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Danger Forward: The Battle of Gela, July 1943 thumbnail

Danger Forward: The Battle of Gela, July 1943

Danger Forward: The Battle of Gela, July 1943 Rulebook

Table of Contents

Table of Contents

  • Glossary (Game Specific)
  • Introduction
  • Map and Charts
  • Scale
  • Counter Colors and Ownership
  • 1.0 Common Special Rules
    • 1.1 Weather
    • 1.2 Series Rules Matters
  • 2.0 Allied Special Rules
    • 2.1 Beach Landing
    • 2.2 Paratrooper Rules
    • 2.3 Naval Gunfire
    • 2.4 Task Force Fargo
  • 3.0 Axis Special Rules
    • 3.1 Nationality Effects
  • 4.0 Victory
  • 5.0 Scenarios
    • 5.1 Battle of Gela (Campaign)
    • 5.2 Cent Beach (Intro)
    • 5.3 Dime Beach (Small)
    • 5.4 American Husky (Historical Ground Entries)
    • 5.5 Bitter Victory (All Historical Setup)
  • Terrain Effects Chart

Glossary (Game Specific)

  • Abn: Airborne
  • Arm: Armor/Armored
  • Art/Arty: Artillery
  • AT: Anti-Tank
  • Bn: Battalion
  • CL: Light Cruiser
  • Co: Company
  • Com-Isp: Comiso-Ispica
  • DesRon: Destroyer Squadron
  • Div: Division
  • DZ: Drop Zone
  • Grp: Gruppo (Group)
  • HG: Hermann Göring
  • HMS: His Majesty's Ship
  • HQ: Headquarters
  • Inf: Infantry
  • LW: Luftwaffe (German Air Force)
  • KG: Kampfgruppe (Task Force)
  • Mech: Mechanized
  • MG: Mitragliatrice (Machine Gun)
  • MON: Monitor (smaller warships with very large guns)
  • Mt.: Monte (Mount)
  • NAP: Nuclei Anti Paracadutisti (Anti-Parachute Unit)
  • PG: Panzergrenadier (Armored Infantry)
  • Pio: Pioneer (Engineer)
  • PIR: Parachute Infantry Regiment
  • Plt: Platoon
  • Pz: Panzer (Tank)
  • Pz Recon: Armored Cavalry Reconnaissance

Introduction

Danger Forward covers the first three days of Operation Husky and the fighting around the city of Gela on the south coast of Sicily in 1943. Its small size and limited game length is designed to provide a good introduction to the Battalion Combat Series.

References are provided extensively to relevant rules sections in parentheses to assist new players. BCS v2.0 Series rules references have BCS preceding the relevant rules section number. Danger Forward Game Specific Rules (BCS 1.0c) references just have the relevant rules section number.

Map and Charts

All necessary charts needed to play the game are printed on the map. This includes the Turn Record Track, Terrain Key, Terrain Effects Chart, Replacement Tables (Allied and Axis), as well as the game specific Scatter Direction and Air Drop Table.

Scale

The map is 1 km per hex. Everything else is BCS standard (BCS 1.0a).

Counter Colors and Ownership

Allied Player. The Allied player controls all American (Green) units. The Allied player also controls all Naval units (White to Blue Gradient) which include US Navy (American Flag) and Royal Navy (British Ensign) vessels.

Axis Player. The Axis player controls all Luftwaffe Ground Troops (Blue Grey), German Army (Gray), and Italian (Blue Green) units.

1.0 Common Special Rules

1.1 Weather

The Weather is always clear and dry. There is no Weather roll. There are no effects on Trafficability (BCS 3.2i). Visibility (BCS 5.4f) is always 4 hexes.

1.2 Series Rules Matters

1.2a Repls. Each player obtains Repls from his Repl Table normally (BCS 2.2).

1.2b Buddies. (BCS Glossary)

  • Allied. 82 Abn and TF Kool are Buddies with all Allied Formations and vice versa.
  • Axis. No Axis Formation is a Buddy with any other.

1.2c Recon Unit Types. As per the Series rules and only Arm Cav units are Recon Capable (BCS 1.1f).

1.2d Support. Italian AV units cannot enter Support. Allied and German AV units can enter Support (BCS 1.5).

1.2e Supply. Map edge Supply Sources (BCS 3.1) are marked for the Axis. The Allied Supply Sources use Beach (2.1c) and map edge Supply Sources as marked. Combat Trains can be placed on Beach hexes at Legal Hexes (BCS 3.1a).

1.2f Daily SNAFU DRMs. Each side has its own Daily SNAFU DRM on the Turn Record Track (BCS 3.2b).

1.2g Air Points. Neither side is given Air Points (BCS 2.3c).

Naval Gunfire and Static Unit Backs. Italian Static units (BCS 1.1h) have their set up hexes and Allied Naval Gunfire (2.3) units have their Beach Sector (2.1a) printed on the back of the counter. As their backs are normally blank and as there are no alternate set up hexes for the scenarios, it made sense to ease setup for these units. Note that the Naval Gunfire units only list their starting Beach Sector as they can move to the other Beach Sector (2.3).

2.0 Allied Special Rules

2.1 Beach Landing

2.1a Beach Sector. There are two Beach Sectors (one for the Dime Forces and the other for the Cent Forces) bounded by a thick red line made up of individually named beaches (separated by dashed red lines). Each named beach consists of one or more Beach hexes (2.1b). Beach Sectors contain Naval Gunfire units (2.3) and Supply Sources (2.1c).

2.1b Beach Hexes. Allied Units start the game set up on their designated Beach hex. Reinforcements arriving at a given Beach Sector can be placed in any Beach hex within the beach's dashed red boundary lines. A Beach hex is treated as an Entry Area (BCS 2.1d). Handle Reinforcements arriving on Beach hex Entry Areas as per the series rules (BCS 2.1). Allied Units receiving a Retreat result (BCS 5.5) in a Beach hex ignore the Retreat and each unit takes a Step Loss (in addition to any Step Loss results from a Combat or Engagement Table result) instead.

2.1c Supply Sources at Beach Hexes. Certain Beach hexes contain a Supply Source for Allied Formations (1.2e). The MSR it creates can use these Beach hexes, provided it does not contain an enemy Combat Unit or non-negated EZOC (BCS 3.1a) and connects to a Formation's Combat Train via a Legal Hex.

2.2 Paratrooper Rules

The 82nd Airborne Division landings at the opening of Operation Husky were marked by terrible misdrops and scattered landings.

2.2a Air Drops. Airborne units arrive on the map in the Reinforcement Phase on the 10 Jul 43 turn. For each of the entering Airborne group of units, roll a die to determine the accuracy on the Air Drop Table.

Exception: The 82 Abn HQ does not roll and always lands on its designated hex.

Drop Zone (DZ) hex locations are:

  • DZ Q: 27.24
  • DZ S: 22.19
  • DZ T: 23.18
  • Misdrop #1: 36.10
  • Misdrop #2: 33.05

If units land on the map, roll a die for each unit to determine the direction of the scatter per the Direction Roll diagram on the map. Roll another die which determines the distance in hexes from the DZ hex.

Airborne units that land off-map do not arrive in the game. If the unit lands on an enemy unit or Ocean hex, it is eliminated. EZOCs have no effect on the landing unit. Airborne units arrive via Air Drop on their Move-side (exception to BCS 1.0f).

Example: G/505 and H/505 Abn Inf Co (82 Abn) are scheduled to land in DZ T (23.18). Place the units on that hex and roll one die. If that roll is 4 or more, the units scatter. G/505 rolls a 3 for direction and a 5 for distance. It is placed in hex 28.15. H/505 rolls a 1 for direction and a 1 for distance. It is to land in hex 23.19 but is eliminated because there is an enemy unit.

2.2b Airborne Command & Control. Allied Airborne units were trained to operate independently. With the large scattered airdrops, the ad hoc groups set about to achieve their objectives. The 82 Abn formation's Command Radius (BCS 1.4) is infinite. When activated, the formation can activate all its units. No 82 Abn unit suffers from Isolation (BCS 3.6).

82 Abn does not have Combat Trains. Airborne units are assumed to have a Complete MSR and hence do not need to consider a Legal Hex for retreat purposes (BCS 3.1 and 4.7e). For Daily SNAFU DRM purposes, MSR is never considered Optimal (BCS 3.2f) and is assumed to use Tracks (BCS 3.2i).

2.3 Naval Gunfire

The Allies have five Naval Gunfire units that act similar to Air Points (BCS 5.4c). Starting with the second turn's Reinforcement Phase, Naval Gunfire units can be moved to another Beach Sector's Available box as desired. Unlike regular Assignments (BCS 2.3), Naval Gunfire units do not need to be unassigned first before being moved. There can be a maximum of four Naval Gunfire units per Beach Sector. Once assigned, the unit must remain in that box until the turn ends.

Naval Gunfire units cannot barrage north or east of the hexes containing the Naval Gunfire Limit.

Exception: HMS Abercrombie can fire at any hex on the game map provided it is spotted. The counter has an infinite symbol above the barrage value so players can remember this.

Naval Gunfire units with a Barrage value of 2 must expend both points on the same target. There is no restriction on the number of Naval Destruction Barrage Points that can be used on a target when not part of any Attack (exception to BCS 5.4h part ii). The number of Points for a Regular Attack and Shock Attack still apply (BCS 5.4h).

Available Naval Gunfire units can be Spotted (BCS 5.4f) by Formations using that Beach Sector's Supply Sources (Dime or Cent). 82 Abn cannot spot for Naval Gunfire units. Move the Naval Gunfire unit to its Used Box after firing. Used Naval Gunfire units move to the Available box during the Game-turn End phase (BCS 2.0 step f).

2.4 Task Force Fargo

Fargo Arm Inf TF (Force X) arrives at Entry Area A. This unit can trace an MSR directly from the Allied Supply Source at hex 1.24. This is an exception to normal MSR (BCS 3.1) where there is no need to connect from its HQ through the Combat Train. Otherwise it behaves like any part of a formation that begins Out of Command during an Activation (BCS 1.4d).

3.0 Axis Special Rules

3.1 Nationality Effects

There are no nationality effects restricting German and Italian units. Any Axis Supply Source can be used by any Axis Formation.

4.0 Victory

4.0a Victory Points (VP). The Allied player must attack to control as many of the 8 VP hexes on the map as possible. The winner is determined by the number controlled as listed below. "Control" is awarded to the side which occupies (or is last to occupy) that hex with a friendly unit in Command Radius. An OBJ is required to initially control a VP hex (BCS 3.3). The available Victory Point hexes are:

LocationHex
Mt. Del Zai10.25
Gela12.18
Gela-Farello Landing Ground18.18
Ponte Olivo Airfield18.25
Niscemi25.27
Biscari Station29.12
Acate36.14
Comiso Airfield47.11

Rate Victory by the following:

VPs ControlledVictory
2 or lessAxis Major Victory
3-4Axis Minor Victory
5Draw
6-7Allied Minor Victory
8Allied Major Victory

4.0b Sudden Death Victory. A Sudden Death Victory occurs if the Axis occupies any two Beach hexes (they do not have to be adjacent) by the end of any turn. Units must be in Command Radius (BCS 1.4) and the formation has a complete MSR (BCS 3.1). If Sudden Death occurs, ignore the normal Victory Conditions, and the game ends instantly with an Axis Major Victory.

The historical result was an Allied Minor Victory.

5.0 Scenarios

5.1 Battle of Gela (Campaign)

The Battle of Gela, from initial American sea and airborne landings to the Italo-German counterattack against the beachheads, concluding with the American drive toward inland objectives. This scenario gives the players all the historical possibilities to explore the battle, from the chaotic airborne misdrops, choice of reserve commitment for TF Kool, and possible routes for the Axis counterattack.

  • First Turn: 10 Jul 43 (BCS 1.0g)
  • Last Turn: 12 Jul 43
  • Game Length: 3 Turns
  • First Player: Roll for initiative

Axis Set Up: (BCS 1.0f)

Units are Italian unless otherwise noted.

Independents:

  • 27.15: Dirillo Static Plt
  • 18.25: Ponte Olivo Static Bn
  • 35.23: San Pietro Static Bn
  • 12.18: 1/429 Static Co
  • 11.19: 2/429 Static Co
  • 16.16: 3/429 Static Co
  • 23.19: 4/429 Static Co
  • 30.00: 1/389 Static Co
  • 30.03: 2/389 Static Co
  • 25.10: 3/389 Static Co
  • 27.07: 4/389 Static Co
  • 10.19: 616 MG Static Co
  • 24.20: 455 NAP Static Plt
  • 25.27: 456 NAP Static Plt
  • 36.14: 457 NAP Static Plt
  • 40.06: 458 NAP Static Plt
  • 47.06: 459 NAP Static Plt

Livorno Inf Div:

  • 16.24: HQ (Fresh), 526 NAP Static Plt
  • 10.25: III/33 Inf Bn
  • 25.25: 1/E Mech Grp
  • 26.25: 2/E Mech Grp
  • 19.27: Combat Trains

LW Pz KG:

  • Entry C or D: LW Pz KG (HQ (Fresh), HG LW Pz Recon Bn (-), I/HG, II/HG LW Pz Bn (-), HG LW Pz Pio Bn (-), Combat Trains)

LW PG KG:

  • Entry C or D not used by LW Pz KG: LW PG KG (HQ (Fresh), 2/504 TGR Pz Co, I/HG 1, II/HG 2 LW Inf Bn, Combat Trains)

Formation Activation Markers in Play: LW Pz KG, LW PG KG, Livorno Div

Axis Reinforcements:

11 Jul 43

  • Any HQ: H Mech Grp
  • B: Livorno Inf Div (I/33, II/33, I/34, II/34, III/34 Inf Bn, IV AT Bn). No more than 2 units can arrive in each entry hex, to include H Mech Grp if it is assigned.
  • E: Comiso Inf Grp (HQ (Fat-0), Com-Isp Inf Grp, G Mech Grp, Combat Trains). Roll one die, Comiso Inf Grp arrives if the roll is 3 or more. Otherwise, the formation arrives on 12 Jul.

12 Jul 43

  • If Comiso Inf Grp did not enter last turn, the formation arrives this turn at Entry E.

Allied Set Up: (BCS 1.0f)

Beaches Box:

  • Dime Force Beach Sector: DesRon 17, USS Boise, USS Savannah
  • Cent Force Beach Sector: HMS Abercrombie, USS Philadelphia

Force X:

  • 11.18: HQ (Fresh), 4 Rgr Bn, 1/39 Eng Bn, Combat Trains
  • 10.18: 1 Rgr Bn

1 Inf Div(-):

  • 15.16: HQ (Fresh), 2/16 Inf Bn, 3/16 Inf Bn, Combat Trains
  • 16.15: 1/16 Inf Bn
  • 13.17: 1/26 Inf Bn, 3/26 Inf Bn
  • 14.16: 2/26 Inf Bn

45 Inf Div:

  • 26.05: HQ (Fresh), 1/179 Inf Bn, Combat Trains
  • 24.07: 2/179 Inf Bn
  • 26.06: 3/179 Inf Bn
  • 21.11: 1/180 Inf Bn
  • 22.09: 2/180 Inf Bn
  • 22.10: 3/180 Inf Bn

Formation Activation Markers in Play: Force X, 1 Inf Div(-), 45 Inf Div, 82 Abn Div

Allied Reinforcements:

10 Jul 43

  • DZ S: 82 Abn Div (HQ (Fat-0, Used)). Lands at DZ hex. Not subject to Overshoot, Misdrop, or Scatter (2.2a).
  • DZ Q: 82 Abn Div (G/504, H/504, I/504 Abn Co) – Move-side
  • DZ S: 82 Abn Div (A/505, B/505, C/505 Abn Co) – Move-side
  • DZ S: 82 Abn Div (D/505, E/505, F/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (G/505, H/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (I/505 Abn Co) – Move-side

11 Jul 43

  • At 45 Inf Div HQ: 45 Inf Div (753 Arm Bn (Support))
  • A: Force X (Fargo Arm Inf TF) See 2.4.
  • F: 45 Inf Div (2/157, 3/157 Inf Bn)
  • Dime or Cent: Select either Dime Force Beach Sector or Cent Force Beach Sector then place all units in any Beach hex of that Sector: TF Kool (HQ (Fresh), C/82 Arm Cav Co, I/67 Arm Co(+), A/41 Arm Inf Co, 1/18, 3/18 Inf Bn, Combat Trains)
  • Dime or Cent: The following arrive on a Beach Hex at the same Beach Sector as TF Kool. Each unit can either be assigned to TF Kool or another formation using the Beach Sector as a Supply Source (Force X or 1 Inf for Dime or 45 Inf for Cent). They cannot be assigned to 82 Abn: 3/67 Arm Bn(-); 2/18 Inf Bn; 1/41 Arm Inf Bn(-)

5.2 Cent Beach (Intro)

This scenario is a good starter scenario to ease players into BCS and Danger Forward. The scenario starts with only one formation on each side.

  • Playing Area: East of the Acate River and Terrana River (starting at 21.12 and ending at 34.27, inclusive)
  • First Turn: 10 Jul 43 (BCS 1.0g)
  • Last Turn: 12 Jul 43
  • Game Length: 3 Turns
  • First Player: Roll for initiative
  • Replacement Points: Divide the Table result by two (round fractions down).
  • Victory Conditions: Use a modified Victory (4.0) with the following:
VPs ControlledVictory
0-1Axis Victory
2Draw
3Allied Victory

Axis Set Up: (BCS 1.0f)

Units are Italian unless otherwise noted.

Independents:

  • 35.23: San Pietro Static Bn
  • 30.00: 1/389 Static Co
  • 30.03: 2/389 Static Co
  • 25.10: 3/389 Static Co
  • 27.07: 4/389 Static Co
  • 36.14: 457 NAP Static Plt
  • 40.06: 458 NAP Static Plt
  • 47.06: 459 NAP Static Plt

Roll one die to determine which Hermann Göring formation enters at Entry D:

Die rollFormation
1-2LW Pz KG (HQ (Fresh), HG LW Pz Recon Bn (-), I/HG, II/HG LW Pz Bn (-), HG LW Pz Pio Bn (-), Combat Trains)
3-6LW PG KG (HQ (Fresh), 2/504 TGR Pz Co, I/HG 1, II/HG 2 LW Inf Bn, Combat Trains)

Formation Activation Markers in Play: LW Pz KG or LW PG KG

Axis Reinforcements:

11 Jul 43

  • Roll one die, H Mech Grp arrives if the roll is 3 or more at any HQ. Otherwise, it does not arrive in the game.
  • E: Comiso Inf Grp (HQ (Fat-0), Com-Isp Inf Grp, G Mech Grp, Combat Trains). Roll one die, Comiso Inf Grp arrives if the roll is 3 or more. Otherwise, the formation arrives on 12 Jul.

12 Jul 43

  • If Comiso Inf Grp did not enter last turn, the formation arrives this turn.

Allied Set Up: (BCS 1.0f)

Beaches Box:

  • Cent Force Beach Sector: HMS Abercrombie, USS Philadelphia

45 Inf Div:

  • 26.05: HQ (Fresh), 1/179 Inf Bn, Combat Trains
  • 24.07: 2/179 Inf Bn
  • 26.06: 3/179 Inf Bn
  • 21.11: 1/180 Inf Bn
  • 22.09: 2/180 Inf Bn
  • 22.10: 3/180 Inf Bn

Formation Activation Markers in Play: 45 Inf Div, (82 Abn Div)

Allied Reinforcements:

10 Jul 43

Conduct Air Drops as normal (2.2a) even though the DZs are not in the Playing Area. If the Air Drop roll is a 1 or 2, follow the results for the corresponding Misdrop. Place the 82 Abn HQ at either Misdrop #1 or Misdrop #2 if there are 82 Abn units in play.

  • See above: 82 Abn Div (HQ (Fat-0, Used))
  • DZ Q: 82 Abn Div (G/504, H/504, I/504 Abn Co) – Move-side
  • DZ S: 82 Abn Div (A/505, B/505, C/505 Abn Co) – Move-side
  • DZ S: 82 Abn Div (D/505, E/505, F/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (G/505, H/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (I/505 Abn Co) – Move-side

11 Jul 43

  • At 45 Inf Div HQ: 45 Inf Div (753 Arm Bn (Support))
  • F: 45 Inf Div (2/157, 3/157 Inf Bn)
  • Roll one die, TF Kool arrives if the roll is 5 or more and place all units in any Cent Beach hex. Otherwise, it does not arrive in the game. TF Kool (HQ (Fresh), C/82 Arm Cav Co, I/67 Arm Co(+), A/41 Arm Inf Co, 1/18, 3/18 Inf Bn, Combat Trains)
  • The following arrive on a Beach Hex if TF Kool arrives. Each unit can either be assigned to TF Kool or 45 Inf. They cannot be assigned to 82 Abn if in play: 3/67 Arm Bn(-); 2/18 Inf Bn; 1/41 Arm Inf Bn(-)

5.3 Dime Beach (Small)

This scenario focuses on the Dime Beach Sector and a slight step up from scenario 5.3 with a few more formations and VPs.

  • Playing Area: West of the Acate River and Terrana River (starting at 20.12 and ending at 33.27, inclusive)
  • First Turn: 10 Jul 43 (BCS 1.0g)
  • Last Turn: 12 Jul 43
  • Game Length: 3 Turns
  • First Player: Roll for initiative
  • Replacement Points: Divide the Table result by two (round fractions down).
  • Victory Conditions: Use a modified Victory (4.0) using the following:
VPs ControlledVictory
0-2Axis Victory
3Draw
4-5Allied Victory

Axis Set Up: (BCS 1.0f)

Units are Italian unless otherwise noted.

Independents:

  • 27.15: Dirillo Static Plt
  • 18.25: Ponte Olivo Static Bn
  • 12.18: 1/429 Static Co
  • 11.19: 2/429 Static Co
  • 16.16: 3/429 Static Co
  • 23.19: 4/429 Static Co
  • 10.19: 616 MG Static Co
  • 24.20: 455 NAP Static Plt
  • 25.27: 456 NAP Static Plt

Livorno Inf Div:

  • 16.24: HQ (Fresh), 526 NAP Static Plt
  • 10.25: III/33 Inf Bn
  • 25.25: 1/E Mech Grp
  • 26.25: 2/E Mech Grp
  • 19.27: Combat Trains

Roll one die to determine which Hermann Göring formation enters at Entry C:

Die rollFormation
1-4LW Pz KG (HQ (Fresh), HG LW Pz Recon Bn (-), I/HG, II/HG LW Pz Bn (-), HG LW Pz Pio Bn (-), Combat Trains)
5-6LW PG KG (HQ (Fresh), 2/504 TGR Pz Co, I/HG 1, II/HG 2 LW Inf Bn, Combat Trains)

Formation Activation Markers in Play: LW Pz KG or LW PG KG, Livorno Div

Axis Reinforcements:

11 Jul 43

  • Roll one die, H Mech Grp arrives if the roll is 5 or more at any HQ. Otherwise, it does not arrive in the game.
  • B: Livorno Inf Div (Livorno Inf Div (I/33, II/33, I/34, II/34, III/34 Inf Bn, IV AT Bn)). No more than 2 units can arrive in each entry hex, to include H Mech Grp if it arrives and is assigned.

Allied Set Up: (BCS 1.0f)

Beaches Box:

  • Dime Force Beach Sector: DesRon 17, USS Boise, USS Savannah

Force X:

  • 11.18: HQ (Fresh), 4 Rgr Bn, 1/39 Eng Bn, Combat Trains
  • 10.18: 1 Rgr Bn

1 Inf Div(-):

  • 15.16: HQ (Fresh), 2/16 Inf Bn, 3/16 Inf Bn, Combat Trains
  • 16.15: 1/16 Inf Bn
  • 13.17: 1/26 Inf Bn, 3/26 Inf Bn
  • 14.16: 2/26 Inf Bn

Formation Activation Markers in Play: Force X, 1 Inf Div(-), 82 Abn Div

Allied Reinforcements:

10 Jul 43

Conduct Air Drops as normal (2.2a). If the Air Drop roll is a 1 or 2, treat as an Overshoot result.

  • DZ S: 82 Abn Div (HQ (Fat-0, Used)). Lands at DZ hex. Not subject to Overshoot, Misdrop, or Scatter (2.2a).
  • DZ Q: 82 Abn Div (G/504, H/504, I/504 Abn Co) – Move-side
  • DZ S: 82 Abn Div (A/505, B/505, C/505 Abn Co) – Move-side
  • DZ S: 82 Abn Div (D/505, E/505, F/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (G/505, H/505 Abn Co) – Move-side
  • DZ T: 82 Abn Div (I/505 Abn Co) – Move-side

11 Jul 43

  • A: Force X (Fargo Arm Inf TF) See 2.4.
  • Roll one die, TF Kool arrives if the roll is 3 or more and place all units in any Dime Beach hex. Otherwise, it does not arrive in the game. TF Kool (HQ (Fresh), C/82 Arm Cav Co, I/67 Arm Co(+), A/41 Arm Inf Co, 1/18, 3/18 Inf Bn, Combat Trains)
  • The following arrive on a Beach Hex if TF Kool arrives. Each unit can either be assigned to TF Kool, Force X, or 1 Inf. They cannot be assigned to 82 Abn: 3/67 Arm Bn(-); 2/18 Inf Bn; 1/41 Arm Inf Bn(-)

5.4 American Husky (Historical Ground Entries)

This scenario bakes in the historical entries for units except for the American Airborne units to let the players see how the battle unfolded.

  • First Turn: 10 Jul 43 (BCS 1.0g)
  • Last Turn: 12 Jul 43
  • Game Length: 3 Turns
  • First Player: Roll for initiative

Axis Set Up: (BCS 1.0f)

Units are Italian unless otherwise noted.

Independents:

  • 27.15: Dirillo Static Plt
  • 18.25: Ponte Olivo Static Bn
  • 35.23: San Pietro Static Bn
  • 12.18: 1/429 Static Co
  • 11.19: 2/429 Static Co
  • 16.16: 3/429 Static Co
  • 23.19: 4/429 Static Co
  • 30.00: 1/389 Static Co
  • 30.03: 2/389 Static Co
  • 25.10: 3/389 Static Co
  • 27.07: 4/389 Static Co
  • 10.19: 616 MG Static Co
  • 24.20: 455 NAP Static Plt
  • 25.27: 456 NAP Static Plt
  • 36.14: 457 NAP Static Plt
  • 40.06: 458 NAP Static Plt
  • 47.06: 459 NAP Static Plt

Livorno Inf Div:

  • 16.24: HQ (Fresh), 526 NAP Static Plt
  • 10.25: III/33 Inf Bn
  • 25.25: 1/E Mech Grp
  • 26.25: 2/E Mech Grp
  • 19.27: Combat Trains

LW Pz KG:

  • Entry C: LW Pz KG (HQ (Fresh), HG LW Pz Recon Bn (-), I/HG, II/HG LW Pz Bn (-), HG LW Pz Pio Bn (-), Combat Trains)

LW PG KG:

  • Either Entry D: LW PG KG (HQ (Fresh), 2/504 TGR Pz Co, I/HG 1, II/HG 2 LW Inf Bn, Combat Trains)

Formation Activation Markers in Play: LW Pz KG, LW PG KG, Livorno Div

Axis Reinforcements:

11 Jul 43

  • At PG KG HQ: H Mech Grp
  • B: Livorno Inf Div (I/33, II/33, I/34, II/34, III/34 Inf Bn, IV AT Bn). No more than 2 units can arrive in each entry hex.

12 Jul 43

  • E: Comiso Inf Grp (HQ (Fat-0), Com-Isp Inf Grp, G Mech Grp, Combat Trains)

5.5 Bitter Victory (All Historical Setup)

This scenario includes all the historical entries for both ground reinforcements and the air drops. This prepares the battle purely along historic lines on the morning of 10 July 1943.

  • First Turn: 10 Jul 43 (BCS 1.0g)
  • Last Turn: 12 Jul 43
  • Game Length: 3 Turns
  • First Player: Roll for initiative

Axis Set Up: (BCS 1.0f)

Units are Italian unless otherwise noted.

Independents:

  • 27.15: Dirillo Static Plt
  • 18.25: Ponte Olivo Static Bn
  • 35.23: San Pietro Static Bn
  • 12.18: 1/429 Static Co
  • 11.19: 2/429 Static Co
  • 16.16: 3/429 Static Co
  • 23.19: 4/429 Static Co
  • 30.00: 1/389 Static Co
  • 30.03: 2/389 Static Co
  • 25.10: 3/389 Static Co
  • 27.07: 4/389 Static Co
  • 10.19: 616 MG Static Co
  • 24.20: 455 NAP Static Plt
  • 25.27: 456 NAP Static Plt
  • 36.14: 457 NAP Static Plt
  • 40.06: 458 NAP Static Plt
  • 47.06: 459 NAP Static Plt

Livorno Inf Div:

  • 16.24: HQ (Fresh), 526 NAP Static Plt
  • 10.25: III/33 Inf Bn
  • 25.25: 1/E Mech Grp
  • 26.25: 2/E Mech Grp
  • 19.27: Combat Trains

LW Pz KG:

  • Entry C: LW Pz KG (HQ (Fresh), HG LW Pz Recon Bn (-), I/HG, II/HG LW Pz Bn (-), HG LW Pz Pio Bn (-), Combat Trains)

LW PG KG:

  • Either Entry D: LW PG KG (HQ (Fresh), 2/504 TGR Pz Co, I/HG 1, II/HG 2 LW Inf Bn, Combat Trains)

Formation Activation Markers in Play: LW Pz KG, LW PG KG, Livorno Div

Axis Reinforcements:

11 Jul 43

  • At PG KG HQ: H Mech Grp
  • B: Livorno Inf Div (I/33, II/33, I/34, II/34, III/34 Inf Bn, IV AT Bn). No more than 2 units can arrive in each entry hex.

12 Jul 43

  • E: Comiso Inf Grp (HQ (Fat-0), Com-Isp Inf Grp, G Mech Grp, Combat Trains)

Allied Set Up: (BCS 1.0f)

Beaches Box:

  • Dime Force Beach Sector: DesRon 17, USS Boise, USS Savannah
  • Cent Force Beach Sector: HMS Abercrombie, USS Philadelphia

Force X:

  • 11.18: HQ (Fresh), 4 Rgr Bn, 1/39 Eng Bn, Combat Trains
  • 10.18: 1 Rgr Bn

1 Inf Div(-):

  • 15.16: HQ (Fresh), 2/16 Inf Bn, 3/16 Inf Bn, Combat Trains
  • 16.15: 1/16 Inf Bn
  • 13.17: 1/26 Inf Bn, 3/26 Inf Bn
  • 14.16: 2/26 Inf Bn

45 Inf Div:

  • 26.05: HQ (Fresh), 1/179 Inf Bn, Combat Trains
  • 24.07: 2/179 Inf Bn
  • 26.06: 3/179 Inf Bn
  • 21.11: 1/180 Inf Bn
  • 22.09: 2/180 Inf Bn
  • 22.10: 3/180 Inf Bn

82 Abn Div: (must set up on Move-side per 2.2a)

  • 22.19: HQ (Fat-0, Used)
  • 31.22: G/504 Abn Co – Move-side
  • 29.23: H/504 Abn Co – Move-side
  • 26.24: I/504 Abn Co – Move-side
  • 23.20: A/505 Abn Co – Move-side
  • 33.09: G/505 Abn Co – Move-side
  • 35.04: H/505 Abn Co – Move-side
  • 22.18: I/505 Abn Co – Move-side
  • Not in play: B/505, C/505, D/505, E/505, F/505 Abn Co

Formation Activation Markers in Play: Force X, 1 Inf Div(-), 45 Inf Div, 82 Abn Div

Allied Reinforcements:

11 Jul 43

  • A: Force X (Fargo Arm Inf TF) See 2.4.
  • F: 45 Inf Div (2/157, 3/157 Inf Bn)
  • At 45 Inf Div HQ: 45 Inf Div (753 Arm Bn (Support))
  • Any Beach Hex in Dime Force Beach Sector: TF Kool (HQ (Fresh), C/82 Arm Cav Co, I/67 Arm Co(+), A/41 Arm Inf Co, 1/18, 3/18 Inf Bn, Combat Trains)
  • 3/67 Arm Bn(-) (Assigned to 1 Inf)
  • 2/18 Inf Bn (Assigned to 1 Inf)
  • 1/41 Arm Inf Bn(-) (Assigned to Force X)

Terrain Effects Chart

TerrainLegTacTruckTerrain for Combat/BarrageBlocking Terrain?Key Terrain?
Open111Open--
Beach124Open--
Orchard124YesYes-
Rough25
  • ot: Use other terrain in the hex for this purpose.
  • -: No Effect.
  • Open: The "Hard Red AV in Open" DRM in Combat applies.
  • Yes: Terrain that applies the effect at the top of the chart.

Notes:

(1) Rivers provide Terrain for Combat against Attacking Stacks which must cross the hexside to attack the Defender's hex (ignore Assist units in this determination), but as per BCS 5.0a, hexside features do not apply to Engagements, Barrages, or Attacks by Fire.

  • Rgr: Ranger
  • Tgr: Tiger I tank
  • TF: Task Force
  • US: United States
  • USS: United States Ship
  • P
    Yes
    Yes
    -
    MountainAllPPYesYesYes
    Secondary Road1/21/21/2---
    Track1/211---
    RR111---
    Stream+1+1+4Yes (1)--
    Water BarrierPPP---
    OceanPPP---
    CityotototYesYesYes
    Point of Interest/Airfieldototot---
    Pondototot---
    FortotototYes-Yes
    Supply Sourceototot---
    Entry Area/Drop Zone/VP Hexototot---
    Naval Gunfire Limitototot---