101 - The Airborne Invasion of Normandy - Manual - PC
101 - The Airborne Invasion of Normandy - Manual - PC
101 - The Airborne Invasion of Normandy - Manual - PC
com
http://www.replacementd
Getting Started
Table of Contents
System Requirements iv
Installation of 101: The Airborne Invasion of Normandy iv
Technical Support v
Getting Started v
Morale Modifiers 24
Command Menu 25
Command Menu Icons 25
Continue Action 27
Continue Action Icons 27
Exchange Screen 27
Auto-Walk 29
Opportunity Fire 29
Land Mines & Booby Traps 29
Mortar & Artillery 29
Spotting 30
CHAPTER 5- MULTIPLAYER
Network Setup 40
Game Setup 40
Choose Soldiers 41
Chat or Click “Ready” 41
APPENDIXES
Appendix A- The History of the 101st Airborne in Normandy
Appendix B- Weapons
SYSTEM REQUIREMENTS
Operating System: Win 95/98/NT4+Service pack 3
CPU Type & Speed: Pentium 90MHz (Pentium 133 MHz recommended)
INSTALLATION OF 101
DIRECT X
DirectX is required to allow 101 to work. DIRECTX 6 is on the CD for your use. Please be aware there are
two versions, one for WINDOWS 95 and one for WINDOWS 98. DirectX needs to be installed manually,
both versions can be found in the DIRECTX folder on the root of the CD.
INSTALLATION
101: The Airborne Invasion of Normandy installs automatically when you insert the CD. If the game does
not AUTORUN, double-click on SETUP.EXE on the CD and you will be prompted through the set-up
process. If you are unsure on how to do this please follow the instructions: On the Windows 95/98 desktop
click on the START button, Click on the RUN button, Click on the BROWSE button, Click on the pull down
arrow in “look in”, Click on the CD drive `101 Airborne`, Double click on the 101 folder and finally click on
SETUP, OK.
UN-INSTALLING 101
If you wish to remove 101, please open the Control Panel window and double click on the Add/Remove
programs icon. You will now see an entry for 101 Airborne, click on it and select Add/Remove and follow
the on screen instructions.
RUNNING 101
A new folder will be created in Program Files under Empire Interactive and 101. Selecting Empire
Interactive, 101 and then 101 will run the game.
TECHNICAL SUPPORT
If you experience any difficulty with this game, contact Technical Support at support@empire.co.uk
or 677 High Road, Finchley, London, N12 0DA. Tel: 0181-343-9143. Fax: 0181-343-7447.
GETTING STARTED
THE GAME BEGINS ON THE MAIN MENU. THIS MENU WILL ALLOW YOU TO CHOOSE YOUR
OPTION OF GAME P LAY.
¾ Multi-Player- Square-off with a friend in the Normandy countryside. One side controls the
Americans while the other controls the Germans.
¾ View Encyclopedia- Allows you to view all the weapons and equipment used by the
Americans and Germans.
¾ View Intro and Credits- Player is able to replay the opening animation as well as see
developer credits.
TUTORIAL
BASE IN ENGLAND
101: The Airborne Invasion of Normandy is divided into two distinct sections: the Base
in England and Tactical Combat.
You will start out at the Base in England. The first thing that you must do is choose a
mission. Until you do, no soldiers, weapons or equipment will be available to you. Once you
have chosen your mission and reviewed the briefing, you are free to roam the base to choose
and outfit your stick (group of paratroopers).
After you have chosen your men and outfitted them with equipment and weapons, you
may either take them to the Training Grounds for practice, or you can order your men to board
the plane and leave right away.
When your men land, you will then enter the Tactical Combat stage of the game. If
you have assembled a good team and brought along the necessary equipment, you should do
well. Most importantly though, the Tactical Combat stage will test your skills at leading the
stick to victory.
HEADQUARTERS (HQ)
The first thing that you will need to do when you arrive at the Base in
England is to report to Headquarters (HQ) to pick a Mission.
At the HQ you will be briefed and shown the "Normandy World Map"
with icons indicating your intended Drop Zone (DZ) and location of your
mission objective. The Colonel will point you to the map. Click on it to view
the area where your stick (squad) should land.
The Barracks
SOLDIER STATISTICS
Exp Experience
Base Ratings Int Intelligence
Str Strength
Base ratings are used to determine other ratings. The other ratings Agi Agility
are determined by the soldier’s performance in Basic Training. Wil Will
Mor Morale
Experience (Exp) Combined with the Intelligence rating it
determines the chance of success for a soldier in searches, finding Calculated Ratings
land mines & booby traps, and spotting enemy units.
Ini Initiative
Intelligence (Int) Combined with the Experience rating it CE Combat Effectiveness
determines the chance of success for a soldier in searches, finding Tgh Toughness
land mines & booby traps, and spotting enemy units. Mov Movement
Ldr Leadership
Strength (Str) It is used to determine Movement, Toughness, and
Throwing Skill ratings.
Skills
Agility (Agi) It is used to determine Initiative, Movement, Weapons
Skill, and Throwing Skill ratings. WS Weapon Skill
TS Throwing Skill
Will (Wil) It helps to determine Combat Effectiveness, Initiative, WT Weapons Training
Toughness, and Leadership ratings. ¾ M Machine Gun
¾ B Bazooka
Morale (Mor) Morale increases or decreases depending upon the ¾ E Explosives
situations around the soldier. There is a special section on Morale
on page 23. Lan Language
¾ F French
¾ G German
Calculated Ratings
RATING R ANGES
Initiative (Ini) When a battle begins, all soldiers’ (American &
German) Initiative ratings are compared and the soldier with the Experience 1-40
highest rating goes first. Intelligence 1-20
Strength 1-20
Combat Effectiveness (CE) This rating is a combination of the Agility 1-20
soldier’s Will, Intelligence, Experience and Morale ratings. Will 1-20
Morale Rating STARTS AT 100
Toughness (Tgh) It is determined by Strength and Will. The Combat Effectiveness 1-100
Toughness rating helps to determine how much damage is done to Initiative 1-100
the soldier when he is shot or near an explosion. Toughness 2-40
Movement 14-18
Movement (Mov) Movement indicates the number of Action Weapons Skill 1-20
Points that a soldier will have at the beginning of every turn. Throwing Skill 1-20
For a more detailed description of Action Points turn to page Leadership 1-80
22.
Fluctuating Ratings
AP Action Points
HP Hit Points/ Health
Mor Morale
Exp Experience
Ldr Leadership
Ini Initiative
CE Combat Effectiveness
ENCUMBRANCE
You have chosen your soldiers and now it is time to
outfit them. You can either go to the Quartermaster for
supplies and equipment or the Armory for your soldier’s Each soldier begins with a 63
weapons. The next logical step is to understand 63 Encumbrance maximum.
Encumbrance.
Encumbrance is a measure of weight and bulk. In Before the jump, each soldier’s
other words, it tells you how much stuff your soldier can maximum Encumbrance drops to
carry. 57 57 to account for his parachute.
Encumbrance plays a big part in strategy because
soldiers carrying too many things are hindered in their Only 7 weapon Encumbrance
movements during Tactical Combat Points are allowed while jumping
When you are in Tactical Combat your soldier can 7 from plane.
carry up to 63 Enc without penalty. However when your
men are jumping out of the plane they can only be carrying
up to 57 Enc because your soldiers will have their
parachutes. You can put surplus weapons and equipment in Only 10 of the remaining 57
the equipment bags. However be careful not to store Encumbrance Points can be used
anything vital to a mission in the equipment bags as they are 10 for weapons without penalty.
sometimes lost on the journey to the ground.
A single weapon can not have an
Encumbrance rating over 5
5 without penalty. The penalty
reduces Action Points 1 for every
point over 5.
For Example:
A soldier is carrying a . . .
QUARTERMASTER
The Quartermaster is where you will get the equipment necessary for your men to make the best
of their situations once they arrive in Normandy.
If you do not to search through the Quartermaster’s for equipment, you can hit one of two
buttons: Get-All or Standard Issue. These two buttons can be found on the Clipboards in both the
Armory and the Quartermaster.
Every item that is taken or not taken will have an affect on how your soldiers perform once they
reach Normandy. For example, Soldier #1 hasn’t got any cleaning patches so his weapon has a chance of
jamming more often than one carried by Soldier #2 who was able to bring his cleaning patches along.
EQUIPMENT CHART
Item Enc Description Modifier
First Aid Kit 2 Container- Cloth bag w/ Allows First Aid to be
US ARMY Airborne Issue tie strings administered
Contents- Sulfa powder,
compress bandage, cloth
tourniquet and disposable
one-shot morphine
syrette.
M-3 Trench Knife w/ M-8 2 Worn on the ankle by Bonus in damage in hand-to-
Scabbard paratroopers. hand combat
US ARMY Issue
M-2 Switchblade 1 Used by paratroopers to ½ AP expenditure for parachute
US ARMY Airborne Issue extricate themselves from removal when present
their overly tight T-5
harnesses.
M4 Gas Mask 2 For use in defense of -5 to morale if not present
US ARMY Issue chemical attacks.
EQUIPMENT CONTINUED
Item Enc Description Modifier
“Mae West” Flotation Vest PI* To be stripped off after PI*
US ARMY Airborne Issue landing.
Webbing Belt and Shoulder PI* Used to attach equipment PI*
Braces pouches, ammo pouches
US ARMY Issue and packs for storage;
also used to transport
ammo and equipment.
M6 Mussette Bag PI* Can be strapped to the PI*
US ARMY Airborne Issue chest while jumping and
then transferred to the
back as a pack. Used for
storing spare clothing and
ammunition.
M1C Steel Helmet PI* Includes suspension PI*
US ARMY Airborne Issue system, leather sweatband
and chinstrap.
Compass 1 Especially useful to -3 to morale if not present
US ARMY Issue paratroopers, since
landing on night drops
can be disorienting.
Flashlight 2 Called a torch by GIs, it is -2 to morale if not present
US ARMY Issue used for reading maps,
searching dark areas and
signaling.
Maps 2 Mission Map: Area of Overview map will only be
US ARMY Issue Operations Map showing functional if there is a
mission objectives. soldier who is carrying a
map.
Entrenching Tool 3 Folding shovel with screw -7 to combat effectiveness
US ARMY Issue lock folding hinge, steel if not present
blade and wooden
handle.
Cleaning Patches 1 For use in field cleaning +5 to the chance of weapon
US ARMY Issue of personal weapons. jamming if not present
Personal Items 2 Includes 1 razor, 2 cartons -7 to morale if not present
US ARMY Issue of cigarettes, 1 toothbrush
and soap.
M42 Jumpsuit PI* Tan in color, the jumpsuit PI*
US ARMY Airborne Issue is worn with the legs
tucked into the jump
boots and bloused. These
suits are gas impregnated.
M43 Jump Boots PI* A high laced boot that is PI*
US ARMY Airborne Issue designed to protect the
ankles on landing. Very
distinctive in design,
paratroopers wore them
with pride. (They were
not issued to any other
troops).
*- Pre-Issued
EQUIPMENT CONTINUED
Item Enc Description Modifier
Spare Clothing 4 Includes one pair of -7 to morale if not present
US ARMY Issue socks, one pair of
underwear and one shirt.
Field Ration D 1/ Emergency ration -4 to morale per 8 hour period
ration
US ARMY Issue consisting of a highly without food
concentrated 4 oz.
chocolate bar (containing
cocoa, skim milk powder
and oat flour).
Field Ration K 2/ Each meal is packed in a -4 to morale per 8 hour period
ration
US ARMY Airborne Issue waterproof cardboard box without food
6.5 inches long. Boxes
are marked breakfast,
dinner or supper.
Breakfast consists of a
fruit bar, Nescafe, sugar,
crackers and a small tin
of ham and eggs. Dinner
and supper consists of a
can of cheese or potted
meat, crackers, orange or
lemon powder, sugar,
chocolate or other sweets
and chewing gum.
Water Canteen 2 Aluminum canteen with a -6 to morale per 8 hour period
US ARMY Issue detachable cup, one quart without water, if not present.
capacity.
Mess Kit 2 Aluminum construction -1 to morale if not present
US ARMY Issue with compartments.
THE ARMORY
Now that they have equipment, your men will need weapons. Individual weapons are selected in
the same manner as equipment as described at the bottom of page 10.
WEAPONS CHART
EXPLOSIVES REQUIRED
The completion of certain Missions requires that your men have a specific amount of explosives
when they arrive at the objective location. Satchel and demolitions charges can be used together.
Beside each soldier’s portrait are four boxes and two buttons. The top
box indicates the soldier’s Weapon Skill. The next box down indicates
Throwing Skill. Below that box is the Encumbrance Points Remaining box.
The bottom box displays any special Weapons Training that a soldier might have. With this you can
distribute bazookas to soldiers with Bazooka Training (B), explosives to those with Explosive Training
(E), and machine guns to those with Machine Gun Training (M).
.
Throwing Skill
Indicates if a soldier has any
Special Training.
Encumbrance
E ¾ E- Explosives,
Points Remaining ¾ M- Machine Gun,
¾ B- Bazooka
SOLDIER AREA
CATEGORY ICONS
LIST P ISTOLS
LIST GRENADES
To take an item
away from a soldier
push the “-” button.
INFORMATION AREA
Equip-All
¾ Select rifles and click Equip-All to disperse rifles randomly etc.
¾ For a quick Equip-All, choose List Everything and hit Equip-
All.
Equipment Bags
¾ Filling equipment bags works in the same manner as for
equipping individual soldiers.
Scenario Map of
Training Session
A detailed descriptions
of the scenarios will be
listed in this box if they
are clicked-on from the
list above.
Note:
The Training Grounds does not automatically select men and outfit them for you. You will have to
select these prior to your training. Beware though, the training grounds are very tough. You could
end up with units injured before you have even started a mission.
THE AIRFIELD
You now have all your soldiers, weapons and equipment. You should consider a strategy of their
seating arrangement on the plane.
REQUIRED EQUIPMENT- In the Headquarters, the folder on the desk contains all the information
that is necessary for your mission. Did you read it? Did you make sure that the amount of
explosives the mission called for is accounted for in your men’s inventory?
¾ SAVE YOUR PLANNING - It is a good idea to save your men, weapons, and equipment as you go
along. You can go back and save your planning, until you click the Take-Off button.
¾ SEATING ORDER MATTERS - Since your plane has a chance of being shot down by the Germans,
the soldiers at the end of the jumping order do not have as good of a chance of surviving as the
soldiers who jumped earlier.
¾ MAPS- Make sure that you packed maps and that the men who carry them are well dispersed in
the plane. If none of the soldiers with maps survive, you will not be able to access the Mission
Map that will help you find your way to the Primary Objective.
The Auto-Seat button will have the Take-Off Exit back to the Base.
computer randomly seat your men
for you.
GREEN LIGHT
Your men are now on their own. As they fall into enemy occupied territory several
things can happen to them.
The Normandy
countryside has become
your battlefield.
Continuation of Action
End Turn
The status Icons that appear on the screen help you understand the situation at hand. They will
appear at the top left-hand corner of the Tactical Combat screen.
ACTION POINTS
An Action Point (AP) is the basis for all actions performed. A group of APs executes a
task. The more difficult the action, the more APs it takes.
The difference in APs between walking and running may confuse you at first. Walk
requires 4 APs, while Run requires only 2 AP. When you walk, you can’t cover as much ground
as you would if you were running. The difference of the APs is a direct result of this logic. Note:
When running, a soldier is unable to spot enemy soldiers, traps or mines, or go through
hedgerows.
MOVEMENTS
WALK 4
RUN 2
BELLY CRAWL 6
DIVE 3 Prone at End of Dive
COMBAT
READY A WEAPON 6
AIMED F IRE 6
SNAP FIRE 2
LOAD WEAPON Reload Time of the Weapon
THROW A GRENADE 3
FIGHT HAND TO HAND 4
OTHER ACTIONS
SEARCH BODY/P RISONER 8 Searches for letters or orders only.
SEARCH AREA 1
GET OUT OF PARACHUTE 42
ADMINISTER FIRST AID 6 Per 10 Points of Damage
CLEAR JAM 36 minus Reload Time of the Weapon
MORALE
Morale plays an enormous part in how a soldier performs. A soldier’s Combat Effectiveness is
directly affected by fluctuations in his Morale. And remember that a soldier’s Initiative, Weapons Skill
and Throwing Skill change with his Combat Effectiveness.
MORALE MODIFIERS
POSITIVE EVENTS
NEGATIVE EVENTS
COMMAND SCREEN
The Command Menu is the interface that allows you to command your soldiers. Your
Command Menu is displayed when you right-click on the Tactical Combat screen.
Notice in the example to the left, that some of the
icons are dark and others light. The darker icons are
commands that the soldiers are able to perform
By holding the pointer over an icon, the display at
the bottom will prompt you on its function.
Once an icon on the Command Menu has been
pressed, the desired location, person, or object can be
selected with a left-click to complete the action.
A soldier may need to quickly “hit the dirt” and the Dive command
Dive will come in handy.
This will be one of the first commands you will use, unless it is
Remove Chute your desire to drag a parachute around Normandy.
When your soldiers reach the edge of the map they will have the
Leave Map option of leaving the map and heading to the next one.
Remove Parachute
The first Continue Action icon you will probably see. It requires 42 APs to remove
a soldier’s parachute, so, this action will take a few turns. Hit Continue Action if
the soldier is not in any apparent danger from the enemy.
Walk
There may be a particular spot on the map that you would like a soldier to Walk to
that is outside the perimeter of his current range. Just choose the destination
location and at the beginning of each new turn you will be prompted with this icon.
Run
As in the continuation of the Walk command, Continue Run is a continuation to a
desired spot on the map.
Load Weapon
Some of the weapons may take a couple of turns to reload. This icon will appear if
a soldier is still in the act of reloading.
Unjam Weapon
If a soldier’s weapon jams, unjamming it may be a top priority. This action could
take a few turns, so you will be prompted with this icon if a soldier is in the middle
of this action.
EXCHANGE SCREEN
The Exchange Screen is accessed from the Command Menu by clicking the Exchange icon. It
requires 10 APs to perform an Exchange, but there will be times when they will be Action Points that are
well spent. An individual soldier is able to exchange items between himself and another soldier by simply
clicking on another soldier after the Exchange icon has been activated. Or he can recover weapons off of a
person that is dead. He is also able to discard weapons or equipment to the ground that are no longer
necessary and are consuming Encumbrance Points.
Current Inventory of
soldier’s Ally or
inventory. German who
is exchanging
with the
current
soldier.
Picture of the
item that has
been selected
from either a
dead body,
equipment bag,
the ground, or
another soldier
(Ally or
German). ¾ The Ground
The item may Three things may appear in this box:
then be added by Inventory for a dead
person, equipment bag ¾ Skull- Appears when a soldier clicks on a
clicking the “+” dead body which he is standing above.
symbol or or what is lying on the
ground. ¾ Equipme nt Bag- Appears when a soldier has
subtracted by located an equipment bag and is standing beside
clicking the “-“ More information on
these three things can it.
symbol which are ¾ Ground- If the he soldier is neither standing
located on the be found in the box to
the immediate right. beside an equipment bag or above a dead soldier,
smaller boxes. he may choose to drop weapons or equipment to
the ground.
The Exchange Screen allows the current soldier to perform the following tasks:
¾ Check the inventory of a prisoner or a dead body and allow for the transfer of any wanted items from
the body;
¾ Exchange weapons or equipment between two of your soldiers;
¾ Drop items to the ground to relieve soldiers of items that are no longer needed and are consuming
Encumbrance Points.
¾ Pick items off of the ground.
AUTO-WALK
A great feature of 101 that allows you to sit back and watch your men sweep the countryside
for Germans is Auto-Walk.
Right-click to bring up the Command Menu. Then issue the walk command and left-click on
the spot where you would like the soldier to eventually reach. When he finishes his move, hit F9
instead of End Turn. Each man will continue walking unless he spots a German, is shot at by a German,
or if he spots a landmine or an equipment bag.
If you decide you would like to take back control of a soldier before he has spotted something
or has been shot at, hit F9 again.
OPPORTUNITY FIRE
Opportunity fire is a must to make for a more accurate game. If a German for example, takes
his turn and moves so that one of your men can now spot him, your man may take the opportunity to
take a shot at him (he has to have at least 2 AP left from a previous turn). The same goes for a soldier
that you may move out into the open exposing himself to the enemy.
SPOTTING
It will be a good idea to Search Area before you begin a soldier’s actions. This gives him a
higher chance of spotting enemies and other items.
Your men with higher Intelligence and Experience will spot the enemy quicker as well as
equipment bags, land mines & booby traps.
You will also shown whether or not your soldier can be spotted. This will be indicated by the
perimeter dots around the soldier turning into eyeballs. But, it only applies to the line of sight for
Germans who have been spotted by your soldier.
INFO BARS
. Through your Info Bars you can check on the status of a soldier’s health, weapons, equipment
and individual statistics. You will also be able to view your men as a group for a quick status check.
We’ll start with the Main Bar, which is the central Info Bar; it displays all basic information that
is vital to gameplay.
The Squad Bar is a great way to see the condition of all your men’s health status at once using
the color coded system listed above
To activate the Weapon Bar, click the weapon on the Main Info Bar. The Weapon Bar shows
the current soldier’s weapon and ammo inventory as well as the weapon’s status (jammed, broken or
functional).
A list of your soldier’s weapons will be displayed in the text box on the left. The highlighted
weapon’s description is displayed in the right text box.
The Encyclopedia Screen can also be accessed from the Weapon Bar where you can obtain a
more detailed description of your weapons and equipment
Current
soldier’s
weapons &
explosives Bullets Loads Weapon Encyclopedia
Available Available Status Screen
DIARY
ENCYCLOPEDIA
Scoring
Total Score {(Successful Mission Points + Enemy Killed Points + Hour Points)
+ (Enemy Killed Points – Allied Killed Points)}
38
Multiplayer
39
Multiplayer
NETWORK SETUP
For full and up-to-date information on Network setup and use,
please consult the readme file on the 101 game CD.
Choose a scenario.
Start
40
Multiplayer
“I’m Ready!”
41
Appendix A
Appendix A
“The 101st Airborne Division has no history, but it has a rendezvous with destiny. Like the early American
pioneers whose invincible courage was the foundation stone of this nation, we have broken with the past
and its traditions in order to establish our claim to the future.”
- General W. C. Lee
st
First CO, 101 Airborne Division
Beginnings
nd
On August 16, 1942 the 82 Infantry Division was divided into two separate airborne divisions, the new
nd st
82 Airborne and the 101 Airborne Divisions. Spending a short time at Camp Claiborne, Louisiana, they
then moved to Ft. Benning, Georgia for parachute and glider training. After training, they were assigned to
Fort Brag, North Carolina before departure to the European Theatre.
The two divisions would ultimately become arch-rivals, except during combat, when during the course of
nd st
the D-Day jumps, some men from the 82 Airborne and 101 Airborne would fight side by side, due
mainly to the inaccuracy of the pilots in delivering them to their respective drop zones.
The soldiers, at the time of the Divisional split, were given the option of refusing parachute training.
However, the Army could order any man into a vehicle, so the glider candidates were coerced into glider
training without a refusal option. Throughout the war, this would remain an irritation with the glider
troops, since the paratroopers were paid an extra $50 per month as hazardous duty pay. The glider troops,
who were often injured in glider landings, did not receive the extra money. Although both troops were
considered “airborne” and wore the same insignia, the paratroopers considered themselves superior and
guarded their status with unique symbols: jump boots, bloused trousers, and qualification wings.
Organization
st
The 101 Airborne consisted of the following regiments and battalions on D-Day, 1944:
th
327 Glider Infantry Regiment HHB Division Artillery
st st
401 Glider Infantry Regiment 321 Glider Field Artillery Battalion
nd th
502 Parachute Infantry Regiment 377 Parachute Field Artillery Battalion
England
Most of the 101st Airborne shipped out for the British Isles in September 1943. The remaining troops, mainly
the 501st Parachute Infantry Regiment (PIR), followed in January 1944.
Once in England, the troops were mainly situated in and around Hungerford, at Chilton Foliat and Denford.
Other troops including HQ/1 were stationed some distance away at Aldbourne, while HQ was at Littlecote.
These areas overlapped and spilled into two counties: Wiltshire and Berkshire.
The troops continued their training while in England, practicing jumps and different combat scenarios. The
men got into a bit of mischief while in England. They participated in several brawls and many fines were levied
for poaching game (mainly deer) and blowing up trout in the local streams with hand grenades.
Pathfinders
In preparation for D-Day and the jumps that lay ahead, a call for volunteers went out. These troops, called
Pathfinders would be specially trained teams that would jump one hour ahead of the main Serials. The
Pathfinder’s job was to set up special lighting and radar sets to be triggered by signals sent from each incoming
plane. The lighting and radar sets would guide each plane to a specific DZ.
This system of identifying the DZs would be rendered useless if the Pathfinders were dropped off course or
neutralized by enemy fire. Many times this occurred adding to the general chaos of the D-Day drops.
As the first men to land in German occupied France, the men of the Pathfinder teams were viewed as “suicide
squads.” In the years after the war a reputation of honor, bravery and a bit of insanity followed these men that
lives on to this day.
The Plan
As the D-Day Invasion grew near, plans were finalized and presented to General Eisenhower. General
Eisenhower agonized many hours over the decision to send the paratroopers in ahead of the Normandy Beach
invasions. The reports showed that expected casualties for the paratroopers was set at 80 percent and at 90
percent for the gliders. Finally, General Eisenhower let the orders stand, as the need for securing roads and
neutralizing the Germans behind Utah Beach was of extreme importance.
The 101st Airborne’s plans called for 10 Serials (groups of planes heading to specific locations) to leave at
staggered times from 6 separate airfields commencing around 2300 hours on D-Day -1. These planes, after
forming up, would fly a route carrying them over the English Channel, the Atlantic Ocean, Northwestern
Coastal France and into the Normandy area. Each serial had a specific target Drop Zone (DZ) in which to drop
its men. The Serials, their departing airfields, planned DZs, and actual drop areas were:
The sticks (planeload of paratroopers) had specific missions to accomplish. The missions all concentrated on
taking specific roads, bridges and villages in order to make the Army’s push off the beachheads easier. In
addition, the gliders would deliver artillery, medical, and HQ equipment into the rear in order to facilitate
communications and actions on D-Day.
D-Day minus 1
The men of the 101st spent the last hours before departure being briefed as to their missions at sand tables.
These dioramas were constructed of sand, small sticks, coloring, and carved soap. The finished products were
3-D terrains of the LZs and objective areas. Those men lucky enough to actually land near their planned DZs
found the sand table briefings helpful in gaining their bearings.
Another last minute activity was the haircut. A great many men had their hair cut in the “Mohawk” style of the
American Indians as a show of unity. This proved to be a plus, because when the Germans saw the haircuts,
some thought the paratroopers were actual American Indians and feared that they would be scalped. Other
styles of haircuts included shaved heads, and letters cut into the hair spelling out the word “VICTORY” when
the soldiers stood side by side with their heads bowed.
As the time approached for the flights to commence, the men became more solemn and their thoughts turned to
what lay ahead. Last minute preparations included securing their equipment and checking their parachutes.
The men, unsure of when re-supply would come – if at all – overloaded themselves with ammunition and food
rations. Many men carried weapons that should have gone into equipment bags - items such as bazookas, for
instance. Many men who overweighted themselves with equipment ended up injured on landing.
The actual flight to Normandy lasted about an hour, but the men had to endure up to two hours of circling the
airfields while planes were launched in their Serials. Most men used this time to pray or sleep (air sickness pills
made sleep possible). As the Serials formed up, the planes left on their course to their designated LZ (Landing
Zone).
The C-47 pilots, carrying the paratroopers into Normandy, were told to hold their course and formations and to
avoid taking evasive maneuvers. Most of these pilots, though, were inexperienced in actual combat flying and
the neat formations broke up as the planes neared the Cotentin Peninsula, where they came into a fog and cloud
bank. The pilots instinctively spread out to avoid mid-air collisions. After emerging from the cloud banks, the
pilots tried to tighten their formations, but they were less than 10 minutes from the DZs. As they approached
the Drop Zones, heavy flak came up from the Normandy landscape and many pilots did take evasive actions.
The planes were supposed to approach the targets at an altitude of 1500 feet and slow to allow the paratroopers
to exit safely. Few pilots did this however. Most sticks jumped at either too low or too high of an altitude, and
all but a few were going way too fast. Some pilots never turned on their green “go” lights and returned to
England with their paratroopers. Two pilots, after forgetting to turn on the go lights, did so after they were back
over the English Channel resulting in the drowning of two entire sticks from the DZ A serials.
The Jumps
As the green lights came on, the men in the planes jumped as they were taught. Most realized that they were
going too fast and some even realized they were too close to the ground. One paratrooper lived to tell of his
chute opening to full capacity just as his feet hit the ground. The speed of the planes caused many men’s
equipment to be ripped from them as the exited the planes. In addition, the high speed of the planes caused
most sticks to be spread over a large area, rather than coming down in a concentrated zone. Planes were shot
down before the men could exit and took their sticks to the ground in a heated blaze. Some sticks landed up to
8 miles from their intended DZs. Needless to say, the actual jumps were mass confusion.
Over 1000 men of the 101st were so far from their intended DZs, they were considered to be beyond the
consolidated bridgehead. They were scattered from just south of Cherbourg to just north of St. Lo and as far to
the east as Point du Hoc. The overall strategic effect of this was quite positive as it mislead the Germans to
believe the landing force was much larger than it actually was.
Other men, jumping off course, came down in flooded hedgerows and drowned in less than three feet of water
due to the weight of their equipment. Still others came down in areas occupied by Germans and were under fire
as they drifted towards the ground. Others were under fire even as they tried to free themselves from their
parachutes. Many of the troopers still living say they have never been as frightened as they were that first night.
On the Ground
For the lucky ones that lived through the jumps, the nightmare was just beginning. The Germans were alerted
to the paratrooper invasion by this time and were out searching for the paratroopers. The soldiers were scattered
all over Normandy and most were not even sure where they were. They spent the first night evading Germans
and trying to find friendly units. Some would spend the first two weeks doing so.
Those lucky enough to land together and close to their DZ made their way towards their objectives, all the time
picking up stragglers in ones and twos. Some members of the 101st ended up in the 82nd Airborne’s DZs and
spent the first several weeks fighting alongside the 82nd. Other paratroopers were taken prisoner by the
Germans only to be released within hours by other troopers and imprisoned the Germans. Sometimes this
would happen two and three times to the same groups of men . . . released, captured, released, captured.
Firefights were plenty that first night and early morning as the troopers ran in to large groups of Germans and
some even reached their original objectives, fighting to victory. Order was slow in coming, but a majority of
the healthy men would be in a group, fighting for an objective, before sundown of D-Day.
Beyond D-Day
By D-Day +2 most of the paratroopers were in the line of supply from the Army advancing off the beach
landings. The 101st would fight alongside the Regular Infantry throughout the first part of June. In July, they
would be sent back to England for re-outfitting. It goes to the bravery, training, and fighting spirit of the men
that the expected casualties that Eisenhower received in pre-D-Day reports turned out to be over-exaggerations.
Casualties barely reached 35% for the 101st, no where near the 80% initially predicted. During their time in
Normandy, the 101st fought bravely, acquiring a status of legendary proportions as the Screaming Eagles.