Epsom Linked Campaign

Overlord (FW115) Atlantik Wall (FW114)

Linked Campaign for Operation Epsom

Operation Epsom…

By Gary Martin

Mission 1: The Scottish Attack

Dawn, 26 June – Operation Epsom begins with the fresh 15th Scottish Division’s first action of the war. As VIII Corps is advancing towards the rivers Odon and Odre, the 44th ‘Lowland’ Brigade must clear the way for the tanks.

The 12. SS-Panzerdivision ‘Hitlerjugend’ is prepared for the attack and have fortified their positions.

This mission uses Prepared Positions and Ambush special rules.  

Your Orders

26. SS-Panzergrenadier Regiment
The Allies have been pushing their way inland for 10 days now. You have prepared your defences well with mine fields, barbed wire and MG-42s. They tried to break you down with artillery but you are strong and your devotion to the Fatherland is unwavering. The guns have stopped so the Tommies must be coming. Time to man the guns.

6th Royal Scot Fusiliers
This is it. After months of training you are about to face the Hun for the first time. You have to clear out all the outlying villages between here and the river Oden. Shouldn’t be too bad. The artillery has pounded the German lines for some time now, surly nothing could have survived that.

Your Forces

26. SS-Panzergrenadier Regiment
The SS troops are rated as Fearless Veteran. See the SS-Panzergrenadierkompanie Intelligence Briefing from page 160 of Earth & Steel for full details.

Company HQ
Upgrade both stands to command Panzerfaust SMG team and add a Panzerschreck team

Operation Epsom
Waffen-SS troops

Panzergrenadier Platoon
Full strength
Upgrade command to Command Panzerfaust SMG team 

Panzergrenadier Platoon
Full strength
Upgrade command to Command Panzerfaust SMG team

Mortar Platoon
With 2 Mortar sections

Light Anti-Tank Gun Platoon
With 3 7.5cm Pak 40.

Rocket Launcher Battery
With 1 Launcher section
Add a 7.5cm Pak 40

Field Fortifications
You have 2 HMG Nests, 1 minefield and 3 barbed wire entanglements.

6th Royal Scot Fusiliers
The Scots are rated as Confident Trained. See the 15th Scottish Division Intelligence Briefing.

Company HQ
Upgrade to a Scottish regiment

Rifle Platoon
Full Strength

Rifle Platoon
Full Strength

Rifle Platoon
Full Strength

Rifle Platoon

Full Strength

Machine Gun Platoon
2 Machine-gun sections

15th Scottish Division troops and Churchills
15th Scottish Division column Pioneer Platoon
Full Strength
Replace 15cwt truck with M5 Half-track

Scout Patrol
Add an extra hull-mounted HMG to each Universal Carrier

Tank Platoon
3 Churchill Crocodiles

Field Battery, Royal Artillery
With 4 gun sections
Preparing for battle
1. Each player can deploy up to 12”/30cm from the table centre line. They run the length of the long table edges.
2. Starting with the Germans both players place an objective in the German deployment zone. Each objective must be at least 16”/40cm from the table centre line and 8”/20cm from the side table edge and each other.
3. The German force deploys their full force except for 2 platoons which are held in ambush.
4. The British now deploy their entire force in their deployment zone.

Game 1
Beginning the Battle
1. The Germans begin the game in Prepared Positions, so their Infantry and Gun teams are in Foxholes and Gone to Ground.
2. The British get first turn.

Ending the Battle
The Battle ends when either:
1. The British hold any of the objectives at the start of their turn, or
2. The Germans starts any of their turns from turn six with no British teams in their half of the table.

Deciding who won
The British win if the game ended because they started one of their turns holding an objective. The German lines have been breached, now it’s on to the Odon.

Otherwise the Germans win and their lines have held for now.

Mission 2: Hill 112

Dawn - 28th of June. The 15th Scottish Division has forced a crossing on the river Odon, now its time for the 11th Armoured Division to strike for Hill 112. 12. SS-Panzerdivision ‘Hitlerjugend’ were concentrating their forces on the bridgehead and have only lightly defended the hill top. Will the 23rd Hussars beat the 12. SS-Panzerregiment to the summit.

This mission uses Prepared Positions and Reserves special rules.

Your Orders

12. SS-Panzerregiment
An attack has been mounted on Hill 112 you must move to re-enforce that vital position straight away.

23rd Hussars
At last you have reached the river Odon. Hill 112 must be secured before you advance to the Odre.

Your Forces  

12. SS-Panzerregiment
The SS troops are rated as Fearless Veteran. See the Panzerkompanie Intelligence Briefing from Atlantik Wall for full details.

Company HQ
2 Panzer IV H

Panzer Platoon
4 Panzer IV H

Panzer Platoon
4 Panzer IV H

Gepanzerte Panzergrenadier Platoon
Full strength
Upgrade command to Command Panzerfaust SMG team
Replace HQ Section Sd Kfz 251/1 with a Sd Kfz 251/10

Anti-tank Gun Platoon
Four 7.5cm PaK40

23rd Hussars
The Hussars are rated as Confident Trained. See the British Armoured Squadron Intelligence Briefing from Overlord for full details.

Defenders

Company HQ
2 Sherman V

Armoured Platoon
3 Sherman V
1 Sherman Firefly VC

Armoured Platoon
3 Sherman V
1 Sherman Firefly VC

Armoured Platoon
3 Sherman V
1 Sherman Firefly VC

Armoured Platoon
3 Sherman V
1 Sherman Firefly VC

Motor Platoon
Full Strength

Anti-Tank Platoon (SP), Royal Artillery
4 M10C 17pdr SP guns

Campaign Play

If you are playing this as a follow on to the Mission 1: The Scottish Attack game then the following rules are used:

German Victory – The determined resistance to the initial Allied attacks have allowed you more time to re-enforce your position on Hill 112. You automatically pass your reserve roll in the first turn only.

British Victory – You have pressed hard into the German positions and advanced faster than expected so the enemy has not had time to prepare its position. The German infantry and gun teams will not be in foxholes.

Game 2 Preparing for battle
1. Each player can deploy up to 12”/30cm from the table centre line. They run the length of the long table edges.
2. Starting with the Germans both players place an objective in the German deployment zone. Each objective must be at least 8”/20cm from the side table edge and each other.
3. The German force deploys the Anti-tank Gun Platoon and Panzergernadiers on the table. The Panzer IVs are held in reserve (see Campaign rules).
4. The British Squadron deploys the Company HQ and 2 armoured Platoons on the table.

The other units are held in reserve to represent the cautious advance of the British tanks.

Beginning the Battle
1. The Germans begin the game in Prepared Positions, so their infantry and gun teams are in Foxholes and Gone to Ground. If the British won the previous game they loose their Foxholes
2. The British Get first turn.

Ending the Battle
The Battle ends when either:
1. The British hold any of the objectives at the start of their turn, or
2. The defender starts any of their turns from turn six with no attacking teams in the defender’s half of the table.

Deciding who won
The British win if the game ended because they started one of their turns holding an objective. They have taken Hill 112 and have a clear view all the way to Caen

Otherwise the Germans win and the high ground is still theirs. 

Mission 3: The German Counter attack

18:00 hours - 29 June. After several hard days fighting the German pressure continued to build against the Scottish Corridor. 9. SS-Panzerdivision ‘Hohenstaufen’ launched attacks against the entire west flank looking for any weaknesses in the British lines.

This mission uses Prepared Positions, Delayed Reserves, Reserves and Across the Volga special rules.

Your Orders

9. SS-Panzerdivision “Hohenstaufen”
Your reconnaissance units have found a weakness in the British lines. The company of Tommys holding the Belleval estate don’t have any armour support and only limited anti-tank guns. You must strike in true blitzkrieg fashion while their position is still weak.

8th Royal Scots
You have been pounded by enemy mortars and guns for days. Short of supplies and with only a few 6pdrs left operational, its time for you to be pulled from the line. Reinforcements are on the way from 6 RSF, 44 RTR and 91st Anti-tank brigade. All you need to do is hold the line until they arrive.

Your Forces 

SS Panzer IV

9. SS-Panzerdivision “Hohenstaufen”
The SS troops are rated as Fearless Veteran. See the Gepanzerte Panzergrenadierkompanie Intelligence Briefing from Atlantik Wall for full details.

Company HQ
Upgrade both stands to command Panzerfaust SMG team
Both have the commander and 2iC have Sd Kfz 251/1 halftracks

Gepanzerte Panzergrenadier Platoon
Full strength
Upgrade command to Command Panzerfaust SMG team
Replace HQ Section Sd Kfz 251/1 with a Sd Kfz251/10

Gepanzerte Panzergrenadier Platoon
Full strength
Upgrade command to Command Panzerfaust SMG team
Replace HQ Section Sd Kfz 251/1 with a Sd Kfz251/10

Armoured Mortar Platoon
With 2 Mortar Sections

Armoured Flame-Thrower Platoon
2 Sd Kfz 251/16

Panzer Platoon
4 Panzer IV H

SS Panzergrenadier

8th Royal Scots
The Scots are rated as Confident Trained. See the British Rifle Company Intelligence Briefing from Overlord for full details. Your company is split into 3 groups, defenders, reserves and Corps support (See Overlord for 5.5”gun rules).

Defenders

Company HQ
Upgrade to a Scottish regiment

Rifle Platoon
Full Strength

Rifle Platoon
Full Strength

Machine Gun Platoon
2 machine-gun sections.
Note: There are no transports for this platoon

Anti-Tank Gun Platoon
1 Anti-tank section.
Note: There are no transports for this platoon

Observers for Corps Artillery
You have 2 observers who can call on your off table Support. The observers can call for support from either battery but only one per turn.

Reserves

Rifle Platoon
Full Strength

Rifle Platoon
Full Strength

Armoured Platoon
3 Sherman V
1 Sherman Firefly VC

Anti-Tank Platoon (SP), Royal Artillery
4 M10C 17pdr SP guns

Corps support

Field Battery, Royal Artillery
With 2 gun sections of 25pdr guns
Battery uses the Across The Volga special rule.

Field Battery, Royal Artillery
With 2 gun sections of 5.5” guns
Battery uses the Across The Volga special rule.

Campaign Play

If you are playing this as a follow on to the Mission 2: Hill 112 game then the following rules are used.

German Victory – With you forces well established on Hill 112 you are in a stronger position to drive into the Allied lines. One of your units may make a free reconnaissance move before the start of the game.

British Victory – From the summit of Hill 112 your forward observers can better direct the Corps artillery fire and break up the German attacks before they even start. The Panzer IV H platoon has been delayed and starts the game in reserve.

Preparing for battle
1. This battle is fought a long the table as per the Hold the Line scenario.
2. Starting with the British both players place an objective in the British end of the table. Both objectives should be with in 18”/45cm table centre line and at least 8”/20cm away from the table sides.
3. The British deploy the Defenders group up to 18”45cm from the table centre line.
4. The German forces are deployed up to 24”/60cm from the table centre line.
5. Both players now place their independent teams in their deployment areas starting with the British player.

Beginning the Battle
1. The British begin the game in Prepared Positions, so their infantry and gun teams are in Foxholes and Gone to Ground.
2. Make any Reconnaissance moves if allowed by the Campaign rules
3. The Germans get first turn.

Ending the Battle
The Battle ends when either:
1. The Germans hold any of the objectives at the start of their turn, or
2. The British start any of their turns from turn six with no attacking teams in their half of the table.

Deciding who won
The Germans win if the game ended because they started one of their turns holding an objective. They have broken into the Scottish Corridor and forced the enemy to fall back.

Game 3

Otherwise the British win and the perimeter is secure.

Terrain

Throughout this campaign treat all hedges as Bocage. The orchards provide concealment only and do not affect line of sight or movement.

The Farm Buildings at A on Mission 3 are surrounded by a wall which counts as Bullet Proof Cover. The wall is only one story high so windows at higher levels can be used to shoot out of. Teams depolyed behind it and in Prepared Positions at the start of the game can make a one team width loophole in the wall to shoot through as per the Loophole rules on page 108 of Flames Of War.

For another campaign based around Operation Epsom and Hill 112 see Craig Courtis's Axis Of Attack Campaign based on the actions of the 43rd Wessex Division.

Hill 112... 


Last Updated On Wednesday, July 10, 2013 by Blake at Battlefront