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2ème D.B. 'I' Normandie thumbnail

2ème D.B. 'I' Normandie

2ème D.B. 'I' Normandie Rulebook

Table of Contents

Table of Contents

  • A - The Game
    • Symbols
    • Silhouettes
    • Unit Organization
  • B - Sequence of Play
  • C - Movement
    • Terrain Effects on Movement
  • D - Zones of Control
  • E - Combat
    • General Information Before Combat
    • Firing
    • Direct Fire
    • Indirect Fire
    • Fire Combat Mechanics
      • Translation of Combat Results
    • Assault, Close Combat
    • Terrain Effects
    • Mechanism of Close Combat, Assault
    • Close Combat Table, Assault
  • F - Movements After Combat
  • G - Unit Reorganization
  • H - Camouflage
  • I - Night
  • J - Map Exit
  • K - Object of the Game
    • Who Wins
  • L - Unit Positions
    • German
    • 2nd Armored Division

A - The Game

The map. The map represents the battlefield with different types of terrain. A hexagonal grid is overprinted to facilitate unit movement and positioning. Each hexagon represents 600 meters of actual terrain.

The tables. The booklet prints the fire tables, close combat, and terrain effects on the map - the turn sequence strip.

The counters: represent the units located on 12 and 13 August 1944 in the region of the Ecouves forest. French units are blue, German units are gray-green.

There are two types of units: Companies, squadrons, and artillery groups, represented by the NATO symbol; this is the basic unit. Reduced, they become sections, platoons, and batteries, represented by the silhouette of the vehicle arming that unit.

Each counter is printed with different indications:

[Counter diagram: Identification (name of the regiment or battalion); Unit type (symbol or silhouette); Attack potential; Defense potential; Movement potential; Firing range.]

The indications (potentials, identification, etc.) are always placed in the same locations, regardless of the counter (symbol or silhouette).

Identification: Name of the regiment or battalion. Attack potential: A unit's offensive strength. Defense potential: A unit's defensive strength. Movement potential: A unit's ability to move. Firing range: Maximum firing distance (expressed in hexagons). Unit type: Symbol or silhouette indicating the unit's weapon.

Symbols

[Symbol legend, as printed in the source (French labels), with the letter code shown in brackets:]

  • Mechanised infantry (B)
  • Armoured vehicles / tank (B)
  • Reconnaissance (B)
  • Tank destroyer (B)
  • Self-propelled artillery (B)
  • Infantry (I)
  • Artillery (A)
  • Anti-tank (A)
  • Engineers (I)

Silhouettes

They represent the vehicles arming the units, but more importantly, they serve to differentiate between a grouped unit and a "broken" unit. A letter to the left of the silhouette indicates its type. I: infantry, A: artillery, B: armored vehicles. (The terms "broken" or "splintered" have the same meaning).

Unit Organization

Each unit can be divided by two, three, or four depending on the service. The symbol counter represents the regrouped unit (company, squadron, artillery group). The silhouette counter represents the same unit but split (section, platoon, battery). The symbol counter and the silhouette counter of the same unit cannot be on the map at the same time. When the unit is split, the symbol counter is replaced by the silhouette counters. When the unit is regrouped, the silhouette counters are replaced by the symbol counter.

[Counter diagram: four split counters of one unit, labelled 3/12 RC, showing the silhouette counters of the split unit.]

Unit A and BCD cannot be on the map at the same time. B, C, D, must all be there (unless one of them is eliminated). One of the silhouette counters cannot be alone on the map if the others are not enemies. If one of the units B, C, D, is eliminated, counter A can no longer be on the board, since it represents these three grouped units. Two of the three units B, C, D, must remain on the field without the possibility of regrouping, in a single unit. To represent the tactical difference between a grouped unit (better firepower, but greater vulnerability to enemy fire) and the split unit, (reduced firepower but, due to its dispersion, less vulnerable to enemy fire), the attack and defense potentials will not be the sum of the potentials of the split unit or vice versa. As we will see later, whether the unit is grouped or scattered, a hexagon can never contain more than four counters. This is to represent the concentration of a grouped unit or the dispersion of a scattered unit. The player can, of course, mix grouped (symbol) or scattered (silhouette) units within a hexagon, always paying attention to the stacking limit.

B - Sequence of Play

At the start of the game, place the TURN marker on the turns record track. Each turn is divided into 7 phases.

  • Phase 1: The French player moves their units.
  • Phase 2: The French player executes their combats: firing, then close combat.
  • Phase 3: The French player reorganizes their units.
  • Phase 4: The German player moves their units.
  • Phase 5: The German player executes their combats: firing, then close combat.
  • Phase 6: The German player reorganizes their units.
  • Phase 7: The TURN marker is moved one space.

The players repeat these six phases every turn until the end of the game. The player in the phase is called the "Attacker," the other the "Defender."

C - Movement

1 - During the movement phase, the player may move all or some of their units, without exceeding their movement potential. (There is no combat during the movement phase.)

2 - The player may, if they wish, not use their full movement potential; this cannot be transferred to another unit.

3 - Movement is done in continuous hexes: skipping a space is prohibited.

4 - A maximum of 4 units may be stacked per hex, regardless of their tactical situation (split or not).

5 - A unit may move onto a space already occupied by one or two aligned units. Moving onto a space occupied by an enemy unit is prohibited.

6 - A friendly unit may never be boarded by the enemy.

Terrain Effects on Movement

7 - In the Terrain Effects table, there is a movement column: this column indicates the movement points a unit must expend per hex or to cross a hexside depending on the terrain.

8 - A unit must stop moving when it no longer has enough points to continue its march through certain obstacles.

Example III

[Diagram: an artillery unit approaching hex A across forest hexes; the artillery unit will not be able to enter hex A; it no longer has enough movement potential.]

9 - Terrain effects are cumulative.

10 - The road cancels out all topographical obstacles in the terrain. Units moving into the Woods without using roads must break. This is the only circumstance that allows a unit to break outside of the Reorganization phase.

Example IV

[Diagram: a road running from B to A across hexes, with a forest hex on the right and a unit C on the left.]

To move from A to B, 1.5 points of movement potential are required. To move from A to C, 4 points of movement potential are required. To move from A to B by road, the unit can remain in formation. If it wishes to follow the indicated route, it must break.

D - Zones of Control

1 - The six hexes immediately adjacent to a unit constitute the zone of control. Each square is called a controlled square or hex.

2 - A unit must interrupt its movement and may not move during this movement phase.

3 - All units exercise control regardless of the phase or turn.

4 - Two enemy units occupying adjacent hexes exercise mutual control.

5 - Zones of control have no influence on friendly units.

6 - A hexagon can be controlled by multiple units at the same time.

7 - There are no additional movement points for entering an enemy zone of control.

8 - You can leave a zone of control at the beginning of your move with a penalty of 2 movement points. In this case, it is forbidden to enter another zone of control directly.

Example VI

[Diagram: unit Z cannot leave A, B, or C without entering an enemy zone of control; it must remain in place. Unit X can leave A's zone of control, but to avoid entering the zones of control of A, B, C, or D, it must take the path indicated by the arrow, paying 2 movement points for leaving an enemy zone of control.]

9 - Village and forest hexagons, and squares separated by an unbridged river, are not controllable. Units can move within these hexagons without being influenced by enemy control. They can leave these squares whenever they wish. Units occupying these hexagons are not obliged to fight unless attacked. Of course, units occupying such hexagons can control adjacent squares if they do not fall into the above-mentioned category.

Example VII

[Diagram: unit A is not controlled by Z, but it does control Z. Unit C can move freely in the forest. Unit B must interrupt its movement on one of the squares controlled by Z.]

10 - It is forbidden to move through a hex occupied by a friendly unit if it is controlled by an enemy unit. The unit must stop its movement and stack with the controlled unit (while respecting the maximum number of units per hex).

E - Combat

Any player who has made the desired movements enters the combat phase: they are called the attacker; the other player is the defender. This designation is independent of any strategic situation.

General Information Before Combat

1 - A unit can only attack once in its combat phase. It can be attacked multiple times in its opponent's combat phase (shooting and assault).

2 - The attacker decides the order of his combats, and which units participate in them.

3 - A unit's combat potential cannot be shared between multiple combats.

4 - There are two combat possibilities:

  • Firing, direct or indirect
  • Assault, close combat
  • All firing (direct or indirect) is resolved before close combat
  • Artillery units can only fire.

Firing

At the beginning of the combat phase, units may fire.

5 - Units in an enemy zone of control must fight by assault, except for artillery units, which will fire at the unit controlling it. If multiple units control it, it must choose its target (Example VIII a).

6 - Firing at a distance of several hexes is not mandatory.

7 - A unit's firing is always directed at a single hex.

8 - The attacker may add together the offensive potentials of units located in adjacent hexes and firing at the same target (Example VIII b).

9 - Multiple attacking units in the same hex may fire at different targets (Example VIII c).

10 - Artillery units may fire concentrated or dispersed fire. Concentrated fire is fire at a single counter in the hex; the firing player must indicate this. Scattered fire is fire at all counters in the hex (Example VIII d).

Example VIII

(a) - The unit controlled by W and Z must fire at one or the other. Unit B, located in a city and not controlled by Z, may fire at Z, or V, X, or Y.

(b) - A, B, C, and D may combine their offensive potentials to fire at Z. B, C, and D may do the same to fire at Y, X, and Z.

(c) - C may fire at Z, while D may fire at Y, X, and V, or vice versa.

(d) - C and D may fire at Y, X, or V with concentrated fire, or at all of these units with dispersed fire.

11 - A tank destroyer or anti-tank unit firing at an armored unit receives +1 to the die roll. These units have an asterisk next to their silhouette or symbol. A unit may receive multiple shots from different opponents.

Direct Fire

12 - Direct fire can be fired at adjacent units or units several hexes away, while remaining within the firing range.

13 - Since direct fire is performed within sight, certain terrain features may block it.

14 - These features include: forests, villages, hamlets, the ridgeline of a hill from bottom to top, or two or more hexes away from the ridgeline.

Example IX

Bombardment of A, B, C, and D is prohibited.

15 - The line of fire is blocked when the center of the target unit passes through one of the topographical features listed above.

16 - The line of fire is not blocked when the firing unit is on the uppermost hex of a hill and fires at a lower hex. Its fire passes over villages, hamlets, and forests.

Example X

Bombardment of A and B is permitted.

17 - A unit may target units located in forts, hamlets, villages, and brushwood hexes; these units benefit from terrain advantages, as in all close combat.

18 - Direct fire is limited by the target unit's distance. Regardless of the unit's range, it may not fire more than four hexes away.

Indirect Fire

19 - Indirect fire may be used on units located more than four hexes away or hidden by topographical features.

For this to occur, a friendly unit must see the target unit under the same conditions as direct fire (blocked by terrain or distance).

Example XI

Without units B and C, A can only fire at X (hidden by the forest), Y (too far away), and Z (hidden by the village).

20 - Indirect fire can be performed at maximum range.

21 - Broken units (silhouettes) cannot be used for indirect fire.

Diagram caption (no example number printed):

B can only fire at Yet X (he cannot see Z). However, C allows ticking at X, Y, and Z.

[Editor's note: this caption is printed as-is in the source; "Yet X" and "ticking" appear to be translation slips for "Y, not X" and "firing". Transcribed unchanged, flagged here rather than silently corrected.]

Fire Combat Mechanics

22 - The difference is made between the defensive potential of the target unit(s) located in the same hex and the offensive potential(s) of the attacker's unit(s). The phasing player rolls a die and consults the fire table. The intersection of the column (result of subtracting defender and attacker) and the row (die roll) gives the combat result.

Differences greater than +16 are resolved as +16. Differences less than 8 do not result in any shooting result.

Translation of Combat Results

Firing Table:

  • R = Retreat: The unit(s) hit retreat one hex.
  • D = Dislocation: The unit(s) break (symbol becomes silhouette) and must retreat. Units already broken only retreat.
  • C = Pinned down: The unit(s) remain in place; they will not be able to move for one turn. No shooting is allowed; they may only defend or attack if they are in an enemy zone of control with half their potential (rounded down).
  • E = Eliminated: The unit(s) are removed from the game.

Assault, Close Combat

23 - Any unit or stack of units that, after moving, finds itself in a hex adjacent to an enemy unit may engage in close combat.

24 - This combat can only take place with enemy units in adjacent hexes.

25 - Combat is mandatory when the attacking unit is in an enemy zone of control. It is not mandatory when the same unit is not in a zone of control.

Example XII

[Diagram: combat between A and Z, B and Z, Z and A is not mandatory. Combat between C and Z, Z and C, Z and B is mandatory.]

26 - Any unit that has fought by firing may not fight by assault.

27 - A unit may be attacked multiple times during its opponent's combat phase. Multiple times by firing, once by assault.

28 - A unit that is in the zone of control of several enemy units at the beginning of its combat phase must attack all of these units simultaneously. A stack may not split up to fight.

Example XIII

In this combat by assault, different options are available to player Z, W, X, Y.

  1. Z attacks F, A, B. W attacks D. XY attacks E (or vice versa).

  2. Z attacks F and A. W attacks B and D. XY attacks E.

  3. Z attacks F and A. W attacks B. XY attacks E and D. Remember that in assault combat, a unit can only be attacked once.

29 - Units within an enemy unit's zone of control must combine forces to attack that unit.

Example XIV

[Diagram: A, B, and C must attack Z in the same combat.]

30 - When multiple units attack or defend in the same combat, their combat potential is added together.

Terrain Effects

Different terrain types influence combat: see the Terrain Effects table, Combat column.

Mechanism of Close Combat, Assault

31 - The attacker adds up the combat potential of the unit(s) attacking the same hex (remember to take the terrain nature into account, see Terrain Effects). The ratio is calculated between the attack potential of the phasing player and the defense potential of his opponent. This ratio is rounded in favor of the defender: 9 against 6 is 1 against 1, 6 against 9 is 1 against 2. The attacker rolls the die and consults the combat results table. The intersection of the "ratio" and "die" columns gives the combat result.

Examples XV

[Diagrams: 9/5 = 1 against 1, die roll 5 = DR. 7/9 = 1 vs. 2, die roll 2 = AR. 14/4 = 3 vs. 1, die roll 1 = B.]

32 - Odds greater than 6 vs. 1 are resolved as 6 vs. 1. Odds less than 1 vs. 5 are resolved as 1 vs. 5. Rolls greater than 6 are resolved as 6. Rolls less than 1 are resolved as 1.

Close Combat Table, Assault

  • AR = The attacker retreats 1 hex.
  • DR = The defender retreats 1 hex.
  • B = Block: The combat continues; units cannot move and must fight in the next phase (even if they are in an uncontrolled hex). Reinforcements may intervene within the stacking limits, or may attack from another hex. Firing at such units is prohibited.
  • AE = Attacker Eliminated: The attacker's unit(s) are eliminated.
  • DE = Defender Eliminated: The defender's unit(s) are eliminated.

Example XVI

A and Z are "pinned." B, a friendly unit of A, can intervene by stacking on A or by attacking Z through hexes 1, 2, 3, 4, or 5.

AE = Attacker Eliminated: The attacker's unit(s) are eliminated. DE = Defender Eliminated: The defender's unit(s) are eliminated.

F - Movements After Combat

1- After certain combat results, movements are mandatory: (attacker or defender retreats).

2- These movements are independent of those made during the movement phase. They must be made after each combat.

3 - A unit must retreat to an adjacent hex. Stacked units may retreat to different hexes. These hexes must be free of any enemy zone of control. If they cannot retreat under these conditions, they are eliminated.

Example XVII

Unit Y can retreat into the village or forest, uncontrolled squares. Unit Z cannot retreat without moving into a hex controlled by A, B, or C; it is eliminated.

4 - A unit cannot retreat into a hex occupied by a friendly unit if the unit is in an enemy zone of control. A stack of units can push the friendly unit back to free the hex, respecting rule F 3. Several units can thus move to allow the first to find a hex not controlled by the enemy.

If, during this chain movement, one of them cannot respect rule F 3, the first unit that was supposed to retreat is eliminated.

As a result of chain movement, a unit can make several movements during the same combat phase.

5 - A unit is eliminated if it must retreat off the map or onto forbidden terrain (see terrain table).

6 - Post-combat movement can affect the outcome of subsequent combats. Rule E 27 must be respected.

7 - The unit's owner always performs the post-combat movement.

Only in assault and close combat combats:

8 - Hexagons left free after combat (retreat, elimination) may, if the player so desires, be occupied by one or more victorious units that took part in the combat. This movement must be performed before the resolution of any other combat. Zones of control are not taken into account during this movement.

G - Unit Reorganization

1 - The reorganization phase is a phase where units can be reformed or disbanded depending on the intended strategy. This can be done on units that have fought or not.

2 - This reorganization does not incur any movement penalties.

3 - A unit can be reorganized while in a zone of control.

H - Camouflage

1 - A unit can camouflage itself. This operation is performed during the reorganization phase; the unit is flipped over (unprinted side). If several units are in the same hex, they must all camouflage.

2 - For this operation to take place, the unit must be in a forest or a village.

3 - It returns to normal combat readiness if attacked (shooting or assault), or if it so chooses during its reorganization phase.

4 - Camouflaged units can no longer move, they no longer have a zone of control, and are not required to attack an adjacent unit.

5 - They attack, only in close combat, with their full potential.

6 - Units attacking such hexes reduce their potential by half (rounded up).

Example XVIII

Units A and B are camouflaged (counters flipped over), unit C is normal. Unit Z is not required to stop its movement by moving into the hex adjacent to units A and B (the latter no longer have a zone of control). It must stop its movement if it moves into the hex adjacent to C. If unit Z remains in its current position, A and B are not required to attack it. Z is not required to fight A and B since they are not in their zone of control (camouflaged units no longer have a zone of control).

7 - Blank counters can be used to mislead the opponent. Their number is limited to 25 for the German player, 15 for the French player. They can be placed alone like a camouflaged unit or inside a stack. If the opponent fights such counters, they are removed from the map and can no longer be used. If they are in a stack, combat proceeds normally with the unit tokens in that stack. If they are isolated, the enemy units are considered to have fought. Naturally, there is no combat result, but the unit that has encountered such tokens in close combat may move into the enemy's hex as an advance after combat.

I - Night

Turns 14, 15, and 16 are night turns. The effects are as follows:

1 - Movement reduced by one-third (rounded down)

2 - No more zone of control

3 - No fire allowed

4 - Attack potential reduced by half (rounded down).

J - Map Exit

1 - A unit may exit the map as a result of movement or combat.

2 - A unit that exits the map may no longer enter it: it is removed from the game.

3 - 2nd Armored Division units that exit the map are eliminated.

4 - German units are eliminated if they do not exit under the conditions listed in Chapter K "Who Wins?"

K - Object of the Game

The 2nd Armored Division player must prevent German units from exiting through the northeast corner of the map (from Argentan to Sees). The Germans must attempt to remain on the map as long as possible and exit only through the indicated edges.

Who Wins

German units exiting the map before the 13th turn through the edges between Argentan and Sees score half their attack potential (lower integer). During turns 14 to 16, they score their full attack potential.

Starting on turn 17, units can no longer leave the map via the eastern edge; they can only do so via the northern edge between Argentan and the eastern corner. Units leaving the map via this edge between turns 17 and 19 score their combat potential points; on turn 22, they triple their combat potential.

Remember that for this scoring, it is more advantageous to exit units grouped "symbol" rather than split "silhouette."

German units remaining on the map at the end of turn 22 score half their combat potential (lower integer).

The 2nd Armored Division player scores the combat potential points of the units on the map. Units that have not participated in any combat (shooting or assault) double their combat potential points.

The difference between these totals is calculated. A favorable result for the Germans is a victory for the German player. A result favorable to the French player between 0 and 80 is a draw; more than 80 is a victory for the 2nd D.B. player.

L - Unit Positions

German

1st turn, units of the 9th Panzer Division are positioned north of a line: Ciral, St-Nicolas-des-Bois, and Larré. At least three-quarters of the division must be in the Ecouves Forest, the Bois de l'Eveque, and the Bois de Goult. They may move into camouflaged positions from the start of the game.

2nd turn, the 116th Panzer Division enters the map through the 10 hexes forming the northwest corner of the map. Its entry is limited to four units per turn.

12th turn, the 2nd Panzer Division enters from the western edge in a four-hexagon section north or south of Carrouges. Its entry is limited to two units per turn.

2nd Armored Division

1st turn, through the hexes of Alencon, the G.T.V. III/ R.M.T., 3rd/I.R.M.S.M., 501 R.C.C., 2nd/R.B.F.M., 11/64th R.A.D.B., 3/13th B.G., 1 American artillery 155. Divided into two sub-groups taking the Alençon - Forges and Alençon - Larré departure directions.

2nd turn via the Alençon hexagons and the two bridges east of this town, the G.T.L. II/R.M.T., 2nd/I.R.M.S.M., 12th R.C.A., 4th/R.B.F.M., 1/40th R.A.N.A., 1/13th B.G. reinforced by American artillery of 105 and 155, 1/ I.R.M.S.M., 1st/ R.B.F.M. Divided into three subgroups heading towards Alençon - Colombiers, Alençon - Cuissai.

16th turn the G.T.D. in Alençon and the adjacent hexagons. I/R.M.T., 4/I.R.M.S.M.. 12th R.C., 3rd/ R.B.F.M., 1/3rd R.A.C., 2/13th B.G. heads towards Carrouges.

The rest of the division enters the game if the player so decides, starting on the 16th turn via the Alençon hexagons.

Remember that units that do not fight have advantages in the final scoring.