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easy eights

Created by
Brad Sanders Devin Cooley
Jim Bland

COPYRIGHT 1999 EASY EIGHT ENTERPRISES, INC.


10036 CAENEN LENEXA, KANSAS 66215
www. battlegroundwwii.com
18003352977

All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted
in any form by means electrical, mechanical or otherwise, without written permission of the publisher.
Printed in the United States of America
introduction
Welcome to Fury On The Fatherland, Easy Eights Scenario ed miniatures, turning your game table into even more of a
Pack featuring US Cavalry Reconnaissance units, especially realistic WWII battlefield!
in the last days of the war. We hope you find this pack to be
interesting and fun! Very special thanks go to the following:
Glen Kappelman, WWII veteran of 106th Cavalry Group, US
You may have noticed the free miniature inside this Scenario Third Army a special thank you to him for the use of his
Pack a free gift of thanks from us to you. For those of you pictures (these he took during his "big game" adventure as
interested, there is a Fury On The Fatherland catalog of asso- part of Pattons US Third Army; his photo collection is part
ciated products available in the back of this work, giving you of the Eisenhower Presidential Library many of the photos
the gamer the ability to play US Recon or German Sturm in Fury On The Fatherland are in print to the public for the
units in high detail. If you have any questions about Fury On first time). Additionally, a lot of the cavalry information con-
The Fatherland, how to play, or any of the associated prod- tained within came from talking personally with Glen. We
ucts, please call us at 1-800-335-2977 or vist our web site at thank you immensely.
www.battlegroundwwii.com
106th Cavalry Group thank you collectively for your ser-
Fury On The Fatherland also introduces a few new items to vice during the war and for sharing your stories.
Easy Eights Battleground World War II (or EEBGWWII for
short). The most notable is the inclusion of new unit "Play Easy Eight Playtesters, especially those of you at Origins and
Sheets." These are designed to give gamers quick reference to GenCon 99!
special rules for different types of units. We found these to
not only be helpful in play, but really add a lot of detail and Kurt Coyle for writing the M1 Carbine/M3 SMG text and the
"color" to the different types of troops used in the war. Look Technical Sgt. Derrick "Bolt" Kennison text.
for more Play Sheets to be included in future Easy Eight
Scenario Packs. The second new item(s) are new and Finally
improved Weapons Sheets. These weapon sheets devote an A BIG thank you to Easy Eights own "Berliner Bear," Kyle
entire page to a single weapon, giving more detail and rules Jamison he came through like the cavalry for us and we are
in a nicer format than ever before. Many Battleground in deep thanks.
gamers/fans have requested more rules on units and weapons,
so look forward to more unit Play Sheets and Weapons Sheets We are also thankful for Marin Elizabeth Sanders, born right
in the future! in the middle of the production of this work are own little
"Fury!"

This work is dedicated to the lives, service, and memory of


all US Cavalrymen who have protected and preserved free-
dom and liberty throughout the world.

Also keep an eye out for Sgt. Easys Battle-Tips, a new fea-
ture that is essentially extra How To Play hints and sugges-
tions in regards to playing EEBGWWII.

We at Easy Eight would also like to announce the "birth" of


our 1/48 (28mm) specialty range of vehicles. These high-
quality pewter vehicles are designed by gamers for gamers
with the highest attention of detail. Hand crafted and sculpt-
ed by Easy Eight Art Director, Jim Bland, this new vehicle
line includes the awesome option of mounted and dismount-

Fury on the Fatherland


the Plan

the Plan
nourish the surrounding German landscape and provide a
mode of transportation and commerce the entire 850 miles of
its length. The Rhines importance to Germany thus grew in
the development of the German nation and thus Europe as a
whole. The Germanic tribes opposing the Romans, once safe-
ly entrenched on the Rhines eastern bank, sought to consoli-
date its hold on the western bank as the Romans relinquished
power. The once Roman cities of Koblenz, Bonn, and
Cologne were quickly Germanized. By the Renaissance both
banks of the Rhine were clearly German. Mystical, magical,
and magnificent, the Rhine defined the German nation and
became an integral symbol of the German people. Thus, the
Rhine itself was embraced by German culture. Legends, art,
and song all describe the beauty and power of the Rhine
River, but more importantly reflect the importance of the
Rhine to the German people. Perhaps the most famous works
that capture the spirit of the Rhine River are the operas of
Wagner, considered to be one of Germanys greatest com-
posers. But, the Rhine would gain an even greater importance
to Germany with the advent of the Modern Age.

Germany
With the 19th Century unification of Germany into a
single state, the Rhine played even a bigger role. The
Industrial Revolution and the modernizations of the 20th
Century forced the Germans to harness the river, the cultural
"Our operations in pursuit or exploitation have at icon, as a source of power and wealth. It is no wonder then
times developed phenomenal speeds." that the German industrial center clustered along the Rhine,
- Gen. George S. Patton, Jr. gaining its power and then shipping goods up and down the
river to Europe and the world. Thus, during WWII, the Rhine
River was important to the German war machine. Hitler had
The Rhine River ordered the construction of a "West Wall" known as the
Of all the natural German landmarks, none is as Siegfried Line which would be comprised of defenses such as
famous or as important as the Rhine (in German, Rhein) bunkers, minefields, and the like; the intent was to keep
River. For over 2000 years, the Rhine has marked the main Germanys borders intact and the Rhine, in some places less
natural boundary for the German people and nation. In than five miles from Germanys western border, safe.
Roman times the Rhine not only marked the limit of the After Hitlers failed last-stroke offensive in the West
empire in the north, it more importantly prevented Rome (Operation Wacht am Rhein Watch on the Rhine), German
from absorbing the Germanic tribes on the opposite banks of forces retreated behind the Siegfried Line. But, the series of
the wide river. Yet ironically, it was the Rhine that froze one fortifications and defenses did not stop the Allies. German
winter in the early 5th Century AD and became a virtual ice forces quickly retreated to the eastern banks and dug-in.
highway for the Germanic tribes. These tribes crossed into Here, the German plan was simple. At the last possible sec-
the empire and devastated the Romans entrenched on the ond, every single bridge spanning the Rhine was to be demol-
Rhines West Bank. Most historians agree that this single ished with pre-placed explosives. Hitlers order went as far as
event marked the beginning of the end for the Roman Empire. promising a date with the executioner for any officers failing
The Rhine River has not only served Germany as a to hold their assigned bridge.
natural boundary, but also as a vital source of life. Its waters If the Rhine were captured, the industrial center of

fury on the fatherland 1


the Plan
the Reich would be lost. War material production would vir-
tually come to a halt and the mobile masses of the Allies
could then sweep into the flat interiors of the Fatherland with
almost nothing to stop them. But most importantly, the loss of
the Rhine would be a symbolic tearing of the heart out of the
German nation. All hopes of defending Germany would be
lost. The Allies had to be stopped at the Rhine at all costs.
Opposing the US Third Army was the German
Seventh Army commanded by General Felber. Under the
command of Haussers Army Group G, the Seventh Army VII Armee
was responsible for defending a fifty-mile stretch of the
Rhine from Mainz in the north to Mannheim in the south. The The known, identified make-up of the German Seventh Army
Seventh Army would also be responsible for the defense of as of late March, 1945 is as follows:
Frankfurt and the Main River further west of the Rhine. Yet,
Seventh Army
the Seventh Army was battered, tattered, and grossly under- Seventh Army HQ*
strength after fighting in a number of bloody campaigns: Wehrkreis XII HQ (German military district)
Normandy, Huertgen Forest, Battle of the Bulge, the Eifel XIII Korps HQ*
and the Palatinate. Patton and his Third Army had severely 246th Volksgrenadier Division
hurt the Seventh Army in the Eifel west of the Rhine in the 559th Volksgrenadier Division
first weeks of March, 1945. Most of the Seventh Armys divi- + one or two Volksgrenadier Division "fragments"*
Officer Candidate School Unit Wiesbaden*
sions were destroyed or captured and even Felbers HQ just
Waffen SS Officer Candidate School Unit (battalion strength)
barely escaped capture. By middle to late March, 1945, the Hammelburg**
Seventh Army was understrength and short a Korps (recently Panzerjager Training School Unit (Jagdpanthers) -
transferred - see below). Felber only had what was left of four Hammelburg**
divisions to defend his section of the line and these were Jagdtiger Unit Sennelager***
mostly comprised of rear-echelon support units and untrained
* There is debate on the actual make-up of XIII Korps (and
Volksturm. Felber did scrape the proverbial barrel for any
Seventh Army as a whole for that matter) at the time of the
troops possible and was able to gain a few additional units Rhine crossings; the 246th and 559th VG Divisions were
from training schools in the area. present, with the 559th VG being the largest and strongest
Also opposing the US Third Army would be ele- "division" in the Korps and armed with assault guns and
ments of the LXXXIX Korps, Fifteenth Army, Army Group mobile 20mm FlaK mounts. The Officer Candidate School
B. Recently transferred from the Seventh Army, the LXXXIX Unit based in Wiesbaden did engage the US 5th Infantry
Division along the Rhine the night of March 22-23, 1945. In
Korps entire strength revolved around one division, the
Easy Eights Battleground World War II, combat troops of the
276th Volksgrenadier Division. The LXXXIX Korps was Seventh Army are regarded as having Regular troop quality.
positioned around the Rhine city of Koblenz, just north of and ** Not officially Seventh Army units; were "activated" to duty in
bordering the Seventh Army. Specifically, the LXXXIX late March and effectively under Seventh Armys command
Korps guarded river approaches to St. Goar, Boppard, and while defending Hammelburg from a light American raid on a
Oberwesel. Though few in numbers, these troops were well POW camp located there. The Jagdpanthers were the only
armed and able to spend a weeks time preparing defenses for known tanks available in the Seventh Armys sector. These
combat troops are regarded as having Veteran troop quality
an anticipated American amphibious assault across the Rhine. due to their experience, training and overall morale.
The Allies also realized the importance of the Rhine to *** Though in Seventh Armys Command range, the five
Jagdtigers in a repair depot in Sennelager were to be sent to
Remagen; Hitler then supposedly ordered them to
Oppenheim but their fate or unit name (if any) is not known.
These combat troops are regarded as having Veteran troop
quality good German armored units were normally outfitted
with the newest and most advanced German tanks like the
Jagdtiger.

2 Fury on the fatherland


the Plan

Germany. Allied bombers rained bombs on the industrial his Third Army had raced to reach the Rhine. Patton was not
areas forcing the Germans to move their factories under- about to let his archrival Montgomery (whom Patton called
ground. Yet, Eisenhower knew that the Rhine had to be cap- the "Gentleman of the North" and a "savage rabbit") and the
tured and breached if the Allies were to achieve final victory. British take all the glory in being the first across the Rhine.
In January, 1945, Eisenhower issued the Allies plan for Being the first across the Rhine had big importance amongst
attacking the Rhine. The main push, codenamed "Operation the Allied military leadership and who was to be the first
Plunder," would be in the north around the Ruhr, home to debated for months prior. It was, as British historian Ian Hogg
Germanys industrial centers. The 21st Army Group (com- has called it, the "Holy Grail" of the Allied advance. Patton
prising the Second British and First Canadian Armies) with not only wanted to be the first across the Rhine, he also want-
the US Ninth Army, were tasked with crossing the Rhine ed to capture Berlin also assigned to Montgomery.
between Nijmegen and Dusseldorf and attacking the Ruhr Though not included in Eisenhowers original
"Pocket." Once across the Rhine, these armies would further January plan, Patton had raced his units through Germany to
be supported by the American and British XVIII Airborne arrive on the Rhine. Patton knew that the German Seventh
Corps (British 6th Airborne and American 17th Airborne Army in front of him was weak and on the verge of collapse.
Divisions) dropped behind the Rhine in a mission code- If he could get across the Rhine, the Third Army could cer-
named, "Operation Varsity." Under the command of Field tainly exploit the German interior and race for Berlin and vic-
Marshal Bernard Montgomery, these forces would lead the tory. Yet, because of the politics between the Allied military
overall Allied assault and be the first to cross the Rhine. To leadership, Patton would get little help. Therefore, Patton
the south of Montgomery, the 12th Army Group under the formed his own plan to be the first across the Rhine. First, he
command of US General Omar Bradley would support the assembled a special unit of amphibious tractors staffed with
Ninth Armys southern flanks, seize the vital Roer Dams, and naval crews and made them rehearse the crossing for an
then attack towards the German city of Cologne. Because of entire month. When the time was right, the amphibious trac-
the expected lack of supplies, the First US Army of the 12th tors would be brought to the Rhine accompanied by engineers
Army Group would handle this task, while the Third US with bridging equipment and rubber boats. After diversionary
Army further to the south was to hold the line. attacks and artillery barrages, his troops would secretly sneak
By mid-March, 1945, Allied forces had reached the across the Rhine in a secret locale. With the amphibious trac-
west bank of the Rhine and began to prepare for the Rhine tors and a few amphibious tanks leading the way, Patton
crossings. At this stage the Allies hoped to capture a bridge would get across the Rhine first and not Montgomery! The
over the Rhine if at all possible. This would obviously be to second part of Pattons plan was in what he called rapid
the Allies advantage in getting troops and armor across the "reconnaissance by force" or jokingly, "stone soup." The lat-
Rhine quickly. Fortunately, one bridge had not yet been ter referred to the Great Depression tale of a hungry man beg-
blown by the Germans. Ludendorff Bridge, located at a town ging at a home for water for his "stone soup." Once the hun-
called Remagen, still gave the Allies a crack at possibly seiz- gry man received the water, he would then ask for some veg-
ing a bridge intact. Men of the First US Army raced to etables and then some meat, etc., until he had a complete
Remagen to hopefully capture Remagen and its precious bowl of soup. Patton would do the same thing, but instead
bridge. would ask for more tanks, troops, and supplies. The initial
South of Remagen, General George S. Patton and forces achieving this strategy would be reconnaissance and

fury on the fatherland 3


the Plan
The us third army

The US Third Army was originally formed four days


after World War I ended Nov. 15, 1918. Its first mission was
to be an army of occupation within Germany, hence the Third
Army patch bearing an "A" in a red "O." After deactivation in
1919, the Third Army returned to its stations in the American
southeast. In January, 1944, the Third Army was activated to
Third Army HQ "Lucky Forward" combat status and prepared for war in Europe; the same
VIII Corps month, Gen. George S. Patton was named its commander.
76th Infantry Division The Third Army was then sent to England for training and
87th Infantry Division preparation for its commitment to the European continent. At
89th Infantry Division 1200 hrs, August 1 1944, the Third Army became operational
XII Corps in France. The Third Army played a key role in the liberation
26th Infantry Division of France and in the Battle of the Bulge. It also liberated
71st Infantry Division Luxembourg and spearheaded the advance through Germany,
capturing 81,522 square miles of enemy held territory in 281
90th Infantry Division
combat days; this included 12,000 cities, towns and commu-
4th Armored Division
nities. An amazing 27 cities were also captured with popula-
11th Armored Division
tions greater than 50,000! Heavy casualties were inflicted on
XX Corps
German units opposing the Third Army in addition to approx-
5th Infantry Division
imately 1,280,000 German POWs captured.
65th Infantry Division
At its height, the Third Army comprised 437,860 men. A
80th Infantry Division
grand total of 42 divisions served in a total of six corps from
6th Armored Division
August 1, 1944 to May 8, 1945. However, five divisions did
6th Cavalry Group "Pattons Household Cavalry"
serve with the Third Army for a period of over 250 days. A
short description of these five divisions follows, including the
infantry units lightly armed and travelling in armored cars
divisional insignia worn on the upper left shoulder on both
and jeeps. These would sprint far into the German interior no
combat and dress uniforms:
matter the costs. Then the Patton trick of "stone soup" would
force Pattons superiors, Bradley and Eisenhower, to recog-
nize his quick lightening thrusts into the heart of the German
Fatherland. Because the Third Army would then be so suc-
4th Armored Division
cessful, Eisenhower and Bradley would certainly have to give
him the vital fuel and supplies needed to sustain his success. Insignia: Armored "Triangle" with top yellow (Armor), bot-
With luck and speed, Patton might even be given the "green tom left blue (Infantry), and bottom right red (artillery);
light" to take Berlin itself! superimposed black tank tread and cannon with red thunder-
To actually achieve his goals in the field, Gen. bolt. Divisional number in black on yellow section.
Patton had an excellent and impressive force in his US Third
Army. The Third Army had already raced through France and Interestingly, the 4th Armored Division was one of
had come to the Allies rescue during the Battle of the Bulge. the few American divisions that did not have an official nick-
These successes had brought international fame to both name. The 4th Armoreds commander insisted that the divi-
Patton and the Third Army. Some 30,000 stories were written sion not have a nickname; instead he believed that the
about the Third army alone during the course of the war! The achievements of the division should stand as its own tribute.
American citizens back home loved Patton and his army, Fittingly, the commanders word was enough. The 4th
while the Germans (and sometimes the Allied leadership) Armored Division was Pattons favorite division (which says
feared them! But, perhaps the greatest comment on the Third enough in itself about the unit) and it was this division he
Army came from Patton himself when he said, "When your called on the most when help was needed. It is no wonder
grandchildren ask what you did during the war, you can say then, that the 4th Armored served 280 combat days in the
I was with Patton, not Shoveling dirt in Louisiana!" Third Army, longer than any other division. The 4th Armored
was one of the best, if not the best, American armored divi-

4 Fury on the fatherland


the Plan
sion in WWII and a division whose deeds truly speak louder divisions solid training and combat service, combat troops of
than any nickname! Yet, in the end the 4th Armored would the 5th "Red Diamond" Infantry Division are regarded as
gain praise and an eventual nickname from other American having Veteran Troop Quality.
units. As a testimony to the divisions success, the 4th
Armored would be eventually nicknamed the "Breakthrough" 80th Infantry Division
Division. In Easy Eights Battleground World War II, combat "Blue Ridge"
troops of the 4th Armored are regarded as having Veteran
Troop Quality. Insignia: Khaki shield edged in white; three gray mountains
on white center line.

6th Armored Division The motto of the 80th "Blue Ridge" Division simply
"Super Sixth" reads, "Ever Forward." The division first entered action with
the Third Army in August, 1944 and lived up to its motto. The
Insignia: Armored "Triangle" with top yellow (Armor), bot- 80th followed the Third Army through France and liberated
tom left blue (Infantry), and bottom right red (artillery); St. Mihiel the same French city the division had liberated
superimposed black tank tread and cannon with red thunder- 26 years earlier during WWI! The "Blue Ridge" boys wit-
bolt. Divisional number in black on yellow section. nessed the destruction of German units at Falaise and later
that year, participated in the relief of Bastogne during the
Though its members nicknamed themselves the Battle of the Bulge. The division cracked the German defend-
"Super Sixth," they should have named themselves the ed Maginot Line and entered Germany east of Saarbrucken.
"Speedy Sixth!" In July, 1944 the 6th Armored averaged a True to their motto the men of the "Blue Ridge" Division
remarkable 25 miles a day and even captured 40,000 Krauts moved forward with Patton and the rest of the Third Army to
in Brittany. These remarkable feats caused the 6th Armoreds eventual victory in Germany. Combat troops of the 80th
celebrated commander, Maj. Gen. Grow, to remark, "These Infantry Division are regarded as having Regular Troop
maps are too small. Give me a map large enough so that I Quality.
wont run off of it." The 6th Armored would later race
through the rest of France, helping to liberate the French 90th Infantry Division
cities of Orleans, Nancy, and Metz. The "Super Sixth" would "Tough Ombres"
also see bloody combat in the Battle of the Bulge, specifical-
ly the relief of Bastogne. The 6th Armored accompanied Shoulder Patch: Red "T" and "O" on olive drab field.
Patton through Germany and finished the war as a truly great
and tough division. In Easy Eights Battleground World War This division was recruited mostly in Texas and
II, combat troops of the "Super Sixth" are regarded as having Oklahoma, hence the "T" and "O" in the units patch and of
Veteran Troop Quality. course the divisional nickname, "Tough Ombres." The 90th
(minus one infantry regiment) arrived in Normandy on D-
5th Infantry Division Day+1, where it gained a bad reputation for less than ade-
"Red Diamond" quate leadership and combat performance. In August, 1944,
the 90th was transferred to Pattons Third Army and served
adequately until wars end, no doubt due to Pattons com-
Insignia: Red Diamond. mand style. In Easy Eights Battleground World War II, com-
bat troops of the 90th "Tough Ombres" Infantry Division are
The 5th "Red Diamond" Infantry Division spent the regarded as having Regular Troop Quality.
first two years of WWII in preparation for the assault on
Hitlers Atlantic Wall. The 5th entered France in August,
1944 with the Third Army and participated in Pattons light-
ning sweep through that country. The "Red Diamonds"
seemed to the Germans to be everywhere, prompting the
Germans to nickname them the "Red Devils." The 5th later
helped captured the fortress city of Metz, a key point on the
drive towards Germany. The 5th saw action in the Bulge and
blitzed through Germany and Czechoslovakia. Because of the

fury on the fatherland 5


the Plan
DENMARK

Germany
National Capital Baltic Sea
Bonn City
International Boundary

Administrative District Boundary


Kiel
Bayern Administrative District Name
Schleswig- Rostock
100 km
Holstein
0 100 Miles
Mecklenburg
Schwerin
Bremerhaven Hamburg
North Sea
Emden

Bremen

POLAND
Niedersachsen
Berlin
Hanover Potsdam

Magdeburg Brandenburg
NETHERLANDS

Saxony-Anhalt
Nordrhein-Westfalen
Halle

Leipzig
Dusseldorf

Dresden
Koln Erfurt
Chemnitz
Thuringia
Bonn
BELGIUM
Suhl
Hessen

Frankfurt
Wiesbaden
Mainz CZECH
LUX. Rhineland-Pfalz

Saarland Nurnberg

Saarbrucken

Regensburg

Bayern
Stuttgart

Augsburg
FRANCE Baden-Wurttemberg Munich

Freiburg

AUSTRIA

SWITZERLAND

6 Fury on the fatherland


the battle

the battle
Batt. crossing likewise at Oppenheim. Behind them on the
Rhines east bank, combat engineers (some 7,500 of them)
and more infantrymen waited in DUKWs and LCVPs. They
would form the next waves of troops across the Rhine.
Bridges would be established while searchlights mounted on
American tanks and vehicles would provide light. Additional
anti-aircraft weapons would help protect any German threats
from the sky. All was set.
GIs of Co. K, 3rd Batt., 11th Inf. Regt. Mae it across
at Nierstein with no problems, even capturing a few Germans
upon reaching the east bank. Their comrades from the 1st
Batt. were not so lucky. Halfway across the Rhine, German
MG-42 machine guns opened fire on the exposed Americans.
After a fierce firefight, the GIs were able to reach the other
side, lucky to have only sustained twenty casualties. In an
amazing two hours, the rest of the division had crossed the
Rhine. Pattons sneak worked!
The morning of March 23, Patton called his superi-
or commanding officer, General Omar Bradley. Patton, excit-
ed in the fact that he and not Monty had been the first to cross,
hurriedly explained the situation:

Patton: "Brad, dont tell anyone but Im


across."
Bradley: "Well, Ill be damned you mean
across the Rhine?"
Patton: Sure am, I sneaked a division over
"Kill the enemy" last night. But there are so few Krauts
- Gen. George S. Patton, Jr. around there that they dont know it yet. So dont
make any announcement. Well keep it a secret until
we see how it goes."

Dont tell anyone Im across Yet, the last thing Patton had in mind was to keep things
under wraps. He wanted the world to know he was the first
2200 hrs, March 22, 1945. Men of the 5th Infantry
across the Rhine and he intended to make the announcement,
Divisions assault regiment slipped their assault boats into the
with or without approval. Bradley also knew this. Therefore,
Rhine River. Paddling quietly, the "Red Diamond" GIs
the world was notified the next day.
pushed their little boats toward the rivers west bank where
Meanwhile, the remaining elements of the 5th
they would, with all luck, form a bridgehead for the follow-
Infantry Division had crossed the Rhine by 1700 hrs on
ing waves of Americans behind them. The distance was not
March 23. They were immediately followed by elements of
far, perhaps 800 to 1200 yards across from bank to bank; but
the 4th Armored Division and the 90th Infantry Division.
the moon was bright, giving the fabled Rhine an eerie glow.
During the night of the 23rd, the Germans finally counterat-
Two points were chosen for the initial crossing. One
tacked. Troops from a NCO school near Wiesbaden slammed
was located outside of Nierstein while the other would be at
into the 5th Inf. Division with the intent of breaking through
Oppenheim. Close in proximity and located between Mainz
to the more threatening tanks of the 4th Armored. Yet, the
and Worms, these two crossing points would mark the Third
German attack was small and broke up after 12 hours of com-
Armys first crossing of the Rhine. The 5th Infantry
bat. Also during the same night, the German Luftwaffe tried
Divisions 11th Infantry Regt., would be given this honor: its
to blow up the Third armys newly constructed bridges over
3rd Batt. crossing in assault boats at Nierstein with the 1st

fury on the fatherland 1


the battle
the Rhine. Yet, this too failed with the Germans losing 33
combat planes to Pattons strong anti-air defenses.
By the 24th the Third Army really began to move,
while German resistance waned. Forward recon elements of
the 5th and 90th Infantry Divisions had expanded the bridge-
head on the east bank of the Rhine nine miles deep and ten
miles wide. In addition, the outskirts of the German industri-
al city of Darmstadt were being entered. Other divisions such
as the 87th Infantry Division also moved across the Rhine.
Perhaps most significant was the fact that General Patton
himself crossed the Rhine River, but not before relieving
himself in Germanys beloved river. Exclaiming, "Ive wait-
ed to do that for a long time," Patton then walked to the east
bank and knelt in emulation of William the Conqueror.
Voicing the words, "Thus William the Conqueror," Patton had
announced that he and his army had thus conquered the
Rhine.
Now that Patton had bested his rival Montgomery
through bold planning and execution, it was time to put into
motion the second part of his plan. With the Third Army safe-
ly on the Rhines east bank, Patton now gambled by throwing
everything forward. The key to this plan were the reconnais- Halftracks, 6 Stuarts, 6 Armored Cars, and 1 Weasel, Baums
sance units, who though lightly armed with little more than unit left Aschaffenburg on the Main on March 26.
jeeps and armored cars, were expected to race for German A breach in the German lines was temporarily
cities and communication/transportation sites far ahead of the opened at Schweinheim through the use of artillery and the
main units. One such unit was the 6th Cavalry Group, dubbed unit dashed through the gap. Despite the exactness of the
"Pattons Household Cavalry." This unit was Pattons eyes units mission, Baums task force did not keep their presence
and ears and they reported directly to Third Army HQ known silent. The unit shot-up trains and villages all the way to
by its own nickname "Lucky Forward." The 6th Cavalry Hammelburg, a traditional military training area complete
Group gave Patton the ability to keep abreast of not only his with depots and the POW camp targeted. Alerted, the German
own units actions and locations, but also that of the Germans. Seventh Army was able to call up some nearby training units
In addition, the unit provided him with his own direct combat to eliminate the American task force "joy-riding" in the
element that could speedily range forward and grab up German rear. German Jagdpanthers from a Panzerjager train-
German territory. ing school, joined by a unit from a Waffen SS officer candi-
date school, were able to ambush the Americans on their way
to the camp. Yet, Baums group fought through and made it
The hammelburg Raid to the POW camp. There the Shermans shelled the com-
With little to stop the Third Army, Patton ordered his pound, wounding many of the American prisoners housed
troops to drive for the Main River (which was quickly inside. After a three-hour fight, the prisoners were liberated
reached by March 25th) and the city of Frankfurt. At and loaded into the halftracks. But the feat had stirred up a
Aschaffenburg on the Main, the 4th Armored was able to German bees nest and all German units in the area were
seize an intact railroad bridge. Now able to thrust even deep- called to Hammelburg. Beat up and surrounded, the task force
er into the German interior, Patton made a decision that again and the POWs were forced to surrender and the whole lot was
would bring shadows on his military career. Patton decided to returned to the Hammelburg POW camp. Lt. Col. Waters was
send a task force to liberate a POW camp holding American severely wounded in the affair and Patton denied in a press
POWs in the town of Hammelburg some 60 km, east of the conference that he did not know he was there. The loss of
Main. Whether knowing or not, the camp held Pattons son- Task Force Baum was viewed as Patton using his combat ele-
in-law (this Patton later denied knowing), Lt. Col. John K. ments to his own means and not that of SHAEF (Allied top
Waters. Task Force Baum, commanded by Capt. Abraham J. command). The bad press was something Patton did not want
Baum, was ordered to lead a force of approximately 300 men it could potentially effect getting what he wanted most of
to break the prisoners out. Armed with 10 Shermans, 27 all: Berlin.
Berlin would not be Pattons to gloriously capture;

2 Fury on the fatherland


the battle
that prize would be the Soviets. By the first two weeks of several more years. Bradley himself claimed that as many as
April, the Third Army had crossed the Main River and had 20 SS Divisions could be supported in the redoubt for a long
raced through Germany at a lightening speed. Frankfurt had sustainable period. Naturally, this perceived threat needed to
fallen on March 29th. The German autobahn leading east of be dealt with if the war was to come to a quick conclusion.
Frankfurt gave the fast paced Americans the ability to go As Patton drove further west, the political debate
even faster. At Kassel the 80th Infantry Division fought in over the prize of Berlin came to a head. The Soviets made it
brutal house-to-house combat that lasted several days. Kassel made it clear to the Western Allies would not be taking
was captured on April 4 followed by Fulda. German units sur- Berlin, a task that Eisenhower claimed would take too many
rendered in droves in Third Armys sector though some ded- American lives. Therefore, Patton and his Third Army were
icated units defended German villages and landmarks to the ordered to swing south and seize the German "National
death. By April 5th, German forces in Third Armys sector Redoubt." When discussing the matter with a disappointed
were estimated to consist of only two divisions and 70 tanks Patton, Eisenhower expressed his concerns over taking the
and assault guns. Hidden gold and poison gas caches were German capital. Patton grudgingly replied to Ike, "I think his-
discovered, one such gold cache discovered in a salt mine at tory will answer that question for you." As for a Nazi last
Merkers so large that Eisenhower himself had to witness it in stand in a Bavarian National Redoubt, Patton thought the
person! On April 12th, Eisenhower and Bradley together vis- whole idea was nonsense and fictional. Assaulting the possi-
ited Patton and verbally ordered the Third Army to hold the bly make believe Nazi alpine fortress though, gave Patton
line along the Mulde River on a rough line stretching just perhaps one more shot at glory.
west of Chemnitz to Hof. German concentration camps such The Third Armys general turning to the south also
as Buchenwald were also liberated, giving the Americans wit- entailed other necessary movements of Pattons divisions. To
ness to the horrors of the Third Reich. Two days later, Third protect his flank, selected units would continue the drive east-
Army was informed that it would be undertaking a new mis- ward into Czechoslovakia, while others took a more south-
sion: seize the Nazis "National Redoubt." easterly route into Austria and a hopefully link-up with Allied
troops advancing out of Italy. If Patton could not have Berlin,
he was bound to have the Czech capital, Prague. With Third
Armys reconnaissance units leading the way, the parts of the
Third Army captured Chemnitz on April 15th and then
pushed forward to Hof a mere ten miles from the
Czechoslovakian border. On April 16th the Soviets began the
campaign against Berlin. But by the next day, recon elements
reported that Prague could be seized by the Americans in a
matter of days. Yet, because of the political concerns with the
Soviets, Patton was not given the official "go" into
Czechoslovakia until May 4th. By this time Third Army
troops driving southwards confirmed Pattons beliefs about
the National Redoubt there was no such thing in actual exis-
tence, only in the minds of the Western Allies! Meanwhile, in
Czechoslovakia, Eisenhower had brokered a deal with the
Soviets that the Americans under Patton would not capture
Prague. All American units would halt on a line stretching
from Karlsbad to Pilsen and on to Budweis. Patton did not
understand the order to hold the line. He wanted Prague and
even stated that "a nation as great as America should let other
A National Redoubt? people worry about the complications." Some American
patrols did disregard the order and patrolled toward Prague,
Since September, 1944 Allied intelligence had but the Allied leadership found out and Patton was forced to
believed that the Nazi leaders had constructed a series of acknowledge the order. His "stone soup" philosophy would
defenses, including underground bunkers, in the Bavarian work no more. Pattons war and the Third Armys war was
Alps. Centered around Hitlers retreat at Berchtesgaden, this over.
"National Redoubt" could give the Nazis the ability a place to
escape to and enable them to wage a guerilla war for possibly

fury on the fatherland 3


the bibliography

Bishop, Chris The Encyclopedia Of Weapons Of World War II.


ISBN 0-7607-1022-8

An excellent compedium of WWII weapons, vehicles, and aircraft gathered


from the old War Machine magazines.

Forty, George US Army Handbook 1939-1945.


ISBN 0-7607-0848-7

A wonderful collection of information about the US Army in the


war; details on weapons, uniforms, equipment, and organization make this a
must have for any serious WWII gamer and/or enthusiast.

Hogg, Ian The Biography of General George S. Patton.


ISBN 0-8317-6765-0

An easy to read but thourough look into the life and person of arguably
Americas greatest military leader in WWII.

Province, Charles Pattons Third Army A Daily Combat Diary.


ISBN 0-87052-973-0

A daily account of the Third Army; though lacking in combat details, the work
makes a good reference for researching and for statistics.

Weigley, Russell Eisenhowers Lieutenants The Campaign of France and


Germany 1944-1945.
ISBN 0-253-13333-5

A very good look at the leaders and command structure of the


Allied armies in Western Europe.

Simons, Gerald Victory In Europe. Time-Life World War II Series


ISBN 0-8094-3403-2
This title in the excellent Time-Life World War II Series features
the last months of the war in Germany; good info and pictures.

Official Unit History The 106th Cavalry Group In Europe, 1944-1945


Kappelmans Historic Collections
1704 W 19th Terrace
Lawrence, KS 66046

A first-hand account of combat operations of the 106th Cavalry Group written


by combat veterans of the unit. First published in Germany in September
1945, this fine unit history has been reprinted and made available. Get one!

4 Fury on the fatherland


the men

the men
back to American HQ units.
Because of these abilities, cavalry units usually
ranged far ahead of the rest of the army. Whether scouring the
countryside in search of enemy units or zipping behind
enemy lines to capture key locations, the cavalry could be
relied upon to do their job and to do it well. The US Cavalry
truly were the "eyes and ears" of the US Army in World War
II, but fast "eyes and ears" that really packed a punch!

Us Cavalry Organization 1943-45


The Cavalry Group
The largest single U.S. Cavalry unit in World War II
was the Cavalry Group. The Cavalry Group was essentially a
regiment in strength, could be permanently assigned to an
armored division, but normally was attached to an army
(example, U.S. Third Army) as a separate and mobile com-
mand. Prior to the war, the U. S. Army eliminated the tradi-
tional cavalry organization, the cavalry regiment. Instead the
cavalry would fight in what was hoped would be a more flex-
ible command structure suited for the cavalrys new mecha-
nization. The transition resulted in a change from a regimen-
tal organization to a larger "cavalry group." The HQ Troop
(forming the old cavalry regiment HQ) was simply renamed
(Cavalry) Group HQ and was permanently attached to a spe-
cific cavalry group. This designation and structure now gave
"Ducit Amor Patriae (Led by Love of Country)" U.S. army commanders the ability to interchange cavalry
- motto of 6th Cavalry Group squadrons within a cavalry group (two of which were in each
cavalry group, see below) based on unit locations in the field.
The need to reassign different cavalry squadrons away from
US Cavalry Reconnaissance Units their parent cavalry groups was rare, but demonstrated more
organizational flexibility. The Cavalry Group HQ was nor-
World War II marked the modernization and devel- mally commanded by a Colonel and was equipped with com-
opment of the US Cavalry. Prior to the war, the US Cavalry munications equipment and numerous radios. On-paper vehi-
was still relying on horse mounted troops employed in the cle strength included 7 Bantam Jeeps, 3 M8 Greyhound
traditional cavalry manner. With the introduction of scout Armored Cars, 3 M3 Halftracks, and 1 GMC 21/2 ton truck
cars and jeeps, the mode of the cavalry would now forever be (the "Jimmy" or "Deuce and a Half").
mechanized, but the missions and importance of cavalry units
on the battlefield would change very little. Mechanized cav-
alry units in World War II were tasked with fulfilling several
combat missions: reconnaissance, security, and (due to their
speed and mobility) combat support. These missions were
accomplished by creating cavalry units that could get to a
specific point on the battlefield "the fastest with the mostest"
and with sufficient defensive and offensive firepower. US
Cavalry units were thus speedy, mobile over different types
of terrain, armed with light yet effective weapons, and
equipped with radios that communicated vital intelligence

fury on the fatherland 1


the men
Cavalry Squadron Cavalry Troop
HQ
HQ
Service Troop

A Troop B Troop C Troop E Troop F Company


6 M8 Scotts 17 M5 Stuarts

Recon Recon Recon


The Cavalry Squadron Platoon Platoon Platoon
The 1943 US Cavalry Squadron, formerly known
traditionally as a Troop, was the largest tactically functioning
cavalry unit. Essentially a battalion in size, the cavalry Reconnaissance Platoons, almost entirely equipped with
squadron featured smaller, fast moving reconnaissance ele- jeeps (called "Bantams" by cavalrymen after one of the jeep
ments in addition to supporting units. The cavalry squadron manufacturers) and M8 Greyhound Armored Cars. It should
was organized into a Squadron HQ, a HQ service troop, three be noted that each U.S. infantry division had a cavalry recon-
reconnaissance troops (A, B, and C Troops), a light tank com- naissance troop in its organization.
pany (F Company with 17 M5 Stuarts), and an assault gun Cavalry Platoon
troop (E Troop with 6 M8 Scotts). This would be the standard
cavalry squadron organization employed until the wars end,
HQ
noting that the traditional designation of "troop" being reas-
signed to smaller units. In addition to this mechanized
"upgrade" of the former horse cavalry troops, armored recon-
naissance battalions of the armored divisions also were
restructured along these lines. With the advent of the new
"light" armored division structure also in 1943, each armored
divisions armored reconnaissance battalion was redesignated
a Cavalry Reconnaissance Squadron (CRS). The most signif- Scout Armored
icant and notable differences was an additional troop added to Section Car
the squadron (D Troop) and two more M8 Scott Assault Guns Section
added to E Troop. This latter move allowed the assault gun
troop to breakdown into platoons of two M8s each one for
each reconnaissance troop. This tactic was normally The Cavalry Reconnaissance Platoon
employed when troops were separated and gave each troop Each of the three Reconnaissance Platoons in a
added support from the M8 Scotts 75mm howitzer. troop was divided into two sections: a Scout section and an
Armored Car section. The Scout section on paper was to have
The Cavalry Troop 6 jeeps, three for reconnaissance and three each for carrying
The US Cavalry Troop was essentially of company a portable (not mounted) 60mm mortar and crew. The
level strength. The troops were solely responsible for recon- Armored Car section on paper was to have 3 M8 Greyhounds
naissance missions and were the units that truly embraced the for support. Platoon leadership took the form of a Platoon
horse cavalry tradition of old. The troop formed the eyes and Commander (a Lieutenant in a radio equipped Bantam Jeep)
ears for an army or a division and was expected to range far and a Platoon Sgt. commanding one of the M8 Greyhounds.
and wide on limited supplies. Lightly armed but riding in fast This arrangement helped to give order to the platoon as it was
and reliable combat vehicles, the troop could get out of trou- often scattered far and wide on the battlefield. The main "by
ble as fast as they got into it. the book" reconnaissance tactic called for the platoon to be
The troop was organized into a Troop HQ and 3 broken into three smaller sections each comprising one

2 Fury on the fatherland


the men
machine gun mounted jeep, another with a portable 60mm
mortar, and one M8 Greyhound. The machine gun mounted US Cavalry recon units in
jeep would take the point position, scout ahead and search for easy eights battleground
enemy units. The M8 Greyhound would provide the lead jeep
with cover from its 37mm main gun, while the 60mm mortar
world war II
crew in its jeep was ready to support the reconnaissance sec- A recon platoon never usually had the exact forces on paper
tion with indirect mortar fire if needed. due to casualties and vehicle losses in the field. This forced
Upon contact with the enemy, the lead jeep would more flexible teams with different combinations of vehicles
call the other jeep and the armored car in his section, inform- and men. In fact, by 1945 many recon units were equipped
ing them of the situation. If at all possible, the jeep would with the Recon M20 armored car and not the M8 Greyhound.
then attempt a "U-turn" while firing its .30 Cal MMG and Also, the employment of the 60mm mortar was often imprac-
return to the safety of the rest of the unit. From there the unit tical, cumbersome, and sometimes simply not used.
could then utilize the M8 and the 60mm mortar in dealing Therefore, the 60mm mortar was rarely used in a recon role
with the enemy unit. If returning to the rest of the section where direct fire weapons like a machine gun were better
were impossible, the lead Bantam crew would bailout of the suited. Easy Eights Battleground World War II takes this
jeep and seek cover. This was something routinely practiced "real world" and not an "on paper" approach to gaming US
and could be done with skill and safety. Once good cover was Cavalry units on the game table. M20 armored cars are an
found, the lead jeep crew would then call in mortar fire and option in the Recon Platoon and the 60mm mortar teams dis-
have the M8 Greyhound move up and into combat. carded. The end result is a very fast and hard-hitting platoon
that can do its job of finding the enemy and hurting them too
Uniforms and equipment if necessary!

U.S. Cavalrymen were uniformed and equipped Cavalry units


similar to normal American infantrymen. Most cavalrymen
wore the M1943 combat uniform. Combat headgear consist- 2nd Cavalry Group
ed of the M-1 steel helmet and liner, though some armored "Pattons Ghosts"
car crews obtained the leather "football" tanker helmet the Motto: "Touhours Pret" (Always Ready)
latter normally worn by the "old timer" cavalrymen. Personal Insignia: Yellow fleur-de-lis on green field;
equipment and supplies were basic infantry issue. attached to gold medallion with "Touhours
Cavalrymen generally preferred to use lighter small arms due Pret" in black.
to the nature of their "business." The M-1 Carbine was popu-
lar because it was lightweight and had a clip that held numer- The 2nd Cavalry Group was comprised of the 2nd
ous rounds. The M-3 submachine gun, "Grease Gun," was and 42nd Cavalry Reconnaissance Squadrons and command-
also popular among reconnaissance troops because of its ed by Col. Charles H. Reed. The unit landed in France in mid-
compact size and the stopping power of its .45 slug. The July, 1944 and participated in the famous 5 day, 200 mile
lighter Grease Gun was assigned to tank crews and easier to dash to the Loire River. In September, 1944 the unit partici-
acquire than the more popular Thompson. Also, pistols and pated in the Battle of Luneville, which pitted Panther tanks
grenades were always in demand, especially German Luger versus US Cavalry armored cars. Later that year, the 2nd
and Walther pistols. Rifles such as the M1 Garand and the Cavalry Group fought in the Battle of the Bulge and shifted
M1903A3 Springfield were also issued to cavalry units. to Luxembourg where the unit spent the first two months of
Binoculars and radios were just as important to the recon- 1945. In March the unit crossed the Rhine with Patton and
naissance troops as their personal weapons. Sighting the then took on flanking duties for the US Third Armys XII
enemy and then reporting the information was the key mis- Corps. In this capacity the unit raced through Germany and
sions of the cavalryman. Therefore, binoculars and radios into Czechoslovakia, earning the nickname "Pattons
were prized and protected as much as any weapon or vehicle. Ghosts." One of the units final accomplishments was the res-
cue of the famous Lippanzaner horses from the Spanish
Riding School in Vienna.

fury on the fatherland 3


the men
3rd Cavalry Group informally nicknamed "Pattons Household Cavalry." In
"3rd Cavalry Division" December, 1944 the 6th Cavalry Group ended service as the
Motto: "Brave Rifles" Army Information Service and entered the line as a combat
Insignia: Green crest with gold ornamenture cavalry unit. Replacing the 5th Infantry Division in the line,
and inscription the 6th Cavalry Unit participated in US Third Armys
advance toward the Siegfried Line until ordered north to
The 3rd Cavalry Group was comprised of the 3rd and 43rd assist in the liberation of Bastogne. During the advance
Cavalry Reconnaissance Squadrons and commanded by Col. through Germany, the unit served alongside VII Corps and
F.W. Drury and (later) Col James H. Polk. The unit engaged successfully policed the captured Autobahn network in
in reconnaissance and screening duties in Pattons dash Central Germany.
through France. At the fortress city of Metz, the 3rd Cavalry
Reconnaissance Squadron fought as infantry for over a month
in the assault for the city. Meanwhile, the 43rd Cavalry 14th Cavalry Group
Reconnaissance Squadron maintained contact with the neigh- Motto: "Suivez Moi" (Follow Me)
boring US First Army while screening German units along Insignia: Diagonal blue bar on yellow shield;
the Moselle River. After the fall of Metz, the 3rd Cavalry red snake and black sword.
Group was reinforced with engineers, tanks, etc. The unit
then struck the Siegfried Line and the Saar-Moselle
"Triangle," earning the honor of being the first unit of the US The 14th Cavalry Group was comprised of the 18th and 32nd
Third Army to cross the German border. The regimental-sized Cavalry Reconnaissance Squadrons and commanded by Col.
units tenacity and tendency to be everywhere also earned it Mark Devine and (later during the Bulge) Col. Lawrence
the nickname "3rd Cavalry Division" by both the Germans Smith. The 14th Cavalry Group entered France in September,
and the American press! For the events leading to the Rhine 1944 and was later hit hard during the Battle of the Bulge.
Crossings, the unit was brigaded with the 16th Cavalry Group The unit participated in US First Armys drive into the Ruhr
to form the provisional 316th Cavalry Brigade. Upon cross- Pocket until transferred to Pattons US Third Army in mid-
ing the Rhine, the unit advanced to the Nurnburg area and April, 1945. The unit participated in the "attack" on the ficti-
then on to the Danube River. From there the unit crossed into tious National Redoubt and advanced to the Inn River on the
Austria where it linked up with Soviet forces near the town of Austrian border by wars end.
Steer. The "Brave Rifles" of the 3rd Cavalry Group was spe-
cial to Gen. Patton, who commanded the unit earlier in his
career. 16th Cavalry Group
Motto: "Strike Hard"

6th Cavalry Group


"Pattons Household Cavalry" The 16th Cavalry Group was comprised of the 16th and 19th
Motto: "Ducit Amor Patriae" (Led By Love Of Cavalry Reconnaissance Squadrons and commanded by Col.
Country) George Busbey. The unit did not see action until late in the
Insignia: Yellow unicorn rampant on royal blue war. The 16th Cavalry Group entered the line in early March
field. in the Saar-Moselle Triangle where the unit was brigaded
with the 16th Cavalry Group (forming the provisional 316th
The 6th Cavalry Group consisted of the 6th and 28th Cavalry Brigade). This command was dissolved only several
Cavalry Squadrons and was commanded by Colonel Edward days later leaving the unit free to eliminate pockets of
D. Fickett. The 6th Cavalry Group had entered the war with resistence in its sector. The unit crossed the Rhine at Mainz
the task of operating as the US Third Armys primary land and advanced toward Kassel. The 16th Cavalry Group was
intelligence unit. Known additionally in this capacity as the then transferred to the US Fifteenth Army on April 7, 1945,
Army Information Service, the 6th Cavalry Group roved under whose command the unit ended the war.
ahead and kept US Third Army HQ (called "Lucky Forward")
informed of both German and American troop dispositions
and locations. This allowed Gen. Patton to often times know
more about where his men were than Corps and Divisional
commanders! Because of this the 6th Cavalry Group was

4 Fury on the fatherland


the men
106th Cavalry Group (Illinois National Guard) 86th Cav. Recon. Sqn., 6th Armored Division
Motto: "Utcumque Ubique" (Anywhere At
Anytime)
Insignia: Split field with yellow (upper) and red
(lower); gold fleur-de-lis.
The "Super Sixth" gained much notoriety in its ability to not
The 106th Cavalry Group was comprised of the 106th and only slug it out with the enemy, but also for its speed. A large
121st Cavalry Reconnaissance Squadrons and commanded portion of the divisions success can directly be attrbuted to
by Col. Vennard Wilson. The 106th Cavalry Group was built its 86th Cavalry Reconnaissance Squadron. After crossing the
upon the old 106th Cavalry Regiment, Illinois National Rhine, this unit engaged in long-range recon missions.
Guard. The unit entered combat early (July 2, 1944) in Moving east of Frankfurt, the unit raced via autobahn to
Normandy and later helped to close the Falaise Pocket. The Romrod where a successful firefight with German AA guns
unit from there raced towards Paris and into eastern France, yielded 3,000 liberated French Colonial laborers. Meanwhile
eventually slowing down around Fortet de Parroy. The winter other troops under the command seized two bridges over the
months saw the unit engaged in the Vosges Mountains and Eder River under heavy enemy fire. From there the unit
officially as part of the Battle of the Bulge. The unit drove advanced with its parent division to just west of the Mulde
into Germany in Spring, 1945, crossing the Rhine at River. The unit was then transferred to Nobitz where it
Oppenheim and then advancing to the Main River. remained stationed at wars end.
Subsequent movement took the unit to Bamburg, Nurnberg,
and on to Munich (where several Hungarian units surren-
dered). The unit then advanced to Salzburg, Austria which it
had captured by wars end. Officially the 106th Cavalry
Group was only a part of the US Third Army from July -
September 1944, when the unit was transferred to XV Corps,
US Seventh Army. The unit spearheaded the advance into
Germany with the US Seventh Army. Because the 106th
aided the assault on the National Redoubt with nearby Third
Army units, the preceding information on the unit has been
included with the other US Third Army Cavalry units.

25th Cav. Recon. Sqn., 4th Armored Division

This unit served as the "eyes and ears" of the famous US 4th
Armored Division. It participated in the race through France
and then led the 4th Armoreds charge towards Bastogne in
the Battle of the Bulge. During the advance through
Germany, the units recon troops led the divisions combat
commands through unknown enemy territory. Much of the
success of the famed "Breakthrough" Division came from the
excellent execution of reconnaissance from the troops of the
25th Cavalry Reconnaissance Squadron.

fury on the fatherland 5


Recon Platoon Orginization
in Combat

Platoon HQ

1st recon section 2nd recon section

6 Fury on the fatherland


US Recon Command
US Recon Command Rules
Spotting Members of the US Recon Command have
keen eyesight in looking for the enemy. Because spotting the
enemy was the primary mission of recon units, Recon
Command have developed the best eyes in the army. All
Recon Command members receive an automatic 1 column
shift on all Sighting Checks in addition to any other modi-
fiers.
Binoculars and Radio All US Recon Command crews
possess one pair of binoculars and one SCR 536 radio (both
with the Platoon Commander/Spotter in the passengers seat);
note that these items may be used by other Recon Command
members if desired as all are trained in using binoculars and
"walkie-talkies." The spotting bonus for binoculars is not
allowed when spotting while riding in a moving vehicle.
Radios Recon Command utilize a SCR 284 radio mounted
US Recon Command in the back of the Recon Command Jeep. This gives the
Recon Command the ability to talk to American vehicles and
Each US Recon Platoon had one Platoon
Commander (Lt.) and one Platoon Sgt ., the latter assigned to
an armored car and responsible for the armored cars of the US Recon COMMAND
platoon. The Platoon Commander was assigned to a Recon
Jeep and the Scouts riding in the jeeps of the platoon. The
Platoon Commander rode in a Recon Command version of
the Recon Jeep. This version did not mount an MG but
instead had installed a large radio and generator in the rear
cargo compartment. This enabled the Platoon Commander to
communicate with the Platoon Sgt. in the armored car (and
the other armored cars as well) and gave him direct contact
with artillery units for supporting fire. This was very impor-
tant as the five other scout jeeps of the platoon only pos-
sessed short-range SCR 536 radios that could only reach
other SCR 536 radios The Recon Command unit would US Recon Command
receive vital intelligence from the scouts in the field via its Wpn
Type Leader Morale Points Class
own SCR 536 and then communicate this information to
other units. In other words, Recon Command formed an addi- Green 11-0 9 120 C
tional command and communications lifeline for the US Regular 13-1 11 140 C
Recon Platoon.
Veteran 15-1 13 155 C
Three men formed a US Recon Command crew: a
Driver, a Platoon Commander/Spotter, and a Radioman. All Elite 17-2 15 170 C
were experts in the Recon Jeep and in the ways of the Recon
trooper. Their mission was to communicate enemy locations Each Recon Scout comes with the following:
and troop dispositions gathered by US Recon Scouts and to 1 PC with M-1 Carbine SLR, Binoculars and SCR 536
call in supporting artillery fire if necessary. 1 Scout/Driver with M-1 Carbine SLR
US Recon Command units were regarded as gold 1 Scout/Radioman (RTO) with M-1 Carbine SLR
on the battlefield because of their ability to comunicate with US Recon Command are mounted in a Recon Command Jeep
the rest of the world. Though armed with only small arms, All US Recon are armed with two Mark IIAI Hand Grenades
US Recon Command units depended on the speed and mobil- See Recon Jeep Play Sheet for Jeep options.
ity of the Recon Jeep to get them out of immediate danger and
their long-range radio to get the Scouts out of trouble!

Battleground World War II


US Recon Command
must meet the following conditions: the Recon Command
Jeep they are riding in must be stopped and the grab and
drop must occur during the course of the units action. Once
doing the grab and drop, any Recon Command performing
this drops prone outside of the Jeep next to their crew posi-
tion. All small arms and personal equipment (binoculars,
SCR 536 etc.) are assumed to have been grabbed while dis-
mounting the jeep. All or some of the Recon Command in the
Recon Command Jeep may elect to perform the grab and
drop.
Cover Recon Command members physically in a jeep
receive no cover modifiers. Recon Command may only get
cover from a jeep when out of and/or behind a jeep; this is a
+2 cover modifier when applicable.
U-Turn Any Recon Command member driving a Recon
Command Jeep may at anytime spend 1/2 action of move-
ment executing a U-Turn. Because this was part of normal
armored cars that mount larger, internal radios. US Recon Recon Scout training, no Skill Check for a possible crash is
Command also carries a man-portable SCR 619 radio that needed as long as the Driver is not Broken and in good order.
gives the Recon Command the ability to call in On-Board and For situations where a Driver becomes Broken while driving
Off-Board Artillery (see below). a jeep, see the US Recon Jeep Play Sheet.
May Call On-Board and Off-Board Artillery All US
Recon Command members are trained to use the SCR 619 to
call in On-Board and Off-Board Artillery. All rules for
Indirect Fire and LOS are in effect. US Recon COMMAND Composition
Cross-Training All US Recon Command are cross-trained
to drive the Recon Command Willys and use the communi-
cations equipment. This includes binoculars, "walkie-
talkies," and all radios.
Higher Morale Because of the training, guts, and instinct
required by US Recon troops, all US Recon Command mem-
bers have a Morale rating one point higher than normal per
Troop Quality type. This should apply to both Soldiers and
Leaders. Example: A normal Veteran has a Morale of 12; a
US Recon Veteran has a Morale of 13. A normal Veteran
Leader has a Morale of 14-1; a US Recon Veteran Leader has
a Morale of 15-1. RECON COMMANDER/Spotter
Self-Rally US Recon Command often conducted recon-
naissance far ahead of other units. Because Recon troops
were often isolated on the battlefield, they are able to Self-
Rally using their normal Morale rating as opposed to using
1/2 Morale rating.
MGs Because of the radio equipment and the subsequent
lack of space, all US Recon Command Jeeps do not mount a
rear MG. An MG may be mounted on a pintle mount on the
passengers side giving the vehicle added protection.
Grab and Drop US Recon Command members trained to
safely and quickly dismount their Recon Command Jeep. At Scout/Driver Scout/RTO
anytime in the course of an action, Recon Command may
grab and drop out of their Recon Command Jeep at no cost
or penalty (i.e. it is free). In order to do so, Recon Command

Battleground World War II


US Recon Team
May Call On-Board/Off-Board Artillery All US Recon
Team members are trained to call in On-Board or Off-Board
artillery support when using the M20s SCR 619 radio. All
rules for Indirect Fire and LOS are in effect.
Higher Morale Because of the training, guts, and instinct
required by US Recon troops, all members of a US Recon
Team have a Morale rating one point higher than normal per
Troop Quality type. This should apply to both Soldiers and
Leaders. Example: A normal Veteran has a Morale of 12; a
US Recon Veteran has a Morale of 13. A normal Veteran
Leader has a Morale of 14-1; a US Recon Veteran Leader has
a Morale of 15-1.
Armored Cars US Recon Team members may elect to use
the Recon M20 Armored Car or the M8 Greyhound Armored
Car for motorized transport. These two armored cars are the
US Recon Team
US Recon Team
A US Recon team comprises five men: a NCO
Leader, a Radioman (RTO), and three Scouts. A Recon
Teams responsibility is to find the enemy on the battlefield
and quickly report the information as accurately as possible.
A Recon Teams place on the battlefield is in the front of the
infantry and tanks preventing the enemy from springing
ambushes.
A US Recon Team is armed with M1 Carbines and
M3 "Grease Guns," lightweight weapons perfect for quick
firefights. A pair of binoculars and a SCR 536 radio adds to
the Recon Teams ability to see and report enemy movement
and/or positions on the battlefield!
A US Recon Team may crew a speedy Recon M20
or M8 Armored Car or conduct their mission on foot. A nor-
mal tactic is for a US Recon Team to drive ahead in an
armored car and then dismount. Because a US Recon Team
forms the "eyes and ears" of the army, its team members have
special rules to conduct their recon mission on the battlefield. US Recon Team
Wpn
Type Leader Morale Points Class
US Recon Team Rules Green 11-0 9 135 C
Spotting Members of the US Recon Team have keen
Regular 13-1 11 165 C
eyesight in looking for the enemy. Because spotting the
enemy was the primary mission of recon units, Recon Team Veteran 15-1 13 175 C
members have developed the best eyes in the army. All Recon Elite 17-2 15 205 C
Team members receive an automatic 1 column shift on all
Sighting Checks in addition to any other modifiers.
Each US Recon Team Team comes with the following:
Binoculars and Radio All US Recon Teams possess one
1 NCO Leader with M3 SMG and Binoculars
pair of binoculars (with the Recon Team Leader) and one
1 Radioman (RTO) with M3 SMG and SCR 536 Radio
SCR 536 radio (with the Radioman); note that these items
3 Scouts with M1 Carbine SLR
may be used by other Recon Team members if desired as all
US Recon Team may be mounted in a M8 or M20 AC
are trained in using binoculars and the SCR 536. The spotting
All US Recon are armed with two Mark IIAI Hand Grenades
bonus for binoculars is not allowed when spotting while rid- See M8 and M20 Play Sheest for Armored Car options.
ing in a moving vehicle.

Battleground World War II


US Recon Team
Recon Teams may never use the following To Hit modifiers:
Leader modifiers, Aimed Shot, Acquired Target, Zeroed In.
In addition the No Commander penalty is in effect only when
applicable.
Bail-Out Anytime a US Recon Team must Bail-Out of an
armored car they are not considered Broken. This is because
US Recon Team members are considered to be infantry and
not tankers.
Self-Rally US Recon Teams often conducted reconnais-
sance far ahead of other units. Because Recon troops were
often isolated on the battlefield, they are able to Self-Rally
using their normal Morale rating as opposed to using 1/2
Morale rating.
Cross-Training All US Recon Team members are cross-
trained to use the teams binoculars and SCR 536 radio. In
addition, though US Recon Team members are not subject to
only motorized transport available for the US Recon Team. tanker rules, all are cross-trained in the different crew posi-
The only exception to this rule is when a US Recon Teams tions in the M20 and M8 armored cars (i.e. all may drive,
armored car has been lost in combat; it may procure other operate all radios, man the .50 Cal LCMG, etc.). No addi-
transport for use as long as that vehicle is not a tank. When in tional penalties apply.
the M20 all five members of the US Recon Team are utilized; Bazooka A bazooka(s) and five rounds (see Bazooka
when in the M8 are only four are used. Rounds - US Anti-Tank Team Play Sheet) may be added to
Driver One Scout of the US Recon Team must be designat- the US Recon Scouts at the cost of 140 BPs.
ed as the Driver of the armored car.
Radioman The Radioman occupies the seat to the right of the
Driver and operates the armored cars on-board SCR 506 &
510 radios. The Radioman still possesses his SCR 536 which
he uses in conjunction with the armored cars internal radios.
This enables the Radioman to stay in contact with other
Recon units using SCR 536s while simultaneously in long- US Recon Team Composition
range contact with support units (like US Recon Command)
or other armored cars.
Gunner One Scout of the US Recon Team must be designat-
ed as the Gunner of the armored car. In the M20 this is the GI
manning the .50 Cal LCMG. In the M8 this is the Gunner for
the 37mm gun. The Gunner may never be the NCO Leader.
Loader The extra Scout of the US Recon Team is considered
to be the Loader for either the M20s .50 Cal LCMG or the recon nco Leader Recon RTO
M8s 37mm gun.
Commander The NCO Leader is the leader of the US Recon
Team. He is primarily responsible for spotting enemy units
and relaying this information to the Radioman. Therefore, the
Commander may never utilize any Leader modifiers to
weapons specific to an armored car (example: .50 Cal
LCMG, 37mm gun, etc.). In addition the No Commander
penalty is in effect when firing the M8s 37mm gun.
Recon Scouts
Not Subject to Tanker Rules When crewing either a
M20 or M8 Armored Car, a US Recon Team is not considered
to be a Tank Crew. All rules applying to Tank Crews are not
in effect. Instead, a US Recon Team in a M20 or M8 armored
car should be treated like jeep, truck, and halftrack crews. US

Battleground World War II


us Recon Scouts
enemy was the primary mission of recon units, Recon Scouts
have developed the best eyes in the army. All Recon Scouts
receive an automatic 1 column shift on all Sighting Checks
in addition to any other modifiers.
Binoculars and Radio All US Recon Scout crews pos-
sess one pair of binoculars and one SCR 536 radio (both with
the Spotter in the passengers seat); note that these items may
be used by other Recon Scouts if desired as all are trained in
using binoculars and SCR 536. The spotting bonus for binoc-
ulars is not allowed when spotting while riding in a moving
vehicle.
Cross-Training All US Recon Scouts possess one pair of
binoculars and one SCR 536 hand-held radio (both with the
Spotter in the passengers seat); in addition the Recon Jeep
mounts a .30 Cal MMG. All of these items may be used by
other Recon Scouts if desired as all are trained in using binoc-
ulars, the SCR 536 and the .30 Cal MMG. All US Recon
Scouts are also trained to drive the Recon Jeep.
US Recon Scouts Higher Morale Because of the training, guts, and instinct
Each US Recon Platoon had three Recon sections.
Generally, each section had in addition to an M8 or M20 US Recon Scouts
armored car, two Recon Jeeps with US Recon Scouts. These
Recon Scouts had the assignment of roving ahead of the
armored cars in the platoon and reconnoitering for enemy
units. These tough and brave men were the recon for the
Recon Platoon! Recon Scouts lives depended on quick think-
ing, keen sight, and knowledge of their weapons. Despite the
Recon Jeep being unarmored, the Recon Scouts knew their
vehicle well. Through training and experience, they pushed
their jeep to the maximum and learned its capabilites. Firing
its machine gun on the move and bailing-out of the vehicle in
an emergency became old hat procedures used frequently
in combat.
Three men formed a US Recon Scouts crew: a US Recon Scouts
Driver, a Spotter, and a Gunner. All were experts in the Recon Wpn
Type Leader Morale Points Class
Jeep and in the ways of the Recon trooper. Their mission was
to scout ahead and report enemy locations and troop disposi- Green 11-0 9 100 C
tions. US Recon Scouts were also tasked at times to hold key Regular 13-1 11 120 C
positions like intersections, or to rush to the aid of other GIs
in trouble. Veteran 15-1 13 135 C
Overall, US Recon Scouts were tough and gutsy. Elite 17-2 15 155 C
Roving behind enemy lines in an unarmored vehicle required
nerves of steel. Yet, the fast Recon Jeep enabled these troops US Recon Scouts comes with the following:
to zip around the battlefield with incredible speed. Good 1 Scout/Spotter with M1 Carbine SLR, Binocs & SCR 536
eyes, a fast jeep, and a machine gun ultimately made for a 1 Scout/Driver with M1 Carbine SLR
1 Scout/Gunner with M1 Carbine SLR
good recon element!
US Recon Scouts are mounted in a Recon Jeep
All US Recon are armed with two Mark IIAI Hand Grenades
US Recon Scouts Rules See Recon Jeep Play Sheet for Recon Jeep options.
Spotting Members of the US Recon Scouts have
keen eyesight in looking for the enemy. Because spotting the

Battleground World War II


us Recon Scouts
Because this was part of normal Recon Scout training, no
Skill Check for a possible crash is needed as long as the
Driver is not Broken and in good order. For situations where
a Driver becomes Broken while driving a jeep, see the US
Recon Jeep Play Sheet.

Bazooka A bazooka(s) and five rounds (see


Bazooka Rounds - US Anti-Tank Team Play Sheet) may be
added to the US Recon Scouts at the cost of 140 BPs.

required by US Recon troops, all US Recon Scouts have a


Morale rating one point higher than normal per Troop US Recon Scouts Composition
Quality type. This should apply to both Soldiers and Leaders.
Example: A normal Veteran has a Morale of 12; a US Recon
Veteran has a Morale of 13. A normal Veteran Leader has a
Morale of 14-1; a US Recon Veteran Leader has a Morale of
15-1.
Self-Rally US Recon Scouts often conducted reconnais-
sance far ahead of other units. Because Recon troops were
often isolated on the battlefield, they are able to Self-Rally
using their normal Morale rating as opposed to using 1/2
Morale rating.
MG Arc of Fire US Recon Scouts are assumed to have a Recon SCout/Spotter
360 degree arc of fire for the .30 Cal MMG mount. This is in
effect while stationary or on the move and is also applicable
for Opportunity and Ambush Special Fire Modes.
Grab and Drop US Recon Scouts trained to safely and
quickly dismount their Recon Jeep. At anytime in the course
of an action, Recon Scouts may grab and drop out of their
Recon Jeep at no cost or penalty (i.e. it is free). In order to do
so, Recon Scouts must meet the following conditions: the
Recon Jeep they are riding in must be stopped and the grab
and drop must occur during the course of the units action.
Once doing the grab and drop, any Recon Scouts perform- Scout/Driver Scout/Gunner
ing this drops prone outside of the Jeep next to their crew
position. All small arms and personal equipment (binoculars,
SCR 536 etc.) are assumed to have been grabbed while dis-
mounting the jeep. All or some of the Recon Scouts in the
Recon Jeep may elect to perform the grab and drop.
Cover Recon Scouts physically in a jeep receive no cover
modifiers. Recon Scouts may only get cover from a jeep
when out of and/or behind a jeep; this is a +2 cover modifier
when applicable.
U-Turn Any Recon Scout driving a Recon Jeep may at any-
time spend 1/2 action of movement executing a U-Turn.

Battleground World War II


german sturm squad
Stielhandgranate 39 Stick Grenades (w/ frag sleeves) and one
Nebelhandgranate 39 Smoke Grenade into combat. Though
armed to the teeth with the grenades and the awesome power
of the StG-44, the Sturm Squad was not burdened down
with any heavy weapons. This enabled the Sturm Squad to
be fast and mobile while retaining brutal killing ability. The
Sturm Squad certainly was an adversary to be avoided on the
battlefield in the last year of the war!

The German Sturm Squad has massive firepower,


yet their most valuable ability is in assaulting enemy positions
under concealment. The Sturm Squad has eight smoke
grenades, one for each man. A simple leap-frogging manuever
is best with 1/2 the squad providing covering fire and the
other 1/2 moving and throwing smoke grenades. Once closing
into short range with the enemy, the units deadly StG-44
Assault Rifles and Frag Sleeve Stick Grenades can easily
give the enemy a bloody nose!

German sturm Squad


Late in the war, German weapons designers produced
the worlds first modern assault rifle: the StG-44. Seeking
to quickly implement this wonder weapon on the battlefield,
the Germans hurriedly rushed the weapon into development.
When the StG-44 begin to enter the battlefield only the best
units were chosen to carry it. This included special "Sturm"
or storm assault units attached to particular units in the field.
The most common was the Sturm Platoon which formed the
1st Platoon of the Panzer Grenadier Company organization
as of November, 1944. German Assault Squad Costs
The Sturm Platoon was divided into three squads Wpn
trained and equipped to "storm" or assault the enemy with Type Morale Points Class
quick and deadly force. Because of the lack of manpower
late in the war, the Sturm Squad on paper was to have Veteran 12 300 C
between eight and ten troops each armed with the new
Elite 14 335 D
wonder weapon, the StG-44. Yet, late in the war mapower
was at a premium and hard to come by even in elite units Each Squad comes with the following:
like the Sturm Squads. Therefore, in the reality of combat 1 Squad Leader with StG-44 AR
in the last year of World War II virtually all Sturm Squads 1 Asst. Squad Leader with StG-44 AR
utilized the accepted eight-man squad format. 6 Riflemen with StG-44 AR
All Sturm infantry are armed with Three Defensive Stielhandgranate
Each Sturm Squad was comprised of a Leader,
39 (Frag Sleeve) Stick Grenades
normally a Feldwebel (Sgt.) or other NCO, and seven All Sturm infantry are armed with One Nebelhandgranate (Smoke
Riflemen. Not only was the entire squad armed with Grenade) Stick Grenade
the StG-44, each soldier also carried a variety of hand
grenades. For game purposes, each Sturm soldier carries three

Battleground World War II


German rifle squad
German sturm Squad Rules
German sturm Squad
Troop Quality Only the best units were assigned the
StG-44 Assault rifle and only the best were grouped into
Sturm units. Therefore, all Sturm Squads or Platoons are
either of Veteran or Elite Troop Quality only. All modifiers
and rules applicable are in effect for the Troop Quality type
in play.
Smoke Grenade Use Sturm Squads trained the
individual Sturm soldier to close range with the enemy in the
field. Doing so enabled the mobile Sturm soldier to bring his Squad Leader Asst. Squad Leader
StG-44 to its optimum performance and also gave the soldier
the ability to use his hand grenades if necessary or desired.
The Nebelhandgranate 39 Smoke Grenade was given to each
Sturm sodier to help him conceal his own advance against
the enemy. Because of this training, a Sturm soldier may
throw a Smoke Grenade anytime during an action spent also
moving. The act of throwing the Smoke Grenade is free
and may occur at anytime during an action of movement at
the controlling players discretion; the smoke grenade will
automaitcally hit in the desired location out to 6 (no To Hit
roll necessary). This simulates the Strurm Squads extensive
training in assault tactics. Once thrown the Smoke Grenade
instantly releases smoke in the area hit, with smoke filling the
entire blast rings of the grenade template. When throwing a
Smoke Grenade in the same action of movement, the Smoke
Grenade may only be thrown anywhere up to a maximum Riflemen
of 6 inches in distance. Example: A Sturm soldier wishes to
cross an alley but wants to conceal his movement from any
Opportunity Fire; the controlling player moves 2" and throws
the Smoke Grenade which instantly produces smoke that fills
the alleyway. The Sturm soldier then moves his remaining 3"
of movement for that action.
No MGs Each individual soldier was armed with
the StG-44 Assault Rifle that gave firepower while retaining
mobility. Because of this unique trait, no machine guns are
ever allowed to be added to any Sturm Squad. This includes
all LMGs, MMGs, and HMGs, both German and captured.
Frag Sleeves Sturm Squad memebers use frag sleeves for
the Stielhandgranate 39 Hand Grenades; all rules apply.

Battleground World War II


fastball freeman
Pvt. Fastball Freeman
6th Cavalry Group, Pattons Household Cavalry, US Third Army

"Fastball" first made his appearance during the St. Lo campaign truly a "Normandy
Nightmare!" There "Fastball" perfected his passion: pitching baseballs. However, the Germans did not
play that brand of ball so "Fastball" wound up throwing grenades at his opponents instead! After the
breakout in France, "Fastball" Freeman pitched in some pickup baseball games in between firefights. It
was at such a game that "Fastball" was noticed by one of the high ranking officers of Pattons Third army.
Well, this bird knew talent when he saw it and somehow got "Fastball" transferred to the US Third Army.
Even made him a Corporal to boot! Seemed Patton didnt like losers and wanted only the best even for
his armys baseball team! "Fastball" finished the war as a member of the 6th Cavalry Group, driving at
top speed through enemy lines, and hurling "practice" grenades in the hopes of reaching the mound in
the "Big Show!"
For those of you yahoos who dont know the skinny on the man they call "Fastball," here is a lit-
tle background info to bring ya up to speed
"Fastball" Freeman spent the years prior to the war as a minor-league pitcher in the Delta base-
ball league in Mississippi. His dream of pitching for the Brooklyn Dodgers were dashed when his draft
notice was delivered to him in the 7th Inning stretch of a game in Biloxi. "Fastball" reluctantly reported
for duty but found in basic training that grenades were like
baseballs only with a big bang. Hoping to stay fit for the
"Big Show" of professional baseball, "Fastball" looked for
every chance to hurl his grenade pitches at the Germans!
"Fastball" carries a bag of hand grenades into
combat, long with a trusty M-1 Carbine. However, he
will always use his "heaters" (as he calls his grenades)
first if possible; he will try and use his carbine only as
a last resort. "Fastball" will throw his heaters and yell,
"Yourrre out of hereee" as they explode in German positions.
He also has replaced his steel helmet with a ball cap, feeling
this superstition allows him to have that professional edge.
"Fastball" is deadly accurate and can hit an enemy machine
gun nest as easily as any strike zone. His fellow GIs admire
their pitcher hero and will feed him grenades when he runs
out. They know "Fastball" can get them out of a jam even
when the count is against them!

fury on the fatherland


fastball freeman

Special Hero Rules


Special Rules "Fastball"is Elite.
He never takes Gut Checks for any reason.

"Heaters" "Fastball" had a bag containing six of his "heaters" Mark IIAI frag grenades. These
he can hurl longer than the average GI. His range is doubled, thus giving him the ability to hit enemy
units out to 12 inches! In addition "Fastball" receives an additional 2 To Hit to any other modifiers
due to his accuracy. "Fastball" may have additional grenades given to him as long as he is in base-to-
base contact with the donating figure.

Morale: 14-0
Weapon of Choice: 6 Mark IIAI frag fastball freeman
grenades and M-1 Carbine SLR Quick Play Card

"Fastball"is Elite. He never takes Gut Checks for any


reason.

"Heaters" "Fastball" had a bag containing six of his


"heaters" Mark IIAI frag grenades. These he can hurl
longer than the average GI. His range is doubled, thus
giving him the ability to hit enemy units out to 12 inch-
es! In addition "Fastball" receives an additional 2 To
Hit to any other modifiers due to his accuracy.
"Fastball" may have additional grenades given to him as
long as he is in base-to-base contact with the donating
figure.

Morale: 14-0
Weapon of Choice: 6 Mk
IIAI frag grenades and M1
Carbine SLR

May photocopy for individual use

fury on the fatherland


PFC Jack Apache Underwood
PFC Jack "Apache" Underwood
25th Cavalry Squadron, 4th Armored Division, US Third Army

"Apache," as he is nicknamed by the GIs in his unit, was born and raised along the Menominee
River in Michigans Upper Peninsula. Born half-Menominee Indian and half-English, Jack Underwood
was as American as they come. As a boy Jack would spend many an hour losing himself in the vast
Michigan forests. It was here that he learned the ways of the woods. Patience and cunning were learned
in tracking, hunting, and fishing. Jack would spend hours waiting outside rabbit holes and then snare the
creatures as they poked their heads out. He would sit in freezing water and grab pike as they swam by.
He would follow a black bear for days without the bear ever knowing it was being tracked.
When war broke out, Jack enlisted. His skills were quickly noticed and he was sent to a recon-
naissance unit. He kept mostly to himself, spending most of his time studying the land and countryside
he would now have to survive on. All of the skills learned in his native Michigan served Jack well in com-
bat. His comrades respected him and his abilities, hence the nickname "Apache." Apache is outfitted in
items he has picked up along the way: US Tanker Jacket, German field cap, M1 Paratrooper Carbine, and
Colt .45 Pistol.

fury on the fatherland


PFC Jack Apache Underwood

Special Hero Rules


Special Rules Apache is Elite and never takes Gut Checks or Morale Checks.

"Ways of the Forest" Apache has several skills learned as a boy in the forests of Michigan.
Tracking Apache can tell evidence left behind if someone or something has been in an
area he is scouting (example: tracks, spent shell casings, cigarette odor, etc.)
Stealth Apache moves like the wind; all Spotting Checks against him should always be
considered Concealed.
Eagle Eyes Apache always receives a favorable two-column shift when he is making a
Spotting Check.
Ambush When on Ambush Apache may select his target like a Sniper.

Morale: 18
Weapons of Choice: M1 Carbine, Colt PFC Jack apache underwood
.45 Pistol, Hunting Knife hidden in Quick Play Card
sleeve
Special Rules Apache is Elite and never takes Gut Checks or
Morale Checks.

"Ways of the Forest" Apache has several skills learned as a


boy in the forests of Michigan.
Tracking Apache can tell evidence left behind if someone
or something has been in an
area he is scouting (example: tracks, spent shell casings,
cigarette odor, etc.)
Stealth Apache moves like the wind; all Spotting Checks
against him should always be considered Concealed.
Eagle Eyes Apache always receives a -2 column shift
when he is making a Spotting Check.
Ambush When on Ambush Apache may select his target
like a Sniper.

Morale: 18
Weapons of Choice: M1 Carbine,
Colt .45 Pistol, Hunting Knife
hidden in sleeve

May photocopy for individual use

fury on the fatherland


PVT. ANTONIO HITMAN TARDELLI
PFC Antonio Hitman Tardelli
25th Cavalry Squadron, 4th Armored Division, US Third Army
Antonio Tardelli was born to an Italian immigrant family on the south side of Chicago. Knowing little
english and even less about American customs, the Tardelli family was essentially restricted to the small
Italian community on the "South Side." Growing up on the streets was tough for young Antonio but the
lad learned quick. Soon, it was he who was the bully that had the "run of the streets". Quickly recruited
by the Mafia to be an errand boy, Antonio quickly built a reputation as a hard-hitting boy who didnt take
nothin from no one. When prohibition came Antonio matured into his full form. As a Mafia "ride along"
or guard, he accompanied bootleg runs in town. It was during one of these runs that a rival gang
ambushed Antonio and his boys. This taught him that he needed a better weapon than a simple revolver.
Soon, Antonio had procured for himself a dreaded "Tommy Gun" with a violin case for concealed carry-
ing. Encounters with rival gangs were now a different matter. Standing on the running boards of a mov-
ing car, Antonio would level his Tommy Gun and empty all 50 rounds from the weapons drum with
lethal accuracy. His skill with the weapon and the guns brutal rate of fire drew
attention from both the Mafia Bosses and the Law. Antonio was now known
on the streets as "Hitman." Protected by the mob and their money, the police
were hard pressed to make a conviction. But, in 1941 Tommy was caught in
a police raid on a gambling house. The judge gave "Hitman" his choice of
jail or the army. So, "Hitman" traded his gangster wingtips for combat boots.
The war found Tommy in the rear lines shoveling anything
that needed shoveling. But, losses from the Battle of the
Bulge quickly prompted his attachment to a recon
section as a replacement. With his new combat
unit, his talent with firing weapons from mov-
ing vehicles came back to him. Interested in
protecting himself, he wrote his pals back in
Chicago and asked for them to send him his
favorite weapon, his old "Tommy Gun" with 50
round drum magazine. After pulling some
strings, "Hitman" was reunited with his
favorite weapon. Now,
"Hitman" could mow
down Krauts on the fly.

fury on the fatherland


PVT. ANTONIO HITMAN TARDELLI
Special Hero Rules
Special Rules "Hitman" never can be Suppressed. This is due to Hitmans nerves of steel and
his gangster prowess.

Drive By "Hitman" can fire from a moving vehicle without taking the penalty. This skill
served him well on the dangerous streets of Chicago.

Tommy Gun Hitman keeps his personal 1928 Thompson in perfect working order.
His well oiled and cleaned Tommy Gun will never Jam.

Morale: 12
Weapon of Choice: 1928 Thompson
SMG with 50 round drum magazine, Hitman tardelli
Italian stiletto Quick Play Card

Special Rules "Hitman" never can be


Suppressed.

"Drive By" "Hitman" can fire from a moving


vehicle without taking any
penalties.

Tommy Gun Hitman keeps his personal 1928


Thompson in perfect working
order. Because it is always well
oiled and cleaned it will never
Jam.
Morale: 12
Weapon of Choice: 1928
Thompson SMG with 50 round
drum magazine,Italian stiletto

May photocopy for individual use

fury on the fatherland


Technical sgt. derrick bolt kennison
Technical Sgt. Derrick Bolt kennison
6th Cavalry Group, Pattons Household Cavalry, US Third Army

Raised on a farm in northeastern Kansas, Kennison found out at an early age that he had a talent for fix-
ing and building mechanical devices. His family never had much money so his talent proved invaluable
to his kin. He was always coming up with some new contraption to use around the farm. One of
Kennison's most ingenious inventions was the automatic potato peeler he made with for his mother. Not
only was Kennison known for his clever inventions, but he was also famous for his immense size.
Kennison loved playing football for his high school. His large stature allowed him to tower over the
opposition and sack quarterbacks at will. His skills on the field earned Kennison a scholarship to the
University of Kansas. Before he could get to KU though, World War II started. The patriotic Kansan
decided that his talent would be best used in the service of his country and so he signed up. Kennison
was assigned as a mechanic to the 6th Cavalry Group in Patton's Third US Army. The farm boy from
Kansas quickly earned a reputation for being able to fix anything,
especially the M-20 and M-8 scout cars. Kennison was also
sought after for his ability to create new weapons or upgrade
existing ones. One such weapon featured twin-mounted .50
Cal LCMGs which he attached to the AAMG ring mount of
his M-20 scout car which he affectionately called "Jayhawk."
Kennison also rigged several vehicle engines in the 6th
Cavalry Group with homemade superchargers. This
addition greatly increased the speed and perfor-
mance of the vehicles and on more than one
occasion saved a patrol or two! Because of his
ingenious mechanical skill, Kennison earned
the nickname "Bolt."

fury on the fatherland


Technical sgt. derrick bolt kennison

Special Hero Rules


Special Rules "Bolt" Kennison is so large he will ignore his first loss in Hand-to-Hand combat. He may only do this once per scenario.
"Bolt also carries a large wrench which gives him an additional 3 in Hand To Hand Combat (note that "Bolt" will use his pistol in one
hand and the wrench in another for a total modifier of 5 in Hand To Hand).

"Bolts Upgrade"
If Sgt. Derrick "Bolt" Kennison is fighting in your force then you may select one of your vehicles and roll on Bolt's Upgrade chart; this is
limited to only one vehicle in your force. Sometimes Kennison will ride into battle in his own M-20, "Jayhawk." Kennison loves his
"Jayhawk" and has equipped it with several of his inventions. As a result of this you may select (players choice) three upgrades off of Bolt's
Upgrade Chart for the "Jayhawk." You may still upgrade one vehicle as normal..
Bolt's Upgrade Chart

1 Pick two Upgrades of your choice off of the chart


2-4 Twin-mounted .50 Cal LCMGs
5-8 Hot-Rodded Engine
9-12 .50 Cal LCMG with remote control
13-20 Extra Armor
Technical Sgt. Derrick bolt kennison
Twin-mounted .50 Cal LCMGs This rather
vicious looking device is one of "Bolts" most popular
Quick Play Card
inventions. It is simply two .50 Cal LCMGs on a special
mount and linked to one trigger. The two .50 Cal LCMGs Special Rules "Bolt" Kennison is so large he will ignore
must shoot at the same target and both must fire at the his first loss in Hand-to-Hand combat. He may only do
same time. If one Jams then the other .50 Cal may con- this once per scenario. "Bolt also carries a large wrench
tinue firing normally. If both guns Jam then it will take
one action per .50 Cal to clear the Jam. which gives him an additional 3 in Hand To Hand
Combat (note that "Bolt" will use his pistol in one hand
Hot-Rodded Engine "Bolt" has rigged several and the wrench in another for a total modifier of 5 in
vehicles in the 6th Cavalry Group with hod-rodded
engine. Any vehicle equipped with this option may add Hand To Hand).
4" to its movement per action.
Morale: 12
.50 Cal LCMG with Remote Control This is
one of "Bolt's" most popular inventions. During the drive Weapon of Choice: Mechanics Wrench and .45 Pistol
through France, "Bolt" stumbled across a knocked-out
German Hetzer tank. Inside he found a remote control for
the Hetzers AAMG. He immediately took his new found
treasure back to his tent and figured out how to make
more of them. "Bolt" rigged his new invention to some of
the .50 Cal LCMGs found on his units armored cars.
The remote control .50 Cal can be fired while the com-
mander is Buttoned-Up. The remote gun can be fired at
any targets within the front 90 arc of the vehicle. Any
actions of fire taken while Buttoned-Up suffer the No
Target penalty of 1/2 chance to hit.
Extra Armor This is one of "Bolt's" most common
upgrades. He simply welds additional armor to the front
of a vehicle. This will increase the vehicles turret and
hull frontal armor by 5 armor points.

Morale: 12
Weapon of Choice: Mechanics Wrench and .45 Pistol

May photocopy for individual use

fury on the fatherland


berliner bear

Berliner Bear
SS Instructor SS Officer Candidate School - Wiesbaden

In the early 1930s, Berlin was full of glitz and glamour. Seedy vaudeville shows and dance clubs defined
the citys notoriously crazy nightlife. Movie stars, the wealthy, and the dreamers flocked to Berlins lav-
ish clubs. Yet, so did the darker sides of humanity: crime, drugs, and alcohol. Only one man could deal
with these problems: the Berliner Bear!
A virtual human "tank" and a beast of monstrosity, Berliner Bear soon came to be known as the
toughest man in all of Berlin. But he also gained the reputation of being the best doorman and bouncer
in the city as well. Rumors spread like wildfire that Berliner Bear beat up nine "zoot-suitors" with just
six punches! Other rumors spoke of his hatred for crime and the spineless guttertrash involved with it.
Both rumors were true..
Yet, Hitlers rise to power brought the glitz of the Berlin nightlife to an abrupt end. It did not fit
into the new Fuhrers vision of a National Socialist Germany. Sadly, Berliner Bear found himself unem-
ployed and looking for work. After a few odd jobs, Berliner Bear enlisted in the Wehrmacht and was
assigned to the Armys elite Grossdeutschland Regiment. When war came Berliner Bear witnessed first-
hand the fall of Europe. It was in Russia though that the giant rose in fame as single-handedly able to fell
trees and remove obstacles with his bare hands!
Unfortunately, Berliner Bear was severely
wounded in a fierce fight on the Russian Front. His
head and face took shrapnel damage from a mortar
shell, followed by burns from a molotov cocktail. Yet,
Berliner Bear managed to live! Sent to a hospital in
Germany, he was patched up and in time he
healed. However, a steel skull plate was inserted
into his badly burned baldhead,
Berliner bear returned to duty as a
hand-to-hand combat instructor at the Officer
Candidate School in Wiesbaden. When
Pattons US Third Army crossed the Rhine,
Berliner Bear quickly hustled back into combat.
Beware of the Berliner Bear and his brutal bear
hug!

fury on the fatherland


berliner bear

Special Hero Rules


Special Rules Berliner Bear is Elite and has the -2 Elite modifier added to any and/or all other
modifiers. He never takes Gut Checks for any reason. Berliner Bear will attempt Hand To Hand
Combat whenever possible. He also ignores first Lt. Wound. Berliner Bear may fight in Hand To
Hand Combat with two enemy soldiers as opposed to the normal one and eliminate the enemys
Extra Attacker bonus.

"Berlin Bear Hug" This specialty move of Berliner Bears gives him a 3 modifier on the
Hand To Hand Combat Chart. This is applied against each enemy sol
dier engaged in Hand To Hand Combat with Berliner Bear.

Morale: 18
Weapon Of Choice: Hand To Hand
Combat and P-08 Luger Pistol Berliner Bear
Quick Play Card

Special Rules Berliner Bear is Elite and has the -2 Elite


modifier added to any and/or all other modifiers. He
never takes Gut Checks for any reason. Berliner Bear
will attempt Hand To Hand Combat whenever possible.
He also ignores first Lt. Wound. Berliner Bear may fight
in Hand To Hand Combat with two enemy soldiers as
opposed to the normal one and eliminate the enemys
Extra Attacker bonus.

"Berlin Bear Hug" This specialty move of


Berliner Bears gives him a 3 modifier on the
Hand To Hand Combat Chart. This is applied against
each enemy soldier
engaged in Hand To Hand
Combat with Berliner
Bear.

Morale: 18
Weapon Of Choice:
Hand To Hand Combat and
P-08 Luger Pistol

May photocopy for individual use

fury on the fatherland


Feldwebel der feldgendarmerie veranstalter

Feldwebel der Feldgendarmerie Veranstalter

Feldwebel Veranstalter is a talented organizer. As a German military policeman, this gives him
the ability to coordinate troop movements, solve logistical problems, and clear traffic jams.
Hailing from Bavaria, Veranstalter first joined the civilian police or gendarmerie as a young man.
His detailed attention to law and order quickly catapulted him through the ranks. His comrades admired
his no nonsense attitude and his ability to solve almost any problem.
As the war progressed, Veranstalter joined the Wehrmacht where he naturally was posted to the
military police. Veranstalter now wore the chained duty gorget of the military police, which came with it
the nickname Kettenhund, or "Chained Dog." As a member of the "chained dogs," Veranstalter was post-
ed to the XII Wehrkreis in western Germany. There he coordinated the mass movement of men and mate-
rial for the 1944 German offensive that would be known as the Battle of the Bulge.
In 1945 Allied forces poured into Germany and crossed the Rhine. With German troops deserting
everywhere, Veranstalter roamed the German rear looking for
deserters and stragglers. As American units raced through
the countryside, Veranstalter rounded up loose groups of
men and put his talent of organizing to work. The "chained
dog" ordered men about and convinced them of their patri-
otic duty to the Fatherland; soon pockets of resistance were
formed in key areas throughout the German rear. Keep an
eye out for Feldwebel Veranstalter and his mastery of orga-
nization!

fury on the fatherland


Feldwebel der feldgendarmerie veranstalter

Special Hero Rules


Special Rules Feldwebel Veranstalter is Elite.

"Master Organizer" Feldwebel Veranstalter has the unique ability to organize men successfully for combat.
Therefore, whoever plays Veranstalter in a scenario receives special rules of play. First, Veranstalter has the ability to orga-
nize any and all German forces in a scenario any way he sees fit. In doing so he may ignore traditional military organiza-
tion methods and may group and place soldiers in any way or number he sees fit. Second, Veranstalter has an extended
command range of 24" (inches). This command range gives Veranstalter the ability to create and "command" small groups
of soldiers without having to have additional leaders present for those groups. When utilizing Veranstalter in this fashion,
troops may thus Leader Rally as long as they are within 24" of Veranstalter (LOS in this case is ignored). All troops out-
side of the 24" should be treated as normal. Example: Veranstalter is tasked with organizing 2 squads of infantry 20 sol-
diers. The player controlling Veranstalter may now breakdown the 20 soldiers in any fashion. The player elects to create
six groups each with 3 soldiers; the two remaining he wishes to have operate solo. Any of these troops within
Veranstalters command range of 24" may Leader Rally even if they do not have LOS to Veranstalter; those outside of his
command range are treated per normal rules.

Morale: 16-1 Feldwebel der feldgendarmerie veranstalter


Weapon of Choice: MP-40 SMG Quick Play Card

Special Rules Feldwebel Veranstalter is Elite.

"Master Organizer" Feldwebel Veranstalter has the unique ability


to organize men successfully for combat. Therefore, whoever plays
Veranstalter in a scenario receives special rules of play. First, Veranstalter
has the ability to organize any and all German forces in a scenario any way
he sees fit. In doing so he may ignore traditional military organization
methods and may group and place soldiers in any way or number he sees
fit. Second, Veranstalter has an extended command range of 24" (inches).
This command range gives Veranstalter the ability to create and "com-
mand" small groups of soldiers without having to have additional leaders
present for those groups. When utilizing Veranstalter in this fashion, troops
may thus Leader Rally as long as they are within 24" of Veranstalter (LOS
in this case is ignored). All troops outside of the 24" should be treated as
normal. Example: Veranstalter is tasked with organizing 2 squads of
infantry 20 soldiers. The player controlling Veranstalter may now break-
down the 20 soldiers in any fashion. The player elects to create six groups
each with 3 soldiers; the two remaining he wish-
es to have operate solo. Any of these troops
within Veranstalters command range of 24"
may Leader Rally even if they do not have LOS
to Veranstalter; those outside of his command
range are treated per normal rules.

Morale: 16-1
Weapon of Choice: MP-40 SMG

May photocopy for individual use

fury on the fatherland


radio communications

radio communications
(or holding/carrying it) to attempt to send a radio message
from a Sending Radio to a Receiving Radio. In order to send
and then receive a message, a radio uses one key radio game
component: Contact Number. If a specific radios Contact
Number or less is rolled on a d20, a radio message is suc-
cessfully sent and heard in the same action it was originally
sent. When this happens, Radio Communication takes place.
If the roll is higher than the Contact Number, then the radio
message is both unsuccessfully sent and received; in this case
the figure spending the action does not get to reclaim his
action. It takes one full action to send a message regardless of
whether the Contact Number roll is successful or not. A
received message and the information it contains is always
received for free by any and or all eligible receiving radio(s)
whenever the sending radio successfully rolls the Contact
Number.
Radio communication Contact Number A Sending Radios Contact Number
Radios used in World War II operated fairly well operates much like the Contact Number used in the Artillery
under perfect conditions. However, combat almost never pre- Rules (see Easy Eights Battleground World War II Rules
sented one with a perfect environment for radio communica- Set). This simulates a specific radios ability to successfully
tions. Obstacles and terrain features, not to mention artillery contact and then communicate with another radio. Simply
barrages, made communicating a nightmare. put, radios that are Small and hand-held have a lower Contact
Radios came in all shapes and sizes. In World War II Number than Large radios that are in vehicles; i.e. radios with
this generally meant that the bigger the radio, and hence the more generated power have greater success in conducting
battery powering it, the better the radio. Larger radios were communication over radio waves. A key component to a
mounted in vehicles and used the power generated from the radios contact ability is range, or the distance from a Sending
vehicles battery as a power source. In Easy Eights Radio to a Receiving Radio. All radios have two Contact
Battleground World War II, radios come in three distinct Numbers based on range: On-Board Contact Number and
sizes: Small, Medium, and Large. Off-Board Contact Number. When trying to communicate
Small Small radios are those that are hand-held and have a with a friendly Receiving Radio believed by the Sending
very limited distance, roughly a mile or less. Small radios are Radio to be On-Board, the player must roll the On-Board
also referred as Walkie-Talkies in Easy Eights Battleground Contact Number or less (on a d20) for the specific sending
World War II. An example of a Small radio is the US SCR radio being used. Conversely, if a player is trying to commu-
536. nicate with a unit believed to be Off-Board, then the Off-
Medium Medium radios can be man portable or may be Board Contact Number or less (on a d20) must be rolled for
installed in a vehicle. These radios have a fair to good range the specific radio being used. Note that if there is any doubt
of one to ten miles. A good example of a Medium radio is the as to whether a receiving radio is On-Board or Off-Board,
US SCR 619. then the sending radios Off-Board Contact Number is always
Large Large radios are mounted in vehicles only. These used.
radios use generated power from a vehicle to give more Radio Communication Radio Communication is
power and range. Large radios can have an extended range achieved when an On-Board or Off-Board (whichever applic-
greater than ten miles. able) Contact Number roll is successful. There are special
rules governing how a radio communicated message or infor-
To simulate radio usage and radio communication mation is used in gameplay. Various aspects of this are
during the war, some simple rules have been developed. described in detail below.
Basically, there is a Sending Radio trying to deliver a mes- Eligible Radios Special rules govern the use of a specific
sage and a Receiving Radio trying to hear a message. It takes radio. Some radios only used selected channels or were
one full action by a figure in base-to-base contact with a radio designed to only be used with other radios of the same type.

Battleground World War II


radio communications
Therefore, radios are only eligible to be used with other spe- damaged or destroyed and no longer usable for the rest of the
cific radios. Note that specific radios may have special rules scenario it is being used in. Note that rolling for a radio in the
on what eligible radios that specific radio may contact for "A" Ring is in addition to any other effects rolls for other fig-
both On-Board/Off-Board radio contact. Special rules for ures or items also within the blast template.
specific radios simulate the characteristics and actual usabili- Radio Destroyed Radios may be intentionally destroyed pre-
ty on the battlefield of that specific radio. venting its use by the enemy. To intentionally destroy a radio,
Example: SCR 536 radios may only communicate with other a figure must start an action in base-to-base contact with the
SCR 536 radios, while a SCR 510 radio may only communi- radio. It then takes one full action for that figure to smash the
cate with other SCR 510s; Radio Communication with other radio with a rifle butt, rock, etc. A figure may destroy a radio
radios is not allowed and not possible. even if that figure does not possess any small arms. A radio
Verbal Table Communication When playing with that has been intentionally destroyed may never be fixed or
radios, any and all conversation about the scenario or tac- reused in a scenario.
tics/strategy is disallowed. Successful Radio Communication Qualified/Non-Qualified Radio Certain radios could be
simply gives those who are eligible to receive it (with their used by most troops in the field while others required a
figures radios) the ability to talk freely. This simulates actu- trained expert. For example, most American infantry troops
al communication on the battlefield. Players who are not eli- were familiar with using the SCR 536 hand-held radio but not
gible to receive this message are not allowed to talk or hear familiar with radios mounted in vehicles. Some troop types
as part of Radio Communication. These players should be are forbidden from ever using specific radios, while others
asked to close eyes and ears or leave the room briefly. may use some radios but are considered Non-Qualified. Non-
Example: US players A and B have units with SCR 536 Qualified requires a radio user to add a +2 to any On-
radios. US Player C does possesses a SCR 619 radio. Since Board/Off-Board Contact radio rolls. This is to take in
only SCR 536 radios can communicate with each other, account the radio user is generally unfamiliar with that spe-
Player C is not allowed to discuss or hear any information cific radio. Note that specific radios have special rules regard-
passed via Radio Communication between Player A and B. ing Qualified, Non-Qualified, and forbidden users.
Radio Spotting On the battlefield enemy locations were Enemy Radio Use Enemy troops may not engage in Radio
often radioed to other friendly units who had not yet seen an Communication using captured radios. The only exception is
enemy target. If a figure or unit is making a Spotting Check as specified in a special rule in a particular scenario.
on an enemy unit he/they have not yet spotted, but have Green and Elite Troop Types Green troops generally knew
received a Radio Communication about that unit or location, little if any about radios or communication on the battlefield.
then the spotting unit receives a -2 shift on the Sighting Chart. Therefore, Green troops always receive a +2 to any radio On-
This is in addition to any other positive or negative modifiers Board/Off-Board Contact roll. Elite troops were well trained
on the Spotting Chart. This gives a spotting unit a better in radio communication and in different types of radios. Thus,
chance of seeing the enemy when they have been told where elite troops always receive a 2 to any radio On-Board/Off-
to look. Board Contact roll.
Example: One SCR 536 reports to all SCR 536 radios on the Gamemaster Tips The biggest tip when using radios is:
board that a German sniper is in the upper floor of a specif- "Radio use in game play is only as good as the GM and only
ic house. All of the receiving radios units will receive a as cool as the players." GMs need to enforce the Radio
bonus, favorable two-column shift whenever spotting at that Communication rules and not allow talking about the sce-
specific location. nario around the game table. Double-blind play is best suited
Vehicle Radios Vehicle radios can be destroyed or for radio play, but having the players only communicate via
impaired due to enemy gunfire. This can be due to Radio radios can also make map play or straight tabletop play fun
Loss or Antenna Destroyed results and is unique to specific and a bit restrictive. The Radio Spotting rule gives an advan-
vehicles. This simulates different radio and antenna tage to players who use radios effectively. Overall, a final tip
types/locations unique to specific vehicles. See individual is for the GM to use his best judgement when using radios on
Tank Charts and Play Sheets. the battlefield. Simply remember that radio play is designed
Radio Damage Radios were subject to enemy gunfire and for more battlefield realism and therefore more fun!
artillery and could be damaged or destroyed. The following
rules address specific situations with radios. Radios are sub-
ject to its own roll on the Effects Chart anytime a radio is
within the "A" Ring of any blast template. A roll of a GD or
a KIA for the radio will result in the radio being sufficiently

Battleground World War II


us recon communications

us recon communications
troopers are considered Qualified on all of the following
radios below.

SCR 536
The hand-held, battery-powered SCR 536 revolutionized
communication on the battlefield. Designed and manufac-
tured by Motorola, the SCR 536 (or "Handi-Talkie" as it was
called by WWII GIs) operated on the AM band and had a lim-
ited range of 100 ft to 1 mile. A major drawback though was
that the SCR 536 could only communicate with other SCR
536 radios. In addition tough terrain such as bocage and roads
limited its effectiveness. The SCR 536 would be the first of
what is today called "Walkie-Talkies" and is therefore
referred to as such in EEBGWWII.
Size: Small
On-Board Contact Number: 10
Off-Board Contact Number: n/a
Special Rules: May only communicate with other SCR 536 radios;
us recon Radios
may never be used to call Off-Board Artillery or communicate with
Undoubtedly, the most important weapons in the other SCR 536s located Off-Board.
World War II US Recon arsenal were the binoculars and the
radio. The core mission of reconnaissance depended on accu- SCR 619
rate and reliable reporting of enemy units. Therefore, know- The SCR 619 is a variation to Motorolas SCR 300:
ing the size and make-up of enemy forces could spell victory the first man- portable, two-way FM band radio. The SCR
or defeat in a very short period of time. Keen eyesight and 619 was configured for use in communicating with artillery
trained use of binoculars gave US Recon troops the ability to units and thus was commonly seen in possession by Forward
more easily spot enemy troops and positions in the field. Yet, Observers and command units. The SCR 619 may be carried
it was the radio that actually communicated this vital infor- on the back of an individual soldier or may be mounted in
mation to the leaders sometimes miles behind the front lines. vehicles such as a jeep.
Radios also formed the only "lifeline" to US Recon units who Size: Medium
often found themselves isolated and alone in enemy territory. On-Board Contact Number: 16
Their ability to find friendly units safely or call for help could Off-Board Contact Number: 12
usually only be guaranteed through the use of radio commu- Special Rules: May only communicate with On-Board/Off-Board
nication. The radio then formed above all else the method of artillery units.
fulfilling the reconnaissance mission and the instrument to
survive. Radios, even above binoculars, were deemed so SCR 510
important that they were protected at all costs. Lose a rifle or This FM radio was utilized in vehicles only. Its short range
helmet and things were not so great; lose the only radio and a but clearer reception made improved inter-platoon communi-
Recon team was as good as dead. In other words, a US Recon cation between vehicles. The SCR 510 utilized a large whip
team was only as good as its last working radio! antenna and was mounted in such vehicles as the M8 and
US Recon troops utilized several different types and M20 Armored Cars. The SCR 510 could be operated using
sizes of radios for a variety of purposes. Some were man- vehicle power or off of dry batteries.
Size: Medium
portable and able to be hand-held or carried like a backpack.
On-Board Contact Number: 18
Others were only able to be carried in vehicles. Below is a list Off-Board Contact Number: 10
of specific radios used by US Recon troops. These radios Special Rules: May only communicate with other Recon armored
have the letters SCR (set, complete, radio) followed by a cars within a Recon Platoon.
numeric designation. Players and GMs should note the spe-
cific On-Board and Off-Board Contact Numbers, Eligible
Radios and Special Rules for each. Further, all US Recon

Battleground World War II


radio communications
SCR 506/ SCR 284 SCR 536 to communicate with the Recon Scout jeep crews
The SCR 506 was vehicular mounted only and used the AM and if needed, Recon Command. This also gave Recon Teams
band. This enabled vehicle crews the ability to transmit and the ability to maintain communication while dismounted and
receive longer range communications. Therefore, the SCR away from their cars. The SCR 510 FM radio gave armored
506 was better suited for use on the much larger (both in dis- cars the ability to talk to the other armored cars in the platoon.
tance and units involved) nets and for communication with The SCR 506 AM radio gave individual armored cars access
other friendly nearby vehicles. The SCR 506s power was to the Cavalry Recon Troop net and thus access to the Recon
generated from the vehicle it was mounted in and normally Command jeep, Troop HQ, and other armored cars in the
supported either a 15 or 25 foot whip antenna (a 22-foot Troop. Note: The M20 may mount an additional radio due to
antenna could also be used). Because the SCR 506s antenna its expanded space. In EEBGWWII, the M20 is assumed to
was so long, it was normally bent over the vehicle so as to have on board a SCR 619 radio (unless specifically stated
avoid enemy detection. The SCR 506 was found in such otherwise), giving it the ability to request On-Board and Off-
American vehicles as the M8 and M20 Armored Cars; the Board Artillery Support.
similar SCR 284 was mounted in a jeep. Recon Command Recon Command consisted of the
Size: Large Platoon Commander in a jeep with a Driver and a Radioman
On-Board Contact Number: 16 (RTO). Recon Command utilized the SCR 536 to communi-
Off-Board Contact Number: 14 cate with the Recon Scout crews and, if needed, the Recon
Special Rules: May communicate with other Recon armored cars, Teams (armored cars). The Recon Command jeep also
Recon Command, and Troop HQ.
mounted a radio in the back of the vehicle in place of a
machine gun mount. This SCR 284 AM radio gave the Recon
us recon platoon net Command jeep access to the Cavalry Recon Troop net and
thus access to the Troop HQ and armored cars.
Radio technology was just starting to come of age
during World War II, but the radios then were nothing like
they are today. The FM band was just starting to come into Recon Radio Net
existence (the US used it but the Germans did not) and receiv-
ing range on the ground was generally difficult. Obstacles
such as buildings, forests, and even weather could make units
SCR 619 Net Troop
as close as mile apart unable to communicate. Also, some Artillery
HQ
radios could receive and send messages only to specific
radios and not to others. This demanded that all the different Platoon Command

radios be linked in a net whereby all units had the best chance
of communicating with each other. The US Recon Platoon
featured a specific radio net that gave flexibility in reporting
on the enemy, but also optimized command and communica-
tion on the battlefield. Certain elements were equipped with
SCR 510 net

particular radios necessary for their role in the platoon. A SCR 506/284 net
breakdown of the radio net and the radios used by a standard
SCR 536 net

SCR 536 net

US Recon Platoon is as follows below.


Recon Scouts/ Jeeps Recon Scouts in jeeps formed the core
of the Recon section and hence the platoon. Therefore, it was
vital that Recon Scout crews have radio communication to
report enemy dispositions and locations. Because jeeps
lacked power and space, the hand-held SCR 536 "Walkie-
Talkie" became the natural radio choice for Recon Scout
crews. As the SCR 536 could only communicate with other
SCR 536s, it was only natural that all units in the Recon sec-
tion/platoon carry a SCR 536 to talk to the Recon Scouts
Key
crews. Therefore, in EEBGWWII it is assumed that all US SCR 536
Recon units possess a SCR 536, including individual armored SCR 619
cars and Recon Command. SCR 510
Recon Teams/ Armored Cars Recon teams utilized the SCR 506/284

Battleground World War II


M1 Carbine
Carbine to become the most prolific small arm of World War
II. It served in every theater of the war and even gained the
respect of the German Army. The Germans renamed the M1
Carbine the Selbstladekarabiner 455a and in 1944 began
equipping some of their units with captured M1 Carbines.
Three other versions of the M1 Carbine were built during the
course of the war. The M1A1 Carbine was designed for air-
M1 Carbine borne troops and had a folding stock. The M2 Carbine was a
fully automatic version which was capable of firing 750-775
Caliber: .30 Cal rounds per minute. This version of the carbine saw some
Cartridge: Intermediate .30 Cal cartridge action towards the end of the war mostly in the Pacific
Muzzle Velocity: 1970 ft. per sec Theatre. The M3 Carbine was least common of the Carbine
Effective Range: 330 ft. series. It was equipped with a large infrared Sniperscope
Rate of Fire: single-shot and only saw action in the Pacific. In all over six million M1
Magazine: 15 or 30 round box magazine Carbines along with all its different versions were produced
Length: 35.3" during World War II. The M1 Carbine and its variants saw
Weight: 5.2 lbs. action in Korea and Vietnam and is still in service today with
some forces around the world.
History
In 1940 the US Army made a proposal to build a car- Special Rules
bine that could be issued to rear-echelon troops, tankers, and
those troops manning crew served weapons. The proposal Range: The size of the M1 Carbine round was not designed
was initially rejected on account of lack of funds. However, to extend to the ranges that a rifle could. The rules reflect this
after Pearl Harbor was bombed and the United States entered in subtracting a -2 from the rifle range chart to determine the
World War II, the carbine idea was given the go ahead. M1 Carbines range. In effect the M1 Carbines Effective
Several companies submitted ideas with Winchester's version Range is 13 and Long Range is 38. In addition the Carbine
proving superior. The new carbine was designated the M1 may not fire at Extreme Range.
and was put into mass production. A unique weapon in its Effect: The .30 Cal bullet was larger than a pistol round but
own right, the M1 Carbine used an unusual gas operated sys- much smaller than a rifle round. This size allowed the carbine
tem designed to fire an intermediate sized cartridge. The car- to be effective at normal ranges but lost much of its hitting
tridge was also unique. It was a .30 bullet that was slightly power beyond that range. To reflect this in the game, the M1
larger then a pistol round and slightly smaller then a rifle car- Carbine uses the normal Rifle Effect Chart when in Effective
tridge. The M1 Carbine cartridge had a major drawback. It Range. Past Effective Range the M1 Carbine adds a +2 to the
lacked the hitting power of a rifle cartridge and only had an Effects Chart die roll.
effective range of just over 100 meters. This meant that the
carbine was unable to measure up in a long ranged fire fight.
Despite this one major drawback, the M1 Carbine was still
very popular amongst the troops whether they were in the
rear or at the front. Some of its main advantages were that it
was over 4 lbs. lighter then the M1 Garand. This made it
much more comfortable to use and haul around. The M1
Carbine was much smaller than the M1 Garand, making the
carbine easier to use in built up areas. Being much smaller
than the M1 Garand meant the M1 Carbine could easily be
stowed in vehicles. This rather handy attribute also made the
M1 Carbine popular amongst reconnaissance groups and
tankers. All these advantages paved the way for the M1

M1 Carbine Type ROF Crew Range Effect Jam Set


M1 Carbine SLR 2 1 R -2 R +2 20 NA

Battleground World War II


1
M3 Grease Gun
fired. No safeties were fitted on the M3 SMG which created
alarm with those who were issued it. Other problems also
arose, like the thirty round box clip was prone to jam. Poor
quality metal also gave the M3 SMG a bad reputation. Many
troops in Europe who were issued the M3 SMG would try to
find M1 Thompson SMG or a German MP-40 SMG as a
replacement, though this was not always possible. Its small
size made the M3 SMG a perfect weapon for tankers and sup-
port troops.
Despite all the flaws the M3 SMG had two major
M3 "Grease Gun" Submachine gun advantages over the M1 Thompson SMG: it was cheap and
very easy to produce. The Army could produce 10 M3 SMGs
Caliber: .45 Cal (9mm) for every one M1 Thompson SMG. This one factor made the
Cartridge: .45 Cal ACP or 9mm Parabellum M3 SMG worth it. By 1944 a decision was made to make the
Muzzle Velocity: 920 ft. per sec M3 SMG even simpler. Two major changes were made which
Effective Range: 330 ft. resulted in the M3A1 SMG. The M3A1 SMG did away with
Rate of Fire: (cyclic) 350-450 rpm the awkward firing handle by extending the ejection cover so
Magazine: 30 round box magazine that the whole breech block was exposed. This allowed the
Length: 29.33 operator to cock the gun by sticking his finger in a small
Weight: 10.25 lbs. recess on the breech block and pulling back. A flash hider was
also added. Despite the many drawbacks of the M3 SMG, it
History still was an effective weapon and served in the US Army for
several decades after World War II.
When France fell in 1940, the British Expeditionary
Force lost most of its equipment while it was evacuating from special Rules
Dunkirk. With an German invasion eminent, the British
Military decided to produce an all metal submachine gun .45 Round The .45 Cal bullet of the M3 Grease Gun
along the same lines as the German MP-38/40. What was SMG was a big effective round that could easily knock a man
born was one of the ugliest and cheapest weapons ever to roll down. This fact is reflected in the rules by subtracting a -1
off of England's assembly lines. Fortunately for the Sten from the SMG Effects Chart when rolling for the M3.
SMG (as the submachine gun was called), the English didn't
really care how it looked. They only wanted a submachine
gun that would work and was cheap. The Sten SMG fulfilled
both these rolls. Across the ocean the Americans were also
looking for a cheaper alternative to their current submachine
gun, the M1 Thompson SMG. The Americans were able to
acquire a few Sten SMGs from the British so that they could
have a base to start from. The first production models of the
new submachine gun were delivered to the US Army in 1941.
Shortly after America entered World War II the new
submachine gun was accepted and designated the M3 subma-
chine gun. The M3 was an ugly duckling just like its British
counterpart. Mostly made of cheap metal stampings which
welded or riveted together, the M3 was nicknamed the Grease
Gun by the troops it was issued to. Initially the M3 SMG was
poorly regarded because it was rushed into production and
had several flaws. The cocking handle proved to be too flim-
sy and would often break if yanked too hard. The telescopic
wire butt would often bend while the M3 SMG was being

M3 Grease Gun Type ROF Crew Range Effect Jam Set


M3 SMG 3 1 SMG SMG-1 20 NA

Battleground World War II


2
Sturmgewehr 44
ducing a new size of round and rifle. The Heerswaffenamt
disagreed and secretly began manufacturing the weapon, dis-
guising it with the name Maschinenpistole (MP) 43. The
MP-43 was rushed into production and issued to Germanys
elite including the Waffen SS. The success of the weapon
could not be denied, even to Hitler who gave his official
approval to the weapon later the same year.
In 1944 an improved version with more stamped
Sturmgewehr 44 metal parts entered production as the MP-44. This name was
later change to the more patriotic and more accurate name of
Sturmgewehr (Assault Rifle) or StG-44. The StG-44 was
Caliber: 7.92mm
issued to elite units and to Sturm units exclusively armed
Cartridge: kurz (short)
with the new assault rifle. Several enhancements/additions
Muzzle Velocity: 2132 ft. per sec
were invented for the StG-44. A curved barrel (Krummlauf)
Effective Range: 400 m
could be attached giving thew StG-44 the ability to fire at 30
Rate of Fire: Semi / Full Automatic
to 45 degree angles and around the corners of buildings.
Magazine: 30 round box magazine
Special periscopic mirrors were affixed enabling the firer to
Length: 37
be fire the rifle without exposing himself. An infrared
Weight: 11.5 lbs.
nightscope called the Vampir was developed for use with the
History StG-44. The StG-44 could also be fitted with a cup adapter to
fire rifle grenades.
In 1938 the German Armys Ordinance Office
The StG-44 marked the worlds first modern assault
(Heerswaffenamt) contracted the C.G. Haenel Waffenfabrik
rifle and drastically increased and improved the firepower of
company to develop a new combat rifle. Dubbed a maschi-
the individual infantryman. Though only 100,000 were pro-
nenkarbine, the new weapon would be lightweight and fea-
duced before wars end, the StG-44 legacy continues in the
ture both semi-automatic and automatic selective fire. The
present design in the worlds modern assault rifles.
maschinenkarbine would give the individual German
infantryman high firepower ideal for assault troops while also
functioning as a machine gun/squad support weapon. The
design for such a rifle onto the desk of Hugo Schmeisser, the
famed designer of the WWI submachine gun, the MP-18. Special Rules
Schmeissers design would utilize the new 7.92mm kurz
Production Variants There is no difference in EEBG-
(short) rifle round which was rooughly 1/3 less the size of the
WWII game play between the MP-43 or the MP-44/StG-44
standard 7.92mm round. Though smaller in size, the kurz
Assault Rifles.
round still produced high velocity (2300 ft per second) and be
effective between 300-400 meters. High rate of fire would be
sustained by a gas operated bolt mechanism.
The original maschinenkarbine design was complet-
ed in 1940 but complications in manufacture and competition
from other armament companies delayed acceptance and pro-
duction. In March 1942 some prototypes (designated the
MKb-42) were air-dropped to the besieged German defenders
at Cherkassy on the Russian Front. The new weapon per-
formed well in its combat debut and requests for more soon
followed.
Yet prior to entering production at the start of 1943,
Hitler ordered production and development of the MKb-42 to
cease. This was mostly due to his belief that the abundance of
regular 7.92mm ammunition be expended rather than intro-

StG-44 Type ROF Crew Range Effect Jam Set


StG-44 AR 3 1 R R 20 NA

Battleground World War II


1
Stielhandgranate 39
from its target or even rolling back to the thrower. Despite
these advantages the stick proved awkward to carry in the
field. Therefore German troops improvised and stuffed the
stick portion of the grenade in boot tops, belts, pockets, etc.
A smoke version of the Stielhandgranate 39 was also utilized.
This smoke grenade was called the Nebelhandgranate and
differed only in that the TNT filling in the smooth cylindrical
head was replaced with a non-burning smoke agent.
Stielhandgranate 39 Stick Grenade The Stielhandgranate 39 was found everywhere
German soldiers were to be found and were generally reliable
Explosive Type: TNT weapons. The "Potato Masher" instilled fear in enemy sol-
Detonator: No. 8 diers and proved to be a deadly weapon of offense and
Fuse: 4 to 5 seconds defense in the skilled hands of an expert user.
Filling: 7 oz. TNT
Length: 14"
Weight: 1 lb. 6 oz. special Rules
All rules for the Stielhandgranate 39 are per the the standard
History grenade rules in EEBGWWII except for the following excep-
tions:
One of the most recognizable of the German
weapons employed in World War II was the stick grenade: the Less Deviation Due to its stick handle, the
Stielhandgranate 39. The "Potato Masher," as it was nick- Stielhangranate 39 will deviate less. When rolling deviation,
named, dated its origins to WWI and featured a cylindrical the result is simply halved.
explosive head mounted on top of a handle or stick. The
Stielhandgranate 39 was as simple to operate as it was iden- Offensive Stielhandgranate 39 The large blast and con-
tifiable. To arm the weapon, a soldier simply unscrewed the cussion does less damage. The "C" ring of the hand grenade
metal cap located on the bottom of the throwing stick. Once blast template should be treated as an "E" ring. This grenade
removed a cord located inside the handle was simply pulled, is the standard German hand greande in EEBGWWII and is
arming the grenade with a 4-5 second fuse, and thus readied considered as such unless specifically stated otherwise.
for throwing. The cylindrical head came into distinct varia-
tions. One was a simple, one-piece smoothed steelhead con- Defensive Stielhandgranate 39 (Frag Sleeve)
taining approximately 7 oz. of TNT. This amount of explo- The Frag Sleeve is a far deadlier grenade. When using the
sive produced an enormous blast and concussion much larg- hand grenade blast template, treat the "C" ring as normal.
er than contemporary Allied hand grenades. However, the
fragmentation of the metal head was not very devastating.
This variation was used more as an offensive grenade where
a big bang and small fragmentation radius favored assaulting
German troops and reduced risk of injury from ones own
grenade. The second main variation employed a special frag-
mentation sleeve (see drawing) that made the grenade much
more deadly. This variation saw use in combat as a defensive
grenade with the intent of simply killing the enemy or deny-
ing him a particular location. A final but unorthodox variation
employed the securing of two or more grenade heads to one
stick. This of course made the killing power of the grenade
more lethal to the enemy but the added weight increased the
chance of a misthrow and possible harm to the thrower as
well.
The stick portion of the Stielhandgranate 39 (the
number designating the year of production origin) was prac-
tical and easy for throwing. Yet, the stick itself actually
reduced the possibility of a thrown grenade deviating far

Battleground World War II


2
US Recon Jeep
as opposed to jeeps.
The US Recon "Bantam" jeep differs very little
from the other jeep manufacturers. However, Recon troops
especially were known to outfit their Bantam with extras: a
steal bar for cutting wire strung across a road (a la booby
trap), a passenger MG mount, etc. Recon troops also piled
their gear all over their Bantam, their virtual home on wheels.
A radio could be mounted in back of the vehicle in place of
the main MG mount. Finally, special inner tubes were used in
the wheels making them bullet proof against small arms.
US Cavalry Recon "Bantams" served well as reli-
able and tough vehicles well suited for reconnaissance mis-
sions.

US Recon Jeep
US Recon Jeep
Specifications

Introduced: 1941 Crew: 1


Weight: 2070 lbs. (unladen) Riders: 3
Length: 132"
Width: 62"
Height: 52" (steering wheel)
Tire Width: 4.5
Speed: 56 mph
Transmission: 3-speed, 2-speed transfer case, part-time 4WD
Suspension: beam-leaf/beam-leaf
Wheelbase: 80"
Range: 350 miles
Trench Crossing: N/A
Fording Depth: 2

With war looming on the horizon, the US Army


awarded initial contracts in 1941 to three companies to pro-
duce a 4x4 drive utility vehicle. The three companies American Jeep
(Bantam, Ford, and Willys) each produced 1500 of the vehi-
cles known officially to the Army until 1943 as a "peep," Type Cost
though known to soldiers in the field as a "jeep" (this later
US Recon Jeep 30
name coming from the animal "Eugene the Jeep" found in the
1930s circa Popeye cartoon strip). Eventually, both Willys
and Ford won extended contracts to continue production of
Equipment Cost
the new jeep. Bantam meanwhile fell out of the jeep industry.
.30 Cal MMG 35
In all about 2700 Bantam jeeps were made under contract.
.50 Cal LCMG 50
Many of the Bantam-made jeeps were sent to Great Britain
and the U.S.S.R as part of the Lend-Lease Policy. Many of
Recon Jeep must be Crewed by the unit it is assigned
the Bantam-made jeeps were allocated to US Cavalry
to.
Reconnaissance units. For this reason (and for the fact that
the Bantam logo was stamped on the passengers side of the
jeep), US Cavalrymen often called their vehicles "Bantams"

Battleground World War II


US Recon Jeep
Scout / Gunner LOS is broken from all known enemy units, whichever
Scout / Spotter or RTO comes first. Any jeep crew not Broken and still having one
action remaining may spot as normal. If an enemy figure or
unit is spotted, that figure(s) may spend their second action
as normal. If the Skill Check is failed, the Driver has pan-
icked and crashed the jeep. Roll on the Crash Chart applying
all effects.
Bulletproof Tires American wheeled vehicles utilized self-
sealing inner tubes that made tires immune to small arms fire.
In EEBGWWII small arms fire (SMGs, Rifles, etc) will not
damage or destroy the Recon Jeeps wheels.
Scout / Driver

Cover Jeep crew members physically in a jeep receive no


cover modifiers. Jeep members may only get cover from a
jeep when out of and/or behind a jeep; this is a +2 cover mod-
ifer when applicable.
MG Arc of Fire US Recon Jeeps are assumed to have a 360
degree arc of fire for the .30 Cal MMG mount. This is in
effect while stationary or on the move and is also applicable
for Opportunity and Ambush Special Fire Modes.
Prone Effects on Jeep Crew If a Jeep Driver or Standard Recon Jeep with .30Cal
Passenger(s) ever take a Prone result on the Effects Chart the
folowing rules are employed:
Jeep Moving Prone result is ignored.
Jeep Stationary w/ Crew Seated Effected figure must exit
the Jeep and go Prone beside the Jeep and opposite the fire
received (thus securing an additional +2 cover from the
Jeep).
Broken Jeep Driver A Driver that becomes Broken
while driving a jeep will immediately execute a "U-Turn" in
a direction away from all known enemy units. In simple
terms the Broken Driver takes the jeep (and unfortunately the
rest of the crew) with him. After executing the "U-Turn," the
Broken Driver must make a normal Skill Check immediate-
Recon command jeep with radios
ly. If the Skill Check is passed, the Driver continues driving
the jeep two full actions (all terrain rules in effect) or until

Army / Division Vehicle


ex. US Third Army ex. First Platoon,
Second Vehicle
Squadron Troop Recon jeep with .30Cal & .50Cal
ex. 6th Cav. Recon. Sqn. ex. A Troop

US Recon Jeep Penetration HE


Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Jeep 1 VS - - - - - - 15 - - T - - - 15 - - - - - -

Battleground World War II


US M20 Armored cAr
Fast and holds GIs - that
sums up the M20. It is
also a mobile machine
gun mount, able to quick-
ly maneuver a large
machine gun over different terrain. The M20 can carry addi-
tional personnel. This speedy vehicle can come in handy
when dismounting and attempting to spot the enemy - a per-
fect get away vehicle. The M20 also serves well in a support
role. In EEBGWWII the M20 is essentially a mobile spotter,
able to call in artillery support at a moments notice. This fact
should not be overlooked as favorable artillery support can
turn a bad situation into a miracle in a hurry.
The key to utilizing the M20 is to be smart when
using it. It does not possess a main gun and therefore is use-
less against well armed and armored AFVs. The M20 is sim-
ply a speedy transport with a little armor protection. It should
not stay still, especially if you have a full compliment of crew
and passengers! Take notice though that the M20 does have
an open top; this can be particularly dangerous against enemy
M20 Armored Car infantry and hand grenades.
If employed with some smarts and some ingenuity,
The M20 Armored Car is essentially a utility variant
the M20 can really be a valuable asset on the battlefield - one
of the M8 Greyhound, but without the turret. Designed to
that can get the job done and then get you out of there in a
carry passengers and/or equipment, the M20 was utilized in
hurry!
Cavalry Recon and HQ units. The lack of a turret gave the
M20 better performance but also less protection. Therefore,
most M20s mounted a M49 ring mount with a .50 Cal American Recon M20 Scout Car
machine gun.
The M20 performed well alongside its sister
armored car, the M8 Greyhound. However, the vehicles
small size made it impractical to carry extra passengers (other
than the M20 Crew) for which it was originally designed.
This fact, coupled with M8 losses in the field, naturally saw
M20s often serve as M8 replacements in Recon platoons.
Recon HQ units took advantage of the M20s extra space to
mount extra radio equipment crucial to command and recon-
naissance missions. Yet, the M20 also lacked space so gear
and equipment was usually stored outside of the vehicle. In
addition, most M20 crews removed the vehicles cumber- US Recon M20 Armored Car
some fenders. Type Cost
Additional features on the M20 included a foldable
US Recon M20 105
map table and racks for M1 Carbines and a bazooka. Other
modifications of a homemade variety were also often found
Equipment Cost
on these vehicles. Gen. Patton utilized a modified M20 com- Mine Racks with 6 AP Mines 60
plete with several airhorns, windshield, and of course over- .50 Cal LCMG 50
sized US Third Army guidons and pennants! .30 Cal MMG 35
The M20 also saw the same service as the M8 with
French forces in WWII and in the Third World. The two vehi- This vehicle does not come with a crew. Only the
cles were often utilized together in the same unit. Overall, the American Recon Team may crew this vehicle.
M20 served reliably in utility, reconnaissance, and command
roles. Approximately some 3000 M20s were manufactured.

Battleground World War II


US M20 Armored cAr

3" AAMG Gun 3" AAMG Gun

M20 NotEs

Gun Shadows The M20s AAMG suffered from shad-


ows at close ranges immediately surrounding an M20. The
shadows were the areas the gun could not be depressed
enough to actually hit targets. Enemy troops this close to an
M20 rendered an AAMG useless; therefore, small arms were
employed to engage the enemy. The above diagram demon-
strates the shadows for the AAMG.

AAMGs The M20 often mounted an AAMG for air


defense and additional ground firepower. Both the .30 Cal
MMG and the .50 Cal LCMG were used in this role. Two
types of mounts were employed: Fixed Mount and Ring 2" AAMG Side Gun Shadow
Mount. Some units did not employ AAMGs while others did.
Other M20 units simply did not get ring mounts or .50 Cal
LCMGs until late in the war. Because M20s utilized these
different machineguns and mounts, GMs and players may
choose to outfit their M20s as they wish. It is recommended
however that M20s used in scenarios should roll for the
availability of these guns and mounts based on the specific
scenario being played. Conversely, it is recommended that
players outfit their M20s as they wish when using Sgt. Easys
Squad Builder point system. Note that when rolling for avail-
ability, the mount should be rolled for first; if an M20 is
unable to successfully acquire an AAMG mount, then the
M20 (obviously) is prohibited from using/acquiring an 120 Arc Of Fire
AAMG machinegun

AAMG Fixed Mount Availability: 19


AAMG Ring Mount Availability: 10
.30 Cal MMG Availability: 18
.50 Cal LCMG Availability: 12
Fixed Mount Arc of Fire
AAMG Fixed Mount Arc of Fire
The following diagram demonstrates the arc of fire for the SCR 619 In EEBGWWII the M20 is assumed to have on
Fixed Mount specific to the M20. board a man-portable SCR 619 radio to call for On or Off-
Board Artillery. This is in addition to the M20s SCR 506 and
510 radios.
AAMG Ring Mount Arc of Fire The Ring Mount gives an
AAMG the ability to fire 360.

Bulletproof Tires American wheeled vehicles utilized self-


sealing inner tubes that made tires immune to small arms fire.
In EEBGWWII small arms fire (SMGs, Rifles, etc) will not
damage or destroy M20 wheels.

Battleground World War II


US M20 Armored cAr

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2.Immobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilization / MC 6. Immobilized / MC
7. Immobilization / MC 7. Immobilization / MC
13 14 15 8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
12 16 10. No Effect 10. Normal Damage
11. Immobilization / MC 11. Immobilization / MC
8 9 10 12. No Effect 12. Normal Damage
13. Radio Operator -1 Action / RL 13. Radio Operator KIA / MC / RL
7 11 14. No Effect 14. Normal Damage
15. Driver -1 Action 15. Driver KIA / MC
3 4 5 16. No Effect 16. Normal Damage
17. Commander -1 Action 17. Commander KIA / MC
18. No Effect 18. Normal Damage
2 6 19. No Effect 19. Normal Damage
1 20. Commander -1 Action (if CE) 20. Commander KIA / MC (if CE)

Front hit location Front hit location


Specifications Special Rules
The M20 Armored Car was a non-turreted utility version of Open Top The open top of the M20 turret had several disad-
the M8 Greyhound. Its ability to carry extra personnel and vantages. It exposed the crew to grenade and rifle fire, and to
overhead artillery bursts. Any figure who is elevated high
equipment aided reconnaissance in the field. ehough above a M20 to make a top attack may fire small
arms at the crew, who do receive partial tank cover. Grenades
Introduced: 1943 Crew: 5 may be thrown in using normal grenade rules. If the M20 is
Weight: 6 Tons Riders: 3 underneath an artillery burst in the forest, the crew is effect-
Length: 17 10 ed just as in any other open topped vehicle.
Width: 8 4 Cover A Gunner manning an M20s AAMG receives +2
Height: 7 4 cover due to being partially exposed. All other occupants of
Ground Clearance: 10.5 the M-8s open fighting compartment receive +5 cover, even
Tire Width: 11.25 if engaging in Spotting or small arms fire.
Main Gun: n/a RL (Radio Loss) Anytime a RL is indicated, the controlling
player must roll a d20 for each of the M20s two radios. If a
Max Elevation: n/a
Non-Penetrating result indicates a RL, a roll of16 or greater
Max Depression: n/a indicates Radio Loss. If a Penetrating result indicates a RL, a
Ammunition: 1,500 .30 Cal rounds roll of 6 or greater indicates Radio Loss. Radios suffering
Speed: 56 mph Radio Loss are considered destroyed.
Range: 350 miles Antenna Destroyed Loss of an antenna reduces the effected
Trench Crossing: N/A radios On-Board/Off-Board Contact Number by 1/2
Fording Depth: 2 Mine Rack An M20 may have a mine rack on each side of
the armored car, each holding three anti-personnel (AP)
Radio Operator Commander mines that may be used per normal mine rules.
Availability: 15
AAMG An M20 may have an AAMG. See M20 Greyhound
Playsheet
AAMG Rail An M20 may mount an AAMG Rail. See M20
Greyhound Playsheet.
Bog The M20 suffers an additional +2 to all Bog Checks.
Bazooka Rack The M20 was configured to carry one
bazooka (in a mounted rack) plus ammo though this was not
always available. Availablity: 13

Driver
Gunner
Scout

M20 Armored Car


Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M20 Armored Car 8 S 4 4 2 1 1 - 15 1 N AC - - - 15 - - - - - -

Battleground World War II


US M20 Armored cAr

No Penetration side Penetration


1. No Effect 1. Normal Damage
20 2. Immobilization / MC
3. Mine Rack Destroyed
2. Immobilized / MC
3. Mine Rack Destroyed
4. Mine Rack Destroyed 4. Mine Rack Destroyed
5. Immobilization / MC 5. Immobilized / MC
16 17 18 6. No Effect 6. No Effect
19 7. Immobilization / MC 7. Immobilized / MC
8. No Effect 8. Normal Damage
10 9. No Effect 9. Normal Damage
9 11 12 13 14 15 10R. Radio Operator -1 Action / RL 10R. Radio Operator KIA / MC / RL
10L. Driver -1 Action 10L. Driver KIA / MC
11. No Effect 11. Normal Damage
1 6 8 12. No Effect 12. Normal Damage
3 4 13. No Effect 13. Normal Damage
2 5 7 14. No Effect 14. Immobilized / MC / Smoke
15. No Effect 15. Immobilized / MC / Smoke
16. No Effect 16. Normal Damage
17R. Commander -1 action 17R. Commander KIA / MC
17L. Gunner -1 action 17L. Gunner KIA / MC
18. No Effect 18. Normal Damage
19R. SCR-510 Antenna Destroyed 19R. SCR-510 Antenna Destroyed
19L. SCR-506 Antenna Destroyed 19L. SCR-506 Antenna Destroyed
20. Commander -1 action (if CE) 20. Commander KIA / MC (if CE)
Side hit location
Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
17 18 19 3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
13 14 15 7. Immobilized / MC 7. Immobilized / MC
12 16 8. No Effect 8. Immobilized /MC /Smoke
9. No Effect 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
8 9 10 11. Immobilized / MC 11. Immobilized / MC
7 11 12. No Effect
13. No Effect
12. Normal Damage
13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect
16. No Effect
15. Immobilized /MC /Smoke
16. Normal Damage
2 6 17. No Effect
18. No Effect
17. Gunner KIA / MC
18. Normal Damage
1 19. No Effect 19. Commander KIA / MC
20. Commander -1 Action (if CE) 20. Commander KIA / MC (if CE)

Rear hit location Rear hit location

R top
No Penetration Penetration
1. No Effect 1. Normal Damage
2 3 4 5 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Mine Rack Destroyed
4. SCR-510 Antenna Destroyed 4. Antenna Dest./ Immobilized / MC
5. No Effect
7 5. Immobilized / MC
6 8 9 10
6. No Effect
7. Radio Operator -1 Action / RL
6. Normal Damage
7. Radio Operator KIA / MC / RL
8. Commander -1 Action 8. Commander KIA / MC
1 20 9. No Effect 9. Immobilized / Smoke / MC
10. No Effect 10. Immobilized / Smoke / MC

11 13 15 11. No Effect 11. Normal Damage


12 14 12. Driver -1 Action 12. Driver KIA / MC
13. Gunner -1 Action 13. Gunner KIA / MC
14. No Effect 14. Immobilized Smoke / MC
15. No Effect 15. Immobilized Smoke / MC
16. Immobilized / MC 16. Immobilized / MC
16 17 18 19 17. No Effect 17. Mine Rack Destroyed
18. SCR-506 Antenna Destroyed 18. Antenna Dest./ Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action (if CE) 20. Commander KIA / MC (if CE)

top hit location


Side hit location

Battleground World War II


US M8 Greyhound Armored cAr
armored troops in Europe were issued many M8s as these
were readily available; main battle tanks such as the
Sherman were simply not on hand to give the French. The
Germans also employed many captured M8 Greyhounds.
The Germans in particular enjoyed the Greyhounds great
on-road and off-road speed and mobility. The M8 saw ser-
vice after the war in many Third World conflicts, notably in
Korea with U.N. forces and with the French in Vietnam.
Approximately some 8500 M8 Greyhounds were produced.

The Greyhound - a shotgun on wheels! The key to


successfully using the M8 in combat/gameplay is playing to
its strengths and not to its weaknesses. The M8s canister
round can be brutal especially against infantry. So, when in
doubt load canister! Additionally, the M8 should always be
moving and not standing still. The M8s lack of significant
M8 Greyhound armor and its small 37mm main gun does not stand up well
in a fight with other AFVs (especially tanks).
The M8 Armored Car formed the backbone of US
Cavalry Reconnaissance (Recon) units. Entering production
in early 1943, the M8 was originally called the
US M8 Greyhound
"Greyhound" by the British no doubt due to its high speed
of 55 60 mph. The Greyhound nickname was not utilized
much by American crews during the war, yet the nickname
has been commonly used when referring to the M8 since
the end of WWII.
The M8s high speeds were generated by a 6-cylin-
der, 110 Horsepower, JXD Hercules engine. Steerage and
stability were gained through the employment of 6-wheel
(6x6) drive. Standard armament consisted of a 37mm main
gun and a co-axial machine gun. An optional fixed or M49
ring mount (for a .30 Cal or .50 Cal machine gun) was often
employed for additional protection and anti-air defense.
External communication was provided by two radios/ anten-
nas: the SCR 506 (FM band) and the SCR 510 (AM band). US Recon M8 Armored Car
Because the vehicle was small for the M8s crew,
Type Cost
storage fenders were added to the sides of the vehicles.
However, these proved impractical and were generally US Recon M8 180
removed for combat in the field. Subsequently most M8
Equipment Cost
crews stored their gear, bags, etc. on the M8s turret and
Mine Racks with 6 AP Mines 60
back deck.
.50 Cal LCMG 50
Overall, the M8 Greyhound was perhaps the most
.30 Cal MMG 35
associated symbol of US Cavalry units in WWII, due to the
Canister Round 10
US Cavalry being the M8s primary user. Though inade-
Smoke Round 6
quate (both in armor and in gun size) for fighting tanks, the
M8 served admirably in its role as a special Recon vehicle.
This vehicle does not come with a crew. Only the
Though American forces were the primary users during the
American Recon Team may crew this vehicle.
war, other nationalities used the Greyhound. French

Battleground World War II


US M8 Greyhound Armored cAr

6" (360 arc) 37mm Gun 3" AAMG Gun 3" AAMG Gun

M8 NotEs

Gun Shadows The M8s 37mm gun (plus co-axial


LMG) and AAMG suffered from shadows at close ranges
immediately surrounding an M8. The shadows were the
areas the gun could not be depressed enough to actually hit
targets. Enemy troops this close to an M8 rendered an
AAMG useless; therefore, small arms were employed to
engage the enemy. The above diagram demonstrates the
shadows for both the main gun mount (37mm gun/co-axial
LMG) and the AAMG.

AAMGs The M8 often mounted an AAMG for air


defense and additional ground firepower. Both the .30 Cal 2" AAMG Side Gun Shadow
MMG and the .50 Cal LCMG were used in this role. Two
types of mounts were employed: Fixed Mount and Ring
Mount. Some units did not employ AAMGs while others did. AAMG Ring Mount Arc of Fire The Ring Mount gives an
Other M8 units simply did not get ring mounts or .50 Cal AAMG the ability to fire 360.
LCMGs until late in the war. Because M8s utilized these dif-
ferent machineguns and mounts, GMs and players may Canister The M8s 37mm main gun could fire the M2
choose to outfit their M8s as they wish. It is recommended Canister round. This shotgun-type shell was brutally effec-
however that M8s used in scenarios should roll for the avail- tive against soft targets (like infantry, trucks, etc.) and was
ability of these guns and mounts based on the specific sce- normally loaded by M8 crews at night in case of attack by
nario being played. Conversely, it is recommended that play- German infantry. M8 crews normally had a fair supply of M2
ers outfit their M8s as they wish when using Sgt. Easys Canister at their disposal.
Squad Builder point system. Note that when rolling for avail- Special Rules Canister shells are loaded and fired exactly
ability, the mount should be rolled for first; if an M8 is unable like any other shell. When a canister round is fired, simply
to successfully acquire an AAMG mount, then the M8 (obvi- lay the 37mm canister template 6 from the muzzle, aligned
ously) is prohibited from using/acquiring an AAMG exactly as the turret is pointing. Roll for effect for any figure
machinegun under the template. The template is marked with bands, each
band is labeled for which column effected figures must roll
AAMG Fixed Mount Availability: 19 on. Figures under the A band must roll on the A column of the
AAMG Ring Mount Availability: 10 Effects Chart and so on. Cover modifiers apply as normal.
.30 Cal MMG Availability: 18 Figures out of LOS from the firing tank (such as prone and in
.50 Cal LCMG Availability: 12 a foxhole) are not effected by the shell.
Firing Canister On The Move Because a canister round is
AAMG Fixed Mount essentially a shotgun round and uses the special 37mm can-
Arc of Fire ister template, there is no 1/2 penalty To Hit when firing can-
The following dia- ister on the move.
gram demonstrates
the arc of fire for the
Fixed Mount specific
to the M8. 120 Arc Of Fire

Fixed Mount Arc of Fire

Battleground World War II


US M8 Greyhound Armored cAr

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2.Immobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilization / MC 6. Immobilized / MC
7. Immobilization / MC 7. Immobilization / MC
13 14 15 8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
12 16 10. No Effect 10. Normal Damage
11. Immobilization / MC 11. Immobilization / MC
8 9 10 12. No Effect 12. Normal Damage
13. Radio Operator -1 Action / RL 13. Radio Operator KIA / MC / RL
7 11 14. No Effect 14. Normal Damage
15. Driver -1 Action 15. Driver KIA / MC
3 4 5 16. No Effect 16. Normal Damage
17. Commander -1 Action 17. Commander KIA / MC
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
2 6 19. Gunner -1 Action 19. Gunner KIA / MC
1 20. Commander -1 Action (if CE) 20. Commander KIA / MC (if CE)

Front hit location Front hit location


Specifications Special Rules
The M8 Greyhound was the standard US armored car dur- Open Top The open top of the M8 turret had several disad-
ing World War II. Its light armament, armor, and speed vantages. It exposed the crew to grenade and rifle fire, and
to overhead artillery bursts. Any figure who is elevated high
made the M8 Greyhound perfect for reconnaissance. ehough above a M8 to make a top attack may fire small
arms at the crew, who do receive partial tank cover.
Introduced: 1943 Crew: 4 Grenades may be thrown in using normal grenade rules. If
Weight: 8 Tons Riders: 3 the M8 is underneath an artillery burst in the forest, the
Length: 17 10 crew is effected just as in any other open topped vehicle.
Width: 8 4 Cover A Gunner manning an M8s AAMG receives +2
Height: 7 4 cover due to being partially exposed. All other occupants of
Ground Clearance: 10.5 the M-8s open fighting compartment receive +5 cover,
Tire Width: 11.25 even if engaging in Spotting or small arms fire.
Main Gun: M6 37mm RL (Radio Loss) Anytime a RL is indicated, the control-
ling player must roll a d20 for each of the M8s two radios.
Max Elevation: +20
If a Non-Penetrating result indicates a RL, a roll of16 or
Max Depression: -10 greater indicates Radio Loss. If a Penetrating result indi-
Ammunition: 80 37mm Rounds / 1,500 .30 Cal rounds cates a RL, a roll of 6 or greater indicates Radio Loss.
Speed: 56 mph Radios suffering Radio Loss are considered destroyed.
Range: 350 miles Antenna Destroyed Loss of an antenna reduces the effect-
Trench Crossing: N/A ed radios On-Board/Off-Board Contact Number by 1/2
Fording Depth: 2 Commander/Loader The M8 Commander may serve as
the Loader of the main gun. When loading the
Radio Operator Commander Commander/Loader may not be CE on an action loading,
but may be CE during an action of firing. The M8 can thus
avoid the No Commander penalty.
Gunner/Loader A Gunner may load his own main gun but
never receives the Acquired modifier at any time.
Mine Rack An M8 may have a mine rack on each side of
the armored car, each holding three anti-personnel mines
that may be used per normal mine rules. Availability: 15
AAMG An M8 may have an AAMG. See M8 Greyhound
Playsheet
AAMG Rail An M8 may mount an AAMG Rail. See M8
Greyhound Playsheet.
Bog The M8 suffers an additional +2 to all Bog Checks.
Driver Gunner

M8 Greyhound
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M8 Armored Car 8 S 4 4 2 1 1 auto 15 1 N AC - - LMG 15 37XL 19 - - 7 Sm.

Battleground World War II


US M8 Greyhound Armored cAr

No Penetration side Penetration


1. No Effect 1. Normal Damage
20 2. Immobilization / MC
3. Mine Rack Destroyed
2. Immobilized / MC
3. Mine Rack Destroyed
4. Mine Rack Destroyed 4. Mine Rack Destroyed
5. Immobilization / MC 5. Immobilized / MC
16 17 18 6. No Effect 6. No Effect
19 7. Immobilization / MC 7. Immobilized / MC
8. No Effect 8. Normal Damage
10 9. No Effect 9. Normal Damage
9 11 12 13 14 15 10R. Radio Operator -1 Action / RL 10R. Radio Operator KIA / MC / RL
10L. Driver -1 Action 10L. Driver KIA / MC
11. No Effect 11. Normal Damage
1 6 8 12. No Effect 12. Normal Damage
3 4 13. No Effect 13. Normal Damage
2 5 7 14. No Effect 14. Immobilized / MC / Smoke
15. No Effect 15. Immobilized / MC / Smoke
16. Main Gun Destroyed / MC 16. Main Gun Destroyed / MC
17R. Commander -1 action 17R. Commander KIA / MC
17L. Gunner -1 action 17L. Gunner KIA / MC
18. No Effect 18. Normal Damage
19R. SCR-510 Antenna Destroyed 19R. SCR-510 Antenna Destroyed
19L. SCR-506 Antenna Destroyed 19L. SCR-506 Antenna Destroyed
20. Commander -1 action (if CE) 20. Commander KIA / MC (if CE)
Side hit location
Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
17 18 19 3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
13 14 15 7. Immobilized / MC 7. Immobilized / MC
12 16 8. No Effect 8. Immobilized /MC /Smoke
9. No Effect 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
8 9 10 11. Immobilized / MC 11. Immobilized / MC
7 11 12. No Effect
13. No Effect
12. Normal Damage
13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect
16. No Effect
15. Immobilized /MC /Smoke
16. Normal Damage
2 6 17. No Effect
18. No Effect
17. Gunner KIA / MC
18. Normal Damage
1 19. No Effect 19. Commander KIA / MC
20. Commander -1 Action (if CE) 20. Commander KIA / MC (if CE)

Rear hit location Rear hit location

R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2 3 4 5 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Mine Rack Destroyed
4. SCR-510 Antenna Destroyed 4. Antenna Dest./ Immobilized / MC
5. No Effect
7 5. Immobilized / MC
6 8 9 10
6. No Effect
7. Radio Operator -1 Action / RL
6. Normal Damage
7. Radio Operator KIA / MC / RL
8. Commander -1 Action 8. Commander KIA / MC
1 20 9. No Effect 9. Immobilized / Smoke / MC
10. No Effect 10. Immobilized / Smoke / MC

11 13 15 11. No Effect 11. Normal Damage


12 14 12. Driver -1 Action 12. Driver KIA / MC
13. Gunner -1 Action 13. Gunner KIA / MC
14. No Effect 14. Immobilized Smoke / MC
15. No Effect 15. Immobilized Smoke / MC
16. Immobilized / MC 16. Immobilized / MC
16 17 18 19 17. No Effect 17. Mine Rack Destroyed
18. SCR-506 Antenna Destroyed 18. Antenna Dest./ Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action (if CE) 20. Commander KIA / MC (if CE)

top hit location


Side hit location

Battleground World War II


Recon Along The Rhine
orders
Date: March 23, 1945
Time: 0920 hrs.
Location: Near Nierstein, Germany
Background: It is the morning after the US Third Armys
Rhine Crossings. As the American forces pour onto the
Rhines East Bank, US Recon units lead the advance into
the German lines. The key terrain feature along the Rhine
are tall hills covered with hops fields. These hills were
excellent positions for German artillery and spotters. If the
rest of the Third Army was to continue to cross in safety,
these Rhine hills had to be taken. One such hill was
crowned by a large medieval chateau that needed reconnais-
sance.
Orders: Reconnoiter, identify, and report any and/or all
German units located on the hill. Game Length: 10 Turns

forces available
US Recon of 25th Cavalry Reconaissance Squadron, 4th Armored Division, US Third Army

Pvt. Antonio "Hitman" Tardelli with 1928 Thompson SMG with 50 round drum magazine ML 12

One US Recon Section with,

One Veteran US Recon Team,


1 NCO Leader with M3 Grease Gun SMG and Binoculars ML 14-0
1 Radioman with M3 Grease Gun SMG and SCR 536 Walkie-Talkie ML 13
3 Scouts each with M1 Carbine SLR ML 13
1 M20 Armored Car with .50 Cal LCMG

Two US Recon Scout Jeeps each with,


1 Driver with M1 Carbine SLR ML 13
1 Spotter with M1 Carbine SLR, Binoculars, and SCR 536 Walkie-Talkie ML 13
1 Gunner with M1 Carbine SLR ML 13
1 Recon Jeep with .30 Cal MMG
All American infantry are armed with two Mark IIAI Frag Grenades

Special Rules
1. All Rules for Pvt. Antonio "Hitman" Tardelli are in effect.
2. All US Recon units must start the game mounted and
enter on the road.
3. All Recon radio rules are in effect.

Easy Eight Enterprises, 1999 Fury On The Fatherland


All US Recon units must start the game mounted and
enter on the road.
Recon Along The Rhine
orders
Date: March 23, 1945
Time: 0920 hrs.
Location: Near Nierstein, Germany
Background: The east bank of the majestic Rhine is lined
with tall and beautiful hills dotted with hops fields - the
essence of German beer. Not only did these hills and their
crop add to local German breweries, the Rhine hills also
proved to be great observation points. One such hill over-
looking the Rhine was crowned with a large chateau over-
looking the Rhine and the US Third Army. Unknown to the
Americans, German units were safely watching the
Americans from the comfort of the chateau - and reporting
vital information to Seventh Armee HQ.
Orders: Protect the spotter in the chateau.
Game Length: 10 Turns

forces available
Soldaten of 7th Armee

One Veteran German Platoon Command with,


1 Platoon Commander with StG-44 AR ML 14-2
1 Platoon Sgt. with MP-40SMG ML 13-1
1 Radio Operator with P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
2 Platoon Runners with Kar 98k Rifle ML 10

One Veteran German Sturm Squad with,


1 Squad Leader with StG-44 AR ML 14-1
7 Riflemen with StG-44 AR ML 12

One Green German Squad with,


1 Squad Leader with MP-40 SMG ML 10-1
1 Asst. Squad Leader with MP-40 SMG ML 9-0
1 Gunner with MG-42 LMG ML 8
1 Asst. Gunner with Kar 98k Rifle and extra ammo ML 8
6 Riflemen with Kar 98k Rifle ML 8
All standard German infantry are armed with two Stielhandgranate 39 Stick Grenades

Special Rules player may choose any member of the Platoon Command
1. All German units may not start the scenario on (besides the radiomen) to be the spotter; this figure will
Opportunity Fire or on Ambush. automatically receive binoculars.
2. One German spotter is in the upper floor of the chateau 3. The Green rifle squad is actually a Volksturm unit com-
observing and reporting enemy movements; at least one prised of old men; their mission is to act as sentries for the
spotter and the radio team must be at a window on the chateau.
upper floor facing west toward the Rhine. The German

Easy Eight Enterprises, 1999 Fury On The Fatherland


One German spotter is in the
upper floor of the chateau
observing and reporting enemy
movements; at least one spotter
and the radio team must be at a
window on the upper floor fac-
ing west toward the Rhine
(Bottom of Map). The German
player may choose any member
of the Platoon Command
(besides the radiomen) to be the
spotter; this figure will automat-
ically receive binoculars.
All other German forces start
anywhere on the board.
Recon Along The Rhine
Gamemasters Special Rules out of the Oppenheim bridgehead. This success lead to the
American capture of a major railroad bridge at Aschaffenburg. Such a
1. All Rules for Pvt. Antonio "Hitman" Tardelli are in effect. treasure opened the door for the US Third Army into the
2. All US Recon units must start the game mounted and German interior and prompted Patton to try his controversial
enter on the road. The Americans can essentially enter as raid on a prisoner of war camp. This raid, noted for its com-
they wish. However, a unit must either move or pass when mander (Capt. Abraham J. Baum) and the fact that Pattons
their unit is called. A unit cannot go when they wish; the own son-in-law was being held at the same camp, caused a
unit must decide if it is coming on the board when the unit is stir in the American camp. The press chided Patton while
called. privately Eisenhower praised the man he called his prob-
3. All Recon radio rules are in effect. lem child.
German Pattons cavalry reconnaissance units would contin-
1. All German units may not start the scenario on ue their success driving through the heart of Germany. Their
Opportunity Fire or on Ambush. Basically the Germans are fast and furious advance gave their beloved and sometimes
here for observation purposes. They are not in a combat hated leader plenty of opportunites at glory (and controver-
mode until threatened. sy) in the last two months of the war.
2. One German spotter is in the upper floor of the chateau Game Options
observing and reporting enemy movements; at least one German Sniper A sniper can be added to the scenario.
spotter and the radio team must be at a window on the upper This option heavily favors the Germans.
floor facing west toward the Rhine. The German player may M8 Armored Car Replace the M20 with an M8 armored
choose any member of the Platoon Command (besides the car; this heavily favors the Americans as the Germans do
radiomen) to be the spotter; this figure will automatically not possess anti-tank weapons (other than hand grenades). If
receive binoculars. The GM may wish to inform the spotter this option is selected, make the M8 roll a d6 for each HE
of what he sees: major troop crossings, Allied air assets, and Canister.
etc. The overall job for the Germans in this scenario is to Change Of Orders? Instead of having the Germans set-up
report, and keep reporting, vital information. By stressing in the chateau, have a meeting engagement instead. Simply
this point the Spotter will keep in mind his mission and not have the Germans enter the table opposite of the Americans.
get embroiled in any firefights. More Americans If players or a GM feel the scenario is a
3. The Green rifle squad is actually a Volksturm unit com- bit weighted in favor of the Germans, simply add an addi-
prised of old men; their mission is to act as sentries for the tional US Recon Scout Jeep or a US Recon Team in a M8
chateau. Greyhound or M20 Armored Car.
Gamemaster Designers Notes
1. Map Play It is recommended that the Germans mark This scenario is designed to introduce players to the
location and movement on a map. Units should be placed on new rules for US Recon Scouts and Teams. Players are rec-
the board as they are spotted. ommended to first read the Play Sheets for these units and
2. Double Blind This is a great scenario for double blind their vehicles. It is also recommended that players play the
play. Just make sure to have double the forces and double the scenario several times, perhaps adding one of the game
terrain! options.
Historical Outcome The German troops represented in this scenario are
The Germans hoped that the mighty Rhine would typical of late-war German troops. Some troops were veter-
contain the Allied advance. Yet, this hope was dashed as ans well trained and efficient in executing specific tasks.
American troops under the command of General George S. Others were raw recruits or simply old men and/or young
Patton crossed the Rhine in late March, 1945. US Cavalry boys of the Volksturm. Though the VII Armee generally is
Reconnaissance units formed part of the lead elements regarded as having Regular troop types, some troops were
across the Rhine. Their immediate mission was to fan out obviously better - and worse - than the Regular troop type
and locate enemy units, especially those still situated along designation.
the Rhine. This was important military intelligence for Players should pay close attention to the benefits the
Patton as he still needed to get the majority of his Third US Recon Scouts and Teams have in spotting and getting out
Army across the wide river. The successful finding and of trouble in a hurry. Remember, the crucial part of any Recon
reporting of enemy positions on the heights along the Rhine mission is to report enemy troops strengths and locations, not
thus insured a secure crossing by the US Third Army. fight it out to the death with the enemy. Using the Recon sec-
Elements of the 25th Cavalry Reconnaissance tions armored car in support of the jeeps can help Recon
Squadron, 4th Armored Division then lead Pattons troops Scouts out of a jam!

Easy Eight Enterprises, 1999 Fury On The Fatherland


One German spotter is in the
upper floor of the chateau
observing and reporting enemy
movements; at least one spotter
and the radio team must be at a
window on the upper floor fac-
ing west toward the Rhine
(Bottom of Map). The German
player may choose any member
of the Platoon Command
(besides the radiomen) to be the
spotter; this figure will automat-
ically receive binoculars.
All other German forces start
anywhere on the board.

All US Recon units must start the game mounted and


enter on the road.
Menekaunee Death Walk
orders
Date: April 4, 1945
Time: 1120 hrs.
Location: Gotha, Germany
Background: Reports of a German paywagon carrying millions of
Reichsmarks has led your recon platoon on a wild goose chase. Rather
than finding hordes of booty, you and your buddies have raced right
into a trap. German units including anti-tank teams have surrounded
your recon platoon. An M20 and your platoon commander, in his com-
mand jeep, has been killed on the other side of town. Unfortunately,
friendly units cannot be raised on any of the surviving vehicles radios
while good men die. A volunteer must recover the platoon comman-
ders radio and call for help. Otherwise, your entire recon platoon will
be slaughtered. There is only one man in the unit who can get the job
done: PFC Jack Apache Underhill.
Orders: Get Apache to the radio and call for help.
Game Length: Unlimited

forces available
US Recon of 25th Cavalry Squadron, 4th Armored Division, US Third Army

PFC Jack Apache Underhill with M1 Paratrooper Carbine, Colt .45 Pistol, and Hunting Knife ML 18

One US Recon Platoon (reduced) with,

Two Veteran US Recon Teams each with,


1 NCO Leader with M3 Grease Gun SMG and Binoculars ML 14-0
1 Radioman with M3 Grease Gun SMG and SCR 536 Walkie-Talkie ML 13
2 Scouts each with M1 Carbine SLR ML 13
1 M8 Greyhound Armored Car

Four Veteran US Recon Scout Jeeps each with,


1 Driver with M1 Carbine SLR ML 13
1 Spotter with M1 Carbine SLR, Binoculars, and SCR 536 Walkie-Talkie ML 13
1 Gunner with M1 Carbine SLR ML 13
1 Recon Jeep with .30 Cal MMG
All American infantry are armed with two Mark IIAI Frag Grenades

Special Rules rules for PFC Apache Underhill are in effect.


1. All US Recon units must start the game as indicated on 3. Each M8 has d6 each of AP, HE, and Canister.
the map; these units may not leave the area indicated on the 4. Both the M20 and the jeeps shown on the map are
map until help (reinforcements) arrive. destroyed; the platoon commanders radio is in the jeep.
2. American players must use PFC Apache Underhill in a 5. Note that one of the American jeeps is immobilized (can-
solo attempt to reach the platoon commanders radio; no not be driven) and is in the American start area as indicated
other American may attempt the effort (too dangerous). All on the map; its MMG may still be used.

Easy Eight Enterprises, 1999 Fury On The Fatherland


American Setup Area
Menekaunee Death Walk
orders
Date: April 4, 1945
Time: 0920 hrs.
Location: Gotha, Germany
Background: The war is nearly over. American units race
through the Fatherland with ease. Yet, many German sol-
diers in the field will not give up quite yet. One such group
has trapped and isolated an American reconnaissance unit in
a small German village. Now is the time for retribution and
payback against the enemy.
Orders: Eliminate the American reconnaissance unit; be
sure no Americans slip through your ranks to safety.
Game Length: Unlimited

forces available
Soldaten of XII Wehrkreis (Military District) Rearguard, 7th Armee

One Veteran German Platoon Command with,


1 Platoon Commander with StG-44 AR ML 15-2
1 Platoon Sgt. with MP-40 SMG ML 14-1
1 Radio Operator with P-38 Walther Pistol ML 12
1 Asst. Radio Operator with Kar 98k Rifle ML 12
2 Platoon Runners with Kar 98k Rifle ML 12
Three Veteran German Squads each with,
1 Squad Leader with MP-40 SMG ML 12
1 Asst. Squad Leader with MP-40 SMG ML 12
1 Gunner with MG-42 LMG ML 12
1 Loader with Extra Ammo and Kar 98k Rifle ML 12
6 Riflemen each with Kar 98k Rifle ML 12
Two Veteran German Sturm Squads each with,
1 Squad Leader with StG-44 AR ML 14-1
7 Riflemen with StG-44 AR ML 12
One Veteran German MMG Team with,
1 Gunner with MG-42 and Tripod ML 12
1 Loader with Extra Ammo and Kar 98k Rifle ML 12
1 Spotter with Binoculars and MP-40 SMG ML 12
One Veteran German Panzerschreck Team with,
1 Gunner with Panzerschreck and P-38 Walther Pistol ML 12
1 Loader with Kar 98k and six HEAT rounds ML 12
All standard German infantry are armed with two Stielhandgranate 39 Stick Grenades

Special Rules
1. All German units may start set-up anywhere indicated on
the map; this includes the house in the center of the map
(with the line through it).

Easy Eight Enterprises, 1999 Fury On The Fatherland


German Setup Area
Menekaunee Death Walk
Gamemasters Special Rules raced through the German interior, many smaller units (such
American as Recon platoons) were sent to recon small villages or
1. All US Recon units must start the game as indicated on landmarks far ahead of the rest of the cavalry troop.
the map; these units may not leave the area indicated on the Sometimes German forces would ambush these fast moving
map until help (reinforcements) arrive. American units before they knew what hit them.
2. American players must use PFC Apache Underhill in a Game Options
solo attempt to reach the platoon commanders radio; no German Panzerfausts If you believe the Germans do
other American may attempt the effort (too dangerous). All not possess enough of an anti-tank capability, try adding one
rules for PFC Apache Underhill are in effect. panzerfaust to each rifle squad or one to each sturm squad.
3. Each M8 has d6 each of AP, HE, and Canister. The AP No M8 Ammo Game play for the Americans can be made
rounds probably wont be used in the game, but make the even tougher by not giving the Americans ammo for the
Americans roll anyway - they might think AFVs are coming M8s 37mm gun. This is how we played the first time we
their way! playtested the scenario - it was tough!
4. Both the M20 and the jeeps shown on the map are US Platoon Sgt If desired give the US Recon unit a
destroyed; the platoon commanders radio is in the jeep. Platoon Sgt.
5. Note that one of the American jeeps is immobilized (can- Designers Notes
not be driven) and is in the American start area as indicated Essentially this scenario pits a US Recon Platoon
on the map; its MMG may still be used. The jeep will still versus an overstrength German infantry platoon. The US
give some cover (+2) and the MMG still works so it is Recon Platoon was primarily designed to do reconnaissance
essentially an immobile fire position. missions and not drawn out combat. The American players
German will find themselves bottled up but still full of speed. This
1. All German units may start set-up anywhere indicated on speed and mobility can save the Americans from close
the map; this includes the house in the center of the map assaulting German infantry but the Americans will eventual-
(with the line through it). ly have to fight it out.The M8s 37mm canister round is par-
Gamemaster ticularly deadly against infantry at close range - having sev-
1. Victory Conditions eral of these rounds per armored car can make things much
American The Americans must get someone to the platoon better for the American player. Perhaps the best strategy for
commanders radio in order to radio for help. It can be any the Americans is to use the M8 Greyhounds as bait to draw
American soldier; Apache Underhill is simply the best man the Germans away from where Apache is making his moves.
cut out of the job. Once at the jeep, an American soldier must The obvious way to do this is to drive around, fire guns, and
spend an acton radioing for help. This call will automatically give the Germans something to deal with right at the start of
be received at Troop HQ. Help will arrive d6 turns later and Turn 1. A natural response for all but the most veteran gamers
consist of two M8 Greyhound Armored Cars. The GM should is to engage the perceived threat first - thus giving Apache the
make it clear to the American players that the Recon platoon best odds to make a run for the destroyed jeep and the radio.
must still hold out/fight it out until help arrives. Once the M8s The Germans of course have no idea of the
arrive, the Americans have essentially won the scenario. American orders, but the best chance of success is spreading
However, if the GM feels like the forces are still equal he may out and sweeping the entire board. This not only extends the
elect to have the sides fight it out to the death. German flanks, it gives the best chance of not letting any
German Simply, the Germans must eliminate the American American slip in behind the front ranks. The panzershreck in
forces in their entirety or cause the American players to sur- this scenario is the German gold nugget. Its utilization will be
render. pivotal as the German player will need it against the M8s but
2. Players controlling Apache should be encouraged to play yet cannot afford to lose it either.
creatively in order to fulfill his mission. When we playtested The name of the scenario comes from a time hon-
this scenario the very first time, Apache slipped passed the ored event from Menekaunee, Wisconsin, just across the
Germans by swimming down the man-made canal (indicated Menominee River. Many of the local residents on both sides
on the map). If Apache decides to swim, he will move his nor- of the river (residents of both Wisconsin and Michigan)
mal 5 an action. Note that Apache is still considered imbibe in spirits at the local taverns. The Menekaunee Death
Concealed even while swimming. Walk is a recreational event only the toughest residents can
survive. PFC Apache Underhill in this scenario has his own
Historical Outcome death walk, but instead has to deal with deadly Germans.
This is a fictional scenario but one that has a fairly Apache must rely on his backwoods Michigan skills to sur-
firm historical base. As US Cavalry Reconnaissance units vive this death walk!

Easy Eight Enterprises, 1999 Fury On The Fatherland


American Setup Area

German Setup Area


Milk Run Gone Sour
orders
Date: April 14, 1945
Time: 1630 hrs.
Location: Near the Weisse-Elster River, Germany
Background: US Cavalry Reconnaissance units often
stretched miles ahead of their parent units when advancing
through Germany. A fast and speedy advance guaranteed
American commanders the tactical and strategical opportu-
nities of seizing vital positions. For enlisted Recon crews, a
fast advance usually meant having the first crack at liberat-
ed German food, wine, and souvenirs. While the last days
of the war were generally a milk run for US Recon
troops, danger still lurked around every bend.
Orders: Seize the crossroads indicated on the map.
Game Length: 15 Turns

forces available
US Recon of 28th Cav. Recon. Squadron, 6th Cavalry Group Pattons Household Cavalry, US Third Army

Two US Recon Sections each with,

One Veteran US Recon Team,


1 NCO Leader with M-3 Grease Gun SMG and Binoculars ML 14-0
1 Radioman with M-3 Grease Gun SMG and Walkie-Talkie ML 13
2 Scouts each with M-1 Carbine SLR ML 13
1 M8 Greyhound Armored Car

Two US Recon Scout crews each with,


1 Driver with M-1 Carbine SLR ML 13
1 Spotter with M-1 Carbine SLR, Binoculars, and Walkie-Talkie ML 13
1 Gunner with M-1 Carbine SLR ML 13
1 Recon Jeep with .30 Cal MMG
All American infantry are armed with two Mark IIAI Frag Grenades

Special Rules
1. All US Recon units must start the game mounted and
enter on road.
2. All Recon radio rules are in effect.

Easy Eight Enterprises, 1999 Fury On The Fatherland


US Enter Road Here.
Milk Run Gone Sour
orders
Date: April 14, 1945
Time: 1630 hrs.
Location: Near the Weisse-Elster River, Germany
Background: In the last days of the once proclaimed
Thousand Year Reich, confusion and chaos ruled what
was left of Germanys dwindling armed forces. In the field
combat troops surrendered in droves to the Allies or desert-
ed en masse. Behind the shrinking German lines, German
military police struggled with the impossible task of round-
ing up deserters and returning them to the front lines. At a
vital crossroads, a desperate German military policeman
must organize a last-ditch defense from a rag-tag group of
German soldiers.
Orders: Do not let the crossroads fall into enemy hands.
Game Length: 15 Turns

forces available
Soldaten of Kampfgruppe Veranstalter

Feldwebel Veranstalter with MP-40 SMG ML 16-1

One Regular German Kampfgruppe with,


1 Asst. Squad Leader with StG-44 SMG ML 11-0
1 Radio Operator with P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
2 Gunners with MG-42 LMG ML 10
2 Asst. Gunners with Kar 98k Rifle and extra ammo ML 10
11 Riflemen with Kar 98k Rifle ML 10
2 Riflemen with Kar 98k Rifle and Panzerfaust 60 ML 10
All standard German infantry are armed with two Stielhandgranate 39 Stick Grenades

Special Rules
1. All rules for Veranstalter are in effect.
2. German forces may only set-up as designated on the
map.

Easy Eight Enterprises, 1999 Fury On The Fatherland


German Start Line
Milk Run Gone Sour
Gamemasters Special Rules the GM is!
American More Germans What is fun about playing the Germans in
1. All US Recon units must start the game mounted and enter this scenario pack is that they are desperate and never seem
on road. Remember the US Recon units are of course ready to have enough to get the job done. If German reinforcements
for combat, but interviews with US cavalrymen have told us are desired (or needed), throw in a group of stragglers who
that men were still lax. This was mostly actualized in armored happen upon the action. German reinforcements should be
car crews hanging out of their vehicles in an unbuttoned just enough to make the game continue in a competitive man-
state. To simulate this the GM may wish to require all ner - probably a 1/2 or Full Squad.
armored cars to enter the game Crew Exposed (CE).
2. All Recon radio rules are in effect. This is a great scenario Designers Notes
to try out the new radio rules! This scenario is just a downright donnybrook of a
German fight. Because the US Recon have to seize the crossroads,
1. All rules for Veranstalter are in effect. they are forced to come within the German killing zone.
2. German forces may only set-up as designated on the map. Here, speed is of little advantage to the US Recon - they must
duke it out with the Germans entrenched at the crossroads.
Canister and/or HE for the Greyhounds 37mm main gum is
Historical Outcome obviously the rounds of choice. Conversely, the Germans
Though this particular engagement is a fictional, the want to take out the American armored cars for the same rea-
28th Cavalry Reconnaissance Squadron, 6th Cavalry Group son - the Greyhounds main gun.
did advance to the Weisse-Elster River. Passing through the This scenario is also a good starting point for a mini-
89th Infantry Division, Recon elements managed to capture a campaign involving either a US Recon Platoon or Troop. The
key bridge spanning the river on April 14, 1945. end goal of the mini-campaign could be the bridge the 28th
While Pattons Household Cavalry were busy rac- Cavalry Reconnaissance Squadron took on April 14. Several
ing forward and capturing key landmarks, Patton himself was scenarios (basically German speedbumps comprising
up to his old ways. On the same day (April 14), Patton was in small, yet desperate holding forces) can be played to see if the
Mainz, Germany where he was guest at a ribbon cutting cer- US Recon units can bust through to the bridge.
emony for a new bridge over the Rhine. When handed a pair Ultimately, this scenario points out out the fact that
of scissors to cut the ribbon, Patton replied, give me a god- US Recon units can be at a disadvantage when cornered into
damn bayonet, Im not a goddamn tailor! a fight. Additionally, the German hero makes this scenario
fun for the Germans as well; Feldwebel Veranstalter, though
possessing semantic hero abilities (i.e. his organizational
Game Options abilities is more reflected by the player running him), cer-
Better German Leader The German leader assisting tainly helps give the feeling that every German is a sniper!
Veranstalter is only an Asst. Squad Leader with out a Good Luck!
Leadership Modifier. Though he does help Rally, the addition
of a Leadership Modifier of -1 helps give the Germans anoth-
er leader who can direct fire. This option slightly favors the
Germans.
M20 Instead of M8 Feel free to substitute one of the M8s
for a M20. This will give the US Recon unit the opportunity
to possibly call in some artillery on the German defensive
position. In such a case the Contact number is per the SCR
619 Off-Board Contact Number; Availability: 12. Though the
Germans have favorable cover, this option heavily favors the
Americans.
Here Comes The Cavalry? If things are going bad for the
Americans, they can always call for help. This is obviously
up to the GM, but a good GM should reward good thinking.
If reinforcements are to arrive, force the Americans to radio
for the help. Of course, loss of the armored cars will make
this even more difficult. What reinforcements arrive will be
determined by who actually is contacted and how generous

Easy Eight Enterprises, 1999 Fury On The Fatherland


German Start Line

US Enter Road Here.


All That Glitters
orders
Date: April 15, 1945
Time: 1420 hrs.
Location: Near Merkers, Germany
Background: Shortly after crossing the Rhine, elements of
Pattons Third Army discovered an immense cache of Nazi
gold and looted art stashed in a salt mine at Merkers.
Approximately 400 Reichsmarks worth of gold bars were
neatly stacked row after row. Rumors of more gold and
treasure caches nearby soon spread like wildfire through the
Third Army and soon the hunt was on. In a frenzy, GIs
searched far and wide for the hidden riches of the Third
Reich!
Orders: Find any gold cache(s); if any gold caches are in
American possession at game end, some GIs leave the war
as very rich men! Game Length: 14 Turns

forces available
GIs of 6th Cavalry Group Pattons Household Cavalry, US Third Army

Fastball Freeman with 6 Mark IIAI frag grenades and M1 Carbine SLR ML 14-0

One US Recon Platoon with,

Three Veteran US Recon Teams each with,


1 NCO Leader with M3 Grease Gun SMG and Binoculars ML 14-0
1 Radioman with M3 Grease Gun SMG and SCR 536 Walkie-Talkie ML 13
2 Scouts each with M1 Carbine SLR ML 13
1 M8 Greyhound Armored Car

Five Veteran US Recon Scout Jeeps each with,


1 Driver with M1 Carbine SLR ML 13
1 Spotter with M1 Carbine SLR, Binoculars, and SCR 536 Walkie-Talkie ML 13
1 Gunner with M1 Carbine SLR ML 13
1 Recon Jeep with .30 Cal MMG

One Veteran US Recon Command Jeep with,


1 Driver with M1 Carbine SLR ML 13
1 Platoon Commander/Spotter with M1 Carbine SLR, Binoculars, and SCR 536 Walkie-Talkie ML 16-1
1 Radioman with M1 Carbine SLR and SCR 619 Radio ML 13
1 Recon Jeep
All American infantry are armed with two Mark IIAI Frag Grenades

Special Rules turn; however, the American players may choose any of
1. All rules forFastball Freeman are in effect; replace any their units to come onto the board in whatever order they
one US Recon cavalryman with Fastball, except for the wish. Simply place an US Recon unit on the board (players
Platoon Sgt. and the Platoon Commander. choice) anytime an American card is drawn. After Turn 1,
2. One of the US Recon Teams must substitute their NCO all US Recon units must move on their own card.
Leader (14-0) for the Platoon Sgt (15-1). 4. All American infantry are armed with two Mark IIAI
3. All US Recon units must enter the game table on the first frag grenades.

Easy Eight Enterprises, 1999 Fury On The Fatherland


6th Cavalry Group Enter on Board Turn One Here
All That Glitters
orders
Date: April 15, 1945
Time: 1420 hrs.
Location: Near Merkers, Germany
Background: During the last months of WWII and the
Third Reich, Nazi leaders went to great lengths to ensure
that gold reserves and looted art were safely stashed in
underground caches. Usually stored in bunkers and often
protected by loyal and elite troops, many top Nazis hoped
these caches would provide them with a bargaining chip at
wars end. Of course, these treasure caches would be worth-
less if the enemies of the Reich discovered their hidden
locations!
Orders: Defend the treasure caches to the last man; do not
let them come under the possession of the enemy.
Game Length: 14 Turns

forces available
Soldaten of VII Armee

One Regular German Platoon Command with,


1 Platoon Commander with StG-44 AR ML 14-2
1 Platoon Sgt. with MP-40SMG and Panzerfaust 60 ML 13-1
1 Radio Operator with P-38 Walther Pistol ML 10
1 Asst. Radio Operator with Kar 98k Rifle ML 10
2 Platoon Runners with Kar 98k Rifle ML 10

Two Regular German Squads each with,


1 Squad Leader with MP-40 SMG ML 12-1
1 Asst. Squad Leader with MP-40 SMG and Panzerfaust 60 ML 11-0
1 Gunner with MG-42 LMG ML 10
1 Asst. Gunner with Kar 98k Rifle and extra ammo ML 10
6 Riflemen with Kar 98k Rifle ML 10
All standard German infantry are armed with two Stielhandgranate 39 Stick Grenades

One Elite German Sturm Squad with,


1 Squad Leader with StG-44 AR ML 15-1
7 Riflemen with StG-44 AR ML 14

Special Rules 3. The Elite German Sturm Squad is a hand-picked team of


1. There are two caches on the map/ game table: one with SS troops whose mission is to protect the gold and art for
gold and looted art, the other stored with poison gas. GM their SS masters. They will fight to the death to protect the
determines where each cache is located on the map/game gold and the looted art.
table.
2. Germans may start anywhere indicated on map, including
inside the caches; see GM.

Easy Eight Enterprises, 1999 Fury On The Fatherland


Germans Start any-
where on the map.
GM will place all
caches.
All That Glitters
Gamemasters Special Rules hem and rumors surrounding the imminent fall of the Third
American Reich. American soldiers were already noted for their love of
1. All rules forFastball Freeman are in effect; replace any Nazi souvenirs and the huge press reports about Merkers only
one US Recon cavalryman with Fastball, except for the added to the problem. For the last month of the war, Germany
Platoon Sgt. and the Platoon Commander. Fastball may thus became one big scavenger hunt for more Nazi treasures.
be attached to either a Recon Jeep or an armored car; natu-
rally though he would be best suited per his special skills if Game Options
riding in a Recon Jeep. Need A Good Mechanic? For an interesting spin, try adding
2. One of the US Recon Teams must substitute their NCO the Recon mechanic hero, Bolt Kennison and his special
Leader (14-0) for the Platoon Sgt (15-1). The Platoon Sgt. armored car.
rode in one of the armored cars where he acted as not only More Bad Guys If desired, the GM can add more nasty SS
as an individual armored cars Loader and Commander, but troops or replace the Regular infantry with Elite infantry.
also as the armored car section leader. WWII vets have indi- Fanatic SS Another option would be to make the Elite
cated that the Platoon Sgt. was not always present in his Sturm Squad totally Fanatic.
armored cars do to his Platoon Sgt. duties. If desired a GM Berliner Bear This is a great scenario to add Berliner
may wish to work this fact into the scenario. Bear. The GM can simply attach him to the Elite Sturm
3. All US Recon units must enter the game table on the first Squad and give him the same mission of protecting the gold
turn; however, the American players may choose any of and looted art. Or, the GM may wish to let the German play-
their units to come onto the board in whatever order they ers use him in any manner they see fit.
wish. Simply place an US Recon unit on the board (players Booby Traps A nasty booby trap or two may be placed at
choice) anytime an American card is drawn. After Turn 1, the entrance to one of the caches. A trip-wire activated anti-
all US Recon units must move on their own card. personnel mine would be particularly brutal and make
4. All American infantry are armed with two Mark IIAI American GIs think twice about searching for gold! What
frag grenades. kind or type of booby trap is let to the imagination of the GM
German - which is part of the fun of being the GM in the first place!
1. There are two caches on the map/ game table: one with German Vehicles The GM may wish to throw in some
gold and looted art, the other stored with poison gas. GM German vehicles. Though German tanks were virtually non-
determines where each cache is located on the map/game existent in US Third Armys sector, adding a SdKfz. 251
table. Halftrack, a Mk.IV, or even a Tiger tank adds a whole new
2. Germans may start anywhere indicated on map, including dimension to the scenario - and trouble for the GIs to boot!
inside the caches; see GM.
3. The Elite German Sturm Squad is a hand-picked team of Designers Notes
SS troops whose mission is to protect the gold and art for This scenario obviously has a Kellys Heroes feel
their SS masters. The Sturm Squad will fight to the death to to it. We plead guilty on this. Yet, the fun thing about this sce-
protect the gold and the looted art. These troops should be nario is that GIs actually did mount their own little treasure
close to the gold and looted art; it is up to the GM as to hunts all throughout Germany. As US Cavalry
where these troops are allowed to set-up. Reconnaissance units were generally the first to fight and the
Gamemaster first to explore, we naturally thought US Recon troops would
1. Hidden Movement - if not playing Double-Blind, the be perfect for such a scenario. We encourage making this sce-
German locations and movement should be indicated on a nario fit whatever similar ideas you might already have. We
map until spotted by American forces. hope you have fun with this one!

Historical Outcome
The last two months of the war found much of the
nasty secrets of the Third Reich come to light. The Allies not
only liberated tens of thousands from the notorious concen-
tration camps, they also found vast treasures from the coun-
tries the Germans had conquered and then looted. The stash
at Merkers was one of the largest found - so large and
immense that Eisenhower personally came to inspect the find
personally.
The gold found at Merkers only added to the may-

Easy Eight Enterprises, 1999 Fury On The Fatherland


Germans Start any-
where on the map.
GM will place all
caches.

6th Cavalry Group Enter on Board Turn One Here


Tracks Of A Bear
orders
Date: Apri 23, 1945
Time: 1345 hrs.
Location: Near Regensburg, Germany
Background: The drive through Germany continues on.
Though the Third Reich is teetering on the brink of defeat,
American forces continue to gobble up territory. Pattons
US Third Army is fast approaching Czechoslovakia and the
advancing Soviet armies so securing every mile key. One
approach to the Czech border is through the town of
Regensburg. Yet, this town and the road leading to it must
first be captured.
Orders: Advance up the Regensburg road and exit the road
on the opposite edge of the table.
Game Length: 10 Turns

forces available
US Recon of 3rd Cavalry Group, US Third Army

Two US Recon Sections each with,

One Veteran US Recon Team,


1 NCO Leader with M3 Grease Gun SMG and Binoculars ML 14-0
1 Radioman with M3 Grease Gun SMG and SCR 536 Walkie-Talkie ML 13
2 Scouts each with M1 Carbine SLR ML 13
1 M8 Armored Car

Two US Recon Scout Jeeps each with,


1 Driver with M1 Carbine SLR ML 13
1 Spotter with M1 Carbine SLR, Binoculars, and SCR 536 Walkie-Talkie ML 13
1 Gunner with M1 Carbine SLR ML 13
1 Recon Jeep with .30 Cal MMG
All American infantry are armed with two Mark IIAI Frag Grenades

Special Rules
1. All US Recon units do not have to start the game mount-
ed but must enter as indicated on the map.
2. Both M8s must clearly announce to the GM before the
scenario begins what each M8s 37mm main gun is loaded
when enters play on Turn 1. M8 players may wish to begin
the game unloaded if desired.

Easy Eight Enterprises, 1999 Fury On The Fatherland


Americans may enter the board
anywhere on the botton edge of
the board up to the road.
Tracks Of A Bear
orders
Date: April 23, 1945
Time: 1345 hrs.
Location: Near Regensburg, Germany
Background: The situation is critical. American units are
racing through the Fatherland at breakneck speed. A collec-
tion of SS Officer Candidates and instructors form the base
defense force in this sector. Orders call for every house and
road to be defended to the last round! For Fuhrer and
Fatherland!
Orders: Deny the Amerikaners the village and hence the
road running through it.
Game Length: 10 Turns

forces available
Soldaten of VII Armee

Berliner Bear with P-08 Luger Pistol ML 18

One Veteran German Sturm Squad with,


1 Squad Leader with StG-44 AR ML 14-1
7 Riflemen with StG-44 AR ML 12

One Veteran German Panzerjager Team with,


1 Jager with Panzershreck and P-38 Walther Pistol ML 12
1 Jager ith Kar 98k Rifle, P-38 Walther Pistol and d6 Panzershreck rounds ML 12
1 Jager with Kar 98k Rifle, P-38 Walther Pistol and Panzerfaust 60 ML 12

One Veteran German Sniper Team with,


1 Sniper with Kar 98k Rifle with Scope ML 12
1 Spottter with StG-44 AR and Binoculars ML 12

One Veteran German MMG Team with,


1 Gunner with MG-42 MMG and Walther P-38 Pistol ML 12
1 Asst. Gunner with Kar 98k Rifle and Walther P-38 Pistol ML 12
1 Spotter with MP-40 SMG and Walther P-38 Pistol ML 12
All standard German infantry are armed with two Stielhandgranate 39 Stick Grenades

One Immobilized PzKfw. VI Tiger

Special Rules track and when doing so he works twice as fast (two man
1. All rules for Berliner Bear are in effect. actions spent for every action working on the track). The
2. A German Tiger tank has hit a mine a few hours earlier Tigers five man crew starts the scenario outside of the tank
and thrown a track; though it makes a nice roadblock, and is trying to replace the track.
attempts to replace the track are underway. The Tiger fortu- 3. The Tiger has additional problems. Its 88mm main gun is
nately was carrying a spare track. It will take 12 man damaged and cannot be fired. The Tiger may however use
actions to replace the track. Berliner Bear may repair the its MGs.

Easy Eight Enterprises, 1999 Fury On The Fatherland


Germans may start any where
on the board.
Tracks Of A Bear
Gamemasters Special Rules now have the ability to attempt to call up some artillery sup-
American port ( Availability: 8). If this option is selected, be sure to
1. All US Recon units do not have to start the game mount- make the M20 roll ato see if it is carrying a bazooka.
ed but must enter as indicated on the map. Different German Vehicle Instead of having the Germans
2. Both M8s must clearly announce to the GM before the fixing a Tiger, have them fixing a different type instead of
scenario begins what each M8s 37mm main gun is loaded GMs choice. A SdKfz 251 Halftrack or a PzKfw IV ausf. H
when enters play on Turn 1. M8 players may wish to begin are both good alternatives.
the game unloaded if desired. More Americans If players or a GM feel the scenario is a
German bit weighted in favor of the Germans, simply add an addi-
1. All rules for Berliner Bear are in effect. tional US Recon Scout Jeep or a US Recon Team in a M8
2. A German Tiger tank has hit a mine a few hours earlier Greyhound or M20 Armored Car.
and thrown a track; though it makes a nice roadblock, The GenCon 99 Version Used the exact same map and
attempts to replace the track are underway. The Tiger fortu- orders but slightly different forces (which is the only modi-
nately was carrying a spare track. It will take 12 man fication):
actions to replace the track. Berliner Bear may repair the US
track and when doing so he works twice as fast (two man 1 M4 Sherman
actions spent for every action working on the track). The 1 M10 Tank Destroyer
Tigers five man crew starts the scenario outside of the tank 2 M3 Halftracks
and is trying to replace the track. 2 Veteran Infantry Squads
3. The Tiger has additional problems. Its 88mm main gun is Platoon Commander
damaged and cannot be fired. The Tiger may however use Platoon Sgt
its MGs. Bazooka Gunner
Gamemaster Bazooka Loader
The Tiger The GM should not disclose the Tigers situa-
tion as to its main gun being knocked out and the whole German
track replacement issue. Use the Tiger to create fear in the As per the German orders sheet.
players running the US Recon units. Skillful GM play can
produce that which GMs love to hear: the infamous Oh Designers Notes
CRAP! or other related expletives A variation of this scenario was showcased at
GenCon 99 and was a huge hit. In one game session, the
Historical Outcome American players were certainly surprised to see the big
This scenario is really more of a What If type Tiger just sitting there in the middle of the road. New
scenario than a historically accurate one. The war in Battleground player Paolo from Milan, Italy thought the
Germany at the end of the war was a crazy circus of bizarre Tiger was knocked out and therefore ignored it. He instead
tales and stories. This scenario is influenced by this and engaged German Panzerjagers with HE rounds from his M10
attempts to create the same bizarre tall -tale feel. Imagine, Tank Destroyer. Meanwhile the German Tiger crew scram-
an M20 living to tell the tale of how a Tiger nearly killed it bled into the vehicle while Berliner Bear (a GenCon crowd
or how an M8 got a lucky AP round into a Tiger and blew it favorite by the way) slapped the remaining track portions on
sky high! These types of possibilites really mirror the kinds the Tiger. Suddenly,the Tiger belched smoke and the turret
of stories many GIs not only told but experienced first-hand began to rotate. Paolos eyes widened.....the Tiger was com-
as well. ing alive! After exchanging a couple of misses, the M10 and
its buddy Sherman tried a flanking maneuever around the
Game Options Tiger. However, the American tanks walked right into the
Tigers Main Gun Works This is a brutal game option Panzerjagers kill zone and both were brewed-up in the same
but a fun one nevertheless! Recommended for gamers who turn, ending the game (nice play by the German panzerjagers
desire a quick, bloody, and one-sided game! - you know who you are)! There were many other good gam-
No German Sniper The sniper can be removed to the ing sessions involving this scenario and great play by those
scenario. This option favors the Americans as the M8 com- participating. A ton of fun! We hope to see many of you at
manders can now pop their heads up for a better view at less GenCon in Milwaukee next year!
danger of being killed. Special thanks to Kyle Jamison, the original
M20 Armored Car Replace one of the M8s with an M20 Berliner Bear, who created and designed this excellent sce-
armored car; this heavily favors the Americans as they will nario.

Easy Eight Enterprises, 1999 Fury On The Fatherland


Germans may start any where
on the board. The Tiger Tank
must start where indicated. The
left track is damaged as per
scenario.

Americans may enter the board


anywhere on the botton edge of
the board up to the road.

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