Disaster at Dieppe

Scenario #1075U - August 19 1942 - By: Brummbar


Set-up Order
8
9
2
5
3
1
3
4
5

Historical Background:
Dieppe seemed the ideal place to test out theories and equipment for the upcoming second front that was so desperately needed to satisfy the Russian allies. A major raid was planned and the Canadians who had been training for the last three years were eager to get into the action. The objective of the raid was to capture the town and destroy the aerodrome, radar installations, harbour installations and the dry dock.

The complex plan went awry before the Canadians even got ashore. The Axis shore defenses were at the ready destroying any chance of surprise. The Calgary Regiments tanks, supposed to go ashore with the first wave, arrived late and found the pebbly beach slow moving. Those that managed to get off the beach were frustrated with the barriers within the town itself. The Royal Hamilton Light Infantry and the Essex Scottish regiments who made up the main assault force were raked with fire from the guns positioned high on the cliffs surrounding the town. The only respite was the seawall and the casino that provided some cover and allowed the units to move from the beach to the town. The Fusiliers Mont-Royal followed the first wave and went ashore at 7am adding to the toll.

A few Canadians made their way off the beach and into the town shooting up the Axis as they could find them but their magnificent efforts were entirely futile. By 9 am the raid was seen to be a disaster, but the evacuation did not begin until 11 am.

The cost of the raid was high. Among 5000 Canadians the casualty rate was close to 70 percent. More than 900 Canadians died - almost a third as many as all the allied dead on D-Day. A costly lesson that saved many lives on that day in Normandy two years later.

Briefing:
Axis Player:
Take 4 Command Cards
You move first

Allied Player:
Take 4 Command Cards

Conditions of Victory:
5 Medals
An Allied unit that moves on to a Victory medal hex keeps the Victory Medal even if the unit moves off or is eliminated (they have detroyed the equipment meant as part of the raid).

Special Rules:
Armor - Allied armor is restricted to moving only one hex while it is on the beach hexes. It may not move into any town hexes (except the Casino hex) nor may it move inland from any seawall hex.

Hills - these are shear cliffs from the beach side and may not be entered by any units (except the RRC, see below). From the inland side treat these as normal hills for movement and combat purposes.

RRC - the Royal Regiment of Canada may move onto the hill hexes from the beach at a movement cost of 2 hexes. They are treated as normal infantry otherwise.

Seawall - This acts in every way like sandbags except that it is a permanent feature.

Bunkers - the Axis player is in control of the Bunkers and may claim them as a defensive position.

Scenario Bibliography:
A Nation Forged in Fire - The Canadians at War 1939-1945
J.L. Granatstein and Desmond Morton
The Canadians at War 1939/45 Commemorative Edition
Readers Digest

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Created by Brummbar on Fri Jul 2 15:05:15 2004
Last modified by Brummbar on Sat Jul 3 08:37:38 2004