All American
All American
All American
The numerous actions carried out by men from However, we will be focused on platoon-sized units
Allied airborne units across the Normandy which are at the heart of the action.
battlefront present to wargamers a multitude of
unique scenarios and campaign possibilities. Once The US player has one company of infantry available
unremarkable places such as Carentan, Ranville, and to achieve their objectives. Only one platoon may be
Sainte-Mère-Église overnight became enshrined in committed to attack in each Campaign Turn. No
military history and the places where many would platoon may attack in consecutive Turns; however,
lose their lives. Another such place, the Merderet a platoon may defend in any number of consecutive
River crossing at La Fière, became the sight of a Campaign Turns.
vicious struggle that would help decide the fate of
the American landings at Utah Beach. It is battles At the beginning of the campaign, first platoon will
like these that, as a historical wargamer we delight be used in Game One and then be replaced by the
in bring to the tabletop, all while remembering the second platoon in Game Two. After this, it is up to
true events that occurred on those fateful days. the US player to decide which platoon will fight. This
continues through the campaign with the player
The following campaign has been designed to run choosing which of their platoons play in each
with At the Sharp End, the campaign supplement for Campaign Turn.
Chain of Command. As such, not all the campaign
rules are duplicated here. Instead all the rules within The US player may elect to combine two platoons at
At the Sharp End apply unless otherwise stated. the end of any Game in the campaign. However, this
amalgamated unit may never be larger or better
All American is an Abbreviated Full Map Campaign equipped than a full-strength platoon as listed in the
which uses four rungs and will last up to six Army List.
Campaign Turns.
After two platoons are combined, any "spare" men
The Campaign Ladder over and above a full-strength platoon may be kept
The master map shows the four tables used in this at Company HQ to be used as replacements in
campaign. These are as follows: subsequent Games.
Table Name Scenario The German player will begin each game with a full
1 Probe Along the Road 2 platoon but is encouraged to still track their losses
2 Holding the Line at Cauquigny 4 in similar fashion to the US player.
3 Battle for La Fière 6
4 Last Ditch to St.-Mère-Église 3 Initiative
The campaign will begin with the German player
holding the initiative and attacking in Scenario One.
Setting up the Campaign
All American focuses on two units, the 91st Air
After that, who holds the initiative at the beginning
Landing Division attacking towards Sainte-Mère
of each Campaign Turn will depend on the victor of
Église and 82nd Airborne Division defending.
the previous Game.
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do so divide the available support points as noted
At any point in the campaign where they hold the for each scenario between the players on each side
initiative, the Americans may launch a localized as desired and use the rules as noted in the Big
counterattack. Unlike as covered in At the Sharp Chain of Command supplement.
End, however, this counterattack must be played as
an Attack and Defend scenario. The Army Lists & Briefings
The following briefings should be handed to the US
The American player will have five support points to and German players, along with the lists used for the
use in a counterattack. The German player will forces in this campaign. They are both based on the
select from the support points value they have when standard organization for the period, but with
attacking for that scenario. Support Lists specific to this campaign and based on
what equipment was known to be in the area at the
Consolidating & Strengthening Defenses time.
Neither side may consolidate their defenses during
the campaign. However, both sides may strengthen
their defenses as covered in At the Sharp End.
Campaign Notes
The following notes apply to all scenarios during the
campaign:
3 4
4
Adjutant
Entrenchments for one Team
Jeep, no crew
Medical Orderly
Parachute Platoon List Two
The elite of the US forces, the Parachute Infantry are Bazooka Team, two crew
a tough, gritty force which makes up for in firepower Pre-game Barrage
what it lacks in numbers. It is well trained, ably led, List Three
and is rated as Regular. US Parachute Infantry are 60mm mortar Team, five crew
Aggressive. LMG on bipod mount, three crew
Sniper Team
Command Dice: 5 + 1 List Four
MMG on tripod mount, five crew
One of the Command Dice should be a distinct color List Five
to the others rolled. If the differently colored dice Forward Observer and 81mm mortar battery
rolls 1, 2, 3, 4 or 5 it is treated as normal. If it rolls 6 M1 anti-tank gun, five crew and Junior Leader
then this is converted to a 5 immediately and does Parachute Squad with Junior Leader
not count towards multiple phases.
All Teams and Squads from the Support Lists are
HQ Squad rated as Regular.
Lieutenant, Senior Leader with carbine
Platoon Sergeant, Senior Leader with SMG Items in red may only be purchased when attacking.
Bazooka Team, two crew
Items in blue may only be purchased when
Squads One and Two defending.
Sergeant, Junior Leader with SMG
LMG Team Rifle Team The Support List options here are the same as those
M1919A4 .30 Cal LMG Eight rifles in the main Chain of Command rule book, with the
Three crew same specific rules applying. However, the following
options are unique to this campaign.
Mortar Squad
60mm mortar Team, five crew 60mm Mortar Team
The 60mm mortar has no smoke rounds and only
National Characteristics are the same as those listed fires HE. It has a minimum range of 18”, but closer
in the main rule book for a US force: Marching Fire! than that the crew may use their rifles. If desired,
and Scout. US paratroopers are Aggressive in Close the mortar can be deployed off-table and count all
Combat. targets as at effective range. The mortar team
cannot be targeted if deployed off-table.
SUPPORT OPTIONS
The following Support List is used for this campaign, Add SMG to Squad
which attempts to represent the limited assets The parachute forces were known to distribute
available for the US parachute forces operating in submachine guns to bolster their firepower. Taking
this area on D-Day. this option will provide two SMGs to one Squad,
each replacing one rifleman from the Rifle Team.
US Support List
List One
Add SMGs to Squad
5
List Three
Sniper Team
List Four
Hotchkiss H35 with Junior Leader
Infantry Gruppe with Junior Leader
Infantry Zug MMG on tripod mount, five crew
Using the standard organization for Heer, these Renault R35 with Junior Leader
troops like most German units put heavy emphasis List Five
on the powerful machine gun. They are highly Forward Observer and 8cm mortar battery
motivated, well equipped, and rated as Regular. Pak 38 anti-tank gun, five crew and Junior Leader
Panzer III G with Junior Leader
Command Dice: 5
All Teams and Gruppe from the Support Lists are
HQ Gruppe rated as Regular.
Unterfeldwebel, Senior Leader with SMG
Panzerschreck Team, two crew Items in red may only be purchased when attacking.
Gruppe One to Three The Support List options here are the same as those
Obergefreiter, Junior Leader with SMG in the main Chain of Command rule book, with the
LMG Team Rifle Team same specific rules applying.
MG42 Six Rifles
Three crew If three or more armored vehicles are taken as
support, one of these vehicles may be commanded
National Characteristics are the same as those listed by a Senior Leader. They may issue orders to the
in the main rule book for a German force: other vehicles as noted in the main Chain of
Maschinengewehr and Handgranaten! Command rule book.
SUPPORT OPTIONS
The following Support List is used for this campaign,
which attempts to represent the limited assets
available for the German forces operating in this
area on D-Day.
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CAMPAIGN ARSENAL
The following table is used for the campaign. For other weapons not listed here, consult the main rules.
Campaign Arsenal Table
Armored Vehicles
Vehicle Armor AP HE Speed Notes
Hotchkiss H35 5 3 3 Slow No Hull MG
Panzer III G 4 6 4 Average
Renault R35 5 3 3 Slow No Hull MG
Transport Vehicles
Jeep 0 - - Wheeled
Anti-Tank Weapons
Weapon AP HE
M1 57mm 7 4
Pak 38 5cm 7 3
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Going, with two pips subtracted from each dice of
The scenarios contained in this supplement are not
movement and no moving “At the Double”. Targets
designed to present perfectly balanced forces on
caught in this terrain count as being in the open,
both sides; however, the campaign is balanced in with no ability to go “Tactical”. No vehicles of any
such a fashion that it can be won by either side. I kind may enter the inundated fields.
have not quoted Platoon Force Ratings, but these
have been used to determine the level of support All the scenarios have been designed with a
available in each scenario. For the following minimum number of notes. The campaign backdrop
scenarios I have provided the players with a total of should set the scene for each Game, and the placing
the support points which they may select from the of additional terrain not shown on the map is highly
campaign specific lists. encouraged. Only one sheet is required to be
printed for each scenario, showing the map and the
General Terrain Notes level of support available to each player. On each
There are specific terrain notes for each scenario; map, the deployments areas for the Patrol Markers
however, some general remarks are worthwhile on are indicated.
the terrain in this area of Normandy.
I have attempted to use the scenarios for this
Firstly, this is not bocage country, so hedges are not campaign as they are found in the core rulebook.
impenetrable. However, this is a very rural area and There are, however, a limited number of umpire’s
hedges do block line of sight. Troops within 2” of a notes that can be found after the scenarios.
hedge may be seen through it, but further away they
are invisible and may not be targeted. Moving
through such hedges counts as a Medium Obstacle.
Hedges and other dense foliage counts as soft cover.
US Briefing
The US player has three support points available whenever this scenario is played.
German Briefing
The German player has six support points available whenever this scenario is played. At least one armored
vehicle must be taken as support.
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Scenario Two
Holding the Line at Cauquigny
Background
With the inundated fields just behind them, the Americans center their defense on a church near the water. The
Germans quickly close in to secure the way across the causeway.
US Briefing
The US player has five support points available whenever this scenario is played.
German Briefing
The German player has ten support points available whenever this scenario is played. At least one armored
vehicle must be taken as support.
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Scenario Three
Battle for La Fière
Background
A heavy attack is mounted across the flooded fields as the Germans strike their objective. Intense fighting occurs
as the American paratroops put up a relentless defense.
US Briefing
The US player has six support points available whenever this scenario is played. Please note the scenario specific
rules in the Umpire’s Notes.
German Briefing
The German player has thirteen support points available whenever this scenario is played. At least two armored
vehicles must be taken as support.
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Scenario Four
Last Ditch to Sainte-Mère-Église
Background
Unable to hold at the bridge, the Americans regroup just beyond to organize a counterattack. Keen to
completely secure the area the Germans send forces out to quell any chance of reprisal.
US Briefing
The US player has three support points available whenever this scenario is played.
German Briefing
The German player has five support points available whenever this scenario is played.
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As the campaign progresses, the umpire will need to make the US and German players aware of certain events.
To those who wish to cut to the chase and play the “key” battle for the La Fière bridge as opposed to the entire
campaign, play this scenario as described.
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Tracking your Campaign the bridge. Two armored assaults were attempted,
The forces involved in this campaign represent but both were repulsed. It was not until later,
elements of the 82nd Airborne Division and the 91st however, with the arrival of US glider troops and
Air Landing Division. Track the opinions of the men Sherman tanks from Utah Beach, that the La Fière
and the commander as though it was one platoon in crossing was fully secured. The Allies would soon
At the Sharp End for both the US and German begin to advance up the Cotentin Peninsula and
forces. deeper South into France.
Historical Note
The struggle for the La Fière bridge began with the
82nd Airborne Division’s nighttime drop as part of
Operation Neptune. They quickly encountered
elements of the 91st Air Landing Division, namely the
1057th Infantry Battalion and the 100th Panzer
Replacement and Training Battalion. The latter was
equipped with outdated German and captured
French tanks. The paratroopers reached the bridge
and after intense close combat secured both ends of
the causeway over the inundated land. Soon,
however, a heavy German counterattack with armor
support pushed across the causeway and back to
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