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Operation Deadstick 82nd anniversary game

Operation Deadstick 82nd anniversary game

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Project Blog by tuffyears Cult of Games Member

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About the Project

Operation Deadstick was a crucial British airborne operation executed in the opening minutes of D-Day (6 June 1944) during World War II. Led by Major John Howard, the precision mission successfully captured two vital road bridges over the Caen Canal and the Orne River in Normandy, France. This rapid, surprise coup de main assault was the very first Allied land action of the Normandy landings, taking place a full six hours before troops hit the invasion beaches.

This Project is Completed

Turn 6

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German armour supports the German reinforcements advance, commandos and ox and bucks press the bridge German armour supports the German reinforcements advance, commandos and ox and bucks press the bridge

Turn 7

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The British  make a last ditch  effort to rush the bridge  with paras and commandos. But its to little to late , as the dice roll  for a 8th turn is failedThe British make a last ditch effort to rush the bridge with paras and commandos. But its to little to late , as the dice roll for a 8th turn is failed
Turn 7

German won 10 victory points to 2

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Pegasus Bridge Scenario – Bolt Actio

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“Ham and Jam” – The Coup de Main & Hold Until Relieved

Game Size & Duration 7 Turns guaranteed.
Turn 8 is played on a roll of 4+ at the end of Turn 7.
Table size: 4×6 ft or 4×8 ft recommended.

Terrain: A central canal/river with a bridge (the main objective). Use a road or track crossing it.
Café Gondrée and other buildings near the west (Canal) bridge.
Fields, hedges, fences, and some marshy/wet ground near landing zones.
German defenses: trenches, sandbag emplacements, a pillbox or MG bunker near the bridge, and an anti-tank gun position (unmanned at start).

British glider crash sites: wrecked Horsa glider model the east side of the canal (within 12–18″ of the bridge).

British starting forces
Major John Howard (Veteran Officer, SMG) + 1–2 companions (SMG).
Veteran 2nd Lieutenant + 1 companion.
4x Paratrooper/Airlanding Sections (7 men each): NCO + 2 SMGs + 1 LMG + rifles. (Very aggressive close-range loadout.)
Support: 2 PIAT teams, 1 MMG teams, 1 Medium Mortar team.

German starting forces
1x Regular Officer (1st Lt or 2nd Lt, pistol armed) + 1–2 men.
3 x Infantry Sections (mixed sizes, 5–10 men): Mix of rifles, 1–2 SMGs per section, 1 LMG. Some Inexperienced (“shirkers”).
2 x MMG teams (including one in a bunker overlooking the bridge).
1 x fixed light AT gun (unmanned at start of game)

Phase 1 – Ham and Jam (Bridge Assault)
Special Rules – Phase 1
Night Fighting + Flares (use rulebook p.301)
Germans are caught completely off guard: All German units start as Inexperienced.
Germans cannot use “Run” orders on Turn 1.
From Turn 3 onward, all German units upgrade to Regular quality.

British glider troops may use Airborne Assault / Glider Landing rules (deploy near the bridge with possible scatter).

Phase 2 – Hold Until Relieved
Reinforcement Schedule

German Reinforcements
Turn 4: 1x SdKfz 251/1 Half-track carrying 1 Regular Panzergrenadier Squad arrives from the East or South table edge.

British Reinforcements (Commandos) Enter from the West table edge (Sword Beach direction) starting on Turn 5.

Turn 5 onwards: Main German reinforcements begin arriving from the East or South table edge (page 166 style reserves).
They represent elements of the 21st Panzer Division and local reserves (125th/192nd Panzergrenadier Regiments).

1x Regular Panzergrenadier Platoon Commander (Lt with SMG).
2x Panzergrenadier Sections (Regular, 8–10 men each):

– NCO + 2–4 SMGs or Assault Rifles (StG 44 where available)
– 1–2 LMGs per section

1x Marder III M (Veteran) – Excellent anti-tank and HE firepower.
1x Panzer III J/L or Panzer IV G/H (Regular/Veteran).

Victory Conditions
Calculate Victory Points (VPs) at the end of the game.

British Objectives (Attackers)Hold the Bridge – 8 VPs
(At least one British unit in the centre of the bridge and no German unit within 6″ of the centre.)
Control Café Gondrée – 4 VPs
(Unit inside or touching the building with no enemy unit inside.)
Control the East Bank – 3 VPs
Control the West Bank – 3 VPs
Eliminate the German Bunker/Pillbox – 2 VPs
Major John Howard or Lord Lovat still alive – 2 VPs

German Objectives
Clear the Bridge – 8 VPs (No British units on or within 6″ of the bridge at game end.)
Control Café Gondrée – 4 VPs
Inflict heavy casualties – 1 VP per 4 enemy units destroyed (max 6 VPs)
German armour still alive on the board – 3 VPs (at least one tank/SPG survives)