Metal of Honor

Point Du Hoc

The Real Story

History tells us the guns housed in cement casements at Point du Hoc were a major threat to the invasion forces off Omaha and Utah Beaches. Bombing had not destroyed the positions. Companies D, E and F of Colonel James Rudder’s 2nd Ranger Battalion landed at the base of the cliffs at 7:00 AM. Hand grenades and machine gun bullets thwarted the Rangers climbing ropes to the top. Of the 225 in the assault only 120 made it to the plateau. The casements were empty with only camouflaged telephone poles as decoys. The Rangers moved south to the coast road intersection discovering a six howitzer field battery. Sergeants Leonard Lommel and Jack Kuhn using thermite grenades demolished the firing and sighting mechanisms.

The Ranger Battalion commanders and executive officers knew the guns had moved, but the rest of the Rangers were not informed prior to the attack. Why were the Rangers not diverted to other mission critical targets? As per the story, when the guns were found they were lightly guarded and easily destroyed by the patrol that found them. If there was nothing at Point du Hoc, why did the Germans defend the point so fiercely and leave the moved artillery with a light guard?

This is the real story.

82nd Airborne

Sergeant Calvin “Sgt. Calzone” Zonata was pissed. The division was supposed to drop behind Utah Beach, Normandy, France between Ste Mere-Eglise and Carentan on June 6th, 1944. Everyone got to, but not Sgt Calzone’s platoon. He knew that Lieutenant Colonel Edward Krause had it in for him, but to separate the platoon from the rest of the division was a bitter pill. The new orders were to drop on near Point du Hoc and attack from the south to take pressure off the Rangers to get up the cliffs.

The Drop

Well, as usually it was a cluster-fuck. The drop was off and we landed in a swamp. Also, the plane was hit as we jumped – we lost a lot of men…

I got stuck along with one other, but PFC Maurice de la Croix, the big Cajun pulled me out. Our drop was not unnoticed – a truck of krauts pulled up.

Croix was able to hold down most of those the jumped out the back of the truck. I got the spot light shot out, and then it was a fair fight. Pvt Jones took a shot in the family jewels. Doc was able to patch him up, but the boys are merciless. The started calling him “One Ball”. Croix’s men chucked a few too many grenades across the muck and blew up the kraut truck. That might have been useful give how far off I thought we were from the jump point.

After the fight, I was able to recover a local map from the truck. We were in for a long night. If we were lucky, we would get to the Point about the same time the Rangers were starting their attack.

La Montagne

After traveling through much of the night, the squad makes it the fringe of La Montagne, a small town about 1/2 mile from the Point. One Ball sneaks up and sees SS rounding up some locals to put on the truck. The squad decides to sneak up on either side of the hedgerow to enter the town and attack the Germans. Unfortunately, they were not all the quiet. The Squad opens up and guns down the commanding SS man. However, there is a sniper in the church bell tower that nearly puts a bullet in Croix’s heart.

My men work up the south side to the church and gun down a kraut trying to pull the barkeep over to the truck. The remaining two flee to the truck (one to the driver’s seat, the other in back). Croix’s men gun down the kraut in the back of the truck and shoot out a rear tire.

My men enter the church – there are two SS crouching in the pews and a gunfight ensues. Croix tries to suppress the sniper with a hail of bullets, but mostly just shoots up the steeple. I throw a grenade up there. It it a good throw that nearly takes the steeple down but the snipers continues to fire.

Eventually, our guys get up the tight stairs and bayonet the sniper. After slapping him around, we learn the password at the checkpoints is “Schnell” and that SS Hauptsturmmfurhrer Richter Toht ordered the truck into town to get more people.

Point du Hoc

Greaseball got the truck on all wheels again and we were off to the point. We dress up Rusty and myself in an SS uniform. They look at us funny, but the let us through the checkpoint. We get up to break in the hedgerows past the mines (indicated on our intelligence map) and work our way in. Croix sees a green glowing man standing by a bunker. Very weird. He does not look like a soldier. We hear German-accented chanting in a language none of us knew. We also heard a roar that was not of this world…

We work up. Croix’s men will check the glowing guy and my guys will enter the bunker from the trench in the rear. As Lucky blasts open the door with some of the explosives for the field guns, Croix shoots the green guy. It hits him, but he does not fall to the ground as he should.

The blast is deafening and we pour in to kill the stunned krauts. Looking out of the bunker I see a huge torso of…something. Croix’s men angle around the corner and see a large demon that appears to be under control of a robed SS man. There are three more green glowing guys that appear to be “feeding” energy to whatever brought this demon into our world.

I have a bit of Celtic lore my grandmother fed to me over these years. I think it is a Fomori. In Celtic mythology, the Fomori are demons that live in the impenetrable darkness of the sea’s depths and in lakes and dark pools in the upper world. They were once ruled by Balor, who provided them with victims, but after his death they returned to their waters and prey on people, taking the form of sea-monsters, lake spirits and the boggarts who lurk in the fens. After all this was over, it explains why Omaha was so tough to take – the SS major was using the demon to thwart the assault.

We focus on taking out the green guys as they seem to be the source of energy that kept the demon here. A couple of kraut rifleman tried to keep our heads down. The robed SS man called down other incantations on us – it was a frightful time trying to keep emotions under control. That bastard even took over the mind of Thomas and made him shoot Jones in the head. Thomas is not right to this day because of that.

The SS man was a tough SOB. Even after the demon sunk back into the ground after we killed the last of the green guys he was a mean one. Fortunately, we had more grenades than he had luck, although I swear that bastard caught a grenade in the privates and fought on!

We win just as those lazy Rangers get up the cliffs.

Site of Power

SS Hauptsturmmfurhrer Richter Toht (translation Major Judge Death) discovered an ancient celtic power that swirls around the Point Du Hoc. Roht discovered one of the most powerful Fomori could be summoned with the right ritual. As the invasion was nearing (but the date unknown), Toht has the guns moved and began work on a summoning circle. He planned to bind the demon and command it to thwart the invasion.


  • Mike Adams
  • Mark Daymude


From my perspective, I just gotta say it was a blast running the mini-game yesterday. Part of it, of course, is a bit of nostalgia – a flashback to the games of my youth. Mike is always good for some good lines, and he did not disappoint. Aside from that, I got all the material in I had planned for the session, and even had to add a bit on the fly. I was unsure how less players (running a WC and 3 extras each) would play out vs. unfamiliar rules (Mike) and genre. Mike’s history knowledge helped him out quite a bit. In my opinion, the system supports what I would call “real world tactics” vs. game system tactics. What makes sense to do in real life translates nicely to the game system (vs. playing the Game within the Game).

I am glad I ran the session – there are a lot of little nuances to a modern session vs. fantasy – things like Autofire, Suppressive Fire, Grenades, and Double Tap. Some of these I was more ready for than others. By the end of the session, they were all natural concepts to all three of us.

Mike picked up the system pretty well. There was the occasional addition of the Wild Die to the Trait die, but not too bad (a common occurrence for those new SW). He did well with tracking the penalties (autofire, cover) and bonuses (doubletap). Running the Extras became pretty natural – scoop up 3d6 (they were all d6s for traits) and toss away. I asked him his thoughts, and he commented that the system was pretty simple but it took a lot into account.

I might redo the Extras for the OG. Mike really picked up on running them, so I might consider doing the same approach in the OG as I did yesterday. I’ll have to decide between d6 and d8 based. What I allowed during the game was giving each extra a specialty. If you needed a non-combat skill, one of the extras could be assigned it. The die for that skill was one higher and for that trait test only they got a Wild Die (treat as a henchman). So the medic in my game was all d6s except for Healing. For that, he was d8 and rolled the Wild Die as well. Other than the medic up front, the specialty was designated during gameplay. Over the course of the afternoon, Repair, Driving, and Knowledge Explosives was assigned.

Lastly, it was interesting to play a low-toughness/high extra game. Pretty deadly. By the end of the session, one extra had a permanent injury (no family for him), one was slain (Puppet power took over one of the extras and he fragged another one). PCs had 2 and 3 wounds respectively. Many shaken extras. And lots of dead Nazis. All in all, pretty dangerous but fun!

Point Du Hoc
amerigoV amerigoV

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