The Longest Day
The Longest Day Rulebook
Table of Contents
Table of Contents
- The Programmed Instruction Method
- A Word About 'Monster Games'
- Description of Play
- Game Components
- I. Scenario #1: Mortain — General Rules
- II. Scenario #2: The Falaise Pocket — General Rules
- III. Scenario #3: Operation Cobra — General Rules
- IV. Scenario #4: The Fall of Cherbourg — General Rules
- V. Scenario #5: Normandy Beach — General Rules
- VI. The Scenarios
- VII. Examples of Play
- VIII. Scenario Addenda
- IX. The Campaign Game Rules
- A. Introduction
- B. Campaign Game Components
- C. Weather
- D. Replacements and Rebuilding Remnants
- E. Allied Unit Entry
- F. German Unit Entry
- G. Allied Strategic Interdiction
- H. Inter-Allied Cooperation
- I. Port and Mulberry Logistics
- J. Rail Movement and Interdiction
- K. Air Bombardment
- L. Air Supply
- M. Allied Unit Withdrawal
- X. The Campaign Game Scenario
- XI. Campaign Game Variations
- XII. Optional Rules
- XIII. Suggestions for Multi-Player Games
- Tactical Hints, Designer's Commentary, and Bibliography
The Programmed Instruction Method
THE LONGEST DAY uses the Programmed Instruction (P.I.) method to introduce the rules of the game in 'bite-size' chunks. This allows novice players to firmly and gradually absorb the game system without having to read pages and pages of rules prior to play. Due to the progressive structuring of the rules, each scenario builds upon the rules presented in the preceding scenarios. The last rules module, for example, contains only those rules which pertain to the Campaign Game and are unused in the scenarios. In this manner, players are only given the rules required to play the scenario at hand. The result is that novice players begin play more quickly and with a better understanding of the game system.
CAUTION: It is strongly recommended that Novice players play each scenario in order, before advancing to the more complex scenarios. The beginning two scenarios are learning vehicles. Play them only once each in their basic form before progressing to the next module. After all five rules modules have been played once, add the extra rules to the earlier scenarios as outlined in the Scenario Addenda section. This converts them from learning scenarios to full-fledged simulation scenarios. Only after playing all of the scenarios should players tackle the heart of the game, the Campaign Game! If the above regimen is followed, the Campaign Game will become a simple and smooth transition from the scenarios.
NOTE: Veteran players are urged to SKIP playing the FIRST THREE scenarios and to begin play with scenario four or five. VETERAN players only, please!
A Word About 'Monster Games'
A game is meant to be played, not merely looked at, studied or 'fooled with'. Regardless of whether it contains 200 or 2,000 unit counters, every game should be a polished, well-tested product. THE LONGEST DAY has been designed to be played, as well as analyzed and studied. It contains a very sophisticated game system that has been painstakingly designed to be smooth and efficient. Given the absolutely enormous proportions of the package, every effort has been extended to eliminate superfluous 'labor' in the game system. It is a polished, well-tested product. Nothing has been sacrificed in the way of 'simulation' to make it this way. Play it. Study it. Enjoy it.
Description of Play
The game is played in turns with each player alternately moving his playing pieces and resolving combat in succession. A player may move all of his pieces during the movement portion of his turn and then may have 'combat' with any enemy pieces his units are adjacent to. The combat procedure is simply a mathematical method of determining who wins a particular combat situation and consists of comparing the numerical strengths of the opposing pieces as a ratio and then consulting a table to find out who wins or loses. The die has nothing to do with movement! It is only to represent a range of possible outcomes reflecting the uncertainties of real battle.
Game Components
A. The Mapboard
The playing board consists of seven rectangular sections of varying size which, when arranged in the proper configuration, create a map of the Normandy-Calvados region of northern France. Printed over the map is an hexagonal grid pattern which serves the same purpose as squares on a chessboard to regulate movement. These hexagons are called 'hexes' for short. The mapboard sections fit together as illustrated:
MAJOR CITIES/MAP SECTION: A—Cherbourg, B—Coutances, C—St. Lo, D—Caen, E—Cabourg, F—Avranches, G—Argentan.
B. Game Scale
THE LONGEST DAY is a tactical-level game. Each hexagon on the mapboard represents a scale distance of two kilometers. Each turn represents one day (24 hours). The unit counters represent company and battalion-sized military formations.
Each unit counter contains the following information: size symbol (battalion), type symbol (armor), type of AFV (Char-B), stacking value, # AFV in unit (40), attack strength, defense strength, movement allowance; and for artillery units: range (min 7 max 18), type of gun (203mm rad), type symbol (rad artillery), # guns in unit (2), size symbol (battery).
Each unit counter represents an actual military unit or acts as a marker to identify special game conditions on the mapboard.
C. Charts and Tables
There are three fold-out player-aid charts and several cards included in the game. These cards and charts contain all of the information required to play the game. They include the following:
- Combat Results Table/Terrain Effects Chart (CRT/TEC): The CRT is used to resolve combat. The TEC lists the functions and effects of the various terrain types represented on the mapboard.
- Campaign Game Fold-out Cards: These three large cards are used for organizing units and game functions for the Campaign Game and later scenarios.
- Scenario Set-up Diagrams: On the reverse side of the Campaign Game cards are mapboard diagrams to be used to set-up unit counters in their proper starting positions for each scenario.
D. The Unit Counters
The printed die-cut cardboard squares are the playing pieces for the game. Variously called 'unit counters', 'units', or 'counters', each piece represents an actual military unit or acts as a marker to identify special game conditions on the mapboard.
- Each unit counter contains the following information (see Game Scale above for the layout of symbols).
- Identification System: Each unit has either one or two groups of identifying numbers printed on it; one group is the name of the unit itself and the other group is the name on its parent unit. a. The number printed in small characters below the type symbol is the unit's name. This is usually in the form 'battalion/regiment' (EXAMPLE: 'III/915' identifies the third battalion of the 915th Regiment.) b. The number printed in larger characters below the unit's name is the name of the parent headquarters unit. A unit's parent HQ is defined as being that HQ counter to which the unit belongs exclusively. c. If there is NO parent HQ indicated, that unit has no permanent parent unit and is considered to be an INDEPENDENT unit.
- Unit Counter Symbols: In order to clarify game functions and to present additional historical information about each specific unit on the unit counter itself, a new type of symbology is employed. This symbolic system is a modification of the German system actually used in the campaign. Do not be overwhelmed by its superficial complexity! Its basic symbols have been used in wargaming for years. The only difference is that the present system allows for a much more accurate classification of unit types by function and equipment. This in turn, allows for a more precise application of game rules and functions. The counter symbols are combinations of the basic symbols listed on the Unit Symbol Chart.
- The units in the game are classified into several broad categories according to their real-life characteristics for several very important rules purposes. A unit's classification is determined by the unit type symbol printed on its counter as indicated on the Unit Classification Chart.
Unit Classification Chart
The Unit Classification Chart organizes every counter type in the game into the following categories:
A. Combat Unit Types (units that attack/defend as ground units), cross-classified by transport mode and function:
- Non-motorized units (foot, horse-drawn, bicycle) — infantry, bicycle infantry, parachute infantry, glider infantry, German Ost infantry, US ranger, British commando, German fusilier, German pioniere, security, non-motorized infantry remnant, German field replacement; and artillery-function examples such as casemated coastal defense, open artillery, horse-drawn battery, horse-drawn battalion, parachute/glider artillery battalions, Eisenbau (railroad) artillery and coastal artillery.
- Motorized units (wheeled vehicle equipped) — motorized infantry, German fallschirmjäger (British/US equivalents), German Field replacement, German Pioniere, heavy weapons, machinegun company, US mech cav, security company, motorized infantry remnant; and artillery-function examples such as towed artillery, U.S. HQ/artillery group, US artillery battery, morser battery, flak battalion, anti-tank battalion, nebelwerfer battalion, mortar battery, flak battery, US 4.2" mortar, fortress NW battalion.
- Tracked units (full- and half-tracked) — armored infantry, panzer pioniere, German recon, German luftwaffe recon, German recon remnant, Panzer grenadier/armored inf remnant; artillery-function armored artillery battalion, nebelwerfer battery, US HQ/artillery, self-propelled anti-tank battalion/company; and (armor-function, tracked only) tank battalion, assault gun battalion, crocodile company, tank company, assault gun company, armored remnant.
B. Non-combat Unit Types — supply-function units (air supply; non-motorized and motorized supply units) and replacement-function units (infantry and armor replacement counters), each with a stacking value of '0'.
C. Fortification Unit Types — fortified area, minor fort, field fortification, landfronte fortification, and coastal strongpoint (two sizes). Coastal strongpoints and landfronte fortifications are also treated as armor-function units for Combined Arms Modifier purposes.
D. Air Unit Types — Tactical Air Interdiction (fighter-bomber, 'FB'); Tactical Air Support (medium bomber 'MB', light bomber 'LB'); Strategic Interdiction (heavy bomber 'HB', and a rear/movement-point marker).
E. Indicator Counter Types — DISRUPT marker, rail movement train counter, rail CUT marker, air interdiction marker, beachhead (BH) marker, Mulberry markers, damaged Mulberry marker, port BUILDING markers, port status markers, and the Tactical Air Interdiction marker.
HQ units (nebelwerfer brigade, infantry division, motorized infantry division, airborne division, panzer-grenadier division, armored panzer division, sturm flak regiment, sturm flak korps, infantry corps, panzer korps, fallschirmjäger korps) and special armor-function units (landfronte fortification, coastal strongpoints, RMSR troops, AVRE squadrons) round out the chart.
Glossary of Abbreviations
| Abbreviation | Meaning |
|---|---|
| CDO | Commando |
| CHC | Churchill AFV |
| CRM | Cromwell AFV |
| CZ | Czechoslovakian |
| EN | English |
| E | Eisenbau (Railroad) |
| FE | Feld Ersatz (Field RPL) |
| FUS | Fusilier |
| FR | French |
| IT | Italian |
| H35 | French Hotchkiss AFV |
| M4 | American AFV |
| RU | Russian |
| REM | Remnant |
| RGR | Ranger |
| RPL | Replacement |
| SHM | Sherman; British M-4 AFV |
| SOM | SOMUA; French AFV |
| IV | German Pzkw-IV |
| V | German Pzkw V; Panther |
| VI | German Pzkw VI: Tiger |
Historical information (unit type, number of vehicles/tubes, calibre, and original nationality if captured booty) is printed on many counters for the edification of military history students and has no game function.
I. Scenario #1: Mortain — General Rules
Rules Module I. Playing Scenario #1 (Mortain) requires only the rules presented below.
A. Sequence of Play
THE LONGEST DAY is played in turns. Each turn is divided into two player segments with each player segment further divided into several 'phases' which organize a player's activities during his segment. The step-by-step sequence of play is outlined below:
1. ALLIED PLAYER SEGMENT a. Allied Regular Movement Phase: The Allied player may move all of his units to the limit of their movement allowance as modified by the presence of enemy units and restrictive terrain. b. GERMAN Mechanized Movement Phase: The German player may move all tracked and semi-tracked units to the limit of their movement allowance as modified by the mechanized movement phase rules, etc. c. Allied Combat Phase: Allied units may execute and resolve attacks made against adjacent enemy units, at the Allied player's option.
2. GERMAN PLAYER SEGMENT a. German Regular Movement Phase: Same as Allied phase. b. ALLIED Mechanized Movement Phase: Same as German phase. c. German Combat Phase: Same as Allied phase.
B. Movement
During the movement phase of a player's segment, he may move all, some, or none of his units, at his option. Each unit counter may be moved as many hexes as possible within the limits of its movement allowance, terrain restrictions, and other game rules:
- Each unit counter is moved individually by tracing the path of movement through each separate hex.
- The number of hexes through which a unit may move in one turn is indicated by its movement allowance. A unit's movement allowance is expressed in terms of a certain number of movement points. In general, each unit counter expends one movement point (MP) of its movement allowance for each hex it enters. Quite often, however, terrain effects (see below) will require units to expend more or less than one movement point to enter a hex of a particular type.
- In any given movement phase, a player may move as many or as few of his units as he chooses. Movement is always voluntary, never mandatory.
- A unit may be moved in any direction or combination of directions. A unit may expend some, none, or all of its movement allowance each turn. Un-used movement points may not be transferred from unit to unit or accumulated from turn to turn.
- Once a unit has completed its movement, it may not be changed, repositioned, or realigned. A unit's movement is considered completed when the player begins to move another unit.
- No combat may take place during the movement phase. No enemy units may move during a friendly movement phase.
- A unit may freely pass over or stop in the same hex with other friendly units, subject to stacking limitations. A friendly unit may not enter hexes containing enemy combat units.
- A unit must stop and end all movement for that phase when it moves adjacent to an enemy zone-of-control (see below).
- A unit with a movement allowance of '0' may never move from its initial starting hex.
- A complete list of all terrain features and their effects on movement and combat is contained in the Terrain Effects Chart.
- A unit may not enter a hex of a particular terrain type unless it has sufficient movement points available to expend in doing so.
EXAMPLE: A unit moving as illustrated, expends movement points in the following manner: 1 MP (clear terrain hex) + 2 MP (clear terrain to swamp hex) = 3 MP total expended. The unit cannot enter another swamp hex because it costs 2 MP to enter and it has only one MP remaining in its movement allowance.
C. Mechanized Movement
- During the friendly MECHANIZED movement phase, full-tracked, half-tracked, and certain types of reconnaissance units may move their full movement allowance. These units are identified with a line underneath their movement allowance numbers.
- EXCEPTION: A unit may NOT move during the mechanized movement phase if it is DISRUPTED (see scenario two rules), or if it is adjacent to any enemy combat units at the beginning of the mech move phase.
D. Road Movement
- A unit may move from road hex to an adjacent, connecting road hex of the same road at the road movement rate for that class of road. There are two classes of roads; primary and secondary. (See Terrain Effects Chart.)
- When entering a road hex from an off-road hex or from a different road, the unit must expend the movement points equal to the other terrain in the hex.
- A unit moves into a road hex at the movement rate determined by its movement category as stated on the Terrain Effects Chart.
- A unit may freely combine road and off-road movement in the same phase (EXCEPTION: See Strategic Road Movement, below).
E. Strategic Road Movement
- Only MOTORIZED and TRACKED unit-types may use strategic road movement. A unit using strategic road movement DOUBLES its movement allowance for that phase.
- Strategic road movement may be used in both the regular and mech movement phases. The use of strategic road movement is limited as follows: a. All movement during the phase must be on primary or secondary roads or city hexes. b. A unit may not start adjacent to or move adjacent to an enemy combat unit while executing strategic road movement. c. A unit may not attack in any manner (either direct attack or artillery fire) in the player segment in which it executes strategic road movement.
- SPECIAL: Strategic road movement may not be used during the 6 June turn of any scenario.
F. Stacking Limitations
A player may have more than one unit in a common hex. A player, however, is limited in the number of unit counters allowed in a hex at the same time:
- No more than SIX 'stacking points' of friendly units may be in the same hex at the end of any type of movement or combat phase.
- Each combat and non-combat unit has a certain stacking point value which is determined by the stacking value number printed in the lower left corner of each unit counter.
- Units with a stacking value of '0' may be freely placed with other friendly units at no stacking cost.
- If the stacking capacity of a hex is exceeded at the end of a movement or combat phase, the owning player must eliminate excess units from the hex until capacity equals six or less. The owning player has the choice of which units to eliminate.
- Aircraft, train, fortification and replacement counters have a '0' stacking point value.
G. Zone of Control
- Whenever a combat unit is on a HILL or in a fortification, it is said to possess a 'Zone of Control' into the six hexes adjacent to the hex it occupies. A hex in a unit's zone of control is said to be a 'controlled hex'.
- Noncombat units do not have a zone of control under any circumstances.
- Whenever a friendly unit enters an enemy unit's zone of control, it must stop and end all movement during that movement phase.
- If a unit begins a movement phase in an enemy zone of control, it may leave the zone of control and move normally, or it may move directly from one enemy controlled hex to another, but then must stop and end movement for that phase.
H. Friendly Hex
- A hex is considered friendly to a player if it is physically occupied by a friendly combat or noncombat unit or fortification counter, Aircraft and train units have no effect.
- An unoccupied hex is friendly to neither side.
- Enemy zones of control have no effect on the friendly condition of a hex.
I. Combat
Combat occurs between opposing units in adjacent hexes at the discretion of the player whose player segment it is. The player who initiates combat is said to be the attacker while the other player is considered the defender.
- During the combat phase of his segment, a player may only attack those enemy units that are adjacent to friendly units. Only friendly units that are adjacent to specific enemy units may attack those units.
- A unit is never required to attack during the combat phase, but always has the option of doing so.
- No enemy unit may be attacked more than once per combat phase. No friendly unit may attack more than once per friendly combat phase.
- All defending units in a hex must be attacked as one combined defense strength. Individual units in a hex cannot be attacked while others in the same hex are ignored.
- Attacking units may attack the same defending unit from as many different hexes as possible, provided all of the attackers are adjacent to the defender's hex.
- Not all of the friendly units in a hex are required to attack. Some may attack while others in the same hex do nothing. Units which do not participate in the attack do not suffer any adverse effects from the attack and may not participate in any retreats or advances resulting from the attack.
- Not all of the friendly units in a hex are required to attack the same defending hex. Different units in the same hex may attack adjacent defenders in different hexes.
- Defending units in adjacent hexes may not be attacked as a combined defense strength. No more than one hex may be attacked in each combat situation.
- Each attack is resolved individually. To determine the results of the attack, follow this procedure for each attack: a. For each separate combat situation, total all of the attack strength points of the attacking units together, then total all of the defending unit's defense strength points. b. Convert these two totals into a numerical odds ratio (attacker to defender). Round-off this odds ratio downwards to conform to the simplified odds ratio categories printed on the Combat Results Table. EXAMPLE: Three German units totalling 21 attack strength points attack two Allied units totalling 10 defense strength points. This is converted into an odds ratio of 21 to 10, which is rounded down to 2-1 to conform to the Combat Results Table. c. Where applicable, modify attack and defense strengths (due to terrain effects) as indicated on the Terrain Effects Table, before converting the odds ratio to the simplified odds categories. d. Roll the die once for each attack situation, cross-indexing the number rolled with the proper odds category column on the Combat Results Table, to determine the result of the attack. All die roll modifications due to terrain effects, disruption, etc., are cumulative. e. Apply the results to the attacking or defending units immediately.
- Extracting Losses: When called for on the Combat Results Table, a unit takes losses in the form of 'step losses'. A unit possesses either one, two or three strength-point steps. A unit loses strength in this order: Full Strength Step—Half-Strength Step (inverted)—Remnant Step. is the value printed on the front of the unit counter. is the value on the reverse of the counter. The step is the replacement of a half-strength unit with a remnant (REM) counter: a. A unit has only ONE step if it has no inverted side with a reduced counter printed on it. b. A unit has only TWO steps if its INVERTED defense strength is '2' or less. c. A unit has THREE steps if its INVERTED defense strength is '3' or more.
J. Mapboard Entry
- A unit enters the game by being placed on a mapboard edge hex or a beach hex and expending an additional movement point in addition to the cost of entering the terrain in the hex. It may then move normally in the same movement phase with whatever movement points it has remaining.
- A unit may not enter the mapboard through a hex containing an enemy combat unit.
- A unit may not move or retreat off of the edge of the mapboard.
STOP! READ NO FURTHER! PLAY SCENARIO ONE.
II. Scenario #2: The Falaise Pocket — General Rules
A. Expanded Sequence of Play
The addition of more rules functions requires that the sequence of play be expanded by the addition of the following new phases:
1. ALLIED PLAYER SEGMENT a. Allied REPLACEMENT PHASE: The Allied player introduces new units and additional supply units to the mapboard. b. Allied Regular Movement Phase: Same as before. c. German Mechanized Movement Phase: Same as before. d. GERMAN DEFENSIVE FIRE PHASE: German artillery-function units may fire at Allied units adjacent to German units. Invert all ranged-artillery units that fire. e. Allied Combat Phase: Same as before, but also invert all ranged-artillery units that fire. f. Reset Phase: Turn all inverted GERMAN ranged artillery units face-up. Remove all 'Disrupted' markers from ALLIED units.
2. GERMAN PLAYER SEGMENT a. German REPLACEMENT PHASE: Same as above. b. German Regular Movement Phase: Same as above. c. Allied Mechanized Movement Phase: Same as above. d. ALLIED DEFENSIVE FIRE PHASE: Same as above. e. German Combat Phase: Same as above. f. Reset Phase: Turn all inverted ALLIED ranged artillery units face-up. Remove all 'Disrupted' markers from GERMAN units.
B. Artillery Units
Artillery units may apply their artillery attack strength against enemy units within range as follows:
- Each un-inverted artillery unit may 'fire' (use its attack strength) once per player segment, either in the friendly defensive fire phase or in the friendly combat phase.
- Each artillery unit has a specified range in hexes over which it may apply its attack strength. It may apply its attack strength against any single hex within range, counting the shortest path of hexes from the firing unit's hex to the target hex.
- Artillery-function units are indicated by a bracket around their attack strength. Any unit possessing a bracketed attack strength may function as artillery. Units with a range greater than '1', are referred to as 'ranged-artillery units', indicating that they may attack non-adjacent enemy units. Units with a range of '1' may fire into adjacent hexes only, but they may attack in both the friendly combat phase and the friendly defensive phase of the same turn.
- Support Fire: Artillery may assist regular combat units during the friendly combat phase as follows: a. During the friendly combat phase, each uninverted artillery unit may add its attack strength to any attack by other combat units against enemy units occupying hexes which are in range. b. The defending unit must be attacked by at least one friendly infantry or armored-type unit to be fired upon by an artillery unit.
- Defensive Fire: Artillery may attack enemy combat units during the friendly defensive fire phase as follows: a. During a friendly defensive fire phase, an uninverted friendly artillery unit may fire at (attack) any enemy unit within range that is also adjacent to at least one friendly (undisrupted) combat unit. b. Defensive fire may be directed against any single enemy unit or group of enemy units occupying the same hex. (NOTE: In this exceptional case, whole stacks of enemy units do not have to be fired upon.) No enemy unit may be fired upon more than once in the defensive fire phase. c. Defensive fire attacks are resolved in the same manner as regular attacks. Note, however, that all artillery units are immune to adverse combat results when firing in the defensive fire phase. d. Enemy units forced to retreat as a result of defensive fire may not attack during that same player segment. e. Ignore Combined Arms Modifiers (C.A.M.'s) for defensive fire purposes (see Scenario #3).
- Artillery units may not be removed from play as combat losses when they are attacking in the friendly combat phase EXCEPT when they are adjacent to the specific enemy units that they are attacking.
- Invert a ranged-artillery unit to expose the word 'FIRED' whenever it is used in either the defensive fire or combat phase. Turn all friendly inverted ranged artillery units face-up at the end of the ENEMY player segment. Artillery units with a range of '1' are never inverted.
- Inverted artillery units may move and defend normally.
C. Chain of Command and Military Organization
For rules purposes, it will prove helpful to establish and define a standard military echelon system as it applies to the game. Military units are organized in a specific order which reflects the rank of their commanding officers. This results in a 'chain of command' indicating which units are subordinated to others and which occupy a higher echelon in the chain of command. Refer to the General Military Organization diagrams for the following:
- A Division consists of a divisional headquarters (HQ) unit with subordinate battalion- and company-sized units which are permanently attached to it and carry its divisional number. (Units without divisional numbers are referred to and function as INDEPENDENT units.)
- A Corps is a temporary collection of up to six independent artillery units controlled by a corps headquarters unit (CORPS HQ).
- A German Nebelwerfer Brigade consists of a Brigade HQ and subordinate Nebelwerfer battalions identified by the same brigade number.
- German III Sturm-Flak Korps consists of a CORPS HQ unit, REGIMENTAL HQ units, subordinate company-sized units which are permanently attached to regimental HQ's and carry the same regimental number, and several independent flak units controlled by the Flak-Korps or Flak Regiment HQ unit.
These four military organizations represent the four types of FUNCTIONAL organizations used in the game. All other levels of command have been ignored in this system for rules purposes.
D. Supply
- All combat units are defined as being either in a SUPPLIED state or in an UNSUPPLIED state depending upon whether or not they are in range of a supplied headquarters unit. a. No more than ONE headquarters unit may occupy a hex at one time. An HQ unit is eliminated if forced to retreat into or through a hex occupied by another friendly HQ unit. b. A headquarters unit is supplied if it is in the same hex as a supply unit. c. Subordinate units of a division are supplied if they are within EIGHT hexes (see below) of their own supplied division HQ unit. d. Independent artillery units are supplied if they are within EIGHT hexes of a friendly supplied corps HQ. e. Independent NON-artillery units are supplied if they are within EIGHT hexes of ANY friendly supplied division HQ unit.
- Supply Route: The eight-hex supply route from an HQ to a combat unit may follow any path or configuration no more than eight hexes in length, but it cannot include hexes containing enemy units or zones of control. NOTE: The presence of friendly units in a hex negates the effects of enemy zones-of-control in that hex for supply purposes. Any combat unit that cannot trace an eight-hex path to a supplied HQ unit is considered to be UNSUPPLIED.
- EFFECTS: Unsupplied units cannot attack in any manner. Unsupplied units defend at half their normal defense strength. Unsupplied units have their movement allowance reduced by half.
- Supply Capacity: Each HQ unit can supply only a limited number of units: a. A division HQ unit can supply all of its subordinate units, plus a maximum of THREE independent units (of any type) at any one time. They may not supply units belonging to another division HQ. b. A CORPS HQ unit can supply a maximum of SIX independent artillery-type units (regardless of size) at any one time. Corps HQ Units cannot supply divisional units nor can they supply NON-artillery type independent units.
- Supply Consumption: Supply units are 'used up' whenever they are heavily used by HQ units. Each supply unit has a 'full-strength' (front) side and a 'half-strength' (inverted) side. An HQ unit consumes supply in half-strength steps whenever subordinate units use their attack strength:
a. A divisional HQ unit consumes one half-strength supply step whenever:
- Two or more subordinate units (or independent units using it as a source of supply) attack in the combat phase (regardless of the number of actual attacks made).
- Two or more artillery units attack in the defensive fire phase. (In this case, each U.S. artillery group unit counts as THREE units.)
- Whenever a single subordinate unit attacks in either phase, the DIV HQ consumes NO supply steps. b. A corps HQ consumes one half-strength supply step whenever one or more artillery units using the HQ as a supply source attack in any phase. c. Supply is consumed immediately as units attack. Supply is NEVER consumed when a unit defends.
- Supply is determined at the instant that an attack is resolved. This means that a unit's supply status change within a turn or phase. For movement purposes, however, supply is determined at the beginning of movement (mechanized or regular) phase.
E. Disruption
Units suffer a special combat effect, called 'Disruption', when defending against certain types of attacks:
- A unit is disrupted when attacked successfully via enemy carpet bombing, naval bombardment, air bombardment, coastal artillery bombardment, or as a result of airborne drift, or if forced to retreat as a result of enemy defensive fire.
- A disrupted unit is identified by placing a DISRUPTED marker on top of it.
- A unit may be disrupted more than once per turn. A disrupted marker is placed on a unit EACH TIME that it is disrupted.
- A unit remains disrupted until the end of the friendly reset phase. During the friendly reset phase, ALL disrupted markers are removed from all friendly units.
- Effects: A disrupted unit is restricted as follows: a. A unit may not attack or fire while disrupted. If forced to attack, it is eliminated instead. b. Each disrupted marker adds '+1' to the die roll for any subsequent combat situations in which a unit is defending. Such die roll modifications are cumulative. c. A disrupted unit may only move a maximum of one hex per movement phase. d. A unit cannot exert a zone-of-control while it is disrupted. e. Except for the above limitations, headquarters and supply units may execute their supply functions normally while disrupted.
STOP! READ NO FURTHER! PLAY SCENARIO TWO.
III. Scenario #3: Operation Cobra — General Rules
A. Expanded Sequence of Play
The addition of still more rules functions requires that the sequence of play be expanded by the addition of the following new phase:
1. ALLIED PLAYER SEGMENT a. Allied Replacement Phase: Same as before. b. Allied AIR/NAVAL PHASE: Allied player executes naval bombardment, all aircraft unit counter placement functions and carpet bombing operations. c. Allied Regular Movement Phase: Same as before. d. German Mechanized Movement Phase: Same as before. e. German Defensive Fire Phase: Same as before. f. Allied Combat Phase: Same as before. g. Reset Phase: Same as before.
2. GERMAN PLAYER SEGMENT: Same as before.
B. Combined Arms Modifiers
Whenever certain combinations of unit-types occupy the same hex, they attain specific benefits on the Combat Results Table which they would not, by themselves, possess. Refer to the Combined Arms Modifiers chart on the CRT card for the following rules section:
- Defending units occupying the same box at the beginning of the combat phase and attacking units that occupy the same hex and attack the same unit may increase or decrease their combat effectiveness depending upon their functional type as indicated on the Unit Classification Chart.
- For each attack, determine the C.A.M. category for the attacker and for the defender. Cross-index the two categories to find the die roll modifier. Modify the combat resolution die roll by the resulting positive or negative number.
- NOTE: A unit's combined arms modifier is not affected by supply or terrain considerations.
- C.A.M. may NOT be used for defensive artillery fire.
C. Air Power
The Allied player is provided with aircraft unit counters as shown on the Aircraft Deployment Display. These units are employed on the chart and on the mapboard to abstractly represent the aircraft available during the actual campaign. There are three missions that aircraft units can engage in: tactical air support; tactical air interdiction; and carpet bombing:
- Tactical Air Support: The Allied player may deploy his light and medium bomber units directly against enemy units: a. During the Allied air/naval phase, the Allied player allocates his light and medium bomber units to any desired hex or hexes on the mapboard. They have no stacking limitations. b. Bomber units may be positioned on top of Axis units that the Allied player intends to attack during the combat phase. c. During the combat phase, the Allied player adds the attack strength of each bomber unit to that of the regular ground units attacking Axis units in the bomber's hex. d. Bomber units may not attack enemy units without at least one Allied infantry- or armor-function unit also attacking those units. If bomber units are allocated to an enemy occupied hex and the Allied player does not attack those units in the combat phase, the bomber units have no effect. e. Bomber units are removed from the mapboard at the end of the Allied combat phase. They suffer no adverse combat effects and may not be removed as combat losses.
- Tactical Air Interdiction: The 37 Allied Fighterbomber (FB) units are used by the Allied player to impede German movement. They are indirectly allocated to the mapboard as follows:
a. During the air/naval phase, the Allied player distributes the fighter units of each nationality (U.S. and British) into any of the eight air interdiction boxes on the chart, numbered #1 through #8 for each nationality. No more than eight AIR INT boxes may be used by any one nationality. Whenever FB units are placed into an AIR INT box, the accompanying AIR INT counter of the same number may be deployed anywhere on the mapboard, along with a number indicator counter that represents the radius of the 'zone of interdiction' possessed by that AIR INT unit.
b. AIR INT counters produce a 'Zone of Interdiction' which impedes German mapboard movement. The radius of this zone, however, varies depending upon the number of FB units in the AIR INT box represented by each AIR INT counter. As indicated on the chart, the zone of interdiction may vary from one single hex to a five-hex radius encompassing an area of 91 hexes. The radius of this zone is reflected by a number indicator counter which may vary from turn to turn. Radii are measured from, but do not include, the AIR INT hex.
c. Effects: AIR INT counters produce the following effects on German units:
- The road movement rate for all German units entering hexes in an Allied zone of interdiction is increased to one movement point per hex (instead of ½ or ¼ MP per hex.)
- Bridges which are in interdiction hexes reduce (not negate) the regular river crossing penalty from four additional to only one additional movement point.
- EXCEPTION: Zones of interdiction have absolutely no effect against roads or bridges that run into FOREST hexes. d. Only AIR INT markers create zones of interdiction. Bomber units do not. e. AIR INT markers are removed at the start of the Allied player's next air/naval phase.
- Carpet Bombing: The Allied player is provided with six heavy bomber units with which he can create the tactical bombing technique dubbed 'carpet bombing'. These heavy bomber units are used in scenario three to replicate the actual carpet bombing techniques used during the campaign. In the campaign game, however, they will have other functions besides carpet bombing. a. Carpet bombing attacks are allocated, positioned, and resolved during consecutive Allied air/naval phases. Only one carpet bombing mission may be planned or executed at any one time. b. Carpet bombing may be used anywhere on the mapboard. It may be used as many times as desired, subject to the three-turn allocation cycle outlined below. c. Procedure: Each carpet bombing attack must be planned and executed as follows:
STOP! READ NO FURTHER! PLAY SCENARIO THREE.
IV. Scenario #4: The Fall of Cherbourg — General Rules
A. Naval Bombardment
- Availability: The Allied player has available naval gunfire strength points which may be used against enemy units. These are represented by the boxes on the Allied Naval Gunfire Control Display: a. The numbers printed in the boxes on the chart represent the number of strength points available EACH turn. (Ignore the rocket, 'R', boxes which are used only in the invasion scenarios.) The strength points in each box must be applied to a single target hex as a whole. They cannot split between two different target hexes. b. Nationality: British and U.S. naval strength points may not be combined to bombard the same target hex. Similarly, German targets adjacent to U.S. units (or on U.S. beaches) may not be bombarded by British strength points, or vice versa. Where German targets are adjacent to BOTH U.S and British units, either U.S. or British (but not both) naval strength points may be used to bombard.
- Bombardment: During the air/naval phase, the Allied player may bombard German target units by simply applying the desired number and type of naval strength points against a target hex and rolling one die on the Bombardment Table. Expended strength points are subtracted from the total by sliding the indicator counter along the row of strength point boxes. a. To be bombarded, a target hex must be either adjacent to an Allied combat unit or adjacent to a sea hex. b. All units in the same target hex are treated as one combined target and undergo the same bombardment effect. c. See the additional instructions on the Bombardment Table.
- Effects: Successfully bombarded target units are disrupted until the end of the current turn. Place a 'DISRUPT' marker on the disrupted units.
- Range: Each type of naval gunfire strength point (BB, CA and DD) has a limited range in hexes which is listed on the naval display. This range is counted from any sea hex containing a BEACH or PORT LANDING BOX. It may not be counted from any other type of sea hex.
B. Fortifications
The several different fortification types in the game represent the myriad varieties of permanent and temporary fortifications built and used along the Atlantic Wall and in the Normandy campaign.
- There are five main types of fortifications: 'fortified areas', representing major defensive complexes; 'minor forts', representing the old stone forts in the Cherbourg environs; 'coastal strongpoints', representing German widerstandnest and stutzpunkt defensive works in the Atlantic Wall; 'field fortifications' representing field works and fields-of-fire; and Landfronte fortifications representing the Landfronte defensive line around Cherbourg. See the Fortifications Chart for a detailed listing of characteristics.
- All fortifications, except 'field', are positioned at the start of the game in the pre-determined hex locations printed on the mapboard.
- Units in fortifications exercise a zone of control into all or some of the six adjacent hexes (see chart).
- Units in fortifications are never forced to retreat as a result of combat UNLESS they have been previously disrupted in the same turn.
- When DEFENDING, units in fortifications are treated as ARMOR for combined arms modifier purposes.
- Units are considered to be 'in' a fortification by being placed physically UNDER the fortification counter. Units on top of the counter gain NO benefit from it. The number of strength points on top of and under a fortification counter cannot exceed the strength point capacity for that hex. (Note that for a coastal strongpoint, NO units may be placed under it.)
- A fortification (except 'field' type) remains on the mapboard indefinitely unless and until all of the units under it are destroyed in the same turn. When this happens, the fortification counter is removed from the mapboard.
- Fortifications do not count towards nor affect stacking limitations in any way.
- A unit under a fortification counter suffers losses and step-reductions in the normal manner.
- Building Field Fortifications: Any infantry- or armor-type unit of BATTALION size (except headquarters) may build field fortifications: a. A field fortification may be built by a unit occupying any TOWN (not city) hex. It may not be built on a hex already containing any other fortification. b. Field fortifications require two turns to build. During the replacement phase, the owning player places an inverted field fortification counter in the building unit's hex. During the replacement phase of any succeeding turn, the fortification counter is turned face-up and becomes fully functional. c. The combat unit building the fortification may not move or attack nor may it be adjacent to any enemy units during the two player segments required to build. An inverted field fortification counter is immediately removed from play whenever an enemy unit moves adjacent, or whenever the building unit moves out of the hex or attacks. d. A functional field fortification is removed from the mapboard whenever all of the units under it are destroyed in one turn or whenever it is not occupied by at least one friendly combat unit at the end of a regular or mech movement phase.
STOP! READ NO FURTHER! PLAY SCENARIO FOUR.
V. Scenario #5: Normandy Beach — General Rules
A. First Turn Invasion Sequence of Play
For the 6 June turn ONLY, the following special invasion sequence of play is used. Revert to the normal sequence of play for all subsequent turns:
1. ALLIED PLAYER SEGMENT a. Allied Air Drop Phase: Position airborne units in their drop zones, execute drift determination and resolve drift combat. b. Allied Air/Naval Phase: Same as regular sequence. c. Allied Beach Assault Phase:
- Allied player places assault wave units on landing boxes.
- German player executes coastal artillery fire against landing boxes.
- Allied player executes and resolves beach assault combat situations. d. Allied Follow-up Movement Phase:
- Allied player moves all assault wave units up to HALF normal MA.
- Allied player introduces follow-up wave units, moving them full MA. e. German Mechanized Movement Phase: Same as regular sequence. f. German Defensive Fire Phase: Same as regular sequence. g. Allied Combat Phase: All Allied units—including those that attacked in previous phases, may initiate and resolve ground combat.
2. GERMAN PLAYER SEGMENT a. German Movement Phase: Same as regular sequence. b. Allied Build-up Movement Phase: Allied player introduces build-up wave units, moving them up to HALF their normal MA. c. Allied Defensive Fire Phase: Same as regular sequence. d. German Combat Phase: Same as regular sequence. e. German Combat Phase: Same as above. f. Reset Phase: Same as regular sequence.
There is no Allied first turn player segment.
B. Airborne Landings
Allied airborne units enter the game via the air drop procedure which consists of three steps: placement, drift, and drift combat:
- During the designated turn of entry, airborne units are transferred from the Assault Landing Schedule card and placed on the mapboard during the Allied air drop phase.
- Airborne units must be positioned in their proper drop zone hexes on the mapboard as indicated on the airborne section of the Assault Landing Schedule.
- After completing initial placement, each individual airborne unit must undergo the effects of drift. Referring to the Drift Diagram printed on the Assault Landing Schedule, roll one die for each unit and move that unit to the hex that corresponds to the number rolled. Make certain the 'north' orientation of the diagram matches that of the mapboard. If the unit drifts out of the drop zone hex, roll a second time on the Dispersal Table to determine losses, if any. a. Any unit that drifts off the mapboard, into sea hexes, into prohibited hexes, or onto hexes containing friendly units in violation of stacking limitations is automatically eliminated from play. b. For GLIDER and HEADQUARTERS units, subtract '2' from the die roll number for drift. c. Add '2' to the die roll number for drift if an enemy unit occupies the drop zone hex.
- Drift Combat: If the final position of an airborne unit is an enemy occupied hex, a 'drift combat' situation exists. All such drift combat situations are resolved like regular attacks at the end of the air drop phase. Airborne artillery units engage in drift combat in exactly the same manner as airborne infantry units. a. Determine combat odds as normal. Note, however, that only those opposing units in the same hex are counted. Units in adjacent hexes are ignored for drift combat purposes. The Allied units are always the attacker; the German units always defend. b. Automatically subtract '1' from the die roll result of all drift combat situations. c. SPECIAL: If a retreat is called for on the Combat Results Table, for either the attacker or the defender, the retreating unit is allowed to move to an adjacent hex unless that hex is in the zone of control of an enemy unit, or it contains an enemy unit counter. Units that cannot retreat are eliminated. If no retreat is called for on the Combat Results Table for either side, then ALL units involved in that combat on BOTH sides are eliminated instead.
- Airborne units may not engage in any other type of movement during the Allied player segment.
- Airborne units scheduled to air drop on subsequent turns do so during the Allied Replacement Phase.
- SPECIAL: During the invasion turn, airborne units land during the airdrop phase AND the build-up phase. Units landing during the build-up phase are positioned and drifted FIRST, before other build-up units enter the game and move.
C. Amphibious Assault
The Allied D-Day Assault Landing Schedule outlines the entire first-turn allocation of units for the Allied player. The assaulting units, their exact beach landing box location, and their phase of entry, are all pre-determined. The amphibious assault process consists of a multi-phase procedure explained below:
- Allied units enter the game by being transferred from the player-aid card to the landing boxes printed on the mapboard. Allied units may not remain in a landing box at the end of a turn, but must either move to the connecting coastal hex or return to the player-aid card.
- Beach Assault: During the beach assault phase, the Allied player positions his assault wave units on the exact beach landing boxes indicated on the Assault Landing Schedule. Assault wave units, unlike subsequent waves, must be positioned in the EXACT beach landing boxes indicated on the landing schedule:
a. During the beach assault phase, Allied assault units must be moved from the landing boxes to the connected coastal hex. They may move no further in that phase. (NOTE: Beach assault units which cannot land due to stacking limitations may be returned to the player aid card and reenter during the follow-up movement phase. The Allied player chooses exactly which units return to the player aid card.)
b. If enemy units occupy the connected coastal hex, they must be eliminated or forced to retreat during the beach assault phase to allow units in the landing boxes to advance after combat:
- Units in landing boxes may attack enemy units on the connected coastal hexes by themselves, or in conjunction with other assault wave units that moved to adjacent coastal hexes.
- Combat is resolved normally. Victorious units may NOT advance beyond the connected coastal hex.
- If the attack fails to remove all defending units from the coastal hex and thus does not allow the units in the landing box to advance after combat, those units must remain in the landing box until the build-up phase at which time they are removed from the mapboard and returned to their boxes on the Assault Landing Schedule. They may land as build-up units in subsequent turns. c. Allied assault wave units that move successfully from the beach landing box to the connected coastal hex automatically create a beachhead (BH) marker in that landing box at the end of the phase. EXCEPTION: No beachhead marker is ever placed on the POINTE DU HOC landing box. d. SPECIAL: Allied assault-wave units suffer DOUBLE the normal casualties in combat during the beach assault phase. Treat all 'LS' results as 'L1', all 'L1' results as 'L2' and all 'L2' results as 'E'.
- Follow-up Movement: During the follow-up movement phase, the Allied player may, at his option, transfer the follow-up wave units from the player aid card to those beach landing boxes containing beachhead markers: a. At the beginning of the follow-up movement phase, all assault wave units on coastal hexes may move up to HALF their normal movement allowance, (rounded down) at the Allied player's option. b. After all assault wave units have been moved, the Allied player may transfer the follow-up wave units for each individual beach from the player aid card to any beach landing boxes with BH markers within the proper beach. Follow-up and build-up units designated for one beach cannot be landed at another during the invasion turn. (If there are no beachhead markers in any BLB's of a beach due to adverse combat results, units designated for entry at that beach may land as build-up units at any other beach of the same nationality in subsequent turns.) c. Follow-up and build-up units directed to a beach do not have to enter through specific beach landing boxes, but may land at any beachhead marker within their designated beach. An unlimited number of units may enter the game through a beachhead marker. (NOTE: This is modified in the campaign game!) d. Follow-up wave units may be moved up to the limit of the movement allowance during the follow-up movement option, at the Allied player's option.
D. Invasion Turn Supply Requirements
During the invasion turn, Allied and German units are automatically supplied for attack, defense, artillery fire and movement. Neither side expends supply nor must they trace a supply route to an HQ unit.
E. German Coastal Artillery
Historically, coastal artillery guns were designed to engage naval targets at sea, exclusively. They were not equipped to act as field artillery against an enemy force already ashore. German coastal artillery units were a major potential threat to the invading Allied forces:
- German coastal artillery batteries are positioned on the mapboard in those hexes containing the printed coastal artillery symbols. Only those units with the coastal artillery symbol may function in that role.
- Each coastal artillery unit may only fire at Allied units in beach or port landing boxes.
- During the invasion turn, coastal artillery units fire during the Allied beach assault phase. On all subsequent turns, coastal artillery units fire at the end of the Allied air/naval phase after the Allied player is finished moving and firing his air and naval counters in that phase.
- Each coastal artillery unit may fire at ALL enemy units that occupy beach or port landing boxes within range during a single phase: a. Coastal artillery fire is resolved on the Bombardment Table. Each coastal artillery strength point is equal to one naval gunfire strength point. A 'D' result against a landing box means that all of the units in it suffer an immediate one-step loss ('L1') and are disrupted until the end of the turn. Supply units are inverted to half-strength, but may be used normally in the same turn. b. Each coastal artillery unit may attack each and every beach or port landing box within range, individually. Each landing box, however, may be attacked only ONCE per turn. Therefore, coastal artillery strength points firing into a landing box must be totalled into one combined strength for resolution on the Bombardment Table. SPECIAL: During the invasion turn, German coastal artillery units may fire upon each landing box during the Allied beach assault phase, the Allied follow-up phase, and the Allied build-up phase. Each landing box, however, may be attacked only once per phase.
- Coastal Artillery Supply: Coastal artillery units are considered to be in supply at all times. They do not consume supply nor are they required to trace a supply route to an HQ unit.
F. Special Allied Assault Units
The Allied player is provided with ten special unit counters called 'RMSR' units ('Royal Marine Support Regiment'). These are used on the British beaches to increase the effectiveness of British attacks:
- RMSR units are treated as normal armored-type combat units, however, retain their special functions at full or inverted strength.
- Each RMSR unit adds '+1' to the die roll of attacks against enemy units in which they participate during the invasion turn only.
- RMSR units are permanently removed from the mapboard at the conclusion of the invasion turn.
G. Special Armored Units: The 79th Armored Division, etc.
The British 79th Armored Division was not an operational armored division, as such, but rather a collection of specialist armored formations. It was a group of independent GHQ battalions provided with a divisional organization to handle administration and training. Throughout the campaign in northwestern Europe, their special skills contributed greatly to Allied tactical success. The special armored types contained in the division are described as follows:
- Divisional Functions: Battalions belonging to the 79th Armored Division are INDEPENDENT battalions for supply functions. There is NO divisional headquarters unit for these battalions. NOTE: Certain types of special armored units have U.S. counterparts. These U.S. independent armored battalions follow the same rules as outlined for British special armored units.
- AVRE Units: 'Armored Vehicles, Royal Engineers' (A.V.R.E.) were Churchill III and IV tanks mounting a 290mm Petard spigot mortar and other combat engineering equipment used to destroy enemy fortifications. These unique units have the following characteristics: a. An AVRE unit adds '2' to die roll result whenever it attacks any type of enemy fortification in conjunction with other types of combat units. No more than '2' may be added to the die roll for any single attack regardless of the number or type of special armored units involved. b. An AVRE unit is ignored for Combined Arms Modifier purposes unless it is in a hex without other types of combat units. When alone, an AVRE unit automatically gives the opposing side a '2' C.A.M. advantage, regardless of the actual composition of the enemy force. c. An AVRE unit may never replace step losses, nor does it have a remnant step. It does, however, retain its special function at either full or inverted strength.
- Flamethrower Units: The 'Crocodile' Flamethrower battalions of the British 141st Armored Regiment were equipped with regular gun-armed Churchill VII tanks modified to carry an internal flamethrower and tow an armored trailer. They were very effective infantry-support weapons: a. A Crocodile unit adds '2' to the die roll result whenever it attacks any type of enemy fortification in conjunction with other types of combat units. No more than '2' may be added to the die roll for any single attack regardless of the number or type of special armored units involved. b. When a Crocodile unit attacks with at least one INFANTRY-type unit against enemy units in a BOCAGE hex, '2' is added to the die roll result for that attack. c. Whenever a Crocodile unit is involved in combat with at least one friendly infantry-type unit, the Combined Arms Modifier is DOUBLED (i.e., '+2' becomes '+4', and '-2' becomes '-4'.) d. A Crocodile unit may never replace step losses, nor does it have a remnant step. It does, however, retain its special functions at full or inverted strength.
- Sherman 'Crabs': 'Crabs' were regular gun-armed Sherman tanks equipped with mine-clearing flails used to clear safe lanes through minefields. To reflect this capability, allow units involved in an attack to advance INTO AND THROUGH a town or city hex IF a Crab unit involved in the attack first enters and remains in that hex. Each Crab unit neutralizes the inhibiting effects of one town or city hex for all units advancing after combat, providing that the Crab unit remains in the hex and advances no further after combat. Sherman Crab units may absorb replacements normally and retain their special function at full or inverted strength.
STOP! READ NO FURTHER! PLAY SCENARIO FIVE.
VI. The Scenarios
Each of the five scenarios is a complete, self-contained game. Each scenario illustrates a significant phase of the Normandy campaign. Additionally, each scenario is keyed to a corresponding rules section within the main body of the rules as explained in the introduction.
A. Scenario Organization
Each scenario is organized in the following format:
- Historical Capsule: Briefly states the situational background, the history, and where and when it occurred, and the historical outcome.
- Mapboard Area: Shows what sections of the mapboard are used to play that particular scenario. This in turn defines the 'mapboard edge' for the scenario.
- Game Length: States the number of game turns and the historical starting dates for that particular scenario.
- Set-up For Play: Refers players to the appropriate set-up map. Indicates which player sets up his units first.
- Reinforcement Entry Schedule: Lists when and where reinforcing units enter play.
- Supply Schedule: Lists number and entry location of each side's supply units. Supply schedules begin on the first turn of each scenario.
- Air Power: Lists the available Allied tactical and heavy bombardment air units, if any, for that particular scenario.
- Naval Bombardment: States the amount of naval bombardment allowed, if any, for that particular scenario.
- Victory Conditions: Provides the criteria for determining which player wins a particular scenario. Note that in some scenarios a DRAW result is possible.
- Special Rules: Rules applicable ONLY to the specific scenario in question are presented in this section.
- Available Units: Illustrates the exact units to be used in each scenario. Notations under the individual unit diagram indicate whether the units are at full or inverted ('INV') strength. Whenever a remnant ('REM') unit is employed, the designation of the unit it is replacing will appear underneath its counter symbol.
B. Unit Initial Placement and Entry
- Prior to play, units labelled 'At Start' are positioned on the mapboard within the areas drawn on the set-up map. Units that are set-up on the mapboard must obey stacking rules and other placement limitations.
- A unit's set-up position may be delineated in one of three ways: a. Exact hex locations are shown directly on the set-up map via counter diagrams. Units identified as such MUST be set up on those exact hexes. b. Divisional areas, labelled with the name of the division and its symbol, show where the subordinate units of a particular division must be placed. All units of that divisional HQ that are not otherwise shown as an exact-hex location must be positioned within the divisional area. c. Units labelled as 'Anywhere' may be positioned on or enter the game through any hex that is within 'friendly territory.' Such friendly territory is delineated from 'enemy territory' by the red line separating the opposing forces.
- A German unit that is labelled 'As per Starting Set-up' must be positioned in the hex that contains a particular unit's exact counter symbol and designation.
- A unit that is specified as entering play on a certain turn must enter the mapboard on or after the indicated turn of arrival. EXCEPTION: Allied airborne units MUST enter the game on their exact turn of entry as specified on the Allied Assault Landing Schedule.
- Units that arrive during play enter the mapboard sequentially. That is, each unit enters and moves individually, in turn. Any number of units may enter through the same hex and still use their full movement allowance.
- The term 'With all Units of Full Strength' means that all subordinate units belonging to a HQ unit appear with it at full uninverted strength.
- The '×3', '×9', etc, notations below certain unit counter diagrams direct players to include the stated number of that type in the available units in that scenario.
Scenario #1: Mortain
Historical Capsule: After the successful American breakout into Brittany, the German Army's left flank was left hanging. The Mortain offensive was launched to cut off the American salient and restore the German line. Some sources contend that the Allies were completely aware of the offensive and, in fact set an ambush for the Germans based upon Ultra intercepts. The offensive quickly fizzled when German units became intermingled and stalled in the face of mounting American opposition. An Allied victory.
Mapboard Area: Use mapboard section 'F', only. Game Length: Four turns; 6 August through 9 August. (see special rule below.) Set-up for Play: See scenario #1 set-up map on back of Allied Assault Landing Schedule card. U.S. player sets up FIRST. Supply Schedule: None. Air Power: None. Naval Bombardment: None. Victory Conditions: German: German player wins by occupying the hexes containing St. Pois and St. Hilaire at the end of the 9 August turn. Allied: Allied player wins by occupying BOTH hexes containing the city of Vire at the end of the 9 August turn. NOTE: The game is considered to be a draw if both players achieve their victory conditions or if NEITHER player achieves his victory conditions. Special Rule: The game begins with the GERMAN player segment of the 6 August turn. There is no Allied first turn player segment. Available Units: See the scenario #1 set-up map on the back of the Allied Assault Landing Schedule card.
Reinforcement Entry Schedule:
| Unit | Turn | Enter Via |
|---|---|---|
| 35 Inf. Div. (US) | 7 August | West edge, via road 'EE' or 'FF'. |
| CCA, 3 Arm Div. (US) | 7 August | North Edge; from road leading into Granville. |
| CCA, 2 Arm Div. (US) | 7 August | South edge; via road 'AA'. |
| CCB, 2 Arm Div. (US) | 8 August | South edge; via road 'AA'. |
Scenario #2: The Falaise Pocket
Historical Capsule: For weeks the Germans ignored their open left flank as American forces swept deeper into their rear. When the British finally pushed past Caen, a monstrous encirclement was in the offing. The battle itself was simply a fighting, scrambling withdrawal over the Dives River. By all accounts, the Allies should have bagged the whole German army, but 'snafus' up and down the line allowed many of the battered German remnants to slip away. A German victory of sorts...
Mapboard Area: Use mapboard section 'G', only. Game Length: Five turns; 17 August through 21 August. Set-up for Play: See scenario #2 set-up map on back of Allied Unit Entry Track card. German player sets up first. Air Power: None. Naval Bombardment: None. Victory Conditions: Each German headquarters unit is worth five victory points and each German combat or remnant unit is worth one victory point. The Allied player receives victory points for those German unit types described above that exit the EAST edge of the mapboard before the end of the 21 August turn. The winner of the game is determined at the end of the last game turn: German: German player wins if he accumulates at least 200 victory points at the end of the game. Special Rules:
- The U.S. 30 Infantry Division must be removed from play at the beginning of the Allied player segment of the 19 August turn. Remove the HQ unit and all subordinate units, including any remnant counters substituted for 30 Infantry Division units, however. Any accompanying supply units, however, may remain in play.
- Historically, the U.S. 4 Armored Division was maintained as a reserve in the VII Corps sector until 23 August. Its units may set-up anywhere within its assigned area but they may not move or engage in any type of combat unless attacked by German ground units or artillery or unless German units enter its set-up area.
- The German IIss Panzer Korps units (including the 9ss and 2ss Panzer Divisions) scheduled to enter play on 20 August may be withheld from the game at the German player's option. If withheld from play, they DO count as units exited for German victory point purposes.
- German units may voluntarily leave the mapboard if they move into any east edge hex with at least one movement point remaining. The German player simply removes them from the mapboard, announcing that they have been evacuated, and tallies their victory point value.
- SPECIAL RULE CHANGE: Due to a fuel shortage in the 'pocket', ALL German movement allowances are reduced to '1' during the German mechanized movement phase. Available Units: See scenario #2 set-up map on the back of the Allied Unit Entry Track card.
Reinforcement Entry Schedule:
| Unit | Turn | Enter Via |
|---|---|---|
| 30 Inf. Div. (US) | 19 August | Remove unit from play. |
| 2ss Panzer Div. | 20 August | Anywhere along east edge of mapboard. |
| 9ss Panzer Div. | 20 August | Anywhere along east edge of mapboard. |
Supply Schedule:
| Side | Rate per Turn | Entry Source |
|---|---|---|
| Allied | Four units. | Anywhere along north or west edge. |
| German | One unit. | Anywhere along east edge. |
Scenario #3: Operation Cobra
Historical Capsule: The Cobra offensive was originally projected as a modest preliminary to launching the actual breakout from the beachhead. Allied leaders were as surprised as the Germans when it turned into a full-scale rout in the aftermath of the Allied carpet bombing attack. The Allies were simply able to adjust to the changing situation more quickly than the Germans. Thus a very good attack turned into a wildly successful Allied victory.
Mapboard Area: Use mapboard sections 'A', 'B', 'C' and 'F', only. Game Length: Seven turns; 25 July through 31 July. Set-up for Play: See scenario #3 set-up map on the back of the German Strategic Movement Track card. German player sets up first. Victory Conditions: Allied: Occupy all three city hexes of AVRANCHES and the PONTAUBAULT town hex at the end of the 31 July turn with at least one combat unit each. OR: Occupy both city hexes of MORTAIN and both city hexes of VIRE at the end of the 31 July turn with at least one combat unit each. German: Avoid the Allied victory conditions. Special Rule: Allied supply units may start in either Carentan hex at the beginning of the Allied player segment. They may each be positioned and moved in turn without regard to over-stacking in the city hexes. Available Units: See the scenario #3 set-up map on the back of the German Strategic Movement Track card.
Reinforcement Entry Schedule:
| Unit | Turn | Enter Via |
|---|---|---|
| XLVII Panzer Corps, 2 Panzer Div. | 27 July | East edge, along Conde-Vire road. |
| 29 Inf. Div. (US) | 28 July | Set up and move on Carentan-St. Mere-Eglise road. |
| 28 Inf. Div. (US) | 28 July | Set up and move on Carentan-St. Lo road. |
| 6 Arm. Div. (US) | 28 July | Set up and move on Lessay-St. Sauver road. |
| 116 Panzer Div. | 29 July | East edge, anywhere south of Vire. |
| 394 StuG Brigade | 30 July | West edge; via road hex 'EE' or 'FF'. |
| II F.S. A.u.F. Reg | 30 July | West edge; via road hex 'EE' or 'FF'. |
Note: Divisional reinforcements listed above may each be positioned and moved in turn without regard to over-stacking in the city hexes.
Supply Schedule:
| Side | Rate per Turn | Entry Source |
|---|---|---|
| Allied | Eight units. | Directly on either side of Carentan. |
| German | Four units. | Any east edge road hex. |
Scenario #4: The Fall of Cherbourg
Historical Capsule: The Allies figured that they would need a port before the bad weather in November closed the beaches. The Germans, mindful of the Dieppe raid, had fortified the city and its environs heavily. It was certainly no grand 'fortress', as Hitler liked to style this, but it was a formidable complex if properly defended. Fortunately for the Americans attacking it, the fortress was not well defended. The odds-and-ends units that were left after the base of the peninsula was severed could barely offer a coherent defense, much less a successful one. There were too many troops for a simple rearguard covering the demolitions and too few to make a long term siege a possibility. All they could have expected to do was to delay the inevitable Allied victory until the port had been thoroughly demolished.
Mapboard Area: Use mapboard section 'A', only. Game Length: Seven turns; 19 June through 25 June. Set-up for Play: See scenario #4 set-up map on the back of the Combat Results Table/Terrain Effects Chart card. German player sets up first. Air Power: Tactical: FIRST TURN ONLY: Full U.S. and British complement as listed Allied Aircraft Deployment Display. SUBSEQUENT TURNS: Only the air units listed on the Cherbourg scenario set-up chart may be used. These are all U.S. air units. Heavy Bombardment: NONE. Naval Bombardment: The Allied player may use naval bombardment only ONCE during the game. He may use naval bombardment during any single game turn providing he has announced his intention to use it one turn in advance. This naval bombardment is limited to the types and amount of naval fire listed below. Victory Conditions: Allied: The Allied player wins by occupying any five city hexes in CHERBOURG-OCTEVILLE with Allied combat units simultaneously for one complete game turn before the end of the 25 July turn. German: The German player wins by avoiding the Allied victory conditions. Special Rules:
- The red stars on the mapboard refer to additional unit placements as indicated on the special Cherbourg Initial Set-up Map, printed on its own separate sheet. All fortifications indicated on the map are used in this scenario. NOTE: Fort du Roule is indicated by the notation 'ROUL'.
- German coastal artillery units may NOT fire as regular artillery in scenario #4; they function in a DEFENSIVE capacity only, using their defense strength.
- HISTORICAL NOTE: The German LXXXIV Korps HQ unit was not actually present during the Cherbourg campaign. It is used in this scenario to represent the local command apparatus which was later elevated to a corps-like fortress command (Gruppe von Schlieben). Reinforcement Entry Schedule: None. Available Units: See the Scenario #4 set-up map.
Supply Schedule:
| Side | Rate per Turn | Entry Source |
|---|---|---|
| Allied | Three units. | South edge, on Valognes-Carentan road hex. |
| German | NONE. | n/a |
Scenario #5: Normandy Beachhead
Historical Capsule: The Allies could have lost their battle during the first three crucial days on the beach. That they were not thrown into the sea illustrates two important historical considerations: First, the Allies were exceedingly well-prepared to land an army on hostile shores. Secondly, even with all of this preparation and forethought, the invasion could have failed due to extraordinary enemy action or acts of God. This scenario is an important preliminary to the campaign game. The victory conditions ask only that the players improve over the historical outcome, which this scenario defines as a draw.
Mapboard: Use the entire mapboard. Game Length: Three turns; 6 June through 8 June. Set-up for Play: Allied: All first-turn assault units are listed and organized on the Allied Assault Landing Schedule. Note that certain airborne units on the schedule arrive during the 7 June turn. German: All units that begin the game on the mapboard have their counter symbol and designation printed directly on the mapboard. Air Power: Employ all units in the Allied Aircraft Deployment Display except Heavy Bombardment units. Naval Bombardment: Employ all types of naval gunfire boxes as indicated on the Allied Naval Gunfire Display. Victory Conditions: Each of the following listed city/towns is worth one victory point to the Allied player if at least one hex is occupied by an Allied combat unit at the end of the 8 June turn. Likewise, the German player is awarded one victory point for each city/town that contains NO Allied combat units at the end of the 8 June turn. The city/towns are: 1. MONTEBOURG, 2. CARENTAN, 3. ISIGNY, 4. BAYEUX, 5. CAEN, 6. RANVILLE (NE of Caen). Allied: The Allied player wins by accumulating more victory points than the German player at the end of the game. German: The German player wins by accumulating more victory points than the Allied player at the end of the game. Draw: The game is a DRAW if both sides accumulate an equal number of victory points at the end of the game. Special Rules:
- Use the special Invasion Sequence of Play for the 6 June turn.
- The 30 Flak Regiment and the 932 Flak Battalion, initially positioned in the Cherbourg area, may not be moved until the 8 June turn.
- Subordinate units of the German 71 Infanterie Division listed on the special box on mapboard 'E' may enter the game via a special die roll during the German player segment. Roll one die for each uncommitted unit once each turn beginning on the 6 June turn. A die roll equal to or greater than the 'activation number' printed beneath each unit allows that unit to enter the game as described in the box.
Reinforcement Entry Schedule:
| Unit | Turn | Enter Via |
|---|---|---|
| German: 12ss Panzer Div. | 7 June | Anywhere along east edge of mapboard. |
| German: 346 Inf. Div. | 7 June | Any road hex 'A' through 'D' on east edge. |
| German: Iss Panzer Korps | 8 June | Anywhere along east edge of mapboard. |
| Allied: 2 Inf. Div. (US) | 7 June | Via beach landing boxes. |
| Allied: 12/DEV Batt. (BR) | 7 June | Via beach landing boxes. |
| Allied: 2 Arm. Div. (US) | 8 June | Via beach landing boxes. |
Supply Schedule:
| Side | 6 June | 7 June | 8 June | Entry Source |
|---|---|---|---|---|
| Allied | 3 units. | 5 units. | 5 units. | Via beach landing boxes. |
| German | 4 units. | 7 units. | NONE. | Anywhere along east edge. |
VII. Examples of Play
Example #1: Combat, Supply, and Control: The German 352 Division attacks the American 1 Infantry Division, supported by elements of the German 716 Division.
ATTACK A: The three battalions are supported by the four battalions of the divisional artillery. All units are supplied by the 352 Division HQ. Odds for the attack are 25 to 6 which converts to 4-1. Supply consumption: half of a supply unit expended for the ground attack and another half expended for the artillery support for a total of one full supply unit.
ATTACK B: The three battalions attack the 3/16 battalion with the support of the 1/101 Tiger company and five battalions of non-divisional artillery. The infantry battalions and the Tiger company are supplied by the 352 Division HQ and the five artillery battalions are supplied from the 84 Korps HQ unit. Odds for combat are 30 to 6 which converts to 5-1. Supply consumption: 352 Division: NONE [it has already expended its required supply in Attack A]. 84 Korps: half of a supply unit.
ATTACK C: The 1/716 battalion of the 716 Division attacks the US 2/18 battalion, supplied by the 716 Division HQ. Odds for combat are 3 to 6 which converts to 1-2. Supply consumption: NONE [only one unit of the division is attacking.]
Example #2: Defensive Fire: Artillery units of the German 2ss Panzer Division engage in defensive fire against elements of the US 9 Infantry Division.
ATTACK A: The I/2, II/2 and III/2 divisional artillery battalions and the 2ss towed antitank battery attack the US 1/39 infantry battalion. All units are supplied by the 2ss Panzer Division HQ. Odds for the attack are 13 to 6 which converts to 2-1.
ATTACK B: The 2ss Flak battalion attacks the 3/39 battalion at odds of 12 to 6 or 2-1. The attack is supplied by the 2ss Panzer Division HQ.
For both attacks, only one half of a supply unit is consumed by the 2ss Panzer Division HQ.
Special Notes:
- Notice that the German 1193 Artillerie Battalion cannot participate in the attack using the 2ss Panzer Division HQ because only non-artillery independent units may be supplied by a divisional HQ unit.
- The US 2/39 battalion cannot be attacked by any defensive fire because it is not adjacent to any German units.
- Notice that in each of the above attacks only one unit in each of the defender's hexes is being attacked.
VIII. Scenario Addenda
The following additions will allow players to utilize the entire rules package for the earlier scenarios. All advanced and campaign game rules may be used, as applicable:
A. Scenario One: Mortain
- Supply: Add one full-strength supply unit to the order of battle for each division and corps HQ unit that appears in the game. Additionally, place one full strength Allied supply unit in the town of MESNIL TOVE.
- Supply Schedule:
| Side | Rate per Turn | Entry Source |
|---|---|---|
| Allied | Four units. | Anywhere along north edge. |
| German | Six units. | Anywhere along east edge. |
- Air Power: a. Tactical: Use only the air units listed for this scenario on the Aircraft Deployment Display. b. Heavy Bombardment: NONE.
- Naval Bombardment: NONE.
- Weather: Use campaign game weather cycle charts. Weather is automatically FAIR for the first game turn.
B. Scenario Two: Falaise Pocket
- Air Power: Use full U.S. and British air complement as listed on the Allied Aircraft Display. Do not, however, use any Heavy Bombardment units.
- Weather: Use campaign game weather cycle charts. Roll one die (with NO modifications) to determine weather for the first turn.
C. Scenario Three: Cobra
Weather: Use the campaign game weather cycle charts. Weather is automatically FAIR for the first game turn.
D. Scenario Four: Cherbourg
No additions required.
E. Scenario Five: Normandy Beach
No additions required.
IX. The Campaign Game Rules
A. Introduction
The campaign game is the real 'meat' of the LONGEST DAY design system. The campaign game rules consist largely of a collection of 'systems' rules (which create a framework to support an extended game) and 'detail' rules (which address idiosyncracies in the history). Players should find these rules to be logical extensions of the rules previously used in the scenarios.
This is a long game. The first several turns take three to four times as long to complete as those in the middle of the game. Nonetheless, the structure of the design system should make the time spent enjoyable for all players regardless of the number of turns actually completed.
The campaign game represents a different type of play experience. Astute players will notice that the campaign game system is actually an inter-weaving of several distinct subsystems each rich in its own subtle interactions. Once players recognize and manipulate these interrelationships, they will achieve a deeper understanding of the game and the campaign. This game was designed to be analyzed, studied and dissected—as well as played. Enjoy.
B. Campaign Game Components
The campaign game player aides are centralized on the three triple panel cards. One card, containing the Allied naval and air displays and the assault landing schedule, was used in the scenarios. The other two, containing the Allied and German entry tracks and order of appearance schedules, are used only in the campaign game. To facilitate play, each player should organize his own units (at least those used in the first several turns) on the cards prior to the start of play.
C. Weather
One of the biggest intangibles in Allied planning for D-Day was the effects of weather. Unlike operations in the Pacific, the Western European Marine climate exposes amphibious operations to sudden weather changes. Furthermore, high annual average precipitation means frequent aircraft groundings during spring and early summer. As it was, the summer of 1944 was the wettest in recent history. The climatic probabilities for this period can be re-created using the WEATHER CYCLE as follows:
- At the beginning of each turn, the Allied player rolls one die and cross indexes the number rolled with the proper turn column on the Weather Table to generate a weather outcome. Place the weather marker in the proper box on the Weather Record Track.
- On subsequent turns, modify the die roll result (as dictated by the Weather Modifier Chart) for the type of weather prevailing on the previous turn.
- NOTE: Whenever the weather generated is storm (ST-1), the following turn is also AUTOMATICALLY storm (ST-2) weather. On the third turn, if storm would be rolled again, it would become ST-1, again followed by an automatic ST-2. This cycle would continue until a non-storm result is rolled. EXCEPTION: After the sixth consecutive storm turn, the weather automatically become FAIR. Also, any non-storm result following a ST-2 is automatically FAIR.
- Effects: The effects of the weather are summarized on the Weather Effects Chart. The conditions indicated apply to the entire mapboard. a. During OV-1 weather, only rail interdiction, strategic interdiction, and air supply missions may be executed. No allocations may be made to the carpet bombing box. b. During OV-2 weather only strategic interdiction missions may be executed. c. During ST-1, and ST-2 weather, port landing boxes (NOT Mulberries!) may be used at full debarkation capacities.
- Consult the Summary: Air Ops chart for a complete listing of the effects of weather on air missions.
D. Replacements and Rebuilding Remnants
In the scenarios, units were reduced to inverted and remnant counter status. The following rules allow units to return to full strength conditions:
- A replacement unit is a noncombat unit. It has a stacking value of '0' and may never exercise a zone-of-control. When alone in a hex, it is immediately removed from the mapboard whenever an enemy combat unit moves adjacent or into its hex.
- There are two types of replacement counters; infantry and armor. This classification does not reflect their combat or movement capabilities, but indicates the type of units that they can rebuild: a. Infantry replacements may be used to rebuild any type of battalion or company-sized non-motorized, motorized, or tracked infantry-function units. b. Armor replacements may be used to rebuild any type of battalion or company-sized armor-function units. c. Artillery-function units having inverted steps may NEVER be rebuilt. Once inverted, they must remain inverted for the remainder of the game.
- Replacement units are used to rebuild remnant units into inverted units and to rebuild inverted units into full-strength units. Replacement units are 'consumed' in the rebuilding process in a THREE-turn procedure: a. A unit may begin the rebuilding procedure ONLY if it begins the friendly replacement phase in a supplied condition at least two hexes away from any enemy combat units and it occupies the hex with the proper type of replacement unit. b. During a friendly replacement phase, the replacement unit is positioned on top of the unit to be rebuilt and then inverted. c. During the following replacement phase, the combat unit is rebuilt by turning the combat unit face-up (or by replacing the remnant counter with the proper inverted counter). d. A unit being rebuilt may not move or attack while the replacement unit remains on top of it. If enemy combat units move adjacent or attack, the combat unit defends normally but the replacement unit is immediately removed and returned to the pool without rebuilding, regardless of the outcome of the combat. If the unit being rebuilt moves or attacks, the replacement unit is similarly removed and returned to the pool. A replacement unit may not move once it has been inverted onto the unit being rebuilt. e. At the end of the third consecutive replacement phase, the inverted replacement unit is removed and immediately returned to the replacement pool at which point it may be immediately redeployed to the entry track. The rebuilt combat unit may then move and attack normally in the same player segment.
- A combat unit may only have one strength-step rebuilt at a time. A remnant unit must first be rebuilt to inverted status (and the consumed replacement unit removed) before it may begin the procedure to rebuild to full-strength status.
- Disrupted units may not begin the rebuilding procedure. If a combat unit is disrupted during the rebuilding procedure, no rebuilding may take place and the replacement unit is immediately removed and returned to the pool.
- SPECIAL: German 'F.E.' ('feld ersatz' or field replacement) battalions were replacement units organic to German divisions. The German player may use a 'feld ersatz' battalion as a regular combat unit OR it may be consumed as a replacement unit. When removed from the mapboard, however, it is not returned to the replacement pool but permanently removed from play.
E. Allied Unit Entry
- On the first turn of the game, Allied units enter via the Assault Landing Schedule as in Scenario #5.
- On subsequent turns, Allied units are positioned on the mapboard in either beach landing boxes containing BH markers or through port landing boxes containing functioning port markers.
- Beach Landing Capacity: Each beach (Utah, Omaha, Gold, Juno, and Sword) has a specific capacity in terms of the maximum number of stacking points that may be positioned on the beach's landing boxes in a single replacement phase: a. Each beach has a capacity equal to one stacking point per beachhead (BH) marker in that beach. During the first ten game turns, this capacity is TRIPLED to THREE stacking points per BH marker. b. The total landing capacity of each beach may be landed at any one or more of the landing boxes containing BH markers in that beach. EXAMPLE: At the end of the first turn, Omaha beach has four BH markers in four landing boxes. The landing capacity for that beach is therefore TWELVE stacking points per turn, which may land at one or more of the BH landing boxes within that beach. The Allied player decides to land all twelve of the stacking points through DOG RED beach. c. Improvements in a beach's capacity due to Mulberry harbor activation are treated as aggregate increases in the total landing capacity of the beach. d. Different beaches may not combine landing capacities. Unit counters must be allocated to each beach individually. e. Consult the Debarkation Capacities Chart for a complete listing of the landing capacities of beach, port, and mulberry landing boxes.
- ALL Allied units, except those that appear on the assault landing schedule, must move through the Allied Entry Track before being placed on the mapboard landing boxes: a. Allied units entering the game are first placed on the '10' box during the Allied replacement phase, advancing one box per replacement phase until they advance into the 'To Mapboard' area at which time they are immediately placed on the mapboard landing boxes. b. There is no limit to the capacity of each entry box. Rather, capacity is determined by landing box limits, pool size, specific entry prohibitions, or order of appearance restrictions. c. Units move from box-to-box at the Allied player's option. Units may not, however, enter more than one entry box per turn. 5. Entry Restrictions: Each category of Allied unit listed below may be placed on the entry track within three limitations: a. Supply Units: All of the supply units in the Supply Unit Pool box at the beginning of each turn may be moved onto the entry track. The only limitation is the number of units in the pool. Supply units are returned to the pool box immediately as they are expended and removed from the mapboard. b. Replacement Units: All of the replacement units in the Replacement Unit Pool box at the beginning of each turn may be moved onto the entry track. Replacement units expended in rebuilding units are immediately returned to the pool box. c. Non-Divisional Units: Independent units may be moved onto the entry track at the rate of ONE U.S. artillery GROUP or TWO independent battalions (of any type) per TURN. d. Entry Schedule Units: Units listed on the may be moved to the entry track on the turn they become available, or during any subsequent turn. Corps HQ units may be moved to the entry track at the rate of ONE Corps HQ (plus attached units for British HQ's) per turn on or after the date of availability. e. Entry Track Units: Certain units begin the game on various boxes of the entry track itself. The 'x' ('times') symbol followed by a numeral indicates the number of each type available in that box. Place the indicated units in the entry track prior to play.
F. German Unit Entry
- German units entering the game are placed directly on road or railroad EDGE hexes. The first hex of placement counts against a unit's movement allowance at either the road movement rate or the cost of other terrain in the hex.
- All German units, except those special units of the 711 Division and the Cherbourg garrison, must move through the German Strategic Movement Track before being placed on the mapboard: a. German units entering the game are first placed in one of the START BOXES (Pas de Calais, BeNeLux, South France, etc.) during the German replacement phase. In the same turn of placement in its start box, a unit may attempt to move into the first MOVEMENT BOX of its movement track. b. A unit may attempt to enter a movement box at the German player's option. A unit may not attempt to enter more than one box per turn. c. Each movement box has an intrinsic interdiction value printed in it. This value ranges from '0' to '2' and may be increased by Allied strategic interdiction (see below). For a unit to move from one box to another, the German player must roll one die. The resultant die roll number must be GREATER than the movement box's current interdiction value for the unit to advance into that box. If the die roll result is equal to or less than the current interdiction value, the unit must remain in its current box. Each unit must be rolled for separately. d. Units may move in any direction on the movement track, but they may never re-enter start boxes nor may they re-enter the movement track once they move to the 'To Mapboard' area. (To speed things along, it is suggested that the German player attempt to move his units on the strategic movement track during the ALLIED player's movement phase.) e. Units that begin the German replacement phase in a movement box connected to the 'To Mapboard' area of the movement track may be moved to the 'To Mapboard' area and then, during the movement phase, moved directly to the mapboard. No interdiction die roll is required to move from a movement box to the 'To Mapboard' area. f. There is no limit to the capacity of any start or movement box or the 'To Mapboard' area.
- Mapboard Entry Hexes: A unit entering the mapboard via a specific movement track is limited in its choice of road/rail edge hexes. All road/rail edge hexes are letter-coded. The proper entry hexes for each movement track are indicated in the 'To Mapboard' section. Units are limited to entering the mapboard ONLY through those edge hexes corresponding to the movement track that they use.
- Entry Hex Limits: German units may not enter the mapboard through enemy-occupied edge hexes. If ALL edge hexes available to a particular movement track are occupied by enemy units, German units may not enter the mapboard via that movement box until an entry hex is made available.
- Entry Restrictions: Each category of units listed may enter the game as outlined below: a. Supply Units: All of the supply units in the Supply Unit Pool box at the beginning of the German replacement phase may be removed to the start box. At the German player's discretion, ONE of the supply pool units may be started in the start box each replacement phase. Supply units are returned to the pool box immediately as they are expended. b. Replacement Units: Start replacements in the start box during the replacement phase. There is no replacement unit pool. Rather, replacement units are available at a predetermined rate per turn. They are made available from the out-of-play units. The maximum number available is governed by the actual number provided on the counter sheet. c. Entry Schedule Units: Units listed on the may be moved to their indicated start boxes on or after the designated turn. Notice that some units START on movement boxes, instead of start boxes. d. SPECIAL: Certain German divisions have numbers printed below their units on their entry schedule. These units require a successful special entry die roll to move from the entry schedule to their start box during the replacement phase. Roll one die once per turn. If the number rolled is GREATER than the special entry number printed below the unit, the unit may be removed to the start box. If the number rolled is equal to or less than the number, the unit must remain on the entry schedule. Repeat this procedure for each available unit once per turn until the required number is rolled. e. Strategic Movement Track Units: Eleven supply units begin the game on the movement track. They may NOT attempt to move until the 7 June turn.
G. Allied Strategic Interdiction
- The Allied player is provided with six heavy bomber air units. When not used for carpet bombing, these units may be allocated to the German Strategic Movement Track to impede the movement of German units.
- Heavy bomber units are placed in movement boxes during the Allied air/naval phase. A maximum of THREE bomber units may be placed in each movement box on the track. They may not be placed in start boxes nor in the 'To Mapboard' area.
- Each heavy bomber unit adds '1' to the interdiction value of the movement box that it occupies. This is in addition to any intrinsic interdiction printed in the box.
- Heavy bomber units #5 and #6 may ONLY be used in the movement boxes in the Biscay and South France movement tracks.
- Heavy bomber units may not be used for strategic interdiction during STORM (see Summary Air Operations Chart).
H. Inter-Allied Cooperation
Certain restrictions apply to various aspects of U.S. and British joint operations:
- Combat: U.S. and British ground combat units may not jointly attack the same hex in the same combat phase. Artillery units, however, have NO such restrictions. Artillery units of one side may support ground combat of another or both may combine against the same target for defensive fire purposes.
- Naval Gunfire: U.S. and British naval gunfire may not be combined against the same target in the same naval/air phase.
- Air Power: U.S. and British medium and light bomber units may not attack hexes being attacked by the other's ground units in the same turn. All other types of air activity may be undertaken jointly.
- Replacements: U.S. and British replacement and remnant units may only be used by their respective nationalities.
- Logistics: U.S. and British units may only use beach landing boxes containing beachhead (BH) markers on beaches of their respective nationalities. Port landing boxes and Mulberry landing boxes, however, may be used freely by units of either nationality.
- EXCEPTION: The three British Crocodile flamethrower squadron units (of the 141st Regiment), and ONLY these three units, may be used in conjunction with U.S. ground combat units against the same target in the same turn.
I. Port and Mulberry Logistics
In addition to beachhead landing boxes, the campaign game rules provide for Allied introduction of new units using three additional types of landing boxes; artificial harbors ('Mulberries'), minor ports (Courseulles, Isigny, St. Vaast, and Barfleur), and the major port of Cherbourg. Each type possesses unique characteristics and limitations:
- Mulberry Harbors: 'Mulberries' were the famous artificial harbors used by the Allies on Omaha and Gold beaches: a. During the Allied replacement phase of the 7 June turn or later, the Allied player may 'exchange' the BH marker at Dog/Red on Omaha Beach for the Mulberry A counter and the BH marker at Item/Green on Gold Beach (Arromanches) for the Mulberry B counter. In either case, the exchange is made by simply removing the BH marker and replacing it with the proper INVERTED Mulberry counter. If, for any reason, there is no BH marker in the specific landing box as required, the Mulberry counter may not be placed in the landing box until the connected coastal hex is free of enemy units. b. Mulberry harbors require a minimum of 14 turns to construct. Indicate the earliest turn of availability by placing the proper port marker in the correct turn record box. During the replacement phase of the fourteenth turn of construction, one die is rolled on the Port Construction Table and the port marker is adjusted accordingly. If additional turns of construction are rolled, the port marker is adjusted accordingly. If a '0' is rolled, the Mulberry harbor counter is turned face up and becomes operational. Roll for each Mulberry separately. c. The Mulberry harbor may be used in the same turn that it becomes operational. Consult the Debarkation Capacities Chart to determine the additional capacities available through the beach with the addition of the Mulberry harbor. d. An operational Mulberry harbor cancels the beachhead marker's basic debarkation capacity of one stacking point per turn. If the Mulberry harbor is destroyed, the beachhead marker's basic debarkation capacity is restored. e. Storm Damage: Beginning on the second turn of STORM weather and for each consecutive storm turn thereafter, roll one die on the Mulberry Storm Damage Table during the replacement phase for each Mulberry harbor on the mapboard. If the Mulberry is building, advance the port marker five boxes on turn record track for EACH 'D' result rolled. If the Mulberry is operational, replace the Mulberry counter with a Damaged Mulberry when a 'D' result is rolled. If the Mulberry is already damaged and a 'D' is rolled, remove the Damaged Mulberry counter from the mapboard. f. Mulberry counters are destroyed and removed from the mapboard if an enemy unit moves into the connected coastal hex. Once destroyed or damaged, a Mulberry may not be restored to its former condition.
- Minor Ports: There are four minor ports on the mapboard which the Allied player may convert to his own use in a procedure similar to that used for Mulberry harbors: a. During the Allied replacement phase following the turn in which an Allied combat unit enters the CITY/TOWN hex to which the minor port box connects, the Allied player may place a 'BUILDING' counter in the port landing box on the mapboard and the appropriate minor port counter on the turn record track. Minor ports require a minimum of 14 turns to clear. During the Allied replacement phase of the fourteenth turn of construction, one die is rolled on the and the port marker is adjusted accordingly as described above for Mulberries. If a '0' is rolled, the minor port becomes operational. Remove the 'BUILDING' counter and replace it with the minor port counter from the turn record track. c. Consult the for debarkation rates. Note that minor port capacities may not be combined. The printed capacity represents the maximum number of stacking points that may be placed in the minor port landing box in a single turn. d. Whenever a German combat unit enters the city/town hex to which a minor port landing box is connected, all debarkation capacity is immediately lost. To restore the minor port's capacity, the entire 14 turn process must be repeated after Allied units have regained possession of the city/town hex.
J. Rail Movement and Interdiction
Only the German player may move units using mapboard rail lines. The Allied player may, however, allocate air units to interrupt German rail traffic:
- Only German units may use railroad movement. A unit may only use railroad movement when ENTERING the mapboard from the strategic movement track. A unit may continue to use railroad movement during the subsequent turns, but may NOT combine railroad and regular movement in the same turn. IMPORTANT: Once a unit uses regular movement, it may never use railroad movement again.
- A unit using railroad movement is indicated by placing a TRAIN counter on top of it. Only one unit, regardless of size, may use a train counter at a time. The number of units that may simultaneously use railroad movement is strictly limited by the number of train counters provided in the game.
- Railroad movement is executed during the German regular movement phase. Units moving by rail may NOT move adjacent to Allied combat units. Units using railroad movement are subject to normal stacking restrictions. Such units have NO zone-of-control while under TRAIN counters, regardless of terrain.
- A unit may NOT attack in the same player segment in which it uses railroad movement. If attacked in ANY MANNER (by ground, artillery, air, or naval methods) while under a train counter, the unit defends normally, but the train counter is immediately removed. Units that are forced to de-train in otherwise prohibited terrain are immediately eliminated instead.
- A unit may cease railroad movement at the beginning of a movement phase by simply removing the train counter. (It may not be removed during the MECHANIZED movement phase!) Train counters are immediately returned to the TRAIN RETURN box on the Strategic Movement Track. Train counters in the return box are moved to the TRAIN AVAILABLE box during the reset phase. New units entering the mapboard may only use train counters in the TRAIN AVAILABLE box.
- A unit using railroad movement may only move on rail line hexes tracing a path of movement from rail line to contiguous rail line. It may only move through those city hexes which are connected to rail line hexes. Allowable railroad movement through cities is indicated by converging arrowheads on the railroad lines. Ends of railroad lines are always in city hexes and are indicated by a small black square at the end of the rail line.
- A unit using railroad movement may move through an unlimited number of rail line hexes in a single movement phase. It may, however, only move through THREE CITY or CUT hexes per movement phase, maximum. Units entering end-of-rail line city hexes must STOP and permanently end all railroad movement.
- Railroad Interdiction: The Allied player may allocate his light-, medium-, and fighter-bomber aircraft units to the Railroad Interdiction Box in order to create CUTS on rail line hexes and to permanently damage the German rail system. See the Summary: Air Operations Chart for the effects of weather on railroad interdiction. a. Light-, medium-, and fighter-bomber units are allocated to the Railroad Interdiction Box during the Allied air/naval phase. b. Compute the total number of interdiction points and roll one die on the . The results represent BOTH the number of CUT markers available for placement and the amount of accumulated damage sustained by the rail system. c. CUT markers are placed on rail line hexes and accumulated damage recorded on the immediately as it occurs. No more than one CUT marker may be placed in a hex at a time. CUT markers may be placed only in rail line hexes; they may not be placed in city hexes nor may they be placed in woods/rail line hexes.
K. Air Bombardment
- During the air/naval phase, light and medium bomber units may be allocated directly to enemy-occupied hexes and may execute air bombardment attacks against enemy units in those hexes.
- Air bombardment attacks are executed on the Bombardment Table. Air and naval strength points may not be combined in the same attack, but the same hex may undergo both air and naval bombardment during the same turn.
- Unlike naval bombardment, the enemy hex undergoing air bombardment need not be adjacent to friendly combat units to be attacked.
- German units that are successfully air bombarded are DISRUPTED.
- Units in forest or swamp hexes may not be air bombarded. German E.TR units suffer NO effects from air bombardment.
- See Summary: Air Operations Chart for the effects of weather on air bombardment.
L. Air Supply
- The Allied player is provided with four air supply counters which function as regular (inverted) supply units except that they enter the game directly, without using the Allied Entry Track, via the air drop procedure.
- At the Allied player's discretion, any available air supply units may be moved directly to the mapboard and airdropped using the regular airborne drift procedure.
- Any type of Allied HQ may use an air supply unit as a supply source. When consumed in combat, however, air supply units are immediately returned to the Air Supply Box on the entry track. If lost due to drift dispersal, they may not be used again until the following turn.
- See the Summary: Air Operations Chart for the effects of weather on air supply.
M. Allied Unit Withdrawal
- During the Allied regular movement phase, any Allied unit may be moved to a beach or port landing box's connected coastal hex and from there immediately removed from the mapboard and returned to its proper box on the Allied player aid card.
- While on the player aid card, a unit may absorb replacements. In this case, replacement units are removed from the Replacement Unit Pool box and placed directly in the unit's box. Replacements are absorbed using the normal three-turn procedure. Likewise, remnant units may be removed from the mapboard provided they are removed to the unit boxes belonging to the units that they represent.
- Units may return to the mapboard by using the Allied Entry Track procedure.
STOP! READ NO FURTHER. PLAY THE CAMPAIGN GAME SCENARIO.
X. The Campaign Game Scenario
Mapboard Area: Use entire mapboard. Game Length: Theoretical maximum of 87 turns; 6 June through 31 August. (Practical game length is, however, considerably shorter. See victory conditions.) Set-up for Play: Allied: First turn requirements: Set up Allied units on Allied Assault Landing Schedule, Allied Naval Gunfire Control Display, and Allied Aircraft Deployment Display. For subsequent turns, units will be set up on the Allied Unit Entry Track and the Allied Entry Schedule. German: First turn requirements: Set up starting German units on the mapboard as per Scenario #5 Set-up. For subsequent turns, set up units on the German Unit Entry Schedule. Reinforcement Entry: Allied: Reinforcements, replacements, and supply units (except airborne) enter play via the Allied Unit Entry Track. German: Reinforcements, replacements, and supply units enter play via the German Strategic Movement Track. Supply Schedule: See the appropriate Allied or German entry track for specific limits and instructions. Air Power: All Allied air units are available. See the Allied Aircraft Deployment Display. Naval Bombardment: Full Allied naval gunfire is available. See the Allied Naval Gunfire Control Display. Victory Conditions: Allied: The Allied player wins by exiting at least three divisional HQ units and some, none, or all of their subordinate units off of the mapboard edge via any three different LETTERED road/railroad hexes before the end of the 31 August turn. The game ends immediately whenever the third HQ unit exits the mapboard via the third lettered hex. These units do not have to exit during the same turn. Once units exit the mapboard, however, they may not re-enter. German: The German player wins by avoiding the Allied victory conditions OR by fulfilling ONE of the following victory conditions:
- Reduce the Allied side to LESS than TEN beachhead (BH) and operational (major and minor) port markers at any time after the 6 June turn. This may be accomplished by physically occupying the beach or port hexes in question.
- Maintain the cities of MONTBOURGE, CARENTAN, and CAEN completely free of any occupying Allied combat units at the end of the 20 June turn.
- Maintain the cities of CHERBOURG, ST. LO, and CAEN free of Allied combat units at the end of the 5 July turn. Special Rules:
- Use the special Invasion Sequence of Play for the 6 June turn.
- The 30 Flak Regiment and the 932 Flak Battalion may not move until the 8 June turn.
- Strategic road movement may not be used during the 6 June turn.
- Allied assault-wave units suffer DOUBLE the normal casualties in combat during the 6 June beach assault phase. (See Scenario #5, C.2.d.)
- Allied and German units are automatically supplied during the 6 June turn (See Scenario #5, D.).
- German supply units on the German Strategic Entry Track may not attempt to move until the 7 June turn (See Campaign Game rule F.5.e.).
XI. Campaign Game Variations
The following sections discuss some of the more interesting hypothetical situations that historians have studied over the years. These entries are not 'experimental' or 'optional' rules, but rather detailed discussions of 'alternate reality'. They are all plausible alternatives to recorded history that for one reason or another did not occur. By using these entries to test various hypotheses, the real power of a simulation can be explored. If the simulation model is a good one, the impact of these alternative developments can be more or less accurately assessed.
It is recommended that these variations be used singly. There is no such thing as a 'full-blown' version of Longest Day that can only be played by using ALL of the optional rules and game variations. Rather, each variation stands as its own study of an interesting historical sidelight. Read the histories, play the variations, and then make your own enlightened conclusions. (Condensed here — narrative/optional 'alternate history' content, not core rules; each variation below lists its mechanical gist as printed.)
A. Second Allied Air Drop: Simulates a planned but historically-cancelled second airborne landing by the U.S. 82nd and 101st Airborne Divisions in conjunction with the Cobra breakout. Governed by a detailed drop-group/drop-zone procedure (four drop groups per division, each assigned a secretly-recorded drop hex at least 30 hexes from a corps HQ, drop zones designated at least seven turns in advance, execution turn designated at least 21 turns in advance) mirroring the standard Airborne Landing rules (Module V.B), executed only in FAIR weather.
B. The 82nd Airborne Division's Drop Zone Not Revised: A 'what-if' in which General Bradley's historical 26 May order redirecting the 82nd Airborne's drop zones away from the (unexpectedly present) German 91st Infanterie Division is assumed NOT to have been given. Substitutes four named drop-zone hexes (T, N, O, W, located near Taillepied) for the printed mapboard drop zones, with all other airdrop procedures unchanged.
C. Hitler Abandons the Channel Islands: Assumes Hitler releases the German 319 Infanterie Division (and Ost battalions) from the Channel Islands for use in the defense of Cherbourg, entering piecemeal via a special entry die roll beginning the 10 June German replacement phase, landing at the Cherbourg port box or Rennes movement box; adds one supply unit to the pool; forbids the 319 Division from using rail movement.
D. Spring Withdrawals Rescinded: Assumes Hitler does not rescind the 26 March 1944 order attaching the IIss Panzer Korps (9ss and 10ss Panzer Divisions) to OB West, keeping those formations in the West rather than diverted to Galicia. Details specific start-box placements for the 102ss schwere Panzer Abteilung, the remaining IIss Panzer Korps units, and the 9ss/10ss Panzer Divisions, all available for movement no earlier than the 6-9 June turns.
E. Rommel's Strategy Fully Embraced: Assumes Rommel, rather than Rundstedt, prevails on the disposition of OB West's mobile reserve divisions, and re-positions the 1ss, 2, 12ss, 17ss Panzer Grenadier, 21, and 130 Panzer Lehr Divisions plus the 7 Nebelwerfer Brigade and III Sturm-Flak Korps into forward blocking positions much closer to the invasion beaches, each with a detailed replacement start-area (a set of connecting city/road hexes) and mandatory minimum garrison per listed city.
F. Rommel Appointed C-in-C of OB West: A more sweeping variant in which Hitler appoints Rommel (rather than Rundstedt) overall commander in the West eight to ten weeks before the invasion, allowing Rommel to also dictate the positioning of the four OB West reserve divisions (12ss, 130 Panzer Lehr, 21 Panzer, 7 Nebelwerfer Brigade, III Sturm-Flak Korps), each assigned a similar detailed forward-positioned start area, representing the 'best case' German defensive scenario discussed in the designer's notes.
XII. Optional Rules
The following rules are minor additions to the game system that the designer considers to be less than crucial to the overall effect of the simulation. They do, however, address historical aspects of the campaign that purists may feel are worthwhile:
A. Counter-Battery Artillery Fire
This section of the optional rules simulates a specialized and highly technical type of artillery fire mission called 'counter-battery'. The purpose of counter-battery is the location and neutralization of enemy artillery positions using flash- and sound-ranging, oblique aerial photography, and other sophisticated intelligence-gathering techniques:
- All ranged-artillery units EXCEPT anti-aircraft, Nebelwerfer, and coastal defense artillery may engage in counter-battery fire.
- Counter-battery fire may only be directed against enemy RANGED-artillery units. Artillery-type units with a range of '1' may not be targeted for counter-battery fire. Non-artillery units may not be targeted for counter-battery fire.
- Counter-battery fire is executed during the friendly DEFENSIVE fire phase. The procedure is the same as for normal artillery fire, but with these exceptions: a. Friendly units are not required to be adjacent to enemy artillery units for those units to be fired upon. b. No more than one enemy unit counter may be fired upon at a time. Each target unit requires its own fire resolution die roll.
- Counter-battery fire is resolved on the Counter-battery Fire Table. To determine the effects of counter-battery fire, cross-index the total number of strength points firing with the TYPE and SIZE of target unit being fired upon. The number in the box at the intersection of these two variables represents the MINIMUM number that must be rolled on one die to DISRUPT the target unit. (EXAMPLE: Six artillery strength points fire against an artillery battery; a die roll of '4', '5', or '6' is required to disrupt that unit.)
- Normal supply rules apply to counter-battery fire except that BATTERY sized firing units do not cause their supporting HQ unit to consume supply. Also, BATTERY sized units do not count against an HQ unit's maximum subordinate unit capacity when firing counter-battery. In effect, then, a battery may fire "free" providing it can trace a supply route to a supplied HQ unit of the proper type (i.e., subordinate units must still trace the supply route to their own divisional HQ unit).
Counter-Battery Fire Table (number shown = minimum die roll required to disrupt target unit; '—' = disruption not possible; NW = Nebelwerfer; RR = Railroad; Arty = regular ranged artillery; CD = coastal defense; BTTY = Battery; BTLN = Battalion; S.P. = strength point):
| # S.P.'s Firing | NW (all) | Mortar (all) | RR BTTY | Arty BTTY | Arty BTLN | Arty GROUP | CD BTTY |
|---|---|---|---|---|---|---|---|
| 1-2 | 3 | — | 4 | 6 | 5 | — | — |
| 3 | 2 | 6 | 3 | 5 | 4 | 6 | 6 |
| 4 | 2 | 5 | 3 | 5 | 4 | 5 | 6 |
| 5 | 2 | 5 | 3 | 4 | 4 | 5 | 6 |
| 6 | 2 | 4 | 3 | 4 | 3 | 5 | 6 |
| 7-9 | 1 | 4 | 2 | 3 | 2 | 4 | 5 |
| 10-12 | 1 | 3 | 1 | 3 | 1 | 3 | 5 |
| 13-18 | 1 | 3 | 1 | 2 | 1 | 2 | 4 |
| 19+ | 1 | 3 | 1 | 2 | 1 | 1 | 4 |
B. Bridge Demolition and Repair
For a modern army, the destruction of bridges over impassable terrain represents a major, although temporary, obstruction. Modern engineering techniques reduce bridge rebuilding time to a matter of hours or days:
- Only German Pioniere units may destroy the bridges represented by the printed symbols on the mapboard.
- The German player may attempt demolition procedures against a road or railroad bridge whenever the following two conditions occur: a. A Pioniere unit occupies either of the two hexes containing the bridge symbol at the beginning of the German player segment. b. An Allied combat unit is within FIVE hexes of the Pioniere unit that is attempting the demolition.
- Bridge demolition attempts are executed during the German combat phase. For each demolition attempt, the German player rolls one die on the Bridge Demolition Table, cross-indexing the number rolled with the proper column that represents the proper number of hexes to the nearest Allied combat unit. a. A 'D' result means that the bridge has been destroyed. Use a 'CUT' marker positioned between the two hexes to indicate the demolished bridge. b. SPECIAL: Subtract '2' from the demolition die roll whenever an Allied combat unit occupies one of the two bridge hexes. c. Only one demolition attempt may be made against a bridge per turn. d. A Pioniere unit may attempt to demolish more than one bridge if there are two or more bridge symbols running into the hex it occupies. Each bridge is rolled for (and the die independently modified for each) separately. e. Disrupted Pioniere units may not attempt bridge demolition.
- Effects: Destroyed bridges are ignored for movement purposes: a. Road movement is calculated as though the road ends in the one destroyed bridge hex and a new road begins in the other. b. For railroad movement, the destroyed bridge hex is treated like an 'end of rail line' hex. All units entering that hex must stop and permanently end all rail movement.
- Rebuilding Demolished Bridges: The Allied player may 'rebuild' a demolished bridge by simply keeping either bridge hex within the eight-hex supply range of an Allied CORPS headquarters unit for three consecutive turns. Both bridge hexes must remain free of enemy combat units during this period of time: a. During the replacement phase of the first Allied turn in which a Corps HQ unit is within eight hexes of a destroyed bridge hex, a '3' marker is placed on top of the 'CUT' marker. b. At the beginning of the second turn, the '3' marker is replaced by a '2' marker. c. At the beginning of the third turn, the '2' marker is removed and the bridge becomes fully operational. d. The Corps HQ unit is not required to maintain a supply unit for bridge rebuilding purposes. e. If an enemy combat unit enters or passes through either bridge hex, the rebuilding process is completely negated. All markers are immediately removed. The rebuilding sequence must be re-started whenever the bridge hexes are again free of enemy combat units.
Bridge Demolition Table (Die Roll cross-indexed with Range to Nearest Allied Combat Unit; '—' = no effect, bridge not destroyed; 'D' = bridge destroyed, place CUT marker on bridge symbol; if an Allied combat unit occupies one of the bridge hexes, add '2' to the die roll):
| Die Roll | 1 Hex | 2 Hex | 3 Hex | 4 Hex | 5 Hex |
|---|---|---|---|---|---|
| 1 | — | — | — | — | — |
| 2 | D | — | — | — | — |
| 3 | D | D | — | — | — |
| 4 | D | D | D | — | — |
| 5 | D | D | D | D | — |
| 6 | D | D | D | D | D |
C. Hedgerow Cutters
'American Ingenuity' has, over the years, taken the lion's share of the credit for solving the bocage problem via the invention of the ingenious 'bocage buster' devices. These were plow-like contraptions that were mounted to the front of Allied tanks which then rammed holes through the hedgerows.
Yes, there was such a device. In fact, there were a handful of different variations. Nevertheless, for anyone who likes fantasy, the following is Everyman's re-enactment of the invention of the decisive weapon, the All-American Hedgerow Cutter:
- Starting on the 1 July turn, the Allied player rolls one 'American Ingenuity' die at the beginning of each ODD-NUMBERED turn. If a '6' is rolled, an anonymous American draftee invents the Hedgerow Cutter.
- Whenever the Hedgerow Cutter is invented, AMERICAN combat units enjoy the following combat advantages: a. U.S. combat units involved in infantry-armored combined arms combat increase their combined arms modifier by '+1' in all cases when attacking enemy units in BOCAGE HEXES. b. This advantage applies ONLY to U.S. units and units of the French 2nd Armored Division.
- This advantage continues until the end of the game.
XIII. Suggestions for Multi-Player Games
In most instances, THE LONGEST DAY will be played with two or more persons on a side. Experienced multi-commander game players recognize that a high standard of conduct must prevail to assure a smooth and pleasureable gaming experience. The following is a list of SUGGESTIONS for conducting multi-player campaign games. It is strongly recommended that these suggestions be closely followed:
A. Each side should be organized as a commander-in-chief ('C-in-C' for short) and subordinate commanders. See the Chain of Command Chart, for suggested divisions of responsibility.
B. Moves should be strictly timed. Each side should be allotted thirty minutes for movement. Resolution of combat, however, should not be charged against either side. This time limit can be adjusted to taste. For more than three players per side, add five minutes to the time limit for each additional player. NOTE: It is recommended that the first two turns NOT have time limits.
C. Movement and combat should be executed in an orderly fashion with all operations executed in a uniform pattern from left-to-right or vice versa. This pattern of execution should not change from turn to turn.
D. Subordinate players should be allowed to play their own game. Fellow players should not criticize an individual's method of play. Likewise, C-in-C's should not dictate positioning of any formation smaller than a division.
E. Subordinate players should attempt to execute instructions from C-in-C's conscientiously. All such orders from C-in-C's should be short, concise, and general in nature. (It helps to write them on 3 x 5 index cards prior to the start of each turn.) The C-in-C should formulate a strategic plan of operations, commit it to writing, and then attempt to execute it during the game via command instructions to his subordinates.
F. Mature personal conduct is extremely important when engaged in a multi-player game. Communications should be minimal and conversational in tone. Shouting, arguing, kibitzing, and malingering is simply boorish and should not be tolerated. The C-in-C's have the responsibility of controlling the tempo of the game. They should be, jointly, the timekeepers and the arbiters of rules disputes. They should ensure that each player segment is orderly with all subordinate players crisply executing the same phase at the same time.
G. An optimal number of participants is five; three Allied and two German. Many more players can be accommodated, however, providing that the game is well-organized and each player is allocated specific forces and specific areas of responsibility.
H. CHAIN OF COMMAND: The following chart outlines command responsibilities for various numbers of participants. These may be modified as suits the temperament of the players involved:
| Number of Players | Allied Players | German Players |
|---|---|---|
| 4 | TWO: C-in-C, U.S. Commander | TWO: C-in-C, Ground Forces Commander |
| 5 | THREE: C-in-C, British Cdr, U.S. Cdr | TWO: Same as above |
| 6 | THREE: Same as above | THREE: C-in-C, Wehrmacht Cdr, Luftwaffe Cdr |
| 7 | FOUR: C-in-C, Air & Naval Cdr, British Cdr, U.S. Cdr | THREE: Same as above |
| 8+ | FIVE or more: C-in-C, Air & Naval Cdr, Three or more Corps commanders | FOUR or more: C-in-C, Three or more Corps commanders |
Notes: The German C-in-C should control the German Strategic Entry Track, the distribution of all supply and replacements units, and the allotment of reinforcements to subordinate commanders. The Allied C-in-C should control the Allied Unit Entry Track and the distribution of supply, replacement, and reinforcement units; additionally, he should control Allied air units if no Air & Naval Commander is present. The division of forces between a Wehrmacht and a Luftwaffe commander simulates the confusing command structure of the German Field Army wherein Luftwaffe, Kriegsmarine, and Waffen-SS high commands all fought to preserve their autonomy within each theater of war. With four or more Allied players, one player can be assigned the Air & Naval Commander function as an exclusive command. Each Allied subordinate commander should be assigned a permanent corps HQ unit, with divisional units assigned to him on a semi-permanent basis. Each German subordinate commander should be assigned corps and divisional units on the basis of branch affiliation (e.g., a player assigned the IIss Panzer Korps should be assigned Waffen-SS divisions).
Tactical Hints, Designer's Commentary, and Bibliography
The rules booklet closes with several playtester essays ("Tactical Hints" — strategy discussions for Operation Cobra, the fight for Cherbourg, and the Campaign Game), a lengthy "Designer's Commentary and Notes" (historical background, an annotated order-of-battle/weapons glossary, and footnoted sourcing for the game's data), and an annotated bibliography and index. This material is narrative/historical commentary rather than rules text, so it is condensed here per house convention rather than transcribed in full — it contains no additional rules, procedures, numbers, or tables beyond what is already transcribed above.