Last action - assaulting Flamierge

  This is my last action on the Battle of the Bulge. I really didn't run it as a campaign per se (with results carrying on to the next battle, etc.) - just a series of connected games. Win or lose, this will be Rock Starr's last battle, as I want to do a Winter War campaign using all the regular campaign rules. I am sure Rock Starr will march (or jump) again some day.

Narrative first, photos at the end.

Campaign Review:

A fictionalized account of the actual fighting between the 17th Airborne and the Panzer Grenadiers of the Fuhrer Begleit Brigade (FBB). Rather than have a specific platoon, I thought it would be fun to have a heterogenous platoon made up of different elements of the 17th Airborne. So I have a squad form the 507th Parachute Infantry (PIR), a squad from the 513th PIR and a squad of glidermen representing the 193rd and 194th Glider infantry.

In Nuts! By TwoHourWargames, one figure, known as your “Star” is central to the game. My particular star is modeled (or at least in tribute) to my father, a staff sergeant with the 507th PIR. He was a veteran of Normandy, the Ardennes, the Rhineland and Operation Varsity. He carried (at least until a Lt “borrowed” it when he was wounded in Normandy) a carbine that was modified to fire full auto. For game purposes I treat it like a SMG. I call him SSG “Rock” Starr.

The first scenario was a “Patrol mission.”. As luck would have it, SSG Rock Starr and the 507th squad immediately ran into a far superior force and had to withdraw. One soldier was wounded, but returned later. A failed mission.

 The second scenario was a “Raid” from “Chocolate and Cigarettes.” In this scenario SSG Rock Starr leads a rescue mission with the glider squad to find a lost captain. One soldier was wounded, but returned later.

 The third scenario was a defense, featuring the complete three squad platoon as outlined above. The 17th Airborne successfully defeated the FBB offensive in a tough fight. Rock Starr’s squad suffered two killed and three wounded. Two of the wounded were treated successfully on the field and returned to duty.

The fourth scenario was a night patrol to investigate some mysterious “lights” (based upon an actual event for the 17th during their first week in “The Bulge.” One soldier was wounded, but returned later.

Rules note: This isn’t really very reflective of the campaign rules in the book, in that the results of one game carry on to the other. It’s more of a string of scenarios I wanted to play.

Scenario Details:

Date: January 12th, 1945, village of Flamierge, Belgium

Terrain:

The map and town were both made using the random terrain generator for urban terrain, rather than any attempt to make it look like the actual village.

This being the Bulge, the stream in the center is frozen and does not hamper movement, other than being impassable to armored vehicles.

Campaign Morale:  Germans (3), Americans (4)

Investment Level: Germans (4), Americans (4).

Weather: Daylight, variable fog, deep snow (-1/4 movement).

I wanted the denseness of the fog to vary throughout the battle, so I came up with this idea. The game starts with dense fog (LOS 8”). Starting on turn #3 I will roll two dice an and determine how many dice are <=4.

2

Visibility increased by 2”; If DR is also “doubles” visibility increased by 4”

1

Visibility remains the same

0

Visibility reduced by 2” (minimum visibility = 8”)

 

Briefing: The 17th will attack strong enemy forces in and about the village of Flamierge. Early morning fog will provide some additional cover. Enemy opposition is expected to be fierce, so the entire platoon will take part from the start. The platoon is composed of the following four groups:

·       Platoon HQ Group: Lt Joyal (carbine), TSG Young (Carbine), Platoon Guide SSG Starr (SMG), Runner T3 Bonner (M1), Radio operator, Medic, bazooka team

·       507th group: Sgt Baker (SMG), Cpl Lyon (SMG), Cpl Bechtold (M1), .30 MMG team, 6x Pvt (M1)

·       513th Group: Sgt Stoddard (SMG), Cpl Loomis (SMG), Cpl Penryn (M1), .30 MMG team, 6x Pvt (M1)

·       Glider Group: Sgt O’Rourke (SMG), Cpl  Agarn(RGL), bazooka team, 4 x Pvt (M1)

The Germans continue to be represented by the panzer grenadiers of the Fuhrer Begleit Brigade.

Battle plan:

·       TSG Young will lead the glider squad down the left flank

·       SSG Starr will lead the 507th squad down the right flank

·       1Lt Young will lead the 513th squad in the center

H  Here is the map at start. The black circles are buildings, the numbers are for ease of reference during narrative.  The red circles are the starting locations for PEF



Turn 1: German initiative

   The PEFs advance but they are a long was away and visibility is low. It will be some time before they are identified.

  Lt Joyal advances up the middle and determines building #3 is empty.

On the right, SSG Starr approaches cautiously and takes cover behind a hill, before approaching #5.

On the left, TSG Young is immediately in trouble. Building #1 is found to contain a 9 man panzer grenadier squad, which included two LMG. Fortunately, the Glidermen win the In Sight Test (IST) and fire first. The German squad leader is killed by Young and an assistant MG gunner is wounded. All the others except one MG gunner are forced to drop back. The remaining MG Gunner fires back, knocking Sgt O’Rourke (the glider squad leader) out of the fight. Active fire then forces the MG gunner to drop back

Turn 2: New PEF in sector #5 (there are now four on the board); American initiative

On the left, TSG Young spend the turn reorganizing. He trades weapons with the wounded O’Rourke, discarding his carbine for the latter’s SMG. One pvt prepares his grenade launcher, while another readies a grenade and the bazooka team makes ready also.

In the center, Lt Joyal keeps moving and determines that building #2 is also empty.

On the right SSG Starr and his group crest the hill, only to find that building #5 is buzzing like a beehive (PEF = “Rest of the Platoon.” I don’t know what the rule is, so I decided that two full squads would not fit in the building, so deployed one squad inside and one squad outside). Rock Starr and his group decide to retreat behind the hill, before they are noticed (Rock Starr won the IST and elected to retreat).

The German corporal on the right (facing glidermen) spends the turn rallying his men and reorganizing so that both machine guns are manned and ready.

Turn 3: American initiative and reinforcements. No change to the fog.

A single Sherman (with a rather excentric TC) arrives on the road in the right center.

On the left, Young has his RGL fire a grenade through a broken window. Young follows this up by kicking in the door and spraying the inside with his new SMG. Pvt Hoffenmuller follows by rolling a grenade inside. When the dust clears, all the occupants are killed or wounded.

Rock Starr leaves Sgt Baker to get the squad ready, while he doubletimes over to Lt Joyal to organize the attack. Lt Joyal decides that his men will lead the attack supported by the Sherman. Sgt Baker will then follow up with his squad.

Turn 4: American initiative: Fog begins to lift; visibility now 12”

Due to the increased visibility of the lifting fog, some troopers from Lt Joyal’s squad have LOS to Building #4 – turns out to be empty (rumors).

Part of Joyal’s group are spotted by the German group dug in to the right of building #5.  The Germans fire first with devastating effect. They kill Corporal Loomis, a rifleman and one of the .30 MG assistants, forcing the others to drop back. Joyal is able to rally his men once they are out of the line of fire.

The Sherman advances passed the wooded hill enough to get a clean shot at building #5, which was easily destroyed. The German platoon leader, RTO, 2 riflemen and two LMG squads are killed in the collapse. Unfortunately, the loader fumbles the reload.

Rules note: I discovered being in a building with an enemy tank nearby is a bad idea. Destroying the building is automatic once you score a hit with the main gun.

Rock Starr and his group crest the hill and fire first at the group in the defensive position to the left of the building #5. The troopers initial fire is somewhat ineffective thanks to the German cover, but they do manage to kill one rifleman. German return fire killed both of the assistant MG gunners. Cpl Bechtold finally manages to get a grenade into the position, causing all the occupants to drop under cover and out of sight. Rock Starr runs out of ammo.

 With the enemy out of sight, Rock Starr moves the rest of his platoon into position and sends Riflemen 10 & 11 to replace the fallen MG crew. Rock Starr, being out of ammo, readies a grenade and rifleman #1 readies his grenade launcher.

On the far left, TSG Young leaves one rifleman to guard the prisoners while he and the rest of the group advance towards building #2.

During the German phase, all four PEF continue to advance, but still are not in sight.

On the German left flank, the platoon sergeant rallies and organizes his forces. He also sends his lone panzerfaust to the cover of building #5 in hopes of getting a shot at the Sherman.

Turn 5: American initiative; fog remains the same

On the far left TSG Young continues his cautious advance.

In the center, Lt Joyal organizes the half of his group that dropped back. The other half of his quad, which was out of LOS of the German machine gun because of the fog, advances and enters building #4.

On the right, Rock Starr throws his grenade into the German defensive position. There are no casualties, but the Germans are forced to duck deep into their holes. Rock Starr uses the opportunity to reload and bring up his re-crewed. 30.

On the German phase, the PEF on the American left, closest to the gliders is identified as a 6 man squad with 2x MG42. The Germans were ready for them and fire first; but their fire is quite ineffective, although they do cause Young and his group to drop back to the cover of building #2.

Rules note: There was a fence and some thick snow drifts between both parties, which I elected to count as partial cover. This was something I invented for the scenario and is not in the rules. There are 2 places on the shooting chart where cover saves you from being hit, for this situation only the first one saves you.

On the German phase, with no enemies in LOS, they are content to stay in place. The two survivors of the defensive position by Rock Starr have recovered their morale, but they are still deep in their holes and out of LOS.

Turn 6: German initiative; fog lifts – visibility = 14”

 With the lifting of the fog, Rock Starr starts the turn in sight of the German platoon sergeant’s group in the woods behind building #5. Rock Starr fires first and his squad’s fire is quite effective, the platoon sergeant is killed and his gefreiter is wounded, the three others drop back out of sight. A nearby medic rushes to help the wounded gefreiter.

The other two German groups do not have anyone in sight, so hold their positions.

During the American phase, the glidermen enter building #2 in order to improve their odds against the defensive positions. They also ready their grenade launcher. The bazooka team and a couple of riflemen remain outside as there are not enough windows for everyone to be able to fire.

The Sherman moves forward and into sight of the position to the right of building #5. The Sherman fires its HE into the defensive position; the German squad is shaken and the troops hunker down in the bottom of their holes.

Rock Starr’s group advances and fires into the defensive position, the last rifleman is wounded and the surviving NCO decides it’s time to leave the battlefield.

Turn 7: American initiative; no change to fog, visibility remains 14”

On the Far right, Rock Starr and his boys advance, causing the German medic and his patient to surrender.

In the right center, the Sherman advances to the fighting position, forcing the German squad to surrender. The prisoners are taken over by Rock Starr’s men.

Sgt Stoddard and his team take positions at the windows of building #4 and identify building #6 as occupied by a German squad. The Germans fire first, Killing Sgt Stoddard and wounding Cpl Penryn. The three privates drop back down to the first floor, taking the wounded Penryn with them.

The Sherman TC swings his turret around at the commotion and fires a shell into the building #6, collapsing it, there are no German survivors.

On the American left, Young and his boys open up on the German position, They do not cause any casualties, but a well placed grenade from the RGL causes the Germans to abandon their position and take cover behind a nearby bridge.

During the German phase, PEF #2 & 4 advance to just behind the ruined building #6, where they are identified by the Sherman TC. The Germans appear to be hotly contesting the town, as PEF #2 turns out to be a pair of Panzer IVHs and PEF is a small squad with an AT Gun. The restricted terrain keeps them from being able to deploy properly.

The Sherman fires first at the tank on their right, and misses. The German returns fire and disables the Sherman. Fortunately, all five crew escape injury.

Turn 8: American initiative; no change to fog, visibility remains 14”

On the far left, TSG Young exits building #2 and starts a move to the left, hoping to flank the Germans.

In the center, the survivors of Stoddard’s squad exit building #4 to the rear, bringing the wounded corporal with them, and link up With Lt Joyal. The medic starts to treat the wounded corporal, the last surviving NCO of Joyal’s (2nd) squad.

On the right Rock Starr leaves a rifleman to guard the prisoners and continues to maneuver to the right., where he spots the three survivors from his earlier encounter. They are quickly driven off; one is wounded and the other two decide it’s time to leave the battlefield.

Since the Sherman is only disabled, the two Panzer IVs fire into it until it brews up, as the main gun was still working.

Turn 9: American initiative & reinforcements (1 Stuart); fog lifts a bit, visibility now 16”

Rules note: Normally all tanks should be of the same type; however, since I only have one Sherman model and one Stuart model (in 25mm anyway)…

 

On the far left, TSG Young continues his move to flank the Germans on the bridge.

In the center, Lt Joyal decides it’s time to find a new avenue of approach and directs his men to the right in support of Rock Starr’s squad, while he moves over to confer with the new TC. Meanwhile the medic is able to successfully treat Cpl Penryn and get him back on line.

On the American right, Rock Starr moves up and determines building #7 is empty. He orders his men to double-time it across the road, but they are spotted by one of the PzIVs. The tank gets off a shot, but fires too slow to cause any damage. Rock Starr’s men continue forward and take cover behind building #7. This forward move allows them to identify that building #9 is also empty.

Turn 10: German initiative; no change to fog, visibility remains 16”

Rules note: The first roll was doubles, but too high for a new PEF to appear. The second roll was for German reinforcements. Rather than use the regular reinforcement chart, I elected to make a security patrol of an officer, 5 soldiers and two dogs. I had the figures and I think they are fun, so… They were placed by the church (building Ch on the map). They are considered to be guarding something important at the church, so will remain in place until acted upon (by either side).  The initiative roll was a six, so the Germans did not activate.

On the Americana left, TSG Young emerges from the fog on the flank of the Germans by the bridge. However, the Germans were ready for them and fire first. Pvt Dobbs is killed (RGL) and the heavy fire of the MG42s force the rest to duck back into the fog and out of sight.

In the center, Lt Joyal confers with Sgt Jackson, the Stuart TC, while T3 Bonner leads the squad towards Rock Starr’s last known position.

On the far right, SSG Starr rallies his men and tries to come up with a plan to deal with the tanks.

Turn 11: German initiative; no change to fog

Not much happened this turn. The Germans were content to stay in their positions and the Americans spent theirs organizing and recovering. The Stuart TC refuses to move as long as those PZIV are there. He is outgunned and has no hope of penetrating their front armor. He does agree to send one of his crewmen (Pvt Ladd, loader) forward to keep an eye on the German tank and will report back if the situation changes.

Note: This sort of thing isn’t exactly covered in the rules, but I am finally getting in the spirit of “If I can convince myself it’s reasonable, go for it.” I figured a single crewman could conceivably move around and take up a position where he could observe the German tank without being seen himself, especially with everything going on around him. I took a skill test, passed it, and decided that was good enough.

Turn 12: Germans fail to activate; no change to fog

Rock Starr uses the cover of the hill and building #4 (on the hill) to flank the Germans behind building #6. Rock Starr scores a kill on the German NCO, as does Sgt Baker on the German JNCO; two other soldiers are wounded and the rest are driven back by a blast from the rifle grenade. Meanwhile, .30 MMG fire drives away all three members of

After the initial volley, Rock Starr orders the bazooka team forward and they score a solid hit to the engine of the near PzIV. It explodes leaving no survivors; revenge for the loss of the Sherman.

TSG Young moves his forces away from the Germans and towards a nearby fence, keeping out of sight (because of the fog) of the Germans.

Rules note #1. I didn’t do a crisis test for tank #2 as it wasn’t within 4” of its destroyed friend. The terrain was too restrictive for them to deploy together.

Rules note #2: Although building #10 was in the identification range of some of Rock’s troopers, LOS was blocked so I did not resolve it yet.

Turn 13: German initiative; no change to fog (I think I forgot to roll a time or two)

Germans recover and hold their positions

On the American left using the fence and large snow drifts for cover, Young maneuvers his squad closer to the bridge. They fix bayonets.

In the center rear, without having to worry about the PzIV anymore, Joyal leads his men at the double towards Rock Starr.

Rock Starr peaks around the cover of building #9 and finds it unoccupied. The bad news is there is a StuG III parked on the road next to it. Rock ducks back behind the building #7 before he is seen.

Rock Starr decides he can’t go after the Germans in the center without dealing with the StuG first. Accordingly, he directs his men behind building #9 and will try and get closer.

Turn 14:  American initiative.

An unusual start to the turn. I threw doubles twice in a row, resulting in two PEF, both of which appeared in the sector one orchard.

Not much happened on the right and in the center. Joyal and Rock Starr just continued their approaches and the Stuart refused to move.

On the American left, Young and his men raise up and get the jump on the Germans. Pvt Hoffenmuller advances to range and throws a grenade at the Germans: MG42 #1 Assistant is killed, while MG42#2 gunner and his assistant are both wounded. With no nearby cover, the others drop prone.

“Up boys and at ‘em!” Yells young, with the Germans still recovering from the grenade blast, TSG Young leads a bayonet charge.

Note: This got complicated fast. There was another German group (the Survivors from Rock Starr’s attack) nearby as well as the other Pz IV. However, the stone bridge was blocking their LOS to TSG Young. They really didn’t have a good LOS until Young’s men were in the German positions. I decided the best thing to do would be to resolve the melee first, then if the glidermen survived, I would resolve the ISTs.

The melee was quick and dirty, with the Americans being victorious. Unfortunately for the glidermen, the German Lt was able to kill TSG Young before Hoffenmuller killed him.

As the smoke clears, Cpl Agarn spots the German troops behind the Pz IV. His men fire first, killing one and wounding another, the rest drop back behind building #6.

During the German phase, the TC finally spots the glidermen; however, the glider riders react first and are able to find cover along the sides of the stone bridge and are no longer in LoS. Without any infantry to protect it, the German TC fears a close assault and orders the driver to back up under cover of building #6.

Note:  I suppose I could have had the tank just fire blind at the bridge, but didn’t really think of that. In hindsight let’s say the Germans had orders not to destroy the bridge, thinking they might need it later for a counter attack.

The StuG TC thinks he may have heard something to his left and starts to get nervous. He calls over to the K9 teams for assistance.

Turn 15: German initiative + New PEF in sector #4; there are now 3xPEF in sector 4;  fog has permanently lifted

With the lifting of the fog, all three PEFs in sector 4 (the only ones left on the board) are in Los with what’s left of the glidermen. The end result is a small defensive position a new full platoon and a 50mm ATG.

The glidermen win the IST and use it to take cover and break LoS.

The Germans behind building #6 by the bridge redeploy. The MG42 redeploys facing the bridge and the last PzIV redeploys to face Lt Joyal’s group behind the house.

On the right, the security patrol joins the StuG; when they get close, the dogs start alerting. The handlers keep a tight control for now, not wanting to release the dogs to the unknown danger behind building #9 (Rock Starr’s squad).

As for the Americans, Cpl Agarn and his men stay under cover while Agarn readies a smoke grenade.

Having reported back to the TC that the PzIV has redeployed, loader Pvt Ladd rejoins the crew, as the tank moves up slowly.

For the moment, Lt Joyal and SSG Starr are at a loss for what to do, as they are covered by the tanks; but they are safe for now. They try to devise a plan using hand signals.

Turn 16: American initiative

Rock Starr decides a “Fat Chance” is better than no chance, so decides to be aggressive. He splits his squad in two. Cpl Bechtold and the bazooka team will go to the left and engage the Pz IV, even though there is little chance of doing any damage. He and the rest of the squad will go right and engage the StuG.

Rock Starr and his boys break cover at the run and fire everything they got at the StuG and company. The troopers fire first and kill both handlers and force their assistants to drop back for cover behind the StuG. The StuG is rattled a bit and its return fire is inaccurate, but it does cause Cpl Lyon to drop back to the cover of the house. Rock Starr and the rest of his boys (.30 MG team and some riflemen) continue on and take cover behind building #10.

Bechtold and the bazooka team fire a hopeless shot at the last PzIV. It does no damage, but rattles the TC who drops back for cover behind building #6. This move actually exposes the rear of the tank to the glidermen, but if they break cover, they are doomed due to the presence of the nearby German platoon.

With the tank withdrawing, Joyal and his men emerge from the cover of building #7 and engage the last three infantrymen. They kill two and the last man decides it’s time to leave the battlefield.

Finally, the Stuart advances around building #4 and now has a flank shot on the PzIV. The shot is good enough, disabling the tank and causing the crew to bail out.

On the American left, Cpl Agarn realizes his reduced squad has no chance of dealing with the new platoon (outnumbered about 4:1 and they have 6 x MG42 to his one BAR) and decides it’s time to skedaddle.

Agarn pops smoke and his men “Advance to the Rear” at the double. The Germans are unable to hit anyone through the smoke, but it does cause the glidermen to run faster.

With Rock Starr’s men behind cover and out of LOS, he now turns his attention to Lt Joyal’s squad. However, without a turret the StuG is unable to draw a bead on the squad before they can duck behind cover again.

Turn 17:  American initiative and reinforcements, a small glider squad on their left

The Stuart advances, there’s a German 50mm lurking in range, but has no LoS.

Joyal sends Cpl Loomis and the bazooka team to the corner of building #9 to fire on the StuG. They have no hope of penetration, but need to distract it for Rock Starr. The bazooka round hits, but does no damage. The StuG fires back with its MG, forcing them back behind building #9.

The bazooka team’s distraction works, Rock Starr was able to get behind it and throw his Gammon grenade, which destroyed the StuG. Sgt Lyon and Cpl Bechtold fires simultaneously took care of the sentries behind the StuG.

Agarn and his few remaining glidermen continue their retreat towards building #2, only stopping when they see Lt Parmenter and his reinforcements.

Lt Meyer (the platoon leader of the new German platoon) sends one squad in pursuit of the glidermen and swings the other two towards Joyal and Rock Starr. The last three survivors of the K9 squad retire towards the church, making sure they stay under cover.

Turn 18: German initiative, Americans do not activate

The Germans advance on the right (towards the glidermen) and on the left towards Joyal and Rock Starr, but do not establish LoS with anyone. The 50mm ATG changes facing.

Turn 19: German initiative

The Germans advance as before, still no LoS.

Three troopers from Rock Starr’s original squad break cover and dash between the buildings to catch up to the Rock.

Rules note:  This is another one of those occasions where I am not sure if it was strictly within the rules, but it “felt” right. The three troopers wanted to dash the short distance (about 4-5”) between two buildings (#9 & 10). This brought them into the Los of the Germans. The troopers won the IST, but elected not to fire so as not to be subject to possible return fire. I am not sure if the rules allow for someone to not fire so as to avoid return fire, but it seemed to fit the situation, so I went for it.

Lt Joyal hears the commotion and organizes his men, having them drop prone between buildings #7 & 9. The two groups of glidermen (the original 3rd squad and the new reinforcements) are now combined behind building #2.

Meanwhile the Stuart maneuvers towards the main road.

Turn 20: German initiative, Americans fail to activate

On the right, the German squad takes up positions in the snow drift behind the fence.

On the left, the Germans close in on Joyal and Rockstar. Had it not been for the hill, they would have had LoS on Joyal.

Turn 21: German initiative

The Germans on the right are satisfied with their position and will hold it.

On the left, the Germans move cautiously down the road and are finally spotted by Joyal. Unfortunately for the troopers, the Germans fire first, the two MG42s causing havoc. The .30 gunner was killed and two riflemen were wounded. The rest of the squad fell back to the cover of buildings #7 & 9, splitting into two groups as they did so (they were between two buildings, so most went behind one, while two riflemen went behind the other)

Note: I decided to take a test to see if the troopers left the .30 behind, they failed it, so the .30 was deemed left behind.

Ly Meyer orders his 2nd squad to try and outflank the troopers by sending them around building #11.

As for the Americans, Joyal rallies his troops, as does the two isolated riflemen.

Rock Starr hears the German squad approaching through the snow and readies his men. Parmenter men move behind building #2.

Turn 22:  German initiative.

One trooper peaked around the corner of building #11 and spotted Rock Starr’s men. He ducked back just in time.

Cpl Agarn peeks around Building #2 and spots the German squad. Feeling quite outgunned by the panzer grenadiers (they have 2xMG42), he quickly ducks back.

At this point, things were more or less a stalemate. Neither side was willing to step out into the open to attack the other. The Airborne has suffered significant casualties, especially among the NCOs. Night comes early this time of year, so Lt Joyal decides it’s time to withdraw.

In the words of the Black Knight at the Bridge (from Monty Python), “OK, we’ll call it a draw.’

Photos 

The glidermen attack the first building


The arrival of a rather ecentric tank commander

view from German defensive position

The Sherman advances

Fire!
Tank duel - view from the top

Oops. One risk too many

Rock Starr races past the tanks


Sgt Jackson (Stuart TC) confers with Lt Joyal

Rock Starr takes cover behind the local Hof Brau

Airborne bazooka team lines up a shot

TSG Young's bayonet charge

A new German Platoon arrives

The business end of a Pzkw IV

German K9 security team guarding a StuG

Rock Starr prepares to attack the StuG

Sgt Jackson finally gets his chance

Rock Starr spots a target for his Gammon grenade


The situation at nightfall
White stars = German squads
G = glider troops; S = Stuart; J = Joyal's squad; R = Rock Starr's squad












































































 

 

 

 

 

 

 

 

 

 

 



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