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Drop Zone: Southern France

Drop Zone: Southern France Rulebook

Table of Contents

Table of Contents

  • 1. Components
    • 1.1 Game Board
    • 1.2 Unit & Garrison Counters
    • 1.3 Commands
    • 1.4 Assets
  • 2. Setting Up the Game
  • 3. Sequence of Play
    • 3.1 Asset Draw Phase
    • 3.2 Initiative Phase
    • 3.3 Activation Phase (conduct for each Command)
    • 3.4 End of Turn and Victory Check Phase
  • 4. Reinforcements
    • 4.1 Reinforcement Points (RPs)
    • 4.2 Reinforcement Units
  • 5. Operations Phase
    • 5.1 Movement
    • 5.2 Combat
  • 6. Objectives, Liberation & Control
  • 7. Victory
  • 8. Multi-Player Games
  • 9. Solitaire Game Rules
  • 10. Ghost Division Alternate Scenario
  • 12. Acronyms & Terms

1. Components

1.1 Game Board

The game board is a map of the Argens and Naturby River valleys and surrounding areas in the Var, Provence, Southern France, covering the area of operations of the 1st ABTF (some 15-20 kilometers/10-12 miles inland from the invasion beaches of the Riviera to the southeast).

A hex grid has been superimposed on the map with terrain (including Towns, Villages, Woods and Clear hexes; Roads running through hexes; and Rivers and Bridges on hex sides) that affects movement and combat (see Terrain Effects Chart). Terrain movement and combat effects are cumulative.

1.2 Unit & Garrison Counters

Units: There are two classes of units: Armor class and Infantry class Units.

Armor class units have 1 or 2 steps, move 6 – are hit only by the armor "oval" symbol.

Armor class unit symbols (captions as printed): Armored Reconnaissance (armored car); Armored Reconnaissance (half-track); Assault Gun; Armor (Tank); Panzer Grenadier (half-track).

Note: Armor class units have one of the symbols above with an oval.

Infantry class units have 1, 2 or 4 steps and 4 movement points. There are 2 types of Allied infantry and 1 type of German infantry:

  • Allied Airborne infantry 2-step units – hit by airborne infantry and armor symbols.
  • FFI (French Forces of the Interior or Forces Françaises de l'Intérieur forces) infantry – 1 and 2-step units – hit by all 3 symbols: FFI "cross of Lorraine", airborne infantry and armor.
  • German infantry 1, 2 and 4-step units – hit by the infantry "X" and armor "oval" symbols.

Note: All the unit symbols above represent infantry class units.

Infantry symbol captions as printed: "Both these unit symbols are German Infantry"; "All 3 unit symbols are Allied Airborne"; "FFI Infantry".

Most units have 1 counter, but para-dropped Allied airborne and FFI units have both a hidden unit and a normal unit counter, and the German Recon infantry unit has 2 counters to depict its 4 step levels.

  • The number of steps is usually equal to the Dice rolled in Combat (DRC) except for armor units and the German Recon unit. Armor units have 1-step with 2 or 3 DRC (and 2-steps with 4 DRC in the alternate scenario). All these units have the DRC indicated in the usual place (bottom left of counter) and the current step indicated as a fraction (upper right corner of the counter).
  • Steps are used to record losses and add Replacement Points (RPs). A counter is flipped to display its current strength in steps.
  • The Allied player receives Replacement Points (RPs) each turn; the German player can only receive RPs by play of his two Regroup assets. RPs can be allocated as an additional step for a unit or to reconstitute a unit (Rule 4.1).

Garrisons, including German and Allied HQs, represent small groups of soldiers detached to guard an objective. German garrisons, in light grey, are all infantry type. Allied garrisons, in blue, are either HQ (airborne type) or FFI type. Garrisons are hit by the same die faces as their corresponding type. Most garrisons have a strength of 1-Step, except the two German HQ and the Allied FFI Draguignan town garrison have 2-steps. Garrisons have no movement or attack capability. Their DRC number, a (1) or (2), is in parenthesis to remind players that it can only be rolled in defense. Each garrison has the name of the objective where it is placed at the top. Garrisons can neither attack nor move but only defend. As the game begins, every objective hex is occupied by a German Garrison. FFI/Allied HQ Garrisons are placed through the Liberation of objective hexes (see Rule 7). German Garrisons may be reconstituted (Rule 6), but a 2-step German HQ garrison may only be reconstituted as a 1-step garrison. If stacked with a friendly unit Garrisons are never hit in combat until after that unit is eliminated. Garrisons are not associated with a particular Command.

Hidden Parachute Units: all 20 allied units dropped by parachute at the start of the game are placed on the board with the hidden unit (parachute) symbol showing, keeping the type of unit unknown to the German player and creating a 'fog of war' effect. Hidden units are revealed when involved in combat (attack or defense) or when receiving a step increase. Hidden Airborne unit counters are replaced by their corresponding normal unit counter. Hidden 1-Step FFI units are simply flipped over when revealed.

1.3 Commands

There are four Commands—two Allied and two German:

Allied Commands:

  • American 517 PRCT (green counters) under Colonel Rupert D. Graves: the 517 Parachute Regimental Combat Team (PRCT) (blue center); the 509 Parachute Battalion Combat Team (gold center); and the 551 Parachute Infantry Battalion (grey center); an armor team of the 191 Tank Battalion (yellow center); and four FFI units.
  • British 2 IPBG (khaki counters) under Brigadier Charles Pritchard: the 2 Independent Parachute Brigade Group with the 4 (maroon center), 5 Scottish (blue center) and 6 Royal Welch (red center) Parachute Battalions; the attached American 550 Glider Infantry Battalion (green center); and four FFI units.

German Commands:

  • 148.Res-Div (medium grey counters) under Generalleutnant Otto Fretter-Pico: elements of the 148 Reserve Division (red center) and the 242 Infantry Division (brown center).
  • KGr von Schwerin (dark grey counters) under Generalleutnant Richard Graf von Schwerin: elements of the 189 (purple center), 242 (brown center) and 244 Infantry Divisions (green center) and LXII Corps (blue center) units in a Kampfgruppe (KGr).

1.4 Assets

There are twelve Asset counters for the Allies and ten for the Germans. Organize the assets according to the Set-Up instructions. Assets are randomly drawn for both sides at the beginning of Turns 2-6, as indicated on the Turn Track. Assets may only be used once and are then discarded.

  • Indirect Fire (both sides) assets provide the indicated number of dice for Indirect Fire to support attack or defense.
  • Anti-Tank (both sides) assets have two values—the anti-tank value may only be targeted at enemy armor units while the indirect fire value can be used against infantry and armor targets.
  • Air Strike (Allied side only) assets have two values—the anti-tank value may only be targeted at enemy armor units while the indirect fire value can be used against infantry and armor targets. Air Strikes may be used in combat, to support attack or defense, or as interdiction.
  • Initiative (Allied side only) during the Initiative Phase place the command chit in the 1st space (without needing to draw a chit). Only one of the two Allied Initiative Assets may be played in a single turn.
  • Coordinated Attack (Allied side only) may be used by either Command player during the combat phase. Any units of the inactive command that are adjacent to the defending target hex may participate in the attack if the owning player desires. The player may also choose to play one indirect fire or anti-tank asset from either command (not both). Attacker losses are determined by the active player.
  • Regroup (German side only) must be played during the Reinforcement Phase; may be used During the Reinforcement Phase AND/OR at the end of the activation. The appropriate German Command receives two (2) RPs — add one (1) SP each to any two (2) infantry (not armor) units and/or reconstitute garrisons of the appropriate Command (see RP rules 4.1). (The source prints "SP" here; transcribed as printed.)

NOTES:

  • The two German Headquarters (HQ) Garrisons (LXII & 765 and three Allied HQ Garrisons (TF/2, 517 & 509) can benefit from assets in defense. All other German garrisons and all FFI garrisons cannot benefit from any asset (unless a unit is also involved).
  • FFI units may not benefit from any Asset (unless a non-FFI unit is also involved).
  • There is no limit to the number of Assets a player may retain as available.

2. Setting Up the Game

A. German Garrisons: Place German garrisons in the 19 corresponding named objective hexes.

B. German Units: Place the 5 German units indicated on the set-up chart that begin the game on the board.

C. Conduct the Allied Para-Drop (Operation ALBATROSS) following the instructions on the card provided.

3. Sequence of Play

A full game turn follows this sequence (exceptions for Turn 1 are noted):

3.1 Asset Draw Phase

Allied and German players each draw the number of Assets specified on the Turn Track on the game board (Turns 2-6).

3.2 Initiative Phase

Draw an initiative chit to determine the first/next Command activated. Note: On Turn 1 the order is fixed, without drawing initiative chits: (1) KGr von Schwerin; (2) 148 Division; (3) 517 PRCT; and (4) 2 IPBG. On Turns 2-6, draw an initiative chit to activate the 1st Command. When the Command has completed its turn, draw another initiative chit to activate the next Command until all four Commands have been activated. Note: The Allied player may play an Initiative Asset for the appropriate Command to go first, without drawing a chit.

3.3 Activation Phase (conduct for each Command)

a. Reinforcement Points: Active Command adds RPs from Turn Track (Allied) or a Re-Group Asset (German).

b. Reinforcement Units: Active Command draws Reinforcement Units (from Reinforcement Turn Track) and places as indicated.

c. Operations: Conduct Movement and then Combat for the active Command.

d. Continuation: Draw the next initiative chit and repeat steps a-b-c, until all four Commands have completed an Activation.

3.4 End of Turn and Victory Check Phase

Return all Command Activation chits to container. End of Turn 3: add Turn 4 Assets and tabulate VPs. End of Turn 6: tabulate VPs and determine the winner (Rule 7).

4. Reinforcements

4.1 Reinforcement Points (RPs)

The Allied Player receives RPs as indicated on the Turn Record Track. The German player only receives RPs with the Regroup Asset. Each RP adds one step of strength to a unit. During the Reinforcement Phase, the player may freely decide how to spend his allocated RPs, with the following conditions:

  1. A Player may add only one (1) RP (never more than one) to a unit per Turn to increase its step level by one or to re-constitute a unit.

  2. RPs may be added to Units in play. RPs may be added to units adjacent to enemy units, in an enemy zone of control (EZoC) but not to units surrounded by EZoC. Note: Adjacency to the board edge does not prevent being surrounded.

  3. RPs may only be added to infantry units (not armor, FFI units or garrisons) of the appropriate Command.

  4. Reconstituting Allied Units: Eliminated Allied airborne infantry (not FFI or armor) units may be re-constituted as a 1-step unit for 1 RP. Units may only be re-constituted in a DZ/LZ hex, or on or adjacent to its HQ hex, that is free of enemy units and ZoC and corresponds to the unit's affiliation:

    • All British airborne and 550 GIB khaki units are affiliated with LZ O and the TF/2 IPBG HQ in Le Mitan.
    • All 517 PIR (green with blue center) and 550 PIB (green with grey center) units are affiliated with DZ A and the 517 PRCT HQ in St Rosaline.
    • The 509 PIB and 463 PFAB units (green with gold center) are affiliated with DZ C and the 509 PBCT HQ on Hill 212.
  5. Reconstituting German Garrisons: 1-step German garrisons may be reconstituted for the cost of 1 RP in a German controlled objective hex when using a regroup asset.

    Note: Eliminated German units may not be re-constituted.

  6. If a player has more RPs than eligible units, the excess RPs are lost and may not be saved for another turn.

4.2 Reinforcement Units

There are Reinforcement Units listed for all players on their respective Reinforcement Charts. Some, but not all, are selected randomly. (1) As the game begins, the players place available random counters in an opaque container (cup, bowl or bag). (2) Each Turn the players receive the appropriate number of Reinforcement Units, as indicated on the Reinforcement Charts. (3) Reinforcement Units are placed near their Area of Entry (A-I) and may move onto the board during the active Command's Movement Phase; if two or more Areas are listed, the player may choose from which listed Area to enter. If enemy units are occupying all entry hexes, the Reinforcement Units may enter at adjacent hexes and/or execute an attack from off-board. If 2 or more reinforcements enter from the same hex, the 2nd unit suffers -1/2 MP, the 3rd -1 MP, etc.

(4) Allied Turn 3 Reinforcement Units arrive during the appropriate Command activation, and are placed on the hexes marked as Drop Zone A or Landing Zone O, as follows:

  • Daylight para-drop/glider units arrive just before the Movement Phase on the indicated Drop Zone/Landing Zone (DZ/LZ) hexes at maximum SP strength of 2 each.
  • If the DZ/LZ hex is enemy occupied, the glider/parachute unit loses one step and then must immediately attack using normal combat rules (without any assets). If both units survive, make a direction role to land.
  • If the DZ/LZ hex is in an Enemy Zone of Control-EZoC (exerted by one or more enemy units) the glider/parachute unit automatically loses one step.
  • If the DZ/LZ hex is friendly occupied, the friendly unit on the ground must displace to an adjacent vacant hex, not in an EZoC. If no such hex is available, the unit must displace two hexes, and so on.
  • After the daylight para-drop/glider units have landed, the regular movement phase begins. The newly arrived daylight para-drop/glider units may move and attack normally.

5. Operations Phase

The active player may move units of the Active Command and then conduct attacks.

5.1 Movement

The Player may move all, some or none of the units of the Active Command, including arriving reinforcements.

Movement Points (MPs):

  • Infantry units have four (4) movement points (MPs).
  • Armor units have six (6) MPs.
  • Garrisons have zero (0) MPs and may never move.

The cost to enter a hex varies according to terrain and the presence of Enemy ZOC: consult the Terrain Effects Chart on the Player Aid. Movement is conducted from one adjacent hex to another hex. A unit may spend all, some or none of its MPs. Unused MPs are lost, may not be saved. Some 1-hex moves may not be made if MP are insufficient (Example: An infantry unit with 4 MP may not move into a woods terrain hex across a river hex-side if both the originating and destination hexes are in enemy ZoC – 2+1+2=5.)

Movement Example: The German 148 Assault Gun Company is entering the board at entry area D. The first hex entered costs ½ MP for road movement—note that there is no additional cost to enter an Enemy Zone of Control (EZoC) hex. The second hex entered costs 2 ½ MP (½ MP for road movement plus 2 MP to move directly from one EZoC hex to another EZoC hex). The third hex entered costs 1 ½ MP (½ MP for road movement plus 1 MP to leave an EZoC hex). The fourth hex entered costs ½ MP (½ MP for road movement). The fifth hex entered costs ½ MP for road movement (note that there is no additional cost to enter an EZoC hex). The entire move costs 5 ½ MP (½ + 2 ½ + 1 ½ + ½ + ½ = 5 ½). Since the German armor unit has 6 MP to use, it has ½ MP remaining, however no further movement is possible.

Zones of Control: Every Allied and German unit or Garrison exerts a Zone of Control (ZoC) into the six hexes adjacent to the hex it occupies. A unit from the opposing side (the enemy) exerts an Enemy ZoC (EZoC). EZoC movement costs are in addition to the cost of terrain in the hex. There is no additional cost to enter a hex in EZoC but it costs +1 MP to leave a hex in an EZoC and +2 MP to move from one hex in EZoC directly to another hex in EZoC.

Declaring Attacks: After all movement is completed, the active player may declare attacks against any enemy units that are adjacent to a unit of the active command. Attacking is optional. There is no limit to the number of attacks that may be declared.

Stacking: (1) There is no stacking of Units, although a player may stack the 2 counters of the German Recon unit. Only one Unit may ever occupy a hex after the movement phase is completed. During Movement friendly Units may move through, or stop in, a friendly occupied hex as long as the two Units are not in the same hex at the completion of the movement phase. (2) There is no stacking of Garrisons. (3) One Unit may stack with one friendly Garrison.

5.2 Combat

Only units of the active command, that are adjacent to the target hex, may participate in an attack, unless using the Allied Coordinated Attack asset. Attacking units may only participate in one attack.

  1. Announce Attacks and Assets: Attacking player announces his first (and then each subsequent) attack. Note: A player may announce an attack with a unit that cannot roll any dice in combat in order to use an asset, however the attacking unit is subject to any losses rolled by the defender. a. Identify the target hex occupied by a defending unit and/or garrison. b. Designate which active Units from adjacent hexes are conducting the attack. c. Assets: i. The attacking player announces whether or not they choose to play an asset in support of the attack, or an Interdiction attack with an Air Strike. ii. Next, the defending player also announces whether or not they choose to play an asset in support of the defense.

  2. Assets & Interdiction: a. The attacking player may play one indirect fire or anti-tank asset for the announced attack. If the Allied player is using the Coordinated Attack asset, he may also choose to play one indirect fire or anti-tank asset from either command (not both). The defending player may play one indirect fire or anti-tank asset in defense. The selected assets are revealed simultaneously. b. Interdiction: Allied Air Strike assets may be used to make Interdiction attacks, without being in support of normal combat. Any German unit located in a clear terrain hex and not in an allied ZoC may be attacked (interdicted) with an Air Strike asset.

  3. Reveal: reveal Hidden Units (if any).

  4. Indirect & Anti-Tank Fire: Indirect/anti-tank fire is resolved separately before regular combat. a. Indirect Fire: If the attacker and/or defender has played an Indirect Fire asset or is using the indirect fire value of an anti-tank/air strike unit, he rolls the number of dice provided by the asset (without terrain modifiers) and score hits. b. If the attacker or defender has played an asset or asset and is using the anti-tank fire value against an armor unit, roll the indicated number of dice (without terrain modifiers) and score hits only on armor symbols—only armor units can suffer hits from fire. c. Hits from either Indirect or Anti-Tank Fire must be allocated immediately (SPs lost to indirect/anti-tank fire do not fire back/roll dice in combat).

Combat Example 1: (step 1) The German player announces that 3 units, the 242 Assault Gun Company, and the 1st and 2nd Infantry companies, I/933, have been activated to attack the two Allied units, the American A Company, 1/517 stacked on an FFI garrison company, on Roche Rousse, a 2 VP objective hex. The German commits his Coastal artillery asset, and the Allied player commits his 442nd (Nissei) Anti-Tank asset, in Indirect Fire mode. Note that Indirect Fire does not target a specific unit, any hits rolled can be applied to any attacking unit.

Combat Example 2: (steps 2-4) The German rolls 3 combat dice for his asset, resulting in 1 airborne infantry and 2 FFI faces. The airborne infantry face results in 1 hit to the airborne infantry, reducing it to 1-step. The 2 FFI faces are ignored, as the FFI garrison cannot suffer hit as long as a unit survives in the hex. The Allied player rolls 1 infantry face for his asset. The German player chooses to apply the infantry hit to 1st Company, I/933.

  1. Advance after Combat: If the defending unit, and garrison if present, in a hex have been eliminated, the attacker has the option to advance after combat with one attacking unit into the vacated hex.

  2. Liberation: If all defending German units in an objective hex are eliminated, immediately flip or place an FFI/Allied HQ Garrison in the hex (see Rule 7).

Combat Example 3: (steps 5-7) In combat, the German rolls 5 dice, the DRC for each unit and -1 for Hill terrain: (3+1+2-1=5), getting 1 armor, 2 FFI and 2 miss faces. The armor hit must be applied to A Company and since there are no units remaining in the hex, an FFI hit eliminates the FFI garrison. The Ally rolls 3 dice, 1 DRC for each unit and +1 for Hill terrain: (1+1+1=3), getting 1 armor, 1 infantry and 1 miss faces. The armor hit must be applied to the 242 Assault Gun Company and the German chooses to apply the infantry hit to 1st Company, I/933, eliminating the unit. Since the target hex is now vacant, the German player chooses to advance after combat with the 2nd Company, I/933 and occupy the Roche Rousse objective hex.

6. Objectives, Liberation & Control

The 19 Objectives include five Town hexes (2 VPs each or a star), two Hill hexes (2 VP each), nine Village hexes (1 VP each) and three Road Junction hexes (1 VP each). Objective hexes are controlled by the player whose Unit or Garrison occupies the hex.

Allied HQ/FFI Garrisons and German HQ/Infantry Garrisons are shown on the counters (captions as printed).

German Garrisons: As the game begins, every objective hex is occupied by a German Garrison unit. If the German player re-takes an objective hex after the garrison was eliminated, he does not receive a new Garrison unit—however he may reconstitute a garrison unit by expending 1 SP from an infantry-type unit occupying the objective, or by using a Regroup Asset. This reconstitution can be done at any time including during movement. A German HQ garrison may only be reconstituted as a 1-step garrison.

Liberation and Placement of Allied FFI/HQ Garrisons: If the German unit, and garrison if present, in an objective hex is eliminated, or if an objective hex is left vacant and the end of a German activation, the objective is immediately liberated; flip or place the named FFI/HQ garrison in the hex. All objectives have a named FFI garrison except that the 3 objectives of Le Mitan, Hill 212 and St Rosaline have Allied HQ garrisons, which follow the same procedures. If an objective hex is retaken by the Germans and liberated again, the FFI/HQ garrison is again placed in the hex. There is no limit to the number of times an objective may be liberated. If an Allied garrison is destroyed in combat, but the German cannot or does not occupy the objective, an FFI/HQ garrison is placed again after combat, even in EZoC. The town hex of Draguignan receives a 2-step FFI garrison when liberated; all other Allied garrisons are 1-step.

7. Victory

Victory is determined after Turn 3 (possible sudden death) and at the end of the game. Victory Points (VPs) are awarded to the Allied player after Turn 3 and at the end of the game. Each Objective is marked on the board with a number in a red or yellow corresponding to its value in VPs and le Muy is marked with a white star on red.

End of Turn 3 (D-Day Objectives):

  • Allied Sudden Death: If the Allies control all 10 red (D-Day) objectives (including le Muy) and at least 2 yellow (D+1) objectives at the end of turn 3, the Allies win a Sudden Death victory.
  • Continue for Standard Victory: If the Allies have failed to achieve a sudden death victory, add VPs for each D-Day red Objective Hex under Allied control and record the total on the VP tracker.

Note: Le Muy scores no VP.

End of Game/Turn 6 (D+1 Objectives):

  • German Automatic Victory: If the Germans control Le Muy, they win an automatic victory.
  • Standard Victory: Add VPs for each D+1 yellow Objective Hex under Allied control; Subtract VPs for each D-Day red Objective Hex not under Allied control. Add this total to the number on the VP track.

The number of VPs scored by the Allied player determines who wins and the Level of Victory:

  • 25 VPs — Allied Total Victory
  • 22-24 VPs — Allied Decisive Victory
  • 19-21 VPs — Allied Marginal Victory
  • 18 VPs — Draw
  • 15-17 VPs — German Marginal Victory
  • 9-14 VPs — German Decisive Victory
  • 0-8 VPs — German Crushing Victory

8. Multi-Player Games

2 Players:

  • Competitive: One player controls the two Allied Commands and the other player controls the two German Commands.
  • Co-operative: There is a team of two Allied players (one controls the American 517 PRCT, the other controls the British 2 IPBG) versus the two German Commands controlled by the Solitaire bot.

3 Players: There is a team of two Allied players (one controls the American 517 PRCT, the other controls the British 2 IPBG) and the third player controls both German Commands.

4 Players: One player controls each of the Commands, so there is a team of two Allied players versus a team of two German players.

9. Solitaire Game Rules

See Solitaire Rules card.

Source note: the Solitaire Rules card referred to here is not part of the 10-page rulebook file supplied.

10. Ghost Division Alternate Scenario

See Ghost Division cards.

In August 1944, Generalleutnant Wend von Wietersheim's 11 Panzer Division (11. Pz.Div.), the famed 'Ghost Division' (Gepensterdivision) was the only remaining mechanized division in General Blaskowitz' Army Group G acting as the reserve for the entire south of France. Since late July, the 11.Pz.Div was located north of Toulouse, nearly equidistant from the Atlantic and Mediterranean coasts. Assessing that an Allied landing was imminent along the coast east of Toulon, on 13 August Blaskowitz placed 11.Pz.Div under the control of General Wiese's 19th Army and ordered Wietersheim to move towards the anticipated invasion area, over 320 kilometers (200 miles) to the east. On D-Day 15 August, 11.Pz.Div had only reached Avignon, on the east bank of the Rhone River. This location was still about 160 kilometers (100 miles) from the invasion beaches. 11.Pz.Div was unable to quickly cross the Rhone River and could not reach the invasion area in time to counterattack effectively. Also, on 13 August, General Weise had ordered the commander of the 148 Reserve Division, Generalleutnant Otto Fretter-Pico, to move his newly formed third Regiment, Oberst Kessler's 281 Reserve Regiment, west to the area between Le Muy and Frejus as a precaution against an expected Allied airborne drop. This move also did not occur before D-Day. This scenario is based on the alternate possibility that Wietersheim's 11.Pz.Div. and Kessler's 281 Regiment could have completed their moves a little earlier and then would have been in position to counterattack against the 1st ABTF on D-Day. This is, in fact, what the Allies had planned for. The availability of 11.Pz.Div. leads to a second assumption. Kampfgruppe von Schwerin is redirected south to block any allied advance along the coastal highways 98 and 559. Finally, we assume that the 1st ABTF, when hard-pressed by German panzer troops, would receive increased interdiction and close air support from the 2,000 aircraft of the XII Tactical Air Command, 63rd Fighter Wing and Aircraft Carrier Task Force 88 covering the amphibious invasion a few kilometers away.

Rules Changes – The Ghost Division Alternate History Scenario is played using all standard rules with the following changes:

  1. Use the Ghost Division Alternate Scenario Allied and German Reinforcement & Assets cards, Victory & Turn Tracker cards. Use the alternate unit, asset and initiative counters indicated on the cards.
  2. Victory Conditions: Victory is determined as in the standard rules with two changes: a. The two (2) Draguignan town and village hexes are not counted for VP. b. The number of VPs scored by the Allied player determines who wins and the Level of Victory is modified as follows:
    • 16-23 VPs — Allied Decisive Victory
    • 13-15 VPs — Allied Marginal Victory
    • 12 VPs — Draw
    • 9-11 VPs — German Marginal Victory
    • 6-8 VPs — German Decisive Victory
    • 0-5 VPs — German Crushing Victory

12. Acronyms & Terms

TermMeaning
ABTF1st Airborne Task Force
A-PAnti-Partisan (a German einsatzkompanie or special mission company)
AlarmEmergency German company raised from headquarters staff (clerks, cooks, etc)
AssaultAs in the 189 Division HQ Assault Company (an alarm company so designated to improve morale or in jest)
ATAnti-Tank
BnBattalion (usually about 800 men in 3-5 companies)
ChocFFI unit led by a French Army Shock Battalion (Bataillon de Choc) paratrooper
CoCompany (basic unit in the game, usually 100-200 men in 3-5 platoons)
CoastCoastal Artillery (340mm coastal defense guns at Cape Cepet near Toulon)
DivDivision (from 10-20,000 men, usually in 2-3 regiments)
Anti-Tank Fire:
Anti-Tank
Air Strike
Anti-Tank
  • Combat: The attacker and defender roll, score hits and take losses simultaneously. a. The attacker rolls one die for each DRC of all attacking units (Garrison units may not participate in the attack) and applies the terrain modifiers (see Terrain Effects Chart). A hit is scored for each symbol rolled that hits the defending unit and/or garrison (see 6.a below). Determine the number of hits and apply immediately. If the defending unit eliminated, and a garrison if present is also eliminated, the attacker may advance after combat with one unit (see 7 below). b. The defender rolls one die for each DRC of defending unit, a Garrison if present and a terrain bonus die (if in a hill, village or town hex). A hit is scored for each symbol rolled that hits an attacking unit. Determine the number of hits and apply immediately.

    (The print labels the defender's roll "a." as well as the attacker's; it is transcribed here as "b.")

  • Allocating Hits: a. Defender: if a Unit is stacked with a Garrison, the defending player must allocate all hits suffered as follows: i. The Unit suffers all hits possible. ii. The Garrison must take any remaining hits not satisfied by the unit. b. Attacker: the attacking player must allocate all hits suffered as follows: i. Hits must be applied to the unit(s) with the highest symbol possible. Example: The Allied player attacks with armor, airborne and FFI units. Armor hits rolled by the German player must be applied to the armor unit. Excess armor hits must be applied to airborne units if present and finally to FFI units. Airborne hits rolled must be applied to airborne units, with excess hits applied to the FFI units. ii. All die rolls that can score a hit, must score a hit, as long as any steps remain. iii. As long as criteria i. and ii. are satisfied, the owning player may allocate step losses amongst his attacking units as he chooses (all hits to one unit, or hits spread amongst his attacking units). iv. Garrison units stacked with an attacking unit are not subject to hits.

  • DZDrop Zone (area selected to land paratroopers)
    FFIForces Françaises de l'Intérieur, French Forces of the Interior, the 'resistance'
    FPFestungs-Pionierkompanie, as in the German 14 fortress engineer company
    GIBGlider Infantry Battalion, as in the USA 550th GIB
    HQHeadquarters
    IFIndirect Fire
    IPBGIndependent Parachute Brigade Group, as in the British 2 IPBG
    KadetteCadet, ad hoc units of officer candidates (veteran non-commissioned officers)
    KGrKampfgruppe, a German battle group, as in KGr von Schwerin
    LougreTeam Lougre (FFI led by French Navy commandos)
    LZLanding Zone (area selected to land gliders)
    MauresFFI Brigade designated for its base area in Maures Mountains off south map edge
    N VarFFI Brigade designated Nord Var, or North Var Department (most of map area)
    OSSOffice of Strategic Services (OSS agent Geoffrey Jones led a company of FFI)
    PiPionier, Pioneer (German engineer units, 2 & 3 Companies, 8 Pioneer Bn)
    PBCTParachute Battalion Combat Team, as in 509th PBCT
    PFABParachute Field Artillery Battalion, as in the 460 & 463 PFABs
    PIBParachute Infantry Battalion, as in the 509 and 551 PIBs
    PIRParachute Infantry Regiment, as in 517 PIR
    POLPetroleum, Oil & Lubricants (a German POL depot at La Motte)
    PRCTParachute Regimental Combat Team, as in 517 PRCT
    RCPFFI unit led by a French Air Force 1er Regiment de Chasseurs Parachutistes paratrooper
    Recon /RecGerman reconnaissance battalion, armored car platoon and garrison detachments
    RegtRegiment (usually about 3,000 men in 3 battalions)
    RJRoad Junction (objective)
    RPReinforcement Points
    SScottish (units the British 5 Scottish Parachute Bn)
    S&SSupply & Services (German alarm company)
    TFTask Force, as in 1st Airborne Task Force
    VPVictory Points
    WWelch (units the British 6 Royal Welch Parachute Bn)
    11.Pz.D.German 11 Panzer Division