Para-Leader
Para-Leader Rulebook
Table of Contents
Table of Contents
- Para Units
- Special Rules
- IV. Examples of Play
- V. Optional Rules
- Bibliography
- The Scenarios
- Situation No. 31: Stavenger Norway
- Situation No. 32: Moerdijk Holland
- Situation No. 33: Eben-Emael Belgium
- Situation No. 34: Maleme Crete
- Situation No. 35: Syracuse Sicily
- Situation No. 36: Gela Sicily
- Situation No. 37: Salerno Italy
- Situation No. 38: Normandy France, Part I
- Situation No. 39: Normandy France, Part II
- Situation No. 40: Groesbeek Heights Germany
Para Units
The units of PANZER LEADER are in need of only slight modifications for use as paratroop units. The primary units paradropped were infantry, so modifications will be made to these to represent the elite status enjoyed by airborn forces. Using the standard values of the attack and defense strengths put forth in PANZER LEADER and PANZER LEADER 1940, the following platoon configurations would appear to be appropriate:
- German paratroop platoon:
3 I 2/8 1561 1, marked PARA. - Allied airborne platoon:
4 I 2/8 1561 1, marked AB.
Artillery support was also provided in the form of various small howitzers, anti-tank guns and other specially-designed light weaponry. Both the Allies and the Germans used gliders; therefore, these units can be assumed to require that mode of transportation in all scenarios.
In addition, to more accurately simulate the paradrops, these units should be further divided into "sticks" or units of ten to twelve men. Christopher Chyba provided a simple method for this (Vol. 11, No. 4). For our purposes, this method would yield the following units:
- German:
3 I 2/8 PARA 1=1 I 2/2 3/53 1, X3 (each platoon becomes three stick counters). - Allied:
4 I 2/8 AB 1=1 I 2/2 1/53 1, X4 (each platoon becomes four stick counters).
Finally, the transport of the paraforces must be considered. Two basic game design approaches could have been taken. The first would utilize a highly abstract method of paradropping units by matching the "sticks" or glider units assigned with hexes landed in successfully. The second method, still somewhat abstract, would introduce actual aircraft counters. The second method was chosen. In the case of the gliders, one concession was made in that it must be assumed that these have been already released by their tow planes at the moment they enter play. Below are the transport units, each of which represents an individual craft:
- A transport aircraft counter, marked
C. - A glider counter, marked
GLIDER.
Each aircraft and glider unit is assumed to have the capacity to carry one full platoon or battery. The glider units represent various types of craft used by their respective sides to transport combat forces.
Special Rules
In a variant such as this, a few new rules and charts are inevitable. Hopefully, those presented here are straightfoward and logical. In all other areas, the general rules of PANZER LEADER (whether standard, optional or experimental as agreed upon by the players) are the basis for the scenarios.
I. General Rules
A. Preparation for Play
- Airborne player selects landing hexes and turn(s) of entry for his forces, secretly noting this information for future reference.
- Defending player sets up his on-board forces.
- Paradrops occur in the Air Phase (see Turn Sequence, below).
- Paraforce units move first, unless otherwise specified by the scenario in play.
- Turn Sequence (Modified):
- a. Wind Direction and Wind Speed Determination
- b. Combat Phase (as per PL Rules)
- c. Air Phase:
- Movement of all planes to positions over target hexes.
- Anti-aircraft attacks.
- Paradrops and glider landings are executed, including resolution of scatter, survival and attacks by enemy units in the same hex.
- Air-to-ground combat by fighter-bombers.
- d. Movement Phase
- e. Close Assault Phase
B. Special Unit Capabilities
- Paratroop units (complete platoons only) have all the capabilities of Engineer units. They can remove mines and blocks, demolish bridges and create blocks according to the standard PL rules. CAT attack odds and die roll are also modified accordingly.
- 88mm and 90mm artillery batteries may be used in their anti-aircraft role.
C. Night Modifications
Due to the fact that most of the scenarios take place during the hours of darkness, modifications must be made as below. These will be in effect only when specified by the scenario in play.
- Reduce all ranges by half (rounded down).
- Limit spotting to four hexes.
- Cut all vehicular movement by 3MP (Exception: wagons).
D. Wind Direction Determination
Wind direction is a key element in any paradrop. To simulate this factor, wind direction is randomly determined by rolling a die prior to each turn and consulting the appropriate diagram below according to mapboard orientation.
[Figure: two hexagons, numbered hexsides 1 to 6. In the first mapboard orientation (NORTH arrow), 1 is the top side, 2 upper right, 3 lower right, 4 bottom, 5 lower left, 6 upper left. In the second orientation (NORTH arrow), the hexagon is turned so that 1 is the upper left side, 2 the upper right side, 3 the right side, 4 the lower right side, 5 the lower left side and 6 the left side.]
This gives the players the direction the wind is blowing from. For example, a die roll of six indicates, with the second given mapboard orientation, the following wind direction:
[Figure: a hexagon with a blue arrow showing the wind, NORTH marked.]
E. Wind Speed Determination
As with wind direction, wind speed too is a critical factor. Wind speed is randomly determined by rolling a die and consulting the following chart:
| Die Roll | Wind Speed |
|---|---|
| 1 | Low |
| 2 | Gusty |
| 3 | Gusty |
| 4 | High |
| 5 | High |
| 6 | Low |
F. Only two platoons (or their equivalent) are permitted to land in a single hex. Likewise, only two gliders may land in a given target hex. When more than these limits land in a hex, due to scatter, all friendly units in the hex are dispersed.
G. Gliders and transport planes may be subjected to anti-aircraft fire in the anti-aircraft phase.
H. Transport planes behave as other aircraft and must conform to standard PL rules in all respects.
I. All parachute and glider units need not land during the initial game turn. However, their turn and hex of landing must have been written down prior to the enemy player's initial set up.
II. Paratroop Rules
A. Paratroops land during the Air Phase segment of the controlling player's turn.
B. Paratroop units are dropped by "sticks", one platoon per plane load. Two full platoons may be targeted for any one hex per turn. Units which land offboard due to the drift are lost. It is possible that sticks belonging to different platoons will land in the same hex; the total number of sticks landing in a single hex may not total more than the equivalent of two platoons. If more than the equivalent of two platoons land in a single hex, all are dispersed.
C. Drift Determination
Due to wind speed and direction, all paratroop units are scattered according to the following charts.
Drift Pattern Chart
| Die Roll | Low | Gusty | High |
|---|---|---|---|
| 1 | A | G | M |
| 2 | B | H | N |
| 3 | C | I | O |
| 4 | D | J | P |
| 5 | E | K | Q |
| 6 | F | L | R |
The letter determined by rolling a die and cross-indexing with the current wind status is then matched with the following drift diagram. The first number indicates the maximum number of "sticks" which may land in the target hex. Further numbers indicate the "sticks" which may land in the appropriate hexes. Sticks always drift downwind. Drift of all units targeted for landing in a given hex in a turn is determined but once.
Paratroop Drift Diagrams
The magazine prints the diagrams as one row of digits per letter, transcribed below in the printed order. (Note: the digit rows were read from the magazine figure, not from a text layer; check them against the scan if in doubt.)
A 8
B 6 2
C 4 2 2
D 2 3 2 1
E 1 2 2 2 1
F 0 1 1 2 2 1 1
G 0 1 1 1 2 1 1 1
H 0 1 1 1 1 1 1 1 1
I 1 0 1 0 1 1 1 1 1 1
J 0 1 0 1 1 1 1 1 1 1 0 1
K 0 1 0 1 1 1 0 1 1 1 0 1
L 0 0 1 1 0 0 1 1 0 0 1 1 0 0 1 1
M 0 0 1 0 0 1 1 0 1 0 0 1 1 0 0 1 1
N 0 0 1 0 0 1 0 0 1 0 1 0 0 1 1 0 0 1 1
O 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 1
P 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 1
Q 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1
R 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1
For example: there is a gusty wind and a "3" is rolled on the Drift Pattern Chart, indicating the pattern for the drift would be an "I" pattern. The wind is from the west. The result would appear on the mapboard as shown in the magazine's figure.
D. Paratroop Survival
Each paratroop stick is subjected to jump survival according to the following chart:
Paratroop Jump Survival Chart
| Terrain \ Die Roll | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Sea | X | X | X | X | X | X |
| Forest | X | X | X | X | D | - |
| Town | X | X | X | D | - | - |
| Gully | X | X | D |
X = Paratroop unit is ELIMINATED D = Paratroop unit is DISPERSED - = NO EFFECT
E. Parachute units landing in hexes containing enemy units are subjected to immediate attack by all undispersed units in that hex which have not fired in that turn's anti-aircraft segment.
F. Paradropped units may not move in the turn in which they are dropped, but may participate in CAT attacks, albeit without the favorable -2 DRM.
G. Paradropped units landing on mines are subjected to minefield attacks at the appropriate time in the turn sequence.
H. Undispersed "sticks" may form whole platoons. Sticks need not combine with sticks of their own plane load to form a complete platoon, but must combine with sticks of their own type. In order to complete the combination, sticks must begin a friendly player turn in a hex free of enemy units. Before any other action, simply replace the appropriate number of sticks with a platoon counter. These newly-formed platoons may move but may not participate in Direct Fire attacks; they may, however, take part in CAT attacks. Units may not form whole platoons on turn of landing. Once formed, whole platoons may not break down into sticks.
III. Glider Rules
A. Gliders fly according to the general rules for aircraft. However, gliders must enter the mapboard headed in the direction and hex row in which the target hex is located.
B. As with paratroops, the turn(s) of landing and landing hex(es) must be chosen and written down prior to the defensive player's initial placement.
C. Gliders may carry one fully-formed platoon or artillery battery. Artillery may only be carried in gliders, never airdropped (Exception: Scenario 10, Groesbeek Heights). (Printed as "Scenario 10"; the Groesbeek Heights scenario is printed as Situation No. 40 in this article. Kept as printed.)
D. Gliders are subject to anti-aircraft fire during the Air Phase.
E. Only two gliders may land in any given hex in a single game turn. Glider units do count toward stacking limits. As with paratroopers, exceeding this limit causes all friendly units in the hex to become dispersed.
F. Glider Drift and Landing
As they were not powered craft, gliders too are subject to drift. The following procedure is consulted during the landing segment of the Air Phase in determining the landing of gliders:
-
Determine, by rolling one die, if the glider lands on target, short or long. "On target" is indicated by a die roll of 3 or 4; "long" by a roll of 5 or 6; "short" by a roll of 1 or 2. This would place the glider in one of three hexes (short, on target, or long, in the direction of flight).
-
Check the wind direction and speed for the current turn (as determined during the beginning of the turn) and shift the glider unit one hex in that direction for a low wind, two hexes for a gusty wind, or three hexes for a high wind. This procedure is followed for each glider unit individually.
For example: a glider has been targeted for hex A. A gusty wind is blowing from the number five hexside. The die roll indicates the glider would land short of hex A. The drift correction makes the actual landing occur in hex B.
G. Glider Survival
Upon landing, the following chart is consulted to determine if the glider unit is lost (crashed) or if it lands without mishap. This is intended to simulate the difficulty and frequent casualties encountered with glider landings in World War II. This procedure is followed for each glider unit individually.
Glider Landing Survival Chart
| Terrain \ Die Roll | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Sea | X | X | X | X | X | X |
| Forest | X | X | X | X | D | D |
| Town | X | X | X | D | D | - |
| Gully | X | X | D |
X = Glider unit is ELIMINATED with passengers. D = Glider unit and passengers are DISPERSED. - = NO EFFECT.
H. Gliders landing on hexes containing blocks or forts have a -1 DRM applied to the die roll on the Glider Landing Survival Chart.
I. Gliders landing on minefield hexes have a -1 DRM applied to the die roll on the Glider Landing Survival Chart. Provided they survive the landing, the gliders and the passengers are subject to minefield attack as per standard PL rules.
J. Units landing in gliders may unload but may not move in the turn they land. They may participate in Direct Fire and CAT attacks.
IV. Examples of Play
A. Paradrop Sequence
- The paradrop sequence is executed in the Air Phase.
- Two platoons of German Fallschirmjaeger are targeted for landing in target hex T during turn 3.
- A wind speed of gusty from the sixth hexside is determined from the charts.
- At the beginning of turn 3, all transport planes are moved to their target hexes, including two over hex T.
- The transports are subjected to AA fire, with no effect.
- Surviving transports drop their paratroopers in sticks. The drift chart is consulted with a die roll of "3", giving a scatter pattern of "I", and the units are scattered accordingly.
- After the sticks are placed in the proper hexes due to scattering, the Paratroop Jump Survival Chart is consulted for each stick. All sticks land in clear terrain and all survive the landing.
- This procedure is repeated for each target hex.
B. Glider Landing Sequence
- Glider landings occur in the Air Phase.
- Two Allied gliders are targeted for hex U in turn 2.
- Wind speed is determined to be high and blowing from hexside four.
- At the beginning of turn 2, all gliders start at the edge of the board in the hex row in which their respective target hex is located, in this case hex row U.
- Next, the drift of the gliders is determined; two die rolls bring a short landing and a long landing.
- The gliders are moved, one to hex A (short) and one to hex B (long).
- The gliders undergo AA attacks, with no effect.
- The gliders are then considered landed and the Glider Landing Survival Chart is consulted. Both landed in clear hexes and survived the landing.
- Units unload from gliders. Note that glider-borne units are not broken down and therefore need not combine in the next turn to be effective.
- This procedure is repeated for each glider landing.
V. Optional Rules
The following are some optional and experimental rules which have been suggested through the course of playtesting the scenarios. These were not incorporated into the above "standard" rules as they may alter play and play-balance dramatically. On the other hand, these can add still more realism and variety to the game.
A. Field-of-Fire for Artillery
This rule and its explanation is found in the PL rulebook. Utilization of this optional rule will have considerable effect on the defending player. This restriction will make necessary the careful deployment of all artillery units, especially AA batteries.
B. Opportunity Fire
This rule is also to be found in the PL rulebook. Its purpose is to prevent the phenomenon referred to as "Panzerbush", the unrealistic running of units from cover to cover past enemy units. In this regard, it is highly recommended for these scenarios. [A further modification of the Opportunity Fire rules of PL can be found in Volume 12, Number 2 for additional realism.] The movement requirement for aircraft (as their movement factor is considered infinite in the scale of the game system) in the LOS of an AA unit is satisfied by five hexes.
C. Crash Landings
In some situations, a "D" result on the AA Combat Results Table is not a realistic representation. Rather than add another table to the body of the rules, this optional rule is offered to reflect crash landings necessitated by severe damage, not immediately fatal, to transport aircraft.
- Transport aircraft, including gliders, which suffer a "D" result on the AA Combat Results Table are referred to the following procedure. A die is first rolled to determine if the pilot will attempt a crash landing. An even roll indicates that normal glider or parachute procedures are followed for that aircraft. An odd die roll result means that the pilot opts for a crash landing attempt. To determine the success of the attempt, a single die is rolled: an even number means that the aircraft has survived the crash landing; an odd result indicates it has been destroyed and is removed from play along with all passengers.
- All sticks, if the aircraft survives the landing attempt, land in the same hex; there is no drift.
- Sticks must still combine to form whole platoons; landing in the same hex does not remove this requirement nor foreshorten it.
- Surviving sticks and glider-borne platoons are automatically dispersed upon crash landing to simulate the initial confusion of such a landing.
D. Varied Unit Combination
It is easy to foresee that often there will be fewer survivors than the required number of sticks to make up a full platoon. This can result in many scattered sticks, unable to form effective combat units, a frustrating state of affairs. This rule is an alternative reminiscent of "step reduction" in reverse, giving the paraforce commander an option he would not otherwise enjoy.
- Reduced strength German and Allied platoons may be formed as follows:
- German:
2 I 2/6 1559 1=1 I 2/2 1/55 1, X2. - Allied:
3 I 2/6 1559 1=1 I 2/2 4/61 1, X3.
- German:
- The same procedure for forming complete platoons is followed for these reduced strength platoons.
- These partial or reduced strength platoons have all the capabilities of engineers except for the increase in odds advantage in CAT attacks.
- These units may not combine further, either with sticks or other reduced strength platoons, to form complete paratrooper platoons.
[These units are not included in the counter mix located in the insert of this issue.]
Bibliography
For those interested in reading of the further exploits of the paraforces in World War II and creating more Para-Leader scenarios, the following are recommended:
- Fallschirmjaeger by R. Boehmler (1969)
- Saga of the All-American by W. Forrest Dawson (private printing)
- Paratrooper! by Gerard M. Devlin (1979)
- Air Assault by John R. Galvin (1969)
- The Glider War by James E. Mrazak (1975)
- A Bridge Too Far by Cornelius Ryan (1974)
- The Longest Day by Cornelius Ryan (1959)
- Hunters From The Sky by Charles Whiting (1974)
The Scenarios
The following are scenarios based on various airborne operations of World War II. It should be noted that both standard PANZER LEADER and PANZER LEADER 1940 (Volume 15, Number 2) counters are used, as well as the new paraunits found in the insert of this issue.
Note on forces: in the magazine, each situation's forces are printed as counter graphics with counts (for example X10), beside the situation's set-up, special rules and victory conditions. Those counter graphics are not text and are not transcribed here; the set-up and victory text below are transcribed as printed. Turn record track lengths are as drawn in each situation.
Situation No. 31: Stavenger Norway
April 8, 1940: Paratroop units descend upon the airfield to pave the way for the main force.
- Forces: Allied (set up first) and German (reinforcements, see Special Rules). Counter graphics as printed in the magazine.
- Mapboard orientation: Board B above Board A, NORTH up.
- Set-up: ALLIED: Set up first, anywhere on mapboard. GERMAN: Enter as per Paratroops Rules, south edge.
- Special Rules:
- The two town hexes of Sambleau are considered to be the airfield. Treat Sambleau hexes as clear terrain.
- Reinforcements must land in the town hexes of Sambleau (the airfield) on the turn selected by the German player prior to the initial placement of the Allied player. Planes unable to land must exit and cannot return. All stacking rules do apply to the reinforcements and their transport.
- Night Modifications are in effect.
- Defensive DRM for units in Sambleau (the airfield) are not in effect but all other terrain effects are in force for the two hexes.
- Victory Conditions:
- GERMAN: The German player wins by controlling both hexes of Sambleau at the end of the game.
- ALLIED: Avoid German victory conditions.
- Turn Record Track: 12 turns. GERMANS move first.
Situation No. 32: Moerdijk Holland
May 9, 1940: Fallschirmjaeger units assault a vital bridge needed for the advancing armored spearhead.
- Forces: Allied (set up first), German (main body enters on turn 5, east edge). Counter graphics as printed in the magazine.
- Mapboard orientation: Board A at top left, Board C at top right, Board D below Board A, NORTH up.
- Set-up: ALLIED: Set up first, anywhere on mapboard. GERMAN: Enter as per Paratroop Rules, east edge.
- Special Rules:
- The only useable bridge for crossing the north/south stream is the main span in hex A-V8. The others are not suitable for vehicles but may be used by non-vehicular units.
- Victory Conditions:
- GERMAN: The German player's victory conditions are dependent on the number of combat units exited off the west edge of the mapboard:
- Control bridge hex A-V8 and exit 15 combat units: DECISIVE German victory
- Control bridge hex A-V8 and exit 10 combat units: TACTICAL German victory
- Control bridge hex A-V8 and exit no combat units: MARGINAL German victory
- ALLIED: Avoid German victory conditions.
- GERMAN: The German player's victory conditions are dependent on the number of combat units exited off the west edge of the mapboard:
- Turn Record Track: 15 turns. GERMANS move first.
Situation No. 33: Eben-Emael Belgium
May 10, 1940: Assault Battalion Koch strikes the fortress to open the way for the Blitzkrieg.
- Forces: German and Allied counter graphics as printed in the magazine.
- Mapboard orientation: Board C, Board A, Board D from left to right, NORTH up.
- Set-up: ALLIED: Set up first, see Special Rules. GERMAN: Enter as per Paratroop Rules, east edge.
- Special Rules:
- Fort counters must be placed on each of the following hexes: A-T7, A-S6, A-S7, A-R6 and A-R7.
- All Allied units must be initially placed in fort counters.
- Control of a fort is satisfied by sole occupation of the hex containing the fort by a combat unit, regardless of whether such unit is within or without the fort.
- Victory Conditions:
- GERMAN: The German player's victory conditions are dependent on his elimination or control of Allied forts:
- Eliminate/Control 4 forts: DECISIVE German victory
- Eliminate/Control 3 forts: TACTICAL German victory
- Eliminate/Control 2 forts: MARGINAL German victory
- ALLIED: The Allied player's victory conditions are dependent on the number of forts he controls at the conclusion of the game:
- Control 4 forts: DECISIVE Allied victory
- Control 3 forts: TACTICAL Allied victory
- Control 2 forts: MARGINAL Allied victory
- GERMAN: The German player's victory conditions are dependent on his elimination or control of Allied forts:
Situation No. 34: Maleme Crete
May 20, 1941: Elements of the German 11th Air Corps assault New Zealand defenders of the key Maleme airport.
- Forces: German (including Glider Force) and Allied counter graphics as printed in the magazine.
- Mapboard orientation: Board B above Board C, NORTH up.
- Set-up: GERMAN: Enter as per Paratroop Rules, north edge. ALLIED: Set up first, anywhere on mapboard.
- Special Rules:
- The British A12 armor unit may not be placed initially on Board C.
- Victory Conditions:
- ALLIED: The Allied player wins by "controlling" the ridge on Board C (hexes D9 through Q3). To accomplish this, the Allied player must have an undispersed unit with LOF to or in occupation of every hex of the ridge.
- GERMAN: Avoid Allied victory conditions.
- Turn Record Track: 15 turns. GERMANS move first.
Situation No. 35: Syracuse Sicily
July 10, 1943: The British 1st Air Landing Brigade assaults the Italian city in advance of the invasion.
- Forces: German and Allied (including Glider Force) counter graphics as printed in the magazine.
- Mapboard orientation: Board C, Board A, Board B from left to right, NORTH up.
- Set-up: GERMAN: Set up first, anywhere on mapboard. ALLIED: Enter as per Paratroop Rules, east edge.
- Special Rules:
- Night Modifications are in effect.
- Allied scout cars represent artillery transport vehicles, land with the artillery and associate glider and are loaded.
- Fighters carry bombs.
- Victory Conditions:
- ALLIED: To win, the Allied player must have LOF to each hex of the road on Board B extending from A8 to Q8 with undispersed Allied units.
- GERMAN: Avoid Allied victory conditions.
- Turn Record Track: 10 turns. ALLIES move first.
Situation No. 36: Gela Sicily
July 11, 1943: Units of the U.S. 82nd Airborne drop to prevent enemy armor of the 15th Panzer from reaching the coast.
- Forces: German (reinforcements enter turn 1 and turn 3, north edge) and Allied counter graphics as printed in the magazine.
- Mapboard orientation: Board C, Board D, Board A from left to right, NORTH arrow pointing west.
- Set-up: GERMAN: Set up first, anywhere on mapboard; reinforcements enter as indicated. ALLIED: Enter as per Paratroop Rules, south edge.
- Special Rules:
- Night Modifications are in effect.
- Use Panther (W) counters to fill out Mk IV units.
- Allied scout cars represent artillery transport vehicles; land with the artillery and associate glider and are loaded.
- Victory Conditions:
- GERMAN: The German player's victory conditions are dependent on the number of combat units exited south off Board A:
- Exit 35 combat units: DECISIVE German victory
- Exit 25 combat units: TACTICAL German victory
- Exit 15 combat units: MARGINAL German victory
- ALLIED: The Allied player's victory conditions are dependent on the number of German combat units eliminated:
- Eliminate 30 German units: DECISIVE Allied victory
- Eliminate 20 German units: TACTICAL Allied victory
- Eliminate 10 German units: MARGINAL Allied victory
- GERMAN: The German player's victory conditions are dependent on the number of combat units exited south off Board A:
Situation No. 37: Salerno Italy
September 14, 1943: U.S. 82nd Airborne units land to reinforce the hard-pressed 36th Infantry Division.
- Forces: Allied and German counter graphics as printed in the magazine.
- Mapboard orientation: Boards B, A, D and C as printed in the magazine, NORTH up.
- Set-up: ALLIED: Set up first, anywhere on Board A and/or Board D. Paratroops enter as per Paratroop Rules, west edge. GERMAN: Set up second, anywhere on Board C.
- Special Rules:
- Night Modifications are in effect.
- Control of a board or town is defined as having the majority of undispersed combat units on the relevent whole hexes. (Printed as "relevent".)
- Victory Conditions:
- GERMAN: The German player's victory conditions are dependent on the areas controlled by German units:
- Control Grancelles: DECISIVE German victory
- Control Board D: TACTICAL German victory
- Control Board C: MARGINAL German victory
- ALLIED: The Allied player's victory conditions are dependent on the areas controlled by Allied units:
- Control Grancelles, Boards C & D: DECISIVE Allied victory
- Control Grancelles and Board D: TACTICAL Allied victory
- Control Board D: MARGINAL Allied victory
- GERMAN: The German player's victory conditions are dependent on the areas controlled by German units:
Situation No. 38: Normandy France, Part I
June 6, 1944: Pathfinders of the 82nd Airborne land near Ste.-Mere-Eglise to mark the way for the main drop.
- Forces: German and Allied counter graphics as printed in the magazine.
- Mapboard orientation: Boards C, A and D as printed in the magazine, NORTH up.
- Set-up: GERMAN: Set up first, anywhere on mapboard. ALLIED: Enter as per Paratroop Rules, west edge.
- Special Rules:
- During the pre-game Allied plot of landing hexes, the Allied player must also select landing hexes for the main body to be used during Part II (Situation 39).
- Night Modifications are in effect.
- The selected landing hexes for the main body must be marked by moving a pathfinder (platoon or stick) into the hex, remaining stationary for one full game turn. After this, place a wreck counter in the hex to represent the flares placed for the later landing of paratroops. German combat units may move into such marked hexes, provided no Allied unit remains in the hex, and voluntarily remove the wreck counter, extinguishing the flares. The Allied player is not allowed to set dummy flares.
- Victory Conditions:
- ALLIED: The Allied player's victory conditions are dependent on the number of hexes marked with flares (wreck counters):
- 31 + hexes marked: DECISIVE Allied victory
- 21-30 hexes marked: TACTICAL Allied victory
- 11-20 hexes marked: MARGINAL Allied victory
- GERMAN: The German player wins if fewer than eleven hexes are marked. (Note: in order to advance to Part II of the duel scenario, the Allied player must have marked a minimum of 11 hexes.)
- ALLIED: The Allied player's victory conditions are dependent on the number of hexes marked with flares (wreck counters):
Situation No. 39: Normandy France, Part II
June 6, 1944: The 506th Regiment comes to earth near Ste.-Mere-Eglise, to be opposed immediately by elements of the 91st Infantry Division.
- Forces: German and Allied (including Glider Force) counter graphics as printed in the magazine.
- Set-up:
- GERMAN: German units surviving Situation 38 are placed in the hexes they occupied at the conclusion of that game. All additional German units listed above are placed in Grancelles.
- ALLIED: Allied units surviving Situation 38 are placed in the hexes they occupied at the conclusion of that game. All additional Allied units enter as per Paratroop Rules, west edge. Glider units may not enter play prior to turn 8.
- Special Rules:
- Landing hexes and turns must have been recorded for the Allied paratroops and gliders must have been plotted at the beginning of Situation 38. All Allied units entering play must land in "marked" hexes; otherwise they are subject to an additional survival roll with a -1 DRM applied.
- Complete Allied paratroop platoons surviving from Situation 38 are replaced with standard Allied infantry platoons (2/2/6/1) prior to play to represent casualties, fatigue, ammunition depletion. Such retain all special paratrooper capabilities.
- Night Modifications are in effect.
- Victory Conditions:
- ALLIED: The Allied player's victory conditions are dependent on control of Grancelles:
- Control of all hexes of Grancelles: DECISIVE Allied victory
- Control majority of hexes of Grancelles: TACTICAL Allied victory
- Control one hex of Grancelles: MARGINAL Allied victory
- GERMAN: The German player's victory conditions are dependent on control of Grancelles:
- ALLIED: The Allied player's victory conditions are dependent on control of Grancelles:
Situation No. 40: Groesbeek Heights Germany
September 17, 1944: 508th Parachute Regiment and 376th Parachute Field Artillery Battery seize and defend the Groesbeek Heights from a force of low-level infantry composed of OKM, OKL and recently released convalescent personnel.
- Forces: German and Allied (including Glider Force) counter graphics as printed in the magazine.
- Mapboard orientation: Boards A, C and D from left to right, NORTH up.
- Set-up: GERMAN: Set up first, anywhere on mapboard. ALLIED: Enter as per Paratroop Rules, west edge.
- Special Rules:
- Glider force must enter a turn following the last paratroop drop turn.
- 75mm Pack Howitzers may also be paradropped; however, there is no scatter for landing para-artillery.
- Allied scout cars represent the transport vehicles for the 57mm AT; land with the artillery and associated glider and are loaded.
- Victory Conditions:
- ALLIES: The Allied player wins by establishing an unbroken line of hexes occupied by or covered by the LOF of undispersed combat units from the major east-west stream to the south edge of Board C.
- GERMAN: The German player wins by clearing a path 3 hexes wide from the western edge of Board D to the western edge of Board C.
- Turn Record Track: 12 turns. ALLIES move first.