Close Combat PDF
Close Combat PDF
Close Combat PDF
Game Reference
Close Combat Keyboard Quick Reference
You can choose commands and expand or scroll the Close Combat View Area using the following
key combinations and sequences:
Issue a Move command Select a team, then press Z Select a team, then press Z
Issue a Move Fast command Select a team, then press X Select a team, then press X
Issue a Fire command Select a team, then press C Select a team, then press C
Issue a Smoke command Select a team, then press V Select a team, then press V
Close Combat
Chapter 1
You can choose to exercise “super” control over your troops by setting soldiers in
the “always obey orders” mode before starting a game, but you can’t switch them
out of this mode during play, and gains made this way usually lead to increased
casualties and decreased team performance. For more information, see the section
titled “Who’s in Control? You Choose.”
Chapter 2
System Requirements
The following table shows the minimum system requirements for playing Close
Combat in Windows 95 and on the Macintosh.
Minimum Windows 95 Minimum Macintosh
System Configuration System Configuration
Personal computer with Pentium Macintosh with PowerPC
processor processor
8 megabytes RAM 12 megabytes RAM
(16 MB recommended) (16 MB recommended)
20 MB of free hard disk space 20 MB of free hard disk space
2X CD-ROM drive 2X CD-ROM drive
640x480x256-color video (800x600 13-inch monitor (15-inch or
higher resolution recommended) or larger monitor recommended)
Sound card Sound Manager 3.1
(recommended but not required)
9600-baud modem (for dial-up 9600-baud modem and MacTCP
head-to-head play) 2.0.6 (for dial-up head-to-head play)
Microsoft Windows 95 operating Apple System 7.5. and QuickTime
system 2.1 (for playing QuickTime videos)
Network card (for head-to-head Network card (for head-to-head
Local Area Network play) Local Area Network play)
Headphones or speakers
Boot Camp
Close Combat’s Boot Camp includes scenarios you can use to learn
and practice the skills you need to play, and win at, Close Combat.
Maneuvers
Maneuvers are single battles, such as Off The Beach 1, that represent
actions from the Normandy Campaign. At the end of each battle in
maneuver play, the Debriefing screen appears; you must return to the
Command screen and choose another Maneuver, Campaign, or Replay
to continue playing.
Campaigns
A Campaign consists of all six Close Combat operations played in a
continuous sequence. During campaign play, each of these six opera-
tions is composed of several battles. For example, during campaign
play, the Off The Beach operation is composed of one to three battles.
The number of battles you fight depends on your success; if you don’t
win a battle, you may find yourself fighting for the same terrain
againjust as the 29th and 352nd Divisions did in the Normandy
Campaign.
Replays
Replays are “movies” of a battle you played and saved. You can create
Replays at the end of a battle (Maneuver or Campaign), or when you
choose to end a battle, by using the Save Replay button on the Debrief-
ing screen. You can jump in and start playing a Replay at any point
during playbackas soon as you issue a command, you’re playing the
game.
On the Command screen, click to select the game options you want:
1 Click Boot Camp (basic training), Maneuvers (to fight single battles),
Campaign (to fight all battles sequentially), or Replays (to play previously
completed battles).
Choosing any of these options displays a scrollable list from which you can
choose the training scenario or action you want to play.
Maneuvers is the default setting.
2 Select the training exercise, battle, Campaign (new or saved), or Replay you
want.
3 Select the side you want to fight on (American or German).
American is the default setting.
4 Select one-player or two-player game.
When you start Close Combat, the default setting is one-player—you choose
the side you want to play, and your computer plays the enemy side. Click the
Two-Player button to connect by way of a modem or network with another
player.
5 Select the level of difficulty you want for the upcoming game: Easy, Normal,
Hard, or Custom.
The default setting is Normal.
6 Click Begin to load the game. The game starts in Deploy mode.
7 Examine the game map, drag your teams to the positions you want, then click
Begin again to start game play.
Once you begin play, you issue commands (Move, Move Fast, Fire, Smoke,
Defend, or Hide) until you win or lose.
When the game is over, Close Combat tells you who won, then the Debriefing
screen appears, summarizing the results of the battle. From this screen you
can save any completed game as a Replay.
If you have played a Maneuver (single-battle) game, you can return to the
Command screen and select another battle. If you’re playing a Campaign
game, you can choose to play the next battle in the Campaign.
During Boot Camp training, you follow the directions in the training messages
appearing on the screen. You continue through the exercise by performing the
action it prescribes. You can quit at any point during Boot Camp by choosing
Abort Battle from the Game menu (File menu on the Macintosh). Close Combat
Boot Camp consists of the following five exercises:
Viewing Terrain
The terrain-viewing exercise covers the screen elements in the View Area (play
area). It shows you the landscape and how to move around the map to see the
battle.
Infantry Strategies
This exercise lets you try a few basic strategies that you can use in the battles. It
briefly explains soldier behavior and the best ways to use tanks.
Armor Strategies
This advanced exercise gives you a chance to use all the skills you’ve acquired in
the previous exercises. You practice using all the commands while you fight a
sample battle. If you think you already know most of the basics and want to give
game play a try, run this exercise first.
Maneuver Play
When you start a Maneuver, the Game screen appears with Close Combat in
Deployment mode. You use this mode to move your teams where you want them
(on your side of the battle line) before you begin the battle. Once you have
deployed your teams, you begin the battle, and issue commands until you win,
lose, click End Battle, or choose Abort Battle from the Game menu (File menu on
the Macintosh).
At the end of each Maneuver, the Debriefing screen appears. This screen summa-
rizes the results of the just-completed battle. From the Debriefing screen, you can
either display the Debriefing Details screen, save the Maneuver for replay, or go
to the Command screen. Once back at the Command screen, you can choose to
play another Maneuver, start a new or saved Campaign, or select a Replay.
To win at maneuver play, you need only win a single battle. You can take more
chances during a Maneuver than you should during a Campaign because you
receive fresh teams after playing a Maneuver. Because you keep the same teams
throughout the Campaign (although you may receive replacements for killed or
wounded soldiers), the cohesion of your teams at the end of each battle is carried
over to the next battle.
Campaign Play
When you start a Campaign, the Game screen appears with Close Combat in
Deployment mode. You can deploy your teams where you want them (on your
side of the battle line), then begin the battle. When the battle starts, you issue
commands until you win, lose, click End Battle, or choose Abort Battle from the
Game menu (File menu on the Macintosh).
When the battle is over, the Debriefing screen appears. From the Debriefing
screen you can choose to display the Debriefing Details screen, then play the next
battle, or you can skip the Debriefing Details screen and move straight to the next
battle.
Which battle you play next depends on whether you win (decisive, major, or
minor victory) or lose (decisive, major, or minor defeat) and which side you’re
playing on. If you are playing as the Americans:
• You skip ahead two battles if you score a decisive victory.
• You skip ahead one battle if you score a major victory.
• You play the next battle if you score a minor victory.
• You play the same battle if you suffer a minor or major defeat.
• You play the previous battle if you suffer a decisive defeat.
You cannot skip over the first battle on a new map, nor can you back
up to a previous map. Advances and regressions are possible only with
multiple battles on the same map. For example, since Across the Aure
1 and Off the Beach 3 are on different maps, winning Off the Beach 3
decisively as the Americans will still take you to Across the Aure 1 just
like a minor victory would, but in much less time than it would take for
a minor victory.
The two exceptions are Across the Aure 1 and Across the Aure 3. The
Americans only get one chance to cross the Aure bridge in Across the
Aure 1. If they fail, they must take a detour to Bricqueville to fight
Across the Aure 3. In Across the Aure 3, the Germans get one chance
to launch a major counterattack. Unless the Americans get a major or
decisive victory, play will progress to Across the Aure 4, but the
amount of time that elapses between the battles will vary with the level
of victory.
During campaign play, Campaigns are automatically saved when each
battle ends. If you exit Close Combat at the end of a battle during
campaign play, Close Combat displays the next battle when you restart
your Campaign.
If you save a Campaign as a Replay, only the battle you were playing is
saved for Replay. If you save Hedgerows! 2 as a Replay, you only play
Hedgerows! 2 when you load the Replay. When you finish playing
Hedgerows! 2 as a Replay, the game is over; if you want to complete
the Campaign, you need to start the saved Campaign.
If the completed operation is the last operation, then you are shown a
final video that congratulates the winner and offers advice to the loser.
To win at campaign play, you need to complete all six operations on or
before the actual date on which Saint-Lô was secured. Remember that
the condition of your teams at the end of each campaign battle is very
important because you keep the same teams throughout the Campaign;
you probably won’t want to play as aggressively as you would in
maneuver play.
Replays
You can choose to play back any game saved as a Replay. When you You can start a game by
replay a saved game, you watch the action until the game is over. Or, double-clicking the appropriate
you can issue a command that stops the Replay and lets you play the title in the scrollable list.
game to completion.
Command Screen
The Command screen is the first screen that appears when you start Close
Combat. You use the Command screen to select the type of game, side, number of
players, and level of difficulty. The Command screen consists of the elements
described in the following sections.
Menu Bar
Three items appear on the Close Combat menu bar: Game (File on the
Macintosh), Options, and Help. The menu bar appears on all four Close Combat
screens.
Game Buttons
Four game buttons appear on the Command screen; the button you select
determines what is displayed in the scrollable list. The four buttons are:
Boot Camp button When you click the Boot Camp button, the available training
exercises appear in the scrollable list.
Maneuver button When you click the Maneuver button, the available
Maneuvers (single battles) appear in the scrollable list.
Campaign button When you click the Campaign button, the available
Campaigns appear in the scrollable list. When you first start Close Combat, there
are no Campaigns in the scrollable list; nothing appears in the scrollable list until
you start a Campaign and complete the first battle. After you complete the first
battle, the Campaign is automatically saved and appears in the scrollable list.
Replay button When you click the Replay button, the available Replays appear
in the scrollable list. As with Campaigns, no Replays appear in the scrollable list
when you first start Close Combat; there are no Replays to list until you create
them.
Side Buttons
Two side buttons appear on the Command screenthe American and German
side buttons. Click either button to select the side you want to play.
Number Of Player Buttons
Two Number Of Player buttons appear on the Command screenOne Player or
Two Player. Clicking the One Player button means you play against Close
Combat’s artificial intelligence; clicking the Two Player button means you want
to play another person using a local area network or modem.
Level Of Difficulty Buttons
You use the four Level Of Difficulty buttons to determine how hard a game will
be to win. For a two-player game, the initiator controls the settings for both
players. For example, if the initiator chooses Easy, then the opponent’s level of
difficulty is Hard; conversely, if the initiator chooses Hard, the opponent’s level
of difficulty is Easy. The initiator can also choose Custom settings for both
players in the Custom Difficulty dialog box. The four buttons are:
Easy button Choosing Easy gives your side the advantage, making it stronger
in numbers, weapons, and physical and psychological status, while making the
enemy forces weaker, with poorer-quality troops. Your teams may be stronger, but
this doesn’t guarantee you will win; poor leadership on your part can dissipate
your advantage.
Normal button Choosing Normal balances both sides, based on the historical
order of battle, in numbers, weapons, and physical and psychological status. The
historical order of battle reflects the actual distribution of troops in the Normandy
Campaign.
Hard button Choosing Hard puts your side at a disadvantage because you
receive a weaker force than the enemy. Selecting Hard tests your fighting skill to
the maximum.
Custom button Choosing Custom lets you refine the level of difficulty.
Scrollable List
The scrollable list is the portion of the Command screen used to display Boot
Camp exercises, battles (Maneuvers), Campaigns, and Replays.
Status Bar
The status bar displays the current selections made in the Command screen.
Begin Button
When you click the Begin button, Close Combat starts a game based on the
selections you’ve made.
Game Screen
You use the Game screen to play Close Combat; the Game screen appears when
you click Begin on the Command screen. The Game screen consists of the
following:
• View Area
• Toolbar
• Command menu
• Game monitors
View Area
The View Area is the portion of the Game screen you use to play Close Combat.
The battle map appears in the View Area; the map shown depends on the battle
you play. You can scroll the battle map in the View Area by moving the mouse
pointer to the edge of the Game screen. For example, if you move the mouse
pointer to the right side of the Game screen, the battle map scrolls from right
to left.
You deploy your teams and issue commands in the View Area. When the Game
screen appears, the View Area is set to normal view; you’ll want to use this view
most of the time. However, you cannot see the entire battle map in normal view,
which can make monitoring a battle difficult. You can zoom out to display the
entire battle map in the View Area, but doing so can make issuing commands
more difficult.
To make monitoring a battle easy while using normal view, the Game screen
includes five monitors you can use to “see” what’s happening on the portion of
the battle map not in view. These monitors can also help you move around the
View Area more quickly than scrolling.
The battle map itself is composed of various terrain types that reflect the real
terrain of the Normandy Campaign. All of the buildings on the battlefield are
wooden or stone. The buildings all have roofs; however, the roof is “cut away” so
you can see inside. If there are shell craters within the walls of a building, this
indicates that the portion of the roof above the craters has been blown away.
Buildings or locations with flag symbols are Victory Locations. As the
Americans, capturing Victory Locations is your primary goalit’s how you win
the game. As the Germans, holding Victory Locations, and pushing back the
Americans, is your primary goal. Structures with German flags are American
Victory Locations; structures with American flags are German Victory Locations.
If you have teams engaged in a battle for a Victory Location, the flag will be half
German and half American. When you capture a Victory Location, your flag flies
over it.
Toolbar in
Toolbar Game Play
The Close Combat toolbar on the right side of the View area contains buttons Mode
you can click to change your view of the game screen, and to issue orders to Toolbar in
friendly units. The buttons on the toolbar vary, depending on whether you are in Deployment
Deployment mode or Game Play mode. For specific information on toolbar Mode
buttons and how to use them, see “Using the Toolbar.”
Command Menu
You use the Command menu to issue commands to friendly units. The Command
menu appears when you point at a unit, then click and hold down the mouse
button. To issue a command to the selected unit, you drag toward you to select the
command you want on the menu, then release the mouse button. For specific
information on the Command menu, see “Issuing Commands.”
The monitors you see while playing Close Combat depend on your screen
settings. If you play in 640x480, you see only the Team, Soldier, and Message
monitors. If you play in 800x600, you also see the Overview monitor; if you play
in 1024x768 or greater, you also see the Zoom monitor.
Before describing how to use the monitors in Close Combat, it’s important to
understand how color is used in the Team, Soldier, and Message monitors. Color
is used to indicate quality in the Team and Soldier monitors and to indicate
urgency in the Message monitor. The color green represents good condition in the
Team and Soldier monitors. In the Message monitor, white indicates the lowest
message priority.
In the Team and Soldier monitors, the color red indicates the terminally lowest
qualitydead. Red indicates the highest message priority in the Message monitor.
Team Monitor
The Team monitor lists the teams that compose your fighting force
during a battle. The Team monitor lists all your teams; each team is
represented by a panel. Each panel consists of fields that list the team
name, team type, team quality, current status, and the enemy threat
indicator. For more information on using this monitor during a game,
see “Using the Team Monitor.”
The following sections describe the fields that compose the Team
monitor.
Team Icon
The team icon is a graphical depiction of the personnel or vehicle that composes
the team. For example, a group of soldiers indicates an infantry team, while two
soldiers with a mortar indicate a mortar team. Vehicles include tanks, tank
destroyers, halftracks, or other vehicle teams.
One to four gold bars are displayed in the upper-right corner of the team icon.
These bars indicate the team’s overall quality; the more bars, the higher the
team’s quality. Team quality does not represent the team’s firepower; it represents
the team’s effectiveness as a unit, which is based on the team’s average experi-
ence and base morale. Experience ranges from elite (most experienced) to
conscript (least experienced). Base morale is the team’s morale at the start of a
battle and represents the soldiers’ willingness to fight.
If a team starts a Campaign with minimal quality but enjoys success in a given
battle, the team can increase in quality, reflected by more gold bars in subsequent
battles. Conversely, elite teams can lose quality when killed or wounded team
members are replaced with new soldiers. If the replacements perform well, the
team quality can improve back to elite.
When you start a Campaign, your name is entered as your side’s leader. You are
made a member of an elite team; you can never be killed, although you may be
wounded or incapacitated for the duration of a given battle. If you are playing a
Campaign, your wounds heal miraculously so you are ready for the next battle.
Teams are rated according to the following attributes:
Attribute Description
Stress Each team is tracked for having undergone stressful events. These
events include:
Gun Attack—Fired at by artillery.
Ambushed—Attacked by unknown enemy while exposed.
Outnumbered—More enemies than friendly teams are seen.
Tank Attack—Fired at by a tank.
Encircled—Fired at from opposite sides.
Exposed—Pinned by fire in poor cover.
Anti-Stress These events help reduce the effect of stress:
Outnumbering—More friendly teams than enemy teams.
Ambushing—Catching an enemy team in the open.
Cohesion—The overall fighting ability of the team. As the team
suffers losses and stress accumulates, the cohesion of the team is
reduced. Reduced cohesion means the fighting ability of all
soldiers on the team is reduced. The team’s cohesion rating is
represented by the background color in the Team Type panel; as
with all color in Close Combat, green is good (high cohesion), red
is low, and black indicates terminally low cohesion.
Orders—The order given the soldier by the Close Combat AI or the
player.
Order Strength—The force of the order based on the overall
leadership of the side, with a bonus if the player issued the order.
Action—What the team is currently doing, which may or may not
be what you commanded it to do. For more information, see “Close
Combat Game Theory” in Chapter 1, “About Close Combat.”
Leader Rank
An insignia indicates the team leader’s rank. The leader of any given team can be
either the leader of only that team, or the leader of several teams. You are the
highest-ranking leader as company commander, but there are also platoon, squad,
team, and assistant team leaders. Platoon leaders command four or more teams,
squad leaders command two to four teams, and team leaders command only their
own team.
If a leader is incapacitated, the subordinate leaders are “promoted” to fill the
vacancy left by the incapacitated leader. The lowest level of leader is assistant
leader (infantry) or assistant (vehicle); if either of these lowest-level leaders is
incapacitated, an enlisted man is “promoted” to take the incapacitated leader’s
place.
If no insignia is displayed, the team is commanded by a team leader. Team leaders
can affect only the men on their team; they cannot rally men on other teams. If an
insignia is displayed, the team is commanded by a squad leader (or higher).
Squad leaders can affect the men on all the teams under their command.
You can also determine a team leader’s rank in the hierarchy by the size of the
leadership circle that surrounds each team leader. If the circle is thick, the team
leader is also the company commander. A medium-sized circle represents a
platoon leader. If the circle is thin, the leader is a squad leader. Leadership quality
is indicated by the color of the circle, ranging from green (best) to red (worst).
Team Type
The team’s type is displayed against a color background; the color reflects the
team’s current cohesion. The basic team types are:
• Tank (tank, tank destroyer, or motorized artillery)
• Vehicles (halftrack, armored car, or light vehicle)
• Gun (antitank, artillery, flak, infantry gun)
• Machine Gun (MG42, .30 cal, .50 cal)
• Mortar (8 cm, 60 mm)
• AT Infantry (Bazooka, Panzerschreck)
• Heavy Infantry (Assault, Sturmgruppe)
• Medium Infantry (BAR)
• Light Infantry (Rifle)
• Scout (Recon)
• Sniper
Current Command
The command you most recently issued to a team is displayed beneath the team
type, unless the command has already been carried out or the team has decided to
disobey it. Commands are displayed in color; if the text is green, the team is
following the orders you issued. Red text indicates the team is intentionally acting
against the command you issued due to local battlefield conditions. White text
indicates you have issued no commands to the team, or the command you previ-
ously issued has been completed. In this case, the team will go into Defend mode
(Ambush for the Germans) and select targets of opportunity based on local
battlefield conditions.
Enemy Threat Indicator
The rosette to the right of the team type and current orders is the enemy threat
indicator. The indicator is an eight-sided rosette; the eight points of the rosette
represent eight compass points: north, northeast, east, southeast, south, southwest,
west, and northwest.
These eight points are green at the start of the game and change to red when a
team is threatened by the enemy. A team is threatened when it either sees, or is
fired upon by, the enemy. For example, if one of your teams sees enemy troops to
the north, the north point of the rosette turns red. If your team is taking fire, both
the appropriate compass point and the center of the rosette turn red.
When you start a game, all American teams scan for threats using a 90-degree arc
aimed west (the direction of the Germans); all German teams scan for threats
using a 90-degree arc aimed east (the direction of the Americans).
If you issue a Defend command to a team, you manually set the arc the team uses
to scan for threats. A blue circle appears, which you use to set the width of the arc
the team uses to scan for threats.
This arc is used to scan the terrain for cover and potential ambush points; the scan
arc works in the same manner as the scan for threats. For example, at the start of a
game, all American teams scan in a 90-degree arc aimed west and all German
teams scan in a 90-degree arc aimed east.
When you start a game, your teams start scanning for both threats and cover. For
example, if a team starts in the middle of an open field, they scan for cover within
their scan arc, then move toward the closest available cover. If there is a stone
fence twenty meters away and a stone building fifty meters away, the team will
move to the stone fence; even though it provides less protection than the stone
building, as it’s closer to the team. However, if the team’s threat scan reveals an
enemy threat, the team may move back to different cover, as the stone fence may
not protect against fire from the enemy’s direction.
A team’s scan arc changes when you issue a Move or Move Fast command. When
you issue one of these commands, the team scans 45 degrees to either side of the
compass heading the team is ordered to move on. For example, if you order a
team to move north, it will scan 45 degrees to the left of north (west and north-
west) and 45 degrees to the right of north (east and northeast).
Soldier Monitor
The Soldier monitor lists the soldiers that compose
each team in your fighting force. Selecting a team
in the Team monitor displays the team members in
the Soldier monitor. The Soldier monitor lists
soldiers’ health, fatigue level, and emotional state,
along with their weapons and ammunition. For
more information on using this monitor during a
game, see “Using the Soldier Monitor.”
The Soldier monitor displays panels for all members of the selected team. A Team
panel also appears in the Soldier monitor; the Team panel consists of fields
summarizing the vehicle or infantry team. There is a Vehicle Team panel and an
Infantry Team panel. To view all the soldiers in the monitor, use the scroll bar.
Each soldier is continuously monitored and rated throughout the game. Soldiers
are rated on the following abilities.
Ability Description
Physical Increases ability to withstand injury and perform tasks without
becoming rapidly fatigued
Mental Improves reaction time when ambushed, ability to repair and
unjam weapons, and ability to learn quickly from combat
experience
Leadership Increases team cohesion, which reduces the chance that other
soldiers in the leaders team will break and run
Morale Decreases likelihood of a soldier being panicked or suppressed by
enemy fire
Experience Improves use of cover, weapons, and ammo selection, and
decreases chance of being injured
Skill Improves probability of hitting targets
During campaign or maneuver play, the interaction of these rated abilities and
enemy fire results in states the game tracks for each soldier. These states are
displayed in the Soldier monitor.
State Description
Health Each soldier starts the game healthy; a soldier’s health obviously
declines if he’s injured.
Suppression One effect of incoming fire is to make a soldier keep his head
down and not return fire.
Morale State Makes a soldier more susceptible to disobeying commands and
more likely to surrender.
Below the Vehicle or Infantry Team panel is a crew (vehicle) or soldier (infantry)
panel for each member of the selected team. These panels are composed of fields;
these fields are described in the following section.
Smoke Indicator A vehicle can fire smoke shells only if it has the Smoke
symbol.
Vehicle Condition There are seven vehicle conditions; the condition text is
color-coded to match the actual condition. The following table lists the condition
text and associated color.
Condition text Text Color
Operational In battle-ready condition. Green
Damaged Some of crew injured, weapons Orange
damaged, or speed reduced.
Immobilized Vehicle can no longer move. Red
Abandoned Crew has left the vehicle or is dead. Red
Burning Vehicle is on fire. Red
Exploded Vehicle has exploded and crew inside Red
is dead.
Burned Out Vehicle has burned. Red
Status Fields These fields list the weapons with which the vehicle is armed.
Vehicle weapons are color-coded; green indicates the weapon is operational, red
indicates it’s not operational. Each vehicle may have one or more of the following
weapons.
Status field Description
Main Gun The vehicle’s primary weapon. For example, on a Tiger tank, the
main gun is an 88-mm high-velocity cannon.
Bow MG Bow-mounted machine gun.
Coax MG Coaxial-mounted machine gun.
Mobility The vehicle’s current mobility; the vehicle is either mobile or
immobile.
AA MG Antiaircraft machine gun.
Current Order Same as Current Order in the Team monitor. The last order you
issued, or the last order the team has decided to carry out, is displayed. Again, the
same color-coding is used; green indicates the team is following the order you
issued, and red indicates the team is acting against your order, based on local
battlefield conditions.
Team Effectiveness & Firepower The small graph indicates the team’s weapons
rating in both antipersonnel (Anti Pers.) and antitank (Anti-Tank) fire power. A
team’s firepower is based on the weapons it carries and the effectiveness of the
team. Note that most weapons’ effectiveness drops as the range increases.
Firepower is listed according to range; range is indicated in tens of meters (20,
40, 80, 160, 320, and 640 meters). Colored bars indicate the team’s firepower at
each range. A green bar means high firepower, and red means low firepower; the
other Close Combat colors indicate relative degrees of firepower. A gray dash or
black line shows that the unit is not capable of delivering that type of fire. For
example, if an infantry team has gray lines in the Anti-Tank portion of the graph,
it means the team has no antitank weapons.
Note that most German infantry teams have antitank capabilities even though the
team may not have any antitank weapons listed in the Soldier monitor. This
reflects the fact that many German infantrymen were issued Panzerfausts along
with their primary weapon. When German units encountered tanks or other
vehicles, soldiers could put down their rifles and use the Panzerfaust. This proved
effective against the American forces in the Normandy Campaign, since the
Americans never knew when an antitank weapon might be deployed against
them.
Smoke Indicator A team can fire smoke shells or throw smoke grenades only if
it has the Smoke symbol.
Soldier Panels
There is a Soldier panel for every team member; these panels are the same for
both vehicle and infantry teams. The Soldier panel consists of the following
fields:
Rank Icon An insignia indicating the soldier’s rank.
Name The soldier’s surname, as selected from a list of American or
German names.
Current Action Displays what the soldier is doing. The current action text is
color-coded; green indicates the soldier is following an order you issued, red
indicates the soldier is taking action that countermands your order, and white
indicates that no order has been issued and the soldier is acting on local battlefield
conditions. The following table lists all the messages that can appear as current
actions.
Current action Description
Moving Soldier is moving.
Resting Soldier is too tired to do anything but rest.
Loading Soldier is loading his weapon.
Aiming Soldier is aiming his weapon or waiting for loader to finish
loading.
Firing Soldier is firing his weapon.
Taking Cover Soldier is looking for better cover.
Assaulting Soldier is moving forward and firing.
On Watch Soldier is looking for targets.
Holding Fire Soldier has loaded weapon and sees a target, but chooses
not to fire.
Suppressed Soldier is suppressed by enemy fire (takes cover), but will
still fire.
Pinned Soldier is pinned down by enemy fire, hides more than he
shoots.
Cowering Soldier is pinned down, but rarely fires and refuses to
move.
Routed Soldier is running away from the battlefield.
Panicked Soldier is panicked and is seeking cover out of sight of the
enemy.
Unjamming Soldier is trying to clear a jammed weapon.
Assisting Soldier is assisting another soldier with a crew weapon.
Firing/Target Soldier is firing at a specific target.
Firing/Area Soldier is firing at an area or location.
Firing Blind Soldier is firing at a target he cannot see.
Out of Ammo Soldier is out of ammunition.
Can’t See Soldier cannot see target.
Friend Block Soldier’s line of fire is blocked by friendly soldiers.
Gun Broken Soldier’s gun is damaged.
No Target Soldier cannot see a target at which to fire.
Function in Team Describes the soldier’s role on the team. The following table
lists the team functions.
Function Description
Leader Leader of an infantry team
Assistant Assists the driver of a vehicle and fires bow machine gun or is
second in command on an infantry team
Soldat German infantryman
G.I. American infantryman
Cmdr. Commander; leader of a vehicle team
Driver Driver of a vehicle
Gunner Fires vehicle’s main weapon
Loader Loads vehicle’s main weapon
The next three components of the panel describe a soldier’s physical state
(Health), mental stability (Emotional State), and level of fatigue (Fatigue Level).
Only one factor determines a soldier’s physical state: being wounded. The factor
that determines a soldier’s level of fatigue is also simplephysical exertion. For
example, if you issue a command to a heavy mortar team to move fast for a long
distance, the team will be tired when they complete the move. Extended combat
also fatigues soldiers.
The factors that determine a soldier’s mental stability are more complex. Good
team leadership, team success, and lack of suppression fire from the enemy all
contribute positively to a soldier’s emotional state. Conversely, bad leadership,
wounded or killed team members, and heavy suppression fire all contribute
negatively to a soldier’s emotional state.
Health Shows a soldier’s physical state. These states are described in the
following table.
Health Description
Healthy (green background) Soldier is physically able to obey all commands.
Hurt (yellow background) Soldier is slightly wounded; physically able to
obey orders at a reduced level of performance.
Incap. (orange background) Incapacitated; soldier is severely wounded and
unable to obey commands.
Dead (red background) Soldier is terminally disobedient.
Emotional State Shows a soldier’s mental stability. The states are described in
the following table.
Emotional state Description
Berserk (red text on Soldier is irrational and disregards
black background) personal safety to attack the enemy.
Fanatic (orange text Soldier is slightly irrational and takes
on black background) chances to be a hero.
Heroic (yellow text on Soldier fights aggressively and is capable
black background) of heroic acts.
Stable (black text on Soldier’s default setting; in full control of
green background) emotions.
Panic (black text on Soldier is emotionally unstable and must
red background) be rallied to become effective.
Routed (black text on red Soldier is running away from the
background) battleground.
Fatigue Level Shows a soldier’s level of fatigue. The states are described in the
following table.
Fatigue level Description
Rested (green background) Soldier is well rested.
Winded (yellow background) Soldier is temporarily out of breath but will
recover quickly.
Fatigued (red background) Soldier is so tired that his performance is affected.
Ammo Rounds The number of rounds of the listed type the infantryman or crew
member has in his possession.
Message Monitor
The Message monitor lists messages sent by your
teams; you can use these messages to monitor
what’s happening to your teams. You receive
messages when teams complete moves, when
teams come under fire, and when a tank hits a
target. For more information on using this
monitor during a game, see “Using the Message
Monitor.”
The message text is color-coded according to the importance of the message; red
indicates the most important messages while green indicates the least important.
You can filter out less important messages if you want. You filter messages using
the five color-coded Message Filter buttons at the top of the Message monitor.
Overview Monitor
The Overview monitor displays a zoomed-out view of the
battle map. This monitor appears only if you play at 800x600
resolution or higher. For more information on using this
monitor during a game, see “Using the Overview Monitor.”
Zoom Monitor
When the View Area is in normal mode, the Zoom monitor
displays a zoomed-in view of the mouse pointer position in
the View Area. When the View Area is zoomed in or zoomed
out, the Zoom monitor is blank.
Debriefing Screen
The Debriefing screen appears at the end of each battle (unless you selected Abort
Battle, in which case the Command screen appears). You use the Debriefing
screen to see the results of the just-completed battle. You also use this screen to
go to the Debriefing Details screen, back to the Command screen, to the next
battle (Campaign only), or to save a battle as a Replay. The Debriefing screen
consists of the elements described in the following sections.
Victory Information
This portion of the Debriefing screen displays the side that won and the type of
victory (decisive, major, or minor).
Score Summaries
Two score summaries appear on the Debriefing screen: one for the American
Army and one for the German Army. These summaries display the points each
side earned based on casualties inflicted and terrain captured. Total points are also
displayed; they are the sum of points each side has earned. For details on points,
see “Scoring.”
Details Button
Clicking this button displays the Debriefing Details screen. For more information,
see “Debriefing Details Screen.”
Historical Timeline
The Historical Timeline shows you how long it took the Americans to advance
from Omaha Beach to Saint-Lô. This is the timeline you compete against during
campaign play. If you play as the Americans, your goal is to secure Saint-Lô in 43
days or less. If you play as the Germans, your goal is to force the Americans to
take more than 43 days to secure Saint-Lô.
Command Screen Button
You use the Command Screen button to display the Command screen.
Save Replay Button
You use the Save Replay button to create a Replay. A Replay is a completed battle
that you can play back; at any time during playback you can start issuing com-
mands, which stops the playback and gives you the opportunity to complete the
game as if it were a Maneuver. For more information, see “Replays.”
Play Next Battle Button
You use the Play Next Battle button only during a Campaign. You click this
button to start the next battle in the Campaign without displaying the Command
screen.
Return Button
When you click the Return button, the Debriefing screen appears. For more
information, see “Debriefing Screen.”
Color Scale
The color scales shows the range between good (green), bad (red), and dead or
destroyed (black). These colors, along with text, are used throughout the Close
Combat monitors to indicate a soldier’s health, fatigue level, emotional state,
experience, and morale; the colors are also used to indicate a team’s cohesion and
quality. Color is used to indicate the importance of messages, too.
Side Buttons
Two Side buttons appear on the Debriefing Details screen: American and
German. Clicking the American button displays all American soldiers in the
Debriefing table; clicking the German button displays all German soldiers in the
table.
Debriefing Table
The Debriefing table consists of rows and columns; the soldiers under your
command are listed in the rows. Columns representing the soldier’s health, status,
scoring, and performance delineate each row into fields.
Text (characters and numbers), symbols, and colors are used, individually and in
combinations, to indicate a soldier’s health, status, scoring, and performance.
Rank and Name The first two columns in the Debriefing table are not labeled.
The first column displays the soldier’s rank; rank is indicated by the insignias
used by the U.S. and German armies during World War II. The second column
displays the soldier’s surname.
The remaining columns in the table are labeled; each labeled column is described
in the following sections.
Health Both text and symbols are used to indicate a soldier’s health; the text
and symbols used are:
OK The soldier is healthy.
+ The soldier is slightly wounded.
++ The soldier is seriously wounded (incapacitated).
KIA The soldier was killed in action.
Flag A white flag indicates the soldier was captured.
The next five show the status of each soldier’s ability to lead, level of fatigue,
emotional state, experience, and morale.
Leadership Leadership indicates the ability a soldier has to lead his team, rally
his team, and rally other teams. Color is used to show a soldier’s leadership
ability. Green indicates the highest leadership ability, while black indicates the
lowest. An arrow symbol is used to indicate whether leadership ability increased
or decreased as a result of the just-completed battle. An up-arrow symbol means
leadership ability went up; a down-arrow symbol means leadership ability went
down.
Physical Condition A soldier’s physical condition reflects the ability to perform
strenuous actions without being fatigued quickly and to withstand injuries that
would stop lesser men. Green indicates the best physical condition, while black
indicates the soldier is dead. This attribute can decrease due to injuries received
during combat and is indicated by a down arrow.
Mental Condition A soldier’s mental condition reflects the ability to react
quickly to battlefield conditions, to learn from those experiences, and apply them
the next time. This attribute never changes.
Experience Soldiers gain experience by surviving battles. The amount depends
on how well they perform and how easily they learn (mental condition). Experi-
enced soldiers tend to perform better than inexperienced soldiers. Color is used to
show a soldier’s experience. Green indicates the highest level of experience
(elite), while black indicates the lowest (conscript). Because soldiers can only
gain experience and not lose it, only the up-arrow symbol is displayed.
Morale A soldier’s morale represents how well the soldier can withstand the
terrors of the battlefield and remain an effective fighter. This attribute can
increase (up arrow) or decrease (down arrow) based on the amount of stress and
how well the soldier handles it. Green indicates the highest morale while black
indicates the lowest.
The next five fields show you how the soldier performed in terms of scoring in
the just-completed battle.
Tanks Killed Two numbers may be displayed in this field; the top number
indicates the number of tanks a soldier destroyed (or helped destroy) in the
just-completed battle, while the lower number is the cumulative total of tanks
destroyed during a Campaign.
Guns Killed Two numbers may be displayed in this field; the top number
indicates the number of guns a soldier destroyed (or helped destroy) in the
just-completed battle, while the lower number is the cumulative total of guns
destroyed during a Campaign.
Soldiers Killed Two numbers may be displayed in this field; the top number
indicates the number of enemy soldiers a soldier killed in the just-completed
battle, while the lower number is the cumulative total of enemy soldiers killed
during a Campaign.
Acts of Bravery Two numbers may be displayed in this field; the top number
indicates the number of brave acts a soldier performed in the just-completed
battle, while the lower number is the cumulative total of brave acts performed
during a Campaign.
Cowardice Two numbers may be displayed in this field; the top number indi-
cates the number of times a soldier acted cowardly in the just-completed battle,
while the lower number is the cumulative total of times a soldier acted cowardly
during a Campaign.
The next six fields indicate how a soldier performed in terms of medals won.
Medals are awarded for acts of bravery and for being wounded.
Medal of Honor (American) Highest medal awarded to U.S. military personnel.
The number displayed is the cumulative total of medals awarded during a
Campaign.
Distinguished Service Cross (American) Awarded for bravery. The number
displayed is the cumulative total of medals awarded during a Campaign.
Silver Star (American) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Bronze Star (American) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Combat Badge (American) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Purple Heart (American) Awarded to wounded soldiers. The number displayed is
the cumulative total of medals awarded during a Campaign.
Knight’s Cross (German) Highest medal awarded to German military personnel.
The number displayed is the cumulative total of medals awarded during a
Campaign.
Cross In Gold (German) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Iron Cross 1st (German) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Iron Cross 2nd (German) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Assault Badge (German) Awarded for bravery. The number displayed is the
cumulative total of medals awarded during a Campaign.
Wounded Badge (German) Awarded to wounded soldiers. The number displayed
is the cumulative total of medals awarded during a Campaign. Note that unlike
the Purple Heart, the Wounded Badge is awarded only to soldiers severely injured
or maimed in combat.
Starting Games
The following sections provide instructions for starting Maneuvers, Campaigns,
and Replays.
German Strength
You use this list box to select the strength of German forces; the available l
evels of strength are: very strong, strong, average (default setting), weak, and
very weak.
To select German strength
1 Click the button next to the German Strength text box.
2 The strength list appears with Average displayed in the text box and list box.
3 Click the up or down button next to the strength list to display the strength
you want.
4 Point at the strength you want.
The strength you want is selected.
6 Click OK.
The New Campaign Game popup disappears and your new
Campaign is added to the scrollable list.
7 Click Begin.
The Deployment video plays, then the Game Play screen appears.
Remember, when the Game Play screen first appears, the game is in
Deployment mode.
8 Move your teams to the locations you want, then click Begin.
The first operation of the Campaign begins.
Starting Replays
When you start a Replay, you can choose to end playback and take
command of the game at any time by issuing a command.
To start a Replay
1 On the Command screen, click the Replay button.
The saved games (Replays) appear in the scrollable list.
2 In the scrollable list, double-click the name of the Replay you want
to play back.
The Replay begins to play back.
3 If you want to take command of the Replay, issue a command
(Move, Move Fast, Fire, Smoke, Defend, or Hide).
Close Combat tells you that it’s ending playback and you are
taking command.
Scoring
Close Combat scores games based on casualties inflicted (incurred) and Victory
Locations captured (held). Casualties and Victory Locations captured are scored
as shown in the following tables.
Killed or
Americans Wounded Captured
Soldiers 2 4
Light vehicles (trucks, 5 10
personnel carriers, and halftracks)
Artillery 10 20
Heavy vehicles (tanks, tank 20 40
destroyers, and motorized artillery)
Victory Locations NA 1 to 100
Killed or
Germans Wounded Captured
Soldiers 3 6
Light vehicles (trucks, 7 15
personnel carriers, and halftracks)
Artillery 15 30
Heavy vehicles (tanks, tank 30 60
destroyers, and motorized artillery)
Victory Locations NA 1 to 100
If you capture a Victory Location and are not routed off the field, you receive all
of the points for that location. For example, if the Americans capture a Victory
Location worth 20 points and hold it until the game ends, the Americans receive
20 points.
If you start a battle holding a Victory Location and hold it throughout a battle, you
receive half of the points for that location. For example, if the Germans hold a
Victory Location worth 20 points throughout the game, the Germans receive 10
points when the game ends.
If both sides hold the same Victory Location, the Germans and Americans divide the
points for that location. For example, if the Germans hold a 20-point location at the
start of a battle, and the Americans and Germans are still fighting for possession of
the location when the battle ends, the Americans receive 10 points (one-half of the
total) while the Germans receive 5 points (one-quarter of the total).
The number of points assigned to each Victory Location depends on the strategic
value of the location. Locations with nominal strategic value are worth 1 to 19
points, locations with moderate strategic value are worth 20 to 39 points, and
locations with vital strategic value are worth 40 to 100 points. The strategic value of
any Victory Location is indicated by the size of type that marks it; the larger the
type, the higher the strategic value.
If one side is routed or chooses the End Battle button, the opposing side receives
one-quarter of the points for all Victory Locations held by the team choosing to end
the battle.
Deploying Teams
The game first begins in Deployment mode. During this time you can move your
teams to any legal location within your setup area. For example, you can’t deploy
tanks in buildings or soldiers in rivers. There are three types of setup areas: Enemy
Controlled (dark grey), “No Man’s Land” (light grey), and Friendly (no shading).
To deploy a team, select it with the mouse, then drag the team to its destination and
release the mouse button. All the members of the team will deploy to take advantage
of the terrain in and around the location you select.
When you have finished deployment, click Begin to start the battle.
Issuing Commands
No matter what kind of game you choose—Maneuver, Campaign, or
Replay—you can issue six commands to your teams: Move, Move Fast,
Fire, Smoke, Defend, and Hide. To issue a command to a team, you need
to perform these three steps:
1 Point at a unit, then click and hold down the mouse button.
Clicking a unit or a soldier in a unit selects the unit. The Command
menu appears when you point at a unit or a soldier in a unit and hold
down the mouse button.
2 While you hold down the mouse button, drag toward you to select
the command you want from the menu, then release the mouse
button.
3 Drag to draw a line from the unit to its destination or target, then
release the mouse button.
4 Drag the destination line from the team’s current location to the
destination you want.
5 Click the mouse button again to place a destination marker.
When a team completes a successful move, the Message Monitor
displays the message “Redeploying Successful” and the destination
marker disappears.
The target line is red if nothing blocks the team’s line of sight or
line of fire to the target. If the target line changes to dark red, the
team has line of fire but their line of sight is blocked. If the target
line changes from red, or dark red, to black, the team’s line of sight
is blocked at the point at which it turns black.
5 Click to place a target marker.
If the target marker is green, you can fire smoke. If the target
marker is black, the target is out of range. When you fire smoke
shells or throw smoke grenades, the smoke lasts approximately one
minute, and is thickest when the rounds first go off. Smoke plumes
are as wide as they are tall. Because the game assumes that a light
wind is blowing from west to east, you should keep the smoke
between your team (or teams) and the enemy. Time your smoke
rounds and assault with these factors in mind.
No message is displayed when you choose the Smoke command.
When you issue a Defend command, the View Area displays a defense
marker that indicates the team is defending. By default soldiers look
for the best cover, then plan for possible ambush.
You use the scan arc to tell your soldiers where to watch for the enemy.
Using a wide scan arc means the team must spread out to scan effec-
tively. A spread-out team is more susceptible to enemy fire because
soldiers may not use the terrain to their best advantage. For example, if
you set the defend scan arc at 270 degrees to the east, soldiers may use
terrain that protects them from fire coming from the northwest or
southwest. However, these soldiers are vulnerable to fire from the
eastthe direction from which enemy fire is most likely to come.
Deployment Mode
In Deployment mode, the toolbar looks like the figure at left.
Toolbar in Deployment Mode
The Deployment mode toolbar buttons perform the following functions:
Zoom In (+) magnifies an area on a game map to get a closer look at
the terrain. There are three zoom levels: the closest view (almost
directly overhead), the normal view (a “bird’s eye” view), and the
farthest view (that you might see from a plane). Each time you click
this button, the view zooms in one level.
Zoom Out (–) reduces the size of the map so you can see more of it in
the view area. There are three zoom levels: the closest view (almost
directly overhead), the normal view (a “bird’s eye” view), and the
farthest view (that you might see from a plane). Each time you click
this button, the view zooms out one level.
Begin starts the battle with the troops in position as you have deployed
them. This button is available only in Deployment mode.
Force Morale in Deployment mode displays the initial cohesion—the
willingness of the soldiers to fight—for both sides. The color and
length of the bars in the Force Morale monitor reflect the average
physical and mental status of teams on both sides. The bars start out
green and change color to reflect the status of each side. As a bar
changes to yellow or red, it becomes shorter. If the bar representing
your side turns red and your opponent’s stays yellow or green, you
lose. If both sides’ bars turn red or both stay yellow, the victor is
determined based on which side has taken the fewest casualties and
gained the most ground.
red (the most important) messages do not appear in the monitor; you click the red
button again to make these messages reappear. You can click more than one filter;
If you click the red and orange message filters, both red and orange messages
disappear from the monitor.
Pausing a Game
To pause during game play, press F3 (Windows 95), press COMMAND+P
(Macintosh) or choose Pause Game from the Game menu (Windows 95), or File
menu (Macintosh). The game pauses automatically when you:
• Display a menu
• End or stop a battle
• Press F1 for Help
You can instantly pause and minimize Close Combat in Windows 95 by clicking
the Minimize button. When your “civilian duties” are complete, you can resume
your battle by clicking the Close Combat button at the bottom of the screen.
On the Macintosh, you can instantly pause and minimize Close Combat by choos-
ing Hide Close Combat from the Finder menu on the right side of the menu bar. To
resume play, choose Close Combat from the Finder menu.
Ending Games
You can end a Close Combat game in three ways:
• You can end any game by clicking the End Battle button on the
Toolbar. If you choose to end a battle, you suffer a minor, or worse,
defeat. The Debriefing screen appears, summarizing the ended
battle’s results.
• You can stop any game using the Abort Battle command on the
Game menu (Windows 95) or File menu (Macintosh). Unlike
ending a battle, stopping a battle carries no penalty for the side
choosing to stop. The Command screen appears when you stop any
game; stopped battles are not saved as part of a Campaign.
• You can exit Close Combat using the Exit command on the Game
menu (Windows 95) or using the Quit command on the File menu
(Macintosh).
Ending a Game
You use the End Battle button to end any game without exiting Close
Combat. However, ending a battle is the equivalent of withdrawing
from the battlefield; the side choosing to end any battle automatically
suffers a minor defeat or worse.
To end a game
1 On the Toolbar, click End Battle.
A popup appears asking if you’re sure you want to forfeit the battle.
2 In the popup, click Yes. If you click Yes, you lose.
The popup and the Game screen disappear, and the Debriefing
screen appears.
Stopping a Game
To stop any game and return to the Command screen without exiting
Close Combat, you use the Abort Battle command. Stopping a game
carries no penalty to the side choosing to stop; unlike ending a battle,
the side choosing to stop does not automatically suffer a defeat.
Instead, the Command screen appears, and no victor is determined. If
playing a Campaign, the stopped battle is not saved.
To stop a game
1 From the Game menu (Windows 95) or File menu (Macintosh), To stop a game using the
choose Abort Battle. keyboard without exiting Close
A popup appears asking if you’re sure you want to stop the battle. Combat, press ALT, G, A or
CTRL+A (Windows 95), or
2 In the popup, click OK. COMMAND+A (Macintosh).
The popup and the Game screen disappear, and the Command
screen appears.
Saving Games
You can save any Close Combat battle as a Replay. You can create
Replays at the end of a battle, or when you choose End Battle from the
Toolbar. Replays are created using the Save Replay button on the
Debriefing screen.
Campaigns are automatically saved at the end of each battle as a saved Campaign.
You can also save a Campaign battle as a Replay; however, you can replay only
the last completed battle of the Campaign. For example, if you complete the
Hedgerows! 3 battle during a Campaign (named Campaign1) and save it as a
Replay named Replay1, then Hedgerows! 3 (Replay1) is the only battle you can
replay. (Replay1 appears in the scrollable list when you click the Replay button.)
Campaign1 is saved in the scrollable list of Campaigns.
Playing Head-to-Head
For information on head-to-head play, see the README file on the Close
Combat CD-ROM, or look in the online Help Head-to-Head topic.
Troubleshooting
For more troubleshooting information, see the README file on the Close
Combat CD-ROM, or look in the online Help Troubleshooting topic.
Getting Help
Close Combat provides two kinds of Help information:
• The online Help file with general information on a large number of
game-related topics, including extensive information on weapons.
• Context-sensitive Help on specific game features. The Help file
supplements these brief pop-up descriptions.
Chapter 3
Tactics
This chapter describes tactics and provides game tips you can use while playing
Close Combat.
Basic Tactics
You can use three basic tactics in Close Combat:
• Flanking
• Shoot it out
• Frontal assault
Flanking
The first basic tactic you can use is to try and flank the enemyattack them from
the side. For example, suppose an enemy rifle team is positioned behind a stone
wall. The wall offers excellent protection against rifle, machine gun, and light
artillery fire. However, using these weapons against the team behind the wall
suppresses themit makes them keep their heads down and minimizes return
fire. After the enemy is suppressed, you can send another team around the
enemy’s flank. When your flanking team reaches its position, it can enfilade the
enemy’s position.
Shoot It Out
The second basic tactic is to just “shoot it out” with the enemy. You should use
this tactic when you can bring superior forces and firepower against the enemy;
all other things being equal, the side with superiority in numbers and firepower
will eventually prevail.
Frontal Assault
The third basic tactic is the frontal assault. This tactic exposes your troops to the
greatest risk, but can be successful if you can get your team (or teams) within
grenade range without taking heavy losses. If you choose to make a frontal
assault, you should first deploy teams to provide suppression fire. Next, you
should fire smoke rounds along the path of the assault. After you’ve laid a smoke
screen, you can send a team (or several teams) charging at the position you want
to capture.
When you fire smoke rounds, the smoke lasts approximately one minute; the
smoke is thickest when the rounds first go off. Smoke plumes are as wide as they
are tall. Because the game assumes that a light wind is blowing from west to east,
you should try to keep the smoke between your troops and the enemy. Time your
smoke rounds and assault with these factors in mind.
As the German commander, you shouldn’t defend positions to the last man.
Defend a position as long as you can inflict more casualties than you receive, then
move to another position; force the Americans to attack you and look for opportu-
nities to counterattack.
Infantry Tips
You can use the tips in this section when issuing commands to your infantry
teams. For information on the factors affecting infantry team effectiveness and
performance, see “Monitoring the Game” in Chapter 2, “Setup and Game Play.”
• Don’t order your infantry teams to move through open terrain within the
enemy’s line of sight unless you provide suppression fire.
• Don’t order an assault against an enemy position unless you have numerical
or firepower superiority. You should not order a team of five soldiers with
rifles to assault a position held by 10 enemy soldiers with a machine gun.
• Use smoke to cover the movements of your attacking team or teams. Provid-
ing a covering smoke screen diminishes the enemy’s ability to hit the attack-
ers. This keeps your team’s effectiveness and morale high, which increases
your chances of success.
• Use smoke whenever you can; fire into any smoke that the enemy creates.
• Don’t order mortar or machine gun teams to move as part of an assault. When
teams move mortars and machine guns, their fatigue levels go up; increased
fatigue means the team will respond more slowly to an order to fire and the
fire will be less accurate than that of a well-rested team. You should consider
the deployment of such teams carefully; you’ll want to position them where
they can provide suppression fire for more than one infantry team.
• Don’t order units too far in advance of Victory Locations until these locations
have been neutralized. Doing so is asking for an ambush.
• Make sure you order adequate fire against Victory Locations. Remember, you
don’t necessarily need to hit enemy soldiers to drive them from a position; a
high volume of fire can reduce the morale and effectiveness of an enemy team
to make them panic and run.
• Don’t keep your teams too close together. This makes them more susceptible
to casualties from grenades, mortars, and artillery. Close proximity can create
another problem; if one teams panics, those in close proximity may panic, too.
• Move only one team at a time. This is not an ironclad rule; there may be times
when ordering more than one team to move is an advantage. However, you
want to use as much suppression fire as possible, and teams fire more effec-
tively when they’re not moving.
• Use short moves to protect your teams. Teams that move long distances are
more susceptible to ambush; the enemy may react to a long move by assault-
ing the moving team’s flank. Ambushes and flanking fire reduce effectiveness
and morale. Orders to move a long distance also increase fatigue, which in
turn reduces the team’s effectiveness.
• Don’t order a team to move or fire if their condition is not conducive to the
order. For example, if you order a fatigued team to move fast for a long
distance, their effectiveness, performance, and team quality will drop. The
team is more likely to cower or break; the team’s accuracy of fire will drop.
• Move teams to locations that provide adequate cover. If soldier units feel
overexposed or vulnerable, they may not go to the exact point you’ve
designated.
• Moving fast over short distances allows soldiers to recover and keeps them
from early fatigue. Remember that some foot soldiers can be carrying up to
70 pounds of gear. Running will tire them quickly.
• Note that many Recon (Reconnaissance) team members are armed with
submachine guns. These weapons have a high rate of fire but their effective
range is limited.
Vehicle Tips
You can use the tips in this section when issuing commands to your vehicle
teams. For information on the factors affecting vehicle effectiveness and perfor-
mance, the following table may prove useful.
Attribute Description
Armor The strength and thickness of the armor is rated in eight
horizontal angles and three vertical angles, in addition to
the top and bottom armor. The slope of the armor is
factored into calculation of armor effectiveness. The
vehicle is rated for both the hull and turret armor (if the
vehicle has one). In addition, the passengers and crew are
given protection values based on the type of vehicle (open
top, open rear, unarmored).
Gun Each vehicle can support up to three weapons on both the
hull and the turret. Each of the guns is fired independently
by the vehicular crew.
Fire-Angle Each gun on the vehicle is rated for what angle the gun can
fire at (360 degrees, 180 degrees, 90 degrees, and so on).
Fire outside of that arc will cause the soldier firing that
gun to rotate the hull or turret as necessary in order to fire.
Exposed Each gun is denoted as to whether or not the soldier must
be exposed in order to fire that particular weapon. Being
exposed makes the soldier much more vulnerable to
enemy fire.
Rotation rates The speeds with which the hull and turret can rotate.
Mount type Whether the mount exists, is a fixed mount, or can rotate.
A mount is either the hull or turret.
Mount hit Chance of the hull versus the turret being hit.
Acceleration Rate at which the vehicle accelerates.
Max speed Top off-road speed of the vehicle.
Move type How the vehicle moves (tracked, wheeled, and so on)
Size Profile given the enemy; affects ease of being hit.
Gyrostabilizer Identifies whether or not the vehicle is equipped with a
gyrostabilized gun. A gyrostabilizer improves main gun
accuracy when the vehicle is on the move.
Weapons Tips
You can use the tips in this section when issuing commands to your vehicle
teams. For information on the factors affecting vehicle effectiveness and perfor-
mance, the following table may prove useful.
Attribute Description
Rounds/clip The number of ammo rounds in a clip.
Firing time Time for the shot effect to occur (short for direct fire,
longer for indirect fire).
Chamber load Time to load a round into the chamber (very short for
automatic weapons, longer for bolt action).
Clip reload Time to load a new clip into the gun.
Burst rounds Number of rounds typically fired in one burst for that
weapon.
Weight Weight of the gun.
Clip weight Weight of each clip.
Heat rate Rate at which the weapon gains heat while firing.
Cool rate Rate at which the weapon loses heat while not firing.
Quality Likelihood of the weapon jamming or malfunctioning.
Chances are increased as heat builds up.
Bayoneted Whether or not the weapon has a bayonet.
Assault fire Whether or not the weapon can be used on the run.
Back blast Whether or not the weapon causes a back blast.
Blast size This is rated by ammo type and determines how big a
crater the shot makes. Ammo types are AP, HE, Special,
Smoke, or HEAT. Special refers to unique ammo types
such as APCR, APDS, Canister, and so on.
Blast radius This is rated by ammo and affects the range at which
soldiers can be affected by the blast.
Min range How far away the target must be in order to use the
weapon.
Accuracy The base chance to hit a target with the weapon moderated
by range and ammo type.
Affect What type of damage the shot does versus soldiers,
vehicles, or terrain; rated by ammo and range.
Blast What type of damage the blast from the shot does versus
soldiers, vehicles, or terrain; rated by ammo and range
from the point of the blast.
General Tips
• When a team is shot at or spots an enemy for the first time, the team cancels
its goal. For example, if you issue a Move command and the team is fired on
for the first time, the Move command is canceled.
• If the team leader is wounded or killed, the team’s goal is canceled.
• The more intense the suppression fire, the closer safe terrain must be for a
team to move to that terrain.
• You cannot place individual soldiers, but you can issue a Defend order with a
very narrow scan arc in the direction you want the team to cover. This causes
the team to reevaluate their cover based on the new scan arc, and position
themselves better.
• Rallying troops doesn’t happen immediately. Any leader can help to rally
a soldier; the chance of doing so is based on the leader’s proximity and
leadership ability. A soldier can also rally himself given enough time.
• When you have no specific plan, put troops into defending mode.
• Don’t assume that because you can see the enemy, your soldiers can, too. Hide
your team, but don’t forget about them.
• Set up your teams to enfilade the enemy (catch them in a crossfire)
whenever possible.
Chapter 4
Me
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Soon after the Allies commit to the invasion of France, it becomes clear
that an adequate troop and supply buildup for the landings will take
longer than anticipated. In the interim, the Americans agree to join the
British in invading North Africa, Sicily, and Italy. At the Trident
conference, held in Washington in May 1943, the date for the invasion
of France, known as “D-Day” is tentatively reset for May 1, 1944. Six
months after the conference, Eisenhower is named Supreme Allied
Commander, in charge of overall operations for the invasion. He then
chooses British General Bernard Montgomery to head the combined
Anglo-American ground forces, known as the 21st Army Group. Under
Montgomery’s command are U.S. General Omar Bradley, who leads the
U.S. First Army, and General Miles Dempsey, who is in charge of the
British Second Army. These men will command the troops that will
attempt to storm the invasion beaches and press inland.
re e
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ammunition and reinforcements, are ris
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SaintÐL™
“The beach became strewn with eventually overwhelmed by the increasing numbers of U.S. soldiers.
dead, wounded, and shelter- By late afternoon, the Americans have captured the bluffs and secured
seeking soldiers. They reached the exits from the beach that will later be called “Bloody Omaha,” in
the low stone wall, but the recognition of the 2,000 casualties that the U.S. has suffered there.
safety offered there was
After taking Omaha Beach, the objective of the 29th is to proceed
temporary. Our mortar crews
toward the river Aure, in the direction of their eventual goal, Saint-Lô.
had waited for this moment and
Scattered American units find themselves intermingled as they make
began to lay deadly fire on
their way inland. Just a few thousand yards from the beach, they
preset coordinates along the
encounter stiff German resistance in the villages of Vierville,
sea wall. Mortar rounds with
Saint-Laurent, and Colleville. Although the fighting initially slows
impact fuses exploded on
their advance, the Americans press on toward a line between
target. The shell splinters, wall
Trévières in the east and Isigny in the west.
fragments, and stones inflicted
severe casualties. The waves of The following day, June 7, beach engineers are able to clear enough
attackers broke against our of the wreckage from D-Day to unload some supplies. A day later,
defenses.”
Grenadier Franz Gockel,
describing the carnage
at Omaha Beach
flooded by the Germans. But if the troops of Bradley’s First Army think
they will now have a few days’ triumphant progress inland to Saint-Lô,
“I had no intention of pinning they are mistaken.
down forces at Saint-Lô until
Cherbourg was safely in hand . The British Take The Heat Off
. . . Not until a few days before
the breakout did I lift the On D-Day, and in the days following the invasion, the British Second
prohibition on Saint-Lô.” Army makes a determined assault on Caen. This convinces the
Gen. Omar Bradley Germans that this city, situated amid good tank terrain, is the Allies’
major invasion objective, the key to a future Allied breakout across the
plain running south to Falaise. But Montgomery’s actual objective is
to attract and hold as much German armor in the British sector as
possible. Tying up the Germans on the Allies’ eastern flank will free the
American forces on the western flank to take the port of Cherbourg,
then proceed south, and
Normandy: June 13, 1944 pivot to break out onto
U.S. 82nd the high ground east of
Airborne Division Saint-Lô.
Tau Division
ive
or Dro
m
Caen
yF 25, there are never more than
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ris
Vir
Parachute Division
also aided by the belief of
many German commanders,
including Hitler, that the Normandy invasion is a diversion. The main
invasion, they insist, is still to come at the Pas de Calais. Because of
“Even though we fell back other this, German Fifteenth Army troops that could fight in Normandy
parts of our regiment were still remain stuck in Calais, defending against a landing that never comes.
fighting in the hedgerows. Reinforcements for those German Seventh Army troops who are
Sometimes it was only a actively combating the U.S. and British forces come slowly and
handful of men, but here that sporadically, due to Allied air superiority and the infrastructure damage
could hold up a company.” it causes.
Obergrenadier Karl Wegner,
352nd Infantry Division
they quickly master the art of unloading directly onto Omaha and Utah
beaches, and after a few days are actually moving more supplies than
the British. For Montgomery, the storm has the additional consequence
of delaying his plan to launch a new offensive against the Germans at
Caen.
“Give me ten infantrymen in
this terrain with the proper Allied Improvisation in the Bocage
combination of small arms, As the fighting through the Norman hedgerows drags into weeks of
and we will hold up a battalion close and vicious combat, the immobilized Americans devise new
for 24 hours.” methods and equipment to deal with the bocage. “Dozer tanks”—
Lt. Jack Shea, from Yank Sherman tanks with a bulldozer blade in front—can cut through any
hedgerow, but too few are available to support large-scale operations.
The 29th tries sending engineer squads to place two 24-pound (later
50-pound) explosive charges in the embankment beneath a hedge.
Initial results are promising, but experience in the bocage quickly
reveals that this method is impractical for large-scale operations. One
informal field study shows that a tank company moving 1.5 miles
through the bocage will come up against 34 separate hedgerows,
requiring 17 tons of explosives to do the job.
A more efficient, and more practical, technique is devised, in which
tanks are used to bury smaller charges deeply in an embankment to
increase their explosive force. Crews weld a pair of four-foot-long,
“This was about as bad a place 6½-inch-diameter steel pipes to the front of a Sherman tank. When they
to mount an infantry assault as ram the tank into an embankment, then back away, the pipes leave two
could be imagined, as bad as deep holes for explosive charges. Packing the explosives into empty
clearing out a town house-by- artillery shell cases before placing them in the holes focuses the
house or room-by-room, as bad explosions even more effectively. However, blowing holes in the
as attacking a World War I hedgerows involves one big drawback: The explosions announce to the
trench system. But it had to Germans when and where an attack is beginning, and provide a handy
be done.” aiming point for all types of defensive fire. Any tank that appears in the
Stephen Ambrose, in Band of newly opened breach is a perfectly framed target.
Brothers The Americans try other methods. Some tankers weld bumpers made of
railroad tracks to their Shermans and use them to ram through
hedgerows. Even more successful is a hedgerow cutter devised by
Sergeant Curtis Culin of the 102nd Cavalry Reconnaissance Squadron.
It consists of scrap iron blades welded to the front of a Sherman tank.
Equipped with these tusklike appendages, the retrofitted Shermans
come to be called “rhino tanks,” a name that proves appropriate, as the
rhinos are nearly unstoppable. At a demonstration of the “Culin
Device,” General Bradley is impressed when he sees newly equipped
tanks slice through hedgerows “as though they were pasteboard,
throwing the bushes and brush into the air.”
But all these technical advances aren’t enough to keep the hedgerow
battle from dragging on too slowly. The Americans need a new combi-
nation of technology, tactics, and techniques to speed their progress.
the center field and attack the flanks of the German positions there. This
allows the U.S. soldiers to take more territory while facing less direct
enemy fire.
Overall, the Americans are developing
bocage tactics that enhance their
mobility and improve tank-infantry
communication and cooperation. Out
goes the rulebook tactic of infantry and
armor advancing separately. Instead
they begin to attack simultaneously,
with small units of infantry going after
German antitank crews and taking
ground while the tanks take on enemy
firing positions and strong points too
The local dairy herd was a casualty tough for infantry to handle. Artillery spotter aircraft are an enormous
in the Normandy Campaign help, since the limited line of sight in the hedgerows makes the job of
forward observers on the ground almost impossible. With these tactical
refinements, the Allied attack becomes as sophisticated and as effective
as the determined German defense.
The increasing savvy of the now-veteran American units, combined
with an increasing flow of Allied men and materiel into France, propels
them through the bocage toward Saint-Lô.
Hill 192
The main assault on Hill 192 falls to the First and Close Combat Operation: German Side
Second Battalions, 38th Infantry Regiment.
Following 100 meters behind a rolling barrage, the As the German commander, you can muster more
two battalions start up the hill at 0630 hours. armor and firepower than your campaign counter-
Resistance is fierce around the hamlet of Cloville, part to hold Hill 192. This can keep the Americans
where a self-propelled gun and Mark IV tank slow from closing in on the strategic high ground east
the advance. A Sherman knocks out both, and by of Saint-Lô.
1700 hours elements of the 38th have pushed Close Combat Operation: U.S. Side
their way over the hill to the Saint-Lô–Bayeux
highway. As the American commander, you can use
superior tactics to take the hill more quickly and
move on Saint-Lô ahead of schedule.
For the Americans, the cost of capturing Saint-Lô and the surrounding “I have the honor to announce
countryside is steep: Nearly 11,000 U.S. troops are killed, wounded, or to the Corps Commander that
missing between July 7 and July 22. However, Bradley’s forces now Task Force C of the 29th
have the terrain they need to launch the breakout into the long-sought Division secured the city of
war of maneuver against the Third Reich. Saint-Lô after 43 days of
continual combat from the
beaches to Saint-Lô.”
Epilogue: Operation Cobra and Gen. Charles Gerhardt, U.S.
the Allied Breakout 29th Infantry Division
While Bradley’s troops are attacking Saint-Lô, the long British assault
on Caen finally comes to an end with the capture of that city on July 8.
The Germans suffer another
loss on July 17: Rommel is
seriously wounded when a
British Royal Air Force
fighter strafes his staff car,
and von Kluge takes over his
command. The next day, the
British launch Operation
After the battle:
Street scene in
Saint-Lô
Saint-Lô
After providing flanking
support during the assault on
Hill 192, the three regiments
of the 29th turn west toward Saint-Lô. The 116th Close Combat Operation: German Side
and 175th advance on a front astride the ridges
east of the town; by July 17, they fight their way As the German commander, you can choose to
over Hill 147, clear Martinville, and take up an defend Saint-Lô to the last man, in house-to-house
advance position near la Madeleine. fighting, and hope that reinforcements show up in
time—or at all.
For days the Americans pound Saint-Lô and the
surrounding area with air strikes and up to 14,000 Close Combat Operation: U.S. Side
artillery rounds a day. On July 18, General Cota
As the American commander, you have no more
assembles Task Force C—a force consisting of
hedgerows to deal with—only blasted buildings,
reconnaissance, tank, tank destroyer, and engi-
rubble-filled streets, and a shell-cratered cemetery.
neer units—to race down the Saint-Lô–Isigny road
The Germans are holding out in the ruins, waiting
and capture Saint-Lô. The task force rolls at 1500
for reserve troops to reinforce them. If you don’t
hours, with infantry units joining along the way. By
take Saint-Lô quickly, you may lose it altogether.
1900 hours, after encountering pockets of resis-
tance in what remains of the town, the 29th
Division secures Saint-Lô.
Patton Unleashed
Following the success of Cobra, U.S. General George S. Patton’s Third
Army becomes operational on August 1, and takes its position on the
Allies’ right flank. Patton’s troops quickly overrun much of Brittany,
then head south toward the Loire valley. On August 4, Montgomery
makes the first major change in the Overlord plan, ordering the Third
Army to drive east toward Le Mans, while the First Army is to swing
eastward to encircle the Germans. Montgomery also organizes a drive
by British and Canadian forces south from Caen.
Casualty rates for the Allied and Axis sides, along with French civilians,
average 10,000 a day, making the Battle of Normandy one of the
bloodiest battles ever fought. With these momentous events, the first
phase of the invasion is overand the race to the Rhine is on.
Cherbourg
Seine River
Lisieux
U.S. 12th Army British 21st
Group Army Group
(Bradley) (Montgomery)
Caen
Dives
River
Vire River
Falaise
German
5th Panzer Army
Panzer Group Eberbach
Argentan
ive r
Orne R
Chapter 5
Weapons
Colt .45 model 1911
Walther P 38
Operation Semiautomatic
Caliber 9-mm Parabellum (.354 in.)
Operation Semiautomatic Muzzle velocity 350 mps (1,149 fps)
Caliber .45 (11.4 mm) Capacity 8-round magazine
Muzzle velocity 253 mps (830 fps) Weight 0.96 kg (2 lbs)
Capacity 7-round detachable box magazine Overall length 21.3 cm (8.25 in.)
Weight 1.1 kg (2.43 lbs) Effective range 30 m (32 yds)
Overall length 21.9 cm (8.62 in.)
Effective range 30 m (32 yds) The Walther P 38 semiautomatic pistol, which
eventually replaced the Luger P 08 as the standard
The most famous American handgun of World War II German military sidearm, entered production in
was the Model 1911 .45-caliber semiautomatic pistol 1939. It was designed to be more quickly, cheaply,
invented by John M. Browning. This pistol was born and easily manufactured than the P 08. In addition to
out of the U.S military’s frustration with the limited these virtues, the sophisticated yet robust P 38 added
stopping power of smaller-caliber revolvers during several features that made it more convenient and
the Spanish-American War. Both Colt and the safer than the Luger, which had been designed at the
Springfield Armory produced the pistol between end of the previous century. The P 38 was a double-
1911 and 1915, and by the end of World War I over action firearm—after it was cocked and loaded, the
60 percent of the American soldiers in France were user could lower the hammer, and then at any time
issued Colt 45s. After World War I, slight modifica- pull back the hammer and press the trigger to fire the
tions were made to the trigger, hammer, grip, and chambered round; in an emergency in which aim
frame. Although it was issued to officers and squad was less important than speed, simply pulling the
leaders, the .45 was not standard issue for infantry- trigger would cock the hammer and fire the
men during World War II. This didn’t keep many chambered round. By the end of the war more
front line soldiers from obtaining them, and the than a million P 38s had been produced. In 1957
regulation against their carrying pistols was rarely Walther resumed production of the P 38 in a slightly
enforced. The Colt was recognized as a weapon of lightened version called the P 1, which was the
last resort—most soldiers had more effective standard German military sidearm until 1980. The
weapons available, but no one denied the feeling of P 38 remained in service in several countries into
security the weighty .45 provided. It remained the the 1990s.
standard U.S. sidearm until 1984.
Mauser Kar 98
Gewehr 43
Semiautomatic Rifle
Garand Rifle
Operation Semiautomatic
Caliber 7.92 mm (.31 in.)
Operation Semiautomatic Muzzle velocity 745 mps (2,445 fps)
Caliber .30 (7.62 mm) Capacity two 5-round magazines
Muzzle velocity 853 mps (2,800 fps) Weight 4.55 kg (10 lbs)
Capacity 8-shot clip Overall length 114.3 cm (45 in.)
Weight 4.3 kg (9.5 lbs) Effective range 550 m (600 yds)
Overall length 110.7 cm (43.6 in.)
The Germans produced many superb weapons of
Effective range 550 m (600 yds)
almost every type, but their efforts to produce a
The U.S. Rifle, Caliber .30, M1—or Garand—was semiautomatic rifle to match the performance of the
the standard issue rifle for American infantry. Named American M1 Garand fell short. The semiautomatic
after its inventor, John C. Garand, it was the first Gewehr 43 (rifle, model 1943) improved upon the
semiautomatic rifle widely used in combat. Although gas-operated, self-cocking mechanism of Carl
it was adopted by the Army in 1936, the Garand was Walther’s G41 semiautomatic rifle, but both models
in short supply until 1943, but by the end of the war were heavier, more complex, and less well-balanced
over four million had been produced. The Garand or reliable than the Garand; neither supplanted the
was easy to disassemble and clean, and its combina- venerable bolt-action Mauser Kar 98 as the primary
tion of caliber, muzzle velocity, and semiautomatic German infantry weapon.
operation provided superior firepower over bolt-
action rifles. Its only weakness was that partially
fired clips were so difficult to reload that GIs tended
to simply fire off the remaining rounds and insert a
new clip.
M1 Carbine
MG 42 Machine Gun
Panzerfaust Antitank
Grenade Launcher
Bazooka
Stick Grenade
American Hand Grenades Grenade weight 0.61 kg (1.36 lb)
Charge weight .17 kg (6 oz)
Overall length 355.6 mm (14 in.)
Mark II Fragmentation Grenade
Grenade weight .59 kg (21 oz) Egg Grenade Specifications
Charge weight .14 kg (5 oz) Grenade weight 0.23 kg (0.5 lb)
Overall length 139.7 mm (5 in.) Charge weight 0.115 kg (0.25 lb)
Range 45 m (50 yds) maximum Overall length 134.6 mm (5.3 in.)
American soldiers used many types of hand grenades As they did with almost every other weapons type,
during World War II, but the primary hand grenade the Germans developed a number of different hand
issued to GIs was the Mark II fragmentation gre- grenades. There were, however, two primary types of
nade. The Mark II was egg-shaped and constructed German high-explosive hand grenades: the
of cast iron. The outside of the Mark II was serrated Stielhandgranate 24 (“stick hand grenade, model
to produce more fragments when it exploded. 24”), and the smaller, egg-shaped Eihandgranate 39
(“egg hand grenade model 39”).
The specifications for the Mark II called for a TNT
filler, but because TNT was in short supply when the The stick grenade was the more familiar of the two,
war started, many early Mark IIs were filled with a having seen widespread use in World War I, and
nitrostarch compound. The time delay on the Mark undergoing various improvements in the interwar
II’s fuse was 4 to 4.8 seconds. The Mark II’s killing years. It consisted of a thin sheet-metal can contain-
radius was 5 to 10 yards, but fragments could kill at ing a TNT charge, mounted on a hollow wooden
up to 50 yards. Because the accepted throwing range handle. The handle provided leverage that made this
was 35 to 40 yards, soldiers were ordered to keep grenade easier to throw than other egg- or pineapple-
their heads down until after the grenade exploded. shaped German and Allied grenades. The stick
grenade was armed by unscrewing the metal cap on
Of the other types of hand grenades issued to GIs in
the bottom of the handle to expose a porcelain bead
Europe, the two most common were smoke and
attached to a cord in the handle. Pulling the bead
phosphorus grenades. Both these grenades were used
actuated a friction igniter, and the TNT charge
to mask movements or mark artillery and ground-
exploded after a four- to five-second delay. Late in
support aircraft targets.
the war variant stick grenade models substituted a
concrete or wooden charge container for the original
metal head.
The smaller, lighter, and less powerful egg
grenade encased a TNT charge in a thin sheet-metal
container. The grenade was armed by unscrewing a
metal cap on the top and pulling the exposed ring
of the friction igniter. As with the stick grenade,
the TNT charge exploded after a four- to
five-second delay.
Panzer IV H Tank
StuG IIIG/StuH 42
Infantry Support Tanks
M3A1 Halftrack
Jeep
Kfz 1 Kübelwagen
Chapter 6
Terrain
You fight battles on game maps that consist of interlocking tiles 40 pixels by 40 pixels large (or 8
meters by 8 meters in game scale). Each tile is composed of terrain elements reflecting the actual terrain
found in the Norman countryside in 1944.
Basic Terrain
The basic terrain elements are those that occur naturally, such as grass, water, and trees.
Dirt Height: Flat
Concealment: Very poor
Visual hindrance: Very poor
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Grass Height: Flat
Concealment: Poor
Visual hindrance: Very poor
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Tall Grass Height: Short
Concealment: Fair
Visual hindrance: Fair
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Wheat Height: Short
Concealment: Fair
Visual hindrance: Fair
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Mud Height: Flat
Concealment: Very poor
Visual hindrance: Very poor
Protection from aimed fire: Very poor
Protection from HE shells: Fair
Civilian Terrain
Civilian terrain elements are those created by the Norman farmers and villagers,
such as plowed dirt, stone fences, and bocage.
Plowed Dirt Height: Flat
Concealment: Very poor
Visual hindrance: Very poor
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Military Terrain
Military terrain elements are those created by the war being fought in the Norman
countryside, such as barbed wire, shellholes, obstacles, and rubble.
Barbed Wire Height: Flat
Concealment: Very poor
Visual hindrance: Very poor
Protection from aimed fire: Poor
Protection from HE shells: Poor
Rifle Trench Height: Flat
Concealment: Good
Visual hindrance: Very poor
Protection from aimed fire: Very good
Protection from HE shells: Very good
Foxhole Height: Flat
Concealment: Good
Visual hindrance: Very poor
Protection from aimed fire: Very good
Protection from HE shells: Very good
Fortified Height: Flat
Foxhole Concealment: Very good
Visual hindrance: Very poor
Protection from aimed fire: Excellent
Protection from HE shells: Very good
Bocage Height: Tall
Rifle Pit Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Excellent
Protection from HE shells: Very good
Fortified Height: Tall
Bocage Concealment: Very good
Rifle Pit Visual hindrance: Blocks view
Protection from aimed fire: Very good
Protection from HE shells: Very good
Structures
Structures are buildings constructed by the Norman farmers and villagers, by the
German Army, or by the United States Army.
Wood Buildings
Wood buildings consist of civilian structures such as houses,
barns, and outbuildings. These buildings also include those
built by the military, such as barracks.
Interior (Floor) Height: Flat
Concealment: Poor
Visual hindrance: Fair
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Wall Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Fair
Protection from HE shells: Poor
Door Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Fair
Protection from HE shells: Poor
Fortified Door Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Good
Protection from HE shells: Poor
Window Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Fair
Protection from HE shells: Poor
Fortified Height: Tall
Window Concealment: Excellent
Visual hindrance: Blocks view
Protection from aimed fire: Good
Protection from HE shells: Poor
Stone Buildings
Stone buildings include civilian structures such as houses,
churches, and shops.
Interior (Floor) Height: Flat
Concealment: Poor
Visual hindrance: Fair
Protection from aimed fire: Very poor
Protection from HE shells: Poor
Wall Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Very good
Protection from HE shells: Fair
Door Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Very good
Protection from HE shells: Poor
Fortified Door Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Excellent
Protection from HE shells: Poor
Window Height: Tall
Concealment: Very good
Visual hindrance: Blocks view
Protection from aimed fire: Very good
Protection from HE shells: Poor
Fortified Height: Tall
Window Concealment: Excellent
Visual hindrance: Blocks view
Protection from aimed fire: Excellent
Protection from HE shells: Poor
Bunkers
Bunkers are structures built by the military specifically for
defensive purposes.
Interior (Floor) Height: Flat
Concealment: Fair
Visual hindrance: Fair
Protection from aimed fire: Poor
Protection from HE shells: Poor
Wall Height: Tall
Concealment: Excellent
Visual hindrance: Blocks view
Protection from aimed fire: Excellent
Protection from HE shells: Poor
Chapter 7
Field Marshal Rundstedt’s Army Group A roars across the French border on
May 10 against light resistance. General Heinz Guderian, a leading proponent of
German tank tactics, leads one of the Panzer corps driving into France. Bock’s
Army Group B races across Holland and Denmark.
On May 12, the French Seventh Army clashes with the Germans near Tilburg, but
the French wither before a rain of German attacks. French troops are demoralized
by the Germans’ lightning-quick armored attacks; they are further harassed by
attacks from German Stuka dive bombers.
Both Guderian and the commander of the Seventh Panzer Division, Erwin
Rommel, show the world how the tank has changed the modern battlefield. Many
in the German High Command believe rapid advances by armored units will leave
exposed flanks that invite counterattack. In fact, the Panzer units are often ordered
to halt so the rest of the army can catch up. In Western Europe, the rapidly moving
armored columns do indeed expose their flanks, but these columns breed so much
confusion and panic that counterattacks are impossible to organize.
On May 15, the Dutch surrender. Churchill, visiting Paris to meet with French
leaders, asks where the reserves are. He is appalled at the answer: There are no
reserves. On May 17, the Germans enter Brussels, the next day Antwerp. Three
days later, Guderian’s Panzers reach the coast.
The Germans have mowed a swath 20 miles wide from the Ardennes to the
Atlantic. The French and British try to slice through the swath before it can be
strengthened and widened. Rommel’s division is attacked by British Matilda
heavy tanks near Arras. These tanks make good progress because they can with-
stand most of the Germans’ conventional antitank weapons. When the Germans
are on the verge of defeat, some of their antiaircraft gun crews depress the barrels
of their 88-mm guns, take aim at the Matildas, and fire. The result is disaster for
the Britishthe 88-mm gun proves to be deadly against tanks. The British attack
is blasted to a halt.
By May 26, it is clear the Belgian army is finished, and British units begin to fall
back on the town of Dunkirk on the French coast. Belgium surrenders on May 28;
British and French units race to cover the approaches to Dunkirk.
Confusion and misunderstanding among the German commanders prevent a
coordinated assault on the Dunkirk perimeter. Ultimately the Panzer divisions are
shifted from Dunkirk south to continue the attack toward Paris. The final push at
Dunkirk falls to the infantry and the German air forcethe Luftwaffe.
British and French units at Dunkirk put up a heroic fight while every available
ship and boat is put to use evacuating troops to England. Over 220,000 British and
112,000 French soldiers are evacuated; but when the Germans reach Dunkirk early
on the morning of June 4, they still capture some 40,000 men. While the success
of the evacuation has exceeded Churchill’s expectations, the troops arriving in
England have lost virtually all their heavy equipment and weapons.
On June 5, the German attack on the Somme River Line begins. The French
have reorganized their forces, but there is little they can do to stop the Germans.
On June 6, the line is breached between Amiens and the coast. Eight days later
Paris falls.
On June 22, the French sign an armistice with Germany. The Germans have
wonthey have crushed four Allied armies and driven a fifth, the British
Expeditionary Force (BEF), off the continent.
The Allied armies have learned that they are unprepared for Germany’s blitzkrieg
tactics. They have inadequate tanks and antitank weapons; this inadequacy is
compounded by poor deployments. The Germans mass their armor into divisions
and even armies, while the Allies deploy armor in small units spread across wide
fronts. The Allies also learn that they will need a force several orders of magnitude
larger than those that “blitzed” in France to defeat Germany.
sides losing about 25 planes, but the RAF stings the Luftwaffe by swatting 35
bombers out of the sky and damaging scores more. The raids on September 15
mark the last major effort by the Luftwaffe to destroy the RAF. On September 17,
Hitler postpones Operation Sealion indefinitely. The scales of victory are now
tipped in favor of the RAF.
During the last weeks of September and into October, the Germans continue
nightly bombing of British cities. While there is much damage and loss of life, the
effect is much less than the English government and military anticipated. Although
German bombing of England will continue until March 1941, the Luftwaffe’s effort
to destroy the RAF has failed.
The British victory in the Battle of Britain changes the course of the war. The
RAF’s triumph points out the weaknesses of the Luftwaffe and Goering’s leader-
ship, and makes possible the next phase of the European air warthe Allied
bombing of Fortress Europe.
From late June until early November, the British regroup and resupply. By late
November, they are ready to launch a counterattack. Operation Crusader, aimed at
retaking Tobruk, begins on November 28. The British outnumber the Germans in
men, armor, and planes, and the Eighth Army pushes Rommel’s forces back. By
the end of 1941, the British have relieved the German siege around Tobruk.
German Panzer armies. Still, the Red Army has a Scale of Forces
two-to-one advantage in tanks, including the
superior T-34 and KV1 models. The Soviets also The scale of the fighting between the Soviet
enjoy a nearly three-to-one advantage in aircraft, Union and Germany dwarfs the Normandy
Campaign. The Allied forces amassed for the
but German air strikes knock out communications
Normandy Campaign number approximately
and destroy many Soviet aircraft on the ground. In
1,500,000 men; by June 12, 1944 over 325,000
the first seven hours, the Soviets lose over 1,000
men are ashore.
aircraft and the Germans quickly establish air
supremacy over the battlefields. This supremacy In contrast, over 3,000,000 men are assembled
cripples Soviet efforts to move men and materiel for Germany’s attack on the Soviet Union, along
to meet the German offensive. Perhaps more with 7,100 guns, 3,300 tanks, and 625,000
importantly, Stalin’s purges of the late 1930s have horses. The Soviets gather over 500,000 men
stripped away many experienced Soviet com- for their counterattack at Stalingrad. At the Battle
manders; in their place are political generals with of Kursk, the Soviets and Germans together
little or no experience. This lack of experienced concentrate over 2,000,000 men and 6,000
commanders plagued the Red Army in Finland, tanks.
and it will plague them again at the start of
Barbarossa.
At 0300 hours on June 22, Germany looses its blitzkrieg on the Soviet Union. The
Soviets are taken by surprise. Some German units advance 40 miles the first day.
In a week General Guderian’s Second Panzer Group pushes nearly 300 miles and
traps the Soviet Third and Tenth Armies. The story is much the same all along the
front: Rapid German advances trap many Red Army units, and wholesale surren-
ders begin. By July 9, more than 40 Red Army divisions are out of action, and
300,000 Soviet soldiers are captured. On July 12, the Germans bomb Moscow for
the first time. It appears that Hitler’s dream of conquering Russia may become a
reality.
Then in late August, Hitler makes his
first mistake of the campaign. He
orders Guderian’s Second Panzer
Group and the Second Army to link up
with Army Group South. Most gener-
als disagree with the ordersthey
believe the drive to Moscow should
continue rolling because the rapid
capture of Moscow is one of the keys
to the success of Barbarossa. In the
short term, the move is a success;
within three weeks the linkup is
complete and another 600,000 Soviet
troops are encircled. But the drive
toward Moscow slows.
Still, the Germans continue to taste nothing but success while the Soviets swallow
the bitterness of defeat. The Germans capture Kiev at a cost of 100,000 casualties;
the Soviets suffer 500,000 casualties. By early October, Army Group South has
bottled up and destroyed Soviet units composed of 700,000 men.
Operation Typhoonthe final drive on Moscowbegins on October 2, 1941.
Guderian’s force turns north to join the other Panzer groups grinding toward the
Soviet capital. But the autumn rains begin; German mobility falters in the mud
while Soviet resistance stiffens.
In Moscow, diplomats and government officials begin leaving the city on October
16, but Stalin announces that he will remain. Work on the city’s defenses continues
at a feverish pace while the German forces are bogged down in Russian mud.
By early November, the ground is frozen enough for the Germans to again press
the attack on Moscow, but the icy weather is scarcely an asset. It is one of the
coldest winters on record in the Soviet Union. Motor oil freezes solid and rifle
bolts become so brittle they break. The German soldiers’ clothing is inadequate in
the bitter cold, further sapping morale.
The Red Army is content to fight a holding action. Reinforcements are arriving
daily from Siberia; tanks, guns, and supplies have been hoarded for the counter-
offensive Stalin longs to launch. On November 18, Guderian’s forces are hit by the
first Soviet counterattack. Red Army troops fresh from Siberia attack the Germans
several times over the next few days, blunting the German drive on Moscow.
By November 27, the Germans push to within 30 miles of Moscow. Two days
later, Panzer units fight their way across the Moscow-Volga Canal. By December
2, German infantry units reach Moscow’s northern suburbsthe Germans are
less than 20 miles from the Kremlin, but they face even colder weather and
winter storms.
Finally, on December 5 Hitler agrees with his commandershe must suspend the
offensive against Moscow. The next day, Stalin orders a counteroffensive. The
Soviets attack all along the 500-mile front. Their objective is to quickly drive two
wedges deep into Army Group Center, isolate the Germans, then beat them in
detail. From the beginning the attacks meet with success; the Germans are
exhausted and overextended.
Enraged by the turn of events on the Eastern Front, Hitler replaces both Rundstedt
and Bock. Then he dismisses General Walter von Brauchitsch as Commander in
Chief of the German Army; Hitler himself takes the post. From this point forward,
he will personally direct the German Army.
At first Hitler makes a wise move: He commands
all units in Russia to stand fast and defend their
ground. This stiffens resolve and prevents the Red
Army from routing the Germans, who are able to
fall back and establish defensive positions they
will hold until spring. But this success leads
Hitler to believe that his commanders are worth-
less; from now on he will often disregard their
advice.
By year’s end, the losses on the Eastern Front are
staggering. The Red Army has endured at least
5,000,000 casualties and the Germans have taken
3,000,000 prisoners. The loss of materiel is also
immense30,000 guns and 20,000 tanks. The
Wehrmacht (German Army) has also suffered
huge losses. The difference is that the Germans
have not destroyed the Soviets’ ability to rearm,
both from within and through Lend-Lease
shipments from the United States.
Pearl Harbor
Sunday SurpriseThe Japanese Bomb Pearl Harbor December 7, 1941
A form of National Socialism took root in Japan in the 1920s; by the late
mid-1930s Japan has invaded Manchuria in search of resources and cheap labor.
Tensions escalate as the United States uses trade sanctions to cut off oil supplies to
Japan. While negotiations continue between Tokyo and Washington, the Japanese
mobilize for war. When diplomatic efforts fail to produce results acceptable to
both sides, the Japanese government decides to take action.
On Sunday, December 7 at 0755 local time, Japanese carrier-based planes attack
the U.S. Pacific fleet at Pearl Harbor, Hawaii. The Japanese achieve complete
surprise. Resistance is token; the Japanese lose only 29 planes. In a matter of
hours, five American battleships, three cruisers, and three destroyers are sunk, and
188 American aircraft are destroyed. But not all goes as the Japanese planned. By
coincidence, the U.S. Navy’s three aircraft carriers are not in port and escape
destruction. And contrary to orders, the massive fuel oil storage tanks at Pearl
Harbor are not destroyed. Admiral Isoroku Yamamoto, who planned the Pearl
Harbor attack, estimates that it will set the Americans back only six months; he
states that Japan cannot win an all-out war with the U.S. The Japanese gamble that
the war in Europe will distract the Americans from focusing their war effort
against Japan. Consequently, Japan can conquer the territory it needs to supply raw
materials for war production, then present the U.S. and Britain with a ring of steel
so formidable that they will sue for peace. On December 8, 1941 the United States
and Britain declare war on Japan.
Omar Nelson Bradley of the U.S. II Corps in North Africa. After the
(1893-1981). Although invasion of Sicily he was promoted to the rank
Bradley was not flamboyant of lieutenant general.
or showy, he was a master
In 1944 Bradley was named senior commander
of infantry tactics;
of U.S. ground troops for the invasion of
Eisenhower called Bradley
Europe. He commanded the U.S. First Army
“the greatest battle-line commander I have met
during the Normandy Campaign, then led the
in this war.”
U.S. Twelfth Army Group for the remainder of
Bradley was a West Point classmate of Dwight the war. His coolness even in crises like the
Eisenhower; both graduated in 1915, and Battle of the Bulge won the confidence of his
neither saw action in World War I. By 1941 superiors, and his willingness to share danger
Bradley was a brigadier general in charge of and discomfort with his men earned him their
the U.S. Army Infantry School, and became a respect; war correspondent Ernie Pyle called
major general in 1942. In 1943 under Bradley “the G.I. General.”
Eisenhower he succeeded Patton in command
April, 51 divisions from Italy, Rumania, Hungary, Slovakia, and Spain arrive on
the Eastern Front.
In preparation for the summer offensive, the Germans reorganize their forces in
the south. Army Group South is divided into Army Groups A and B. Army Group
A is to capture Rostov-on-Don, and drive southeast to Baku on the Caspian Sea.
The prize: oil fields that can supply most of Germany’s petroleum needs. Army
Group B is to protect Army Group A’s flank.
The offensive begins in early July. Initial success leads Hitler to change the plan
on July 13; Army Group B’s objective is now to capture Stalingrad. Hitler again
meddles in the offensive on July 17, shifting Panzer units to Army Group A.
The Germans push steadily toward Stalingrad; they are within 16 miles of the city
by the end of August. By mid-September, the Germans establish a 30-mile front
surrounding the city. But there is a change in command for the Soviets; General
Vasili Chuikov takes command of the 62nd Army and orders a close-quarters style
of fighting that stymies the Germans. Chuikov’s character is also a plus; he is firm
and abrasive, but he exudes confidence that the Red Army will prevail. There is a
change in the German command as well: on September 9, Hitler takes personal
command of Army Group A.
On October 4, the Germans begin what they hope is the final drive on Stalingrad.
The Luftwaffe flies thousands of sorties, dive bombing and strafing targets
throughout the city. The Soviets counter by luring many advancing German units
into prearranged killing zones, where they are decimated by automatic weapons,
mortar, tank, and artillery fire. By October 18, the Red Army has fought the
Germans to a standstill, and they have done so with a minimum commitment of
reinforcements; they are hoarding resources for a counterattack at Stalingrad.
German intelligence reports a buildup of Soviet units north of Stalingrad; General
Friedrich Paulus, commander of the German Sixth Army, orders what turns out to
be the final German attack on the port city of Stalingrad. Over the next six days
Stalingrad reverberates with the sounds of fighting. Casualties are heavy on both
sides. The Soviets are able to splinter the German attacks; some units make slow
and costly progress but most are stopped cold. A few units push to the River
Volga. But the Germans cannot maintain central control over their advancing
infantry and the battle degenerates into a series of unconnected firefights. The Red
Army’s small-unit, close-quarter tactics prevail.
By being thrifty with reinforcements and resources, the Soviets have amassed
500,000 infantrymen and huge artillery batteries. More than 1,000 attack planes
are poised to strike. And there are 900 new T34 tanks to spearhead the
Soviet attack.
On November 23, forces forming the north pincer launch their attack against the
exhausted and frozen Germans. In a matter of days the German siege of Stalingrad
becomes a siege of the German Sixth Army. The Soviets trap 300,000 Germans in
Stalingrad. The Soviet plan is to turn on the Germans and destroy them in detail.
Hitler summons Field Marshal Erich von Manstein to Army Group A headquarters
and orders him to relieve the troops at Stalingrad. These orders seem hollow;
Manstein has no troops and has to beg and cajole other commanders for men and
machines. Even if he is able to assemble Army Group Don (named after the River
Don) as ordered, Manstein fears he cannot accomplish his mission; there are more
than 1,000 antitank guns between him and Stalingrad. Any attempt to break out the
Sixth Army will leave Army Group Don open to another Soviet encirclement.
Despite all this, Hitler orders General Paulus to hold out; Goering has promised
that the Luftwaffe can keep the encircled troops supplied. It is a promise soon
broken. The Luftwaffe has too few planes and too few airfields; almost 500 of its
aircraft are shot down trying to fly in supplies or fly out wounded. Over the next
few weeks, Manstein assembles what forces he can while the Soviets tighten the
noose around Stalingrad.
infantry that make the difference. A bloody toll is extracted from the
German forces. Those not killed or wounded in the barrage are badly
shaken; the attack itself is beset with problems. Many new Panther
tanks break down with teething problems. Those Panthers still running,
along with Tigers and other tanks, are met by coordinated antitank
batteries that concentrate fire on one tank at a time. After five days of
fighting, the German units attacking from the south advance only 20
miles. The story is worse on the north side of the Kursk salient. After
five days of fighting, the Germans advance only eight miles.
When the Soviets commit their own armor, the German attacks are
broken; the Germans surrender the initiative on the Eastern Front for
good. Between now and the end of the war, the war on the Eastern
Front is one long fighting withdrawal for the German Army; the Red
Army doesn’t stop until it reaches Berlin.
The lessons of the Eastern Front are hard ones for both sides. The
Germans have lost over 1,000,000 men; the Soviets have lost far more,
but the Soviet Union can absorb its losses and Germany cannot.
The impact of the fighting in Russia on Operation Overlord is undeni-
able. Many of the German units that will meet the Allies in Normandy
have been transferred there to recuperate from the fighting in Russia.
Other German divisions are conscripted from countries to the east, and
have little incentive to fight the Allies. Perhaps most importantly, the
Eastern Front is a constant crisis the German High Command must deal
with throughout the Normandy Campaign. When the Allies land,
Germany has 59 divisions in France and the Low Countries; there are
190 German divisions still on the Eastern Front.
The Afrika Korps advances cautiously at first, but press their advantage
when they discover the poor disposition of the British troops. By the
end of January, Field Marshal Rommel’s troops capture all the territory
the British fought so hard to take in late 1941. There is a lull in the
fighting while both sides accumulate supplies.
“I tell you no one on God’s earth On May 26, Rommel renews his offensive; he does not have enough
can follow what’s going on. The fuel but has been promised more by German High Command. Through-
boys are just weaving in and out the battle, both sides lose many tanks, but the British are better able
out… There’s everything in the to sustain the losses. On May 28, the German’s lack of fuel begins to
airtracers, shells, bullets, tellsome of Rommel’s tanks run out of gas in the desert.
ricochets, incendiaries, and bits
Still, the Germans meet with more success. By June 21, Rommel
of red-hot metal whanging off
recaptures Tobruk, taking 30,000 prisoners. More importantly, he
the burning tanks. Some of the
captures a mountain of suppliesover 3,000,000 rations and 500,000
tanks are blowing right up into
gallons of gasoline. Rommel sends a request to Berlin for permission to
the air, their petrol exploding,
chase the British Eighth Army back into Egypt. He receives permission
their ammunition popping off in
and a promotion to Field Marshal. On June 23, German forces cross the
every direction.”
Egyptian border; the Eighth Army continues to retreat. Field Marshal
British officer on tank combat Harold Auchinleck, the Eighth Army’s commander, decides to make a
near El Alamein stand at El Alamein.
The German advance reaches the El Alamein defensive perimeter on
July 1. There is fierce fighting over the next few weeks, but the British
focus their counterattacks on Italian troops rather than the Afrika Corps
itself. As a result the Afrika Korps consumes precious fuel trying to
reinforce the Italians. On July 21, British intelligence intercepts
Rommel’s reports on troop strength and supplies. When they learn
Rommel has only 100 tanks compared to their 300, the British mount a
major counteroffensive. The infantry, particularly the Australians and
New Zealanders, make good progress initially. But again the British
armor does not arrive at the right place at the right time, and the gains
cannot be exploited. Although the British lose heavily in the counterof-
fensive, Rommel and Auchinleck both decide to hold their ground to
rest and refit.
While in London, Roosevelt agrees with Churchill that there will be
no Second Front in 1942. The President agrees with the Britishthey
must find “another place for U.S. troops to fight in 1942.” A plan for
amphibious landings in North Africa, previously rejected, is quickly
reworked and agreed upon. It is also renamedOperation Torch. On
August 14, General Dwight D. Eisenhower sets up headquarters in
London to command the operation.
Rommel’s forces are again desperately short of supplies, but after receiving
promises that supplies will arrive soon, he decides to attack. As usual, Rommel’s
tanks lead the attack east. After traversing British minefields, Rommel’s tanks turn
north toward the Alam Halfa ridge. The attack is stopped at the ridge when British
airplanes and artillery pound the German positions. The Germans try again on
September 1, but the lack of fuel is debilitatingone Panzer division has no fuel
at all. However, the German antitank guns continue to be effective against British
armor. Two days later the New Zealand Division tries to cut off the German
withdrawal, but is too heavily engaged to make any progress. Both sides settle in
again to rest and refit.
In keeping with his ever-analytical character, General Bernard Montgomery, now
commander of the British Eighth Army, spends over a month carefully planning
his attack on Rommel. Shortly after midnight on October 23, “Monty” launches
his attack. Despite all the training and elaborate timetables, the attack quickly lags
On March 9 Rommel leaves North Africa for good. On his way back to Germany
he meets with Mussolini in Rome and Hitler in East Prussia; despite his best
efforts, neither leader agrees to withdraw from North Africa.
Throughout March and early April, the Allies attack the Germans in North Africa
on every front. By April 7, the fight has irrevocably turned against the Axis forces,
and they begin to retreat. One week later, the Germans establish their final defen-
sive line. They make two massive air transport efforts to resupply the Axis troops,
but well over half the planes are shot down.
Using the support of artillery and air attacks, the American V Corps smashes into
what is left of the 15th Panzer Division and drives toward Tunis. Further north, the
Americans break through the Axis line in three places. The next day the German
line crumples. Before the Afrika Korps can concentrate, the Eighth Armored
Division slams into the retreating columns and panic ensues. There is no hope for
evacuation, and mass surrenders begin.
The campaign in North Africa is over. For the Allies, it has been a successful
campaign in many ways. Not only have they defeated the Axis forces in North
Africa, they have defeated one of Germany’s best field commanders, Rommel.
Perhaps more importantly, the Allies have learned a great deal that they will apply
in Normandy. The British have learned how to better coordinate infantry and
armor, something Rommel mastered before arriving in North Africa. The British
have also learned how to use their artillery effectively, massing batteries rather
than dispersing them along the front. Finally, they have realized the importance of
air superiority over the battlefield and beyond. British air superiority has contrib-
uted greatly toward preventing German reinforcements and supplies from reaching
the front.
The Allies have also learned a great deal about their opponents’ weapons. German
antitank guns took a heavy toll in North Africa, while Allied antitank weapons
often proved too light to stop many Panzers. This situation will still exist when the
Allies land in Normandy.
The Germans have learned some lessons, too. They were astonished at the richness
of the equipment they found abandoned by American troops. One German soldier
said that fighting the Soviets was man against man, but fighting the Americans
was man against machine. Clearly, the industrial might of the United States made
itself felt in North Africa; without American industry the British could not have
maintained numerical superiority in tanks. And American manpower helped tip the
balance; American troops faced German troops for the first time in North Africa.
While the Americans were inexperienced, they learned quicklyand they had
manpower reserves the Germans could not match.
On July 10, General Patton’s forces land, smash through light resistance, and
quickly take Gela, Licata, and Vittoria; Montgomery’s troops land unopposed and
capture Syracuse by the end of the day.
The landing forces use, for the first time, two craft that will play important roles in
the Normandy invasion: the landing ship, tank (LST) and landing craft, tank
(LCT), which enable the Allies to land armor with the first wave of infantry.
Patton’s forces swing west and capture Palermo on July 22; they surround 50,000
Italian soldiers, although motorized units, including most of the Germans, escape
toward the northeast corner of the island.
On July 25 Mussolini is overthrown. Marshal Badoglio forms a new cabinet; he
declares martial law and promises Germany that he will not negotiate a peace with
the Allies. But Badoglio immediately breaks his promise. An armistice is signed
on August 3 and announced to the public on August 8. Hitler responds by sending
reinforcements to Italy.
The Americans use small amphibious landings on the north coast of Sicily to push
the Axis forces back. There are landings at Santa Agata (August 8), Brolo (August
11), and Cape Milazzo (August 15); each compels the Germans and Italians to pull
farther back. When American and British units capture Randazzo on the north side
of Mount Etna on August 14, Axis defenses begin to crumble.
On August 17, Patton’s troops enter Messina; British units a few hours later, and
the campaign for Sicily is over. The Germans and Italians have evacuated more
than 100,000 men across the Messina Strait. German casualties exceed 10,000 and
the Italians lose over 100,000, mostly as prisoners. The Allies suffer 7,000 dead
and 15,000 wounded, but their success in Sicily convinces many that the offensive
in the Mediterranean should continue.
Fierce EncountersThe
Landings in Italy
The campaigns in Sicily and Italy teach
the Allies a number of important
lessons that they will apply in France in
1944. Many of the commanders who
bring units ashore here, including
Eisenhower, Montgomery, Patton,
General Omar Bradley, and General
Norman Cota, will play major roles in
Operation Overlord.
way up and over mountains, hills, and ridges. When the Problems of Supply
Germans do withdraw they do so in an orderly
mannerthere are no panicked mobs fleeing the front. Both the Allies and Germans labor
Bridges are blown, mines sown, and booby traps rigged; under supply problems during the
Normandy Campaign. However,
the Germans do everything that can be done to slow the
the German problems are much
Allied advance.
more acute. One problem the
On November 5 the Fifth Army begins attacking one of the Germans face is dividing men,
Germans’ intermediate defensive lines. The XIV Panzer machines, and materiel between
Corps makes a brilliant stand, using the terrain and bad three frontsRussia, Italy, and
weather to maximum advantage, stalling the American Normandy. Another is the system-
advance. Attacks and counterattacks rage in the mountains. atic destruction of the German
Still, the Allies slowly grind their way forward. industrial base by Allied bombing.
Then, as experienced units are pulled out of the line and sent The most immediate problem in
to England to prepare for Operation Overlord, the advance supplying the German forces in
begins to slow. By the end of 1943, both Allied armies find Normandy is Allied air superiority.
Throughout the Normandy
themselves bogged down by determined German defense
Campaign, columns of reinforce-
and winter rain.
ments and supplies are ravaged
Despite the Allied advances since the September landings from the air; troop movements
and heavy losses on both sides, the Germans remain ready which should take one day stretch
and able to fight. None of their forces have been mauled, the to three or four because of a lack
terrain favors the defender in Italy, and the Germans use the of motor transport, damaged
terrain very well. railroads, and constant air attacks.
On To Rome
The fighting in Italy plays an important strategic role in the European Theater; it
holds down a large number of German forcesforces that cannot be shifted to
France. There are tactical lessons as well. The Allies learn more about amphibious
landings. They learn more about German tactics: the use of strongpoints, infiltra-
tion and counterattack and, in the face of a superior force, the fighting withdrawal.
They also discover that, even in the most dire circumstances, the Germans never
break and run.
With Field Marshal Albrecht Kesselring’s Tenth Army strongly entrenched behind
the Gustav Line, the Allies face the prospect of attacking straight into the teeth of
the German defense. There are changes in the Allied command structure as both
Eisenhower and Montgomery leave to take their positions in Operation Overlord.
Alexander takes overall command; his plan calls for the Fifth Army to smash
through the German defenses into the River Liri valley and then move on Rome.
The plan also calls for another landingthis time near Anziofrom which there
will be a quick drive for Rome. With an Allied force behind them, Alexander
believes the Germans will be compelled to fall back.
Over the first two weeks of January, both the Eighth and Fifth Armies
close on the Gustav Line. On January 15, the II Corps captures Monte
Trocchio, the last major obstacle between the River Rapido valley and
Monte Cassino. The Fifth Army has now achieved contact with the
Gustav Line along its entire front. During the next week, the British will
make gains along the west coast, but near Monte Cassino the Americans
“Actually, I believe our are unable to maintain a foothold on the north bank of the Rapido.
fondness for the BAR was more Several times small forces succeed in crossing the river, but all are
concerned with the type of fire subjected to vicious counterattacks which either drive the Americans
than with the weapon itself. We back across the river or wipe them out. However, this offensive achieves
would have been equally one of its objectivesit pulls German forces away from Anzio.
pleased with the Bren
The Anzio landings begin on January 22. General Lucas commands the
gunperhaps more so. What
U.S. VI Corps, which includes four American and four British divisions
we yearned for was a good gun
along with Commando and Ranger units. The landings are conducted in
to throw a lot of lead, faster and
textbook stylethere are only a handful of casualties as 36,000 men
harder than the Tommy Gun.
come ashore on the first day. The port at Anzio is captured intact and by
This the Browning did…”
the end of the day on January 23, there are 50,000 troops ashore.
From Shots Fired in Anger by
Still, Lucas is cautious in his advance. The Allies push inland only a few
Lt. Col. John George
miles, consolidating their gains as they advance, rather than racing for
Rome. This lack of aggressiveness enables Kesselring to organize
reinforcements, which he orders rushed to Anzio. These reinforcements
begin to contest the Allied advance.
Elsewhere, the Fifth Army continues to hammer at the Gustav Line. The
U.S. 34th Division keeps trying to establish a foothold across the Rapido;
they finally succeed on January 26. Four days later, the British Fifth
Division finally cracks the Gustav Line by capturing Monte Natale. On
the same day (January 30), the Allies begin attacking the German defen-
sive perimeter around Anzio. They suffer heavy losses and gain very
little; only six members of the Ranger battalion leading the attack survive
and evade capture. While the attack is called off on February 2, the attack
does prevent the Germans from launching their own counterattack.
After regrouping, the Germans launch a major offensive against the
Anzio beachhead. The Luftwaffe joins the attack, hitting targets on the
ground and in the harbor. The Germans make some gains, but Allied
artillery and naval fire slow, then stop the attack. It now becomes appar-
ent to Kesselring that he cannot eliminate the Allied beachhead. Both
sides settle in to rest and refit; the Anzio front is quiet for ten days.
On February 29, the Germans again try to break the Allied lines at Anzio.
Elements of four German divisions hit the U.S. Third Division. Again the
fighting is fierce and the casualties high, but again the Germans fail to
break through. When a final attack on March 3 fails, the Germans go on
the defensive.
When the Allies renew the offensive on May 11, four corps are thrown
forwardthe U.S. II, the Polish II, the British XIII, and the French
Expeditionary Force. The twelve attacking divisions face only six
German divisions. While there is general progress all along the Gustav
Line, it is the French who finally crack the line for good. On May 14,
they break into the Ausente Valley and race towards the next German
line; they hope to crack this line before the Germans can settle into their
defensive positions. By May 16, only the Poles face determined
resistance, at the ruins of a monastery in Cassino; everywhere else the
Germans are falling back to their next line of defense. The Poles finally
capture the monastery at Cassino on May 18.
On May 23, the U.S. VI Corps slams into the German defenders at
Anzio. No breakthrough is achieved, but the Germans are pushed
steadily back. By May 25, the U.S. II Corps links up with the U.S. VI
Corps from Anzio; the threat of the Anzio forces on their flank causes
the Germans to withdraw further north.
Once the Allied forces begin to advance, General Clark shifts the axis
of the attacks toward Rome. This ensures the liberation of Rome in
early June, and also allows that Kesselring’s forces escape to their next “Garand rifles giving superior
line of defense, the Viterbo Line north of Rome. service to Springfield, no
mechanical defects reported or
On June 5, 1944, the Allies roll into Rome. The thousands of Allied
stoppages due to dust and dirt
vehicles entering the city cause a traffic jam so bad that the Allies are
from foxhole use. Good gun oil
unable to use their full strength to chase the retreating Germans. The
required as lubricant to prevent
next line of defense for the Germans is the Gothic Line, 150 miles north
gumming, but have been used
of Rome. By August 15, the Eighth and Fifth Armies are in contact with
in foxhole fighting day and night
the this line. However, the drain on resources for Operation Anvil (the
for a week without cleaning and
amphibious landings in southern France) forces the Allies to wait before
lubricating. All these weapons
any attacks can be launched.
are excellent ones...”
The value of air attacks and naval bombardment before landing is
General Douglas MacArthur in
proved in Italythe toughest landing takes place where Clark has
cablegram to General George
ordered that naval bombardment not be used in order to achieve
Marshall (February 20, 1942)
surprise. Ground support from the air and bombing of the enemy’s
approaches to the battlefield continues to prove invaluable; the side
that commands air superiority over the battlefield definitely has the
advantage.
The Allies again encounter an enemy who is giving ground, but doing
so grudgingly. The Germans have not been routed. They prove to be
masterful at using terrain where a small force can easily hold up a much
larger one. This tacticusing the terrain to maximize the effectiveness
of small unitswill be a major factor in the Normandy invasion. The
ferocity of the German troops is also a factor both in Italy and France;
not only do they contest ground stubbornly, they withdraw leaving
blasted bridges, land mines, and booby traps.
Weapons are also put to the test of battle in Italy. The Garand rifle sees its first
widespread use in the European Theater. The Garand is the only widely used
semiautomatic infantry rifle in World War II; despite initial resistance because of
its weight, the Garand quickly becomes a beloved weapon. Its semiautomatic
operation and high muzzle velocity more than make up for its weight, and it
proves to be extremely durable and easy to maintain in the field.
In Italy both the Americans and British find their tanks inferior to their German
counterparts. A single Sherman stands little chance of defeating a single Panzer
IV; the Allies instead rely on strength in numbers. And numerical advantages are
something the Allies continue to achieve.
Rh
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FRANCE SWITZE Normandy. By late
August, leading units are
closing on Grenoble. On
September 11 units of the
Allied Seventh Army link up
Forces ITA
with the Third Army
near Dijon.
The Soviet campaigns of 1943−1944 have proved decisive. Russia regains most of
the territory lost in 1941 and 1942; more importantly, the Soviets have destroyed
entire German armies. Hitler contributes significantly to these losses, refusing to
allow withdrawals that could have saved hundreds of thousands of soldiers for a
final defense of Germany. Instead, the Red Army is now rolling inexorably toward
Berlin.
reacts quickly,
sending the Seventh
Armored and 101st
Airborne Divisions
to hold the road
junctions at Saint
Vith and Bastogne.
The Germans capture
Saint Vith, but not
before determined
American resistance
further slows the
German attack. The
Germans surround
Bastogne, and the
German commander American tank rolls past wrecked tanks from both armies
sends a demand for surrender. American General McAuliffe sends back a one-
word answer“Nuts”and the paratroopers settle in to hold Bastogne until they
are relieved.
By Christmas Eve, the German advance is stopped. Fuel supplies are low, and the
fuel dumps they hoped to capture remain out of reach. The Allies begin counter-
attacking on Christmas Day; the next day Patton’s Third Army relieves Bastogne.
Montgomery attacks from the north, cutting off the retreat of many German units.
Finally, the weather clears and Allied fighters and fighter bombers take to the
skies.
Allied aircraft prey on German formations from
the clear winter skies; the Luftwaffe is no longer a
factor. Fighters ravage armored columns and, as
in the disaster at Falaise, they attack anything
with wheels.
While the Germans manage to withdraw some
troops back into Germany, they lose 100,000 men
and 600 tanks. Allied casualties exceed 75,000,
but the last blitzkrieg has been stopped. For his
losses, Hitler has delayed the Allied advance by
six weeks, but his last remaining armored
divisions are destroyed.
American tanks on
the move in Germany
flag from a second story window of the Reichstag. An hour later, Hitler commits
suicide. At 2250 hours, Soviet flags fly from the Reichstag’s roof.
Negotiations between the Soviets and the Germans begin. They break off in the
middle of the day on May 1; Marshal Chuikov (one of the heroes of Stalingrad) is
exasperated and orders artillery fire to resume. Finally, early on May 2, the
commander of force in Berlin drafts a surrender, which the Soviets accept. The
Red Army ceases firing at 1500 hours. Berlin has fallen.
advance of the Fourth Guards Tank Army. This force reaches Prague to find the
Germans have gone.
The Russians finally bring Army Group Center to bay on May 10. Over the next
two days, the Soviets pound German positions with every available weapon; those
Germans not killed begin to surrender. On May 12 it is official: Army Group
Center surrenders, and the last major German fighting force is no more. The war in
Europe is over.
With the end of hostilities in Europe, the Allies turn their focus to defeating Japan.
By May 1945, the Americans have already captured Iwo Jima and made strides
toward capturing Okinawa. Although Japanese resistance in the Philippines
continues, the battle there is no longer in doubt.
By late July, President Harry S Truman issues a surrender demand through the
Japanese Embassy in Moscow. The Japanese respond with conditions that the
Allies interpret as a refusal. Truman has already decided that if the Japanese fail to
surrender, he will use America’s most powerful and most secret weaponthe
atomic bomb.
On August 6, the Enola Gay (a B-29 bomber
named after the pilot’s mother) drops the first
atomic bomb on Hiroshima. The resulting explo-
sion has the force of over 18,000 metric tons of
TNT, destroying 60 percent of the city and killing
80,000 inhabitants. When Japan again fails to
surrender, Truman orders a second bomb to
be dropped.
Three days after the first atomic bomb is dropped,
another B-29 (Bock’s Car) drops the second bomb
on Nagasaki. The result is the same: devastation
and death on the ground. Still Japan’s military
leaders refuse to surrender. They insist that the
Emperor’s sovereignty must be maintained; the
Allies refuse. Finally, Emperor Hirohito himself
orders that the war end. He records a message for
broadcast that asks the people of Japan to “. . .
bear the unbearable . . .” When it is broadcast on
August 15, it is the first time the vast majority of
Japanese citizens hear their emperor’s voice.
World War II is over.