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Raid on St. Nazaire

Raid on St. Nazaire Rulebook

Table of Contents

Table of Contents

  • Glossary
  • 2. Game Pieces
    • 2.1 Units
      • 2.11 Boats
      • 2.12 Commandos
      • 2.13 Stosstruppen
      • 2.14 Remnants
      • 2.15 Guns
      • 2.16 Searchlights
      • 2.17 Armored Cars
    • 2.2 Markers
      • 2.21 Turn
      • 2.211 German Movement
      • 2.212 Target
      • 2.213 Shots Taken
      • 2.22 Searchlight Beam
      • 2.23 Out of Action/Disrupted
      • 2.24 Turn Away/Evade
      • 2.25 On Fire/Dead in Water
      • 2.26 Dockside Guns
      • 2.27 Sunk/Withdrawn
      • 2.28 Destroyed/Damaged
      • 2.29 Prepared Charges
    • 2.3 Game Log
  • 3. The Mapboard
    • 3.1 Land Zones
      • 3.11 Land Areas
    • 3.12 Over-Water Areas
    • 3.13 Area Information
    • 3.14 Connecting Lines
    • 3.2 Sea Zones
  • 4. Sequence of Play
  • 5. Prepare for Play
    • 5.1 Game Log
    • 5.2 British Setup
    • 5.3 German Setup
    • 5.4 Stosstruppen
  • 6. Searchlight Illumination
    • 6.1 Gun/Searchlight Restoration
    • 6.2 Zone Illuminated
    • 6.3 Illumination Effect
    • 6.4 Power Station
    • 6.5 Covering Fire Targets
  • 7. Naval Attacks
    • 7.1 Harbor Defense Table
      • 7.11 Sinking
      • 7.12 Fire
      • 7.13 MC
      • 7.14 KO
      • 7.15 C
      • 7.16 Turn Away
      • 7.17 Evade
      • 7.18 C Consequences
    • 7.2 Covering Fire
      • 7.21 Hit Effects
    • 7.3 Dockside Defensive Fire
    • 7.4 Open Sea Combat
      • 7.41 Destroyers
      • 7.42 Patrol Boat
      • 7.43 Aircraft
    • 7.5 Approach Exception
  • 8. Naval Movement
    • 8.1 MF
    • 8.2 Campbeltown
      • 8.21 Scuttling
    • 8.3 Evacuation
    • 8.4 Torpedo Attacks
      • 8.41 drm
      • 8.42 Delayed Action Torpedos
    • 8.5 Forced Landings
    • 8.6 Landings
  • 9. German Activation
    • 9.1 Turn Record Chart
    • 9.2 Unit Selection
    • 9.3 Zone/Area Selection
    • 9.4 Guns/Searchlights
    • 9.5 Armored Cars
  • 10. Land Movement
    • 10.1 British MF
    • 10.2 German MF
    • 10.3 MF Costs
    • 10.4 German Movement
      • 10.41 Exceptions
    • 10.5 Armored Cars
    • 10.6 Remnant Consolidation
  • 11. Land Combat
    • 11.1 Fire Combat
    • 11.2 Order of Resolution
    • 11.3 Fire Attacks
      • 11.31 German Fire Doctrine
    • 11.4 Guns/Searchlights
    • 11.5 Flak Towers
      • 11.51 Long Range Fire
      • 11.52 Mortar Fire
    • 11.6 Grenade Attacks
    • 11.7 Losses
    • 11.8 Ammo Losses
  • 12. Demolition Attacks
    • 12.1 General
    • 12.2 Preparation
    • 12.21 German Discovery
    • 12.3 Demolition Attack Table
    • 12.4 Damage
    • 12.5 Over-Water Areas
    • 12.6 Campbeltown
  • 13. German Ships
    • 13.1 Triangular Areas
    • 13.2 Ship Withdrawal
      • 13.21 Shipboard Units
    • 13.3 Targets of Opportunity
  • 14. U-Boat Pens
    • 14.1 Hexagonal Areas
    • 14.2 Inherent U-Boat Pen Defense
  • 15. Victory Points
    • 15.1 How to Win
    • 15.2 Survivors
  • 16. Scenarios
    • 16.1 No Bombing Raid
    • 16.2 U-593 Incident
  • Credits

Glossary

The player should read and understand all of the terms herein before attempting to play the game.

adjacent: Directly connected to an Area by a common fire/movement line.

dr: (die roll). A roll of one die.

DR: (dice roll). A roll of two dice with the results of each added to form one combined number; e.g., a colored dr of 4 and a white dr of 3 equals a DR of 7.

drm: (die roll modifier). An artificial addition to an original die roll due to an applicable rule or condition; e.g., a dr of 3 and a +1 drm equals a final dr of 4.

DRM: (dice roll modifier). An artificial addition to an original dice roll due to an applicable rule or condition; e.g., a DR of 7 and a −1 DRM equals a final DR of 6.

Triad: A roll of three dice with the red die always being read as a separate dr and the roll of the other two dice being read (depending on rule application) as either a DR or a Selection DR. The result is always given as a three-digit number. For example; a red 4, a colored 3, and a white 5 would be read as 435 (if a Selection DR) or 408 (if a normal DR). Alternately, a Triad could be resolved by making a separate dr and DR/Selective DR. The Triad concept is used as a single three-dice roll only to speed play.

Selection DR: A roll of two dice with the results always read as a two-digit number with each digit ranging from 1 to 6; the colored dr being read first. For example: a colored 4 dr and a white 3 dr is a Selective DR of 43. If that Selective DR is not acceptable, the closest applicable Selective Number is substituted with ties being resolved by the player's choice. 11 is considered the next higher Selective Number following 66 for this purpose; 21 is the next higher Selection Number after 16, etc.

Example: A Selective DR of 26 is closer to 31 (one less), than to 24 (two more). Therefore, if a Selective DR of 26 is made to determine whether a boat with a Selective Number of 31 or a boat with a Selective Number of 24 is hit, the boat with Selective Number 31 is struck.

MF: (Movement Factor). The maximum number of points a unit may expend in moving from one point on the board to another point in any one turn.

> : Greater Than

≥ : Greater Than or Equal to

< : Less Than

≤ : Less Than or Equal to

2. Game Pieces

2.1 Units

The following colored pieces (hereafter referred to as units) represent the various forces that participated in the battle.

2.11 Boats

All British vessels will be referred to as boats (although the Campbeltown is technically a ship) and are individually represented by green units containing the name/type of boat, its commander, Gun Strength, Target Selection Number, and MF. The flip side of each unit represents the same boat after having sustained sufficient damage to reduce its maximum speed. These units are moved only among the seven sea Zones. The Campbeltown is represented by two pieces moved together as a single unit.

Boat type abbreviations: ML (Motor Launch), TML (Torpedo Motor Launch), MGB (Motor Gun Boat), MTB (Motor Torpedo Boat), DD (Destroyer).

2.12 Commandos

The tan units represent the British Commando teams which went ashore to destroy dock installations. Each unit lists the leader of that Commando unit, its MF, and whether it is an Assault or Demolition Party. Demolition units also list their Primary Target Area (although this can be ignored if it differs from that entered on the Game Log for that unit). The flip side of each unit represents the same unit printed in a lighter hue with a lessened MF due to being encumbered with wounded. These units are kept offboard until landed by their respective transport; their status being recorded on the Game Log.

2.13 Stosstruppen

The blue units represent German "Stosstruppen" (thrust troops) who defended the port. Each unit represents a makeshift infantry force of varied size composed primarily of naval shore personnel, ship crews, and anti-aircraft troops. Only in the latter stages do actual infantry of the 679th Infantry Brigade appear. Each unit lists its relative strength at bottom and an Alarm Level in the upper right-hand corner inside a white circle. The flip side of each unit represents the same unit at a reduced strength. Prior to play these units are sorted into five separate groups according to their Alarm Level (1, 2, 3, 4, 5) to await entry into play through the German Activation process (9).

2.14 Remnants

Stosstrupp units printed in a lighter blue and without an Availability Code triangle are Remnants. They enter play only as replacements for Stosstrupp units (or as "change" for Remnant Consolidation; 10.6) which have suffered partial losses. The flip side of each Remnant shows a weaker version of the same Remnant.

2.15 Guns

Each gray unit bearing a Gun silhouette represents a manned Gun which starts play in the Area listed on that unit. Each Gun unit contains information regarding its Setup Area, assigned Sea Zones (if any), and Land Combat Strength. In addition, the silhouette identifies the size of that Gun although these sizes have no effect on the play of the game. The flip side is an "Already Fired" marker which is used whenever the Gun uses Dockside Defensive Fire during that turn. Gun units are immobile and cannot be removed until destroyed.

2.16 Searchlights

Each gray unit bearing a yellow Searchlight silhouette represents a Searchlight which starts play in the Area listed on that unit. Each Searchlight unit contains information listing its Setup Area, Land Combat Strength, and the Zones it may illuminate. The flip side shows the Searchlight in a blackened condition to be used when the Power Station has been destroyed/damaged until auxiliary power has been restored (6.4). Searchlights are immobile and cannot be removed until destroyed.

2.17 Armored Cars

Stosstrupp units bearing a silhouette of an Armored Car have their strength (5) contained inside a box symbol to signify their armored status. Armored Cars do not suffer fractional losses. The flip side of this unit contains only reminders of its special movement limitations (four MF along single lines).

2.2 Markers

The following pieces (hereafter referred to as markers) are informational only and used to represent the status of actual units.

2.21 Turn

The Game Turn marker is placed in the 0128 box of the Turn Record Chart at the start of play to indicate the current Game Turn. During the Movement and Combat Phases of each Game Turn the player should flip the Turn marker to its respective nationality symbol-side as a reminder of which side is currently firing or moving.

2.211 German Movement

The German Movement marker is placed on the German Movement Track to record the German Movement dr and movement capabilities for that turn (10.2).

2.212 Target

The Target marker is placed on the boat which has just been hit to mark the target while resolving the Effect of that hit.

2.213 Shots Taken

The Shots Taken marker is placed on the Turn Record Track and moved along the numbered spaces to keep track of the number of shots during each Harbor Defense Fire and Dockside Defensive Fire series.

2.22 Searchlight Beam

A Searchlight Beam marker is placed in the Zone illuminated by its functioning Searchlight at the start of the Searchlight Phase. The marker contains the Setup Area of the Searchlight as identification and the −1 drm/DRM that it bestows upon German To Hit dr attacks in that Zone when effective. The flip side shows an ineffective Searchlight Beam (6.2).

2.23 Out of Action/Disrupted

These markers are placed on Gun/Searchlight units to reflect damage/intimidation inflicted by British fire.

2.24 Turn Away/Evade

These markers are placed on boats to reflect relative MF-loss due to fire on the Harbor Defense Table. Once a boat contains sufficient MF-Loss markers to reduce its MF for that Game Turn to 0, no additional MF-loss markers are placed on that boat. Two "Evade" results are the equivalent of one "Turn Away" result. If a boat already marked with an Evade marker suffers another "Evade" result, flip the current "Evade" marker to its "Turn Away" side.

2.25 On Fire/Dead in Water

These markers are placed on boats to reflect their status as a result of attacks resolved on the Harbor Defense Table. Once the Campbeltown rams the Southern Caisson it is considered "Dead in Water".

2.26 Dockside Guns

These markers are placed in those sea Zones containing boats that are being attacked by on-board Guns during the Dockside Defensive Fire Phase as a reminder of the Base To Hit Number for that Zone during that phase. Each marker indicates the number of onboard Guns firing into that specific Zone during Dockside Defensive Fire (up to a maximum of 5) during that Game Turn.

2.27 Sunk/Withdrawn

These markers show the status of the printed German ship Locations (triangular Areas). Whether withdrawn or sunk, these markers eliminate that triangular area for further movement/fire purposes (13.2). Sunk markers are also temporarily used with sinking British boats until removed at the end of the Naval Movement Phase.

2.28 Destroyed/Damaged

These markers are used to show the status of Victory Point target Areas as a result of Commando Demolition/torpedo attacks. Such Areas can still be entered normally [EXCEPTION: certain over-water Areas; 12.5].

2.29 Prepared Charges

The Prepared Charges marker is placed on any Victory Point target after a Demolition unit has passed its Placement dr (12.2). If a Demolition attack results in a "No Effect", or the placing Demolition unit is eliminated/leaves the Area, the marker is flipped to its "Charges at Risk" side which lists the +1 Demolition Attack drm that is applicable to future attacks by that set of charges.

2.3 Game Log

One Game Log sheet is filled out prior to the start of each game to record the designated Landing Area for each Commando unit and Primary Target of each Commando demolition unit. Any Area containing a red Victory Point Number can be selected as the Primary Target of a Demolition unit, but no Area can be the Primary Target of more than one Demolition unit. In addition, blocks are provided for each boat to check off Crew casualties as they are sustained, Passengers as they are taken aboard, and Gun Strength as it is lost. To the right of each boat section, blocks are provided to check off casualties for any Commando unit on that boat and the number of grenade/demolition attacks it has remaining. The British should also keep a running tally of the number of Victory Points earned on the Victory Point Display of the Game Log, and the functioning Gun Strength of its flotilla as a whole by checking off losses (and the Gun Strength of boats Withdrawn to the Open Sea and Approach Zones) on the Flotilla Gun Display. The historic Landing Area and Primary Targets of the Commandos are printed in gray in the corresponding columns. These assignments can be changed during Prepare For Play; they are provided for convenience and historical reference only.

3. The Mapboard

3.1 Land Zones

The gameboard has four land Zones (1, 2, 3, or 4); each of which is separated by water from the others. In addition, there are two offboard Holding Zones (5 and 6) used only for purposes of German unit Activation and British Withdrawal. Units in these offboard Holding Zones have no effect on the movement/fire of units in connecting Areas, nor can they attack or be attacked in combat.

3.11 Land Areas

Superimposed over each land Zone is a pattern of circular, square, triangular, or hexagonal shapes called Areas connected by lines of different types. It is over these connected Areas that the ground units of each side will move and fire. There are four different types of Areas:

3.111 Circles: Circular Areas represent generally open ground lacking good defensive terrain to protect an attacked unit. Areas depicted as double circle (336, 366, 111) are the designated Landing Zones; they are no more vulnerable to attack than other circular Areas.

3.112 Squares: Square Areas represent buildings offering good defensive terrain.

3.113 Triangles: Triangular Areas represent moored ships offering good defensive terrain with special rules for the movement of German units (13.1).

3.114 Hexagons: Hexagonal Areas represent the heavily fortified U-Boat Pens which offer good defensive terrain and special rules for the activation and movement of German units (14.2).

3.12 Over-Water Areas

All caissons, gates, bridges, and moored German ships are considered temporary land Areas because they can be eliminated if destroyed/sunk by the Commandos or if the ship is Withdrawn. Such temporary land Areas are marked with the appropriate Destroyed/Sunk/Withdrawn markers as the occasion warrants.

3.13 Area Information

Areas may contain the following information:

3.131 Identification Number: Each Area contains a three-digit number unique to that Area which is used to identify that point on the mapboard. For example, the Southern Caisson is Area #111. The first digit is the Zone Number. The second and third digits compose the Activation Number used to determine the activation of Stosstrupp units in that Area (see 9). For example, the Power Station in Area #315 has an Activation Number of 15. Some Areas contain two three-digit Identification Numbers because they are more likely sources to activate Stosstrupp. Only those Areas whose Identification Numbers are printed in red can activate Stosstrupp units.

3.132 Victory Points: Any Area containing a Demolition target worth Victory Points will contain the name of that target and a circled red number which is the amount of Victory Points awarded for the destruction of that target. For example, destruction of the Southern Caisson (Area #111) is worth 12 Victory Points.

3.133 Gun/Searchlight: Areas containing a Gun or Searchlight have their depiction printed inside the Area in black.

3.14 Connecting Lines

There are four types of lines connecting the various Areas:

3.141 Single Lines: Single lines allow movement between connecting Areas at a cost of one MF per Area entered as well as fire combat between those connecting Areas.

3.142 Double Lines: Double lines allow movement between connecting Areas at a cost of two MF per Area entered as well as fire combat between those connecting Areas.

3.143 Triple Lines: Triple lines allow movement (only) between the Holding Zones and an adjacent Area at a cost of three MF. Fire is not allowed across Triple lines.

3.144 Dashed Lines: Dashed lines allow fire combat (only) between connecting Areas, but not movement.

3.2 Sea Zones

There are seven Sea Zones in the game (Open Sea, Approach, A, B, C, D and Avant Port (also referred to as Zone Z). All boats start play in the Approach Zone and are limited to movement among these seven Sea Zones. No other units may enter these Sea Zones except as inherent boat Passengers. Sea movement is not allowed in the Normandy Dock, Penhouet Basin, or St. Nazaire Basin (except for German ship withdrawal in the St. Nazaire Basin to the U-Boat Pens; 13.2).

4. Sequence of Play

During each Game Turn, play proceeds in the following order:

4.1 Gun/Searchlight Restoration (6.1) & Searchlight Illumination (6.2) Phase

4.2 Naval Attack Phase

  • 4.21 Germans attack using Harbor Defense Table (7.1).
  • 4.22 British boats attack using the Covering Fire Table (7.2).
  • 4.23 Germans attack using Dockside Defensive Fire in each Sea Zone containing boats covered by functioning Guns (7.3). Flip firing Gun units to their "Already Fired" side as their Sea Zone's Dockside Defensive Fire is resolved.

4.3 Naval Movement Phase (8): All remaining boats capable of movement may move/make Torpedo attacks. Flip "Already Fired" markers back to their Gun unit side. Starting with the 0222 turn, roll for German ship withdrawal (13.2).

  • 4.31 After all boats are moved, remove sinking boats, "Turn Away", and "Evade" markers.

4.4 Loading/Unloading Phase: All boats currently in a Landing Area may load Passengers/unload Commandos.

4.5 German Activation Phase: Make a DR on the German Unit Activation Table to determine the number of German units to be activated (9.1); that many Triads are then required to determine where they will be activated.

4.6 Land Movement Phase:

  • 4.61 Commando units may move (10.1).
  • 4.62 Make the German Movement dr and mark the result on the German Movement Track. Eligible German units must move (10.2).

4.7 Land Combat Phase (11):

  • 4.71 Commandos may fire.
    • 4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers (11.52).
  • 4.72 German units must fire (11.31).
    • 4.721 Eligible Flak Towers must engage in Long Range Fire (11.51).

4.8 Demolition Phase:

  • 4.81 Demolition units wishing to set charges vs Victory Point targets make a Preparation dr (12.2).
  • 4.82 Qualified units resolve Demolition attacks (12.3) or German units discover/remove charges (12.21).

4.9 End of Turn: Consolidate German units (10.6). Advance the Turn marker one space on the Turn Record Chart and return to step 4.1.

5. Prepare for Play

5.1 Game Log

The player fills out the Game Log. The transport of all Commandos has been predetermined. The player need only list the one designated Primary Target and planned Landing Area of each Commando unit in their respective columns. The historical Primary Targets/Landing Areas are listed in gray and are used unless altered by the player before play commences.

5.2 British Setup

All 18 British boats are placed in the Approach Zone in numerical order based on their Target Selection Numbers. The Commando units are NOT stacked on top of them; they are assumed inherently present in their assigned transport until landed (which is signified by checking the "Landed" box for that Commando on the Game Log). Any casualties the Commandos incur while being transported are recorded on the Game Log (as they are throughout the game) by checking off the proper number of sections for that Commando from left to right. The Commando units are not placed on the mapboard until they are "landed".

5.3 German Setup

All Gun/Searchlight units are placed in their specified Areas. During the first turn only, Searchlight Beam 412 is placed in the Approach Zone. During the ensuing Covering Fire and Dockside Defensive Fire Phases, Searchlight Beam 342 is also placed in the Approach Zone and all Guns capable of Dockside Defensive Fire vs Zone A (maximum of five) are allowed to fire on the Approach Zone.

5.4 Stosstruppen

The Stosstrupp (not Remnant) units are sorted into five groups based on the number in their Alarm Level circle. All the Alarm Level "1" Stosstrupp units are placed in an opaque cup to be randomly drawn during the German Activation Phase. The other groups are kept separate until the Draw Cup is empty, and then are placed one group at a time in the Random Draw Cup to be replaced, in turn, when the supply of the previous Alarm Level group is exhausted; Alarm Level 2 following Alarm Level 1, etc.

6. Searchlight Illumination

6.1 Gun/Searchlight Restoration

A DR must be made for each non-functioning Gun/Searchlight marked with an "Out of Action" or "Disrupted" marker. A DR of 2 or 3 removes an "Out of Action" marker, and a DR of 4-7 flips an "Out of Action" marker to its "Disrupted" side. A DR of 2-7 removes a "Disrupted" marker. Once "Out of Action" and "Disrupted" markers are removed from a Gun/Searchlight unit, that Gun/Searchlight is considered functioning again.

6.2 Zone Illuminated

At the start of each Game Turn (following any necessary Searchlight Restoration DR; 6.1), a dr is made for each functioning Searchlight. [EXCEPTION: Searchlight 412 automatically illuminates the Approach Zone at game start and Searchlight 342 automatically illuminates the Approach Zone during the Covering Fire and Dockside Defensive Fire Phase of the first Game Turn.] Each Searchlight unit has an alpha-numeric, three-digit Illumination Code listing the three possible Zones that Searchlight can illuminate. A dr of 1-3 illuminates the first, a dr of 4-5 illuminates the middle, and a dr of 6 illuminates the third Zone listed in that code. [EXCEPTION: All land Zones are ineligible for illumination until the turn after Commandos have landed. Once all boats have been sunk or removed from all Sea Zones except the "Open Sea", all Sea Zones are ineligible for illumination. A Searchlight which has rolled an ineligible Zone illuminates the first eligible Zone listed in its Illumination Code instead. If none of the Zones in its Illumination Code are eligible, it illuminates its own Zone.] Upon determining the Zone illuminated by each Searchlight for that turn, place its Searchlight Beam marker in the affected Zone and make a dr to determine its effect. A dr > the number of boats or Commando units in a given Zone means that the Searchlight has not located a target in that Zone and has no beneficial effect that turn so the Searchlight Beam marker is flipped to its 0 DRM side. However, that Searchlight is still considered to be functioning.

6.3 Illumination Effect

The To Hit dr of German attacks can be modified by −1 in any Zone containing an effective Searchlight Beam marker. A Beam drm is considered to have been used only if applying it is the only way to change a Miss result to a hit. This drm is not cumulative with other Searchlight modifiers, but is cumulative with the −1 To Hit drm for a burning/Dead-in-Water boat. Once the Searchlight Beam drm has been used to secure a hit, it has trapped that target unit in its Beam for the remainder of its Game Turn (unless the boat enters a Zone that the Searchlight cannot illuminate). Place the Beam marker on that unit, and flip the Beam over to its ineffective side for the remainder of the Game Turn. Any other attack vs that same unit during that Game Turn will still be subject to a Beam −1 To Hit drm. It is not possible for a Beam to cause a hit vs a boat, and for that same Beam to cause more hits vs any Commandos in that Landing Area during the same turn. A Beam can trap only one unit per turn.

6.4 Power Station

If the Power Station (Area #315) is destroyed or damaged, all Searchlight Beam markers are immediately removed, and all Searchlight units are flipped to their dark side (although still capable of fire as an immobile unit with a strength of 2). Two turns later and in all subsequent turns, those Searchlights must make a Restoration DR of ≤ 7 to restore power with their auxiliary generators. Each functioning Searchlight must make one Restoration attempt DR per turn during the Searchlight Restoration Phase until successful or eliminated. A Searchlight which begins a Game Turn either "Disrupted" or "Out of Action" may not make a Restoration dr during that Game Turn, although it still makes a DR in an attempt to flip or remove its "Out of Action"/"Disrupted" marker.

6.5 Covering Fire Targets

A Searchlight can be the target of a Covering Fire attack only if it is currently illuminating (regardless of effect) a Zone containing a boat with functioning armament. A Searchlight unit attacks/defends in land combat as a 2-Strength Stosstrupp but may be eliminated only by a successful Grenade/Demolition attack, although it can be put "Out of Action" by any hit whose Effect dr is ≥ 3, or "Disrupted" by any hit whose Effect dr = 2.

7. Naval Attacks

7.1 Harbor Defense Table

The Harbor Defense Table represents the cumulative effect of all German offboard and onboard Guns and Searchlights in the greater harbor area, and may affect any boat(s) in any Sea Zone except the Avant Port and Open Sea Zones. Boats in Landing Areas (including Forced Landings; 8.5) are still considered in their respective Sea Zones and can be sunk by Harbor Defense/Dockside Defensive Fire. Fire using the Harbor Defense Table is resolved as an indeterminate number of "shots". Each shot is resolved by the player making a To Hit dr as part of a Triad. Any To Hit dr ≤ 5 results in a Hit. A To Hit dr of 6 is a Miss. [EXCEPTION: Starting on the 0146 Game Turn and thereafter, any Harbor Defense Fire To Hit dr ≤ 4 results in a Hit, and any Final dr > 4 is a Miss.] As part of each Triad, a Selection DR is made to determine the boat hit by that shot. If that boat has already been removed from play/scuttled or removed from a Zone in which it can be hit, a boat with the nearest Target Selection Number of all the boats present is hit instead. [EXCEPTION: As long as the Campbeltown has Crew aboard, the first shot of each Game Turn on the Harbor Defense Table is directed at the destroyer as a predesignated shot. Thereafter, each burning boat (inclusive of the destroyer if applicable) is subject to one predesignated shot before normal Target Selection/To Hit Triads are rolled; therefore, if the Campbeltown is burning it will be the subject of two predesignated shots. No To Hit dr is made for a predesignated shot, so Misses are not possible, nor is a predesignated shot counted against the maximum of 12 shots allowed per Phase.] The Germans continue to fire using the Harbor Defense Table until an original Miss result which is not modified to a final Hit occurs, or they have made 12 To Hit attempts (whichever occurs first). Record the number of To Hit attempts made during the current phase by moving the "Shots Taken" marker along the Turn Record Chart. The To Hit dr is subject to a −1 drm for each of the following causes:

  • Effective Searchlight Beam in the target's Zone or target boat under a Searchlight Beam (see 6.3)
  • Target boat is on fire
  • Target boat is Dead-In-Water

Mark the boat which has been hit by placing the "Target" marker on it while resolving/recording the effect of that hit. The effect of each hit vs the applicable target is resolved by making a DR on the Harbor Defense Table.

HARBOR DEFENSE TABLE

DRRESULT
2Sinking @
3Fire, MC
4Fire, KO
5Turn Away*, MC
6Turn Away*, KO
7Evade*, MC
8Evade*, C
9Evade*
10MC
11KO
12C

* Not Applicable to Campbeltown @ Treat as "Fire, MC" instead vs Campbeltown

7.11 Sinking

Half (fractions rounded down) of all remaining Crew/Commando/Passengers are lost. All remaining Crew/Commandos/Passengers of that boat not picked up during that Game Turn are eliminated. Mark the boat temporarily with a Sunk marker, subtract all remaining Gun factors of that boat from the Flotilla Gun Display, and remove the boat at the end of the Naval Movement Phase. A Sinking boat may not move in the ensuing Movement Phase, but can still be the target of additional fire during that Player Turn, and any Fire on board is still in effect.

7.12 Fire

The target boat is afire. Mark it with an "On Fire" marker and flip it to its reduced-speed side [EXCEPTION: The Campbeltown loses speed only by the "MC" (7.13) method]. All subsequent shots vs it receive a −1 To Hit drm. Any subsequent "Fire" result vs the same boat will cause that burning boat [EXCEPTION: Campbeltown] to explode with no survivors. A boat that explodes is immediately removed and cannot be a target of subsequent fire.

7.13 MC

Multiple Casualties have been incurred. Make a subsequent DR and mark off the resulting number of Crew and Commando sections shown on the white dr by splitting the white dr number evenly between Crew and Commandos with any remainder checked off from the Crew section. If no Commandos (or Passengers; 7.183) are on board, the Commando casualties are ignored. [To determine which Commando unit aboard the Campbeltown takes casualties, make a Triad instead of a DR. Casualties are determined by the white dr and the Commando suffering those losses is determined by the red dr. Example: A Triad dr of 342 would cause one Crew casualty plus one Commando casualty to be taken from Roderick. If that Commando has already been eliminated, no Commando losses are inflicted by that hit.] If the colored dr (not the red dr of a Triad) is a 6, the boat has suffered a loss of speed and is flipped to its reverse side. Two speed loss results will leave a boat with no speed; mark it with a "Dead in the Water" marker which prevents any further movement of that boat. [EXC: Speed loss results never reduce the Campbeltown to less than one MF.]

7.14 KO

One Gun on the boat is Knocked Out. Mark off a Crew section and Gun section of the boat as well as a Gun section on the Game Log's Flotilla Gun Display. If no Gun section remains unmarked, check off the torpedo section. If neither Gun or Torpedo section remains, just check off one Crew section.

7.15 C

Mark off one section of the boat's Crew or Commando section (player's choice). If no Commandos are on board, mark off one Crew section.

7.16 Turn Away

The boat is forced to alter course and Turn Away from enemy fire and loses two MF in the upcoming MPh. Place a Turn Away marker on the boat.

7.17 Evade

The boat is forced to alter course to Evade enemy fire and loses one MF in the upcoming MPh. Place an Evade marker on the boat. If the boat is subjected to another "Evade" result, flip the Evade marker to the "Turn Away" side. Evade and Turn Away effects are cumulative until they equal or exceed a boat's total MF capability for that Game Turn. All Evade and Turn Away markers are removed at the end of the Naval Movement Phase regardless of how many MF the boat lost during that turn.

7.18 C Consequences

Crew losses can have the following consequences:

7.181 Sunk: Any boat (including the Campbeltown) which has lost all of its Crew sections due to attack or Evacuation (8.3) is sinking (as per 7.11), temporarily marked with a Sunk marker, and removed at the end of the Naval Movement Phase.

7.182 Campbeltown: The destroyer loses one Gun factor for every crew section loss sustained (in addition to any Gun losses caused by "KO" results) to a minimum of 0. Mark the Flotilla Gun Display accordingly.

7.183 Passengers: Passengers consist solely of evacuated Crews and Commandos from other boats (8.3). Whenever a boat suffers losses to its Commandos (by a C or MC result)—whether actually present or not—any Passengers on board suffer losses equal to those that should have been inflicted on the Commandos. Once a boat picks up Crew/Commandos, the only function of that Crew/Commando is as a Passenger to be transported back to Britain for Victory Points. Evacuated Crews cannot man the boats that pick them up, nor can evacuated Commandos be landed to fight again. Each boat is limited to 12 Passenger sections (minus any unlanded Commando sections still present).

Example: A Triad roll of 443 has been made (4 on the red dr, and a Selective DR of 43 (4 on the colored dr)). ML 192 has been hit. A subsequent Effects DR of 7 on the Harbor Fire Table results in an "Evade, MC". An Evade marker is placed on the boat costing it one MF in the ensuing Movement Phase. The MC DR is an 11 (6 colored dr). Three crew sections of ML 192 are checked off as casualties. Two of Burns' Commando sections are likewise removed. The boat is flipped to its "1 MF"-side due to the speed loss caused by the 6 colored dr. Had the boat been carrying any Passengers, two sections of them would have been eliminated whether Burns' Commandos were aboard or not. If the boat was carrying neither Burns' Commandos nor any Passengers, the casualties would have been limited to the three Crew sections.

7.2 Covering Fire

British boats may return fire vs on-board Guns/Searchlights by selecting an eligible target, rolling a Triad, and consulting the Covering Fire Table. The red dr determines the effect of any hit resulting from the DR of the colored and white dice. The British may continue to fire until they roll an "End of Phase" DR (i.e., a final DR of 8-12), but there is a cumulative +1 DRM for each subsequent Covering Fire shot taken during the same Game Turn. The British may not fire at an Out of Action/Disrupted Gun/Searchlight but are otherwise free to predesignate any Gun/Searchlight unit as their target provided they currently have a boat with functioning armament in a Zone which can be affected by that target (See 7.5: 0128 Turn Approach Exception). There is also a DRM to the Covering Fire To Hit DR based on the number of Gun Factors remaining on the Flotilla Gun Display. The applicable DRM is listed above the remaining Gun Factors of the Flotilla.

COVERING FIRE TABLE

DRRESULT
2-7Target Hit
≥ 8End of Phase

7.21 Hit Effects

Any hit obtained on the Covering Fire Table is resolved by the red dr of the Triad as follows:

drEFFECT
1Target Destroyed: remove the target unit
2-3Target Out of Action; mark accordingly
4-6Target Disrupted; mark accordingly

7.3 Dockside Defensive Fire

Any still-functioning onboard Guns must fire vs boats in their assigned Sea Zones using the Harbor Defense Table to resolve any hits achieved. [EXCEPTION: Those Guns stacked with/adjacent to Commandos may not use Dockside Defensive Fire; 11.4.] Such a Gun must fire on the closest Sea Zone of its assigned Zones which contains a boat. The closest assigned Zone for each Gun is listed in order of proximity on each Gun unit (read from top to bottom as Primary, Secondary, and Tertiary Zones). Dockside Defensive Fire is used in each Zone containing a boat provided there is at least one Gun firing into that Zone. The player totals the number of Guns firing into each Zone to determine the applicable To Hit Number for that Zone (to a maximum of 5). All functioning Guns participating in a Zone's Dockside Defensive Fire are flipped over to their "Already Fired" side and that Zone is temporarily marked with an appropriate To Hit Number Dockside Guns marker. These Guns may not attack boats in other Zones during that Game Turn—but can attack Commandos in land combat. All eligible Guns must fire into their Primary Zone if it contains a boat. Guns will fire into their Secondary Zone only if their Primary Zone does not contain a boat, and so on for Tertiary Zones. There is no obligatory predesignated shot vs the Campbeltown or burning boats when using Dockside Defensive Fire. Dockside Defensive Fire continues in each Zone until a To Hit dr > the Zone's current To Hit Number results in a Miss which is not modified to a hit or 12 Dockside Defensive Fire shots have been taken during that Game Turn in that Zone (whichever occurs first). Mark each shot as it is taken by sliding the Shots Marker along the Turn Record Chart. To Hit drm and Effects are the same as for the Harbor Defense Table; only the applicable To Hit Numbers change based on the number of firing Guns in each target's Zone. Dockside Defensive Fire doesn't end until a final Miss has been recorded in each eligible Zone.

Example: It is the Dockside Defensive Fire Phase of the 0134 turn and all German Guns are still functioning except for 336 so Zone A has a Dockside Defensive Fire To Hit Number of 5 (Guns 411, 311, 312, 300A, 300B) and Zone B has a Dockside Defensive Fire To Hit Number of 4 (Guns 344, 222A, 222B, 113). Dockside Defensive Fire is resolved first in Zone A. The first Triad is 621. The target boat is ML 447 (Target Selection Number 21-22) which is in Zone A. The red To Hit dr of 6 results in a Miss and the end of the Dockside Defensive Fire Phase in Zone A unless ML 447 is on fire, or Dead-in-Water, or beneath a Searchlight Beam marker, or there is an effective Searchlight Beam in Zone A. Since none of these conditions are present, the Dockside Defensive Fire is over in Zone A and play now proceeds to resolution of Dockside Defensive Fire vs any boats in Zone B. Had ML 447 been in another Zone instead, the target would have been the boat in Zone A whose Target Selection Number is closest to 21.

7.4 Open Sea Combat

Boats withdrawing from play must spend one Game Turn in the Open Sea Zone before moving off the board to Britain and safety. During the Harbor Defense Fire Phase (4.21) each boat in the Open Sea must make a DR on the Open Sea Encounter Table. If it meets opposition, it is attacked on the Harbor Defense Table accordingly. If not, or if it survives this turn's attack by the Harbor Defense Table with any MF remaining, it is immediately withdrawn to the Britain box. If, after any resulting attack, a boat has no MF remaining for that Game Turn, it must remain in the Open Sea box for another Game Turn and chance the Open Sea Encounter Table again. Any attacks using the Harbor Defense Table as a result of an Open Sea Encounter result in a hit with a final To Hit dr ≤ 5.

OPEN SEA ENCOUNTER TABLE

DRRESULT
2Attacked by Destroyers of 5th Torpedo Boat Flotilla (7.41)
3Attacked by Patrol Boat (7.42)
4Attacked by Aircraft (7.43)
≥ 5Withdraw Safely

7.41 Destroyers

German destroyers attack with the Harbor Defense Table normally, and after sinking the initial target boat may randomly select another boat currently in the Open Sea Zone to attack until it sinks, and so on until it makes a final Miss To Hit dr or all boats currently in the Open Sea Zone are sunk or withdrawn.

7.42 Patrol Boat

A patrol boat attacks with the Harbor Defense Table but must limit its attack to one boat per Open Sea encounter. There is a +1 drm to the German To Hit dr for each functioning Gun (not torpedo) section on the target boat.

7.43 Aircraft

German aircraft attack with the Harbor Defense Table but are limited to a maximum of three To Hit dr. A Miss To Hit dr cancels any remaining To Hit attempt in that Game Turn.

7.5 Approach Exception

During the 0128 turn only, all boats in the Approach Zone are subject to Dockside Defensive Fire from any Gun capable of firing on Zone A. The boats, in turn, can use Covering Fire vs all Guns with Primary/Secondary Zone coverage in Zone A as well as Searchlights 342/412.

8. Naval Movement

8.1 MF

Each boat unit has a printed MF which is the maximum number of points it can expend every turn in movement. [EXCEPTION: During the first two turns, no boat can expend more than two MF per turn, so if the MTB suffers a single "Turn Away" result it cannot move during that Game Turn.] This MF can be reduced temporarily by enemy fire ("Turn Away"/"Evade" markers), or permanently by damage (7.13). Movement costs are as follows:

  • One MF to enter a connecting Zone [EXCEPTION: it costs two MF to move from the Approach Zone to the Open Sea; boats with only one MF remaining must use it to enter the "Near Approach" section of the Approach box instead—from where only one MF will be required on the next turn to enter the Open Sea].
  • One MF to enter or leave a Landing Area in the same Zone.
  • One MF per boat/Area stopped at to pick up/transfer survivors in the same Zone.
  • One MF to make a torpedo attack vs a target in the same Zone.
  • One MF to ram Southern Caisson (Campbeltown only) in the same Zone.
  • All MF to attempt a landing (entering only if successful) in a non-designated Landing Area (8.5) of the same Zone.

8.2 Campbeltown

The destroyer must move to the Southern Caisson (Area #111) as quickly as possible and ram it. It will remain there immobile thereafter, but any of its remaining Guns may continue to fire on the Covering Fire Table until the ship is scuttled or sunk. All Commandos aboard may land on the Southern Caisson, and any remaining Crew may be picked up as survivors in any following turn—even several turns after being scuttled. Check off the number of remaining Crew sections of the destroyer when adding them as Passengers to an evacuating boat. The Campbeltown will continue to draw fire on the Harbor Defense Table and Dockside Defensive Fire until its crew is eliminated or the ship is abandoned. The Campbeltown may not pick up survivors.

8.21 Scuttling

The player may scuttle the destroyer (in order to improve the Demolition Attack dr; 12.6) during the Demolition Phase of any turn after the ramming turn, provided there is still any Crew aboard, but scuttling eliminates all remaining Gun strength on the destroyer and the Flotilla Gun Display must be marked accordingly. Check the "Scuttled" box for the Campbeltown on the Game Log and remove the rear half of the boat to reflect its scuttled status.

8.3 Evacuation

A boat may pick up departing Commandos from a Landing Area or survivors from any boat (regardless of condition) in the same Sea Zone by checking off a number of Passenger spaces on the boat equal to the number of sections of the Crew/Commandos being picked up and expending the necessary naval MF.

8.4 Torpedo Attacks

Each of the four Torpedo Motor Launches may make one torpedo attack per game during it's Movement Phase vs any Lock Gate or Sperrbrecher 137 if it expends a MF for that purpose in the Zone containing that target. Mark off the torpedo expenditure on the Game Log, and make a dr on the Torpedo Attack Table after you finish moving that boat. A torpedo attack that destroys Sperrbrecher 137 eliminates Gun positions 300A and 300B. A "Damaged" result vs Sperrbrecher makes the ship easier to sink; it does not directly affect the Guns in any way.

TORPEDO ATTACK TABLE

drEFFECT
5-6No Effect
3-4Damaged
1-2Destroyed

8.41 drm

There is a −1 drm to the Torpedo Attack Table if the target has already been damaged. Otherwise, there is no effect for multiple Damage results vs the same target.

8.42 Delayed Action Torpedos

MTB 74 was equipped with special delayed-action torpedos. This boat can therefore attack only Lock Gates and regardless of when they are fired, the torpedo attack is not resolved until game end. Record the target on the Game Log after checking off the torpedo section when the attack is made.

8.5 Forced Landings

Commandos can be landed/picked up in any Area whose circular depiction touches the Sea Zone containing the transporting boat. However, if the Area is not one of the two designated Landing Areas #336 and #366 (or #111 for the Campbeltown), the attempt costs ALL of the boat's naval MF and is successful only on a dr of 1 or 2. A failed Forced Landing/pick up attempt still costs all the boat's naval MF even though no one is landed/boarded. A boat may not attempt a landing at other than its designated Landing Area prior to the 0152 turn. Picking up Commandos from a non-designated Landing Area requires the boat to pay ALL of its remaining MF in an attempt to make a Forced Landing and is successful only on a dr of 1 or 2.

8.6 Landings

There is no limit to the number of boats that can occupy a Landing Area. Although the boats are placed in that Landing Area, they are still considered in the connected Water Zone, and therefore subject to Harbor Defense Fire/Dockside Defensive Fire and immune to attacks by Stosstruppen.

9. German Activation

9.1 Turn Record Chart

Although the harbor defenses were fully manned and alert at the start of the game, organizing infantry into assault groups to repel the surprise landing took longer. Only as the game progresses does the German infantry become a growing menace to the Commandos. The Turn Record Chart contains an Activation DRM for each turn of the game. During the German Activation Phase, a DR is made, modified by the applicable DRM for that Game Turn, and the Activation Table is consulted to determine the total number of possible Stosstrupp units activated that Game Turn.

ACTIVATION TABLE

Final DR<223456789101112>12
# Units1234455677889

Example: On the 0128 turn, the original Activation DR is an 8 which is modified by the −3 Activation DRM for that turn resulting in a final Activation DR of 5. This yields the possible Activation of four Stosstrupp units.

9.2 Unit Selection

Each Stosstrupp unit activated is randomly drawn from an opaque cup containing all of the available unused Stosstrupp units bearing the current Alarm Level. The next-higher Alarm Level group is added to the cup automatically when the cup is empty. If the 5th Alarm Level group is exhausted, add all eliminated Alarm Level 3, 4, and 5 units to the Draw Cup.

9.3 Zone/Area Selection

For each activated Stosstrupp unit, a Triad DR is made to determine where it will appear. The red dr determines the land Zone it will appear in (1, 2, 3, or 4). If the red dr is a 5 or 6, the unit will appear offboard in either the North (6) or South (5) Holding Zones. Stosstrupp units in Holding Zone 6 go to the 2nd Works Company Holding Zone box if their Selection DR is 11-36; otherwise they go to the 4th Works Company Holding Zone box. Stosstrupp units in Holding Zone 5 go to the 705th Bn Holding Zone box if their Selection DR is 11-36; otherwise they go to the 703rd Bn Holding Zone box. The Selection DR of each Triad determines which Activation Area in that Zone will receive the activated unit. If the Area selected already contains a Commando unit, or is a Withdrawn ship/destroyed Over-water Area or is in a Zone where due to destroyed Over-water Areas it cannot possibly reach a Commando unit, that Stosstrupp unit is not received and is returned to the Draw Cup, although it still counts against the total number of German units to be activated that Game Turn.

9.4 Guns/Searchlights

Whenever a Stosstrupp is activated in an Area containing an "Out of Action"/"Disrupted" Gun/Searchlight, the strength of that Stosstrupp is reduced by one (flipped over) and the Gun/Searchlight is automatically restored by removing the "Out of Action"/"Disrupted" marker. However, the Searchlight is not illuminated until the start of the following Searchlight Illumination Phase (6.2).

9.5 Armored Cars

If the Final Activation DR (after modification) is ≥ 12, the first resulting Stosstrupp unit received during that Game Turn is replaced by an Armored Car which must appear in offboard Holding Zone 5. The replaced Stosstrupp unit remains in the Draw Cup for later activation.

10. Land Movement

10.1 British MF

The Commandos rehearsed their raid under night conditions and memorized a scale model of the site. Consequently, they were more familiar with the terrain than the occupying Germans. Commando units with a Strength of four or more have three MF. Commando units reduced to a Strength of three or less are encumbered by wounded and have only two MF. The player may move as many or as few Commando units as he wishes. There is no limit to how many units may occupy each Area.

10.2 German MF

At the start of each turn's German Movement Phase, a Movement dr is made and the result recorded by moving the German Movement marker to that space on the Movement Track. All Stosstrupp/Remnants with a strength < the Move Number may not move during that turn. All Stosstrupp/Remnants with a strength equal to the Move Number have one MF during that turn. All Stosstrupp/Remnants with a strength one > the Move Number have two MF during that turn. All Stosstrupp/Remnants with a strength two or more > the Move Number have three MF during that turn.

10.3 MF Costs

Units move between connected Areas at a cost of one MF per Area along the single connecting lines, and two MF per Area along the double connecting lines. It costs one extra MF to enter an Area containing an enemy unit. Only Commandos or Armored Cars may leave an enemy-occupied Area and must pay an additional MF to do so. MF cannot be accumulated for use in later turns, nor transferred to other units. Commandos have one less MF during the turn they are landed.

10.4 German Movement

During the German Movement Phase, all German units capable of movement must move towards the closest (measured in MF) landed Commando unit by the shortest, most direct route in an attempt to enter the same Area. If several equidistant Areas each qualify as the "closest", the German units will move towards the Area containing the most Commando Strength points. If this is not sufficient to determine the route, settle the matter with a random dr. If there are currently no landed Commandos, German units will not move during that turn.

10.41 Exceptions

There are three exceptions to the rules for German movement:

A. German units may not enter hexagonal Areas unless such entry will leave them in a British-occupied Area, or adjacent to one (14.2).

B. A German unit will not move closer to a Commando unit if it is capable of firing on a Commando unit from its present Area and it cannot enter an Area containing a Commando unit during that turn.

C. A German unit will not move towards the closest Commando unit if it is unable to enter/move adjacent to that Commando's Area this turn and it can reach an Area from where it can fire on a Commando instead (e.g., entering 462 to fire on 254 or 261). In this case the German unit will move to the Area affording it the shot.

10.5 Armored Cars

Regardless of the German Move Number, Armored Cars may move 4 MF per turn, but only along single-line movement connections [EXCEPTION: An Armored Car must enter the game from Zone 5 via a Triple Line at a cost of three MF].

10.6 Remnant Consolidation

At the end of each Game Turn, any Area or Holding Zone containing no Commandos and two or more German units whose combined strength does not exceed 6 must combine into one larger unit whose total strength equals that of the two replaced units provided there are sufficient replacement units available in the "dead" or Remnant pile to accommodate the switch. Any excess Strength Points after the switch remain as excess Remnants. Only two such units in each Area or Holding Zone may consolidate per turn and the consolidation must create the strongest possible unit from the available Remnants.

Example: Two 4-Strength Stosstrupp units occupy the 705th Bn Holding Zone box at the end of the Game Turn. They are exchanged for a 6-Strength and a 2-Strength Stosstrupp unit.

11. Land Combat

11.1 Fire Combat

Land Fire combat occurs between opposing land units in the same or adjacent (i.e., connected) Areas. Only two units per side may attack from each Area per turn. The Commandos always resolve their attacks first. Only those German Strength points remaining after any British attacks may return fire.

11.2 Order of Resolution

All combat between units in the same Area must be resolved before other units may fire into that Area. A unit may not attack an adjacent Area if there are currently enemy units in its own Area.

11.3 Fire Attacks

Each unit attacks separately; units never add their strength together to form a better combined attack. Each attack is fully resolved before the next is declared. Each unit may attack only once per turn and must declare the target unit before resolving the attack. Each firing unit makes a To Hit dr (unless, of course, applicable To Hit drm make the results automatic). If the To Hit dr is ≤ its strength, the firing unit has scored a hit. The following cumulative drm affect the To Hit dr:

drmCAUSE
−1Firer is Commando Assault unit
−1Target is in same Area as Firer
−1German firer in Hexagonal Area and/or vs Zone containing effective Searchlight Beam marker
−1Target is under a Searchlight Beam marker
+1Target is in square, triangular, or hexagonal Area
+1Firer is Commando Demolition unit

Once a hit is achieved, an Effects dr is made to determine the number of Strength Points lost by the defending unit [EXCEPTION: Armored Cars are immune to Fire combat; they are affected only by Grenade attacks; 11.6. Guns/Searchlights are immune to partial losses; they can only be put "Out of Action"/"Disrupted"]. To speed play, the player may prefer to make a DR instead; treating the colored dr as the To Hit dr, and the white dr as the effect of any resulting hit. Any casualties in excess of the defending unit's strength are forfeit; they are not applied as a carry-over loss to other friendly units in the same Area.

11.31 German Fire Doctrine

If order of resolution makes a difference, German attacks are resolved in numerical order based on the number of the Areas they occupy; i.e., if German units in Areas 407 and 410 could both attack Commandos in Area 313, the German units in Area 407 attack before the German units in Area 410. Within each Area, German units attack in order of their strength with the larger strength unit attacking first. German units in range of more than one Commando unit, select their targets based on the following priorities:

A.Commando in illuminated Area
B.Commando in circular Area
C.Commando is Assault unit
D.Commando unit with most Strength
E.Random dr

11.4 Guns/Searchlights

Land Fire attacks will not destroy a Gun/Searchlight. However, a Fire attack resulting in a hit with effect equal to the strength of the Gun/Searchlight will "Disrupt" it, and a Fire attack hit with effect > the strength of the Gun/Searchlight will put it "Out of Action". Besides Covering Fire, only a successful Grenade/Demolition attack will destroy a Gun/Searchlight. However, any Grenade/Demolition Attack vs a Gun in an Area containing only a "Disrupted"/"Out of Action" Gun/Searchlight (and no other German units) will automatically be successful (although Demolition attacks vs Victory Point targets in the same Area must still be Prepared and rolled for separately). A Gun which was marked as having "Already Fired" during the Naval Attack Phase of that Game Turn may still attack Commandos. Any Gun which is in the same Area or adjacent to Commandos during the Naval Attack Phase will not take part in Dockside Defensive Fire (7.3).

11.5 Flak Towers

The five Gun positions in Zone 4 are elevated Flak Towers. The three northernmost Flak Guns cannot fire at boats, but, unlike other Guns, all Flak Towers can engage in Long Range Fire at the end of the German Fire Phase. Otherwise, Flak Towers are treated the same as other Guns.

11.51 Long Range Fire

Any functioning Flak Tower Gun which has not yet fired during that Game Turn may do so provided there is currently a Commando unit in an Area which is color-coded the same as the firing Gun's Area. However, Long Range Fire scores a hit only on a dr ≤ "2" (although this can be modified by an effective Searchlight Beam), and Long Range hits result in only one Casualty section loss. German Long Range Fire target selection follows normal German Fire Doctrine (11.31) except that such attacks may not be made vs an Area also containing a German unit. Two Areas (434 & 464) containing several Guns have two distinct colors making up their Area Square to indicate the field of fire of their respective Guns. Each Gun may use Long Range Fire only vs Areas with the same color as its respective side of the Square.

11.52 Mortar Fire

The Commandos' only means of engaging in Long Range Fire is by an Assault unit in an Area color-coded the same as the target Flak Tower using 2" mortars vs Flak Towers at the end of the British Fire Phase. Long Range Fire cannot be attempted by a unit which has already fired during that turn, or which is presently in an enemy-occupied Area. Only a dr of 1 results in a hit (with no applicable drm). Mortar hits are resolved in the same manner as Covering Fire Hit Effects (7.21). Only Flak Tower Guns can be affected, other German units in the same Area (including the different Guns in Areas 434 and 464) are not hit.

11.6 Grenade Attacks

Only Commando Assault units may make Grenade attacks, and only against enemy units in the same Area as the attacking unit. A Grenade attack must be predesignated and takes the place of that unit's normal Fire attack for that turn. A Grenade attack dr of 1, 2, or 3 eliminates all enemy units in that Area [EXCEPTION: A Grenade attack vs a Gun will eliminate only that Gun, even if there are two Guns in the same Area (2.22). See also hexagonal Areas; 14.2]. A Grenade attack dr of 4, 5, or 6 has no effect. Grenade attacks vs a "Disrupted"/"Out of Action" Searchlight/Gun eliminate that Searchlight/Gun without need of a dr (11.4). There are no drm to a Grenade attack. Each Assault unit is limited to a maximum of three Grenade attacks per game. Check off one Ammo box for the attacking Assault unit on the Game Log after each Grenade attack whether successful or not.

11.7 Losses

Commando losses are recorded on the Game Log by checking off one Strength section for each Strength point loss and flipping the Commando unit to its 2 MF-side when it is reduced to ≤ 3 Strength. German losses are exacted by flipping Stosstrupp units over to their reduced Strength side for a loss of one Strength Point, or replacing them with a Remnant unit of the proper strength. Eliminated/replaced German units are placed in the Remnant pile for future use as Remnants or Remnant Consolidation (10.6). The player should realize that eliminated units do not necessarily represent casualties. Any action sufficient to break the fighting spirit of a unit such that it does not aggressively seek combat is considered elimination in game terms.

11.8 Ammo Losses

Every time a Commando loses one or more Strength Points (even while being transported), it must make an Ammo dr. If the Ammo dr is > its current strength, it loses one Grenade/Demolition Charge attack capability and must check off this loss on the Ammo section of the Game Log.

12. Demolition Attacks

12.1 General

Only Commando Demolition units can make Demolition attacks. Demolition attacks can only be made against Victory Point objectives, Guns, or Searchlights in the same Area. A Demolition unit can make only one Demolition attack per turn, but its Demolition attack can be in addition to a normal fire combat attack. A Demolition unit can make a maximum of three successful Demolition attacks per game—check off one Ammo box for each Gun/Searchlight destroyed by that unit and for each "Charges Set" marker placed by that unit. When all the Ammo boxes of that unit have been checked off, that unit may no longer attempt Demolition attacks. Demolition attacks are resolved by making a dr on the Demolition Attack Table. Mark Damaged/Destroyed targets accordingly (2.28), and record Victory Points earned for destroyed targets on the Victory Point Display. A "No Effect" result simply means that the unit was not yet ready to attempt Demolition. No Ammo is lost, and the unit may attempt another Demolition attack vs the same or another target in the following turn [EXCEPTION: Campbeltown]. A Demolition unit cannot make a Demolition attack vs a Victory Point target until AFTER it has destroyed its Primary Target.

12.2 Preparation

Before a Demolition unit can attempt a Demolition attack vs a Victory Point target (not Guns/Searchlights) it must make a Preparation dr ≤ its current Strength. Once this Preparation dr has been passed, the target is marked with a "Prepared Charges" marker which will allow that Demolition unit to make a Demolition Charge attack vs that target in any subsequent Demolition Phase in which it occupies that Area. If it fails to roll ≤ its current Strength, it cannot make a Demolition attack vs that target during that Game Turn. If a Demolition Charge attack results in "Damaged", the Preparation dr must be passed again (using more Ammo) before that target can be the subject of another Demolition attack by that unit. Only one "Prepared Charges" marker may be placed on the same target at the same time, although more than one Demolition unit may attempt a Preparation dr for the same target in the same turn. If the placing Demolition unit is eliminated or leaves the target Area before the Demolition Attack is resolved or if the result of the Demolition Attack is "No Result", the "Prepared Charges" marker is flipped to its "Charges at Risk" side which adds a +1 drm to any subsequent Demolition Attack dr by that set of charges. No other "Prepared Charges" marker may be placed in a Target Area until the "Charges at Risk" marker has been removed by a successful Demolition attack or German Discovery (12.21). Any unit in the same Area can make a Demolition Attack dr once the Prepared Charges marker is in place. The Preparation dr is subject to the following cumulative drm:

drmCause
+2The placing Demolition unit entered target Area this turn
+1The placing Demolition unit was attacked this turn
+1The placing Demolition unit attacked Germans this turn
+1Per functioning enemy unit in same Area
−1Primary Target of assigned Demolition unit

12.21 German Discovery

Any Stosstrupp unit in an Area containing a "Charges at Risk" marker and no Commandos may remove that marker by making a DR ≤ its current Strength during the Demolition Phase (4.82).

12.3 Demolition Attack Table

Demolition Attacks are resolved by a dr on the Demolition Attack Table. The following cumulative drm apply to any applicable Demolition Attack dr.

drRESULTdrmCause
1-3Destroyed−1Target was previously Damaged
4Damaged+1Target is Northern/Southern Caisson*
5-6No Effect+1Charges at Risk
+1Detonated by Assault unit

* Not Applicable to Campbeltown

12.4 Damage

The British are awarded half Victory Points (fractions rounded down) for a Damaged target. However, this award is not granted until the end of the game to prevent multiple awards for subsequently Destroyed targets. Victory Points are never awarded more than once for the same target, and multiple Damage results vs the same target have no additional effect. A Damaged target which is subsequently destroyed thereby removes that Damage marker.

12.5 Over-Water Areas

Any Demolition/torpedo attack vs a ship, gate, bridge, or caisson in an Area over water which destroys that target, eliminates that Area for the rest of the game—making movement through it or into it impossible. Commandos in such an Area must exit it in their next Movement Phase or be eliminated. German units in such an Area would be eliminated.

12.6 Campbeltown

The Campbeltown attacks the Southern Caisson at game end as a special Demolition attack with a −2 drm. This drm is decreased to −1 if the destroyer has not been scuttled (8.21) during a previous Demolition Phase. Sinking is not a substitution for scuttling. This drm is also reduced by one (to 0 or −1) if the destroyer's speed had been reduced to 1 (7.13) before it rammed the Southern Caisson. Record the destroyer's speed at impact and scuttling status on the Game Log for reference during the final Demolition Phase.

13. German Ships

The German vessels in the harbor proved to be an unexpected source of effective resistance to the landed Commandos—accounting for a significant amount of German firepower in the early stages of the raid. All German vessels are referred to as "ships", although technically their size may not warrant that term.

13.1 Triangular Areas

The triangular Water Areas represent moored German ships. German units in a triangular Area may not leave that Area unless they leave an equal strength or stronger German unit remaining in that Area or they leave with the ship when it is Withdrawn (13.2). A Stosstrupp unit cannot split into smaller units in order to allow such movement other than by normal Remnant Consolidation (10.6).

13.2 Ship Withdrawal

Beginning with the 0222 turn, German ships in the St. Nazaire Basin will begin to withdraw from their moorings to the U-Boat Pens. A dr is made during the Naval Movement Phase to determine which white bracketed ship(s) with that white number will withdraw that turn. If those ships have already been withdrawn, sunk, or damaged, no additional Withdrawal is made during that turn. Mark the Area of Withdrawn ships with a "Withdrawn" marker. The tugs do not withdraw.

13.21 Shipboard Units

If one or more Commando units board a ship (except Tugs), a Stosstrupp unit will automatically be activated in that Area and the Commando unit may move no further during that turn. All German units on a Withdrawn ship are moved to hexagonal Area #443. All Commandos on a Withdrawn ship are immediately placed in the nearest connected land Area to that ship's Mooring Area. Each ship Withdrawn to the U-Boat Pens results in one additional Stosstrupp unit being drawn and added to hexagonal Area #443.

13.3 Targets of Opportunity

Ships may not be designated as the Primary Targets of Demolition units on the Game Log (5.1).

14. U-Boat Pens

The U-Boat Pens were so stoutly fortified that the Commandos couldn't hope to destroy them outright. However, it was not beyond the realm of possibility that should they gain entrance, the Commandos could destroy some of the facilities and U-Boats therein (nine U-Boats were present during the raid).

14.1 Hexagonal Areas

The hexagonal Areas represent the U-Boat Pens. "Destroyed" markers are never placed in hexagonal Areas. Each successful Demolition attack vs hexagonal Areas #441 and #443 is worth five Victory Points. Each successful Demolition attack vs hexagonal Area #444 (still under construction) is worth three Victory Points. These attacks may be repeated (one per Demolition unit per turn per Area) as long as there are qualifying Demolition units therein. The U-Boat Pens Victory Points can be earned over and over again for each successful Demolition attack in that Area. Any Damage result drm must be applied to the next Demolition attack in that Area—with a "Destroyed" result eliminating that Damage marker.

14.2 Inherent U-Boat Pen Defense

The first time a Commando unit moves adjacent to a hexagonal Area, all three hexagonal Areas each immediately receive two Stosstrupp units from the Activation Draw Cup. This can happen only once per game. German units may move from one hexagonal Area to another but may not leave the confines of the three hexagonal Areas. A successful British Grenade attack inside a hexagonal Area will destroy only one German unit of the player's choice—not all German units in the Area. Any German unit in a hexagonal Area may deduct one from its To Hit dr.

15. Victory Points

15.1 How to Win

The game ends when the last British unit is eliminated or withdrawn from the board. All delayed Demolition/torpedo attacks are then resolved and any resulting Victory Points (plus those for any Damage results) are recorded on the Victory Point Display. The game is won by amassing 70 Victory Points. Historically, the British earned 53 Victory Points; although their raid was considered a "victory", it accomplished less than they set out to do. Indeed, before the delayed explosion of the Campbeltown, the Germans were congratulating themselves on having won the battle. Alternately, the player may wish to have to better his previous high score for a win.

15.2 Survivors

In addition to Victory Points awarded for successful Demolition attacks, the British earn fractional Victory Points for safely withdrawing their men. Score .2 Victory Points for each Crew/Passenger section withdrawn to Britain. Score .1 Victory Point for each Commando section exited into land Holding Zones 5 or 6.

16. Scenarios

Players may vary play of the historical scenario by experimenting with different Primary Targets and Landing Areas. In addition, players may experience the possibilities of several hypothetical "what if" situations by playing the following scenarios featuring slightly different rules.

16.1 No Bombing Raid

The Germans had been alerted to the possibility of a raid by the highly erratic and suspicious behaviour of British aircraft immediately preceding the raid. In this scenario, no Bombing raid is conducted and the alert status of the harbor defenses is accordingly less. Therefore, there is a +1 DRM to the Effects DR of all hits on the Harbor Defense Table for the first three Game Turns. In addition, the maximum number of To Hit attempts allowed for the Harbor Defense Table is 10 per turn—not 12. Lastly, modify the German Activation by adding −1 to the printed Activation DRM for each game turn.

16.2 U-593 Incident

The British flotilla had been spotted at sea during its approach to St. Nazaire by U-593. However, in the confusion of escaping from the resulting depth charge efforts of the escorting British destroyers, the U-Boat was unable to trail the flotilla and consequently their sighting signal gave only the last known and very misleading course of the flotilla. Consequently, the 5th TBD Flotilla consisting of five 800-ton destroyers was dispatched from St. Nazaire to intercept the British on the wrong course. Had no message been sent and they been present in the harbor on the night of the raid, the results may have been far different. When playing this scenario, the ships of the 16th Minesweeper Flotilla are instead considered to be the destroyers Seeadler, Falke, Kondor, Jaguar, and Iltis. Each destroyer starts the game with an 8-strength Stosstrupp unit on board (take from Alarm Level 5 group). The Victory Points awarded for the destruction of each ship in this classification is doubled to two. All other rules remain the same.

Credits

Design: Based on an original submission by Rob Markham and Mark Seaman

Development: Don Greenwood

Playtesting: Rex Martin, Bruce Shelley, Charles Kibler, Craig Taylor

Cover Art: George Parrish

Mapboard & Interior Art: Charles Kibler

Composition: Colonial Composition

Prep Dept. Coordinator: Elaine Adkins

Printing: Monarch-Avalon

The Avalon Hill Game Company, Division of Monarch Avalon, Inc. © 1987 The Avalon Hill Game Company. Printed in USA.