Microsoft Video Games Close Combat User Manual

Game Reference  
m
Close Combat Keyboard Quick Reference  
You can choose commands and expand or scroll the Close Combat ViewArea using the following  
key combinations and sequences:  
Function  
In Windows95  
Arrow keys  
On the Macintosh  
Scroll the View Area  
Expand the View Area  
Turn sound on/off  
Turn music on/off  
Turn videos on/off  
Remove trees  
Arrow keys  
CTRL+G (or ALT, O, G)  
ALT, O, S  
COMMAND+G  
ALT, O, M  
ALT, O, V  
CTRL+T (or ALT, O, T)  
CTRL+K (or ALT, O, K)  
F3  
COMMAND+T  
Remove soldiers KIA  
Pause Close Combat  
Stop a game  
COMMAND+K  
COMMAND+P  
CTRL+A (or ALT, G, A)  
ALT+F4 (or ALT, G, X)  
F1  
COMMAND+A  
Exit Close Combat  
Get Help  
COMMAND+Q  
COMMAND+H  
Issue a Move command  
Issue a Move Fast command  
Issue a Fire command  
Issue a Smoke command  
Select a team, then press Z  
Select a team, then press X  
Select a team, then press C  
Select a team, then press V  
Select a team, then press Z  
Select a team, then press X  
Select a team, then press C  
Select a team, then press V  
*69052*  
Take command of men who act like real soldiers  
m
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Chapter 1  
About Close Combat  
June 6, 1944. The largest invasion fleet in history lies off the coast of Normandy,  
France. Four years ago, France surrendered to Germany, and the remnants of the  
British Expeditionary Force fled from the beaches of Dunkirk. Now the Allies are  
ready to strike back. Their goal is to liberate western Europe. The Germans’ goal  
is to hurl the invaders back into the sea. Failing that, they must harass and delay  
the Allies and make them pay for every foot of ground. In this campaign, the fate  
of nations hangs in the balance.  
The campaign you’ll be fighting in Close Combat took place in Normandy  
between June 6 and July 18, 1944. It begins late on D-Day as units of the  
American 29th Infantry Division reach the high ground above Omaha Beach to  
meet the German 352nd Infantry Division. The campaign ends 20 miles inland at  
the strategic town of Saint-Lô.  
During those six weeks, soldiers of the Allied and German armies endure some of  
the closest and most vicious combat of World War II, across one of the most  
bizarre terrains ever contested in any war: the Norman hedgerow country—the  
bocage. It’s a place where rulebook tactics don’t hold up; where a defense based  
on infiltration and ambush kills men and tanks who seldom see the enemy; where  
adaptability and improvisation become as important as tanks and guns in pressing  
the attack. No matter which side you choose to play, Close Combat is an intriguing  
mix of historically accurate weapons and terrain, realistic combat psychology, and  
opportunities to change history through superior skill and leadership.  
The Close Combat campaign consists of six operations, each with distinct chal-  
lenges and opportunities. The decisions you make and the leadership you provide  
decide the outcome of each operation, and shape the campaign to reflect your  
effectiveness as a commander.  
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2
Close Combat  
Close Combat Game Theory  
Historical accuracy and realistic psychology make Close Combat different from  
other strategy games. The forces, the locations, the weapons, all reflect the reality  
of the Normandy Campaign. And the Close Combat artificial intelligence (AI)  
tracks not only every round fired, but also the physical and psychological states of  
individual soldiers and their teams. Because the AI uses this information to vary  
soldier and unit performance in every situation, every game is different.  
You Lead Human Beings, not Superheroes  
One of the first things you’ll notice when you play Close Combat is that you  
can’t always make things happen when or as you want them to. Close Combat  
challenges the player with a realistic representation of complex and unpredictable  
human behavior under the stress of combat. For example, when you order your  
units to move or fire, they may respond immediately and move or fire quickly, or  
take a while to respond, or not respond at all. They may also react in a way that  
has nothing to do with your orders: They might take on an entirely different target,  
or dive for cover, or hide, or run away. This is because your soldiers behave not  
like robots or superheroes, but like—human beings!  
Your troops’ human behavior doesn’t mean their reactions are out of your hands,  
however. The better you lead your men, the better they respond to your orders.  
Players who lead their squads into trouble—whose decisions result in squads  
becoming overly fatigued, suppressed by incoming fire, ambushed, captured, or  
killed—will find that their units’ performance deteriorates: Incoming fire makes  
the men want to seek cover, and reduces their desire to attack. Fatigue also reduces  
the likelihood of soldiers hitting their targets, or obeying future orders that require  
physical effort. If the fire is heavy enough and their cover is insufficient, soldiers  
may disregard orders and stay put instead of moving and firing. As each side takes  
casualties, its cohesion—the willingness of its soldiers to fight—deteriorates. And  
if a player’s leadership has resulted in heavy casualties or sufficient accumulated  
stress, soldiers may break and run.  
Close Combat bases its psychological model on a study of the behavioral effects  
of combat stress by Dr. Steven Silver of Temple University. The game tracks the  
cumulative physical and emotional stress that soldiers and units on both sides  
experience. Given their current state at any point in a game, it determines whether  
or not soldiers will carry out orders, and how quickly and effectively they will  
carry out those orders.  
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Chapter 1  
About Close Combat  
3
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.”  
Taking Other Realistic Factors into Account  
You’ll notice as you play that Close Combat tracks soldier fatigue and adjusts  
soldier and squad performance to reflect cumulative fatigue. As in actual battle,  
men who have run long distances carrying heavy loads, or who have to drag big  
weapons into position, become fatigued, and their morale suffers accordingly.  
Another distinctive feature of Close Combat is that, as in real combat, players  
can never take for granted that a shot fired will hit or destroy a target. Terrain  
may shield the target and deflect the shot. And, as in real combat, soldiers who  
are pinned down by enemy fire, extremely tired, or low on morale don’t shoot  
accurately.  
Weapons have their limitations as well. Every weapon used in Close Combat has a  
base chance to hit, depending on the distance to the target and the type of ammuni-  
tion used, and hitting a target doesn’t guarantee its destruction. The game resolves  
the effect of each hit based on target protection in eight directions, on the  
weapon’s penetrating power, and on its blast effect and lethal radius.  
Dynamic Play Balancing Means No Two Games Play the Same  
A major feature in Close Combat is the ability of the game to dynamically  
balance itself against its opponent. Close Combat adjusts the relative strength of  
each side—American and German—from one battle to the next throughout the  
campaign to represent historical strength. However, a player winning most  
battles decisively will face stronger enemy forces with each win. This dynamic  
play balancing means more challenge for expert players and less frustration  
for novices.  
Play balancing also means that the game adjusts its level of difficulty to suit the  
quality of play in any given game. For example, players on the American side who  
do well in the first scenario are less likely to get reinforcements or replacements to  
bring their forces up to the full complement specified in the historical order of  
battle. If players lead less successfully, the reverse applies, and they get more  
reinforcements and replacements but at a cost in time, which delays their eventual  
assault on Saint-Lô.  
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4
Close Combat  
Who’s in Control? You Choose  
As noted earlier, your teams may or may not obey an order you give them.  
However, you can avoid order overrides by selecting the “Soldiers always  
obey” game option. Even so, when a team receives orders to fire, it may decide  
that a different target represents a greater threat, and may fire at that alternate  
target instead.  
A soldier’s emotional state may also keep him from carrying out an order; he may  
remain in cover or run away. Again, you can override these states by setting troops  
in “Soldiers show no fear” mode before starting a game, but you can’t switch them  
out of this mode during play, and units may follow orders with such enthusiasm  
that they sustain far more casualties. Choosing “Soldiers show no fear” mode is  
not only risky, but also makes game play less realistic.  
To learn how to play Close Combat, turn the page.  
For a detailed history of the Normandy Campaign depicted in Close Combat,  
including a discussion of defensive and offensive tactics in the hedgerow battle,  
see Chapter 4, “The Normandy Campaign in Close Combat.”  
To read about the larger events of World War II that led to or resulted from the  
Normandy Campaign, see Chapter 7, “The Big Picture: A Short History of  
World War II.”  
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Chapter 2  
Setup and Game Play  
This chapter describes how to install and set up Close Combat, how to  
learn game-play basics using Boot Camp scenarios, and what type of  
games you can play (Maneuvers, Campaigns, and Replays). Finally,  
this chapter provides how-to-play procedures for Close Combat.  
Installation and Setup  
This section describes how to install and set up Close Combat.  
To set up Close Combat in Windows 95  
When you install Windows 95, AutoRun is enabled. To set up Close  
Combat in Windows 95:  
1
Insert the Close Combat CD into the CD-ROM drive.  
Windows 95 displays the Close Combat AutoRun screen.  
Click the Install button at the bottom of the dialog box.  
2
After installation is complete, the Close Combat AutoRun screen  
launches each time you insert the game CD.  
To set up Close Combat in Windows 95 if AutoRun is disabled  
1
2
3
4
Insert the Close Combat CD into the CD-ROM drive.  
Double-click the My Computer icon.  
Double-click the CD-ROM drive icon.  
Double-click the Setup icon.  
To launch Close Combat in Windows 95  
1
2
3
4
Make sure the Close Combat CD is in the CD-ROM drive.  
Click the Start button.  
Click Microsoft Games.  
Click Close Combat.  
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6
Close Combat  
To set up Close Combat on the Macintosh  
1
2
3
Insert the Close Combat CD into the CD-ROM drive.  
The Close Combat CD icon appears.  
Double-click the Close Combat CD icon.  
This opens the Close Combat window.  
Double-click the Close Combat Setup icon.  
To launch Close Combat on the Macintosh  
1
Double-click the Microsoft Close Combat folder, or the folder you specified  
during setup.  
2
Double-click the Close Combat icon.  
System Requirements  
The following table shows the minimum system requirements for playing Close  
Combat in Windows 95 and on the Macintosh.  
Minimum Windows 95  
System Configuration  
Minimum Macintosh  
System Configuration  
Personal computer with Pentium  
processor  
Macintosh with PowerPC  
processor  
8 megabytes RAM  
12 megabytes RAM  
(16 MB recommended)  
(16 MB recommended)  
20 MB of free hard disk space  
2X CD-ROM drive  
20 MB of free hard disk space  
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  
head-to-head play)  
9600-baud modem and MacTCP  
2.0.6 (for dial-up head-to-head play)  
Microsoft Windows 95 operating  
system  
Apple System 7.5. and QuickTime  
2.1 (for playing QuickTime videos)  
Network card (for head-to-head  
Local Area Network play)  
Network card (for head-to-head  
Local Area Network play)  
Headphones or speakers  
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Chapter 2  
Setup and Game Play  
7
Close Combat Game Types  
You can play four types of games with Close Combat: Boot Camp,  
Maneuvers, Campaigns, and Replays.  
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  
again just 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 playback as soon as you issue a command, you’re playing the  
game.  
Playing Close Combat—An Overview  
In Windows 95, click the Start button, click Programs, click  
Microsoft Games, and then click Close Combat.  
On the Macintosh, double-click the Microsoft Close Combat folder,  
then double-click the Close Combat icon.  
If you want to skip the opening graphics and move directly to the  
Command screen, press any key.  
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8
Close Combat  
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
3
Select the training exercise, battle, Campaign (new or saved), or Replay you  
want.  
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
7
Click Begin to load the game. The game starts in Deploy mode.  
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.  
Going to Boot Camp  
Boot Camp walks you through five sample battles to teach you Close Combat  
basics. You lead soldiers and issue orders while learning the basics of the game.  
The exercises are usually most valuable when you do them in order, but you can  
do them randomly if you prefer.  
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Chapter 2  
Setup and Game Play  
9
To start Boot Camp  
1
2
3
Click the Boot Camp button.  
Click a Boot Camp exercise in the list.  
Click Begin.  
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:  
Quick Tour of Close Combat  
This quick tour is the shortest of the five exercises. It takes you to the Command  
menu and gives you an opportunity to issue commands.  
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.  
Monitors and Toolbars  
This exercise describes the screen elements surrounding the play area, and  
teaches you how to interpret soldier information. You learn about changes  
displayed in the game monitors and how to use those changes to your benefit.  
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.  
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10  
Close Combat  
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.  
If you play as the Germans:  
You play the previous battle if you score a decisive victory.  
You play the same battle if you score a major or minor victory.  
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Chapter 2  
Setup and Game Play  
11  
You play the next battle if you suffer a minor defeat.  
You skip ahead one battle if you suffer a major defeat.  
You skip ahead two battles 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  
replay a saved game, you watch the action until the game is over. Or,  
you can issue a command that stops the Replay and lets you play the  
game to completion.  
You can start a game by  
double-clicking the appropriate  
title in the scrollable list.  
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12  
Close Combat  
Reconnoitering Close Combat  
Close Combat uses four screens: the Command, Game, Debriefing, and  
Debriefing Details screens.  
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.  
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Chapter 2  
Setup and Game Play  
13  
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 screen the 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 screen One 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.  
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14  
Close Combat  
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  
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Chapter 2  
Setup and Game Play  
15  
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 goal it’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  
Game Play  
Mode  
Toolbar  
The Close Combat toolbar on the right side of the View area contains buttons  
you can click to change your view of the game screen, and to issue orders to  
friendly units. The buttons on the toolbar vary, depending on whether you are in  
Deployment mode or Game Play mode. For specific information on toolbar  
buttons and how to use them, see “Using the Toolbar.”  
Toolbar in  
Deployment  
Mode  
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.”  
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16  
Close Combat  
Game Screen Monitors  
Five monitors appear in the Game screen:  
Team monitor  
Soldier monitor  
Message monitor  
Overview monitor  
Zoom monitor  
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  
quality dead. 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  
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Chapter 2  
Setup and Game Play  
17  
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.”  
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18  
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  
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Chapter 2  
Setup and Game Play  
19  
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).  
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20  
Close Combat  
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  
Morale  
Increases team cohesion, which reduces the chance that other  
soldiers in the leaders team will break and run  
Decreases likelihood of a soldier being panicked or suppressed by  
enemy fire  
Experience  
Skill  
Improves use of cover, weapons, and ammo selection, and  
decreases chance of being injured  
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.  
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Chapter 2  
Setup and Game Play  
21  
Fatigue  
Fatigue accumulates as a soldier runs or carries heavy equipment;  
resting reduces fatigue.  
Observation If a soldier is observed by the enemy, he is more likely to be shot  
at. There are different levels of observation, ranging from hidden  
(not seen on the game map) to concealed (shadows on the game  
map) to observed (soldiers displayed on the game map).  
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.  
Vehicle Team Panel  
The Vehicle Team panel consists of the following fields:  
Vehicle Icon The same vehicle icon displayed in the Team monitor.  
Vehicle Name A more descriptive name than that displayed in the Team monitor.  
The same color-coding is used in both the Team and Soldier monitors; green  
indicates operational, and black indicates destroyed.  
Current Order Same as Current Order in the Team monitor. Displays the last  
order you issued, or the last order the team has decided to carry out. 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 vehicle’s weap-  
ons rating in both antipersonnel (Anti Pers.) and antitank (Anti-Tank) firepower.  
A vehicle’s firepower is based on the weapons it carries and the effectiveness of  
the crew. 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 vehicle’s firepower at  
each range. A green bar means high firepower, while red means low firepower;  
the other Close Combat colors indicate relative degrees of firepower. For ex-  
ample, orange in the Antitank graph means you need a flank or rear shot to  
destroy a heavily armored enemy tank. A gray dash or black line shows the  
vehicle is not capable of delivering that type of fire. For example, if a vehicle has  
gray lines in the Anti-Tank portion of the graph, it means the vehicle has no  
antitank weapons.  
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22  
Close Combat  
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  
Operational  
Damaged  
Text  
Color  
In battle-ready condition.  
Green  
Orange  
Some of crew injured, weapons  
damaged, or speed reduced.  
Immobilized  
Abandoned  
Burning  
Vehicle can no longer move.  
Crew has left the vehicle or is dead.  
Vehicle is on fire.  
Red  
Red  
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  
Coax MG  
Mobility  
Bow-mounted machine gun.  
Coaxial-mounted machine gun.  
The vehicle’s current mobility; the vehicle is either mobile or  
immobile.  
AA MG  
Antiaircraft machine gun.  
Infantry Team Panel  
The infantry header consists of the following panels:  
Team Icon The same team icon displayed in the Team monitor.  
Team Name A more descriptive name than that displayed in the Team monitor.  
The same color-coding is used in both the Team and Soldier monitors; green  
indicates operational, and red indicates destroyed.  
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Setup and Game Play  
23  
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.  
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24  
Close Combat  
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  
Moving  
Description  
Soldier is moving.  
Resting  
Soldier is too tired to do anything but rest.  
Soldier is loading his weapon.  
Loading  
Aiming  
Soldier is aiming his weapon or waiting for loader to finish  
loading.  
Firing  
Soldier is firing his weapon.  
Taking Cover  
Assaulting  
On Watch  
Holding Fire  
Soldier is looking for better cover.  
Soldier is moving forward and firing.  
Soldier is looking for targets.  
Soldier has loaded weapon and sees a target, but chooses  
not to fire.  
Suppressed  
Pinned  
Soldier is suppressed by enemy fire (takes cover), but will  
still fire.  
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  
Assisting  
Soldier is trying to clear a jammed weapon.  
Soldier is assisting another soldier with a crew weapon.  
Soldier is firing at a specific target.  
Firing/Target  
Firing/Area  
Firing Blind  
Out of Ammo  
Can’t See  
Soldier is firing at an area or location.  
Soldier is firing at a target he cannot see.  
Soldier is out of ammunition.  
Soldier cannot see target.  
Friend Block  
Gun Broken  
No Target  
Soldier’s line of fire is blocked by friendly soldiers.  
Soldier’s gun is damaged.  
Soldier cannot see a target at which to fire.  
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Chapter 2  
Setup and Game Play  
25  
Crawling  
Soldier is crawling toward cover or destination.  
Ambushing  
Hiding  
Soldier is ambushing the enemy.  
Soldier is hiding from the enemy.  
Bad Shot  
Soldier has a shot that is a waste of ammunition.  
In Building  
No Weapon  
Repairing  
Can’t Target  
Conserving  
Too Close  
Separated  
Soldier (mortar team) is inside building and cannot fire.  
Soldier has no weapon.  
Soldier is repairing his weapon.  
Target is outside the gun’s firing arc.  
Soldier is running low on ammunition so he’s conserving it.  
Soldier is too close to the target to fire.  
Soldier is separated from his team.  
Function in Team Describes the soldier’s role on the team. The following table  
lists the team functions.  
Function  
Leader  
Description  
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  
G.I.  
German infantryman  
American infantryman  
Cmdr.  
Driver  
Gunner  
Loader  
Commander; leader of a vehicle team  
Driver of a vehicle  
Fires vehicle’s main weapon  
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 simple physical 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.  
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26  
Close Combat  
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  
black background)  
Soldier is irrational and disregards  
personal safety to attack the enemy.  
Fanatic (orange text  
on black background)  
Soldier is slightly irrational and takes  
chances to be a hero.  
Heroic (yellow text on  
black background)  
Soldier fights aggressively and is capable  
of heroic acts.  
Stable (black text on  
green background)  
Soldier’s default setting; in full control of  
emotions.  
Panic (black text on  
red background)  
Soldier is emotionally unstable and must  
be rallied to become effective.  
Routed (black text on red  
background)  
Soldier is running away from the  
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.  
Weapon Icon Graphical display of the soldier’s weapon.  
Weapon Name Text describing the soldier’s weapon.  
Ammo Type Describes the type of ammunition used by infantrymen, crew  
weapon team members, or vehicle crew members. There are five types of ammu-  
nition, as shown in the following table.  
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Chapter 2  
Setup and Game Play  
27  
Ammunition type  
Description  
AP  
HE  
Armor piercing.  
High explosive; used against infantry, light vehicles, and  
structures.  
HEAT  
High explosive, antitank; used against tanks, tank destroy-  
ers, and motorized artillery. Not effective against infantry  
in the open, but can be effective against infantry in  
structures.  
Smoke  
SP  
Smoke shells or grenades; used to screen infantry and  
vehicle movement from the enemy.  
Special; includes canister and high velocity AP.  
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.  
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28  
Close Combat  
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.”  
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Chapter 2  
Setup and Game Play  
29  
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.  
Debriefing Details Screen  
To view the Debriefing Details screen, click the Details button on the Debriefing  
screen. This screen provides detailed health, status, scoring, and performance  
information on every soldier  
under your command. While  
the Debriefing Details  
screen may look formidable  
when it first appears, it’s  
very useful in understanding  
how Close Combat deter-  
mines team cohesiveness,  
team quality, and scoring.  
The Debriefing Details  
screen consists of the Return  
button, color scale, Side  
buttons (American and  
German), and Debriefing  
table.  
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30  
Close Combat  
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).  
The soldier was killed in action.  
KIA  
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.  
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Chapter 2  
Setup and Game Play  
31  
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.  
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32  
Close Combat  
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.  
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Chapter 2  
Setup and Game Play  
33  
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.  
Starting Maneuver Play  
The procedure for starting maneuver play assumes that you have already started  
Close Combat and the Command screen is displayed.  
To start maneuver play  
1
On the Command screen, click the Maneuvers button (Maneuvers is the  
default setting).  
The available Maneuvers appear in the scrollable list.  
2
Select the Maneuver you want to play by clicking it in the scrollable list.  
The Maneuver is selected and “Play the Operation [Maneuver] Battle [#] as  
[American or German] on [Difficulty]” appears in the status bar.  
3
4
Select the side you want to play by clicking the American or German button.  
Select the number of players by clicking the one- or two-player button.  
For information about how to set up a two-player game, see “Playing a  
Two-Player Game.”  
5
Select the level of difficulty by clicking on the Easy, Normal, Hard, or Custom  
button (see “Refining the Level of Difficulty”).  
If you select Custom, the Custom Difficulty dialog box appears, allowing you  
to customize American and German strength. You can also choose the follow-  
ing options: make enemy units always visible, enemy intelligence always  
known, friendly units always obey orders, and friendly units fearless.  
6
7
Click Begin.  
The Game Play screen appears with Close Combat in Deployment mode.  
Deploy your teams where you want them, then click Begin again.  
The Maneuver starts and you can begin issuing commands.  
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34  
Close Combat  
Refining the Level of Difficulty  
You can refine the level of difficulty of any game. When you select the Custom  
button on the Command screen, the Custom Difficulty dialog box appears.  
The items in the Custom Difficulty dialog box are described in the following  
sections.  
American Strength  
You use this list box to select the strength of American forces; the available  
levels of strength are: very strong, strong, average (default setting), weak, and  
very weak.  
To select American strength  
1
Click the button next to the American Strength text box.  
The strength list appears with Average displayed in the text box and list box.  
2
3
Click the up or down button next to the strength list to display the strength  
you want.  
Point at the strength you want.  
The strength you want is selected.  
Click the text box or press Enter.  
The selected strength appears in the text box.  
4
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
2
3
Click the button next to the German Strength text box.  
The strength list appears with Average displayed in the text box and list box.  
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.  
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Chapter 2  
Setup and Game Play  
35  
5
Click the text box or press Enter.  
The selected strength appears in the text box.  
American Units Always Obey Orders  
You use this check box to make American units always obey your commands,  
regardless of battlefield conditions.  
To make American units always obey orders  
Click the check box. When a check mark appears in the check box, this option  
is enabled.  
American Units Are Fearless  
You use this check box to make American units fearless, regardless of battlefield  
conditions.  
To make American units are fearless  
Click the check box. When a check mark appears in the check box, this option  
is enabled.  
German Units Always Obey Orders  
You use this check box to make German units always obey your commands,  
regardless of battlefield conditions.  
To make German units always obey orders  
Click the check box. When a check mark appears in the check box, this option  
is enabled.  
German Units Are Fearless  
You use this check box to make German units fearless, regardless of battlefield  
conditions.  
To make German units fearless  
Click the check box. When a check mark appears in the check box, this option  
is enabled.  
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36  
Close Combat  
Enemy Units Are Always Visible  
You use this check box to make sure you can always see enemy units  
in the View Area.  
To make enemy units always visible  
Click the check box. When a check mark appears in the check box,  
this option is enabled.  
Enemy Intelligence Always Available  
You use this check box to make intelligence concerning the enemy  
always available.  
To make enemy intelligence always available  
Click the check box. When a check mark appears in the check box,  
this option is enabled.  
Starting Campaign Play  
When you start campaign play, you will either start a new or saved  
Campaign. The procedures for starting both new and saved campaigns  
assume that you have already started Close Combat and the Command  
screen is displayed.  
When you first load Close  
Combat, the only Campaign in  
the scrollable list is New  
Campaign. Campaigns appear  
in the scrollable list only after  
you’ve saved them.  
To start a new Campaign  
1
On the Command screen, click the Campaign button.  
Any saved Campaigns appear in the scrollable list with New  
Campaign at the top of the list.  
If you don’t want to see the  
Deployment video at the start  
of each operation in a Cam-  
paign, you can turn the videos  
on and off using the Options  
menu. If there is a check next  
to Videos on the Options menu,  
then videos are turned on.  
2
3
Select the side, number of players, and level of difficulty.  
In the scrollable list, double-click New Campaign.  
The New Campaign Game popup appears.  
4
5
Type your commander’s name, then press TAB.  
You can use up to 11 alphanumeric characters for the  
commander’s name.  
Type your Campaign’s name.  
You can use up to 31 alphanumeric characters for the  
Campaign name.  
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Chapter 2  
Setup and Game Play  
37  
6
7
Click OK.  
The New Campaign Game popup disappears and your new  
Campaign is added to the scrollable list.  
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.  
To start a saved Campaign  
1
On the Command screen, click the Campaign button.  
Any saved Campaigns appear in the scrollable list.  
2
In the scrollable list, double-click the name of the unfinished  
Campaign you want to play.  
The unfinished Campaign is loaded and the Game Play screen  
appears with Close Combat in Deployment mode. You have the  
opportunity to move your teams before you start playing.  
3
Click Begin.  
The Campaign resumes and you can begin issuing commands.  
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.  
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38  
Close Combat  
Winning Close Combat Games  
Winning any battle is based on the following criteria, which are listed from most  
important to least:  
Pushing enemy force morale into red, causing the enemy to abandon the  
battlefield, while your force morale remains green or yellow.  
Securing more Victory Locations and inflicting more casualties before time  
runs out.  
Winning Close Combat games also depends on which type of game you choose  
to play. Winning Maneuvers and Replays is determined by the criteria listed  
previously. An additional layer of criteria when you play a Campaign is the 43-  
day historical timeline; this is the number of days it took the Americans to move  
from Omaha Beach to Saint-Lô. If you play as the Americans and complete all six  
operations in 43 days or less, you win the Campaign. If you play as the Ameri-  
cans and complete all six operations in more than 43 days, the Germans win.  
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
5
4
Light vehicles (trucks,  
10  
personnel carriers, and halftracks)  
Artillery  
10  
20  
20  
40  
Heavy vehicles (tanks, tank  
destroyers, and motorized artillery)  
Victory Locations  
NA  
1 to 100  
Killed or  
Germans  
Wounded  
Captured  
Soldiers  
3
7
6
Light vehicles (trucks,  
15  
personnel carriers, and halftracks)  
Artillery  
15  
30  
30  
60  
Heavy vehicles (tanks, tank  
destroyers, and motorized artillery)  
Victory Locations  
NA  
1 to 100  
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Chapter 2  
Setup and Game Play  
39  
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.  
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40  
Close Combat  
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
3
While you hold down the mouse button, drag toward you to select  
the command you want from the menu, then release the mouse  
button.  
Drag to draw a line from the unit to its destination or target, then  
release the mouse button.  
Issuing Move and Move Fast Commands  
You can select a team by  
clicking the team’s icon in the  
Team monitor. Double-clicking  
selects the team and centers it  
in the View Area.  
You issue the Move and Move Fast commands to tell teams where you  
want them to go, and how quickly you want them to go there. The team  
moves faster if you issue a Move Fast command, but becomes more  
fatigued in the process. When moving fast, teams are also less likely to  
be alert to enemy fire, to see the enemy, and return fire effectively.  
Whether the team completes a Move or Move Fast command satisfacto-  
rily depends on several factors, including how far the team must move,  
available cover, team leadership, and enemy fire. For a more detailed  
description of the factors affecting team moves, see Chapter 3, “Tactics.”  
To issue a Move command  
1
Point at the team you want to move or click the team to select it.  
When you select a team, the View Area displays blue boxes around  
each member of the team; a circle is always displayed around squad  
leaders (or higher), even when the team is not selected. The Team  
monitor displays a blue box around the selected team, and the  
Soldier monitor displays the names of the soldiers in the team.  
Once you select a team, you can  
issue a Move command by  
pressing Z. To complete the  
command, drag the destination  
line from the team to its destina-  
tion, then click to place the  
destination marker.  
2
3
Click and hold down the mouse button.  
The Command menu appears.  
While you hold down the mouse button, drag toward you to choose  
Move from the Command menu, and then release the mouse button.  
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Chapter 2  
Setup and Game Play  
41  
4
5
Drag the destination line from the team’s current location to the  
destination you want.  
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.  
To issue a Move Fast command  
1
Point at the team you want to move fast or click the team to select it.  
When you select a team, the View Area displays blue boxes around  
each member of the team; a circle is always displayed around squad  
leaders (or higher), even when the team is not selected. The Team  
monitor displays a blue box around the selected team, and the  
Soldier monitor displays the names of the soldiers in the team.  
Once you select a team, you  
can issue a Move Fast com-  
mand by pressing X. To  
complete the command, drag  
the destination line from the  
team to its destination, then  
click to place the destination  
marker.  
2
3
Click and hold down the mouse button.  
The Command menu appears.  
While you hold down the mouse button, drag toward you to choose  
Move Fast from the Command menu, and then release the mouse  
button.  
4
5
Drag the destination line from the team’s current location to the  
destination you want.  
Click to place a destination marker.  
When a team completes a successful Move Fast command, the  
Message Monitor displays the message “Redeploying Successful”  
and the destination marker disappears.  
Issuing Fire and Smoke Commands  
To shoot at a specific enemy unit or at a suspected enemy location, you  
issue the Fire command. To place smoke screens that conceal your  
forces’ movements from the enemy, you issue the Smoke command (to  
teams with smoke capability).  
There are two types of fire used in Close Combat direct and indirect  
fire. Direct fire weapons require a clear line of sight to fire; pistols,  
rifles, machine guns, submachine guns, antitank weapons, and most  
artillery are direct fire weapons. Mortars are indirect fire weapons; they  
do not require a clear line of sight to fire at the enemy.  
Delivering effective fire depends on factors such as range, cover, team  
quality, and enemy suppression fire. For a more detailed description of  
the factors affecting firing and smoke screens, see Chapter 3, “Tactics.”  
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42  
Close Combat  
To issue a Fire command  
1
Point at the team you want to fire or click the team to select it.  
When you select a team, the View Area displays blue boxes around  
each member of the team; a circle is always displayed around squad  
leaders (or higher), even when the team is not selected. The Team  
monitor displays a blue box around the selected team, and the Soldier  
monitor displays the names of the soldiers in the team.  
Once you select a team, you  
can issue a Fire command by  
pressing C. To finish issuing the  
command, drag the target line  
from the team to its target, then  
click to place the target marker.  
2
Click and hold down the mouse button.  
The Command menu appears.  
3
4
While you hold down the mouse button, drag toward you to choose  
Fire from the Command menu, and then release the mouse button.  
Drag the target line from the team to the target at which you want the  
team to shoot.  
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 fire is  
blocked at the point at which it turns black.  
5
Click to place a target marker.  
No message is displayed when you issue a Fire command. The  
effectiveness of your proposed fire is denoted by the color of the  
target marker: As you drag toward the target it changes from red to  
green to black, like the weapons graph in the Soldier monitor.  
To issue a Smoke command  
1
Point at the team you want to order to fire smoke shells or throw  
smoke grenades or click the team to select it.  
When you select a team, the View Area displays blue boxes around  
each member of the team; a circle is always displayed around squad  
leaders (or higher), even when the team is not selected. The Team  
monitor displays a blue box around the selected team, and the Soldier  
monitor displays the names of the soldiers in the team.  
Once you select a team, you  
can issue a Smoke command  
by pressing V. To finish issuing  
the command, drag the target  
line from the team to its target,  
then click to place the target  
marker.  
2
Click and hold down the mouse button.  
The Command menu appears.  
3
4
While you hold down the mouse button, drag toward you to choose  
Smoke from the Command menu, and then release the mouse button.  
Drag the target line from the team to the location where you want the  
smoke screen.  
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Chapter 2  
Setup and Game Play  
43  
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.  
Issuing a Defend Command  
You issue a Defend command when you want a team to defend its  
present position. When you issue a Defend command, you manually set  
the team’s scan arc to specify the direction in which you want the team  
to watch for the enemy.  
For American teams, if enemy soldiers move into the team’s  
defensive scan arc and are visible, the defending team automati-  
cally opens fire.  
For German teams, if enemy soldiers move into the team’s defen-  
sive scan arc and are visible, the defending team waits to ambush  
instead of automatically opening fire.  
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  
east the direction from which enemy fire is most likely to come.  
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44  
Close Combat  
To issue a Defend command  
1
Point at the team you want to order to defend its present position or click the  
team to select it.  
When you select a team, the View Area displays blue boxes around each  
member of the team; a circle is always displayed around squad leaders (or  
higher), even when the team is not selected. Once the team has found a target  
and opens fire, the defense marker switches to the enemy they are shooting at.  
The Team monitor displays a blue box around the selected team, and the  
Soldier monitor displays the names of the soldiers in the team.  
2
3
Click and hold down the mouse button.  
The Command menu appears.  
While you hold down the mouse button, drag toward you to choose Defend  
from the Command menu, and then release the mouse button.  
This displays a blue circle over the team, which represents its scan arc.  
Set the width and direction of the defend scan arc.  
4
Moving the cursor toward the center of circle widens the scan arc; moving the  
cursor toward the edge of circle narrows the scan arc. Moving the cursor  
around the circle aims the scan arc in the direction you want.  
5
Click to set the scan arc and place a defense marker.  
Issuing a Hide Command  
You issue a Hide command when you want a team to take cover in a safe position  
and keep their heads down. When you issue a Hide command, the View Area  
displays a hide marker on the team, indicating that it’s looking for the best nearby  
hiding place. Once a team finds suitable cover, it stays there until you issue  
another order. Hidden teams will fire on enemies that come within 30 meters of  
their hiding place.  
To issue a Hide command  
1
Point at the team you want to hide or click the team to select it.  
When you select a team, the View Area displays blue boxes around each  
member of the team; a circle is always displayed around squad leaders (or  
higher), even when the team is not selected. The Team monitor displays a blue  
box around the selected team, and the Soldier monitor displays the names of  
the soldiers in the team.  
2
3
Click and hold down the mouse button.  
The Command menu appears.  
While you hold down the mouse button, drag toward you to choose Hide from  
the Command menu, and then release the mouse button.  
The team moves to the nearest cover and hides.  
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Chapter 2  
Setup and Game Play  
45  
Using the Toolbar  
The Close Combat toolbar on the right of the View Area contains buttons you can  
click to change your view of the game screen and to issue orders to all friendly  
units. The buttons available on the toolbar depend on whether you are currently in  
Deployment mode or Game Play mode. When you click a toolbar button, the  
button remains active until you click a different button or click the active button a  
second time to deactivate it.  
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.  
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46  
Close Combat  
Game Play Mode  
In Game Play mode, the toolbar looks like the figure at left.  
Toolbar in Game Play mode  
The Game Play 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 the entire map  
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.  
Clicking the Move Out button cancels all current orders and issues a  
blanket order to all friendly troops to move forward to the next position  
with adequate cover.  
Clicking the Defend button cancels all current orders and issues a  
blanket order to all friendly troops to defend when enemy units are  
sighted. This order causes your teams not only to defend themselves,  
but to take advantage of ambush opportunities as well.  
Clicking the Pull Back button issues a blanket order to all friendly  
troops to retreat or fall back. Forces receiving this order return to  
previously occupied areas looking for adequate cover and protection.  
Clicking the End Battle button ends the battle in progress, and displays  
a Debriefing screen that summarizes the status of the battle to the point  
at which you ended the game. Clicking End Battle forces your side to  
lose, and gives the enemy at least a minor victory.  
Force Morale in Game Play mode displays the current cohesion for both  
sides. The color and length of the bars in the Force Morale monitor  
reflect the average physical and mental status of the 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 casual-  
ties and gained the most ground.  
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Chapter 2  
Setup and Game Play  
47  
Monitoring the Game  
Using Close Combat’s monitors, you “see” what’s happening to teams not in  
view. The maps used in Close Combat are too large to fit in the Game screen  
when you play in normal view. Because the normal view is best for playing Close  
Combat, you can’t see all your teams without zooming out.  
Close Combat’s Game screen has a View Area and five monitors:  
Team monitor  
Soldier monitor  
Message monitor  
Overview monitor  
Zoom monitor  
Using the View Area  
The View Area is the portion of the Game screen where the battlefield action  
occurs. To scroll the View Area, move the mouse pointer to the edge of the  
screen. For example, if you move the pointer to the left edge of the Game screen,  
the View Area scrolls from the left; the game map appears to scroll to the right. If  
your screen resolution is 800x600 or higher, the Overview monitor is displayed;  
you can see the yellow rectangle (which represents the View Area) move in the  
same direction you move the mouse pointer. You can also scroll the View Area by  
using the arrow keys, the numeric keypad, or the number keys (1 through 9).  
You can use the arrow keys to scroll the View Area; pressing the LEFT ARROW  
key scrolls the View Area to the left. You can use the numeric keypad to scroll the  
View Area. For example, pressing the 4 key on the keypad scrolls the View Area  
to the left; pressing the 7 key on the keypad scrolls the View Area diagonally (up  
and to the left).  
You can zoom the View Area in and out. By zooming out, you see an overview of  
the map; the entire map is displayed in the View Area. By zooming in, you see  
less of the map, but you see more detail. If you play at a resolution of 800x600 or  
higher, an overview of the map is displayed in the Overview monitor.  
You can click any team (yours or the enemy’s) visible in the View Area and  
receive information about that team in the Team and Soldier monitors. When  
selected, your units have blue boxes around each soldier on the team and a yellow  
box around the selected soldier. There is a colored circle around the team leader;  
the color of the circle matches the color indicating the team’s quality in the Team  
and Soldier monitors.  
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48  
Close Combat  
Using the Team Monitor  
You monitor the status of your teams using the Team monitor. To view all the  
teams in the monitor, use the scroll bar.  
To select a team, click its panel in the Team monitor. If you click an enemy unit  
during game play, the list is replaced by the text “Enemy unit selected,” and the  
enemy soldiers appear in the Soldier monitor. In either case, when you click one  
of your teams in the Team monitor, or an enemy team in the View Area, the  
Soldier monitor lists the soldiers on that team.  
To center a team in the View Area, click its panel in the Team monitor after you  
select it. To select the team and center it in the View Area, double-click the team’s  
panel in the Team monitor.  
When you select a team in the Team monitor, the team is highlighted by a blue  
box, the Soldier monitor shows information for each soldier on the selected team,  
and the team is selected in the View Area.  
Using the Soldier Monitor  
You use the Soldier monitor to monitor the status of individual soldiers. When  
you start a game, the Soldier monitor is not displayed; it appears only when you  
select a team in either the Team or View Area.  
To select a soldier, click the appropriate panel in the Soldier monitor. When you  
select a soldier, a yellow box surrounds the soldier’s name in both the Soldier and  
View Area. If you select an enemy team, its members appear in the Soldier  
monitor. However, question marks may appear in some portions of the panel if  
you don’t have complete intelligence information. As an enemy team remains  
under observation, these question marks are replaced with more complete infor-  
mation about the enemy team.  
Using the Message Monitor  
You monitor the messages from your teams using the Message monitor. When  
you start a game, there are no messages displayed; messages display only when  
events affecting your teams occur. The Message monitor displays messages  
radioed, or shouted, to you. To see all the messages sent during a given battle, use  
the scroll bars. Double-clicking a message selects and centers the team that sent  
the message in the View Area so you can readily issue a command.  
You can also filter messages by using the colored buttons at the top of the Mes-  
sage monitor. First you decide which levels of messages you don’t want to see,  
then click the appropriate button. For example, if you click the red message filter,  
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Chapter 2  
Setup and Game Play  
49  
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.  
Using the Overview Monitor  
The Overview monitor appears only when you play at 800x600 resolution or  
higher. This monitor displays a scaled-down version of the game map shown in the  
View Area; the Overview monitor enables you to see all of the game map through-  
out game play. All Victory Locations are displayed on this map; all friendly units  
are represented by blue dots while enemy units are represented by red dots.  
A yellow rectangle appears over a portion of the map in the Overview monitor.  
Moving the rectangle in the Overview monitor changes the portion of the map you  
see in the View Area. Using the Overview monitor is often a faster way to move  
around the View Area than scrolling.  
To use the Overview monitor  
1
Move the mouse pointer to the Overview monitor.  
The mouse pointer changes to a magnifying glass.  
2
Move the magnifying glass to the part of the map you want displayed in the  
View Area and click.  
The View Area displays the part of the map you want.  
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.  
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50  
Close Combat  
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).  
The following sections describe each method for ending a game.  
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.  
In the popup, click Yes. If you click Yes, you lose.  
2
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.  
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Chapter 2  
Setup and Game Play  
51  
To stop a game  
1
From the Game menu (Windows 95) or File menu (Macintosh),  
To stop a game using the  
keyboard without exiting Close  
Combat, press ALT, G, A or  
CTRL+A (Windows 95), or  
COMMAND+A (Macintosh).  
choose Abort Battle.  
A popup appears asking if you’re sure you want to stop the battle.  
In the popup, click OK.  
2
The popup and the Game screen disappear, and the Command  
screen appears.  
Exiting Close Combat  
You can exit Close Combat at any time. The procedure differs slightly  
depending on whether you are playing in Windows 95 or on the  
Macintosh.  
To exit Close Combat from Windows 95  
To exit Close Combat using the  
keyboard, press ALT, G, X or  
ALT+F4 (Windows 95), or  
1
From the Game menu, choose Exit.  
A popup appears asking you if you’re sure you want to exit  
Close Combat.  
COMMAND+Q (Macintosh).  
2
In the popup, click Exit.  
The popup and the Game screen disappear, and Close Combat exits.  
–or–  
Press ALT+F4.  
To exit Close Combat from the Macintosh  
1
From the File menu, choose Quit.  
A popup appears asking you if you’re sure you want to quit  
Close Combat.  
2
In the popup, click Quit.  
The popup and the Game screen disappear, and Close Combat  
quits.  
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.  
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52  
Close Combat  
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.  
To save a battle as a Replay  
1
2
3
When the Debriefing screen appears at the end of a battle, or after you’ve  
chosen End Battle from the Toolbar, click Save Replay.  
The Name The Replay dialog box appears.  
Type the name you want to assign to the Replay.  
Replay names and Campaign names are governed by the same rules: You are  
limited to 31 alphanumeric characters.  
Click OK.  
The dialog box disappears; the Debriefing screen is still displayed. You can  
continue playing or exit Close Combat. When you display the Command  
screen, your Replay is added to the scrollable list of Replays.  
Remember, when you save a Campaign battle as a Replay, only the  
just-completed battle is saved as a Replay.  
Using the Options Menu  
You can specify various options and preferences to give Close Combat the look  
and feel you prefer. You can turn sound, music, videos, and other features on or  
off at any time.  
To choose options in Windows 95  
1
2
Click the Options menu (or press ALT+O).  
On the Options menu, click the option you want to turn on or off, as described  
in the following sections.  
To choose options on the Macintosh  
1
2
Click the Options menu.  
Choose the option you want to turn on or off, as described in the following  
sections.  
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Chapter 2  
Setup and Game Play  
53  
Turning Sound On/Off  
You can turn game sounds (gunfire, soldiers’ voices, and other sounds)  
on or off.  
To turn game sound on/off  
1
2
Using the mouse, choose Sound from the Options menu.  
To turn sound back on, repeat the process.  
-or-  
1
2
Using the keyboard, press ALT, O, S (Windows 95).  
To turn sound back on, repeat the process.  
Turning Music On/Off  
You can turn game music (the drum roll that plays when the Command  
screen is displayed) on or off.  
To turn music on/off  
1
2
Using the mouse, choose Music from the Options menu.  
To turn music back on, repeat the process.  
-or-  
1
2
Using the keyboard, press ALT, O, M (Windows 95).  
To turn music back on, repeat the process.  
Turning Videos On/Off  
You can turn videos (Introduction, Force Deployment, What Really  
Happened, and Game End) on or off.  
To turn videos on/off  
1
2
Using the mouse, choose Videos from the Options menu.  
To turn videos back on, repeat the process.  
-or-  
1
2
Using the keyboard, press ALT, O, V (Windows 95).  
To turn videos back on, repeat the process.  
Expanding the View Area to Use the Entire Screen  
You can expand the View Area (which shows the game play area) to  
fill the screen, hiding all the monitors.  
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54  
Close Combat  
To expand the View Area to use the entire screen  
Choose Expand View Area on the Options menu. To view all game  
monitors and return the play area to the previous view, repeat the  
process.  
If you want to see the entire  
map, click Zoom Out. on the  
toolbar. To return to the  
previous view, click Zoom In.  
–or–  
In Windows 95, press ALT, O, G or CTRL+G.  
On the Macintosh, press COMMAND+G.  
Removing/Displaying Trees from the Map  
You can remove trees from the View Area at any time during a game.  
To remove trees from the map  
Click Remove Trees on the Options menu. To display the trees on the  
screen again, repeat the process.  
–or–  
In Windows 95, press ALT, O, T or press CTRL+T.  
On the Macintosh, press COMMAND+T.  
Removing/Displaying Soldiers Killed In Action  
You can remove soldiers killed in action at any time during a game.  
To remove soldiers killed in action from the map  
Click Remove KIA Soldiers on the Options menu. To again display  
the soldiers killed in action, repeat the process.  
–or–  
In Windows 95, press ALT, O, K or press CTRL+K.  
On the Macintosh, press COMMAND+K.  
Minimizing Close Combat  
You can minimize Close Combat at any time.  
To minimize Close Combat  
In Windows 95, click the minimize button, or press ALT, SPACEBAR, N.  
On the Macintosh, choose 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.  
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Chapter 2  
Setup and Game Play  
55  
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.  
Finding a Topic in the Help File  
From the Help menu, choose Help Contents, or press F1.  
You can also access Help by  
pressing F1 (Windows 95) or  
COMMAND+H (Macintosh).  
Click the Help Contents tab to browse through topics by category.  
To view the index of Help topics, click the Index tab, then scroll  
through the list, or type the word you’re looking for and press  
ENTER.  
Getting Context-Sensitive Help  
While you’re playing, you may want information about Close Combat  
screen features, including game controls, weapons, and terrain. Using  
context-sensitive Help, you click an area or feature on the game screen  
to display a specific Help topic in a small text box. To get that informa-  
tion quickly:  
Point at the feature.  
In Windows 95, click the right mouse button.  
On the Macintosh, hold down the Option key and click the mouse  
button.  
To close the text box  
Press ESC or click anywhere on the screen.  
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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 enemy attack 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 them it 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.  
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58  
Close Combat  
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.  
Game Play Tips  
This section lists game play tips according to the following categories:  
Infantry tips  
Vehicle tips  
Weapons tips  
General tips  
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.  
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Chapter 3  
Tactics  
59  
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.  
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60  
Close Combat  
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  
Mount type  
The speeds with which the hull and turret can rotate.  
Whether the mount exists, is a fixed mount, or can rotate.  
A mount is either the hull or turret.  
Mount hit  
Acceleration  
Max speed  
Move type  
Size  
Chance of the hull versus the turret being hit.  
Rate at which the vehicle accelerates.  
Top off-road speed of the vehicle.  
How the vehicle moves (tracked, wheeled, and so on)  
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.  
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Chapter 3  
Tactics  
61  
Schurzen  
Integrity  
Identifies whether or not the vehicle is equipped with  
Schurzen plating (thin metal plates set a few inches out  
from the hull to detonate rounds before they hit the hull) to  
protect against HEAT ammo rounds.  
How well the vehicle can withstand being hit (brewups,  
spalling).  
Specific tips for vehicles are as follows:  
The Close Combat game design accurately reflects the Normandy Campaign  
regarding vehicles. Specifically, the majority of German vehicles can defeat  
the majority of like American vehicles in a one-on-one fight. Consequently, if  
a American vehicle gets too close to any German position, it is in danger of  
being destroyed; remember, even German rifle teams have antitank weapons  
(Panzerfausts) capable of destroying every American vehicle. As the  
American commander, the only way you can successfully use your vehicles is  
to use numerical superiority (pit two or three Shermans against one Panther or  
Tiger) or flanking tactics.  
If you’re the German commander, you should try to conserve your resources;  
this is especially true when playing a Campaign because the Americans will  
receive far more reinforcements than you (again reflecting the history of the  
Normandy Campaign).  
Halftracks, armored cars, and other vehicles are fast but vulnerable. Use them  
for rapid maneuvers where tanks and antitank weapons are not likely to be  
deployed. For example, you can use a halftrack to support an infantry assault  
against another infantry team.  
Don’t order your tanks, tank destroyers, or other vehicles within range of  
known or suspected enemy antitank weapons. This is especially true for  
American commanders; remember, the Germans make American armor a  
priority target. And the Germans have more antitank firepower; both the  
Panzerschreck and Panzerfaust can destroy all American armor with a  
head-on shot. The Bazooka can only knock out heavily armored tanks and  
tank destroyers with a side or rear shot.  
When you order your tanks, tank destroyers, or vehicles to advance, use  
infantry support to provide suppression fire against antitank teams.  
Although you can send a tank over a hedgerow, doing so leaves the tank  
vulnerable to enemy antitank fire.  
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62  
Close Combat  
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  
Firing time  
The number of ammo rounds in a clip.  
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  
Heat rate  
Cool rate  
Quality  
Weight of each clip.  
Rate at which the weapon gains heat while firing.  
Rate at which the weapon loses heat while not firing.  
Likelihood of the weapon jamming or malfunctioning.  
Chances are increased as heat builds up.  
Bayoneted  
Assault fire  
Back blast  
Blast size  
Whether or not the weapon has a bayonet.  
Whether or not the weapon can be used on the run.  
Whether or not the weapon causes a back blast.  
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  
Min range  
Accuracy  
Affect  
This is rated by ammo and affects the range at which  
soldiers can be affected by the blast.  
How far away the target must be in order to use the  
weapon.  
The base chance to hit a target with the weapon moderated  
by range and ammo type.  
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.  
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Chapter 3  
Tactics  
63  
Specific tips for weapons are as follows:  
Don’t order your mortars to fire at infantry hiding in bunkers or buildings  
because bunkers have very thick roofs; you can expend all of your mortar  
ammunition trying to blast your way through without killing or wounding the  
enemy. While you might be able to blast through the roofs of buildings, this  
still isn’t an efficient use of ammunition.  
Because mortars lob a shell in an arcing rather than flat trajectory, you should  
use mortars against troops in the open, troops under trees (where airbursts can  
be deadly), or troops with protection only on one side (behind a stone wall).  
Don’t order your antitank teams to fire at infantry. You’ll want to save your  
antitank weapons (American Bazooka, German Panzerfaust and  
Panzerschreck) for enemy tanks and other vehicles. However, you may want  
to use an antitank team occasionally if the enemy infantry is hiding in a  
building or bunker.  
If you’re the American commander, don’t order an infantry team armed with  
rifles to fire at a tank and expect the tank to be disabled. Remember, Close  
Combat reflects the reality of the Normandy Campaign; you’ll need either  
numerical superiority or superior firepower to engage German tanks.  
Don’t order your machine gun teams to fire at a fixed target too long when  
you want suppression fire. You should switch the target at least once to  
maximize the effect of the suppression fire.  
If cover for both sides is equal, the team or teams with the most firepower  
wins. For example, if American and German rifle teams are both behind stone  
walls and firing at each other, the Americans will win (all other things being  
equal). This is because they are armed with Garand semiautomatic rifles,  
which have a faster rate of fire (rounds per minute or rpm) than the Gewehr 98  
bolt action rifles the Germans use.  
When a mortar team is out of ammunition, you can send them to the front line  
to throw their smoke grenades and use their carbines.  
When you want to place a smoke screen, use your mortar teams first to place  
smoke for their ability to lob smoke over tall terrain. Smoke screens are the  
most useful coverage for open areas.  
Keep your antitank infantry teams (Bazookas or Panzerschrecks and  
Panzerfausts) spread out; deploying them too closely means one shell could  
wipe them out.  
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64  
Close Combat  
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.  
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Chapter 4  
The Normandy Campaign  
in Close Combat  
The Normandy campaign is a six-week series of battles that takes place  
in northwestern France. There, soldiers of General Omar Bradley’s First  
Army attempt to fight their way from Omaha Beach to Saint-Lô, a  
strategic road and rail hub. Saint-Lô is the key to breaking out of the  
confining beachhead area. If Bradley’s forces can capture this important  
town, they will finally be able to move onto ground that will allow them  
to take full advantage of their formidable mechanized and armored  
forces in a war of maneuver.  
“War is the last of all things to  
go according to plan.”  
Thucydides  
Standing in the way of the Americans and their objective are German  
army and paratroop units who have put up fierce opposition to the  
invading forces—first on the beaches, then inland through coastal  
villages, then at the river Aure, and finally in the hedgerows, marshes,  
hills, and draws. After six weeks, 20 miles, and 200,000 casualties, the  
two armies face off in the bombed-out rubble of Saint-Lô. An American  
victory here will allow the First Army to launch a drive across France  
and into Germany. But if the Germans can stop the Americans, they  
may be able to keep the  
invaders bottled up in  
northwestern France,  
Normandy: June 6, 1944  
jeopardizing their precarious  
toehold on the European  
continent.  
U.S. First Army  
(Bradley)  
British Second Army  
(Dempsey)  
Cherbourg  
Mer  
deret River  
UT  
AH  
OMAHA  
GOLD  
JUNO  
Douve River  
Carentan  
SW  
OR  
D
Aure River  
Bayeux  
Caen  
ome River  
Dr  
Cerisy Forest  
Vire River  
SaintÐL™  
Orne River  
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66  
Close Combat  
The Evolution of Operation Overlord  
The Normandy Campaign is the end result of more than two-and-a-half  
years of planning, training, and preparation. The initial invasion plan  
that will eventually be called Operation Overlord is formulated before  
the United States even enters the war. It is the brainchild of Major  
Albert Wedemeyer, a war plans expert on the U.S. War Department  
General Staff, who had attended the German Kriegesakademie (War  
College), from which he graduated in 1938. This unique background  
gives Wedemeyer a keen understanding of the German philosophy of  
total war. His plan, aptly titled the “Victory Program,” calls for a  
massive invasion of northwest Europe and a decisive confrontation with  
the German army.  
“We must prepare to fight  
Germany by . . . defeating her  
ground forces and definitely  
breaking her will to combat. . . .  
adequate ground forces must  
be available to close with and  
destroy the enemy inside his  
citadel.”  
Maj. Albert Wedemeyer, in his  
“Victory Program”  
Wedemeyer submits his Victory Program on September 21, 1941.  
Within three months, the Japanese attack on Pearl Harbor and German  
Chancellor Adolf Hitler’s subsequent declaration of war forces the U.S.  
entry into World War II. At the Anglo-American Arcadia conference,  
held in Washington D.C. from December 22, 1941 to January 7, 1942,  
U.S. President Franklin D. Roosevelt and his Chiefs of Staff make it  
clear that, despite the Japanese aggression, they accept the principle of  
“Germany first.” They believe that the German war machine represents  
the greatest threat to the Allies (Britain, the U.S., and the U.S.S.R.), and  
determine that the bulk of the U.S. Army will fight Germany and Italy,  
while the task of combating Japan will be the primary responsibility of  
the U.S. Navy.  
U.S. General  
Dwight D. Eisenhower  
In early 1942, Wedemeyer’s Victory Program finds a strong supporter  
in General Dwight D. Eisenhower, who submits a revised version to  
Chief of Staff General George C. Marshall on March 25. That same day,  
Marshall presents the plan to Roosevelt, who decides that it should get  
direct approval from British Prime Minister Winston Churchill and the  
British military leadership. To win the British over,  
Eisenhower redrafts the plan, proposing an invasion of the  
French coast between Le Havre and Boulogne by 1.5 million  
American and British troops on April 1, 1943. Marshall  
submits the plan—now called the Marshall Memorandum—  
to Churchill and his General Staff. On April 13, they commit  
to the plan’s key concept, a full-scale invasion of western  
Europe. Two months later, in Moscow, the Anglo-American  
commitment is announced at a meeting of the Supreme  
Soviet of the U.S.S.R., whose Premier, Josef Stalin, has  
been pressing the U.S. and Britain for the creation of a  
second front to relieve the Axis pressure on the besieged  
Soviet Union.  
U.S. General Omar Bradley  
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Chapter 4  
The Normandy Campaign in Close Combat  
67  
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.  
Preparations for Operation Overlord  
British General Bernard  
Montgomery  
Over the next twelve months, southern England resembles an enormous  
armed camp, as it becomes the site of the biggest buildup of men and  
materiel ever assembled for a military operation. By June 1944 nearly  
three million Allied troops have gathered under Eisenhower’s com-  
mand. The invasion now has a new codename: Operation Overlord,  
which Churchill has selected from a list compiled by his Chiefs of Staff.  
It also has a new location: the Calvados coast in Normandy, roughly  
between the town of Cabourg and the Cotentin Peninsula in northwest-  
ern France. Although this stretch of coastline is a greater distance from  
England than the Pas de Calais and the Cotentin Peninsula, it is less  
fortified and has fewer natural obstacles and better beaches for landing  
craft than either of those locations. The Normandy beaches are also  
within range of Allied fighter cover from airfields in southern England.  
“. . . the [bocage] area will not  
be an easy one for forces to  
advance through rapidly in the  
face of determined resistance . .  
. . The tactics employed in  
fighting through the bocage  
country should be given  
considerable study.”  
Supreme Headquarters, Allied  
Expeditionary Force (SHAEF),  
April 1944  
In the months before the invasion, the U.S. and British forces conduct  
training exercises that focus on the difficulties of amphibious landing  
operations. The training for the advance inland, held on the moors of  
southern England, relies on textbook tactics, notably the open order  
advance, two companies forward. Unfortunately, this training virtually  
ignores the actual hazards that await those who survive the assault on  
the beach. The Allied troops learn little about tactics for infiltrating the  
“We simply did not expect to  
remain in the bocage long  
enough to justify studying it as a  
major tactical problem.”  
Norman hedgerow country, the bocage, with its small fields bounded by An American senior staff officer,  
tall, dense hedges, an art the Germans have mastered. The invaders will  
pay a heavy price for this oversight.  
quoted by Max Hastings in  
Overlord: D-Day and the Battle  
for Normandy  
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68  
Close Combat  
The German Forces in Normandy  
As the German High Command realizes that an invasion in the West is  
imminent, the number of combat divisions in France is increased from 46  
in November of 1943 to 58 by June 1944. However, many of these  
divisions are below full strength. Some of them have had troops siphoned  
off to the war against the Soviets; others are shifted from the Eastern  
Front to France to rest and refit, their ranks decimated by combat with  
the Red Army. Many battalions are partially made up of Polish and  
Russian prisoners, known as Osttruppen, or “Eastern troops,” most of  
whom lack any desire to fight for Germany. Allied deceptions have  
convinced the Germans to reinforce the Pas de Calais, which depletes the  
concentration of forces in Normandy even further.  
In January, 1944 German Field Marshal Erwin Rommel is named head of  
Army Group B, which covers the Seventh and the Fifteenth Armies in  
northern France, and takes over the responsibility for defenses there.  
Although construction of a fortified coastal defense system, known as the  
“Atlantic Wall,” had begun in 1942, Rommel immediately begins to  
strengthen it with mines, underwater obstacles, and concrete gun em-  
placements. This is in keeping with his belief that the only way to repulse  
German Field Marshal  
Erwin Rommel  
Fooling the Germans with “Fortitude”  
While Rommel speeded his preparations, German  
forces in France increased to 55 divisions, many  
of them far from Normandy. In particular, the  
German Fifteenth Army remained in the Pas de  
Calais to repel an invasion force that would never  
strike there. This was partially due to a brilliant  
Allied deception called “Operation Fortitude.” Its  
deceptions took a number of forms, all intended to  
divert German attention from the real invasion  
preparations in the south of England to a carefully  
orchestrated and entirely bogus buildup in the  
southeast, opposite the Pas de Calais.  
preparing the fictitious “U.S. First Army Group” for  
an invasion at the Pas de Calais. For a month or  
more after D-Day, much of the German leadership  
continued in the conviction that the invasion in  
Normandy was merely a feint, and that the “real”  
invasion would soon fall where they had always  
known it would.  
German reconnaissance aircraft were allowed  
to fly over sites crammed with dummy tanks,  
trucks, and landing craft made of rubber, plywood,  
and canvas. Inflatable Sherman tanks that four  
men could easily carry looked real enough from  
the air, and the net effect was to trick the Germans  
into thinking they had found the growing stockpile  
for the coming invasion. Meanwhile false radio  
traffic convinced them that General Patton was  
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Chapter 4  
The Normandy Campaign in Close Combat  
69  
an Allied invasion is with a rapid counterattack on the beaches from  
behind a fortified coastal strip. However, Rommel’s superior, Field  
Marshal Gert von Runstedt opposes his defensive philosophy. Believing  
that nothing can stop the Allied invasion, von Runstedt thinks that the  
majority of German defenses should be moved inland, away from  
Allied naval guns. From there, German tanks will be better able to  
strike at the invaders as they attempt to establish beachheads and supply  
lines. Because the German chain of command is unclear even at the  
highest levels, it is never determined whether Rommel or von Runstedt  
will control the battle after the invasion, and neither one gets all the  
defenses or forces he wants.  
Preparation of the German defenses on the Normandy coast is  
hampered by shortages, and by the Allied air forces. Their bombing  
attacks on Germany have caused the German air force, the Luftwaffe, to  
largely abandon France to protect German skies. The knowledge that  
the Allies control the skies above western France adds fuel to Rommel’s  
argument. In early 1944, German troop and supply movement is further  
hindered by an Allied aerial bombing campaign known as the Transpor-  
tation Plan, which targets railroads and marshaling yards in western  
France.  
Despite these numerous difficulties, six infantry divisions of the  
German Seventh Army, commanded by Colonel General Friedrich  
Dollmann and covering Normandy and Brittany, are available to oppose  
the Allied invasion. A single Panzer division is in reserve near Caen,  
with three more held inland—and effectively out of Rommel’s reach—  
by the German High Command. These divisions can be released only  
under orders from Hitler himself, who wants to save them in case of an  
invasion at the Pas de Calais. Although Rommel’s beach defenses are  
incomplete, they are still formidable, and have strong Panzer forces  
waiting behind them. The Germans have more than enough firepower  
and manpower to make the Allied invasion force pay a heavy price.  
“The war will be won or lost on  
the beaches. We’ll have only one  
chance to stop the enemy and  
that’s while he’s in the water.”  
Field Marshal Erwin Rommel  
The Allies Invade on D-Day  
After being pushed back a month to June 5, and then further delayed  
by bad weather for another day, the greatest armed assault ever  
attempted—the long-awaited Allied invasion of France—finally gets  
underway on June 6. The first troops to land on French soil are from  
three U.S. and British airborne divisions, which are dropped at night  
to seize towns and bridgeheads behind the invasion beaches. Simulta-  
neously, an armada of 5,300 landing craft, supply vessels, and warships  
carrying over 150,000 Allied troops head across the English Channel  
for the Calvados coast.  
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70  
Close Combat  
U.S. soldiers crammed into landing craft  
“Everything was confusion.  
Units are mixed up, many of  
them leaderless, most of them  
not being where they were  
supposed to be. Shells were  
coming in all the time; boats  
burning; vehicles with nowhere  
to go bogging down, getting hit;  
supplies getting wet; boats  
trying to come in all the time,  
some hitting mines,  
U.S. soldiers landing on Omaha Beach  
The next morning, following a fierce air and naval bombardment, the  
first assault waves from five Allied divisions storm the five Normandy  
invasion beaches, code-named Utah, Omaha, Gold, Juno, and Sword.  
On the left flank of the invasion force, the British Second Army storms  
Gold and Sword beaches, then pushes southeast in an attempt to take  
the city of Caen and the airfield nearby at Carentan. At Juno beach, the  
Canadians come ashore. On the right flank of the invasion force, Utah,  
the westernmost of the Normandy beaches, is captured by the Fourth  
Infantry Division of the First Army’s VII Corps. Its plan is to head to  
the northwest to cut off the Cotentin Peninsula and capture Cherbourg,  
which will give the Allies a major port for bringing in additional  
supplies.  
exploding...everything jammed  
together like a junkyard.”  
Sgt. Ralph G. Martin, in Yank  
Because Hitler is asleep during the morning of the invasion and has  
given orders not to be awakened, he does not release the German  
Panzer reserves until the afternoon. By then it is too late to stem the  
invasion. German resistance on the four landing beaches is relatively  
light, and although the Allied troops do not push as far inland as they  
had planned, they suffer fewer casualties than they had expected. But it  
is a far different story for the Americans who land at the beach code-  
named Omaha.  
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Chapter 4  
The Normandy Campaign in Close Combat  
“There are only two kinds of  
71  
“Bloody Omaha” and Beyond  
Of the vast number of Allied troops that wade or parachute into  
Normandy on June 6, the Americans who land on Omaha Beach  
have the toughest time of all. The beach itself has natural defenses in  
the form of high bluffs at either end, and only five exits, which the  
Germans have mined and wired. Concrete blockhouses and positions on  
the bluffs pour a murderous concentration of fire along every inch of  
the beach. The defenses are manned by the crack 352nd Infantry, a full-  
strength attack division brought in from the Eastern Front, and made up  
of some of the most combat-tested troops in the German army. By a  
quirk of fate, the Americans are also pitted against an extra German  
infantry division that is in the area practicing anti-invasion tactics. The  
German defenders get an additional break when the Allied naval  
bombardment before the landings is too brief to do much damage.  
people on this beach: the dead  
and those about to die. So let’s  
get the hell out of here!”  
Colonel George Taylor, at  
Omaha Beach on June 6, 1944  
You know what I see up there?  
I see my old mother sitting on  
the porch waving my insurance  
policy at me.”  
As the smoke from the bombardment clears, the first U.S. invasion  
craft head for shore, carrying troops from the 29th and 1st Infantry  
Divisions. At first, confusion reigns as landing craft and vehicles,  
scattered by the rough seas they have just crossed, pile onto the beach.  
As the now-seasick soldiers disembark, they are blasted by well-aimed  
German gunfire. By 0915, as U.S. casualties mount, General Bradley  
fears he will have to call off the Omaha landing, as his forces are  
pinned down on the beach, huddled behind a seawall for survival.  
A GI on Omaha Beach to Life  
photographer Robert Capa  
Slowly, inexplicably, the tide of battle turns, as scattered groups of U.S.  
soldiers press forward, prompted by  
their own bravery, by the desire simply  
Omaha Beachhead: June 7, 1944  
to survive or, in some cases, by the  
brandished weapon of a fellow soldier.  
Since nearly all of the U.S. amphibious  
tanks have sunk after being launched,  
the troops have to advance across open  
ground under heavy fire without  
supporting armor. Finally, as individual  
Navy destroyers move in and pound  
the German defenses at close range,  
small units begin to ram their way  
through Rommel’s beach obstacles and  
scale the cliffs. The Germans of the  
352nd, who by now are running low on  
ammunition and reinforcements, are  
OMAHA  
U.S. 1st  
Army Group  
Aure River  
Carentan  
German 916th  
Regiment  
German 914th  
Regiment  
German 352nd  
Division  
Bayeux  
Drome River  
ire River  
V
Cerisy Forest  
SaintÐL™  
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72  
Close Combat  
“The beach became strewn with eventually overwhelmed by the increasing numbers of U.S. soldiers.  
dead, wounded, and shelter-  
seeking soldiers. They reached  
the low stone wall, but the  
safety offered there was  
temporary. Our mortar crews  
had waited for this moment and  
began to lay deadly fire on  
preset coordinates along the  
sea wall. Mortar rounds with  
impact fuses exploded on  
By late afternoon, the Americans have captured the bluffs and secured  
the exits from the beach that will later be called “Bloody Omaha,” in  
recognition of the 2,000 casualties that the U.S. has suffered there.  
After taking Omaha Beach, the objective of the 29th is to proceed  
toward the river Aure, in the direction of their eventual goal, Saint-Lô.  
Scattered American units find themselves intermingled as they make  
their way inland. Just a few thousand yards from the beach, they  
encounter stiff German resistance in the villages of Vierville,  
Saint-Laurent, and Colleville. Although the fighting initially slows  
their advance, the Americans press on toward a line between  
Trévières in the east and Isigny in the west.  
target. The shell splinters, wall  
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  
defenses.”  
of the wreckage from D-Day to unload some supplies. A day later,  
Grenadier Franz Gockel,  
describing the carnage  
at Omaha Beach  
U.S. soldiers taking cover  
behind seawall on Omaha Beach  
Off The Beach  
Between midday on June 6 and the evening of  
June 7, elements of the 115th and 116th Infantry  
Regiments fight their way inland to the high  
ground beyond Omaha Beach. They clear the  
towns of Vierville, Saint Laurent, and Colleville on  
the coast road, then probe towards the Bayeux-  
Isigny highway and beyond—to the river Aure. The  
Americans outman and outgun the Germans.  
Although German resistance is fierce, the lack of  
centralized control hinders their efforts to organize  
resistance against the Americans.  
hedgerows that are typical of the Norman country-  
side all provide excellent positions for German  
strongpoints.  
Close Combat Operation: U.S. Side  
The action starts with the 29th Division already  
moving into the terrain beyond Omaha Beach.  
Although the Americans have more men and  
supporting armor, the U.S. teams are about to bite  
into their first taste of the confining terrain of the  
Norman countryside—and the German defenses  
lurking within.  
Close Combat Operation: German Side  
A “last man defense” will lead to a disaster for the  
German commander’s teams. However, the stone  
walls, stone buildings, narrow roads, and  
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Chapter 4  
The Normandy Campaign in Close Combat  
73  
1,429 tons of supplies are moved, increasing to 7,000 tons a day by  
D-Day plus five. The paratroopers inland are resupplied by air drops  
from U.S. cargo planes. To prevent the Germans from moving  
reinforcements up, Allied fighter-bombers attack several river bridges  
and marshaling yards, although heavy cloud cover hinders their efforts  
and causes the cancellation of hundreds of missions.  
By June 8, D-Day plus two, enemy defenses along the Trévières-Isigny  
line collapse as the 29th Division’s 175th Infantry Regiment makes a  
determined and rapid advance, covering 12 miles in 36 hours. Assisted  
by two companies of tanks from the 747th Tank Battalion, the  
Americans fight through antitank gunfire at La Cambe and mobile  
88-mm guns and infantry near Saint-Germain du Pert. At 0300 hours on  
June 9, Isigny falls to the onrushing Americans, who then capture the  
bridge over the Aure intact.  
The loss of Isigny prevents the German 352nd Infantry Division from  
driving a wedge between Omaha and Utah beaches, and deprives the  
Germans of the defensive and artillery positions they have counted on  
to keep the U.S. forces from advancing far inland. The 175th Division’s  
victory thwarts Rommel’s plan to stop the invasion on the beaches.  
Three days later, Omaha and Utah beaches are linked together.  
Allied supplies pour inland  
from the Normandy beachhead  
After capturing Isigny, American units cross the river Aure at various  
points along the line, many of them slogging across areas previously  
Across The Aure  
On the morning of June 9, the 115th Infantry  
Regiment is ordered to cross the river Aure. With  
help from the 121st Engineer Combat Battalion,  
the Third Battalion makes a swampy crossing  
from Canchy to a point west of Colombieres. The  
First Battalion tries to cross the bridge just south  
of Ecrammeville. German machine gun and rifle  
fire from positions west of Trévières drives the  
Americans back; the First Battalion then marches  
to Canchy and follows the Third Battalion across  
the Aure.  
Close Combat Operation: German Side  
The German commander’s teams are bolstered  
by armor and a deadly array of artillery, and  
can make the bridge an obstacle instead of an  
opportunity.  
Close Combat Operation: U.S. Side  
The American commander has an opportunity to  
change history by capturing the bridge across the  
river Aure near Trévières. Additional armor now  
supports the American heavy weapons and  
infantry teams.  
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74  
Close Combat  
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,  
they are mistaken.  
“I had no intention of pinning  
down forces at Saint-Lô until  
Cherbourg was safely in hand .  
. . . Not until a few days before  
the breakout did I lift the  
The British Take The Heat Off  
On D-Day, and in the days following the invasion, the British Second  
Army makes a determined assault on Caen. This convinces the  
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  
prohibition on Saint-Lô.”  
Gen. Omar Bradley  
pivot to break out onto  
the high ground east of  
Saint-Lô.  
Normandy: June 13, 1944  
U.S. 82nd  
Airborne Division  
Montgomery’s plan works  
well, as the Germans deploy  
eight Panzer divisions with  
500 to 700 tanks to defend  
Caen, making that area their  
center of resistance against  
the Allies. As a result,  
between June 15 and July  
25, there are never more than  
190 serviceable German  
tanks opposite the American  
sector.  
U.S. 4th  
Infantry Division  
U.S. 101st  
Airborne Division  
ure River  
A
U.S. 1st  
Division  
Carentan  
U.S. 29th  
Division  
Bayeux  
U.S. 2nd  
Division  
e River  
aute River  
T
om  
Dr  
Caen  
Vire River  
Cerisy Forest  
German  
352nd Division  
Panzer Lehr  
SaintÐL™ German 3rd  
The initial Allied assaults are  
also aided by the belief of  
many German commanders,  
Orne River  
Parachute Division  
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  
this, German Fifteenth Army troops that could fight in Normandy  
remain stuck in Calais, defending against a landing that never comes.  
Reinforcements for those German Seventh Army troops who are  
actively combating the U.S. and British forces come slowly and  
sporadically, due to Allied air superiority and the infrastructure damage  
it causes.  
“Even though we fell back other  
parts of our regiment were still  
fighting in the hedgerows.  
Sometimes it was only a  
handful of men, but here that  
could hold up a company.”  
Obergrenadier Karl Wegner,  
352nd Infantry Division  
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Chapter 4  
The Normandy Campaign in Close Combat  
75  
German Defenses in the Bocage  
“We were flabbergasted by the  
bocage. . . . Our infantry had  
become paralyzed. It has never  
been adequately described how  
immobilized they were by the  
sound of small-arms fire among  
those hedges.”  
Standing between Bradley’s First Army and its goal of Saint-Lô are six  
German divisions of the Seventh Army, several of which are made up of  
units that have been shattered on D-Day. One of these, the 91st, has  
been reinforced by the Sixth Parachute Regiment, an élite volunteer  
group whose average age is 17. The 352nd Infantry, which opposed the  
Americans so fiercely at Omaha Beach, has been pulled back along the  
valley of the river Vire, which flows past Saint-Lô and between the two  
U.S. invasion beaches. The other German divisions in the area are the  
Third Parachute Division, the 353rd Division, and the 17th SS  
Panzergrenadier, although none of these is strong enough to mount an  
effective counterattack.  
General Elwood Quesada, U.S.  
IXth Tactical Air Command  
The best German defenses in Normandy weren’t put there by Rommel  
in 1944, but by Celtic farmers more than a thousand years earlier. The  
Norman hedgerow country, or bocage, consists of small, irregularly  
shaped fields, only about 200 by 400 meters, enclosed by ancient,  
overgrown hedges that grow from earthen mounds flanked by drainage  
ditches. The hedgerows reach a height of 15 feet, limiting visibility to  
one field at a time. They are impenetrably  
“Make every field a  
fortress.”  
Obergefreiter Paul Kalb,  
352nd Infantry Division  
dense—even for tanks. The hedgerows form a  
200-400 yds  
thousand square miles of tough patchwork  
terrain, connected by a network of dirt roads  
sunken far below field level by centuries of use.  
The towering hedges shade these roads, further  
decreasing visibility.  
“Every field a fort” is a phrase that recurs  
throughout the literature of the Normandy  
Campaign. It sounds like poetic exaggeration,  
but it’s true. Allied troops advancing into a  
hedgerow enclosure are walking into an area soon  
to be covered by pre-planned fields of direct and  
indirect fire. Using the ideal camouflage and  
concealment of the bocage to their advantage,  
the Germans disperse small, heavily armed  
antipersonnel and antitank units through it, dug in  
at the bases of the hedgerows and nearly invisible  
to the oncoming Americans. Out of the silence a  
sudden, tearing burst of fire from an MG 42  
machine gun, the chatter of a machine pistol, the  
detonation of a Panzerfaust antitank round,  
incoming mortar fire, or a single sniper shot is  
usually the first sign of the enemy’s presence.  
Heavy German machine guns are dug into  
Hedgerows  
Preplanned mortar  
targets  
Heavy machine gun  
Light machine gun  
Direction of fire  
American infantry  
platoon  
Antitank weapon  
German hedgerow defenses  
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76  
Close Combat  
opposite hedgerow corners at the back of the field to immo-  
bilize attacking infantry. Light machine guns and machine  
pistols in the hedgerows along the sides of the field can fire  
on soldiers seeking cover. An interconnected series of such  
strongholds forms a forward defensive line, behind which the  
Germans prepare a belt of battle positions with tanks and  
assault guns to add muscle to counterattacks. In these ideal  
defensive positions, small German units can sometimes  
repulse attacking forces five times as large.  
The German bocage defenses are equally hazardous to tanks.  
Any tank that takes to the sunken roads between fields is in  
serious danger. Often, it can’t turn around or traverse its gun  
in such a tight space. Attempting to climb over the embank-  
ment between fields will expose the tank’s vulnerable  
underbelly to antitank weapons. Any tank crew unwary  
enough to motor into an enclosure unprotected will be  
blasted by antitank weapons. German 88-mm guns on the  
main roads pose a constant threat, and since the Germans  
have fortified the stoutly built stone houses of the villages along those  
roads, it is dangerous to move at all. Tanks and troops remain equally  
vulnerable in the bocage until the Allies develop tactics to enhance  
mobility and improve tank-infantry cooperation.  
American GI's examining German  
positions in the bocage  
“The Allied soldier never  
seemed to be trained as we  
were, always to try to do more  
than had been asked of us.”  
First Encounters in the Bocage  
To reach Saint-Lô, the Americans have to traverse 20 miles of what  
Bradley calls “the damnedest country I’ve seen.” Upon encountering  
the bocage, Allied infantry tend to stick to tactics learned in training,  
advancing two companies forward into a hedgerow enclosure. The  
Obergefreiter Adolf Hohenstein,  
276th Infantry Division  
Hedgerow Hell  
Close Combat Operation: German Side  
By June 10, the 29th Division has crossed the  
river Aure and is pushing south into the heart of  
the Norman hedgerow country—the bocage. Allied  
planners estimate it will take a few days to fight  
through the bocage; instead it takes weeks. The  
distance the division pushes forward is not  
measured in miles, but in yards.  
Now it is the German commander’s turn to try to  
“change history” by bogging the Americans down in  
the bocage. He can deploy a full complement of  
armor, artillery, and heavy weapons to inflict  
maximum casualties on the Americans.  
Close Combat Operation: U.S. Side  
The American commander faces the same chal-  
lenge faced by the 29th’s commander—push  
through the bocage without decimating his unit.  
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Chapter 4  
The Normandy Campaign in Close Combat  
77  
Germans have mastered the advance by infiltration, sending small  
parties to turn the flank of the enemy advance. This means that U.S.  
soldiers suddenly find themselves under fire from three sides. Once  
U.S. forces are pinned down in the open, the Germans open up on them  
with pre-planned mortar and artillery fire. For the Americans, calling  
for artillery support in such close quarters is risky, because even  
accurate supporting fire can injure friendly troops.  
“Sometimes you hold one end of  
a field and the enemy holds the  
other, and you maneuver around  
in two- or three-man patrols until  
either you or the enemy is thrown  
out. This kind of war is paradise  
for the sniper, the rifleman, the  
automatic weapons man, the  
bazooka man. Conversely, it’s  
death on tanks and armored  
cars.”  
Advancing through the hedgerows is an unnerving experience for the  
U.S. troops. The sense of isolation from comrades, the disorientation  
caused by moving from one small enclosure to another, and the dra-  
matic contrast of silence punctuated by sudden bursts of deadly fire  
from well-hidden German defenders, all take their toll on morale.  
Inexperienced U.S. soldiers fling themselves flat when they come under  
fire; in some cases a German sniper can pick off several prone and  
immobilized victims.  
Sgt. Bill Davidson, in Yank  
In the constricted bocage landscape of small, enclosed fields, American  
units grope forward through terrain that seldom allows more than a  
hundred yards visibility. Most of this  
vicious small-unit fighting takes place at  
distances of less than 300 yards. Worst  
of all, after penetrating one hedgerow,  
the U.S. troops are faced with the task of  
taking another, then another, then  
another. After two weeks of heavy  
casualties, the 29th grinds to a halt,  
exhausted. Clearly, they need to  
devise new tactics to keep the hedgerow  
battle from degenerating into a bloody  
stalemate.  
The hedgerows aren’t the only natural  
phenomenon that hinders the Allied  
advance. The weather, although overcast  
part of the time, was better than ex-  
pected for the two weeks following the  
invasion. During this period, two  
artificial harbors, called “Mulberries,”  
U.S. troops under fire in  
the bocage  
were installed at Omaha and Gold beaches to make up for the lack of a  
natural harbor on the Calvados coast. But as the Mulberries near  
completion on June 19, a severe storm strikes and rages for nearly a  
week, damaging the Omaha Beach Mulberry facilities beyond repair.  
When the storm finally subsides, U.S. ships are forced to use the less-  
damaged British Mulberry. The storm and the damage it causes delay  
supplies, and force the U.S. armies to ration ammunition. However,  
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78  
Close Combat  
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  
combination of small arms,  
and we will hold up a battalion  
for 24 hours.”  
Allied Improvisation in the Bocage  
As the fighting through the Norman hedgerows drags into weeks of  
close and vicious combat, the immobilized Americans devise new  
methods and equipment to deal with the bocage. “Dozer tanks”—  
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.  
Lt. Jack Shea, from Yank  
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,  
6½-inch-diameter steel pipes to the front of a Sherman tank. When they  
ram the tank into an embankment, then back away, the pipes leave two  
deep holes for explosive charges. Packing the explosives into empty  
artillery shell cases before placing them in the holes focuses the  
explosions even more effectively. However, blowing holes in the  
hedgerows involves one big drawback: The explosions announce to the  
Germans when and where an attack is beginning, and provide a handy  
aiming point for all types of defensive fire. Any tank that appears in the  
newly opened breach is a perfectly framed target.  
“This was about as bad a place  
to mount an infantry assault as  
could be imagined, as bad as  
clearing out a town house-by-  
house or room-by-room, as bad  
as attacking a World War I  
trench system. But it had to  
be done.”  
Stephen Ambrose, in Band of  
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.”  
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Chapter 4  
The Normandy Campaign in Close Combat  
79  
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.  
Breaking the Impasse  
When the 29th finds itself stymied in the bocage, General Charles  
Gerhardt orders Brigadier-General Norman Cota, a veteran of the  
landings in North Africa, to devise new tactics for this hostile terrain.  
Cota decides to use small teams composed of a tank equipped with  
pipe devices in front to aid in the placement of explosive charges and a  
telephone on its rear deck for communication with infantrymen, an  
engineer team, an infantry squad, a BAR, and a 60-mm mortar. To  
begin the attack, the tank pushes into a hedgerow, then fires white  
phosphorus rounds from its main gun into the corners of the opposite  
hedgerow to suppress the German heavy machine guns. The tank  
then lays down machine gun fire along the base of the hedgerow.  
Meanwhile, the mortar team drops high explosive  
“Every goddam field in  
this hedgerow country is  
a battlefield.”  
Pfc. Bob Sloane, in Yank  
rounds into the fields behind the German posi-  
tions, and smoke rounds to block the enemy’s  
view. When the tank opens fire with its machine  
gun, the infantry attacks, moving across the field  
well away from the hedgerows on either side, and  
throwing grenades over the hedgerow to disrupt  
defenders on the other side.  
Phase I  
Phase II  
When the infantry has advanced far enough to  
block the tank’s field of fire, the tank backs away,  
and the engineers place and detonate explosives in  
the holes the pipes leave in the embankment. The  
tank then rolls through the resulting hole, provid-  
ing close support for the infantry, while the  
infantry suppresses antitank fire. Using this  
approach, the Second Battalion of the 116th  
Infantry makes better progress than ever in its  
push toward Saint-Lô.  
Tanks lay down suppressive fire as  
infantry moves through hedgerow.  
As infantry close on enemy and  
mask tank's fire, tank backs away  
and engineers emplace charges.  
Phase III  
Phase IV  
The Third Armored Division devises an approach  
for larger-scale hedgerow operations, coordinating  
the efforts of a tank company and an infantry  
company to attack across a front three fields wide.  
The attack begins by penetrating the hedgerows of  
the two outer fields. When they are taken, the  
team moves to breach the hedgerows that border  
Demolitions gap hedgerow as  
infantry assaults the objective.  
Tank advances to help infantry clear  
objectives. Other elements displace for-  
ward and prepare to continue the attack.  
Engineer team  
Infantrymen  
Sherman tank  
60-mm mortar  
Mortar observer  
Hedgerow assualt tactics  
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80  
Close Combat  
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  
in the Normandy Campaign  
tough for infantry to handle. Artillery spotter aircraft are an enormous  
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.  
Going for the High Ground: Hill 192 and  
Purple Heart Draw  
While the 29th battles its way through the bocage, VII Corps is slowly  
advancing up the Cotentin Peninsula toward the heavily defended port  
of Cherbourg. Contradictory orders from the confused German chain of  
command make it unclear whether the defenders on the Cotentin are to  
head north to make a stand at Cherbourg, or head south to rejoin other  
German units. This confusion aids the Americans, who begin making  
rapid progress. On June 27, after five days of fierce fighting, Cherbourg  
falls to the U.S. troops, but the Germans sabotage the port facilities,  
knocking them out of action for three weeks. Three U.S. divisions that  
have helped capture Cherbourg are now ordered to move south, and  
assist in the hedgerow battle.  
As the situation for the Germans in France worsens, Hitler relieves von  
Runstedt and replaces him with Marshal Gunther von Kluge on July 5.  
General Friedrich Dollmann, the commander of the Seventh Army,  
commits suicide after Hitler orders him court-martialed for the loss of  
Cherbourg. Meanwhile, as the Americans advance toward Saint-Lô,  
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Chapter 4  
The Normandy Campaign in Close Combat  
81  
Seventh Army troops in the vicinity dig into defensive positions,  
including foxholes and even tunnels. The town itself is set in a  
depression next to the river Vire, surrounded by rolling hills and ridges,  
which are heavily fortified by the Germans. Any gaps between the hills  
are well-covered by German guns.  
“The Germans adjusted much  
better to new conditions than  
we did.”  
To the Americans, it soon becomes clear that approaching the German  
defenses around Saint-Lô indirectly is preferable to a frontal assault. As  
Bradley later notes in his memoirs, “I’d just as soon settle for the high  
ground east and west of Saint-Lô. . . we’re not going to spend a division  
just to take a place name.” This alternative calls for three divisions of  
the First Army to drive along a 10-mile front through the hills around  
Saint-Lô, then into the city itself. As part of this assault, the Americans  
will have to overrun the German defenders on Hill 192 and Purple  
Heart Draw, tactical strongpoints east of Saint-Lô that threaten any  
approaching Allied force. In both locations, the Germans hold the high  
ground, and the U.S. troops will have to fight their way uphill through a  
dauntingly vertical variation of the bocage.  
British intelligence officer  
Brigadier Bill Williams  
Earlier U.S. efforts to take Hill 192 in mid-June failed in the face of the  
formidable German resistance. The Seventh Army troops on the hill  
were aided by the fact that they could  
see everything from the coast to Saint-  
Lô, including the attacking Americans.  
Instead of forming a defensive line, the  
Germans had built a series of  
strongpoints that could support the gaps  
between them with covering fire. All  
U.S. 23rd Division  
U.S. 38th Division  
Vire River  
U.S. 29th Division  
Balleroy  
Purple  
Heart  
Draw  
Hill 192  
Attack on the High Ground  
July 11, 1944  
SaintÐL™  
Purple Heart Draw  
The American Second Division reaches the foot of  
Hill 192 on June 12; two unsuccessful attacks  
result in over 1,200 U.S. casualties. Between June  
16 and July 10, the Second Division receives  
intensive training in bocage tactics; on July 11,  
they renew the assault against Hill 192. The drive  
through Purple Heart Draw, on the northeast side  
of the hill, falls to the First Battalion, 23rd Infantry  
Regiment. After fierce fighting, in which one  
platoon is nearly wiped out crossing the draw, the  
battalion advances nearly a mile, within sight of  
the Saint-Lô–Bayeux highway.  
Close Combat Operation: German Side  
The draw is the perfect natural obstacle for  
stopping the Americans. It is wide enough to  
hinder tanks from crossing it. If U.S. soldiers  
climb down to the bottom to get across it, they  
can be easily picked off from above.  
Close Combat Operation: U.S. Side  
Since this draw is standing between the U.S.  
and its objective, Hill 192, it must be crossed or  
flanked. With the Germans holding the upper  
section of the hill, neither will be easy.  
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82  
Close Combat  
approaches to the hill were targeted with artillery, mortars, antitank  
weapons, and machine guns, and the German defenders, mainly from  
the Third Parachute Division, were well dug in.  
Nearly a month later, on July 11, the Americans resume their attack on  
Hill 192, using their new hedgerow tactics to coordinate the efforts of  
infantry and armor. To the Second Division’s 38th Infantry goes the task  
of capturing Hill 192. Because the weather that day is hazy and visibil-  
ity is poor, the Allies cannot use air support. The Second Division  
advances up the gradual slope of Hill 192 behind a rolling artillery  
barrage. Those German strongpoints that survive the shelling put up  
fierce resistance, and the struggle for Hill 192 becomes a field-by-field  
battle. In the villages of Cloville and le Soulaire, which have been  
blasted by U.S. artillery, German troops dig into the rubble, and are  
cleared out only after hours of house-to-house fighting. The Norman  
terrain, coupled with fierce fire from German antitank guns and  
Panzerfausts, hinders the advance of U.S. tanks. In one area, six tanks  
are knocked out by German mortar and artillery fire in the first 30  
minutes of an assault.  
“Throughout the fighting, French  
farmers and their families live in  
holes dug into their cellars while  
the farmhouses are destroyed  
over their heads.”  
One of the obstacles that impedes the U.S. troops as they inch their way  
up Hill 192 is a narrow ravine they call “Purple Heart Draw.” It is  
nearly wide enough to prevent tanks from crossing it, and is heavily  
fortified by the Germans. Supported by four tanks that are stopped at  
the edge of the draw, one platoon attempts to cross it. German mortar  
and artillery hold their fire until the Americans have reached the bottom  
of the draw, then open up, nearly wiping out the platoon. Another  
platoon attempts to outflank the defenses in the draw, and the U.S. tanks  
turn their attention to German defenders inside several nearby houses,  
firing on them from 30 yards away. When the defenders are silenced,  
the second platoon finds the survivors of the first platoon at the bottom  
of the draw, and the two platoons move up out of the ravine. Despite  
heavy mortar fire, the outflanking maneuver is a success, and by the  
end of the day, the Americans who have survived “Purple Heart Draw”  
have taken nearly all of the deadly ravine.  
Sgt. Bill Davidson, in Yank  
Throughout July 11, the German Seventh Army troops on Hill 192 are  
blasted by 20,000 rounds of artillery fire. While this does not destroy  
the sturdier German emplacements, it keeps the defenders pinned in  
their trenches, and helps speed up the U.S. advance. As the day ends,  
nearly all of the remaining German defenses on Hill 192 have been  
badly damaged, and several German units have been cut off and  
decimated. One U.S. battalion has captured a section of the Saint-Lô–  
Bayeux highway, which bisects the remaining German-held positions at  
the top of the hill, and other battalions have closed in on this key  
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Chapter 4  
The Normandy Campaign in Close Combat  
83  
roadway by nightfall. With the Seventh Army occupied on so many  
fronts, no reserves are left to reinforce the surviving Germans on  
Hill 192.  
The following day, July 12, the fighting on Hill 192 is almost anticlimac-  
tic. After shelling the U.S. positions during the night, the Germans launch  
a counterattack, which is quickly repulsed, and the Second Division soon  
secures the hill. At a price of 69 dead, 328 wounded, and eight missing,  
Bradley’s troops now hold the high ground above Saint-Lô.  
“Eisenhower found as I did that  
the well-springs of compassion  
lie in the field.  
. . . There, like the others of us,  
he could see the war for what it  
was, a wretched debasement of  
all the thin pretensions of  
civilization. In the rear areas  
war may sometimes assume  
the mask of an adventure. On  
the front it seldom lapses far  
from what General Sherman  
declared it to be.”  
Taking Saint-Lô at Last  
With the capture of Hill 192, the stage is set for the U.S. assault on  
Saint-Lô. As planned, the three divisions of the First Army close in on  
the town from the east, north, and west. However, the 29th Division,  
which is responsible for the main American attack, will have to push  
along three parallel ridges east of Saint-Lô. These ridges are fiercely  
defended by members of the German Third Paratroop Division, who  
are dug in behind an endless series of hedgerows and new defensive  
lines. The 35th Division, which is to move in on Saint-Lô from the north,  
is opposed by the German 352nd Infantry, which inflicted so many  
casualties on the U.S. assault waves at Omaha Beach. Finally, the 30th  
Division needs to advance through four miles of heavily fortified ridges  
and valleys west of Saint-Lô, opposed by German Panzers.  
Gen. Omar Bradley in  
A Soldier’s Story  
For the 29th Division, progress along the eastern ridges is slow. Many  
airstrikes must be canceled due to bad weather, and although the  
advancing U.S. troops are aided by artillery, they are slowed by German  
Hill 192  
The main assault on Hill 192 falls to the First and  
Second Battalions, 38th Infantry Regiment.  
Following 100 meters behind a rolling barrage, the  
two battalions start up the hill at 0630 hours.  
Resistance is fierce around the hamlet of Cloville,  
where a self-propelled gun and Mark IV tank slow  
the advance. A Sherman knocks out both, and by  
1700 hours elements of the 38th have pushed  
their way over the hill to the Saint-Lô–Bayeux  
highway.  
Close Combat Operation: German Side  
As the German commander, you can muster more  
armor and firepower than your campaign counter-  
part to hold Hill 192.This can keep the Americans  
from closing in on the strategic high ground east  
of Saint-Lô.  
Close Combat Operation: U.S. Side  
As the American commander, you can use  
superior tactics to take the hill more quickly and  
move on Saint-Lô ahead of schedule.  
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84  
Close Combat  
mortar and artillery fire. In the north, the 35th Division is  
fought to a virtual standstill by a sophisticated series of  
German defenses, and makes a breakthrough only after  
several days of fighting, by using tank destroyers to blast  
the fortified hedgerow positions. West of Saint-Lô, the 30th  
Division has its hands full with brutal counterattacks from  
Panzer Lehr—an elite armored unit—and the Third  
Parachute Division.  
Over the next few days, the Americans begin to make steady  
progress against the entrenched German defenders. Supplies  
begin to reach the embattled U.S. divisions from the newly  
cleared port of Cherbourg, while the Seventh Army is  
experiencing acute resupply and reinforcement problems.  
Two battalions of the 29th make isolated advances on the key  
town of la Madeleine, near the Martinville Ridge, and when  
German troops fail to destroy them after cutting them off,  
other elements of the 29th make a renewed push, supported  
by artillery and air strikes. By July 17, the 29th has reached  
the eastern outskirts of Saint-Lô. The 35th keeps the pressure on the  
depleted German 352nd, which is gradually giving ground. When a  
Panzer Lehr counterattack on the advancing 30th Division fails on July  
17, the deteriorating situation in the west finally makes the Germans  
think about withdrawing from the vicinity of Saint-Lô. Fearful of being  
trapped against the river Vire by the American forces, whose artillery  
has destroyed many of the river bridges, the bulk of the German  
defenders pull back to an area south of Saint-Lô, leaving a few pockets  
of determined resistance in and near the town itself.  
The ruins of Saint-Lô  
“. . . officers who have received  
the best peacetime training  
available find themselves  
surprised and confused by the  
difference between conditions  
as pictured in map problems  
and those they encounter in the  
campaign. . . . In our schools  
we generally assume that the  
organizations are well-trained  
and at full strength, that  
subordinates are competent,  
that supply arrangements  
function, that communications  
work, that orders are carried  
out. In war many or all of these  
conditions may be absent. The  
veteran knows that this is  
normal and his mental  
On the morning of July 18, a task force of the 29th Division is  
assembled under Brigadier-General Norman Cota to move into  
Saint-Lô, which is in ruins after an intense U.S. aerial bombardment.  
Despite resistance by the Second Paratroop Corps, no reserves remain  
to support the defending Germans, and the U.S. task force quickly  
enters the town. The Americans capture a square near the town  
cemetery that has survived the bombing, then fan out on foot through  
streets too choked with rubble to allow much vehicle traffic. German  
artillery positions south of Saint-Lô shell the task force with artillery  
and mortar fire as it moves through the rubble, but the rapid advance of  
the U.S. task force has caught the Germans off guard. By 1900 hours on  
July 18, after a series of hot skirmishes and house-to-house fighting,  
U.S. troops have secured Saint-Lô. Shelling from the German defensive  
positions south of the town will continue for several more days, and the  
Germans even organize a counterattack on June 19, which U.S. troops  
break up.  
processes are not paralyzed  
by it. . . .”  
Gen. George C. Marshall,  
Infantry in Battle, 1934  
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Chapter 4  
The Normandy Campaign in Close Combat  
85  
For the Americans, the cost of capturing Saint-Lô and the surrounding  
countryside is steep: Nearly 11,000 U.S. troops are killed, wounded, or  
missing between July 7 and July 22. However, Bradley’s forces now  
have the terrain they need to launch the breakout into the long-sought  
war of maneuver against the Third Reich.  
“I have the honor to announce  
to the Corps Commander that  
Task Force C of the 29th  
Division secured the city of  
Saint-Lô after 43 days of  
continual combat from the  
beaches to Saint-Lô.”  
Epilogue: Operation Cobra and  
the Allied Breakout  
Gen. Charles Gerhardt, U.S.  
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  
As the German commander, you can choose to  
defend Saint-Lô to the last man, in house-to-house  
fighting, and hope that reinforcements show up in  
time—or at all.  
and 175th advance on a front astride the ridges  
east of the town; by July 17, they fight their way  
over Hill 147, clear Martinville, and take up an  
advance position near la Madeleine.  
For days the Americans pound Saint-Lô and the  
surrounding area with air strikes and up to 14,000  
artillery rounds a day. On July 18, General Cota  
assembles Task Force C—a force consisting of  
reconnaissance, tank, tank destroyer, and engi-  
neer units—to race down the Saint-Lô–Isigny road  
and capture Saint-Lô. The task force rolls at 1500  
hours, with infantry units joining along the way. By  
1900 hours, after encountering pockets of resis-  
tance in what remains of the town, the 29th  
Division secures Saint-Lô.  
Close Combat Operation: U.S. Side  
As the American commander, you have no more  
hedgerows to deal with—only blasted buildings,  
rubble-filled streets, and a shell-cratered cemetery.  
The Germans are holding out in the ruins, waiting  
for reserve troops to reinforce them. If you don’t  
take Saint-Lô quickly, you may lose it altogether.  
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86  
Close Combat  
Goodwood, pushing the Germans east of Caen. Although the British  
suffer severe tank losses, the attack draws even more German troops  
into the vicinity of Caen and away from the Americans.  
“I did not feel we owed an  
apology to anyone for our gains.  
At the end of one week ashore  
we had linked beachheads.  
During the second we cut the  
Cotentin. In the third we  
captured Cherbourg. During the  
fourth we attacked out of the  
neck. And when the fifth rolled  
around, we had put together our  
Cobra plan and were already  
edging toward a breakout.”  
Bradley characterizes the hedgerow battle as “. . . a slugger’s match, too  
slow a process.” To end the stalemate once and for all, he launches  
Operation Cobra. Bad weather delays the breakout for a week until July  
25, when German positions five miles west of Saint-Lô are hit with a  
massive aerial bombardment by 2,500 Allied aircraft. The countryside  
quickly becomes a moonscape as this carpet bombing blasts several  
gaps in the German lines and decimates Panzer Lehr, but some of the  
bombs fall short, causing hundreds of American casualties. Next, the  
Americans launch a concentrated attack from the ground they have  
recently captured east of Saint-Lô. This attack initially meets with little  
success as the advancing troops are slowed by the vast number of bomb  
craters, and by the evacuation of casualties. Veterans of the hedgerow  
fighting also have trouble overcoming the caution learned in two  
months in the bocage, but “rhino tanks” play a significant role in the  
ongoing attack by speeding the process of penetrating the hedgerows.  
Gen. Omar Bradley, in  
A Soldier’s Story  
German opposition is no longer organized in depth, and forms only  
a very tough but discontinuous crust against the onslaught. Those  
German soldiers who have survived the bombing repeatedly find  
themselves outflanked or bypassed. Since a significant portion of the  
German forces are still engaged against the British and Canadians to the  
east, there are no reserve troops or Panzers to fill in any holes in the  
front line near Saint-Lô. The Americans soon begin to make rapid  
progress, pushing 56 kilometers east toward Brittany, and capturing the  
coastal town of Avranches on July 31.  
“It was one terrible blood-  
letting.”  
Field Marshal Erwin Rommel’s  
terse summary of the Normandy  
Campaign  
By the beginning of August, Cobra has clearly proved to be a success.  
The Avranches breakout frees the Americans from the bocage, and  
propels them into the battle of maneuver they have longed for.  
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.  
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Chapter 4  
The Normandy Campaign in Close Combat  
87  
While Bradley’s First Army threatens only the Germans in Normandy,  
Patton’s Third Army threatens all German forces west of the Seine.  
Hitler himself decides to launch a major counterattack against the Third  
Army near Mortain, to push Patton’s troops back to Avranches. He  
orders von Kluge to send all ten available Panzer divisions in  
Normandy on a strike toward the Atlantic to cut off the Allied breakout  
and, with luck, perhaps even to destroy the Normandy beachhead.  
Unfortunately for the Germans, the Allies intercept and decrypt von  
Kluge’s orders, and when the counterattack begins, American troops  
stymie it, assisted by Allied air strikes.  
Trapped in the Falaise “Pocket”  
The German defeat at Mortain leaves the Seventh Army vulnerable to a  
counterattack that could encircle it and finish it off in Normandy once  
and for all. After the Third Army takes Le Mans on August 9,  
Montgomery orders Patton’s forces to proceed to the north, on the  
eastern flank of the battered Panzers at Mortain. On August 13, the  
American XV Corps reaches Argentan. Meanwhile, since the Germans  
have pulled troops away from Caen for their unsuccessful Mortain  
counterattack, more British and Canadian troops are able to move south  
from Caen, and the Canadian First Army captures Falaise on August 15.  
“We must strike like lightning.  
When we reach the sea the  
American spearheads will be  
cut off. . . . we might even be  
able to cut off their entire  
beachhead. We mustn’t get  
bogged down with mopping up  
the Americans who have broken  
throughtheir turn will come  
later.”  
As the American and Canadian armies converge from the north, south,  
and west, virtually all the German troops in Normandy are trapped  
between them, in the ever-shrinking Falaise “pocket” a 24-kilometer–  
wide salient along the river Orne. The only hope of escape for the  
remnants of the fifty divisions of the Seventh Army is to retreat to the  
east. As the Allied armies move in, the retreat becomes a rout, and  
within five days the pocket is closed. Strafed by Allied fighters and  
hampered by the narrow roads that they have used to their advantage in  
the preceding weeks, some 10,000 German soldiers are killed in what  
will later be called le Couloir de la Mort, or “Corridor of Death.” An  
additional 50,000 Germans are taken prisoner. Perhaps 20,000 manage  
to escape across the Seine, alone or in small groups, leaving much of  
their equipment, especially vehicles, behind them.  
Adolf Hitler, shortly before  
launching the ill-fated German  
counterattack at Mortain on  
August 6, 1944  
With the closing of the Falaise pocket and the German retreat across the  
Seine, the chase is on, and the outcome of the war is no longer in doubt.  
The casualty figures for the 77 days of the Battle of Normandy are  
staggering: The Germans lose 450,000 men, including 240,000 killed or  
wounded. The Allies take 209,672 casualties, with 36,976 killed.  
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88  
Close Combat  
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 over and the race to the Rhine is on.  
The Falaise Pocket: August 13Ð20, 1944  
Cherbourg  
Seine River  
Lisieux  
U.S. 12th Army  
Group  
(Bradley)  
British 21st  
Army Group  
(Montgomery)  
Caen  
Falaise  
German  
5th Panzer Army  
Panzer Group Eberbach  
Argentan  
iver  
rne R  
O
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Chapter 5  
Weapons  
Colt .45 model 1911  
Walther P 38  
Operation Semiautomatic  
Caliber 9-mm Parabellum (.354 in.)  
Muzzle velocity 350 mps (1,149 fps)  
Capacity 8-round magazine  
Weight 0.96 kg (2 lbs)  
Overall length 21.3 cm (8.25 in.)  
Effective range 30 m (32 yds)  
Operation Semiautomatic  
Caliber .45 (11.4 mm)  
Muzzle velocity 253 mps (830 fps)  
Capacity 7-round detachable box magazine  
Weight 1.1 kg (2.43 lbs)  
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  
German military sidearm, entered production in  
1939. It was designed to be more quickly, cheaply,  
The most famous American handgun of World War II  
was the Model 1911 .45-caliber semiautomatic pistol  
invented by John M. Browning. This pistol was born  
out of the U.S military’s frustration with the limited  
stopping power of smaller-caliber revolvers during  
the Spanish-American War. Both Colt and the  
Springfield Armory produced the pistol between  
1911 and 1915, and by the end of World War I over  
60 percent of the American soldiers in France were  
issued Colt 45s. After World War I, slight modifica-  
tions were made to the trigger, hammer, grip, and  
frame. Although it was issued to officers and squad  
leaders, the .45 was not standard issue for infantry-  
men during World War II. This didn’t keep many  
front line soldiers from obtaining them, and the  
regulation against their carrying pistols was rarely  
enforced. The Colt was recognized as a weapon of  
last resort—most soldiers had more effective  
and easily manufactured than the P 08. In addition to  
these virtues, the sophisticated yet robust P 38 added  
several features that made it more convenient and  
safer than the Luger, which had been designed at the  
end of the previous century. The P 38 was a double-  
action firearm—after it was cocked and loaded, the  
user could lower the hammer, and then at any time  
pull back the hammer and press the trigger to fire the  
chambered round; in an emergency in which aim  
was less important than speed, simply pulling the  
trigger would cock the hammer and fire the  
chambered round. By the end of the war more  
than a million P 38s had been produced. In 1957  
Walther resumed production of the P 38 in a slightly  
lightened version called the P 1, which was the  
standard German military sidearm until 1980. The  
P 38 remained in service in several countries into  
the 1990s.  
weapons available, but no one denied the feeling of  
security the weighty .45 provided. It remained the  
standard U.S. sidearm until 1984.  
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90  
Close Combat  
Mauser Kar 98  
Springfield ’03 Rifle  
Operation Manual, bolt-action  
Caliber 7.92 mm (.31 in.)  
Muzzle velocity 745 mps (2,445 fps)  
Capacity 5-round magazine  
Weight 3.9 kg (8.5 lbs)  
Overall length 111 cm (43.75 in.)  
Effective range 550 m (600 yds)  
Operation Manual, bolt-action  
Caliber .30 (7.62 mm)  
Muzzle velocity 853 mps (2,800 fps)  
Capacity 5-round internal magazine  
Weight 4.2 kg (9.38 lbs) M1903A4  
sniper model with scope  
The Mauser Gewehr 98 (rifle, model 1898) was the  
archetype of most bolt-action rifles built in the 20th  
century, including the American Springfield model  
1903 rifle. Its 7.92-mm Mauser cartridge was  
introduced in 1888 and is still in use today. Variants  
of the Gewehr 98 remained in general use in the  
German army through both world wars because it  
worked so well and so reliably. The Kar 98 carbine,  
about six inches shorter than the standard rifle, was  
issued to most German infantrymen in World War II.  
Overall length 110.5 cm (43.5 in.)  
Range 550 m (600 yds)  
Officially designated “U.S. Rifle, Caliber .30, Model  
of 1903,” it was better known as the Springfield, the  
Springfield ’03, or simply the ’03. This bolt-action  
rifle was adopted by the U.S. Army in 1903 and  
remained the standard issue rifle of America’s armed  
forces until 1936. In 1906, the .30-caliber cartridge  
was modified and designated the “M1906  
Cartridge”; it became widely known as the .30-06.  
This cartridge was the standard U.S. rifle and  
machine gun cartridge for the next fifty years. In  
1936, the Springfield ’03 was replaced by the M1  
Garand, but many Springfields saw service in World  
War II. In the Normandy Campaign, the Springfield  
was used primarily as a sniper weapon; the vast  
majority of infantrymen preferred semiautomatic and  
automatic weapons to the bolt-action rifle. Any  
advantage the Springfield may have had in accuracy  
was more than offset by the rate of fire the Garand,  
M1 Carbine, and BAR offered.  
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Chapter 5  
Weapons  
91  
Gewehr 43  
Semiautomatic Rifle  
Garand Rifle  
Operation Semiautomatic  
Caliber 7.92 mm (.31 in.)  
Muzzle velocity 745 mps (2,445 fps)  
Capacity two 5-round magazines  
Operation Semiautomatic  
Caliber .30 (7.62 mm)  
Muzzle velocity 853 mps (2,800 fps)  
Capacity 8-shot clip  
Weight  
4.55 kg (10 lbs)  
Overall length 114.3 cm (45 in.)  
Effective range 550 m (600 yds)  
Weight 4.3 kg (9.5 lbs)  
Overall length 110.7 cm (43.6 in.)  
Effective range 550 m (600 yds)  
The Germans produced many superb weapons of  
almost every type, but their efforts to produce a  
semiautomatic rifle to match the performance of the  
American M1 Garand fell short. The semiautomatic  
Gewehr 43 (rifle, model 1943) improved upon the  
gas-operated, self-cocking mechanism of Carl  
Walther’s G41 semiautomatic rifle, but both models  
were heavier, more complex, and less well-balanced  
or reliable than the Garand; neither supplanted the  
venerable bolt-action Mauser Kar 98 as the primary  
German infantry weapon.  
The U.S. Rifle, Caliber .30, M1—or Garand—was  
the standard issue rifle for American infantry. Named  
after its inventor, John C. Garand, it was the first  
semiautomatic rifle widely used in combat. Although  
it was adopted by the Army in 1936, the Garand was  
in short supply until 1943, but by the end of the war  
over four million had been produced. The Garand  
was easy to disassemble and clean, and its combina-  
tion of caliber, muzzle velocity, and semiautomatic  
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.  
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92  
Close Combat  
Browning Automatic Rifle (BAR)  
M1 Carbine  
Operation M1918A1: selective fire (fully and  
semiautomatic); M1918A2: fully automatic  
Caliber .30 (7.62 mm)  
Muzzle velocity 853.4 mps (2,800 fps)  
Capacity 20-round detachable box magazine  
Weight 8.33 kg (18.5 lbs)  
Overall length 119.4 cm (47 in.)  
Rate of fire 550 rounds per minute  
Range 550 m (600 yds)  
Operation M1 & M1A1: semiautomatic;  
M2: selective fire (fully and semiautomatic)  
Caliber .30 (7.62 mm)  
Muzzle velocity 600 mps (1,970 fps)  
Capacity 15- and 30-round detachable  
box magazines  
The initial M1918A1 version of the Browning  
Automatic Rifle (BAR) was first used in combat by  
American soldiers during World War I, and many  
saw service in World War II. The BAR received high  
praise for its reliability under adverse conditions. In  
1940, the model M1918A2 was adopted. Unlike  
earlier models, it could only be fired in two auto-  
matic modes—slow (300 to 450 rpm) or fast (500 to  
Weight 2.3 kg (5 lbs)  
Overall length 90.4 cm (35.6 in.)  
Effective range 75 m (83 yds)  
The M1 carbine was developed in response to the  
Germans’ blitzkrieg tactics; the use of rapid mecha-  
nized divisions and airborne troops showed the  
Americans that fixed fortifications and static front  
lines were outmoded. Blitzkrieg tactics meant that rear 650 rpm)—but not in semiautomatic mode. Both  
echelon personnel could find themselves under attack versions were widely used in the second world war.  
with little or no warning, and a light rifle was needed The BAR was a popular weapon in all theaters  
to replace the standard issue pistol. However, the M1 because it was reliable and offered an excellent  
carbine proved so versatile that over six million were combination of rapid fire and penetrating power.  
produced by the end of the war. The M1 carbine was The BAR’s only serious drawback was its lack  
easier to master than a pistol, more effective at  
medium-to-long range than a submachine gun, and  
well suited as the small arm for mortar, machine gun,  
and bazooka teams. The M1A1 variant, with its  
folding stock, was specifically designed for  
paratroops.  
of a quick-change barrel to reduce the chances  
of overheating.  
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Chapter 5  
Weapons  
93  
Thompson Submachine Gun  
MP40 Machine Pistol  
Operation Selective fire (fully and  
semiautomatic)  
Caliber .45 (11.4 mm)  
Muzzle velocity 280 mps (920 fps)  
Capacity 50-round drum  
20- and 30-round detachable  
box magazine  
Weight 4.9 kg (11 lbs)  
Overall length 85.6 cm (33.7 in.)  
Rate of fire 600 to 725 rounds per minute  
Effective range 50 m (55 yds)  
Operation Fully automatic  
John T. Thompson, who helped develop the M1903  
Springfield rifle and M1911 .45 caliber pistol, began  
work on a “trench broom” for close quarters combat  
shortly after his retirement from the Army in 1918.  
He recognized that the .45-caliber slug used in the  
M1911 pistol would be devastating when used in a  
fully automatic weapon. By the spring of 1920,  
Thompson’s company (Auto-Ordnance) produced a  
prototype capable of firing 800 rounds per minute.  
Despite its excellent test performance, the Thompson  
was not adopted for use by either the U.S. Army or  
Marine Corps. Still, Thompson contracted with Colt  
for the manufacture of 15,000 guns, designated  
“Thompson Submachine Gun, Model of 1921.” The  
15,000 guns manufactured by Colt lasted until the  
eve of World War II. In 1940, the U.S. Army ordered  
20,000 Thompson submachine guns; in 1941 the  
Army ordered an additional 319,000. One of the  
main assets of the Thompson submachine gun was  
reliability; it performed better than most submachine  
guns when exposed to dirt, mud, and rain. The main  
complaints against the Thompson were its weight  
(over ten pounds), its inaccuracy at ranges over 50  
yards, and its lack of penetrating power (a common  
complaint with all submachine guns).  
Caliber 9 mm (.354 in.)  
Muzzle velocity 380 mps (1,247 fps)  
Capacity 32-round magazine  
Weight 3.97 kg (8.7 lbs)  
Overall length 83.2 cm (32.75 in. with  
stock extended)  
Rate of fire 500 rounds per minute  
Effective range 100 m (110 yds)  
The MP40 machine pistol was based on the prewar  
MP38, modifying the earlier design to make it more  
suitable for mass production; more than a million  
were produced during the war. Its folding metal  
stock made it compact and easy to carry, even in  
cramped circumstances; its startling staccato bursts  
of fire shattered the silence in many a Norman  
hedgerow. The MP40 won the admiration of Allied  
soldiers, who often referred to the MP40 as the  
“Schmeisser,” despite the fact that firearms engineer  
Hugo Schmeisser, designer of the Bergmann MP18  
submachine gun in 1918, was not involved in the  
design of either the MP38 or the MP40.  
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94  
Close Combat  
.30-caliber Air-Cooled Machine Gun  
(M1919A4)  
MG 42 Machine Gun  
Operation Fully automatic, air-cooled  
Caliber .30 (7.62 mm)  
Muzzle velocity 853.4 mps (2,800 fps)  
Capacity 250-round belt  
Weight 18.5 kg (41 lbs) with tripod  
Overall length 104.1 cm (41 in.)  
Rate of fire 400 to 550 rounds per minute  
Effective range 1,000 m (1,100 yds)  
Operation Fully automatic  
Caliber 7.92 mm (.31 in.)  
Muzzle velocity 755 mps (2,478 fps)  
Capacity 50-round belt  
Weight 11.5 kg (25.3 lbs)  
Before the end of World War I, the U.S. Ordnance  
Department recognized that water-cooled machine  
guns took up too much space inside a tank. Conse-  
quently, the water-cooled M1917 was converted to  
an air-cooled model by surrounding the barrel  
with a perforated metal jacket. As World War II  
approached, the Ordnance Department was  
committed to developing an air-cooled machine gun  
for infantry use. The result was the M1919A4. At 41  
lbs for gun and tripod, the M1919A4 was much  
lighter than the water-cooled M1917A1 (93 lbs for  
gun and tripod). Consequently, it was used more as  
an offensive weapon than the water-cooled guns.  
Although unable to maintain the same level of  
sustained fire as the water-cooled M1917A1, the  
M1919A4 air-cooled machine gun was truly one of  
the workhorse weapons of the American infantry.  
Overall length 121.9 cm (48 in.)  
Rate of fire 1,200 rounds per minute  
Range 1,000 m (1,100 yds)  
The MG 42 was one of the best light machine guns  
ever made; variants of this weapon are still in  
widespread use today. Its very high rate of fire made  
the MG 42 an intimidating weapon; those who faced  
its deadly hail of fire were equally impressed by the  
sound it made—“like ripping canvas.” Its barrel  
could be quickly changed, and its design, using  
stamped and pressed steel, was well suited to mass  
production. The MG 42 was more reliable, and  
almost as versatile, as the MG 34 that it generally  
replaced, allowing use on bipod, tripod, and dual  
antiaircraft mounts. However, because the square  
barrel housing of the MG 42 was inappropriate for  
use as secondary tank armament, the MG 34  
continued in that role. An assault variant of the MG  
42 used a 75-round twin drum magazine like that  
made for the MG 34. The original design of the MG  
42 was so successful that it was updated in the  
1950s. The newer version, designated MG3, is still  
in use by a number of nations, including Germany.  
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Chapter 5  
Weapons  
95  
.50-caliber Air-Cooled Machine Gun  
(M2-HB)  
Operation Selective fire (fully or semiautomatic),  
air-cooled  
Caliber .50 (12.7 mm)  
Muzzle velocity 893 mps (2,930 fps)  
Capacity 110-round belt  
Weight 57.6 kg (128 lbs) with tripod  
Overall length 165.4 cm (65.1 in.)  
Rate of fire 450 to 550 rounds per minute  
Range 1,800 m (1,970 yds)  
The predecessors of the .50-caliber machine gun  
were German 12.7- and 13.2-mm antitank rifles  
used in World War I. Early tanks had thin armor  
that was easily pierced by such rounds. The U.S.  
Ordnance Department turned to John Browning to  
design a machine gun that would use a high-velocity  
.50-caliber cartridge, and Browning delivered a  
prototype gun the day after the Armistice was  
signed. While the vast majority of U.S. .50-caliber  
machine guns (both air- and water-cooled) were used  
in aircraft or mounted on vehicles (tanks, halftracks,  
jeeps, and trucks), the M2-HB air-cooled model was  
issued to infantry units. Weighing nearly 130 pounds  
(with tripod), the M2-HB was used mainly as a  
defensive weapon.  
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96  
Close Combat  
Panzerfaust Antitank  
Grenade Launcher  
Operation Grenade launcher, percussion fired  
Caliber 44 mm (1.73 in.)  
Weight 5 to 7 kg (11 to 15.4 lbs)  
Overall length approx. 104 cm  
(40.95 in.)  
Range up to 80 m (88 yds)  
Armor penetration 240 mm (9.4 in.)  
Like the American Bazooka, the German  
Panzerfaust (“Tank Fist”) was a simple device that  
delivered a potent punch. In the course of the war a  
series of models was produced, ending with the  
Panzerfaust 100. All Panzerfaust models consisted  
of a steel tube that contained a propellant charge. As  
in all small arms cartridges (and unlike the electri-  
cally fired Bazooka and Panzerschreck launchers),  
the charge in the tube was ignited by percussion,  
firing a 44-mm hollow-charge antitank grenade from  
the tube. When the grenade left the tube, spring-steel  
fins deployed to stabilize its flight. Early models  
were effective only at close range—about 30 meters.  
Later models improved the range, first up to 80  
meters, and finally up to 150 meters. Allied tank  
crews trapped in the blind enclosures of the Norman  
bocage country often became aware of concealed  
Panzerfaust teams only when their vehicles were  
struck by exploding antitank grenades.  
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Chapter 5  
Weapons  
97  
Bazooka  
Operation Rocket launcher, electrically fired  
Caliber 2.36 in. (60 mm)  
Muzzle velocity 84 mps (275 fps)  
Weight 8.1 kg (18 lbs)  
Overall length 154.9 cm (61 in.)  
Range 455 m (500 yds)  
Panzerschreck Antitank  
Rocket Launcher  
In response to the need for an infantry antitank  
weapon, Leslie A. Skinner and Edward G. Uhl  
of the Ordnance Department developed the  
bazooka—a metal tube that used an electrical firing  
mechanism—by early 1942. Until then American  
infantry had lacked an antitank rocket capable of  
stopping a tank. Another member of the Ordnance  
Department, Henry H. Mohaupt, had been working  
on a shaped charge grenade for use by infantry  
against tanks. Mohaupt’s M10 grenade weighed over  
3.5 lbs, making it nearly impossible to throw  
effectively. However, when Skinner and Uhl  
attached one of Mohaupt’s grenades to a rocket, then  
hit a tank on three successive shots during testing,  
the Ordnance Department immediately recognized  
the value of this new weapon. Many bazookas were  
shipped to America’s allies; in fact, when the  
Germans captured one from the Russians, they  
copied the design to produce the Panzerschreck  
(“Tank Terror”). The bazooka was named for a  
musical contraption devised by comedian  
Operation Rocket launcher, electrically fired  
Caliber 88 mm (3.46 in.)  
Weight 9.3 kg (20.5 lbs)  
Overall length 163.8 cm (64.5 in.)  
Range 120 meters (130 yds)  
Armor penetration 230 mm (9 in.)  
The German Panzerschreck (“Tank Terror”) was a  
larger, more powerful antitank weapon than the more  
common Panzerfaust. Instead of firing an antitank  
grenade with a propellant charge inside the launcher  
tube, the Panzerschreck, like the American Bazooka,  
fired an antitank rocket electrically. The  
Panzerschreck consisted of a steel tube and a  
dry-cell electrical firing mechanism. An 88-mm  
hollow-charge rocket projectile was inserted into the  
rear end of the tube; pressing the trigger closed the  
contacts and ignited the propellant in the back of the  
rocket, firing the 3.2-kilogram projectile.  
Bob Burns.  
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98  
Close Combat  
German Hand Grenades  
Stick Grenade  
Grenade weight 0.61 kg (1.36 lb)  
Charge weight .17 kg (6 oz)  
American Hand Grenades  
Overall length 355.6 mm (14 in.)  
Mark II Fragmentation Grenade  
Egg Grenade Specifications  
Grenade weight .59 kg (21 oz)  
Charge weight .14 kg (5 oz)  
Overall length 139.7 mm (5 in.)  
Range 45 m (50 yds) maximum  
Grenade weight 0.23 kg (0.5 lb)  
Charge weight 0.115 kg (0.25 lb)  
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  
issued to GIs was the Mark II fragmentation gre-  
nade. The Mark II was egg-shaped and constructed  
of cast iron. The outside of the Mark II was serrated  
to produce more fragments when it exploded.  
the Germans developed a number of different hand  
grenades. There were, however, two primary types of  
German high-explosive hand grenades: the  
Stielhandgranate 24 (“stick hand grenade, model  
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  
nitrostarch compound. The time delay on the Mark  
II’s fuse was 4 to 4.8 seconds. The Mark II’s killing  
radius was 5 to 10 yards, but fragments could kill at  
having seen widespread use in World War I, and  
undergoing various improvements in the interwar  
years. It consisted of a thin sheet-metal can contain-  
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  
their heads down until after the grenade exploded.  
grenade easier to throw than other egg- or pineapple-  
shaped German and Allied grenades. The stick  
grenade was armed by unscrewing the metal cap on  
the bottom of the handle to expose a porcelain bead  
attached to a cord in the handle. Pulling the bead  
actuated a friction igniter, and the TNT charge  
exploded after a four- to five-second delay. Late in  
the war variant stick grenade models substituted a  
concrete or wooden charge container for the original  
metal head.  
Of the other types of hand grenades issued to GIs in  
Europe, the two most common were smoke and  
phosphorus grenades. Both these grenades were used  
to mask movements or mark artillery and ground-  
support aircraft targets.  
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.  
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Chapter 5  
Weapons  
99  
60-mm Mortar (Mortar 60-mm,  
M2 and Mount M2)  
Caliber 60-mm (2.36 in.)  
Muzzle velocity 163 mps (535 fps)  
Weight 18.9 kg (42 lbs)  
Overall length 72.6 cm (28.6 in.)  
Rate of fire 18 rounds per minute (normal),  
35 rounds per minute (maximum)  
Range 1,806 m (1,975 yds)  
Mortars were the lightest and most mobile form of  
artillery used in World War II. The mortars used  
during the war ranged in size from the 50-mm  
mortar used extensively by the Japanese to a  
mammoth 305-mm mortar used by the Russian  
Army. The largest mortars that saw extensive use in  
combat were 120-mm mortars (usually mounted on  
wheels) used by both the Germans and Russians. The  
smallest mortar used by American troops was the  
60-mm mortar. Like most mortars, it consisted of a  
smooth-bore barrel (or tube), base plate, and bipod.  
Designated “Mortar 60mm, M2 and Mount M2,” the  
60-mm mortar was almost identical in design,  
construction, and operation to the 81-mm mortar.  
However, the 60-mm mortar was considerably  
lighter. The tube weighed 12.8 pounds, the base plate  
12.8 pounds, and the bipod 16.4 pounds—a total  
weight of 42 pounds compared to the 81-mm  
mortar’s 136 pounds. The base plate was often left  
attached to facilitate rapid setup.  
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100  
Close Combat  
81-mm Mortar (81-mm Mortar,  
M1 with Mount M1)  
Standard and Short 8-cm Mortars  
Caliber 81 mm (3.18 in.)  
Muzzle velocity 213 mps (700 fps)  
Weight 61.2 kg (136 lbs)  
Overall length 115.6 cm (45.5 in.)  
Rate of fire 18 rounds per minute (normal),  
35 rounds per minute (maximum)  
Range 2,994 m (3,290 yds)  
Caliber 81.4 mm (3.2 in.)  
Weight 56.4 kg (124 lbs)/28.2 kg (62 lbs)  
Overall length 123 cm (48 in.)/96 cm (37.8 in.)  
Rate of fire 18 to 35 rounds per minute  
Range 2,400 m (2,625 yds)/1,100 m (1,200 yds)  
The 81-mm mortar used by the Americans had its  
roots in the mortar invented by Sir Frederick Wilfrid  
Scott Stokes, known as the “British Stokes” mortar.  
This earlier mortar consisted of a smoothbore tube  
with a fixed firing pin at the bottom. The tube was  
fitted into a base plate that rested on the ground; the  
plate helped dissipate the recoil shock. A bipod,  
which was adjustable for elevation, supported the  
front end of the tube. The 81-mm mortar used during  
World War II was similar to the Stokes, although this  
newer mortar embodied a number of important  
improvements. The tube was strengthened to handle  
the higher pressures created by modern ammunition,  
a cross-leveling mechanism was added, and the sight  
was much improved. The mortar crew usually  
consisted of three men, although two men could  
carry, set up, and fire this mortar. Hand carts were  
often issued with the 81-mm mortar; some were even  
mounted on halftracks.  
When the war began, the German army’s primary  
mortar was the 8-cm Schwerer Granatenwerfer 34  
(8-cm heavy mortar, model 34). As the war pro-  
gressed, the Germans developed a short 81-mm  
mortar, the 8-cm Kurzer Granatenwerfer 42 (8-cm  
short mortar, model 42) in order to retain the  
firepower of the standard 8-cm mortar in a lighter,  
more easily portable weapon. Weighing half as much  
as the standard mortar, this shorter weapon had about  
half its range, but all of its destructive power.  
Weapons like this were ideal for close-in artillery  
support and for laying down harassing fire in the  
constricted hedgerow country of Normandy.  
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Chapter 5  
Weapons  
101  
50-mm Antitank Gun (Pak 38)  
Caliber 50 mm (1.97 in.)  
Muzzle velocity 550 to 1,200 mps  
(1,800 to 3,940 fps)  
M1 57-mm Antitank Gun  
Weight 916 kg (2,016 lbs)  
Barrel length 3.17 m (10 ft 4.96 in.)  
Armor penetration 159 mm (6.25 in.) at  
100 m (110 yds)  
The German 50-mm Pak 38 antitank gun, introduced  
in 1941, replaced the earlier 37-mm gun in an effort  
to keep pace with the increasing thickness of tank  
armor. The Pak 38 was mounted on a carriage with  
solid rubber tires, and provided a crew shield made  
of two 4-mm armor plates spaced 2.5 cm apart.  
Ammunition types included high-explosive and  
armor-piercing rounds.  
Caliber 57 mm (2.24 in.)  
Muzzle velocity 823 mps (2,700 fps)  
Weight 1,215 kg (2,700 lbs)  
Armor penetration 120 mm (4.7 in.)  
at 100 m (110 yds)  
Based on the British six-pounder, the M1 57-mm  
antitank gun was the successor to the M3A1 37-mm  
antitank gun. It fired an armor-piercing round that  
could penetrate 70 mm of armor at 910 meters (1,000  
yards). The 57 mm was light enough (1,215 kg/2,700  
lbs) to be manhandled by a crew; however, it was  
often mounted on the M3 Halftrack and T49 GMC  
(Gun Motor Carriage) to provide improved mobility.  
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102  
Close Combat  
75-mm Antitank Gun (Pak 40)  
Caliber 75 mm (2.95 in.)  
Muzzle velocity 450 to 990 mps  
(1,476 to 3,250 fps)  
Weight 1,425 kg (3,136 lbs)  
Barrel length 3.45 meters (11 ft 4 in.)  
Armor penetration 174 mm (6.88 in.)  
at 100 m (110 yds)  
3-inch Gun M5  
The German 75-mm Pak 40 antitank gun, introduced  
in 1942, was one of several larger-bore antitank guns  
introduced that year to deal more effectively with  
increasingly well-armored Allied tanks. It was  
somewhat more effective than another weapon  
Germany introduced that year, an updated version of  
the venerable but still potent “French 75” (75-mm  
gun, model 1897) mounted on a Pak 38 carriage.  
Like that ancient gun, the Pak 40 could fire armor-  
piercing, high-explosive, and hollow-charge rounds  
at fairly high velocities.  
Caliber 76.2 mm (3 in.)  
Weight 2,215 kg (4,875 lbs)  
Muzzle velocity 792 mps (2,600 fps)  
Armor penetration 122 mm (4.8 in.)  
at 100 m (110 yds)  
The 3-inch Gun M5, which was adopted by the U.S.  
Army in 1939, used the same carriage as the new M2  
105-mm Howitzer; both new guns were first used in  
combat in North Africa in 1942. Officially a light  
field gun, the M5 was often called the “3-inch  
antitank gun.” It could fire high-explosive, armor-  
piercing, HEAT, and smoke rounds, and was used in  
both roles until the end of the war. At that time the  
U.S. Army discontinued use of the M5 and  
rebarreled many of them as 105-mm Howitzers.  
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Chapter 5  
Weapons  
103  
88-mm Antitank Gun (Pak 43)  
I.G. 18 7.5-cm Light Infantry Gun  
Caliber 88 mm (3.46 in.)  
Muzzle velocity up to 1,130 mps (3,705 fps)  
Weight 3,636 kg (8,000 lbs)  
Barrel length 6.58 meters (21 ft 7.25 in.)  
Armor penetration 206 mm (8.1 in.)  
at 100 m (110 yds)  
The most famous—and the most feared—antitank  
weapon of the war was the German 88-mm gun.  
Introduced in 1934 as a mobile antiaircraft gun (in  
models designated Flak 18, 36, and 37), its effective-  
ness against ground targets was soon recognized. In  
the course of the war other models followed, notably  
the Flak 41 for use against air, ground, and sea  
targets, and the Pak 43 antitank gun. The “88” could  
throw a 16-pound armor-piercing projectile at over  
3,700 feet per second; whether used as a standalone  
antitank gun or mounted in Tiger tanks and  
Caliber 75 mm (2.95 in.)  
Muzzle velocity 221 mps (725 fps)  
Weight 400 kg (880 lbs)  
Barrel length 883 mm (34.75 in.)  
Range 3,566 m (3,900 yds)  
Armor penetration 96 mm (3.8 in.)  
at 100 m (110 yds)  
Jagdpanther tank destroyers, the effect of the 88 on  
even the heaviest Allied tanks was devastating.  
The 7.5 cm leicht Infanterie Geschutz 18 (7.5-cm  
light infantry gun, model 1918) was a short-barreled,  
close-support weapon that fired high-explosive and  
hollow-charge rounds. Although more sophisticated  
light artillery designs became available in 1938, the  
I.G. 18 continued in service throughout the war.  
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104  
Close Combat  
Panzer III L Medium Tank  
M5A1 Light Tank  
Weight 19,800 kg (43,659 lbs)  
Maximum speed 40 km/h (25 mph)  
Main gun 50 mm (1.97 in.) L/60  
Armor 12 to 50 mm (0.31 to 3.15 in.)  
The German Panzer III medium tank, manufactured  
from 1936 to 1943, was the primary German tank at  
the beginning of the war. Main armament in early  
models was a 37-mm gun; to meet the realities of  
armored warfare, later models substituted 5-cm and  
finally 7.5-cm guns. For the same reason, armor  
thickness was increased from 30 mm to 50 mm.  
Long after the Panzer III was superseded by more  
formidable medium and heavy tanks, its excellent  
chassis remained as the basis for numerous self-  
propelled artillery pieces (such as the StuG IIIG)  
and a variety of special-purpose vehicles, including  
flame-throwers, recovery vehicles, and a  
Weight 15,380 kg (33,912 lb)  
Maximum speed 60 km/h (37.2 mph)  
Main gun 37 mm (1.46 in.)  
Armor 12 to 67 mm (0.47 to 2.64 in.)  
The M5 light tank, introduced in 1942, was fitted  
with a larger turret and additional radio equipment  
early in 1943 to become the M5A1. Both were  
powered by twin Cadillac V-8s coupled to the  
Cadillac Hydra-matic transmission. The M5 became  
the basis of several variants, generally substituting  
other weapons for the 37-mm gun originally fitted in  
the M5 turret. Chief among these were the Howitzer  
Motor Carriage M8, which mounted a short 75-mm  
howitzer; and the T8 reconnaissance vehicle, with a  
.50-caliber (12.7-mm) machine gun on a mounting  
ring in place of the standard M5 turret. Both of these  
soldiered on until the end of the war.  
“swimming” version for a cross-channel invasion  
of England.  
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Chapter 5  
Weapons  
105  
1 (75-mm) “Sherman” Tank  
Panzer IV H Tank  
Weight 30,160 kg (66,352 lbs)  
Maximum speed 38 km/h (23 mph)  
Main gun 75 mm (2.95 in.)  
Armor 25 to 51 mm (0.98 to 2 in.)  
The American M4 medium tank, nicknamed the  
“Sherman,” was the primary tank of the Allied  
armies; between 1941 and 1946 over 40,000 were  
built. Although more reliable than most German  
tanks, the Sherman was handicapped by its high  
profile, thin armor, and inadequate main gun. M4A1  
Shermans were routinely knocked out and set ablaze  
by hand-held antitank rockets, antitank guns, and  
88-mm armor-piercing rounds, while shells from  
their own 75-mm guns simply bounced off German  
Panthers and Tigers. Many crews added sandbags or  
logs to their tanks’ armor. American tankers often  
referred to the Sherman as the “Ronson” (a popular  
cigarette lighter) because of its tendency to catch fire  
when hit. While this was commonly attributed to the  
Sherman’s gasoline engine (rather than diesel, as  
used in German tanks), the main cause was the  
ammunition inside the tank. As the war progressed,  
the model M4A3 Sherman (described separately)  
was developed to counter the threat of increasingly  
heavy and powerful German tanks.  
Weight 25,000 kg (55,000 lbs)  
Maximum speed 38 km/h (23 mph)  
Main gun 75-mm (2.95-in.) L/48  
Armor 8 to 80 mm (0.31 to 3.15 in.)  
The German Panzer IV medium tank, introduced in  
1937, was manufactured in larger numbers, over a  
longer period, and in a greater number of variants,  
than any other German tank. It remained in produc-  
tion until 1945. Early models were armed with a  
short-barreled 75-mm gun; models F and later  
mounted a long-barreled, high-velocity version.  
The Panzer IV chassis also carried a variety of  
self-propelled guns and special-purpose vehicles.  
Despite its inferiority in firepower and armor to  
later German tanks, the Panzer IV provided a mix  
of mobility, armament, and armor that kept it in  
production throughout the war.  
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106  
Close Combat  
M4A3 (76.2-mm) “ShermanTank  
Panzer V “Panther” Medium Tank  
Weight 32,285 kg (71,027 lbs)  
Maximum speed 47 km/h (28.7 mph)  
Main gun 76.2 mm (3 in.) or 105 mm (4.13 in.)  
Armor 38 to 63.5 mm (1.5 to 2.5 in.)  
The American M4A3 “Sherman” medium tank was  
a better-armored version of the original M4A1  
medium tank. Many M4A3s mounted a 3-inch (76.2  
mm) gun; its HVAP (high-velocity armor-piercing)  
round made this upgunned Sherman a match for  
German tanks that the 75-mm version could not take  
on. One M4A3 variant mounted a 105-mm howitzer.  
While the Sherman was far from the finest of World  
War II tanks, its durability and sheer weight of  
numbers made it a major contributor to Allied  
victory.  
Weight 45,500 kg (100,100 lbs)  
Maximum speed 46 km/h (28 mph)  
Main gun 75-mm (2.95-in.) L/70  
Armor 30 to 110 mm (1.18 to 4.33 in.)  
The German Panther medium tank, introduced in  
1943, was probably the best tank built during WWII.  
Designed in response to the Soviet T-34 medium  
tank, the Panther was larger, heavier, more powerful,  
and better armed and armored. Its excellent chassis  
and suspension gave the Panther speed over varying  
terrain to match its long-range firepower. In open  
country the American-built Sherman tank was no  
match for the Panther, but in the constricted  
hedgerow country of Normandy the Panther could  
not take full advantage of its superiority. Panther  
variants included the formidable Jagdpanther  
(“Hunting Panther”) tank destroyer, which carried an  
88-mm gun.  
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Chapter 5  
Weapons  
107  
StuG IIIG/StuH 42  
Infantry Support Tanks  
Tiger I Heavy Tank  
Weight 23,900 kg (52,580 lbs)  
Maximum speed 40 km/h (24.4 mph)  
Main gun StuG IIIG: 75 mm (2.95 in.) L/48;  
StuH 42: 10.5 cm (4.13 in.) L/28  
Weight 57,000 kg (125,685 lbs)  
Maximum speed 37 km/h (23 mph)  
Main gun 88-mm (3.46-in.) L/56  
Armor 25 to 100 mm (0.98 to 3.94 in.)  
Armor 11 to 50 mm (0.43 to 1.97 in.)  
Introduced in 1940 to provide supporting fire for  
infantry, the StuG (short for Sturmgeschutz—  
“assault gun”) mounted a 75-mm main gun on a  
Introduced in 1942, the Tiger I heavy tank was larger,  
heavier, better armed, and better armored than any  
previous German tank. For most of the war it was  
more than a match for any Allied tank. What it lacked  
in speed, mobility, and fuel economy, the lumbering  
Tiger made up in firepower and armor protection.  
With 100 mm of frontal armor and its formidable  
88-mm gun (in a very slow-traversing turret), the  
Tiger was far too dangerous for the American  
Sherman tank to fight head-on, although it was  
vulnerable to attack from the rear. The appearance  
of the American M36 tank destroyer with its high-  
velocity 90-mm gun meant that the mighty Tiger was  
no longer invincible. By late in 1944, 1,354 Tigers  
had been manufactured.  
Panzer III tank chassis. Many Panzer III tanks were  
eventually converted to StuG specifications. The  
StuH variant mounted a 10.5-cm L/28 main gun.  
Their relatively heavy armor and low profile made  
these vehicles formidable weapons and difficult  
targets in their intended role. However, the limited  
traverse of their main guns put them at a disadvan-  
tage in combat against other tanks that could  
command a wider field of fire. Other StuG variants  
mounted larger guns, including the 150-mm  
howitzer, as main armament.  
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108  
Close Combat  
Marder III Self-Propelled Antitank Gun  
Weight 9,700 kg (21,340 lbs)  
Maximum speed 42 km/h (26 mph)  
Main gun 76.2-mm Pak 36  
M10 Tank Destroyer  
Armor 10 to 50 mm (0.4 to 1.97 in.)  
The Marder III was one of several German self-  
propelled artillery designs based on the Czech  
LT-38 light tank chassis. Its 76.2-mm Pak 36  
antitank gun was actually a captured Russian  
FK296 gun modified to fire the German Pak 40  
artillery round. The Germans built 344 of these  
hybrid vehicles in 1942 and made 19 more by  
modifying existing tanks. The Marder III first  
served in the North African campaign in 1942.  
Weight 29,938 kg (66,013 lb)  
Maximum speed 48 km/h (29.8 mph)  
Main gun 76.2 mm (3 in.)  
Armor 12 mm to 37 mm (0.47 to 1.46 in.)  
The Gun Motor Carriage M10 was a tank destroyer  
based on the M4A2 (and later the M4A3) Sherman  
tank. The top of the hull was flattened to lower the  
profile, and lighter armor gave the M10 increased  
mobility. Its open-topped turret carried a converted  
76.2-mm antiaircraft gun. Between June 1942 and  
December 1943, 7,000 M10s were built; they figured  
prominently in the fighting in Normandy, where their  
mobility and firepower were put to the test.  
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Chapter 5  
Weapons  
109  
M36 Tank Destroyer  
Jagdpanther (“Hunting Panther”)  
Tank Destroyer  
Weight 28,120 kg (62,004 lbs)  
Maximum speed 48 km/h (29.8 mph)  
Main gun 90 mm (3.54 in.)  
Armor 12 to 50 mm (0.47 to 1.97 in.)  
The Gun Motor Carriage M36 tank destroyer was the  
most powerful American antitank weapon of World  
War II. Its modified 90-mm high-velocity antiaircraft  
gun, in a newly designed turret, ended the reign of  
the German “88” as the dominant antitank gun of the  
war in Europe. Mounted on the Sherman M4A3 tank  
chassis, the big gun and its armor-piercing rounds  
proved more than a match for German Panther and  
Tiger tanks, even at long ranges. A variant model  
(the M36B2) mounted the new M36 turret and  
90-mm gun on otherwise unmodified M4A3  
Weight 46,000 kg (101,200 lbs)  
Maximum speed 46 km/h (28 mph)  
Main gun 88 mm (3.46 in.)  
Armor 25 to 100 mm (0.98 to 3.94 in.)  
The Jagdpanther tank destroyer, introduced just in  
time for deployment against the Allied invasion in  
Normandy in mid-1944, combined two formidable  
weapons: the Panther tank chassis and the very  
powerful Pak 43 88-mm antitank gun. The  
Sherman tanks. The M36 soon superseded the  
successful M10 tank destroyer and established an  
impressive record against enemy armor.  
Jagdpanther could maneuver rapidly across most  
types of terrain, and it could stand off a thousand  
meters or more and destroy enemy tanks while  
remaining out of range of most antitank weapons. In  
the hedgerow country of Normandy, however,  
Jagdpanthers could not use these capabilities to best  
advantage. Some tank battalions used Jagdpanthers  
instead of tanks, but as with most self-propelled  
artillery, the limited traverse of the main gun proved  
to be a liability.  
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110  
Close Combat  
SdKfz 250 Light Armored  
Troop Carrier  
M3A1 Halftrack  
Weight 5,909 kg (13,000 lbs)  
Maximum speed 74 km/h (45 mph)  
Armament MG 34 machine gun  
Armor 6 to 10 mm (.24 to .4 in.)  
Weight 6,660 kg (14,800 lbs)  
Maximum speed 74 kph (45 mph)  
Armament Various  
Armor 6 mm (.24 in.)  
The SdKfz 250 was a light halftrack troop carrier  
with light sloping armor based on the SdKfz 10  
one-ton prime mover chassis. It provided a lower  
profile than its predecessor and omitted its wind-  
shield. This model, which carried a crew of eight,  
was one of several variants based on the one-ton  
chassis; others included an armored ammunition  
carrier and an armored observation post. A similar,  
but heavier, vehicle was the SdKfz 251 medium  
halftrack troop carrier, based on the SdKfz 11 three-  
ton prime mover chassis.  
The American military used a variety of halftracks  
during World War II; these half-tank, half-truck  
vehicles were used both as infantry carriers and  
weapons carriers because halftracks could traverse  
terrain that trucks could not, and they enabled  
infantry to be moved into combat with relative  
safety. The two most widely used were the M2  
(later M5) and M3 (later M9). The M3 (M3A1)  
was powered by a White 147-hp engine. This  
model could carry 13 soldiers.  
Halftracks were also used extensively as weapons  
carriers, mounting machine guns (both .30 and .50  
caliber), mortars (81 mm and 4.2 in.), antitank guns  
(37 and 57 mm), and other armaments (40-mm  
antiaircraft, and 75- and 105-mm howitzers).  
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Chapter 5  
Weapons  
111  
SdKfz 231 Armored Car  
Weight 7,590 kg (16,700 lbs)  
Maximum speed 32 km/h (51 mph)  
Armament one 2 cm-gun (Kw.K30 or 38) and  
one 7.92-mm MG 34 machine gun  
Armor 8 to 18 mm (0.3 to 0.7 in.)  
The SdKfz 231 heavy eight-wheeled armored car  
was manufactured from 1937 to 1942. It mounted  
one heavy machine gun and one light machine gun  
in a rotating turret, and carried a four-man crew.  
Variants and successors included radio communica-  
tions, antitank, and assault vehicles.  
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112  
Close Combat  
Jeep  
Kfz 1 Kübelwagen  
Weight 1,090 kg (2,400 lbs)  
Maximum speed 105 km/h (65 mph)  
Engine 2,200 cc (134.2 cu. in.) 72 hp 4-cyl  
First produced for the American armed forces in  
1940, the Jeep probably derived its name from the  
designation “GP” for General Purpose vehicle. Small  
and nimble but stoutly constructed and relatively  
powerful, this four-wheel-drive open vehicle served  
with American, British, and Soviet forces in every  
theater of operations. It could haul a half-ton load  
over nearly any surface or terrain, and many carried a  
.50-caliber Browning machine gun, which gave the  
humble Jeep a long reach and a powerful punch.  
More than 650,000 Jeeps were produced from July  
1941 to the end of 1945. U.S. Army Chief of Staff  
George Marshall said the Jeep was America’s  
greatest contribution to modern warfare; Eisenhower  
believed that three basic tools helped to win the war  
for the Allies: the Douglas Dakota (DC3/C47)  
aircraft, the landing craft—and the Jeep.  
Weight 986 kg (2,170 lbs)  
Maximum speed 80 km/h (50 mph)  
Engine 1,131 cc (69 cu. in.) 25 hp  
4-cyl (rear-mounted, horizontally opposed,  
air-cooled)  
Built by Volkswagen, the simple and reliable  
Kübelwagen (“bucket car”) was the German  
equivalent of the U.S. Jeep. This nimble four-seater,  
based on Ferdinand Porsche’s original “People’s  
Car” design of the 1930s, used the same rear-  
mounted, air-cooled engine driving the rear wheels.  
Some standard models mounted an MG 42 machine  
gun, giving the innocuous Kübelwagen a deadly  
sting. Other variants included the amphibious  
Schwimmwagen, as well as radio communications,  
maintenance, ambulance, and survey versions. The  
Kübelwagen design survived the war to reappear in  
the 1970s as a Mexican-built Volkswagen sport-  
utility model called “The Thing.”  
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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  
Tall Grass  
Wheat  
Mud  
Height: Flat  
Concealment: Poor  
Visual hindrance: Very poor  
Protection from aimed fire: Very poor  
Protection from HE shells: Poor  
Height: Short  
Concealment: Fair  
Visual hindrance: Fair  
Protection from aimed fire: Very poor  
Protection from HE shells: Poor  
Height: Short  
Concealment: Fair  
Visual hindrance: Fair  
Protection from aimed fire: Very poor  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Very poor  
Visual hindrance: Very poor  
Protection from aimed fire: Very poor  
Protection from HE shells: Fair  
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114  
Close Combat  
Marsh  
Height: Flat  
Concealment: Poor  
Visual hindrance: Poor  
Protection from aimed fire: Very poor  
Protection from HE shells: Fair  
Deep Water  
Stream  
Gully  
Height: Flat  
Concealment: Very poor  
Visual hindrance: None  
Protection from aimed fire: None  
Protection from HE shells: Very good  
Height: Flat  
Concealment: Fair  
Visual hindrance: Very poor  
Protection from aimed fire: Good  
Protection from HE shells: Excellent  
Height: Flat  
Concealment: Fair  
Visual hindrance: Very poor  
Protection from aimed fire: Good  
Protection from HE shells: Very good  
Woods  
Brush  
Height: Very tall  
Concealment: Fair  
Visual hindrance: Very good  
Protection from aimed fire: Poor  
Protection from HE shells: Very poor  
Height: Short  
Concealment: Fair  
Visual hindrance: Very good  
Protection from aimed fire: Poor  
Protection from HE shells: Poor  
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  
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Chapter 6 Terrain  
115  
Orchard  
Height: Very tall  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Very poor  
Bocage  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Excellent  
Protection from HE shells: Poor  
Hedge Fence  
Stone Fence  
Dirt Road  
Paved Road  
Bridge  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Poor  
Protection from HE shells: Poor  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Very poor  
Visual hindrance: None  
Protection from aimed fire: Very poor  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Very poor  
Visual hindrance: None  
Protection from aimed fire: None  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Very poor  
Visual hindrance: Fair  
Protection from aimed fire: None  
Protection from HE shells: Poor  
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116  
Close Combat  
Break in  
Bocage  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: 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  
Rifle Trench  
Foxhole  
Height: Flat  
Concealment: Very poor  
Visual hindrance: Very poor  
Protection from aimed fire: Poor  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Good  
Visual hindrance: Very poor  
Protection from aimed fire: Very good  
Protection from HE shells: Very good  
Height: Flat  
Concealment: Good  
Visual hindrance: Very poor  
Protection from aimed fire: Very good  
Protection from HE shells: Very good  
Fortified  
Foxhole  
Height: Flat  
Concealment: Very good  
Visual hindrance: Very poor  
Protection from aimed fire: Excellent  
Protection from HE shells: Very good  
Bocage  
Rifle Pit  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Excellent  
Protection from HE shells: Very good  
Fortified  
Bocage  
Rifle Pit  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Very good  
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Chapter 6 Terrain  
117  
Shellhole  
Height: Flat  
Concealment: Fair  
Visual hindrance: Very poor  
Protection from aimed fire: Very good  
Protection from HE shells: Good  
Wooden  
Barrier  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Fair  
Protection from HE shells: Poor  
Wood Rubble  
Stone Barrier  
Stone Rubble  
Metal Barrier  
Dead Animal  
Height: Medium  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Fair  
Protection from HE shells: Poor  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Poor  
Height: Medium  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Fair  
Height: Short  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Poor  
Height: Flat  
Concealment: Good  
Visual hindrance: Blocks view  
Protection from aimed fire: Fair  
Protection from HE shells: Poor  
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118  
Close Combat  
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  
Window  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Good  
Protection from HE shells: Poor  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Fair  
Protection from HE shells: Poor  
Fortified  
Window  
Height: Tall  
Concealment: Excellent  
Visual hindrance: Blocks view  
Protection from aimed fire: Good  
Protection from HE shells: Poor  
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Chapter 6 Terrain  
119  
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  
Window  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Excellent  
Protection from HE shells: Poor  
Height: Tall  
Concealment: Very good  
Visual hindrance: Blocks view  
Protection from aimed fire: Very good  
Protection from HE shells: Poor  
Fortified  
Window  
Height: Tall  
Concealment: Excellent  
Visual hindrance: Blocks view  
Protection from aimed fire: Excellent  
Protection from HE shells: Poor  
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120  
Close Combat  
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  
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Chapter 7  
The Big Picture:  
A Short History of World War II  
The seeds of World War II were sown at the end of World War I the  
“war to end all wars.” The armistice signed by Germany (the Versailles  
Treaty) contains provisions that restrict its territory, limit German  
military buildups, and impose reparations. These reparations are the  
most devastating blow; the Allies essentially force Germany to pay the  
victor’s war debts. The strain on the German economy causes wide-  
spread unemployment and rampant inflation a wheelbarrow of paper  
money might buy a loaf of bread.  
This grim economic climate proves ripe for the growth of a fiercely  
nationalistic party called the National Socialists. Led by a former  
German Army corporal, Adolph Hitler, the National Socialist movement  
gains popularity and power throughout the late 1920s. When Hitler  
becomes chancellor in 1933, he quickly consolidates his power. In  
August 1934, he proclaims himself Führer leader and forces  
Germany’s military to proclaim personal loyalty to him.  
In March 1936, German troops occupy the Rhineland, a direct violation  
of the Versailles Treaty. The German High Command opposes the  
occupation, but Hitler envisions a passive Allied response; when there  
is no military action by the British or French, Hitler is proven right. The  
Führer assumes supremacy over his military commanders.  
In January 1937, Hitler formally renounces the Versailles Treaty in  
a speech at the Reichstag. He claims that no great world power can  
accept such restrictions. In November, Hitler explains his intentions  
for Germany at a party conference. His chief aim is to obtain  
Lebensraum “room for living” in Eastern Europe. He knows it  
will be necessary to use force; his first targets are Austria and  
Czechoslovakia. The Führer has no specific timetable, preferring to  
wait for a ripe opportunity.  
In March 1938, Germany annexes Austria. One year later,  
Czechoslovakia comes under German control. Now Hitler looks  
east toward Poland.  
"Peace in our time": British Prime Minister  
Neville Chamberlain returns from Munich  
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122  
Close Combat  
Let Loose the Dogs of War: World War II Begins  
On August 23, 1939 Germany and the Soviet Union sign a nonaggression pact that  
secretly divides Poland, Lithuania, Finland, Estonia, and Latvia between them.  
Neither side announces the pact’s existence for almost a month.  
World War II begins at 0445 hours on September 1, 1939 when 53 German  
divisions smash into Poland from the west. The attacking Germans introduce a  
new word to the world vocabulary: blitzkrieg—a “lightning war” of movement,  
using an overwhelming combination of armor, air power, and mobile infantry. By  
September 8, the German Tenth Army is fighting in the suburbs of Warsaw.  
The Poles refuse a demand for their surrender on September 16. The next day,  
Soviet forces attack from the east, knifing through Polish units pared of troops to  
fight the Germans. By October 3 Polish resistance is crushed. About 900,000  
Polish soldiers are taken prisoner; the number killed, wounded, or missing in  
action is unknown. The Germans report only 40,000 casualties, the Soviets  
far fewer.  
Germany’s blitzkrieg tactics prove devastatingly effective. While tanks play a  
leading role in the conquest of Poland, official reports give more credit to  
traditional infantry forces.  
German armor on the  
road into Poland  
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Chapter 7  
The Big Picture: A Short History of World War II  
123  
Russia Invades Finland  
Finland, one of the countries apportioned to the Soviet Union as part of the pact  
with Germany, becomes the next battleground. When the Soviets invade Finland  
on November 30, 1939, the attacking Red Army forces dwarf the Finnish army;  
there is every reason to expect a quick Soviet victory.  
However, the Finns quickly learn how to stymie Soviet advances. Tanks are  
allowed to penetrate the Finnish lines during the daytime, while the Soviet infantry  
is held at bay. When night falls, the Finns emerge from hiding places and pick off  
the trapped Soviet tanks one by one. In other places, the Finns use highly mobile  
ski units to surround Soviet columns as they pass through dense forests; entire Red  
Army divisions are surrounded and beaten by the lightly armed Finns. But, after  
weeks of fierce fighting, the sheer weight of Soviet numbers begins to tell. On  
March 13, 1940, Finland signs a peace treaty in Moscow.  
The Finnish Army never has more than 200,000 men in the field compared to the  
Red Army’s 1,200,000; yet the Finns kill 48,000 and wound 158,000 Soviet  
soldiers. Because the Soviets have performed dismally given the disparity of  
resources, Allied and Axis observers see the Red Army as ineffective. Hitler  
decides Germany can defeat the Soviets; the Allies see no point in sending  
supplies to an army that will surely be beaten.  
Events will prove both sides wrong.  
Germany Blitzes West  
After Germany’s success in Poland, Hitler looks  
west and sees the next victims if the  
blitzkrieg France, Belgium, Holland, and  
Denmark. Hitler believes the defeat of these  
countries, along with the defeat of the British  
Expeditionary Force (BEF), will make Great  
Britain sue for peace. With England out of the  
war, he can focus Germany’s armies on his  
ultimate goal conquering Russia. Winston  
Churchill ultimately spoils Hitler’s plan; Great  
Britain refuses to negotiate a peace with Germany.  
The German plan of attack calls for assaults by  
three army groups. The three group commanders,  
German Field Marshal Gerd von Rundstedt  
Field Marshals Wilhelm Ritter von Leeb, Gerd  
von Rundstedt, and Fedor von Bock achieve stunning success, although all will be  
dismissed from command within two years for failures on the Eastern Front.  
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124  
Close Combat  
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 British the 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 force the 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  
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Allied troops massed on the  
beach at Dunkirk  
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.  
German troops marching  
through the Arch de  
Triomphe in Paris  
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126  
Close Combat  
To make union with England  
was fusion with a corpse.”  
Marshal Henri Pétain, who  
capitulated to Germany rather  
than participate in what he  
saw as a doomed alliance  
with Britain  
French signing armistice in 1940 with Germany—in the same  
railway car where the Germans signed their surrender in 1918  
On June 22, the French sign an armistice with Germany. The Germans have  
won they 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.  
The Battle of Britain  
England’s victory in the Battle of Britain is one of the turning points of World War  
II, and an important factor in the ultimate success of Operation Overlord. The  
Allies’ first victory boosts morale immeasurably and lays the foundation for the  
Allied air superiority that will play a crucial role in the Normandy Campaign.  
Perhaps most importantly, Churchill’s gamble that the RAF can defeat the  
Luftwaffe keeps England in the war. With the British Isles available for marshaling  
the men, machines, and materiel necessary to carry out Operation Overlord, the  
logistics of the operation will be infinitely less complicated.  
The idea of invading England has been broached to Hitler by several high-ranking  
officers. Hitler initially wanted a treaty with the British, but the unqualified  
success of the offensive against France, Belgium, and the Netherlands changed his  
mind. The German air offensive is intended to be the first step towards the  
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eventual invasion of Great Britain an operation dubbed Sealion. The  
Luftwaffes orders are to destroy the RAF.  
In preparing for the expected German air attacks, the British develop  
an effective network of radar stations, observation posts, and radio  
listening stations tied into an equally efficient communications and  
command structure. This system, the first modern integrated air defense  
and command network, proves devastatingly effective against the  
Luftwaffe.  
The Luftwaffe is also hampered by several internal factors. The primary  
German fighter, the Messerschmitt Bf 109, lacks the range necessary to  
escort bombers over England, allowing British Spitfires and Hurricanes  
to attack German bomber formations with impunity. The Luftwaffe also  
lacks bombers capable of carrying effective payloads; this problem is  
compounded when bombers and crew lost over England cannot be  
replaced rapidly enough. The Luftwaffe underestimates the effectiveness  
of British radar, and make a further mistake in believing they have  
destroyed most of the British radar installations before launching the  
major offensive in August.  
The Germans start the battle in early July 1940 with numerical  
superiority in both fighters and bombers. On July 4, German Stuka dive  
bombers attack a column of nine British ships in the English Channel,  
sinking five. Between July 10 and July 24, the Luftwaffes effort is  
aimed at shipping in the Channel. Both sides suffer losses: 48 RAF and  
93 Luftwaffe planes are blown from the sky. The Germans do not  
aggressively push their numerical superiority, which gives the British  
vital time to build up their forces.  
“Never in the field of human  
endeavor was so much owed by  
so many to so few.”  
Winston Churchill on the RAF’s  
performance during the Battle of  
Britain  
From mid-July through the early days of August, the Germans lose  
more planes than the British, but because the Luftwaffe has numerical  
superiority a war of attrition in the sky favors the Germans. However,  
by the time Reichsmarshal Hermann Goering can get the Luftwaffes air  
offensive off the ground, the British enjoy an advantage in fighter  
planes an advantage that increases as the battle wears on.  
Finally, Adlertag (Eagle Day) arrives on August 13. The Luftwaffe  
launches its twice-delayed all-out air offensive  
against England. The German goal is to drive the  
RAF out of the skies over southern England in  
four days and destroy the RAF completely in four  
weeks. The British recognize that they must  
maximize the effectiveness of their resources. Air  
Marshal Sir Hugh Dowding decides that the most  
One of the non-combat heroes of the Battle of  
Britain is Lord Maxwell Beaverbrook, named  
Minister of Aircraft Production by Churchill. By  
simplifying fighter production and through  
sheer force of will, Beaverbrook keeps British  
fighter production ahead of losses during the  
critical summer months. Between May 1 and  
early August, more than 1,200 fighters roll off  
British assembly lines.  
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128  
Close Combat  
effective strategy is to send small fighter forma-  
tions to disrupt and harry the German bombers.  
It is a decision that proves correct; the British  
conserve valuable fighters while ravaging the  
German bomber formations.  
Agents of the Italian Servizio  
Informazione Militare steal the “Black  
Code” from the U.S. Embassy in  
Rome. This is the code used by the  
U.S. Military Attache in Cairo to send  
accurate and detailed reports to the  
U.S. War Department concerning the  
British Eighth Army’s plans. This  
intelligence source will prove invalu-  
able to Rommel for almost a year.  
On Eagle Day the Luftwaffe loses 45 planes while  
the British lose only 13. More importantly, of the  
13 planes shot down, six of the pilots return to fly  
again; German crews escaping their damaged  
planes land on enemy soil and are out of the war.  
But over the next week, German bomber and  
fighter pilots fly over 5,000 sorties. As August  
draws to a close, the scales of victory are tipping  
in favor of the Luftwaffe; on August 31, the RAF loses 39 planes while the  
Luftwaffe loses 41.  
The first week of September proves pivotal in the Battle of Britain. The Luftwaffe  
has succeeded in knocking out many RAF airfields but, perhaps due to intelligence  
failures, they inexplicably leave some airfields virtually untouched. Consequently,  
the Luftwaffe shifts its bombing efforts to industrial targets. This shift enables the  
British to bring some of their airfields back into operation. The Germans continue  
night raids against military, industrial, and civilian targets.  
On September 3, the operational orders for Operation Sealion, the German  
invasion of Great Britain, are cut in Berlin. The invasion is scheduled for  
September 21; the decision to go will be made on September 10. The British lose  
120 planes in the first week of September, and the Germans lose 148. It appears  
that the Germans are still winning the battle of attrition, but the British keep  
sending fighters up to meet the Luftwaffe; it is clear the British are not yet beaten.  
Between September 7 and 15, the Germans launch several major bombing raids  
against targets in Great Britain. The first major daylight raid 500 bombers and  
600 fighters is aimed at London. Another 250 bombers, guided by the fires  
started during the day, hit the city at night. British civilians refer to the air raids as  
“the Blitz.” To combat these large formations, Spitfire and Hurricane squadrons  
are combined into larger forces; these larger fighter groups succeed in breaking up  
most of the German formations.  
On September 10, Hitler postpones his decision on Operation Sealion. He does not  
feel the Luftwaffe has won supremacy in the air. He postpones his decision again  
on September 14.  
The Germans make another major effort against London on September 15. British  
fighters swarm upon the Luftwaffe formations on the incoming and return legs of  
the morning and afternoon raids. The battle between fighters is a draw, with both  
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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 Luftwaffes 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 war the Allied  
bombing of Fortress Europe.  
The Desert Fox The North Africa Campaign  
Starting in early 1941, Axis and Allied forces surge back and forth across Egypt,  
Libya, Morocco, Algeria, and Tunisia for nearly 18 months. The prize is control of  
the Mediterranean Sea, the Middle East and, most importantly, enough oil fields to  
slake the victor’s thirst for fuel.  
This campaign is important for several reasons. It involves a number of the  
key players in the Normandy Campaign, including Eisenhower, Rommel,  
Montgomery, Bradley, and Patton. It is the first combat that pits American soldiers  
against German soldiers. The campaign reaffirms  
the power of the tank, the advantages of air  
superiority, and the need for effective supply lines.  
General Erwin Rommel, with the sweet taste of  
his victories in France and Belgium still lingering,  
is given command of the Deutsches Afrika Korps  
(Afrika Korps). Rommel immediately begins  
pushing east from Tripoli on February 12, 1941.  
By April 11, Rommel has performed brilliantly; he  
has disregarded orders from above and driven the  
British all the way from El Agheila to Tobruk.  
There are attacks and counterattacks around  
Tobruk, but the British are compelled to retreat  
into Egypt on June 17. Rommel’s performance is  
masterful; he is now known as the Desert Fox.  
General Erwin Rommel in North Africa  
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130  
Close Combat  
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.  
Barbarossa Begins Germany Attacks Russia  
The war between Germany and the Soviet Union plays a crucial role in the  
Normandy Campaign the Eastern (First) Front siphons most of Germany’s forces  
away from Western Europe. When the Allies land in France only about 60 German  
divisions remain in Western Europe, while over 200 German divisions are fighting  
on the Eastern Front. The Americans and British also learn tactical lessons from  
the fighting between Germany and Russia, namely  
that it is futile to engage German tanks in anything  
approaching an even fight. The only way to defeat  
Germany’s armored forces is through numerical  
Directive 21  
On December 18, 1940, Hitler releases  
Directive 21 “The German Armed Forces  
must be prepared, even before the conclu-  
sion of the war against England, to crush  
Soviet Russia in a rapid campaign.” The  
campaign is code-named Barbarossa. The  
target date is May 15, 1941.  
superiority.  
Comparison to the Normandy Campaign shows  
the immensity of the combat on the Eastern Front.  
In Normandy, the battle front during the drive to  
Saint-Lô will extend less than 50 miles; in Russia  
the front stretches over 1,000 miles from Leningrad  
to the Caucasus Mountains.  
The conquest of Russia is a major goal of the  
National Socialists in Germany. It is a land of vast resources iron ore, coal, and  
oil that will fuel German industry. It has a large population that will provide  
cheap labor. And there is Lebensraum room for Germany to grow, and room to  
exile the enemies of National Socialism. Perhaps Hitler recalls his visit to  
Napoleon’s tomb in Paris, now that he is attempting what the great French  
emperor could not do conquer Russia. The key to Operation Barbarossa is  
movement; the Germans must triumph before the autumn rains turn the Russian  
countryside into a sea of mud. Beyond the rains looms the killing cold of the  
Russian winter.  
By mid-June 1941, nearly 140 German divisions are ready to smash eastward into  
the USSR. These forces are split into three army groups. One is poised to capture  
Leningrad; another to capture Smolensk, then Moscow; the third, Kiev. German  
units from Norway, along with 21 Finnish divisions, also join in the attack.  
Opposing the German forces are approximately 130 Soviet divisions nearly  
2,900,000 men but many are not deployed effectively. Also, the Soviet tanks are  
dispersed among infantry units and are thus no match for the massed armor of the  
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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  
enjoy a nearly three-to-one advantage in aircraft,  
but German air strikes knock out communications  
and destroy many Soviet aircraft on the ground. In  
the first seven hours, the Soviets lose over 1,000  
aircraft and the Germans quickly establish air  
supremacy over the battlefields. This supremacy  
cripples Soviet efforts to move men and materiel  
to meet the German offensive. Perhaps more  
importantly, Stalin’s purges of the late 1930s have  
stripped away many experienced Soviet com-  
manders; in their place are political generals with  
little or no experience. This lack of experienced  
commanders plagued the Red Army in Finland,  
and it will plague them again at the start of  
Barbarossa.  
The scale of the fighting between the Soviet  
Union and Germany dwarfs the Normandy  
Campaign. The Allied forces amassed for the  
Normandy Campaign number approximately  
1,500,000 men; by June 12, 1944 over 325,000  
men are ashore.  
In contrast, over 3,000,000 men are assembled  
for Germany’s attack on the Soviet Union, along  
with 7,100 guns, 3,300 tanks, and 625,000  
horses. The Soviets gather over 500,000 men  
for their counterattack at Stalingrad. At the Battle  
of Kursk, the Soviets and Germans together  
concentrate over 2,000,000 men and 6,000  
tanks.  
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 orders they  
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.  
Germans advancing into Russia  
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132  
Close Combat  
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 Typhoon the final drive on Moscow begins 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 suburbs the Germans are  
less than 20 miles from the Kremlin, but they face even colder weather and  
winter storms.  
Hitler and the Wehrmacht:  
Problems of Command  
the invasion comes, the commanders in the  
field must send requests for armor to Berlin; by  
the time Hitler authorizes these requests, it is  
too late.  
By the time the Allies land in Normandy, the  
German command structure has been badly  
fractured. Hitler has made a practice of  
dismissing or demoting generals who do not  
follow orders or fail to achieve victories. As the  
defeats mount, Hitler tightens his control over  
the German military. By the time of the  
Normandy Campaign (June 1944), he  
personally controls the vast majority of Panzer  
units in Western Europe. Consequently, when  
Two of the key commanders in Western Europe  
are Rundstedt and Rommel. Each has a plan to  
repel the Allied invasion—Rommel on the  
beaches, Rundstedt with a massive counter-  
attack inland. Neither gets his way as Hitler  
withholds the armor that either plan requires to  
succeed.  
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Finally, on December 5 Hitler agrees with his commanders he 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  
immense 30,000 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  
December 7, 1941  
Sunday Surprise The Japanese Bomb Pearl Harbor  
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  
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134  
Close Combat  
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.  
Germany and Italy Declare War on the United States  
In support of their Axis ally Japan, Germany and Italy declare war on the United  
States on December 11. This is one of the biggest mistakes Germany makes during  
the war. Until this time, the outcome of the war in Europe is still very much in  
doubt. Roosevelt’s Lend-Lease program has kept the Allies in the war, but now  
the full weight of America’s industrial power will be brought to bear. More  
importantly, the American armed forces will add fresh troops to the battle-thinned  
ranks of the Allied armies. However, the United States faces a dilemma how to  
fight a war on two fronts.  
of the U.S. II Corps in North Africa. After the  
invasion of Sicily he was promoted to the rank  
of lieutenant general.  
Omar Nelson Bradley  
(1893-1981). Although  
Bradley was not flamboyant  
or showy, he was a master  
of infantry tactics;  
In 1944 Bradley was named senior commander  
of U.S. ground troops for the invasion of  
Europe. He commanded the U.S. First Army  
during the Normandy Campaign, then led the  
U.S. Twelfth Army Group for the remainder of  
the war. His coolness even in crises like the  
Battle of the Bulge won the confidence of his  
superiors, and his willingness to share danger  
and discomfort with his men earned him their  
respect; war correspondent Ernie Pyle called  
Bradley “the G.I. General.”  
Eisenhower called Bradley  
“the greatest battle-line commander I have met  
in this war.”  
Bradley was a West Point classmate of Dwight  
Eisenhower; both graduated in 1915, and  
neither saw action in World War I. By 1941  
Bradley was a brigadier general in charge of  
the U.S. Army Infantry School, and became a  
major general in 1942. In 1943 under  
Eisenhower he succeeded Patton in command  
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The Allies Agree to “Beat Germany First”  
In the months following the Japanese attack on Pearl Harbor, the U.S. is in no  
position to actively pursue the war in Europe. Its army is far below the strength  
required for the task, there are no U.S. forces in Europe, and the shipping needed  
to transport a massive invasion force does not exist. Despite these problems,  
Churchill meets with Roosevelt at the Arcadia Conference in Washington, D.C.,  
where they agree on a “beat Germany first” strategy. The American leadership  
acknowledges that the bulk of Allied ground forces will have to confront the  
German threat as soon and as decisively as possible. From Pearl Harbor to  
D-Day, American determination to confront the German army never wavers, but  
events make it clear that half-measures will not lead to victory. In particular, the  
disastrous British raid on the French port of Dieppe in August 1942, in which half  
of the attacking force of 6,000 become casualties, shows that only a massive,  
coordinated Allied invasion will provide a firm foothold on the continent.  
The Dieppe Debacle  
The raid is indeed a learning experience,  
imparting some bitter lessons. The Canadians  
Despite their commitment to a full-scale  
invasion, the British launch an ill-conceived  
cross-channel raid in August 1942 on the  
French port of Dieppe. This attack by 6,000  
mostly Canadian soldiers is intended to  
provide combat experience and information  
about German coastal defenses. The plan is  
to seize and briefly hold the port, then return  
to England.  
are repulsed with heavy losses (about 50  
percent), dampening British ardor for a large-  
scale invasion of France in 1943. Fortress  
Europe will remain firmly shut to the Allies for  
almost two more years, until they can accumu-  
late the men, machines, and material and the  
will to mount Operation Overlord and kick the  
door down.  
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136  
Close Combat  
The Long Road to Normandy  
With the Japanese attack on Pearl Harbor and America’s entrance into the war, the  
conflict is now truly global. Over the next 30 months it will be fought on frozen  
plains, on steamy jungle-covered mountains, high in the sky, and under the sea.  
The Axis powers try to conquer territory for their empires; the Allies strive to push  
Germany, Italy, and Japan back within their borders. All the while the Allies plan  
and prepare for the decisive battle the invasion of Europe.  
Convoys and Wolfpacks the Battle of the Atlantic  
The Battle of the Atlantic revolves around the Allied need to ship men, machines,  
and materiel from the United States to Great Britain, Russia, and the  
Mediterranean and the Axis efforts to disrupt the flow of supplies. Early in the  
war, the Germans used both surface ships and land-based aircraft to attack ship-  
ping in the Mediterranean and Atlantic, but the bulk of the German effort was  
made by submarines the U-boats.  
By the beginning of 1942, the U-boats are using the Rudeltaktik wolfpacks  
consisting of as many as 40 submarines to attack Allied convoys. While this  
tactic helps minimize the losses of experienced crews, it also pits the U-boats  
against Allied escorts. Over the next 18 months the escorts will steadily improve  
their submarine fighting capabilities.  
Throughout 1942, the Allies make strides in improving their convoy system. They  
also begin installing radio direction finders to locate U-boats; the Germans counter  
by installing radar search receivers that detect Allied signals before the U-boat  
generates a return signal. Between August and December 1942, the Allies lose  
over 100 ships per month.  
The Battle of the Atlantic crests in 1943. Axis subs sink 100 Allied ships in both  
January and February. Each side strives to gain an edge. The Allies begin equip-  
ping B-24s with new 10-cm radar sets that prove effective at finding U-boats;  
the radar search receivers installed on German submarines work only on the  
1.5-meter radar.  
The British Admiralty estimates that the Germans come closest to defeating the  
Allied convoy system during the first 20 days of March 1943. When the Allies  
lose 72 ships in the Atlantic to U-boats.  
In April U-boats sink over 50 ships, but the Allies sink 15 U-boats. May proves  
pivotal; the Allies lose another 50 ships to subs, but the Germans lose 41 subs. The  
Germans attempt to regain the initiative, sending wolfpacks after the Atlantic  
convoys, but they lose 17 U-boats in June, 37 in July, and 25 in August—and the  
Battle of the Atlantic is essentially over. The remaining U-boats are ordered to  
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137  
perform holding actions while the Germans develop a new generation of  
submarines.  
The victory in the Battle of the Atlantic is critical to the success of Operation  
Overlord. The buildup of men, machines, and materiel necessary to launch the  
Second Front can now be marshaled in Great Britain, with relative impunity from  
the U-boat threat.  
Germany Blitzes East Again  
By March 1942, the German High Command estimates that the German Army has  
suffered 1,500,000 casualties in Barbarossa, and more than 250,000 in the first  
twelve weeks of 1942. The Germans are able to make up some of the loss; in  
The War in the Pacific  
Although the Pacific Theater takes a back seat  
Americans learn a great deal about amphibious  
to the efforts against Germany, America’s initial landings in the process, primarily the value of  
battles are fought against the Japanese. One  
factor in America’s favor is sea power; the size  
of the theater makes naval superiority a must  
for the victor.  
pre-invasion bombardment from the sea and  
air. They will use this knowledge during  
Operation Overlord.  
Guadalcanal is noteworthy because it is one of  
the first places American troops see combat in  
World War II. The battle proves quickly that the  
Americans can fight and fight well. It is also a  
proving ground for many American weapons.  
When the Japanese fail to destroy the Pacific  
Fleet’s aircraft carriers at Pearl Harbor, they  
seek a decisive battle to finish off the U.S.  
Navy. In early June 1942, the Japanese navy  
gets the decisive battle it seeks and is dealt a The Garand rifle rapidly becomes a favorite  
vicious blow when it loses four heavy aircraft  
carriers (Akagi, Kaga, Soryu, and Hiryu) in one  
among GIs and Marines alike. The Browning  
Automatic Rifle (BAR) reestablishes itself as a  
day during the Battle of Midway. The Americans favored weapon; its mobility and rate of fire  
lose the carrier Yorktown, but the American  
victory at Midway marks the beginning of the  
end for Japanese dreams of an empire in the  
Pacific.  
make it an excellent assault rifle. Air-cooled  
machine guns are found to be much easier to  
move and maintain than water-cooled models.  
However, the Americans gain little tactical  
experience beyond amphibious landings; the  
nature of the terrain throughout the theater and  
the radical contrast between Japanese and  
German combat tactics makes many lessons  
learned in the Pacific meaningless when  
applied in North Africa, Italy, and Normandy.  
By August 1944, the Americans have regained  
control of much of the territory lost to the  
Japanese in the first months of the war. New  
Guinea, the Solomon Islands (including  
Guadalcanal), Gilbert Islands (including  
Tarawa), Marshall Islands (including Kwajalein),  
Guam, and Saipan are all retaken. The  
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138  
Close Combat  
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.  
The Axis Cracks The German Defeat At Stalingrad  
By November 1942, the German Army is badly overextended and its troops are  
exhausted. Every available German soldier has been thrown into the killing  
cauldron at Stalingrad. The Soviet counterattack calls for a pincer movement; one  
force attacking from the north and another attacking from the south.  
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139  
Russian soldiers in winter camouflage on the attack  
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.  
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140  
Close Combat  
On December 12, Manstein launches Army Group Don’s 13 divisions toward  
Stalingrad. Manstein’s fear fast becomes a reality; Soviet antitank weapons  
decimate German armor. On December 19, Manstein orders Paulus to attempt a  
breakout immediately; Paulus refuses. Army Group Don’s progress is grinding to a  
halt. On December 21, Manstein appeals to Hitler to change Paulus’ mind; Hitler  
cites Paulus’ report that he has insufficient fuel for a breakout. Finally, on  
December 23, the relieving force is stopped at the Myshkova River; the German  
troops in Stalingrad can hear their comrades fighting, but relief never comes.  
The Soviets launch counterattacks against Army Group Don; Manstein’s forces  
are retreating by Christmas. Everywhere along the Eastern Front the Soviets are  
advancing; it is an advance that will end only in Berlin.  
On January 8, 1943, the Soviets demand surrender; Paulus ignores their demand.  
Two days later the Soviets attack. The Germans have more troops, but the Soviet  
troops are better fed, clothed, and supplied and the Soviet soldiers sense victory.  
Preceded by a heavy artillery barrage, the Soviet attack further constricts the  
German perimeter.  
By January 21, the Soviets recapture both airfields in Stalingrad; the Germans are  
completely cut off. Four days later, the Soviet forces attacking the city meet in the  
middle of Stalingrad. Only two pockets of German resistance remain. On January  
31, Paulus surrenders the southern pocket; the northern pocket surrenders on  
February 2. All across the Eastern Front, those German units not cut off or  
encircled are retreating. The tide of Operation Barbarossa has crested.  
About 40,000 Germans are evacuated from Stalingrad, most of them seriously  
wounded. Another 90,000 are taken prisoner; only 5,000 of the prisoners survive  
to return home, the last in 1955. The remaining Germans, about 150,000, are dead  
or missing. The Soviets report removing 147,000 German and 47,000 Soviet  
bodies for burial. The defeat enrages Hitler, saddens the German populace, and  
heartens Russia’s allies.  
The Germans retreat back across the Soviet Union throughout the winter and  
spring. Their chance for a counterattack comes when a huge bulge appears in the  
eastern front the Kursk salient. German plans call for slicing through the base of  
the salient, cutting off several Soviet armies, then destroying them in detail. If the  
Germans succeed, they may turn the tide of the war. By mid-June, the Germans  
have 900,000 men, 2,700 tanks, and 1,800 aircraft ready for the attack.  
On the evening of July 4, while the German units are assembling for their attacks,  
the Soviets begin the largest counter-preparation barrage of the war. The Soviet  
plan is to soak up the German advance in a massive web of defensive positions,  
make them pay for every meter of ground, then counterattack with armor.  
Although Kursk is the largest tank battle of World War II, it is Soviet artillery and  
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Chapter 7  
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141  
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.  
Monty and Torch The North Africa Campaign  
After pushing the British into Egypt,  
the Afrika Korps has retreated before  
the forces of Operation Crusader since  
late November 1941. But as 1942  
opens, the British have overextended  
themselves. The Desert Fox Field  
Marshal Erwin Rommel seizes the  
opportunity to counterattack.  
British soldiers in North Africa  
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142  
Close Combat  
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  
boys are just weaving in and  
out… There’s everything in the  
air tracers, shells, bullets,  
ricochets, incendiaries, and bits  
of red-hot metal whanging off  
the burning tanks. Some of the  
tanks are blowing right up into  
the air, their petrol exploding,  
their ammunition popping off in  
every direction.”  
fuel but has been promised more by German High Command. Through-  
out the battle, both sides lose many tanks, but the British are better able  
to sustain the losses. On May 28, the German’s lack of fuel begins to  
tell some of Rommel’s tanks run out of gas in the desert.  
Still, the Germans meet with more success. By June 21, Rommel  
recaptures Tobruk, taking 30,000 prisoners. More importantly, he  
captures a mountain of supplies over 3,000,000 rations and 500,000  
gallons of gasoline. Rommel sends a request to Berlin for permission to  
chase the British Eighth Army back into Egypt. He receives permission  
and a promotion to Field Marshal. On June 23, German forces cross the  
Egyptian border; the Eighth Army continues to retreat. Field Marshal  
Harold Auchinleck, the Eighth Army’s commander, decides to make a  
stand at El Alamein.  
British officer on tank combat  
near 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 British they  
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 renamed Operation Torch. On  
August 14, General Dwight D. Eisenhower sets up headquarters in  
London to command the operation.  
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Chapter 7  
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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 debilitating one 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  
Erwin Rommel (1891-  
1944). Perhaps the best  
His defeat of an Anglo-American force at  
Kasserine Pass in Tunisia in February 1943  
known and most charismatic was the Americans’ first encounter with  
German General of World  
War II, Rommel won the  
respect of friend and foe  
Rommel, but by no means the last. In January  
1944 he was sent to France to strengthen  
northern coastal defenses against the impend-  
ing Allied invasion; his preparations made the  
alike during the desert campaigns in North  
Africa. Rommel’s military career began in 1910, Allies’ task far more difficult and more costly,  
and he finished the First World War as a  
captain, having won Germany’s highest award  
for valor, the Pour le Mérite. In 1940 Rommel  
brilliantly led a panzer division in the campaign  
that led to the fall of France. Early in 1941 he  
was promoted to lieutenant-general and took  
charge of the fledgling Afrika Korps. Over the  
next 18 months his legend grew with his  
success in driving the British out of Libya. In  
June 1942 he captured Tobruk and became  
Germany’s youngest field marshal. Even when  
the tide turned and the British under Montgom-  
ery defeated Rommel’s forces in the second  
battle of El Alamein, his strategic retreat  
showed that the “Desert Fox,” as he had come  
to be known, was a master of defensive as well  
as offensive tactics.  
but the German High Command would not  
allow him to deploy the forces he felt would be  
necessary to stop the invaders on the beaches  
of Normandy.  
Rommel was wounded In July 1944 when a  
British fighter strafed his car, and he was  
returned to Germany. Although he had not  
taken an active role in the failed attempt to  
assassinate Hitler, Rommel was implicated in  
the plot. Hitler offered him a grim choice:  
commit suicide and leave his family and his  
reputation intact, or face charges in a Nazi  
“Peoples’ Court.” He took poison and received  
a hero’s funeral, the government announcing  
that he had died of his wounds.  
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144  
Close Combat  
behind schedule. On October 25, Monty personally intervenes in the battle to  
make sure that the advance is vigorous. The British have more men, tanks, and  
ammunition, as well as dominance of the airspace over the battlefield. By the end  
of the day the British have lost 250 tanks, but the Germans have only 40 tanks left.  
When the British renew the offensive against the middle of the German lines, there  
are again heavy losses among the British tanks, but these are losses they can  
absorb. On November 2, Rommel sends a message to Berlin stating that he cannot  
prevent a breakout and must withdraw. By November 6, the Battle of El Alamein  
is over; the Germans are retreating west toward Libya. The Eighth Army destroys  
hundreds of tanks, takes 30,000 prisoners, and captures 1,000 guns while suffering  
only 13,500 casualties and losing 150 tanks. By November 19, the Eighth has  
pushed the Germans back 600 miles.  
Bernard L. Montgomery  
(1887-1976). Montgomery  
was one of the greatest—  
and most difficult—of the  
Allied commanders in World  
War II, best known for his  
forces from Libya and Tunisia. His success at El  
Alamein was the first major British victory of the  
war. It made Montgomery’s reputation, won him  
promotion to Field Marshal, and in 1946 was  
commemorated in the title bestowed on him,  
“First Viscount Montgomery of Alamein.”  
successes in North Africa and for the major role  
he played in the Allied invasion of Europe.  
Under Eisenhower’s command, Montgomery led  
forces in Sicily and Italy, and in January 1944 he  
was recalled to England to help in the planning  
of Operation Overlord, the D-Day invasion. He  
forcefully made the case for a larger, more  
powerful initial assault. For the Overlord  
invasion Montgomery was named operational  
commander in charge of Allied ground forces.  
His protracted effort to take Caen reinforced the  
view of some that Montgomery was overcau-  
tious, and the failure of his ill-fated attempt to  
seize a bridgehead at Arnehm in Holland  
(Operation Market-Garden) further tarnished his  
reputation. His role in the Ardennes campaign  
and the subsequent crossing of the Rhine again  
demonstrated his ability, but Montgomery’s  
tendency to lecture even his superiors, and his  
inclination to rewrite history in order to prove  
himself right, have diminished his rightfully  
earned reputation as one of the great Allied  
commanders.  
Montgomery joined the British army in 1908,  
was severely wounded in 1914, and finished  
the First World War as a captain. His almost  
monastic devotion to the science of war was  
counterbalanced by an arrogant and abrasive  
personality. His egocentricity made him almost  
incapable of the kind of cooperation on which  
the Allied war effort depended, but his own men  
loved the flamboyant “Monty,” who knew how to  
talk to them soldier-to-soldier in terms they  
could understand.  
In 1942 Montgomery took command of the  
British Eighth Army in North Africa. His army  
was soon receiving modern equipment and  
ample reinforcements, while his opponent,  
German General Erwin Rommel, had rapidly  
advanced beyond his own supply line. Mont-  
gomery dealt defeats to Rommel’s forces at El  
Alamein in Egypt, and eventually drove Axis  
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On November 5, 1942, General Eisenhower arrives in Gibraltar to command  
Operation Torch. On November 8 three task forces begin landing troops in North  
Africa. The Western Task Force, commanded by General George Patton, lands on  
a 200-mile front between Safi and Port Lyautey. Within two days the Americans  
have secured their beachheads at Casablanca and Port Lyautey. The landing of the  
Center Task Force near Oran does not go well, but the task force establishes a  
secure beachhead and captures the airfield at Tafaraiu by nightfall; American-  
piloted Spitfires begin flying sorties from the airfield the next day. The Eastern  
Task Force lands at Algiers, and the town is quickly captured.  
The Germans respond to Operation Torch by sending reinforcements to North  
Africa. By November 15, there are 10,000 German troops in Tunisia and 100  
combat planes. The Germans use established French airfields with all-weather  
runways; the Allies must use temporary runways that are farther from the front.  
As 1943 begins, the supply and manpower problems for the Axis forces in North  
Africa become acute because the U.S. has joined the fight. Without the presence of  
the Americans, the Germans would be facing only Montgomery. And the British  
troops in Operation Torch could have reached Montgomery only by running the  
gauntlet through German-held territory. With the Americans in the fray, the  
Germans are now badly outmanned and outgunned.  
As the British Eighth Army continues to advance westward, the Germans evacuate  
large quantities of supplies out of Tripoli and demolish many of the port facilities.  
On January 26, after arguments with his nominal commanders (the Italians),  
Rommel is relieved of command. He is to be succeeded by General Messe of the  
Italian Army, but Rommel refuses to hand over command.  
Axis forces mount a major attack against the US II Corps west of Faid. The attack  
begins only after Rommel argues over the plan of attack with his superiors; the  
Desert Fox wants to risk all to win all. However, Rommel’s superiors order a more  
conservative plan. Regardless, the attack smashes through the inexperienced  
Americans, destroying two-thirds of the First Armored Division. Rommel quickly  
requests permission to step up the attacks, but there is no quick decision from  
Berlin. When the attack does begin again on February 19, it is aimed at Le Kef at  
the insistence of the Italians. The attack on Le Kef is what the Allies expect, and  
the two passes leading there are well defended. The attacks near Sbiba are fought  
off by British and American units. But at Kasserine Pass, the Americans initially  
hold the Germans, then break in panic.  
By early March, the Germans have consolidated enough forces to attack near  
Medenine. The attack is a failure. The Germans have little spirit left; in fact, the  
veteran British and New Zealand units cannot believe they are fighting the same  
foe that drove them back into Egypt. British antitank gunners destroy 50 German  
tanks, leaving Rommel with only 100.  
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146  
Close Combat  
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 quickly and they had  
manpower reserves the Germans could not match.  
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Chapter 7  
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147  
The Long Formation The Air War In Europe  
The air war raging over Western Europe turns in the Allies’ favor in  
1944. Three factors contribute to this turnabout. First, both the RAF and  
USAAF finally have enough long-range bombers to increase the  
monthly tonnage dropped to over 40,000 metric tons. Second, the P-51  
Mustang becomes the first successful Allied long-range fighter escort.  
And, finally, the Allies make the Luftwaffe a primary target.  
During January, the USAAF is still losing too many bombers; during a  
raid on Oschersleben, more than 75 of the 238 bombers are shot down,  
but the Allies’ focus on aircraft manufacturing is beginning to hurt the  
German war effort. In February, the Luftwaffe tries to counterpunch by  
bombing targets in Great Britain; the effort, largely ineffective, is  
known as the “Little Blitz.”  
On February 20, the “Big Week” begins. The USAAF launches major  
attacks against the German aircraft industry. Over 900 bombers and 700  
fighter escorts (most of them Mustangs) hit targets in Brunswick,  
Leipzig, and Regensburg. Another 800 bombers hit aircraft manufactur-  
ing targets on February 25. Between February 20 and 26, medium  
bombers and fighters attack Luftwaffe installations in France, Belgium,  
and Holland; many German aircraft are destroyed in the air, on the  
ground, and even while being transported to the front. The Luftwaffe is  
now clearly taking a beating. By the summer of 1944, German air  
forces are so reduced that Allied bombers and fighters roam freely  
across the skies of Europe.  
The air superiority gained by the Allies during the first few months of  
1944 is critical to the success of Operation Overlord. Air superiority  
means the Allies can hit strategic and  
tactical targets that reduce the Germans’  
ability to repel the invasion and move  
reinforcements to the front. Throughout  
the spring of 1944, heavy bombers  
continue to pound the German aircraft and  
fuel industries. However, many heavy  
bombers are diverted to other targets, such  
as railroads and bridges. Medium bombers  
and fighters add their weight to the attack.  
Some fighter squadrons lose more pilots to  
debris blown into the air from exploding  
locomotives, ammunition dumps, and  
airplanes in hangers than to enemy fire.  
Stalin, Roosevelt, and Churchill at Tehran  
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148  
Close Combat  
By June 6, Allied air superiority makes it impos-  
sible for the Germans to move reinforcements to  
the front intact. It takes some units four days to  
travel distances that should take only one; other  
units, especially motorized units, are badly mauled  
before they even reach the front.  
“Major Martin”  
There is an interesting prelude to the launch  
of Operation Husky. In late April, the British  
submarine HMS Seraph releases the body of  
“Major Martin” of the Royal Marines into the  
sea off the Spanish port of Huelva. Major  
Martin carries letters from the Vice Chief of  
the British General Staff and Chief of Com-  
bined Operations to Eisenhower and his staff  
outlining the Allied invasion of Greece. The  
Allies hope the Germans will recover the body  
and read the letters, because the body is not  
that of Royal Marine Major Martin. The letters  
are fakes intended to deceive the Germans  
as to the real invasion target, Italy. The  
deception works; the Germans recover the  
body, read the letters, and remain uncertain  
about Allied intentions.  
Allied air superiority also pays dividends to the  
soldiers on the ground. After campaigns in North  
Africa, Italy, and the Pacific, the Allied armies  
have developed excellent ground support tactics.  
Tens of thousands of ground support sorties are  
flown during the Normandy Campaign while  
German aircraft are seldom seen.  
A Foothold in Europe The  
Landings in Sicily  
In January 1943, Allied strategy is again put to the  
test at the Casablanca Conference. Churchill meets  
with Roosevelt to discuss the next phase of Allied operations. When the meeting is  
over, they have agreed to a Second Front, a subsidiary operation in Italy, a major  
operation against U-boats, and the Combined Bomber Offensive against Germany.  
At their next meeting, in Washington, Churchill and Roosevelt set the invasion of  
northwest Europe for May 1, 1944.  
General Dwight Eisenhower commands the offensive in Sicily code named  
Operation Husky, with General Harold Alexander commanding the landing forces.  
General George Patton commands the U.S. Seventh Army landing west of Cape  
Passero; General Bernard Montgomery commands the British Eighth Army  
landing east of Cape Passero. Both Patton and Montgomery are veterans of the  
war in North Africa; both go on to play major roles in Overlord and the fighting  
in France.  
These armies will face General Guzzoni’s Italian Sixth Army. Guzzoni  
commands roughly 250,000 men, including about 75,000 Germans. The Italian  
troops are poorly equipped and demoralized from their mauling in North Africa.  
Guzzoni compounds his problems by tying up many units defending static  
coastal positions.  
The assault on Sicily begins on the evening of July 9, 1943. General Matthew  
Ridgeway’s 82nd Airborne Division drops over too large an area and cannot  
consolidate to take all its objectives. The British paratroopers fare better but  
one-third of the British gliders are released too early and crash at sea. Still, the  
disruption caused by the airborne assault helps the seaborne assault the next day.  
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Chapter 7  
The Big Picture: A Short History of World War II  
149  
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 Encounters The  
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.  
American First Division fighting in Italy  
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150  
Close Combat  
With the collapse of Sicily, Eisenhower wants to land on the Italian  
mainland. When he receives permission to proceed, he plans a  
diversionary attack across the Strait of Messina, carried out by  
Montgomery’s Eighth Army on September 3. While there is good  
progress initially, Montgomery is cautious a trait the Germans  
capitalize on by fighting an effective rear guard action. Eisenhower’s  
main assault is an amphibious landing near Salerno on September 9.  
General Mark Clark commands the U.S. Fifth Army, which includes  
both American and British divisions.  
The British First Airborne Division lands by sea at Taranto and captures  
the port city without opposition. The main landings near Salerno face  
strong resistance, but as more troops land, the beachheads are quickly  
expanded. Montgomery’s advance is still slowed by poor roads and  
German demolition crews who blow up bridges and other structures to  
slow the Eighth Army’s advance. By September 11 a pattern begins to  
emerge: the Allies make progress early in the day, but are pushed back  
by the end of the day. Morale among the Allied troops begins to flag in  
the face of tough German resistance.  
By September 13, the Germans believe they can drive a wedge between  
the American and British sectors of the Salerno Beachhead. Units from  
the 16th Panzer and 29th Panzergrenadier Divisions slam into the  
Allied lines, and some German units drive to within one mile of the  
beach. But concentrated naval fire prevents the Germans from gaining a  
decisive victory; as the Allied lines stabilize, Eisenhower and Alexander  
agree on rapid reinforcement of the beachhead. On September 13 and  
14, General Ridgeway’s 82nd Airborne Division parachutes onto the  
beach. While the Germans continue to pound the Allied lines, air  
support and naval fire again prevent them from breaking through. They  
regroup on September 15, and the next day again try unsuccessfully to  
crack the Allied lines.  
“Corporal Joseph Toporski, a  
paratrooper from Milwaukee,  
shot two snipers and was  
looking for a third when an  
Italian girl named Marissa  
tapped him on the shoulder as  
he peered around a building  
and asked him if he would like  
to go to her apartment and  
listen to American phonograph  
records. Corporal Toporski took  
an hour off for recreation. He  
got the third sniper on the way  
back to his unit.”  
By the end of the month, the Allied armies are making steady progress  
north; the Germans fight delaying actions in several places, giving  
many of their units time to withdraw to the predetermined defensive  
lines. They blow up bridges and leave booby traps to further delay the  
Allied advance, but on October 1 Naples falls to the Fifth Army.  
From Yank, an American  
military publication  
The Germans plan to fall back to two intermediate defensive lines  
before they reach their primary defensive positions at the Gustav Line  
(which runs from the mouth of the River Garigliano in the west to the  
mouth of the River Sangro in the east). The hilly terrain is excellent for  
defense the Allies are funneled into valleys or forced to fight their  
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Chapter 7  
The Big Picture: A Short History of World War II  
151  
way up and over mountains, hills, and ridges. When the  
Germans do withdraw they do so in an orderly  
manner there are no panicked mobs fleeing the front.  
Bridges are blown, mines sown, and booby traps rigged;  
the Germans do everything that can be done to slow the  
Allied advance.  
Problems of Supply  
Both the Allies and Germans labor  
under supply problems during the  
Normandy Campaign. However,  
the German problems are much  
more acute. One problem the  
Germans face is dividing men,  
machines, and materiel between  
three fronts Russia, Italy, and  
Normandy. Another is the system-  
atic destruction of the German  
industrial base by Allied bombing.  
On November 5 the Fifth Army begins attacking one of the  
Germans’ intermediate defensive lines. The XIV Panzer  
Corps makes a brilliant stand, using the terrain and bad  
weather to maximum advantage, stalling the American  
advance. Attacks and counterattacks rage in the mountains.  
Still, the Allies slowly grind their way forward.  
The most immediate problem in  
supplying the German forces in  
Normandy is Allied air superiority.  
Throughout the Normandy  
Campaign, columns of reinforce-  
ments and supplies are ravaged  
from the air; troop movements  
which should take one day stretch  
to three or four because of a lack  
of motor transport, damaged  
Then, as experienced units are pulled out of the line and sent  
to England to prepare for Operation Overlord, the advance  
begins to slow. By the end of 1943, both Allied armies find  
themselves bogged down by determined German defense  
and winter rain.  
Despite the Allied advances since the September landings  
and heavy losses on both sides, the Germans remain ready  
and able to fight. None of their forces have been mauled, the  
terrain favors the defender in Italy, and the Germans use the  
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 forces forces 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 landing this time near Anzio from 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.  
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152  
Close Combat  
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  
are unable to maintain a foothold on the north bank of the Rapido.  
“Actually, I believe our  
fondness for the BAR was more Several times small forces succeed in crossing the river, but all are  
concerned with the type of fire  
than with the weapon itself. We  
would have been equally  
subjected to vicious counterattacks which either drive the Americans  
back across the river or wipe them out. However, this offensive achieves  
one of its objectives it pulls German forces away from Anzio.  
pleased with the Bren  
The Anzio landings begin on January 22. General Lucas commands the  
U.S. VI Corps, which includes four American and four British divisions  
along with Commando and Ranger units. The landings are conducted in  
textbook style there are only a handful of casualties as 36,000 men  
come ashore on the first day. The port at Anzio is captured intact and by  
the end of the day on January 23, there are 50,000 troops ashore.  
gun perhaps more so. What  
we yearned for was a good gun  
to throw a lot of lead, faster and  
harder than the Tommy Gun.  
This the Browning did…”  
From Shots Fired in Anger by  
Lt. Col. John George  
Still, Lucas is cautious in his advance. The Allies push inland only a few  
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.  
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Chapter 7  
The Big Picture: A Short History of World War II  
153  
When the Allies renew the offensive on May 11, four corps are thrown  
forward the 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  
line of defense, the Viterbo Line north of Rome.  
“Garand rifles giving superior  
service to Springfield, no  
mechanical defects reported or  
stoppages due to dust and dirt  
from foxhole use. Good gun oil  
required as lubricant to prevent  
gumming, but have been used  
in foxhole fighting day and night  
for a week without cleaning and  
lubricating. All these weapons  
are excellent ones...”  
On June 5, 1944, the Allies roll into Rome. The thousands of Allied  
vehicles entering the city cause a traffic jam so bad that the Allies are  
unable to use their full strength to chase the retreating Germans. The  
next line of defense for the Germans is the Gothic Line, 150 miles north  
of Rome. By August 15, the Eighth and Fifth Armies are in contact with  
the this line. However, the drain on resources for Operation Anvil (the  
amphibious landings in southern France) forces the Allies to wait before  
any attacks can be launched.  
The value of air attacks and naval bombardment before landing is  
proved in Italy the toughest landing takes place where Clark has  
ordered that naval bombardment not be used in order to achieve  
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.  
General Douglas MacArthur in  
cablegram to General George  
Marshall (February 20, 1942)  
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 tactic using the terrain to maximize the effectiveness  
of small units will 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.  
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154  
Close Combat  
Dwight D. Eisenhower  
the Allied landings in French North Africa,  
where for the first time he heard shots fired in  
anger. In December 1943 Eisenhower was  
named Supreme Allied Commander in charge  
of the impending invasion of Europe—Opera-  
tion Overlord; eventually he commanded a  
force of more than 4.5 million men.  
(1890-1969). Eisenhower’s  
distinguished military career  
began with his graduation  
from West Point in 1915.  
Although he was forced to  
remain in the U.S. through-  
out World War I, he formed  
As Supreme Allied Commander, Eisenhower  
performed a task of supreme importance:  
keeping the Alliance and its many forceful  
personalities—most notably Montgomery and  
Patton—focused not on their differences, but  
on working together to win the war against  
Germany. He said that he did not mind some-  
one being called a son-of-a-bitch, but he was  
damned if he would have them called a British  
or an American son-of-a-bitch. He brought to  
this task a unique combination of intelligence,  
tact, toughness, diplomacy, patience, and  
personal charm.  
America’s first tank corps in 1918. By the end  
of the war he commanded 10,000 men. He  
performed brilliantly at the Army Command and  
General Staff College, then served as Chief of  
Staff to General MacArthur in the Philippines.  
By 1941 Eisenhower was promoted to Briga-  
dier General and became Chief of Staff of the  
Third Army. In 1942 General George Marshall  
passed over hundreds of more senior officers  
to make Eisenhower a major general in charge  
of the Operations Branch in Washington.  
Eisenhower was sent to Britain to lead the U.S.  
Army staff there, and then was chosen to lead  
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.  
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Chapter 7  
The Big Picture: A Short History of World War II  
155  
On the Eve of Operation Overlord  
By May 1944, Germany has seen its fortunes fade; they are losing on every front.  
The promise of 1940 and 1941 is crushed under the reality of 1942, 1943, and the  
first six months of 1944. The Battle of Britain costs the Luftwaffe air superiority  
over Western Europe, and keeps Britain in the war. The Battle of the Atlantic robs  
Germany of the power to blockade the British; it enables the Allies to turn Britain  
into the largest marshaling area in history.  
The North African campaigns take Germany’s ally, Italy, out of the war, and give  
the U.S. Army its first combat experience of the war. The campaigns in Sicily and  
Italy cost the Germans more men and resources, but more importantly, they tie  
down forces that could be used in Russia or France. The Strategic Bomber  
Offensive damages German industry and civilian morale, and destroys the  
Luftwaffe when long-range fighters (the P-51 Mustang) make their appearance  
in early 1944.  
America’s victories in the Pacific are achieved with limited resources, ensuring  
that the creation of the Second Front remains the primary goal. Most importantly,  
Operation Barbarossa has turned out to be a hollow gamble; Hitler can do no  
better in Russia than Napoleon did. By the time Operation Overlord is taking  
place, the relentless pressure of the Red Army is never far from the minds in the  
German High Command.  
The End of Festung Europa  
With the breakout from Normandy, the Allies now have the German army on the  
run. The Germans will throw a final counterpunch in the Ardennes, but it will be  
too little too late.  
Racing Toward the Rhine  
The Germans who escape the Falaise Pocket after the Allied breakout now become  
victims of Allied air superiority. Fighters and fighter bombers roam the summer  
sky, strafing troop concentrations and attacking anything with wheels. The roads  
leading north are strewn with blasted and burning equipment and dead German  
soldiers. When the retreating Germans aren’t being ravaged from the air, Allied  
infantry and armor are biting at their heels.  
On August 19, U.S. Third Army units cross the Seine at Mantes. On the same day,  
French resistance groups stage an uprising in Paris; the German response is token,  
and a plan to destroy bridges and public works goes unexecuted. Six days later the  
French Second Armored Division liberates the city.  
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156  
Close Combat  
NETHERLANDS  
The Collapse of Festung Europa  
Antwerp  
Rhine River  
Close Combat  
Game Area  
heldt River  
Sc  
While the Allies are  
breaking out in  
BELGIUM  
GERMANY  
Cherbourg  
StÐL™  
LUX  
Normandy, more Allied  
troops came ashore in  
Operation Anvil, a  
landing in the south of  
France. These forces  
(Seventh Army) drive  
north through the Rhone  
river valley to link up  
with the forces from  
Normandy. By late  
Moselle River  
Luxemborg  
M
SaarbrŸcken  
euse River  
Paris  
Strasburg  
Colmar  
Seine River  
Troyes  
Y
on  
n
e
R
Auxerre  
iver  
er  
iv  
Loire River  
R
e
n
Bern  
a™  
S
F R A N C E  
SWITZE  
August, leading units are  
closing on Grenoble. On  
September 11 units of the  
Seventh Army link up  
with the Third Army  
near Dijon.  
Allied  
Forces  
ITA  
The Red Army Marches To Vengeance  
By April 1944, the Soviets have been on the offensive for four months. On the  
southern portion of the front, the German armies are destroyed. In the far north,  
the Red Army drives relentlessly from Leningrad. Hitler expects the Russians to  
overextend their resources; other commanders expect the spring “season of mud”  
to slow the Soviet advance. Neither occurs the Red Army slows only to gather  
itself for the next strike west.  
On the morning of June 23, the Red Army begins attacking Army Group Center;  
the Soviet intent is to crush the last major force on the Eastern front. The Germans  
face 1,200,000 Soviet troops supported by 31,000 guns and mortars, 5,200 tanks,  
and 5,000 airplanes. By July 4, most of the German forces are surrounded or  
retreating; by July 20 the surrounded forces have been destroyed. Throughout the  
battle, German commanders request permission to withdraw to save their units,  
but Hitler orders positions held to the last round and the last man. His order  
ensures the destruction of 17 divisions, and another 50 divisions lose half their  
strength. By the end of August the Red Army has pushed into Poland and  
East Prussia.  
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Chapter 7  
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157  
The Soviet campaigns of 19431944 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.  
The Last Blitzkrieg The Battle of the Bulge  
Even as Germany reels from blows from the east and west, Hitler looks for an  
opportunity to counterattack. He orders garrisons in port cities in France to hold  
out, and he stations forces in the mouth of the River Scheldt. This latter move  
prevents the Allies from using the harbor at Antwerp, even though the Allies  
capture the city on September 4. Hitler also orders the formation of 25 new  
Volksgrenadier divisions to man his western defenses.  
The planned counterattack, code-named Autumn Mist, is intended to drive an  
armored wedge through the Ardennes forests, across the River Meuse, all the way  
to Antwerp. This wedge will divide the British and Canadian forces in the north  
from the Americans in the south. Hitler believes Autumn Mist will create enough  
confusion and buy enough time to transfer German forces east to launch a similar  
blow against the Red Army.  
Rundstedt and Model disagree with Hitler, but to no avail. Eight Panzer divisions  
are re-equipped and ready to spearhead the assault, aimed at four inexperienced  
or worn-out American divisions. The Germans maintain strict radio silence  
concerning Autumn Mist, so for once there is no warning from the Allied  
codebreakers. Even when forward units report  
increased activity on their fronts, Allied com-  
manders discount the reports; they believe the  
Scale of Area  
Ardennes forests are far too difficult for the  
Germans to advance through them.  
The geographic area encompassed by  
the Normandy Campaign is minuscule  
compared to the Eastern Front. From  
Cherbourg to Caen is less than 80  
kilometers by air, and it is less than 35  
kilometers from Omaha Beach to  
The weather plays a crucial role in the German  
attack. The winter of 1944 proves to be one of the  
coldest on record. More importantly, the spell of  
bad weather the Germans had been hoping for a  
heavy cloud cover to minimize Allied air  
Saint-Lô roughly the distance between  
Washington, D.C. and Baltimore, Maryland.  
power finally arrives in mid-December.  
At the height of the fighting between  
Germany and the Soviet Union, the Eastern  
Front stretched from Leningrad in the north  
to the Caucasus Mountains in the south.  
This distance approximately 1,900  
kilometers is roughly the same as the  
distance between New York City and  
Bismarck, North Dakota.  
On December 16, the Germans launch their last  
blitzkrieg. The Americans in front of the assault  
are soon overrun, but their unexpectedly stiff  
defense slows the German time table. Eisenhower  
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158  
Close Combat  
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  
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Chapter 7  
The Big Picture: A Short History of World War II  
159  
The Road to Berlin  
After the Battle of the Bulge, the Germans have only 26 divisions on the Second  
Front; most are either far below strength or consist of old men and young boys.  
Facing them are 57 infantry, 23 armored, and five airborne divisions, all at full  
strength. Eisenhower’s three-phase plan calls for Montgomery’s forces to clear the  
lower Rhine valley, Bradley’s forces to clear the middle reaches of the Rhine, and  
finally encirclement of the German armies while other units race to link up with  
the Soviets near the Elbe.  
Eisenhower’s plan goes forward as planned, with one unexpected change. On  
March 7, the U.S. First Army surprises the Germans at Remagen on the Rhine; the  
Americans capture the bridge before the Germans can destroy it. American troops  
pour over the bridge, creating a lodgment from which they launch an attack on  
March 25.  
German units begin to surrender en masse. Army Group B surrenders on April 18.  
Less than a week later, American units meet Soviet units on the Elbe near Torgau.  
Eisenhower has already decided to let the Soviets take Berlin; he believes that  
casualties for British, Canadian, and American units will be too high if he tries to  
take the German capital.  
Red Sky in the East the Soviets Capture Berlin  
In early April, Stalin meets with his commanders (Marshals Koniev and Zhukov)  
to plan the final assault on Berlin. The Germans have prepared three major lines of  
defense; the Soviets fly hundreds of reconnaissance flights  
and photograph every sector. Zhukov has a scale model  
of Berlin built to plan artillery barrages and infantry  
movements. On Zhukov’s front alone, the Soviets haul  
in over 7,000,000 artillery rounds. On April 16, the Red  
Army attacks.  
Koniev’s forces make good progress from the outset, but  
Zhukov’s forces are stalled by fierce German resistance.  
Against orders from Stalin, Zhukov orders his armor forward  
to break the deadlock. By April 19, he has cracked all three  
German defensive lines. The next day, the bombardment of  
Berlin is well underway; the shelling is so intense that some  
civilians hiding in cellars are driven insane.  
Berlin is completely surrounded by April 25. The next day,  
500,000 Soviet troops converge on the center of Berlin.  
Finally, an assault on the Reichstag itself begins. At 1425  
hours on April 30, two Red Army sergeants wave the Soviet  
American and Russian soldiers  
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160  
Close Combat  
flag from a second story window of the Reichstag. An hour later, Hitler commits  
suicide. At 2250 hours, Soviet flags fly from the Reichstags 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.  
The Final Surrender And Beyond  
After Hitler’s death and the fall of Berlin, the Third Reich collapses. The Germans  
sign an unconditional surrender at Rheims on May 7, but Army Group Center  
fights on. Surrounded by the Soviets near Prague, they ignore broadcast appeals to  
give up. Marshal Koniev orders a massive artillery barrage, followed by the  
German General Jodl  
signing surrender  
Photostat of German surrender with Jodl's signature  
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Chapter 7  
The Big Picture: A Short History of World War II  
161  
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 weapon the  
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 (Bocks 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.  
World War II ends—and the Cold War begins  
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