Operation Epsom
Operation Epsom
Chapter seventeen of the Eisenhower books walks you through the process of creating this scenario. Although it uses the cards from
chapter eleven, and a non-standard setup, Epsom is otherwise a good almost-basic scenario for relatively new players. Try it as your
first foray into the advanced rules.
Copyright 2024 by Sam Mustafa Publishing LLC. Permission is granted to reproduce this document for personal use.
This game has a basic length of four days and a
Operation Epsom: 26-30 June, 1944 maximum of five days.
Weather: Variable.
1 2 3 4 5 6 7 8 9 10 11 12
German Setup: Set up first. All German units have
Prepared markers. At least one-quarter of the units
A
of each formation must start in columns 10,11, or
12.
B Allied Setup: Set up in columns 1-2. None are
prepared. One allied formation must start in the
C reinforcement box, and is available in the first night
period.
D Objectives:
Start three objective icons in the dashed area, as
per the rules in chapter three.
E
Allied Order of Battle: All units are Trained except 3rd Canadi- German Order of Battle: All units are Veterans. Strategic
an (Veteran). Strategic Offensive. Defensive.
3rd Canadian Infantry Div: 9 Leg INF, 1 Armor, 2 artillery dice. Kampfgruppe Meyer (12th SS & 21st Panzer): 2 Armor, 2
11th Armoured Div: 6 Armor, 6 Lorried INF, 2 artillery dice. Superior armor, 1 Mech INF, 6 Lorried INF, 2 artillery dice.
15th (Scottish) Infantry Div: 9 Leg INF, 1 Armor, 2 Infantry 1st SS Panzer Div
Support Armor, 2 artillery dice. 1 Armor, 2 Superior armor, 1 Mech INF, 2 Lorried INF, 1 artil-
43rd Infantry Div: 12 Leg INF, 2 artillery dice. lery die.
49th Infantry Div: 9 Leg INF, 1 Armor, 2 artillery dice. Kampfgruppe Bayerlein (Lehr, 2nd SS, & 2nd Panzer):
2 Armor, 2 Superior armor, 3 Mech INF, 3 Lorried INF, 2 artil-
lery dice.
Reserve Artillery: 3 dice.
Reserve Artillery: 2 dice. Stockpiles: 2.
Stockpiles: 4.
Cards: Airstrike (x2), Barrage, Gunner. Reinforcements (Night of 27 June):
9th SS Panzer: 1 Armor, 1 Superior armor, 1 Mech INF, 3 Lor-
ried INF, 2 artillery dice.
10th SS Panzer: 1 Armor, 1 Superior armor, 1 Mech INF, 3
Lorried INF, 2 artillery dice.
Cards: Organizer, Ready, Kampfgruppe.
Command Post
Available
EFFECTS: Reserve Artillery Dice: 2
Rally Cards
Command Phase Summary: Restore a Unit
1. Reset the Command Post: Bonus Op
A. Return artillery dice to “Available.” Rush Reinforcements
B. Remove “Used” Ops from the command post. No Attrition *
2. Generate Ops: Used
A. Roll dice. Discard failures. SO discards all “1s.” SD Used Artillery Dice
discards all “1s” and “2s.” Used Cards
B. Guaranteed minimum of Ops = commitment level.
3. Allocate Ops:
Min of 1, Max of 3, for each committed formation. * One use per game.
Mark after use.
Used Used
Used Ops Used Ops
Used Artillery Dice Used Artillery Dice
RECORD TRACK
Days & VPs
Command Post
Available
EFFECTS: Reserve Artillery Dice: 3
Rally Cards
Command Phase Summary: Restore a Unit
1. Reset the Command Post: Bonus Op
A. Return artillery dice to “Available.” Rush Reinforcements
B. Remove “Used” Ops from the command post. No Attrition *
2. Generate Ops: Used
A. Roll dice. Discard failures. SO discards all “1s.” SD Used Artillery Dice
discards all “1s” and “2s.” Used Cards
B. Guaranteed minimum of Ops = commitment level.
3. Allocate Ops:
Min of 1, Max of 3, for each committed formation. * One use per game.
Mark after use.
Used Used
Used Ops Used Ops
Used Artillery Dice Used Artillery Dice
RECORD TRACK
Days & VPs