start. 0-35 German Victory
The Americans set up first, hidden [see 17.9, Hidden Placement], in any hex North of 36-45 Draw
hex row 11. The German force enters anywhere along the Southern board edge. 46+ American Victory
© 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 3: At Least It’s Quiet Here American FBE
December, 1944: Corporal Cecil Hannaford was not happy. As the assistant squad leader in the 3rd
Platoon, A Company, 110th Infantry Regiment, he had just learned that his platoon had been ordered
to leave the warm safe shelter of their buildings in Heinerscheid, to set up a roadblock nearly a mile
away in Kalborn. Reluctantly, Hannaford and the others moved out into the cold night. “We ran a
phone line to our outpost as our only communication with the company HQ” in Heinerscheid. When
they got to their OP position, Hannaford was dismayed to see that it was “in plain view of the road
on the next hill.” As he and his foxhole buddy dug in and set up their position, Corporal Hannaford
could only think of the rest of the company, cozy and dry back in Heinerscheid. They finished
digging in, and Hannaford took the first watch. Oh well, he thought, at least it’s quiet here.
Mission Objective: The mission ends if at the end of the game turn there are no American
undisrupted combat units within two hexes and LOS of the Church, or either side exceeds their
Casualty Differential Limit or the Final Score is ≥ 46.
Forces:
American: Able Co., 1st Infantry Plt., supported by 1 MG section and 1 60mm Mortar
section [7 steps]
German: 1. Kp., 1st and 2nd Infantry Plts., supported by 2 MG sections and 1 8cm
4
Mortar section [14 steps]
N
Initiative DRM: German: (+2); American (0) German FBE
Casualty Differential: German [3]; American [1]
Disposition of Forces: The Americans set up first in any hex in Sector 4 North of hex row 10.
The Germans are the attackers, have the Initiative at start and enter anywhere along the South-
ern board edge of Sector 4. Victory Level:
0-35 German Victory
Mission Special Rules:
36-45 Draw
1. Mission Objective Points (MOP): The German player receives one MOP for each captured
46+ American Victory
Improved Position.
3. The American 60mm mortar recovers on a die roll of 5 or less [not applicable to Mortar
Extension die rolls].
3. Hill levels are x2.
4. Half hexes on the East and West board edges are not in play.
© 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 5: Counterattack at Hatten German FBE
January, 1945: By December 21st, the German High Command had realized that the 12
Ardennes Offensive was not going to reach its objectives. A sudden attack on the south-
ern Allied front might damage the gap that Patton’s Third Army had left on its shift
north into the Bulge. Part of this offensive fell on the small towns of Hatten and Ritter-
shoffen. Colonel Hans von Luck had dispatched reduced elements of the 25th Panzer
Grenadier Division to take the towns, and after several days hard fighting—the Ameri-
can garrison surrendered. On January 9th, 1945, elements of the 14th Armored
Division reacted quickly, with Sherman tanks equipped with the new 76mm guns, in an
attempt to take it back.
Mission Objective: Mission ends if at the end of the game turn there are no German tanks
in Sector 12 within 2 hexes and LOS of hexes D6 and G2, or when one side exceeds its
Casualty Differential Limit, or when the Final Score is ≥ 36. 2
Forces:
American: Able Co., 2nd and 3rd Tank Plts., and 1 HQ tank [11 steps]
German: 1. Kp., 3rd Tank Plt., and 1 StuG IIIg from 1st Assault Gun Plt. [5 steps]
Initiative DRM: American (+1)
Casualty Differential Limit: American [4]; German [2]
Coordination DRM: American (+1)
N
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The Germans set up first, hidden [see 17.9, Hidden Placement], in any hex in Sector 12.
Each German vehicle must set up in LOS of a bridge hex. The American force enters American FBE
anywhere along the Southern board edge of Sector 2.
Victory Level:
Mission Special Rules: 0-25 American Victory
1. Half hexes along the East and West board edges are not in play. 26-35 Draw
2. German StuG IIIg activates with the 1st Tank Platoon. 36+ German Victory
3. Hill levels are x2.
© 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 7: The Sickle American FBE
August, 1944: The American Third Army was attempting to pin down and cut off the German Seventh
Army near Le Mans, France. Like a huge sickle, CCR and CCA of the 5th Armored tore through the
enemy's flank. On the night of August 9th, A Company of the 10th Tank Bn., and supporting infantry from
“C” Company of the 47th Infantry seized two river crossings near Peray. Throughout that night, as the
Americans caught their breath, they could hear the ominous rumbling of enemy vehicles just north of their
positions. As dawn broke on the 10th, German Mark IV's with supporting artillery and infantry engaged the
Americans in a furious counterattack. With the river at their backs restricting movement, elements of
Captain Francis Baum's company let loose with all the weapons they had.
Mission Objective: Mission ends if at the end of any game turn there are no American combat units
adjacent or within (2) hexes and LOS of a bridge or ford hex, or when one side exceeds its Casualty Differ-
ential Limit, or when the Final Score is ≥ 51.
Forces:
American: Able Co., 1st Infantry Plt., and 1 M36 TD from 2nd Tank Destroyer Plt., supported by
1 MG unit, 1 57mm AT Gun, 1 LATW and 1 60mm mortar [10 steps]
German: 1. Kp., 1st and 2nd Infantry Plts., 1. Tank Kp., 2nd Tank Plt., supported by 1 MG unit and N
1 8cm mortar section [17 steps]
12
Initiative DRM: German (+2)
Casualty Differential Limit: German [4]; American [2]
9
Coordination DRM: German (+1)
Disposition of Forces: The Germans are the attackers and have the Initiative at start. The Americans set up
first hidden [see 17.9, Hidden Placement] in any hex in Sector 12. The Germans set up in Sector 9 within
3 hexes of road hex G11 and south of hex row 11.
Mission Special Rules:
1. Half hexes along the East and West board edges are not in play.
2. The US M36 tank destroyer may set up in an Improved Position in any hex in Victory Level: German FBE
Sector 12 including hexes with rural buildings. 0-40 German Victory
3. All Hill are x2. 41-50 Draw
51+ American Victory
1
Casualty Differential Limit: American [4]; German [2] N
German FBE
Disposition of Forces: The Americans are the attackers and have the Initiative at start.
The Germans set up first in any hex South of hex row 4. German units that set up in hex
rows 5 and 6 do so concealed. German units South of hex row 6 set up hidden [17.9]. The
American force enters the Northern board edge on or within two hexes of the road. Victory Level:
Mission Special Rules: 0-45 American Victory
1. Hill levels are x2. 46-55 Draw
2. The American 60mm mortar recovers on a die roll of 5 or less [not applicable to Mortar 56+ German Victory
Extension die rolls].
3. The German 8cm Mortar section is not available until Step 2 of the Mortar Fire Adjust-
ment Phase of game turn 1. It recovers on a die roll ≤ 2 for the balance of the mission.
4. Half hexes on the East and West board edges are not in play.
11
3
Forces:
American: Baker and Charlie Infantry Co., and Able Co., N
1st and 2nd Tank Plts., supported by 6 MG sections, 3 bazoo-
9
ka sections, 4 M3 halftracks, 2 60mm mortar sections, and 1
81mm mortar platoon [56 steps]
German: 1. Infantry Kp., and 1st Assault Gun Plt., support-
ed by 2 MG sections, 2 LATW sections, 1 88mm FlaK Gun
with truck, 1 FP with 7.5cm AT gun, 2 FP with MGs, 1 SdKfz
10/4 halftrack, 2 SPW 251/1 halftracks and 1 8cm mortar
section [31 steps]
Initiative DRM: American (+2); German (0)
Casualty Differential Limit: American [7]; German [3]
Coordination DRM: American (+2)
Disposition of Forces: Germans - The German force sets up first
as follows: one German Fortified Position (FP with a 7.5cm
7
anti-tank gun) must set up in hex G5 in Sector 7. In addition, one
infantry platoon must set up in Sector 7. One FP with MG sets up American FBE
in any full hex in Sector 3, and one FP with MG in any full hex in
Sector 11. The 8.8cm FlaK gun must be set up within 4 hexes of
hex G7 in Sector 11. The German reserve force (consisting of 1
infantry platoon, 2 halftracks, 1 FlaK halftrack and 2 StuG IIIg) Victory Level:
enters per MSR. All other units may set up in any hex in Sectors 3, 0-75 American Victory
7, and 11. Americans - The Americans are the attackers and have 76-85 Draw
the Initiative at start. The American force sets up last in any full 86+ German Victory
hex in Sector 9 south of hex row 10 and west of hex row B.
Mission Special Rules:
1. Players roll for the Initiative after set up but prior to play. The
American player’s +2 Initiative DRM is applicable.
2. All American mortars receive a –1 DRM on their Recovery die
roll [not applicable Mortar Extension die rolls].
3. At set up, the German player secretly selects and records one of
the two possible entry road hexes (F1 in Sector 11, or A7 in Sector
3) his reserve force will enter. The reserve is released the game turn
following the game turn when the Time Lapse is equal to or greater
than 20 minutes.
4. All forest and woods hexes are level one.
5. Hill levels are x2.
6. Half hexes on the East and West map board edges are not in
play.
© 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
Mission 12: Dash for the Saar
November, 1944: Following the pocketing of Metz by Patton’s Third Army on November 19, 1944, German FBE
the army’s other divisions begin a drive through eastern Lorraine to cross the Saar River and pierce
the West Wall. On the 24th, Combat Command B of Major General John Wood’s 4th Armored
12
Division began its drive towards two key Saar River crossings. After meeting little resistance for
most of the afternoon, things changed quickly when they encountered remnants of the 361st Volks-
grenadier Division and forward elements of the veteran Panzer Lehr Division led by General-Lieu-
tenant Fritz Bayerlein. For the next four days the two well-matched opponents duked it out.
Mission Objective: Mission ends if at the end of the game turn when there are no undisrupted
German combat units (including any non-activated German Concealment markers) in LOS of the
main road running from hex F1 in Sector 5 to hex F13 in Sector 12, or when the Americans exceed
their Casualty Differential Limit, or when the Final Score is ≥ 91.
Forces:
American: Able Infantry Co., and Able Co, 1st Tank Plt., supported by 1 Command tank, 1
MG section, 1 M16 halftrack, 6 M3 halftracks, 3 LATW and 1 60mm mortar section [32 steps]
German: 1. Kp., 1st Infantry Plt., 1 Tiger from 2. Kp., 1st Tank Plt., and 1 StuG IIIg from
1st Assault Gun Plt., supported by 4 MG sections, 2 PaK 40 AT guns, 1 LATW section and
1 8cm mortar section. [14 steps]
Initiative DRM: American (+2); German (0)
11
Casualty Differential Limit: American [4]; German [-]
Coordination DRM: American (+2)
Disposition of Forces: Americans - The Americans are the attackers; all American vehicles begin
in motion and all non-vehicular units enter as Riders/Passengers. The lead American vehicle sets
up in hex F5. The remaining vehicles begin set up two hexes behind the lead vehicle, in single file,
one vehicle per hex extending off board as if on the road of an imaginary adjacent sector. Play
begins with the German reaction and all American units considered activated. Normal play returns
at the beginning of game turn two [see MSR 2]. Germans - The German forces are not in play at N
start but are instead placed in a cup to be drawn when activated per MSR 2. Instead, the German
player places a specified number of Concealment markers in cover terrain hexes (including hills)
in each sector as follows: (9) in Sector 12, (9) in Sector 11 within two hexes of the road and (6) in
Sector 5 North of row 3. No more than one Concealment marker may be placed in each hex.
Mission Special Rules:
1. The American player cannot, at any time, conduct any type of fire against a hex
containing an non-activated Concealment marker.
2. Each unit entering from offboard must enter along the road on the FBE paying the MP cost of
each offboard road hex entered as they maneuver onto the map.
5
3. After each call for Reaction by the American player, the German player makes a die roll for
each hex containing a Concealment marker that is within LOS of an American unit that conduct-
ed an action in the current Platoon Activation Cycle. If the die roll ≤ 5, the activated Conceal-
ment marker is removed and the German player draws a single unit from the cup and places it
concealed in the hex. If the die roll is > 5, no units are drawn and the activated Concealment
marker is removed from play. This die roll is reduced by 2 if at the moment of the die roll there
is a German unit within two hexes of the activated Concealment marker. Once all of the German
units in the cup have been drawn, any remaining Concealment markers are removed from play.
Immediately upon being placed, a unit may react and conduct actions normally.
4. If the platoon leader is drawn, the German player continues to draw units from the cup until
an infantry or MG unit is drawn. Once drawn, the infantry or MG unit and platoon leader are then
placed in the hex and any units drawn prior to when the infantry unit or MG section is drawn are
returned to the cup.
5. For each anti-tank gun drawn by the German player, place one infantry section not in play
from the 1st Infantry Platoon in the hex with the anti-tank gun.
6. German non-vehicular units placed in a forest, woods or hill hex are set up in an Improved American FBE
Position.
7. The German player cannot deploy squads.
Victory Level:
8. The German StuG IIIg and the Tiger are considered to be in the same platoon for activation
purposes. 0-80 American Victory
81-90 Draw
9. German FOs do not have to be within six hexes of a platoon leader to request a MFA
91+ German Victory
10. Half hexes on the Eastern and Western board edges are not in play.
11. Hill levels are x2.
© 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com
GMT grants permission to photocopy this form for personal use. © 2019 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com