D-Day (3rd Edition)
D-Day (3rd Edition) Rulebook
Table of Contents
Table of Contents
- §1 Introduction
- §2 Components
- §3 Stacking
- §4 Definitions
- §5 Game and turn sequence
- §6 Supply phase
- §7 Allied invasion phase
- §8 Allied airborne phase
- §9 Movement
- §10 Combat phase
- §11 Allied tactical air support phase
- §12 Attrition phase
- §13 Victory conditions
- §A Considerations
- §B Examples of combat odds
- Reference chart (page 24)
§1 Introduction
This game simulates the Allied invasion into Western Europe in June 1944, and the following 50 weeks, where the they tried to reach the Rhine and establish bridgeheads.
Although the game is based on historical events, it is not a precise and accurate simulation of the conflict, known as Operation Overlord. Indeed, the Allied faction (or player) has the option to invade all along the Western and Southern coast line of Europe, not just in Normandy, and units are available to both faction in a way that is not entirely historically correct. D-Day is a game that explores possible historical outcomes, while at the same time providing enjoyable game-play. That balance sometimes tips in an a-historical direction.
§2 Components
The game consist of
- A board with a map of Western Europe.
- Counters
- 101 Allied ground unit double-sided counters,
- 73 German ground unit double-sided counters,
- 10 Allied air force counters,
- 4 counters, two for each faction, to record replacement points,
- 63 counters to mark Allied captured supply points,
- 21 Mulberry amphibious port markers to mark successful Allied invasions,
- 3 German strategic installation markers,
- 57 isolation markers, and
- 1 double-sided turn counter.
- These rules.
A single six-sided dice is also needed.
§2.1 The board
The board holds a map of the continental Western Europe, from North Germany to the South of France. On the land part are drawn field hexagons (hexes) meant to capture troop manoeuvres. Each hex has grid coordinates printed on it. These coordinates are used to identify the hexes. The various features of the map are summarised in Table 1.
Most hexes are clear, but importantly some hexes represent mountains, towns, fortifications, and fortresses. These non-clear hexes, as well as river hex sides, provide a defender with advantages.
There are a number ports (anchor symbol), coastal or in-land, on the map. These play a crucial role for the Allied faction in that these are supply points (§6.2).
The western and southern coast lines are divided into sections, indicated by colours. These represent different invasion options for the Allied faction. For example, the historical invasion section of Normandy is coloured a dark cyan. On the sea side of these section borders are hexes with a white border. These represent areas from which the Allied faction can initiate an invasion. In these hexes are also a number and an arrow pointing to the coastal hex in which the invasion can take place. The number indicates the supply capacity of the invasion hex.
In some invasion sections there are also boxed numbers with an arrow pointing to an in-land port. These areas are not possible starting points for an invasion. Instead, the number indicates the supply capacity of the pointed to in-land port once controlled by the Allied faction.
Initially, all of continental Europe is controlled by the German faction. The Allied faction may, through movement and combat, capture and control more and more of the operational area. Some towns and fortified towns are placed in a larger perimeter which needs to be controlled by the Allied faction to control the town itself. These perimeters are indicated by dotted borders of the same colour as the printed name of the town or fortified town.
Table 1: Features of the map.
| Hex | Move | Combat | ZOC | Other (marker and meaning) |
|---|---|---|---|---|
| Clear | 1 | — | — | German replacement |
| River | ** | 2×DF* | None across | French border; French reinforcements |
| Mountains | Stop | 2×DF | — | Invasion area and supply; supply point capacity |
| Impassable | (blank) | None | (blank) | Supply; supply point capacity |
| Fortification | 1 | 2×DF | — |
The table's footnote markers are not spelled out in the table itself. Related rules in the text: river crossings (double asterisk) are at §9.1.1, the across-river DF doubling (single asterisk) is at §10.2 and §B, and the dyke (dagger) is at §9.1.2. Blank cells are blank in the printed table.
§2.2 The units
In the game are a total of 174 counters representing troops (units) of either faction. These are the ground troops that took part in the historical conflict. The background colour of the counters identifies the nationality of the unit (see Table 2). Elements of the units counters are illustrated in Figure 1. The elements are
- Echelon The size of the unit (Table 2).
- Type The kind of the unit (Table 2).
- Identifier The historical unit identifier.
- Parent identifier The historical identifier of the parent organisational unit (e.g., division).
- Set up If the unit is present on the map from the beginning, then this gives the starting hex.
- Turn If the unit arrives later in the game, then this gives the turn number at which the unit arrives.
- AF The Offensive combat factor is the strength of the unit when it attacks other units.
- DF The Defensive combat factor is the strength by which the unit defends against attacks.
- MF The Movement factor represents the speed and manoeuvrability of the unit.
Table 2 shows the unit sizes and types used in the game. A unit is identified by its parent unit (if any) and its own identifier, separated by a slash '/', followed by the unit type and echelon. Table 2 gives the abbreviations used to identify units in these rules (as per NATO standard).
Table 2: Unit sizes, types, and nationalities.
| Size | Type | ||
|---|---|---|---|
| T | Theatre | I | Infantry |
| AG | Army group | ST | Static |
| A | Army | ABI | Airborne infantry |
| D | Division | M | Armoured infantry |
| BD | Brigade | A | Armoured |
| REGT | Regiment | HQ | Headquarters |
| German | Allied | ||
|---|---|---|---|
| DE | Heer | BR | Britain |
| SS | Waffen-SS | US | USA |
| CA | Canada | FR | France |
| PL | Poland |
§2.2.1 Other units and counters
Figure 2 illustrates some auxiliary markers used in the game.
These markers represent German strategic installation. Should the Allied faction manages to capture any of these, it means that the faction has additional resources to allocate to replacing troops (§9.2.2).
These are the Allied markers used to indicate successful invasion hexes (§7) and controlled supply points (§6.2).
Allied air force markers used for marking carpet bombing, close air support, and air interdiction (§11).
The bottom row of Figure 2 shows the game turn to keep track of time (§5), markers to keep track of replacement points (RP, §9.2), and a marker to indicate second week of isolation of units (§6).
None of these markers or units count toward the stacking limitations (§3).
§3 Stacking
The German faction may place up to three ground units (including headquarters) in a single hex.
The Allied faction may place up to two regular ground units (non-headquarters) in a hex, or three units if at least one of them is a headquarter unit. This also applies to sea hexes during an invasion.
These limitations must be met at the end of both the movement (§9) and combat phases (§10). That is, stacking limitations may temporarily be violated when moving friendly units through hexes or when retreating (§10.4.2) units through hexes occupied by friendly units.
Units can never enter a hex occupied by an enemy ground unit.
Allied air units do not count toward the stacking limits. Depending on the type of mission flown by the air unit, it may be placed on top of German units.
Auxiliary markers and units, shown in Figure 2 do not count toward stacking limitations.
§4 Definitions
In this section a number of definitions are given. The rest of the rules will rely on these concepts.
§4.1 Zone of Control (ZOC)
Every ground unit excerpt a Zone of Control (ZOC) in the six hexes neighbouring the hex it occupies. Allied air units do not excerpt ZOC.
A unit is said to be engaged with an enemy unit if it is in that enemy units ZOC. If a unit moves out of enemy ZOC, it is said to disengage. If it moves back into enemy ZOC (of the same enemy unit or directly into a different enemy units ZOC) it is said to reengage. Enemy ZOC remains in effect even if occupied by a friendly unit.
Exception: ZOC does not extend into impassable mountain hexes.
Exception: ZOC does not extend into nor out of a fortress hex.
Exception: ZOC does not extend over a river hex side in either direction.
Exception: Allied ZOC from a sea invasion hex only extends into the coastal hex pointed to by the supply capacity number and arrow. German ZOC from a coastal hex extends into the sea invasion hex that points to hex. German ZOC does not extend into sea hexes that does not point to the coastal hex.
An example of ZOC is shown in Figure 3. The caption reads: "The Allied ca 2 id unit excerpts control into the blue shaded hexes. The German ss 12 ad unit excerpts ZOC into the grey-shaded hexes. It does not excerpt ZOC on the other side of the Seine into Y23 and Z23. Note that the ZOCs overlap in Z25."
Enemy ZOC dictates if and how units must conduct combat during the combat phase (§10). Pay close attention to the rules involving ZOC.
§4.2 Occupy
A unit is said to occupy a hex if it is in that hex. A unit does not occupy hexes in its ZOC.
§4.3 Control
A hex is controlled by a faction if one of its units was the last to
- pass through or occupy that hex, or
- have that hex in its ZOC and the hex was free of enemy ZOC.
The opposing faction may regain control of a hex by the same conditions.
§5 Game and turn sequence
§5.1 Initial setup
Place the board on a flat surface. If the board is in multiple sections, it can be held together by paper clamps or the like.
Place all Allied and German units in the Allied units available in Britain and Available German units, respectively, boxes on the board.
The German units can be placed in any way the German faction chooses. However, it is advisable to place a unit at its designated slot so as to make sure all unit counters are accounted for.
Place the three German strategic installation markers on the designated hexes on the map. The V1 cruise missile installation at Boulogne (N24), the V2 ballistic missile installation at Rotterdam (H12), and the submarine pen at Brest (V43).
The Allied unit counters need not be placed in their designated slot. However, an Allied unit must match the nationality and type (§2.2) of the slot it is placed into.
Both factions place both their ×1 and ×10 replacement point counters in the "0" slot on the replacement points track on the board. The isolation counters should be placed near by to board and accessible to both factions.
The supply and amphibious dock (Mulberry) counters should be kept off-board but accessible to the Allied faction.
§5.2 German deployment
The German faction may then deploy all of its units onto the board, within normal stacking limits, and observing the following limitations:
- No unit can be placed in neutral countries, sea hexes, or impassable mountain hexes.
- All static infantry units must be placed on a coastal hex or an in-land port hex.
- The units 9 SS (6-6-4 SS 9 AD), 49 SS (3-3-4 SS 49 MBD), 51 SS (3-3-4 SS 51 MBD), 3 DE (5-5-4 DE 3 MD), 15 DE (5-5-4 DE 15 MD), 25 DE (5-5-4 DE 25 MD), and 106 DE (2-2-4 DE 106 ABD), which are marked with a symbol in the upper right corner, must be placed in any German replacement hex.
Any remaining units may be placed anywhere on the board (though not in sea, or impassable mountains hexes, or in neutral countries). The German faction is not required to deploy all troops to the continent.
Alternatively, the German faction may choose to follow a rough historical deployment. In this case, the historical deployment must be followed in full. Place the German units in the hexes indicated in the upper left corner of each counter.
When playing solitaire it can be useful to follow the historical deployment, since otherwise the Allied faction would privy to the considerations of the German faction (controlled by the same player).
§5.3 Turn sequence
Each turn follows the turn sequence shown in Table 3. First, the Allied faction executes its seven phases, in order, of its turn, followed by the German faction. The faction whose turn it is, is called the active (or attacking) faction, while the other faction is termed the passive (or defending) faction.
Table 3: Turn sequence. The Allied faction starts each turn and progresses through its phases: Supply, Invasion, Airborne, Movement, Combat, Tactical air, and Attrition. Then the German faction performs its three phases, Isolation, Movement, Combat, and Attrition, and thus concludes the turn. (The source text says the German faction performs "three phases" but the table lists four; see the note below.)
Once completed, the game start in earnest. The game progresses over 50 turns. Each turn represent a week of real time, starting on the 6th of June, 1944. The first step of the first week is for the Allied faction to commit troops to the first invasion: D-Day.
The six phases are
- Supply phase. The faction determines if any of its units are out-of-supply as detailed in §6.
- Allied Invasion phase. The Allied faction must in week 1, and, at the factions discretion once in weeks 9 through 16 (both included), perform an invasion (§7).
- Allied Airborne phase. The Allied faction assigns airborne drops (§8).
- Movement phase. During this phase, the Allied faction may reinforce with units from Britain (§9.3), and may allocate air support units for offensive support. The active faction may spend replacement points during the movement phase, to restore previously eliminated units (§9.2). The active faction may move any or all of its units as explained in §9.
- Combat. All friendly units in enemy ZOC (§4.1) must attack, and all enemy units in friendly ZOC must be attacked. Each combat (§10) is resolved in any order chosen by the active faction, but must be fully completed before moving on to the next combat.
- Allied Tactical air phase. During the Allied turn, the faction allocates available air units to tactical missions, such as defensive support or interdiction (§11).
- Attrition phase. Any unit that has been out of supply for two weeks is eliminated (§12).
Note: the rules text says "seven phases" and "six phases" while the list above contains seven Allied items; Table 3 prints four German phases. The source is internally inconsistent here and the list is transcribed as printed.
The passive faction is not allowed to move, attack, or otherwise manoeuvre during the active factions turn, except for retreats (§10.4.2) from an AR result. The passive faction should, however, not feel so complaisant as to not follow along the active factions turn.
§6 Supply phase
A line of supply (or sometimes supply line) is a path of adjacent hexes originating at a unit and that
- terminates at a valid supply point for the units faction,
- does not pass through
- enemy units or ZOC of enemy units,
- impassable mountain or sea hexes,
- neutral countries, or
- the edge of the map.
The line of supply does not include the hex occupied by the unit, but does include the supply hex. Thus, a unit may be engaged with the enemy and still be able to trace a line of supply.
As ZOC does not extend in or out of a fortress nor across river hex sides, it is possible to trace a line of supply past an enemy unit in a fortress or on the opposing side of a river.
A unit that cannot trace a valid line of supply is isolated or out of supply.
§6.1 German faction
Valid supply hexes for the German faction are the hexes along the east edge of map, north of Switzerland. That is hexes A1, B1, C2, …, W12.
A fortress is considered a valid point of supply for German units occupying the fortress. Thus, German units occupying a fortress are never isolated, even if it cannot trace a line of supply to the east edge of the board. German units outside of a fortress cannot use a fortress, friendly occupied or not, as a valid point of supply, and must be able to trace a supply line to the east edge of the board.
§6.2 Allied faction
The Allied faction flips all up-side down fighter units in the Allied units available in Britain box to show their front face. Any Allied fighter unit on the continent are returned to their slot in Allied units available in Britain face-up. The six Allied fighter units are thus marked as available to fly missions (§10.1.1 and §11) this week.
Up-side down Allied bomber units are not flipped. The Allied bomber units are one-use units and once spent (§10.1.2) they cannot be used again.
Allied units that start their turn in Britain (in the box Allied units available in Britain) are supplied for the entire turn, whether the unit invades (§7), lands (§9.3), or airborne drops (§8) into the continent. However, the Allied faction can not bring additional units on to the continent if it cannot be supplied on the following turn, irrespective of anticipated losses. That is, the Allied faction may not bring in more units than its current total supply capacity minus the number of units currently on the continent (see also §9.3).
Valid supply points for the Allied faction are any controlled coastal hex with a supply capacity indicator (with or without a port installation), or any controlled in-land port hex.
An uncontrolled coastal hex with a supply capacity indicator is a valid supply point only for Allied units occupying that hex. That is, an Allied unit occupying a coastal hex, but in German ZOC, can trace a (0-length) supply line.
Each supply hex can at most provide supply up to its supply capacity indicated on the map by coloured number and an arrow pointing to the coastal hex or in-land port. That is, a hex with a supply capacity of "2" can only supply two units.
Units occupying a supply point always count toward that supply point's capacity.
If more units than the hex's supply capacity must trace their supply lines to the hex, then the surplus units are out of supply. The Allied faction may decide which units, save for the units occupying the supply point, are out of supply.
Allied lines of supply can not stretch indefinitely long, and are subject to following constraints. The supply range, the maximum length of a supply line leading to a hex, of a supply point is determined by the number of Allied headquarters in the hex or if the hex was successfully invaded during an invasion turn (as indicated by an amphibious dock marker). These are summarised in Table 4.
The supply ranges are, in order of priority:
- A hex occupied by three Allied headquarter units has a supply range of 24 hexes.
- A hex occupied by two Allied headquarter units has a supply range of 16 hexes.
- A hex occupied by one Allied headquarter unit has a supply range of 8 hexes.
- A hex successfully invaded during an Allied invasion week (§7) has a supply range of 8 hexes.
- A coastal hex, whether in German ZOC or not, has a supply range of 0. I.e., it supplies Allied units occupying that hex.
Table 4: Allied supply ranges. The range is counted from the supply point (inclusive) up to the target unit (its hex not included). Supply points are coastal, or in-land port hexes.
| Supply point | Range |
|---|---|
| 3×hqs | 24 |
| 2×hqs | 16 |
| 1×hq | 8 |
| Invasion | 8 |
| Other* | 0 |
A coastal supply point always supplies Allied units occupying the hex, even if in German ZOC.
Note, a coastal hex that was successfully invaded has a supply range 8 even if occupied by a single headquarter unit. That is, the first headquarter does not improve the supply range of that hex. If such a hex is occupied by two or three headquarter units, then it has a supply range of 16 or 24 hexes, respectively.
A coastal hex in German ZOC cannot supply units, other than those occupying the hex, as the supply line would pass through (end) in a hex in enemy ZOC. An in-land port in German ZOC cannot supply units, as the supply line would pass through (end) in a hex in enemy ZOC.
§6.3 Effect of out of supply
A unit that is out of supply, as detailed above, at the start of the Supply phase has reduced offensive and manoeuvre capabilities. Flip the unit to its reverse side to indicate this (half AF and MF of one). This stays in effect until the faction's next week's Supply phase.
If a previously out of supply unit has come into supply, then its offensive and manoeuvre capabilities are restored. Flip the unit over to its normal side, and remove any possible isolation marker.
If a previously out of supply unit is still out of supply, then indicate that it is its second turn in that condition by placing an isolation marker underneath it.
If a unit starts its Supply turn with an isolation marker under it, and it has not been brought into supply, then that unit has been out of supply for two consecutive weeks and is therefore eliminated.
§7 Allied invasion phase
On week 1 and once between week 9 and 16 (both inclusive), the Allied faction may perform an invasion. The invasion at week 1 is mandatory while the second invasion is optional, i.e., at the discretion of the Allied faction.
On an invasion turn, the Allied faction chooses one coastal section to invade. This could for example be Normandy, Bay of Biscay, or South France. Note that Wadden Sea is not an option for invasions.
A rough historical example of the Allied invasion into Normandy is given in Figure 4.
The Allied faction then deploys as many units as allowed by the chosen coastal section for the 1st Week in the Allied invasion table (Table 5 and printed on the board). Any unit available in Britain can be used, up to the limitations given in Table 5, and Allied nations may freely be mixed and matched.
For example, if the Allied faction chooses to invade at Pas de Calais, it may land two armoured and seven infantry units, and perform at most three airborne drops.
The sea hexes with a supply capacity number and arrow (§6) is called a sea invasion hex. The coastal hex pointed to by the supply capacity number and arrow is the associated coastal invasion hex.
The Allied faction places the chosen units in sea invasion hexes. No more than two units may be placed in each sea invasion hex. Sea areas without a hex outline, including those that point to in-land ports, cannot be used for invasions.
Headquarter units may not participate in the first and second week of an invasion, but can be brought in as reinforcements at other coastal regions (§9.3).
Airborne infantry units, up to the limit of the coastal region, may be dropped in-land or at coastal hexes, as detailed in §8. Airborne units may also invade from a sea hex into a coastal hex, in which case it counts toward the infantry limit of the coastal region.
§7.1 Coastal invasion hexes
In the Allied faction's following movement phase, the invading units must move into the associated coastal invasion hex of the sea invasion hex it started in. The hex may be in German ZOC, in which case the invading Allied units must attack the German units as per normal forced combat rules (§10).
If the associated coastal invasion hex is occupied by German units, then all Allied units must conduct combat against all German units in the coastal hex in the following combat phase (§10). That is, the full stack of German units must be attacked as a whole.
Other adjacent Allied units, i.e., not in a sea invasion hex, may participate in the attack against German units in a coastal invasion hex, but must attack the full German stack as a whole. The Allied units not in a sea invasion hex may split the attack as per normal combat rules (§10). If the German units are not being attacked from a sea invasion hex, then normal combat rules apply.
If the Allied units win the combat and clear the invasion coastal hex of German units, then the Allied units must advance into the coastal hex, even if in German ZOC. If the Allied units do not manage to clear the coastal hex, and therefore cannot advance into it, then all attacking Allied units are eliminated.
Allied units in an invasion sea hex, as Allied ZOC does not extend into other coastal hexes than the associated coastal invasion hex, cannot and must not attack from the sea invasion hex into other coastal hexes. This also means that the Allied units are not required to attack other adjacent German units than those in the associated coastal hex.
The Allied faction may allocate air support (close combat support, or if possible, carpet bombing support) to combats against German units in coastal hexes (see §10.1).
Table 5: Allied invasion table. Columns are given per week for armoured (A), infantry (I) and airborne infantry (ABI) units, with a combined limit for the 3rd+ weeks. The 1st week is the week of invasion, the 2nd week is the following week, and the 3rd+ weeks are the subsequent weeks. Note that airborne units that invade from sea to a coastal hex count toward the infantry limit. The 3rd+ week limits are for any combination of divisions and headquarter units. The limits apply to the coastal region only, and airborne in-land landings are not subject to these constraints. Wadden Sea is "only for supply".
| Coastal sector | 1st week A | 1st week I | 1st week ABI | 2nd week A | 2nd week I | 2nd week ABI | 3rd+ weeks |
|---|---|---|---|---|---|---|---|
| Wadden sea | Only for supply | ||||||
| North sea | — | 6 | 3 | 2 | 4 | 1 | 9 |
| Pas de Calais | 2 | 7 | 3 | 4 | 5 | — |
§7.2 Invasion hexes
If an Allied unit manages to move into the coastal hex (with or without a port), either because it was unopposed or because of combat, then that hex becomes an invasion hex. Mark it as such by placing an amphibious port (Mulberry) marker in the sea hex pointing to the coastal hex. Also place a supply capacity marker of the appropriate kind on the sea hex (§6). Invasion hexes has special significance for Allied supply (§6.2).
If a German unit later occupies the invasion hex, it loses its status and the amphibious port mark is removed from the associated sea invasion hex. The hex then loses its Allied supply significance.
§8 Allied airborne phase
During this phase the Allied faction may perform airborne drops on the continent subject to the following limitations:
- The airborne unit must start its turn in Britain (the box Allied units available in Britain on the board).
- Airborne units may be dropped no more than 5 hexes (4 intermediate hexes) from a friendly unit (non airborne dropped in this phase) on the continent, or during the 1st invasion weeks (§7), in a sea invasion hex.
- No more than three airborne divisions may be dropped in a single week.
- Airborne units may not be dropped on
- hexes occupied by German units,
- mountain hexes (impassable or not),
- neutral countries, nor
- sea hexes.
- Airborne units may be dropped into a hex in German ZOC. In this case, the airborne unit is forced to conduct combat in the following combat phase (§10).
- During the 1st and 2nd invasion weeks (§7), no more airborne divisions than allowed by the coastal section (see Table 7 [sic; the sector limits are in Table 5]) may be dropped into that invasion area. By invasion area, is meant the five hex range counted from the invading forces.
Note that on the second optional invasion in weeks 9 through 16, a total of three airborne divisions may be dropped, provided that these are dropped no more than five hexes from non-invading Allied units.
The Allied faction chooses to perform its second invasion in Bay of Biscay which only allows one airborne division drop. The Allied faction may still drop two more airborne divisions as long as they are count their range from units on the continent and that do not invade in Bay of Biscay. See also Figure 5.
On the first invasion in Week 1 it is not possible to drop more airborne units than allowed by Table 7 [sic; Table 5], since there are no Allied units on the continent to otherwise count the five hex range from.
An airborne unit may be dropped any number of times during the 50 weeks, but only once per turn.
Airborne units cannot move in the following movement phase (§9) of the week they were dropped. Airborne units, as any other unit starting in Britain, is considered supplied for the remainder of the week they were dropped.
Figure 4 caption (as printed): Roughly historical Allied invasion in Normandy. US 4 ID and US 9 ID invade into R34 (Utah beach), US 1 ID and BR 50 ID invade into S33 (Omaha and Gold beaches), while CA 3 ID and BR 3 ID land at S32 (Juno and Sword beaches). The US 12 ABID and US 101 ABID parachute into T35, while BR 6 ABID drops to T33 (§8). The sea area east of S32 and west of S30 is not a sea invasion hex for either Normandy or Le Havre invasions. The red triangles indicate subsequent combats during the Allied 1st week combat phase (§10). The DE 2 ABREGT in S34 cannot nor need not be attacked by US 4 ID and US 9 ID, but must be attacked by either of the two US airborne division. Likewise, both DE 711 ST and DE 243 ST need to be attacked by either US 12 ABID or US 101 ABID and BR 6 ABID, respectively. The heavily fortified DE 346 ST in R30 (Le Havre) cannot nor need not be attacked by CA 3 ID and BR 3 ID. The Allied faction has allocated close air support (§10.1.1) to the attack on T32, which gives a +1 AF bonus. With this, the attack is 3+1 versus 2×2, or 1:1 (§10.2). If no close air support was allocated to that battle, it would have been a 1:2 attack. Likewise at S35, where the close air support brings the odds to 2:1.
Figure 5 caption (as printed): Airborne drops. The Allied faction is performing its second invasion in Bay of Biscay using FR 9 ID, FR 14 ID, and BR 3 ID. The one allowed airdrop happens in AA40 by BR 6 ABID, counting its range from BR 3 ID. The Allied faction also drops US 101 ABID at Z40, based in US 94 ID in X38 (Rennes). Since this second airborne division does not count its range from any of the invading forces, it does not violate the restriction of one airborne unit from Table 5.
§9 Movement
Several operations may be conducted by the active faction in its movement phase.
- Regular movement of ground units on the continent (§9.1)
- Placement of replacement units (§9.2).
- Placement of Allied reinforcements (§9.3).
- Allied sea movement (§9.4).
These operations may be carried out in any order or even mixed in order, according to the active faction's wishes.
§9.1 Movement on the continent
A faction may move as many or as few units during its movement phase, in any order, as it desires. Units may, within movement allowance, and terrain and ZOC limitations, move in any combination of directions, between neighbouring hexes.
Each unit has a movement allowance equal to its movement factor MF (§2.2). Movement factors are not transferable between units, nor can they be saved for later turns.
§9.1.1 Terrain effect
Units can never enter impassable mountains or sea hexes directly from the continent, neutral countries, or move off the board.
Upon entering a mountain hex, the unit must immediately stop and can do no more movement on that turn. No penalty is incurred upon leaving a mountain hex other than those of the hex moved into. Thus a unit can move through a mountain range at a speed of one hex per week.
To enter a clear, town, fortress, or fortification hex one movement factor is spent. Crossing river hex sides does not impose additional costs.
Exception: A hex with river hex sides may be interdicted by an Allied interdiction mission (§11.3). When any German unit crosses an interdicted river hex side of that hex (in or out of the hex) it must stop and can move no further that week. This does not affect advances, retreats, or combat.
§9.1.2 Dyke in Holland
The dyke between D10 and E12, north of Amsterdam, can be used for regular movement. Thus, to cross from D10 to E12, or vice versa, will require a unit to spend 2 MF.
A unit may not end its movement phase on the dyke. This means that a unit cannot attack from the dyke into D10 or E12. A unit can retreat (§10.4.2) across the dyke.
§9.1.3 Stacking effects
A unit may move through a hex containing friendly units and temporarily violate stacking limitations (§3).
However, at the end of the faction's movement phase all ground units must comply with the stacking requirements. Any excess units in a hex are eliminated (the faction chooses which units to eliminate).
§9.1.4 Effect of enemy ZOC
When a unit enters enemy ZOC, it must stop movement, and can move no more during that week. The unit is engaged with the enemy unit. A unit can never move into or through a hex occupied by enemy combat units.
An engaged unit cannot reengage (§4.1) an enemy unit in different hex without first completely disengaging that unit first. An engaged unit can engage a different enemy unit in a different hex if it disengaging from the first unit.
In other words, a unit cannot move from a hex in an enemy units ZOC to another hex in the same units ZOC without first moving completely out of the enemy ZOC. A unit can move from one enemy units ZOC directly into another enemy units ZOC as long as the new hex entered is not in the first units ZOC. See also Figure 6 for an illustration.
Figure 6 caption (as printed): Effect of enemy ZOC on movement. US 10 AD is in the ZOC of DE 116 AD. It can move to P22 because it is in a different enemies ZOC, but not O21 since that is still in the ZOC of the DE 116 AD unit. Likewise, it can move to P20 via Q21, since it first disengages only to reengage. It cannot move directly to P20 since that would be moving in an engaged units ZOC.
The presence of friendly units, or not, has no effect on enemy ZOC.
§9.1.5 Strategic movement
A unit using strategic movement has its movement allowance doubled. To use strategic movement a unit must be in supply (i.e., it is not inverted).
A unit of the appropriate kind that neither
- starts its movement phase in enemy ZOC, nor
- enters enemy ZOC during its movement
may use strategic movement.
All kinds of Allied units may employ strategic movement, including headquarters.
Only German (Heer and Waffen-SS) armoured, armoured infantry, or airborne units may perform strategic movement.
Exception: A single German unit may be interdicted by an Allied interdiction mission (§11.2). An interdicted German unit (as indicated by an Allied fighter unit marker on it) may not perform strategic movement. Regular movement, combat, and retreats are not affected.
Strategic movement cannot be used to overcome terrain effects (§9.1.1).
§9.2 Replacements
Starting on week 9 and 16, the Allied and German factions, respectively, start to accumulate replacement points (RP). The number of replacement points received per week is summarised in Table 6.
Replacement points are accumulated over the weeks. Use the RP track on the board to record the available RPs for each faction. There are two markers (§2.2) for each faction available for this purpose. Use the '×1' and '×10' marker to indicate ones and tens of RPs.
Table 6: Accumulation of replacement points. The Allied faction gains 1 RP per captured German strategic installation. This is not lost should the German faction regain control of the relevant hexes.
| Faction | From week | Per week |
|---|---|---|
| Allied | 9 | 1 RP per captured installation (V1 launcher, V2 launcher, submarine pen)* |
| German | 16 | 5 RP |
If the German faction has 23 RP, then place the '×1' on the '3' slot and the '×10' marker on the '2' slot on the RP track.
Replacement points can be used to replace previously eliminated units. To replace a unit, as many RPs must be spent as the unit has attack factors (AF, see §2.2). Replacement points cannot be borrowed from the future. When RPs are used to replace a unit, adjust (down) the available RPs on the faction's RP track.
Headquarter units may never be replaced.
§9.2.1 German replacements
Starting in week 16, the German faction receives 5 RP per week, irrespective of the status of German replacement hexes.
German replacements arrive at any German replacement hex which was not last occupied by an Allied unit. Obviously a German replacement unit cannot be placed in a hex currently occupied by an Allied unit.
German replacement can be placed in Allied ZOC, in which case they cannot move regularly (§9.1) that week, and must conduct combat in the following combat phase (§10).
A German replacement unit not placed in Allied ZOC may move as normal (§9.1) in the turn of arrival.
§9.2.2 Allied replacements
Starting from week 9 the Allied faction may receive up to 3 RP per week.
One RP is received per German strategic installation captured. These are the V1 cruise missile installation (V1 launcher) at Boulogne (N24), the V2 ballistic missile installation (V2 launcher) at Rotterdam (H12), and the submarine pen at Brest (V43).
These installations are captured by an Allied unit moving into or through these hexes. Remove the installation counter from the hex and place it next to the Allied RP track on the board. However, RPs due to the captured German strategic installation does not begin to accrue until the week after capture.
Once the Allied faction has captured either of these installations, it does not lose the associated replacement points, even if the German faction later gains control of those hexes.
The Allied faction may only replace infantry and armoured divisions. Replaced units arrive in Britain and are placed in an appropriate slot in the Allied units available in Britain box on the board. The replaced units are available as regular reinforcement units (§9.3) from that point on.
§9.3 Allied reinforcements
During its movement phase, the Allied faction may reinforce its units on the continent using units available in Britain (the box Allied units available in Britain on the board). These can include units that have not previously been deployed to the continent, replaced units (§9.2.2), or units that have used sea movement (§9.4) to return to Britain.
Reinforcement units arrive at the continent at
- an invasion coastal hex (§7.2), i.e., one that was captured during an invasion turn and has an associated amphibious port marker, that has not since been occupied by a German unit,
- a coastal port that is occupied by an Allied unit and not in German ZOC, or
- an in-land port controlled for reinforcement purposes by the Allied faction (see §9.3.2).
Exception: Embden (B5) and Bremen (C2) cannot be used for reinforcements.
Coastal and in-land ports must be controlled for reinforcements at the start of the supply phase (§6) to be used for reinforcements. Thus, the Allied faction cannot move a unit into a port hex during the movement phase and then use that hex for reinforcements on the same week.
A reinforcement unit may be placed in German ZOC, in which case it cannot move normally (§9.1) that week, and it must conduct combat in the following combat phase (§10).
It is only possible to place a reinforcement unit in German ZOC on invasion hexes, as other reinforcement hexes are required to be free of German ZOC.
A reinforcement unit not placed in German ZOC can move normally (§9.1) on the week of arrival.
§9.3.1 Limitations on reinforcements
The number of units that the Allied faction can reinforce troops on the continent is limited by several factors.
- The units must be available in Britain at the start of the movement phase, possibly as replacements (§9.2). Units that have not become available yet cannot be used as reinforcements.
- At no point may more than 12 units reinforce via sea (to a coastal hex, port, or in-land port), and no more than three units may reinforce via air (§8). However, airborne units brought in via sea count as regular infantry divisions for these purposes. See also Table 7.
- The number (and type) of units that can be brought in through coastal sector is determined by Table 7 [sic; Table 5], irrespective of whether an actual invasion was performed in that sector, or if the landing sites were later captured.
- The available supply capacity (§6) also limits the number of units that can land or air drop to the continent.
Reinforcement units may be brought onto the continent via multiple coastal sectors, as long as there are valid reinforcement points in a sector.
Each coastal sector limits how many units that can be brought in through that sectors, as shown in the sector table (the source says Table 7 here; the sector limits are printed in Table 5 on the board). Which column applies to a particular week depends on whether an invasion is, or has just, been performed.
- 1st week: On the week of invasion the first column limits the number and type of units that can be brought in through that sector.
- 2nd week: The week immediately following the invasion week is subject to the constraints given in the second column for that sector.
- 3rd+ weeks: On any subsequent weeks after the second week of invasion, the third column applies. If a sector was never invaded, then this column also applies.
Note that the first and second column only applies to coastal sectors that are actually being invaded. Other sectors are not subject to these constraints and use the third column only.
At no point may the Allied faction bring more units into the continent, either by sea or air, such that more units will be out of supply on the following supply phase (§6), irrespective of anticipated losses. This means, that the Allied faction cannot bring in more reinforcement units than the total available supply capacity minus the number of units already on the continent.
In rare cases, this limitation may require the Allied faction to determine supply lines (§6) to see if more reinforcement units can be brought in. However, most often it will be obvious exactly what the excess supply capacity is and where it is available for the reinforcement units.
Reinforcement units, like any other unit arriving from Britain, are considered supplied for the remainder of the current week.
Table 7: Allied reinforcement limitations. Maximum per week: 12 units via sea and 3 via air. Available units, coastal sector, and supply may further limit the number of reinforcement units.
§9.3.2 In-land ports
In-land ports are ports not directly on the coastline. The town name of an in-land port is coloured, and the associated perimeter is indicated by a dotted border of the same colour.
Exception: Bordeaux (LL44) This port is considered an in-land port for reinforcement, and sea movement purposes. However, the Allied faction may perform an invasion into Bordeaux.
Note that some perimeters overlap (i.e., between Amsterdam (G13) and Rotterdam (H14), and between Rotterdam and Antwerp (L17)). Also note that the perimeter of Amsterdam (G13) extends beyond the dyke to D10.
For Allied reinforcement purposes, an in-land port is controlled if
- it is occupied by an Allied unit, and
- no German unit occupies its perimeter.
§9.3.3 French forces
If, starting at week 28, on any one week at the start of Allied turn, France south of the indicated border line defined by the Seine, Dijon, Saone, Vesoul, Bescanon, and the Swiss border is free of German units, then the Allied faction has available five Free French reinforcement units in Paris: one armoured and four infantry divisions. These do count toward the overall twelve unit limit of reinforcements.
The five units, indicated by Paris in the Allied units available in Britain box on the board, are placed in any Paris hex (U26, V26, and V27) not occupied or in German ZOC. Each of the five units may be taken as reinforcements only once during the entire 50 weeks, and no earlier than the 28th week. The Allied faction may take as many of these units as desired as reinforcements in a given week, provided that France south of the border is free of German units.
Once the these five units has arrived at Paris, they cannot later arrive as replacements in Paris, nor can any other Free French unit arrive as replacements in Paris. The five units may be used for replacements (§9.2) only if they arrived on the map and has since then been eliminated (place them in their Paris slot up-side down when eliminated to indicate this).
Should German units occupy any hex south of the border after the Free French reinforcement arrives in Paris, it does not effect those units present on the continent or those available as replacements.
§9.4 Allied sea movement
An Allied unit that either
- begins its movement phase in an invasion hex (§7.2), i.e., one with an associated amphibious port marker, regardless of whether it is in German ZOC or not,
- ends its movement phase in an invasion hex (§7.2), or
- ends its movement phase in a coastal port not in German ZOC, or
- ends its movement phase in an in-land port controlled as described in §9.3.2
may immediately transport back to Britain, and must end their movement phase there. Place the unit in the Allied units available in Britain box on the board.
Any number of Allied units may return to Britain in a week in this way, and it does not affect arrival of reinforcements in any way.
Units transported back to Britain can enter the continent at some later week as regular reinforcements (§9.3).
Note that an Allied unit must return to Britain and end its turn there. This means that an Allied unit cannot use sea movement to move from a coastal hex or port, or in-land port to another coastal hex or port, or in-land port.
For an airborne unit that was previously deployed on the continent to be redeployed by air, first needs to transport back to Britain.
A unit that moves into a coastal invasion hex in German ZOC cannot use sea movement. Instead, it must conduct combat against the German unit(s).
§10 Combat phase
Combat happens between adjacent units of opposite sides. All units of the defending faction in enemy ZOC must be attacked. All units of the active faction in enemy ZOC must attack. Combat is never voluntary. See also Figure 7 for an example.
As a consequence of ZOC not extending out of or into a fortress, or over river hex sides, there are three important exceptions:
- Exception: Units in a fortress are not required to attack adjacent enemy units. If the faction does choose to do so, then all adjacent enemy units must be attacked by some of the units in the fortification. That is, not all units in the fortress are required to attack.
- Exception: Conversely, units adjacent to a fortress are not required to attack the fortress hex. However, if the faction chooses to, then all units in the fortress must be attacked by some adjacent units. That is, not all adjacent units need to attack the fortified units.
- Exception: Units behind a river hex side are not required to attack enemy units on the other side of the river hex side. If the faction does decide to attack across the river, then all adjacent units on the opposing bank must be attacked by some adjacent units.
Any unit attacking must use its full attack factor (AF, see §2.2). Any unit defending must use its full defensive factor (DF, see §2.2). Combat factors, offensive or defensive, cannot be transferred between units nor saved for later turns.
The attacker decides which, adjacent, units attack which defending units. All attacking units must be adjacent to all defending units. Attacking units in the same hex need not attack the same defending units, nor does all defending units in a hex need to be attacked as a whole.
Exception: In the case of an Allied invading units attacking German units in the invasion coastal hex, all defending German units in the coastal hex must be attacked as a whole.
However, all defending units must be attacked by some attacking units. A combat unit may attack into multiple hexes, but the attacking units must all be adjacent to all attacked hexes. See also Figure 8.
A unit can only attack once during its faction's combat phase. All defending units can only be attacked once in a combat phase.
Figure 7 caption (as printed): Example of a combat. The three units US 101 ABID, US 1 ID, and US 14 AD are moved into the ZOC of DE 271 ID. US 14 AD circles around the German unit to W35 to cut off the German unit from retreats. Had US 14 AD moved to X36 to attack, it would leave a viable retreat route through W34. The odds of the combat is 12 to 3, or 4:1 (§10.2).
Figure 8 caption (as printed): Example dividing attacks. The Allied faction can divide its combats in two ways as illustrated by the magenta-dashed and blue-dotted lines: two attacks at 1:3 and 3:1, or three attacks at 2:1, 1:1, and 1:2, respectively. Note that US 2 AD cannot combine with US 17 ABID to attack DE 91 ID and DE 15 PGD since it is not adjacent to the former German unit. Also, since US 13 ABID is not engaged (not in enemy ZOC), it cannot participate in any attacks.
§10.1 Allied combat air support
During its combat phase, the Allied faction may allocate a single air support unit to a combat. Only one air support unit, fighter or bomber, may be allocated to a single combat. Air support units are allocated to a combat by placing the relevant air support unit (from the Allied units available in Britain box on the board) on the defending unit's hex.
If the Allied faction is attacking into multiple hexes, then the air support unit applies to all hexes and can be placed in any of the defending hexes.
There are two kinds of combat air support missions that can be flown by the Allied faction: close air support (CAS) or carpet bombing (CB). The rules governing each kind of mission is detailed below.
§10.1.1 Close air support
Every week, the Allied faction has six fighter units available. These units may be allocated to fly close air support (CAS) missions (as well as other tactical missions, see §11). The conditions for a CAS mission are
- one, and only one, fighter unit may be allocated per combat,
- CAS missions apply to a single combat even if more than one attack is made against the same hex, and
- some Allied ground units must participate in the combat (Allied fighter units cannot attack on their own).
CAS is indicated by placing an Allied fighter unit on the defending German units. If more than one attack is performed on a single hex, then as many fighter units may be applied, but each fighter unit affects only one combat. If the combat supported is against multiple hexes, then the fighter unit may be placed in any of the attacked hexes.
A CAS mission adds +1 AF to the total Allied AF for that combat.
The fighter unit is removed from the hex once the combat result has been determined, but before advance (§10.4.3) and retreats (§10.4.2). The fighter unit is placed back up-side down on its slot in the Allied units available in Britain box on the board. This marks the fighter unit as spent for this week, and it cannot be used for further tactical missions (§11).
A fighter unit does not exert ZOC, and its presence does not influence retreats. Fighter units do not affect the doubling or tripling of German units' DF.
Figure 4 example: See also Figure 4 for an example of close air support.
§10.1.2 Carpet bombing
The Allied faction has four bomber units available to it over the course of the 50 weeks of the game. These can be used to provide combat support once. That is, once a bomber unit has been used it cannot be used at any later week.
The Allied faction may allocate a single bomber unit to fly a carpet bombing (CB) mission on a single combat during its combat phase. The conditions for CB missions are
- the Allied faction has an available bomber unit,
- only one CB mission may be flown per week,
- no invasion (§7) may take place during the week,
- no air drops (§8) may take place during the week,
- CB missions affect exactly one hex,
- the hex CB'd must be attacked by Allied ground units, and
- the hex CB'd must have been attacked by Allied ground forces on the previous week.
A CB mission is indicated by the Allied faction placing a bomber unit on the target hex containing German units attacked by some Allied ground troops.
Note that it matters only that the target hex of the CB mission was attacked on the previous week. The German units attacked on the previous week and German units attacked on the CB week need not be the same.
CB missions can only apply to one hex. If the ground attack is against two or more hexes, then the CB mission has no effect.
CB missions affect all attacks, individually, on the target hex. If the Allied faction attacks the hex in multiple battles, e.g., three attacks against three defending units all in the same hex, then the CB mission affects all three attacks.
CB and CAS (§10.1.1) missions cannot be combined.
The Allied faction may roll the combat resolution dice twice when resolving a combat with a valid CB mission. The Allied faction may then choose whichever outcome from the two dice rolls. For example, in 1:1 attack with rolls 1 (AE) and 5 (DR) the Allied can choose between either outcome, presumably choosing DR.
The bomber unit is removed from the hex once the result of the combat has been determined. The bomber unit is placed in its slot up-side down on the Allied units available in Britain box on the board. The bomber unit is thus marked as spent and is not available for further missions for the remainder of the game.
Figure 9 caption (as printed): Example of carpet bombing. Continuing the example from Figure 8, the Allied faction has chosen the three attack option (blue-dotted line) with three attacks at 2:1, 1:1, and 1:2, respectively. However, to increase the chances of a beneficial outcome, the Allied faction has allocated a carpet bombing (§10.1.2) to the attack against DE 91 ID at odds 1:2. Thus, instead of 1 in 6 chance of a DR result, the Allied faction now has a one third chance of that result. Note, had the Allied faction chosen the two attack option in Figure 8 (magenta-dashed line), it could not allocate a CB mission to the attack against DE 91 ID and DE 15 PGD since that attack is spread out over two defending hexes.
§10.2 Combat odds
The full attack factors (AF) of all attacking units in a combat are summed to give the total attack factor (total AF).
An Allied CAS unit allocated to the combat (§10.1.1) gives a +1 AF bonus to the Allied total attack factor.
Any defending unit in a fortification, town, or mountain hex have their defensive factor (DF) doubled, irrespective of the terrain occupied by the attacking units. Defending units which are solely attacked from the opposing side of a river hex likewise double their DF. Defending units in a fortress have their DF tripled, irrespective of the terrain occupied by the attacking units. See also Table 1 for a summary.
Terrain defensive effects are not cumulative. For example, a unit in a fortress always have 3×DF, no matter if the unit is attacked from across river hex sides.
An Allied CAS unit allocated to the defending Allied units (§11.1) gives a +1 DF bonus to the Allied total defensive factor. The +1 DF bonus applies to all attacks against the Allied ground units in that hex. The CAS bonus is not doubled or tripled due to terrain effects.
Once all German attacks against the hex that had CAS are resolved, return the fighter unit to the Allied units available in Britain box on the board, face-down.
Since the combats are resolved during the German combat phase, there is no need to flip the fighter units face-down. The fighter units would anyway end back in the box face-up at the start of the following Allied turn.
The full, possibly doubled or tripled, DF of all units defending in a combat are summed to give the total defensive factor (total DF).
The combat odds are determined as the ratio of the total AF to the total DF, rounded down to the nearest ratio in the combat resolution table, Table 8. Examples of combat odds calculations are shown in Table 9 below.
Table 9: Examples of combat odds calculations. Note that odds larger than 6:1 are treated as 7:1. Odds smaller than 1:6 are not permissible.
| Total AF | Total DF | Odds | Total AF | Total DF | Odds |
|---|---|---|---|---|---|
| 2 | 11 | 1:6 | 11 | 4 | 2:1 |
| 1 | 4 | 1:4 | 16 | 4 | 4:1 |
| 3 | 5 | 1:2 | 14 | 2 | 7:1 |
| 6 | 5 | 1:1 | 21 | 2 | 7:1 |
Figure 10 caption (as printed): Example of "soaking off". US 101 ABID attacks DE 3 ABID in W33 and DE 2 ABREGT in W34 at odds 3 to 6, or 1:2 (magenta line). This leaves the remaining US units (US 3 AD and US 4 AD) to attack DE 343 ST at odds 10 to 2, or 5:1 (blue line). The likely result is that DE 343 ST is eliminated, and US 101 ABID is either eliminated or must retreat. In the following German turn, this will likely force the German faction to withdraw or counter attack at unfavourable odds (6 to 13, or 1:3).
§10.3 Automatic defeat
At the start of the faction's combat phase, if a unit is forced into a 1:7, or worse, combat it is immediately eliminated before any other combat resolutions. See also Figure 11.
An automatic defeat does not count as an attack, and if the defending units are still in the attacker's ZOC, then those defending units must be attacked.
This rule essentially says that if an attacking unit is in enemy ZOC but cannot perform a legal attack, then it is eliminated. Legal attacks are attacks at odds 1:6 or better.
Figure 11 caption (as printed): Automatic defeat. Off-hand, it seems that US 8 ID has been isolated in the Axis movement phase. However, DE 46 ST must attack both US 4 ID and US 9 AD at odds 1:8, which results in an automatic defeat and is eliminated. This leaves the DE 77 ID to attack US 8 ID only.
§10.4 Combat resolution
Every combat must be fully resolved, including advances (§10.4.3) and retreats (§10.4.2), before moving on to the next combat. The active faction decides which combats to do, within the limitations and requirements, and in which order. The procedure for resolving combats is detailed below.
Once the combat odds (§10.2) of a battle have been determined, the attacking faction rolls a single six-sided die and cross-indexes the combat odds with the result of the die roll in the combat resolution table (CRT Table 8). Note that at odds 7:1 the only possible outcome is DE, and no die roll is necessary.
If the Allied faction has allocated a bomber unit to provide CB support (§10.1.2), then the Allied faction may roll the dice twice and select whatever outcome from the two rolls.
The results are
- AE: Attacker Eliminated. All attacking combat units are eliminated.
- AR: Attacker Retreat. All attacking combat units must retreat two hexes. The defending faction may perform the retreat (§10.4.2).
- EX: Exchange. The faction with the lowest total combat factors eliminates all its units. The opposing faction loses units of an equal or larger total of combat factors (§10.4.1).
- DR: Defender Retreat. All defending combat units must retreat two hexes. The attacking faction may perform the retreat (§10.4.2).
- DE: Defender Eliminated. All defending combat units are eliminated.
If the hexes occupied by the defending units are vacated by all defending combat units, from EX, DR, or DE results, then the attacking combat units may be able to advance (§10.4.3).
Allied CAS (§10.1.1) fighter units or CB (§10.1.2) bomber units participating in the attack are removed from the hex before implementing retreats and advances. Allied air units are placed back up-side down on its slot in Allied units available in Britain box on the board, marking them as spent.
In the following, the terms victor and loser refer to the faction that benefited and lost, respectively, as a consequence of the battle. Thus, for AE and AR results, the victor is the defending faction. Similarly, for DE and DR results, the victor is the attacking faction. In EX results, the victor is the one with the highest total, possibly modified, combat factor.
§10.4.1 Exchange results
When an exchange result is obtained, the first thing is to decide which side has the largest combat factor, either the total AF for attacker or total modified DF for the defender.
Note, for the defender total DF all terrain bonuses are included.
The side with the lowest combat factor (the loser) then loses all ground units. Then, the opposing side (the victor) loses units of at least the same total attack factors. If the loser was the defender, then the total, possibly terrain modified, DF must be matched by the attacking faction.
Allied CAS (§10.1.1) or CAD [sic, as printed; presumably CAS] (§11.1) fighter units, or CB (§10.1.2) bomber units cannot be used to satisfy EX losses by the victor, nor do they count towards the loser's DF. See also Figure 12 for illustrations of this rule.
Figure 12 caption (as printed): Exchange result. The Free French FR 2 ID, FR 2 AD, FR 5 AD attack DE 85 ID in Lille (N21) at 4 + 5 + 5 = 14 to 2 × 5 = 10 or 1:1. The result is an exchange (EX). Since the German faction is the weaker of the two, all German units are eliminated. The Allied faction must match the 10 DF (doubled in town) and eliminates the two armoured divisions. The Free French infantry division may advance into Lille since the defender was doubled on defence.
§10.4.2 Retreats
Units that suffer an AR or DR result must retreat two hexes. The defending faction may retreat the units in case of an AR, while the attacking faction may perform the retreat in case of a DR.
The victor faction has the prerogative to do the retreat, but may relinquish the privilege to the losing faction.
When retreating units, the following rules must be observed:
- Retreated units must be retreated two hexes, but can happen in any direction and through any passable terrain. This means that a retreated unit can retreat over two mountain hex-sides.
- Units can be retreated through friendly units violating stacking limitations (§3) temporarily, but cannot end up in a hex violating the stacking limitations. If no other option is available, then the excess retreating units, chosen by the owning faction, are eliminated.
- Defending units may not be retreated into a hex being attacked in the current combat phase where the combat has not yet been resolved.
- Units cannot be retreated into or through enemy ZOC, over impassable mountains, neutral countries, out to sea, or off the board. If there are no alternative routes that would respect these limitations, then the retreating units are eliminated. The faction performing the retreat cannot force such elimination if alternate, viable, retreat routes exist.
The above rules mean that surrounded units cannot retreat, and are therefore eliminated instead. See for example Figure 7.
A unit can retreat across the dyke that connects D10 to E12, in either direction. However, it cannot end the retreat on the dyke (the dyke hex is essentially a special sea hex). If forced to do so, then the unit is eliminated.
German unit and river hex interdiction (§11.2 and §11.3) does not affect retreats. That is, if a German unit is interdicted by an Allied fighter unit and is forced to retreat, then it must still retreat two hexes. Likewise, if a river hex is interdicted by an Allied fighter unit, it does not prevent a German unit from retreating over a river hex side of that hex and continue retreating if needed. See also Figure 13 for an illustration of these rules.
Figure 13 caption (as printed): Retreat of units. DE 2 AD, DE 15 MD, SS 2 AD, and SS 12 AD attack CA 2 ID at Vichy (HH30) at odds 24 to 8, or 3:1. The result is DR. The Canadian 2nd infantry division cannot retreat through HH31 or HH29 since these are in German ZOC, nor through II31 as the mountains are impassable. It cannot retreat to II29 since that would violate stacking limitations (§3). Thus the Canadian division ends up at JJ30. The German faction has the option to advance three units into Vichy.
§10.4.3 Advances
If, after a combat,
- the attacked hex, or hexes, was cleared of all defending units, and
- either,
- the defending units were doubled or tripled due to terrain (mountain, town, fortification, fortress hex or river hex-side), or
- the attack came from a sea hex into a coastal hex
then any or all attacking units may advance into the vacated hex, even if it is in enemy ZOC. Stacking limitations (§3) must be observed.
Exception: In case of an attack from a sea hex into a coastal hex, then only the units that attack from the sea hex may advance into the cleared coastal hex. Other units on the continent supporting the attack may not advance.
See also Figure 12 for an example of advance after combat.
This is a rare case where a unit may move from one hex in enemy ZOC to another hex in the same enemy unit's ZOC.
Advance after combat can only be done into terrain that would increase the defender's DF. An attacking unit cannot advance into clear hexes. Note that this means an advancing unit may traverse two mountain hexes in a single week.
Only the attacking faction may advance. The defending units may not advance after an AE, AR, or EX result which eliminates all attacking units.
§11 Allied tactical air support phase
The Allied faction has six fighter and four bomber aerial units at its disposal. All six fighter units are available to fly missions on every week, while the four bomber units can be used once each and only one mission per week. Any aerial unit may fly only one mission per week.
The bomber units are used for combat support for carpet bombing (CB) and the rules governing their use is detailed in §10.1.2.
The fighter units can fly four different kinds of mission. The first kind is close air support (CAS) and the rules for that are given in §10.1.1. The remaining three types of tactical air support (TAS) missions that can be flown by the Allied fighter units are close air defence (CAS [sic, as printed; presumably CAD], §11.1), German unit interdiction (§11.2), and river interdiction (§11.3). These kind of missions are declared in the Allied tactical air support phase.
The Allied faction may allocate as many available fighter units to these three kinds of mission in this phase. That is, the Allied faction starts out with six fighter units on every turn (§6.2). During the combat phase the Allied faction can allocate fighter units to fly CAS missions (§10.1.1). Fighter units that flew CAS missions are not available to fly tactical air support missions in the same week.
For example, if the Allied faction allocated two fighter units to fly two CAS missions during its combat phase, it has four fighter units to fly tactical air support missions in the Allied tactical air support phase.
TAS missions may be declared in any order. By "available" below is meant how many face-up fighter units are in the Allied units available in Britain box at any given point before declaring a TAS mission.
Note that there may be cases where it is not immediately obvious which kind of TAS mission was flown on a single hex. For example, a fighter unit placed on a hex with river sides but also containing a German unit may be taken to do either a unit or river interdiction mission. It is advisable to note down, or otherwise decide on a convention, to disambiguate these cases.
§11.1 Close air defence
The Allied faction may allocate any number of available fighter units to provide close air defence (CAD) to any hex currently occupied by one or more Allied units. Place a fighter unit on the hex where CAD should be supplied. At most one fighter unit may provide CAD to a single hex.
A CAD fighter unit allocated to the defending Allied units in a hex (§11.1) provides a +1 DF bonus to the Allied total defensive factor. The +1 DF bonus applies to all attacks against the Allied ground units in that hex. The CAD bonus is not doubled or tripled due to terrain effects.
Once all German attacks against the hex that had CAD are resolved, return the fighter unit to the Allied units available in Britain box on the board. There is no need to invert the returned fighter unit.
§11.2 Unit interdiction
The Allied faction may allocate as many available fighter units as it desires to fly a unit interdiction mission. The Allied faction chooses any German unit on the continent and places a fighter unit on it. That unit, and only that unit, may not perform strategic movement (§9.1.5) for one week.
At most one fighter unit may interdict a single German unit, but as many unit interdiction missions as there are available fighter units may be flown against distinct German units in a single week.
A unit interdiction does not prevent normal movement (§9), or combat (§10), including advances (§10.4.3) or retreats (§10.4.2).
If the interdicted German unit moves normally during its movement phase, or performs an advance or retreat, then the fighter unit is removed from the German unit immediately and placed back in its slot in the Allied units available in Britain box. An interdicting fighter unit does not follow its German unit.
Otherwise, the fighter unit is placed back in its slot in the Allied units available in Britain box at the start of the following Allied supply phase (§6.2).
§11.3 River interdiction
The Allied faction may allocate available fighter units to fly river interdiction missions. The Allied faction places a fighter unit on any hex with a river side anywhere on the continent.
At most one fighter unit may interdict a single river hex, but several fighter units can fly separate river interdiction missions.
A German unit that crosses a river hex side anywhere adjacent to the hex which is river interdicted must immediately stop movement and can move no further for the rest of the week. An example of a river interdiction is shown in Figure 14.
Figure 14 caption (as printed): Example of river interdiction. The Allied faction is trying to save its out of supply British Guard armoured division, from the onslaught of German panzer, and has placed three river interdictions. Had these interdictions not been placed, then the BR GD AD would phase a 5:1 attack.
River interdiction does not affect combat (§10), including advances (§10.4.3) or retreats (§10.4.2).
Fighter units that fly river interdiction missions are returned to their slot, face-up, in the following Allied supply phase (§6.2).
§12 Attrition phase
The last thing of each faction's turn is to eliminate units that have been out of supply (§6) for two consecutive turns.
Units that start their turn out of supply and inverted (i.e., was out of supply the previous week) will be marked with an isolated marker. If such a unit has not been brought into supply by the attrition phase, then the unit has been out of supply for two consecutive weeks and must therefore be eliminated.
If an inverted unit has been brought into supply it must not be flipped over to its face-up side until the unit's following supply phase (§6). Essentially, the opposing faction will have a go at the inverted unit before it can be restored to full strength.
Supply status is only resolved during the Allied supply and German isolation phases.
Units that have the isolated marker but has been brought into supply during one of the previous phases of the faction's turn must have their isolated marker removed.
§13 Victory conditions
At the end of both factions' turns, the victory conditions are evaluated.
The Allied faction wins if either
- there are no more German units on the continent, or
- has had at least 10 in-supply (§6) units anywhere east of the Rhine-Issel river line for at least four consecutive weeks. The Rhine-Issel line goes from D10, east of the Dyke, to AA14 along the Issel and Rhine rivers. The 10 units must be occupying hexes east of the Rhine-Issel river line both at the start of the Allied movement phase and end of German attrition phase for every week of the four weeks.
The German faction wins if either
- there are no Allied units present on the continent after week 9, or
- the Allied faction has not met its victory conditions by the end of week 50.
§A Considerations
§A.1 General overview
The Allied faction vastly outnumbers the German faction, both in terms of combat factors, number of units, and mobility. However, the one thing that the Allied faction has against it is time.
If the Allied faction is not within reach of the Rhine-Issel river line by the 16th week, when the German faction starts to receive replacements, then the overall favour swings to the German side.
§A.2 The terrain
The terrain toward an Allied victory is a funnel — wide to the south-west and narrow toward the north-east. This makes it hard for the Allied forces to push forward, especially because of the many north-south rivers and mountain ranges that provide defensible positions for the German faction.
§A.3 Allied strategy
The Supreme Headquarters of the Allied Expeditionary Forces (SHAEF) has two objectives:
- Land the forces on the continent and stay there.
- Push towards the Rhine-Issel in force quickly.
Since the Allied faction cannot perform two invasions in one week, it is paramount that the Allied faction can establish beachheads in the first invasion week.
The German faction does not have enough forces to effectively fortify the whole western and southern seaboard of the continent, and only five of the seven coastal sectors can be fully protected. This provides a likely vulnerability for the Allied faction to exploit.
Likely hardened coastal sectors are the North Sea, Pas de Calais, Le Havre, and to a lesser extent Normandy. These are exactly the sectors that would allow for short path to the Rhine. The remaining sectors, Brittany, Bay of Biscay, South France, and perhaps also Normandy are like to be easier to invade, but will require long supply lines.
On the second invasion, the earliest in the 9th week, can possibly provide an opening in one of the more hardened sectors, if the Allied faction manages to draw the German forces away from these.
§A.4 German strategy
The overall objectives of the Oberbefehlshaber West (OB West) are:
- Break the invasion as quickly as possible,
- or if that fails, perform a fighting withdrawal setting up defensive position in the terrain.
Clearly, the coastal sectors of the North Sea, Pas de Calais, Le Havre, and probably also Normandy need to be defended vigorously. Should the Allied faction nevertheless decide to invade in one of these sectors, then the German faction can push hard against the invasion and possibly deny the Allied any beachhead.
Though the German faction has many troops, few of them are mobile or with any significant offensive capability. This means that the German faction must be careful when counterattacking the invasion forces — it does not have enough force to cover its flanks, and is vulnerable to Allied breakthroughs.
To keep the interior lines strong, the German faction may be tempted to fall back to more defensible positions at Meuse, Maas, or similar. However, it is in the coastal areas that the German faction has the best possibility to cause Allied casualties and at the same time deny the Allied faction the possibility to gather enough mass for the push on the Rhine.
If the Allied faction decides to invade further to the south, in Brittany, Bay of Biscay, or South France, then the German faction can form a mobile defensive line in mid-France while keeping a strong force in the north to counter the second invasion.
§A.5 The real campaign
OB West considered Pas de Calais and Le Havre the most likely invasion sites due to the proximity to Britain and its V1 and V2 facilities. SHAEF managed to keep the plans for Operation Neptune (the Allied invasion in Normandy) secret up to the very last point, not least due to deception, and when the German faction learned of the impending invasion they believed it to be a ploy.
In the meantime, at the insistence of Supreme Allied Commander Eisenhower and Field Marshal Montgomery, the Allies had accrued mass in Normandy — 7 infantry and 3 airborne infantry divisions, some 150,000 men. By the time the German OB West realised what was going on, it was too late. The Allies had formed beachheads and a breakthrough which shattered the defence. The German faction was in no position to counter the second invasion in South France. Soon enough the Allied faction crossed the Rhine and moved into Germany itself.
§B Examples of combat odds
Table B: Examples of combat odds (defensive modifiers by attacked hex; the examples in each cell show the odds and situation, as printed in the figure).
| Attacked hex | DF | Example 1 | Example 2 | Example 3 |
|---|---|---|---|---|
| Clear, from any hex | ×1 | 8:2 | 3:3 | 8:4 |
| River side* from opposing bank | ×1 | 4:8 | 4:4 | 4:4 |
| River side, from same and opposing bank | ×1 | 4:4 | 7:2 | 8:2 |
| Town, from any hex | ×2 | 8:8 | 8:4 | 8:8 |
| Mountain or fortified† , from any hex | ×2 | 6:6 | 8:8 | 4:8 |
*Across-river attacks do not modify DF in town, fortress, fortification, or mountains. †Fortification modifier only applies to German units.
Reference chart (page 24)
Page 24 of the PDF is a player-aid chart that reproduces, in summary form, the map features, the combat resolution table (Table 8), the Allied supply ranges (Table 4), the Allied reinforcement limits (Table 7), the Allied invasion table (Table 5), and the unit and counter legend. It repeats content already transcribed above and is not transcribed separately.
Table 9: Examples of combat odds calculations. Note that odds larger than 6:1 are treated as 7:1. Odds smaller than 1:6 are not permissible.
| Total AF | Total DF | Odds | Total AF | Total DF | Odds |
|---|---|---|---|---|---|
| 2 | 11 | 1:6 | 11 | 4 | 2:1 |
| 1 | 4 | 1:4 | 16 | 4 | 4:1 |
| 3 | 5 | 1:2 | 14 | 2 | 7:1 |
| 6 | 5 | 1:1 | 21 | 2 | 7:1 |
Table 8: Combat resolution table (die roll rows 1-6; columns are odds).
| Die | 1:7 | 1:6 | 1:5 | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | AE | AE | AE | AE | AE | AE | AE | AE | EX | EX | DR | DR | DE |
| 2 | AE | AE |