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Games PC Battles In NormandyG.I. Combat -- Episode I: Battle of Normandy [PC Game]

Developed by Freedom Games Inc. - Strategy First (2002) - 3D Real-Time Strategy - Rated Teen

G.I. Combat: Episode I, Battle of Normandy is a real-time strategy game featuring 3D environments constructed from terrain maps of Normandy. Psychology figures prominently, as it does in real warfare, and all eight different psychological states affect strategy and tactics. Scenarios are based the actual combat conditions in June 1944 Normandy. A realistic physics engine simulates projectile speed and armor penetration.

Details
Platform: PC
Developer: Freedom Games Inc.
Publisher: Strategy First
Release Date: November 5, 2002
Controls: Keyboard, Mouse
UPC: 627006901096
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Decisive Battles of World War II

Normandy and the Dnepr

Waiting for years for the SSG team to get the second title of the successful Decisive Battles series was not easy. The original Ardennes Offensive game, a free download, was very well received. When Korsun Pocket was released as the first official selling title in the new Decisive Battles series, grognards rejoiced as it focused on the battles of the Cherkassy Pocket on the Eastern Front in 1944. Hailed by wargamers everywhere, it also raised the bar for the next release. Jean-Philippe Liardet
That next release came in 2004 when Across the Dnepr, an expansion pack for Korsun Pocket, was nished. Hot on its heels is Battles in Normandy, a new stand-alone game in the series. For those not familiar with Decisive Battles, here is a short summary. The series is an operational-level wargame set during the Second World War, presented in a very traditional boardgame style. It uses hexagon-based movement, 2D viewing, and turn-by-turn, IGO-UGO play. By encompassing these elements, the game embraces
within the games interface, allowing players to view terrain effects, unit strength, combat effects, available reinforcements, and motorized transport capabilities. When combat erupts, the ratios involved and combat results are displayed as well. The graphic quality of the interface has been improved considerably, although the number and diversity of colors of the game units and the detailed terrain do not facilitate easy viewing. However, clicking a stack of units displays all of them on the right side of the interface, providing all necessary information. Units are mostly represented at the regimental and brigade levels with some independent battalions mixed in. The quality of a unit plays a large part in how well they stand up in combat (the levels are ranked as elite, standard, and poor). Players have the usual classical wargame choices to make when conducting their operations: attack, defend, or move. It is also possible to order a unit to conduct a forced march, allowing it to move farther than its normal movement allowance at the cost of it not being able to conduct any other action. Normally, depending on the unit type, other actions include combat, combat support, destroying or repairing bridges (engineer units are better at this than any other unit type, naturally), or absorbing replacements. The action of absorbing replacements will become second nature to many players before long, as battles in this game get quite bloody. Unit strength is effectively displayed by small icons. Depending on the unit size, each will have one to four icons. On the icon is displayed a soldiers head. If the unit has suffered one or more losses, a skull grimly replaces it. A units combat power is directly related to what level of strength it currently has. Usually, the GerThe situation on June 6th, 1941. The German player chooses to hold the bridges over mans have fewer replacements than the Soviets do the Elm to prevent the progress of the British on the Caen-Falaise axis, the only one and therefore have to be more careful with where suitable for mechanized operations. The Germans have to repel the approaching British they are placed (this is especially true of German paratroopers as well. armor replacements.) While it may make more sense the classic traits of board wargaming that many wargamers are used to use replacements only for higher quality units rst, it is importo, explaining part of its overall success. tant to keep the overall strategic situation in mind. Units that suffer The interface remains the same as in previous Decisive Battles heavily should be removed from the frontline altogther rather than games. A strategic map makes it possible to view the entire battleeld risking their complete loss. situation, but the tactical map is where the game is actually played. A units ghting potential also depends greatly on whether or not Interaction is simple, as a click on a hex displays all the characteristics it is well supplied. Supply is gathered and stored in a unit, represented of that particular hex in a small window. Many toolbars are provided by circular symbols. To remain supplied, a unit must have a line of

Left: The Omaha Beach sector is the most tenuous of all of the beachheads. The Germans, however, have to preserve their forces to hold Bayeux and Carentan. The movement of German troops is hindered by overwhelming Allied naval and air support. Right: In the Utah Beach zone, the Americans are near Carentan on the first day. The Germans have blown the bridges but are not capable of counterattacking or establishing a continuous, strong defensive front. Most of the German units cannot even move (represented by the pink halo.)
supply that can be traced to the edge of the map (supply units help extend how far friendly units can go). For the Germans, this is the land-only side of the map in this scenario, whereas the Allies must be able to trace back to a beach hex. Surrounded units will be able to ght as long as they are supplied. However, the circlular symbols will disappear as the unit ghts, and unless it gets resupplied its strength will fall quickly. Units of the same division (each division has three to four units each, on average) benet from a bonus during combat if they are attacking the same hex. This divisional integrity bonus represents support assets (artillery, commanders, and antiaircraft/antitank guns) that are not represented on the map, and it also represents the natural cohesiveness units of the same command have with each other, from training and then working together regularly. The combat mechanics are very traditional: attack strength is tallied and compared to a total defense strength, and a ratio is determined. Artillery and air support will also make a big difference in this calculation in Battles in Normandy, as will unit repower, fortications, and terrain. All of these factors can affect combat in a big way. A great feature of the series is that combat odds are displayed before an attack takes place, giving the attacker a chance to determine if they want to go ahead and attack or not, or try to bring in additional support assets if available. This is all accessed through the simple interface, and players can pick and choose what kind of support they want for different situations. Also available is a Max button to bring in all available support in range. If the attacker is satised with the potential of the combat, clicking a red button executes the players combat command and the players will immediately see the die roll made, which is cross referenced with the aforementioned ratio to calculate an outcome. The combat support feature is quite useful because of the exible bonuses it offers. The amount of support available is limited turn to turn, however. It affects combat through shifts in odds, and the
player can assign only a few to the current engagement. The player can also max-out support by clicking one button and bringing in everything within range. Obviously, attacking an enemy-held hex with the maximum number of friendly units from neighboring hexes is important. However, attacking with several units means fewer units are able to exploit any gaps. Also, using the Max feature may take away support that would be better applied elsewhere. Attacking with overwhelming odds makes it possible to overrun enemy units during the movement phase, and to attack again during the combat phase. In the thick hedgerows of Normandy, however, these occasions will be rare. Encircling an enemy unit can also signicantly affect the outcome of combat. The game interface performs magnicently in optimizing the management of all of these factors and equations in battle.

The Strategic Situation

Dont harbor any grand Rommel-like schemes of being able to knock the invaders into the Channel with the vaunted Panzer Divisions (unless an edited version of a scenario is being played where the panzers are actually deployed near the beach). To further add to their woes and the
Battles in Normandy Scenario Editor
Battles in Normandy provides a game editor that allows players to create complete scenarios or to alter existing ones. However, it can be dicult, due to the eort it takes to build or even modify one. Despite the high learning curve, many fans of Battles in Normandy have created several free scenarios already, thus saving you the trouble: visit http://www.ssg.com.au/ for starters.
In the first turn, a unit can approach all the landing beaches but must wait to fight.

The Killing Ground

A small comparison between Battles in Normandy and one of the best boardgames out now, The Killing Ground, is natural. The Killing Ground (made by New England Simulations) covers the Battle of N ormandy (but not the initial beach landings) and proposes particularly interesting rules. Battles in Normandy being a PC game has superiority in certain areas such as fog of war, solitaire play, and automatic calculation of movement and combat routines. However, some other points deserve attention. First, the game sequencing in The Killing Ground is better, with the possibility of committing reserves which can both move and ght in the same turn. This sequence of moving, then ghting, can then be easily manipulated through reserve play. If reserve units can intervene, they can move up and strengthen hexes before the combat phase. This option does not exist in the play-by-e-mail function in Battles in Normandy, because this mode of play splits up the combat phase. Another interesting point of The Killing Ground concerns unit combat potential. Units have a class of potential and tokens are drawn for each combat turn that xes the units real combat strength (the excellent Iron Tide by Pacic Rim Publishing is another game that utilizes this combat system.) This uncertainty adds realistic unknowns for the player to calculate before jumping into battle. Being able to incorporate combat odds into a game system and maintaining them in secrecy via fog of war is dicult for board games. For PC games, there is a certain unpredictability in the outcomes, although Battles in Normandy gives attackers the chance to change their mind before going ahead with them. Boardgames, such as Von Mansteins Backhand Blow (by GMT), do manage to eectively introduce unpredictable events to simulate the chaos of the battle, in order to add the uncertainty that makes their PC game brethren so successful.

The information displayed for each unit is very detailed. Here, we see the 25th SS Panzer Grenadier regiment of the 12th SS Panzer Division Hitlerjugend. It is an elite unit (represented by the gold colored bottom), with no losses (the four head symbols losses would be represented by skulls) and five unrecoverable internal losses. It is a mechanized unit (the silhouette of semi-tracked vehicle) with a potential attack of 24 and two armored points (both circles next to the potential of attack). Three circles indicate internally available supply provisioning for three combat encounters. The unit has a potential defense of 28 and four points of anti-tank strength. The units movement potential is 16 normally and 28 on a forced march. The gray line on the base indicates the name of the division. The divisional bonus is 100% (it has not yet engaged in combat). Four green points indicate that four units of the division can benefit from this bonus.
Brilliant game me chanic s, det aile d, high qualit y graphics, excellent historical flavor.
Graphics detail can occasionally make some info difficult to see, may be difficult for new wargamers, few on-line opponents.
System Requirements: Windows 98/2000/Me/XP, 1 GHz processor, 256 MB RAM, 16MB video card 1.3 GB free hard drive space.
The order of battle is important to keep in mind. Here the Americans fight around the Falaise Pocket. Clicking a unit will bring up an information window to note that the 2nd French Armored division has one loss. But this one is in red, indicating that the unit can automatically replace the losses internally (i.e., beyond the control of the player.) The 5 indicates the time it will take for this to occur is five turns of game time.
games realism, most German units cannot move in the rst turn. Allied air superiority also assures that they can secure plenty of locations on the map to keep German units from moving and concentrating effectively. The theatre of operations is divided in two zones: the American beaches at Utah and Omaha and the English beaches near Caen. Caen is heavily defended, in no small part due to the presence of the 21st Panzer Division and the arrival of the 12th SS Panzer Division (Hitlerjungend). The arrival of the 12th SS on the heels of the 21st will assure headaches on this front for the Allies, but the situation is not impossible to overcome. The beachhead at Omaha is the most precarious of all Allied footholds, but the Germans are obligated to spread out in order to hold Bayeux, the key potential link between the Americans and the British, as well as Carentan, to prevent a link between the American bridgeheads. The connection at Carentan is especially important as it is indispensable to an advance on Cherbourg and Saint-L. The American forces have to try as quickly as possible to move into the hedgerows as the steady arrival of German reinforcements can

quickly transform the campaign into a war of attrition. The British forces have to take Caen and cross the Orne to gain the clear ground beyond, but they have to deal with powerful Panzer divisions. While it is unlikely the Germans will be able to gather the strength necessary to push the Allies into the sea at any point, this does not mean the Allies should not be cautious. The German Panzers at Caen are obliged to establish a solid defensive line and, while strong, this does not allow them to keep units in reserve or to redeploy them in force against the Americans farther to the west. The hedgerows are not the best locations to organize a counteroffensive against an enemy that has numerical superiority. Overall, Battles in Normandy is an excellent simulation. It provides easy access through a solid interface and has a genuine historic feel. The portrayal of support and supply, not to mention their ease of management, adds to the experience. The game system misses a bit of the human interactivity that can be found in board-style wargames, but Battles in Normandy makes up for this by providing a play-by-e-mail option. Ultimately, this is one of the best operational simulations presently available on the Second World War.

Across the Dnepr

Since its briedy mentioned above, a few words on this Korsun Pocket expansion are in order. Across the Dnepr (which requires Korsun Pocket to play) centers on one of the most crucial battles of the Second World War. In July 1941, German Army Group Center seized Smolensk after a bitter battle that slowed the Germans considerably. The Russians had 117 divisions to face 35 German divisions however, the German divisions were of much higher quality. In scope, Across the Dnepr is huge, and each side will try to balance their concentration of units for knockout blows by exploiting the enemys inability to cover the whole front. The Germans are inexorably on the oensive here, but a careless move can oer opportunity to a watchful Soviet player (and the AI is also quite good.) The expansion is interesting for players of both sides because of their very dierent objectives: the Germans try to advance as quickly as possible on Moscow, whereas the Red Army tries to take advantage of its numeric superiority to counterattack and isolate German Panzer divisions from their supporting infantry, which of course move much more slowly than their motorized counterparts. The German player can choose to progress quickly with his armored units and let the infantry reduce the numerous Russian pockets of resistance left in their wake, but theyll risk Russian forces escaping a slow-moving infantry encirclement. That may in turn isolate the Panzer spearheads, which will wear out fast without the support of the infantry. Moreso than Korsun Pocket and Battles in Normandy, Across the Dnepr exploits the rules for supply and operations which make the game system so much fun. It will be necessary for the German Panzer and mechanized divisions to operate temporarily on their own internal resources (provisioning and reinforcements), and to take risks involved in carrying a decisive blow or pursuing a well-organized enemy. It will also be necessary for the Germans to choose when to use their support, when to concentrate their units to take advantage of divisional integrity, or when to spread units out to more easily cut the enemy lines of supply. The Germans will also have to watch their own lines of supply and be capable of restoring them quickly. On the Russian side, it will be necessary to know when to stand and ght (even if it means being surrounded) and when to run. All of this has to be considered when remembering that Moscow is the ultimate prize. For the Germans, its capture means the dierence between winning and losing the war in the East in 1941. Across the Dnepr is a very successful expansion, whose success will hopefully will lead to more games of its type.

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2.1 The Rules

Each major section of the rules is assigned a whole number (1.0, 2.0). Subordinate rules are assigned a corresponding number to the right of the decimal place. For example, 2.1, 2.2, under rules 2.0: and 2.1.1, 2.1.2, within subset 2.1. This system allows quick and easy cross-referencing of the rules.

2.2 The Game Map

The maps (A, B, C, D and E) portray Normandy, France in 1944. A hexagonal pattern has been overlaid on the map to regulate the movement and positioning of the playing pieces, and to delineate the various terrain features that affect play. These hexagons are hereafter referred to as hexes.
2.21 Map Placement and Setup
For multi-map scenarios, note that map B is placed over maps A and C. Maps D and E are then placed over maps B and C.

2.3 Charts and Tables:

The Player Aid Cards contain charts, tables and tracks used to assist players throughout play. These are listed below, in alphabetical order: Allied Air Point Allocation Log: On each Night Turn, the Allied player secretly allocates his Air Points for the day (11.0). Air Points Track: Tracks the Allied players Total Air Points Available and the current turns Ground Support Air Points (11.4). Anti-Aircraft Fire Table: Determines the result of German AA fire against Ground Support Air Points. Battalion Drop Accuracy Table: Determines an Airborne units drop distance from the regimental Pathfinders placement hex (17.2). Bridge Destruction/Repair Table: Determines the success or failure of bridge destruction attempts by Engineers or repair attempts by Engineers (14.0).

2009 GMT Games, LLC

Cherbourg Port Destruction Track: Tracks the current state of the Cherbourg port and its VP level (20.4). Combat Results Table (CRT): Determines the result of combat by rolling 1D10. Cotentin Peninsula REM Replacements Track: Tracks German step losses and REM type replacements in the Cotentin Peninsula if it should become cut off from the mainland (20.2). Daily Allied Replacements: Determines Allied replacements received during the Replacement & Reinforcement Phase (9.1). Daily German Replacements: Determines German replacements received during the Replacement & Reinforcement Phase (9.1). DD Tank Survival Rating: DD tank units landing must roll vs. each beachs survival roll range (19.6.2). Drift Rating: Companies hitting the beach during Phase 1 of the Beach Invasion turn must roll vs. each beachs Drift Rating to determine their landing hex (18.3.1). German AA Point Allocation Log: On each Night Turn, the German player secretly allocates his Anti-Aircraft Points for the day (11.1.3). Interdiction Level Tracks: Records the Interdiction Level for each

9.2.2 Allied Reinforcements
Allied Reinforcements must land (if possible) at the Beachhead indicated on the Allied Arrival Schedule. If that Beachhead is German controlled it may land at a different Beachhead within the same nationality group (US/French units at Omaha or Utah, CW units at Gold, Juno or Sword). Corps units may land at any appropriate beach as shown: US Corps units CW Corps units Omaha Beach Gold Beach Utah Beach Juno Beach Sword Beach During the Reinforcement Phase, place units on the Assault Hexes (18.2) of the appropriate Beachhead in any order desired, abiding by stacking limits (four units per hex). Units may be placed in any Assault Hex of the Beachhead queue as long as space is available and as long as units currently in the queue land before the new units. Each movement phase (including the Allied Night Movement Phase), advance units towards the beach. Units in the Phase 1 hex should be moved first, landing onto any of the Beach Hexes adjacent to the Phase 1 hex within stacking limits (and stopping). Then advance all others behind them one hex. Artillery units land on their MOVED side. Glider dropped units expend their entire MA. STACKING: All stacking rules must be followedfour units per Assault Hex, and normal stacking rules once on land. If a unit cannot move forward or land on the beach due to stacking, then it remains in place. They do not have to be placed in the queue by entry date. Inf and Arm companies may still land into EZOCs. Exception: If a player cannot land any units due to the presence of enemy units adjacent to the beach, ONE battalion (only) may move onto the beach. If this move causes an overstacking situation (for example, a battalion moves into a hex with two companies), immediately remove a unit or units to meet stacking requirements. In this instance, do not wait until the end of the phase to check stacking. MECHANIZED MOVEMENT PHASES: Reinforcements do not land during Mechanized Movement phases, but mechanized units on Beach hexes may move normally. As units advance onto the beach, and units behind are advanced along the queue, additional units may be placed into the Landing Queue. Units may be placed in any hex in the queue as long as stacking
Important Note: In the Night Turn following one which resulted in Storm weather, there is a 1 DRM to the new weather roll. This modifier goes away in July. In August, apply a +1 DRM following a Clear weather result. EXAMPLE: If on 19 June there was Storm weather, on the 20 June Night Turn there will be a 1 DRM applied to the die roll (3 becomes a 2, 6 becomes 5, etc). In July there would be no DRM, in August, a +1 after Clear weather (only). See the Weather Chart and TEC for specifics.

9.6 German Feldersatz Battalion RPs
DESIGN NOTE: Many German divisions had a training, or Feldersatz battalion assigned to them. The men in these units typically did not fight as an intrinsic unit, even defensively, but were used as a source of replacements to the combat battalions in the division. When a German division enters the game, it has a predetermined number of Replacement Points available to it. Some have none; others may have as many as six. These are represented by REPL counters of the appropriate value and are kept under the Divisions HQ counter until used. They have no inherent movement factor and move with the HQ unit. They cannot be replenished. Once used up, they are gone. They may only replace infantry-type unit steps from their own Division and they are eliminated if the HQ is eliminated. Using Feldersatz RPs: These RPs may be applied to any reduced infantry type unit of that division that is in General Supply during any friendly Movement Phase. Otherwise, they are used in the same way that Turn-based replacements are used. Feldersatz RPs may not be used to rebuild eliminated units, only to replenish reduced ones. Feldersatz Stacking: Any HQ unit with Feldersatz RPs under it has a Stacking Value equal to the number of Feldersatz RPs under it. However, an HQ may always stack with one other friendly combat unit regardless of the number of RPs under it, and it only counts as one unit total for purposes of air or artillery attack. EXAMPLE: 21st Pz HQ normally has a stacking point value of 1. However, with three Fldsz RPs underneath, it has a stacking point value of 3. EXAMPLE: 12th SS Pz HQ enters the game with six Fldsz replacements. It may still stack with one friendly combat unit.

9.5 RPs and Companies

Companies follow a different replacement procedure. They may only receive RPs if they are adjacent to the parent Division HQ of the battalion to be rebuilt, or a Corps HQ. An RP spent on an on map company will rebuild a previously eliminated or voluntarily broken-down three-step unit to its reduced side. Two RPs spent on a company will rebuild the unit to its full strength side.
Breakdown and Replacement Chart RP Type Breakdown Reduced Full Strenth Unit Type Company Side Side

12.5.4 Defensive Artillery Support
After the attacker has declared his artillery support, the defender may then allocate artillery support and naval support, if applicable, to assist his units defending. Defensive artillery is applied exactly the same as offensive artillery support except as noted below (including 7.6.1, paragraph 3, that only one unit need be in supply for support purposes): Defensive artillery support only requires that units be in General Supply, not Combat Supply. If the defending units Division HQ is not in General Supply, divisional artillery may not be used. However, in-range, Corps artillery units may be used if they are in General Supply. Defending units that are OOS may receive artillery support if all other conditions are met, and they are within 3 hexes of another friendly unit able to trace General Supply in any weather. If the Allied player is the defender, he must spend one CSP for each hex receiving Defensive Artillery Support (regardless of the number of artillery units used). The German player does not use CSPs.
a combined Attack Strength of (8) against a German force with a Defense Strength of (8). The Allied player is using Combat Supply, and so may support the attack with an, in-range 105mm Battalion with an artillery strength of (4) and a naval destroyer squadron with an Attack Strength of (5). The attack goes in at 17:8, or 2-1 odds. DIVISION ARTILLERY: The only artillery units allowed to support an attack are the artillery units organic to the Division attacking, or attached artillery units in supply to either the Division HQ or a Corps HQ that the Division HQ is in supply to. SUPPLY COST: The Allied player must spend CSPs for any attack or defense before support points can be used (7.6.3).
12.5.2 Ready and Moved Status
Only units that have not already been flipped to their MOVED side may be used in combat. Once an artillery unit or naval unit fires, flip it to its MOVED side. Artillery units are returned back to their Ready side at the start of each Night, AM and PM turn. Naval units only flip back to Ready during the Naval Movement Phase of the Night Turn. Naval Support is not available at Night.

12.5.3 Range

Range is calculated from the firing unit to the targetcount the target hex but not the firers hex. The maximum range of all artillery and naval guns is printed on the counter. The minimum range of all artillery and naval units is their maximum range multiplied by 0.25 (1/4) rounded UP (see 12.5.5 for adjacent targets). EXAMPLE: An artillery unit has a maximum range of 9 hexes. 9 x.25 = 2.25. Rounded up, this artillery unit has a minimum range of 3 hexes. It may not fire at a range of less than 3 hexes or more than 9 hexes.

2-1 with a +1 for Combined Arms. At D, the Stream Hexside and the Marsh Hex halves all four Allied units and prevents the Combined Arms Bonus. The attack is supported by 4 artillery factors. The odds are 15 to 6 = 2-1 with a +2 DRM firing into a Flooded Hex. All three attacks can be further modified if Defensive Artillery Support is used. Attacks B and D will require 3 CSPs each, while attack C requires only 1 CSP.
during combat may retreat to different hexes, as long as all other retreat requirements are met. If they retreat into a hex that is later attacked in the same phase, they do not add to the defense of the hex. But they will remain in the hex if the original units must retreat. A non-mechanized artillery unit must flip if forced to retreat. TERRAIN: A unit may never retreat into or through terrain that it may not enter during normal movement. EZOCS: Units forced to retreat into an EZOC suffer an additional step loss. In the case of a stack, only one step loss is applied, not one per unit. Friendly units negate EZOCs for the purposes of this rule. Units may only retreat into an EZOC as a last resort. Use any other retreat route first. OVERSTACKING: If units must retreat into a friendly hex which causes overstacking, the retreating units must all retreat one additional hex. If the only possible hex once again causes overstacking, they continue until this is no longer the case. STRONGPOINTS: Units in a hex containing a Strongpoint may ignore a retreat by taking an additional step loss. ATTACKER RETREATS: Attacking units (not defending units) may choose not to retreat at the owning players discretion. If they so choose, the attacking units must suffer an additional step loss. This step loss can come from any unit or stack that participated in the attack. EXAMPLE: Four attacking units located in two separate Open terrain hexes receive a 1R result in combat. The attacker takes one step loss, then may either accept the retreat moving all units back one hex, or suffer an additional step loss from the attacking units at the attackers discretion, according to normal Step Loss rules. ELIMINATION: Units that cannot meet the above requirements for retreat are eliminated instead.
by one (Optional Rule 21.1) Allied Unit Quality: +1/1 DRM (Optional Rule 21.2)
12.7 Inter-Allied Cooperation 12.8 Combat Results
US and French artillery units may not assist attacks by British, Canadian or Polish units and vice versa. Combat results consist of a combination of letters and numbers. Any result listed to the LEFT of the slash, indicates the effect to the attacking unit(s). Any result to the RIGHT of the slash indicates the result to the defending unit(s). Combat Results are as follows: 1, 2. Steps lost: The indicated number of steps are eliminated. NE No Effect: Both forces remain where they are, intact. R Retreat: All of the indicated players forces must retreat one hex. Eliminated units are placed in the players Eliminated Box. EXAMPLE: An Allied force in two separate hexes with 39 ground attack factors, including both a tank battalion and an infantry battalion, attacks a German stack with a total Defense Strength of 14. The Allied player spends 3 CSPs to supply this Major Attack. To support the attack, he adds one available Air Support point for Ground Support, three 105mm battalions with (4) strength each, and an in-range destroyer squadron with a strength (5). This gives him a total of 39+4+4+4+5, or 56 attack points and a +2 DRM (+1 for the Combined Arms modifier, and +1 for the Ground Support point used). All things remaining as they are, it will be a 4:1 attack with a +2 DRM. Things do not remain as they are, however. The German player has an AT unit in his stack, so the Combined Arms DRM is negated. Additionally, the German player supports his defense with an in-range (captured Russian) 76.2mm battalion with a strength of (2). This brings his Defense Strength up to 16. Also, the German units are in a Town hex, which gives them a 2 DRM for terrain. The final attack will be the Allied 56 to the German 16, or 3:1 odds, with a 1 DRM. The Allied player uses 1D10 and rolls a 9, modified to an 8. The result is 1 / 2. The German player loses two steps. The Allied player loses one step.

Terrain modifiers are cumulative. However, the final terrain modifier cannot exceed 3. STEP 3: Modify the Hit Number by 1 if this is a Night Turn. (Remember: naval fire is not allowed at night.) STEP 4: The Hit Number is further modified by adding the number of units in the target hex greater than one. For example, if three units are in the hex the Hit Number would be increased by two. STEP 5: Roll a 10-sided die. If the number is equal to or less than the Hit Number, the target unit or stack loses one step at the owning players discretion. A 1 always hits, a 10 always misses. EXAMPLE 1: The Allied player(s) fire a (4)-6 artillery unit at a stack of three German units in a Town hex. The base Hit Number is 4, which is modified by 2 (terrain) and +2 (stacking), the final Hit Number is 4. A roll of 4 or less inflicts a step loss on the German stack and the Allies subtract 1 CSP. EXAMPLE 2: A German (6)-6 Werfer unit fires at a stack of three Allied units in Open terrain. The base Hit Number is 6, which is modified by +2 (stacking), the final Hit Number is 8. A roll of 8 or less inflicts a step loss on the Allied stack.

14.0 Engineering Phase

Each players Engineering Phase is conducted during the Night Turn of each day. The following actions may be attempted:

14.1 Bridge Destruction

Both players may attempt to destroy bridges with their engineer units. An Engineer unit that is not in an EZOC may attempt to destroy an adjacent bridge by rolling on the Bridge Destruction/Repair Table during the friendly Engineering Phase. If successful, place a Destroyed Bridge marker, with the arrow facing the destroyed bridge in an adjacent hex. NOTE: The Allied player may also attempt bridge destruction using Armed Recon Attack, see 11.3.3.

14.2 Bridge Repair

Both players may attempt to repair previously destroyed bridges. An Engineer unit that is not in an EZOC may attempt to repair an adjacent, previously destroyed bridge by rolling on the Bridge Destruction/Repair Table during the friendly Engineering Phase. After a successful Bridge Repair attempt, the Bridge Destroyed marker is removed.

15.2 Voluntary Breakdowns
Players may voluntarily breakdown a battalion into companies during any friendly Movement Phase. This voluntary breakdown must be performed before the unit moves. The units that result from this action may then move normally. Players should refer to the Breakdown and Replacement Chart to see what type of company the parent unit creates. A three-step unit breaks down into three companies. A full strength or reduced three-step unit may reduce themselves by one step and create a single company. Full strength two-step units may reduce themselves by one step and create a single company unit, they may not breakdown into two companies.
15.3 German At Start Breakdowns
2. The German Airborne Reaction Phase
a. German Airborne Reaction Movement Segment b. German Airborne Reaction Combat Segment
German units that are allowed to break down may do so at the beginning of the campaign game at the German players discretion. They may break down into three separate companies or as a reduced battalion and one company. They may remain in their original setup hex or be placed in any adjacent hex, or be placed with any Strongpoint at the beach to which they are assigned. There is a limit of one company per Strongpoint.
B. The June 6th Beach Invasion Turn
IMPORTANT: This replaces the Allied and German AM Player Turns. 1. Beach Invasion Phase #1 a. Allied Landing Segment (check for Drift on Phase #1) b. German Defensive Fire Segment c. Allied Fire Segment d. German Movement Segment 2.Beach Invasion Phase #2: Repeat above for Phase 2 3. Beach Invasion Phase #3: Repeat above for Phase 3
15.4 Combining and Absorbing Companies
Combining Companies: Two or more companies stacked together, and adjacent to the parent Division HQ of the battalion to be rebuilt, (or adjacent to a Corps HQ if a Corps level battalion is to be rebuilt), may combine to rebuild a previously eliminated or voluntarily broken-down 3-step unit to its reduced side (or full strength side if three companies combine). NOTE: In the June 6th Invasion Turn, companies are allowed to rebuild in an EZOC and need not be adjacent to an HQ. Combining Airborne Companies: During the Airborne Movement Segment of any 6 June Turn or phase, Airborne companies from the same battalion may combine if they end their move in the same hex. An adjacent Division HQ is not required, and combining is allowed in an EZOC. On June 8th, this restriction is lifted and Airborne companies may combine into any available Airborne battalion units of the same division.

17.2 The Airborne Drop Segment
Once all the Pathfinders have landed, the Allied player can drop his paratroopers. Each Airborne battalion has three associated Airborne companies which will be used for the drop. The battalion counter itself is not used at this time, it is placed in the Airborne Holding Boxes printed on the map and will enter play when it can be built from its companies; see 17.3. EXAMPLE: The 3/506/101 battalion will have three companies labeled G/3/506, H/3/506 and I/3/506. Place the three Airborne companies on the hex that the Pathfinder dropped in and then follow the Airborne Drop Procedure for those three companies. Repeat the procedure for each battalion of the regiment. When all the companies of that regiment have dropped, move to the next Pathfinder and repeat the process until all Airborne companies have dropped.

Landing Casualties:

Any unit dropped onto an enemy unit or into a full sea hex is eliminated. Any unit that is dropped into a Flooded/Marsh hex must roll for survival with 1D6: 1-4: No effect 5-6: One Step eliminated Any unit that drops adjacent to German units immediately undergoes fire from them. The German player rolls 1D10 for each adjacent German stack (no DRMs apply). If the die roll is: less than or equal to the German units Attack Factor = Unit eliminated (or a step loss if Battalion-sized; i.e. Engineers) greater than the German units Attack Factor = No Effect.
24 17.3 The Airborne Movement Segment
Casualties per 17.2. Movement: Glider units may move a maximum of one hex on the turn they land.
After all Airborne units have dropped and landing casualties have been resolved, the Allied player may move any or all Airborne units up to one hex. Airborne companies may combine at this time after they move (15.4). Stacking rules will apply after the one hex movement. Airborne units that land adjacent to a German unit may move, but cannot move from EZOC to EZOC. NOTE: When the Beach Assault Sequence begins, parachute units are able to move one hex per Beach Invasion Phase just as the beach assault units do.

17.8 Airborne Artillery

17.4 The Airborne Combat Segment
During this segment the Allied player may fire at adjacent German units with his Airborne units. The CRT is not used, rather a Fire Combat system is used as explained below. If there are two or more adjacent enemy units, the Airborne unit may fire at only one of them. Each Airborne unit fires individually at an adjacent German unit using its Attack Strength. A German unit may be fired on more than once by different Airborne units. No CSPs are required. Roll 1D10 for each Airborne unit that fires. There are no Terrain modifiers. If the modified die roll is: less than or equal to the Airborne units Attack Factor = Unit losses one step (Note: A 1 always hits, a 0 always misses.) greater than Airborne units Attack Factor = No Effect. There is no Advance or Retreat in this Combat Segment.

17.6 German Airborne Reaction Combat Phase
The German player may now perform Fire Combat using the same method described for the Allies in the Airborne Combat Segment. No Artillery Support is allowed and two or more German units may NOT combine their Attack Strength before firing.

17.7 Glider Landings

DESIGN NOTE: The glider units came in later with a better idea of where they were going. However, it was a more dangerous landing considering the terrain, enemy fire and flooding. Glider units may land in any hex that is free of German units and EZOCs where a Line of Supply can be traced from the landing hex to a Pathfinder unit that belongs to the Glider units Division. Stacking limits may be ignored upon landing, but must be corrected by the end of the Allied Movement Phase. Glider units must roll for Survival and Accuracy: Note: Units scheduled for 7 June Glider Landings will arrive no matter what the weather. Survival: Roll 1D10 for each Glider unit. On a 1-2 the unit loses a step*. 310 has no effect. *Destroyed if a company or other one-step unit, apply a step loss if a full or reduced battalion. Accuracy: Roll 1D6 for accuracy. On a result of 1-3, the unit lands in the assigned hex. On a result of 4-6, it is off-target and lands one hex away. If off target, roll for direction and place the Glider unit in that hex. If the target hex is a Flooded hex, an all-Sea hex, an enemy occupied hex, or a hex adjacent to a German unit, apply Landing
to keep track of each battalions location. Beach hexes have a stacking limit of 6 Stacking Points like any other land hex. See 19.5 for stacking on the Commando beaches. Note that after the June 6 Invasion Turn, stacking in the Landing Queue is four units per hex. Other Units in Assault Hexes: Headquarters and units such as Recon and Artillery that are placed into the Assault Hexes may only land in a Beach hex that is not adjacent to any enemy unit or Strongpoint. They are placed alone and are not broken down for landing, and artillery units are flipped to their MOVED side (even if mechanized.) Both may stack as they move up in the queue. DESIGN NOTE: The Allied player will want to pay close attention to what units he wishes to land, and their position in the landing hexes.

CSP cost, but can only be used for combat support (adding the naval units value to the land units Attack Strength). This fire counts as the naval units fire for the day and they will not be available again until the next day. Flip the naval unit over to its fired side.
18.6 German Movement Segment
German units currently on the map may move normally in this segment, but have a reduced MA. Their MA is determined by the Beach Invasion Phase: Beach Invasion Phase 1: 1 MP Beach Invasion Phase 2: 2 MPs Beach Invasion Phase 3: 3 MPs Minimum one hex movement (10.3) is allowed in each phase but they may not move onto Beach-type hexes. All German units are considered to be in General Supply for the duration of the June 6th Invasion Turn There are no Mechanized Movement phases in the June 6th Invasion Turn. German units are allowed to break down into companies or build up into battalions in all three phases. All German units may move normally in the PM turn.
18.8.2 Beachhead Marker Placement
The Allied player chooses one non-Commando Landing Queue at each Landing Site (Utah, Omaha, Gold, Juno and Sword) and places the appropriate Beachhead marker in that Landing Queues Holding Box. This marker may never be moved. The Beach hex at the end of the Landing Queue becomes a Supply Source and an entry location for Allied Reinforcements. Stacking of Reinforcements in the Landing Queue: Place unlanded units in the landing queue. The stacking limit in the Landing Queue is now four units of any size (Bn or Co) per Assault Hex.
18.7 German Artillery on the Invasion Turn
German units and Strongpoints may call in specific Division and Corps artillery during Beach Invasion Phases 2 & 3, following all rules for using artillery fire support in combat except for the special rules listed below: There is no artillery fire in Phase 1. Only one artillery unit is allowed in each combat during the Beach Invasion Phases. Add its fire strength to the total Attack Strength; they may not fire alone. Artillery may use their intrinsic fire combat str of (1) during the Para drop and Landing phases without flipping over. An artillery unit may be fired once OR moved once during the Parachute Drop and three Beach Invasion Phases. For example, if a unit moves in the German Movement Segment of the 1st Beach Invasion Phase it cannot move or fire in the 2nd and 3rd Beach Invasion Phases. However, a mechanized artillery unit may move and then fire, but only in that order; once during the three Beach Invasion Phases. For example, if a mechanized unit moves in the German Movement Segment of the 2nd Beach Invasion Phase it can fire in the 2nd or 3rd Beach Invasion Phases, it could not move in the 3rd Beach Invasion Phase. Once flipped to the Moved side, artillery units are not flipped back until the end of the beach landing sequence, just before the 6 June PM turn. An artillery unit may be used during the beach landing phases if it is within range, and from the units listed on the chart below. Location Artillery Utah Beach: 1709, Brecourt Omaha Beach: Pt du Hoc, 352nd Gold Beach: 716/1716 Juno Beach: 716/1716 Sword Beach: 716/1716 Inland (vs. Parachute Units) Same Div. as spotter These artillery units may be used at the listed beach with a spotter.

18.9.4 Isolated Strongpoints
Strongpoints are considered Isolated, and must roll for elimination if at the end of any German Combat Phase after the June 6 PM Turn they cannot trace a Line of Supply of any length to a friendly unit or another Strongpoint. If Isolated, roll 1D6 at the end of each friendly Combat Phase. On a roll of 1 the Strongpoint is eliminated. A roll of 2-6 has no effect.
19.0 Allied Special Rules
19.1 Battleship Withdrawal
The Allied battleships are withdrawn from the battle on a random date between June 30th and July 5th. Role 1D6 during the Replacement & Reinforcement Phase of each Night Turn beginning on June 30th. On a result of 6, modified per below, all battleships are immediately withdrawn from the map permanently. On July 1st, add one to the die roll, on July 2nd, add two, and so-on. On July 5th the battleships are withdrawn automatically. Exception: The battleships Warspite, Ramilles, Rodney and monitors Roberts and Erebus are exempt from the withdrawal.

19.4 Mulberry Harbors

Mulberry Harbor markers represent the artificial harbors that the Allies built during the Normandy Campaign.
19.4.1 Mulberry Harbor Construction
There are two Mulberry Harbors available for construction. These may be built at two of the five beaches. On the June 7 Night InterPhase, the Allied player(s) select which two Beachheads on which to build the Mulberry Harbors, and then begins rolling 1D6 at the start of each Mulberry Harbor Construction Phase turn to determine the progress of the construction. Roll separately for each harbor, the number rolled is the amount of progress towards completion. Use the Mulberry x1 and Mulberry x10 markers on the Mulberry Track to record the accumulated results. When a harbors total reaches 21 it is considered to be ready. Players are not required to begin the construction of a particular harbor, and they may begin their construction on different turns. Historically, these were Omaha and Gold beachesthey were the most viable ports. However, as an option, Allied players my build them at other beaches. Mulberry Benefits: With a Mulberry Harbor in place, the Allied player receives the following benefits: Reinforcements may be placed on the Beachhead row and both
19.2 82nd & 101st Airborne Division Withdrawal
The US Airborne Divisions are withdrawn from the battle at some point between June 30th and July 5th. Roll 1D6 for each Airborne Division during the Replacement & Reinforcement Phase of each Night Turn beginning on June 30th, On a result of 6 modified per below, the Division must be removed from the map by the end of the next Allied PM Turn. On July 1st, add one to the die roll, on July 2nd, add two, and soon. On July 5th, any US Airborne Division not already removed is withdrawn automatically. Remove their counters from the map at the end of the July 5th Night Turn.

49RE/49

Corps Attachment Division Attachment
It is the Allied turn and they are attacking German unit A (III/5/3FJ) with all four adjacent units. The Division HQ and Corps HQ are in supply and circled in red for this example. German Unit B is adjacent to one of the attackers and has a ZOC on it, so it is subject to a Mandatory Attack requirement (12.3). The Allied players fire 143/49 artillery alone at it (13.0) to satisfy this need, so do not need to attack it by ground. For the attack on A, the Allied players add 69/49, plus 25th and 84th Corps artillery (adjacent to IC HQ). These units are not in range to 49th HQ, but are to I Corps HQ which the 49th draws supply from. All artillery units have the range, and this meets the attachment max of 3 units (including 3COLY Tank).
Now it is the German player turn, and they move two units of 3FJ Division adjacent to the 49th Div Engineers at C. It is cutoff from its division and out of supply. However, as 44RTR is within three hexes of the cutoff Engineer battalion, and attached to 49 Division, it will permit defensive artillery support (12.5.4). Three illustrated Allied artillery units were used during their attack phase, but the Allied players may select the remaining 107/2nd to add four strength points in the Engineer battalions defense. Note: Normally, Arm 4th Brigade could be attached to 49th Infantry in addition to 3 regular attachments. For purposes of this example however, they are treated as they would other Corps assets.

Hermanville-sur-Mer

2616 2617

-Plage

Le Hme

Dives-sur-Mer

2604 2604

Colleville-sur-Orne

Ouistreham

Merville

2705 2704

Bridging Example of Play

Ca na ld eC

St-Aubin0-0-6 -dArquenay

2812 2811

8/3/ 6

U.K. 107 and 147 tank of the 34th Brigade should arrive on 3 July, Priersnot at Start. -en-Auge

0-1-6Sallenelles

 

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