Annotation Key

This section describes the color-coded annotations contained in this set of prototype rules. It will be removed and/or not transcribed to the real rules set.

Table of Contents

[1.0] Introduction
COMMENTARY

Historical Context: The D-Day landings in Normandy, France were initially successful in spite of heavy losses incurred by the D-day assault forces. However, after a month of heavy fighting, the U.S. and British forces had advanced only a few miles from the beaches and were mired in the thick Normandy hedgerows. Despite their huge advantages in men, material and total air superiority, the Allies had been ground to a standstill by a well-orchestrated and tenacious German defense. The Germans, with lower numbers and dwindling resources, had effectively used the terrain to make the Allies pay for every yard gained. As losses mounted, both sides had reason for concern. The Allied leaders had become fearful of a World War I style stalemate. But on the other side, the Germans knew that the numbers game was against them; but to give up Normandy was to give up France.

The Killing Ground is a regiment/brigade level simulation of the 1944 Normandy campaign. Players will move infantry, artillery and armored formations in the conduct of offensive operations, choosing defensive lines, allocating supply, and assigning air units to ground support and interdiction missions. The campaign consists of three parts: the D-Day landing, the Build-Up, and the post-buildup Breakout; with scenarios provided for each part.

The rules to The Killing Ground are presented in sets of major sections, each section divided into numerous major and secondary cases. The Sequence of Play [4.0] regulates the order of the action in the game, while providing a brief summary of how these actions are undertaken. The remaining rules are more detailed, explaining every aspect of each major section.

IF YOU ARE NEW OR UNFAMILIAR TO HISTORICAL GAMES, DON'T PANIC! First look at the map, playing pieces and the charts and tables and then give the rules a quick read through. Please don't try to memorize them! Set up one of the single map scenarios and go through the Sequence of Play step by step. As questions arise simply refer back to the rules. After a couple of turns you will know most of what you'll need to easily get through the Game-turn.

[1.1] Scenarios

The game contains the following scenarios that cover the Normandy Campaign from the D-Day landings to the Breakout from Normandy:

  • Operation Overlord - D-Day and the Battle of the Build-Up: June 6 to June 18 [25.2]
  • Securing the Beachhead - Cherbourg and Caen: June 19 to July 5 [25.3]
  • Into the Cauldron - The Battle for the Hedgerows: July 6 to July 29 [25.4]
  • Breakout! - Operations Cobra & Goodwood: July 18 to August 2 [25.5]
  • The Killing Ground - The Campaign for Normandy: July 18 to August 22 [25.6]
  • Decision in Normandy - The Liberation of Northern France: June 6 to August 22 [25.7]
  • Operation Luttich - Hitler Strikes Back: August 7-12 KG: Do we still want to support this micro-scenario? [25.8]

[2.0] Game Components
[2.1] Inventory of Game Parts

A complete game of The Killing Ground will include the following:

  • 1 rules booklet
  • 3 map sheets
  • N charts & tables
  • N countersheets
  • 2 six-sided dice
  • 1 game box

[2.2] Game Map

The game map is composed of three separate 22" x 34" map sheets which, when joined together, form the Normandy battlefield. A hexagonal grid is printed over the maps to regulate movement and placement of the playing pieces. Each hexagon on the map represents about 2.5 kilometers.

[2.3] Charts and Tables

A number of visual aids are provided in the game to facilitate and display many of the game functions. These visual aids are printed in the rules, on the map, or on a separate card. The use of these charts and displays is explained in the appropriate rule sections.

[2.4] The Playing Pieces

The 900 cardboard playing pieces are provided in the game in four die-cut countersheets. These playing pieces are referred to as counters, markers or chits. Counters represent the actual military units that took part in the campaign while markers & chits are used to manage certain game mechanics.

[2.4.1] How to Read the Counters

The Killing Ground counter mix includes forces from various nationalities and armies. Each nationality and army is indicated by a color unique to that force. Players should take note that the units are not of uniform size. While most units in the game are regiments or brigades, many are not, and the size of a unit is important in some aspects of the game.

[2.4.2] Examples of Units

(Insert examples here...)

[2.4.3] A Note on Reading Unit Designations and Types

In The Killing Ground a unit's designation plays an important role in the game and therefore it is absolutely necessary for players to familiarize themselves with reading those designations. In most cases, a unit's regimental number (or in the case of smaller formations, its battalion number) is printed on the left hand side of the counter next to the unit's type classification. The numbers at the top of each combat counter are given as division/corps (the division designation is larger than the corps designation) or simply by corps number in the case of corps level units. Units with no corps designation may attach themselves to any corps at anytime.

EXAMPLE: The units at left are identified as the 304th Panzergrenadier Regiment, 2nd Panzer Division and the 2nd Panzer Battalion, 3rd Regiment, 2nd Panzer Division (German).

A unit's size plays an important role in the game for stacking and combat. It is indicated on the counter as follows:

II = Battalion; III = Regiment; X = Brigade; KG = Kampfgruppe; Cadre = Cadre

Headquarters Units

Headquarters units have size indicators, but they denote the echelon of their command and not their size. These echelons are indicated as follows:

XXX = Corps; XXXX = Army

Breakdown Battalions

Breakdown battalions are smaller size units made up of elements of regiments and support battalions. Breakdown battalions are identified by the use of brackets around their size indicator, [II], as well as having a 'plus' icon on the counter.

Weapons Nests

Weapons Nests (WN) represent the hardened emplacements manned by German troops to protect the Normandy coast. There are two types of weapons nest: coast artillery and tobruks. They can each be identified by the unique icons on the counter. Weapons Nests are battalions with certain limitations.

Garrisons

Garrisons (G) represent encamped enclaves of German troops detailed with defending inland areas away from the Normandy coast. Garrisons are identified by a garrison icon on the counter. Garrisons are battalions with certain limitations.

Summary:

  • all brigades are considered to be regiments
  • all KG units are considered to be regiments
  • all HQ units are considered to be battalions [11.1.1]
  • all cadre units are considered to be battalions [9.4]
  • all WN units are considered to be battalions
  • all Garrison units are considered to be battalions

KG: The Army Designations may no longer be on the counters going forward.

U.S. Army Designations

Prior to Game-turn 27, all U.S. units are considered to be in 1st Army regardless of unit designation. Only the designation at the top of the counter is used prior to Game-turn 27, not the square or circle army designation. Upon 3rd Army activation, the Allied player must use the square or circle army designation and the Corps designation inside those symbols (if any). The division number always remains the same.

(Insert counter example here...)

EXAMPLE: The 35th Div. is in the 5th Corps/1st Army before converting to the 12th Corps /3rd Army after 3rd Army activation on Game-turn 27.

British/Canadian Army Designations

The British 2nd Army is designated by yellow or orange bands across the top of the units. The 1st Can. Army is designated by green bands across the top of the unit. Those British units without a band may be used by both armies. Unlike the U.S. Army the designations on British/Canadian units never change upon activation of 1st Canadian Army, although the HQ units get switched out. Prior to activation, units of the 1st Can. Army are considered in 1st British Corps or 2nd Can. Corps of the British 2nd Army.

German Army Designations

German units have no army designations printed on them but must always be considered to be in one of the two German armies; VII Army or V Panzer Army (or Panzergruppe Eberbach). The corps headquarters to which it traces supply determines which army a unit is in and its affiliation must be determined during the Supply Segment.

[2.4.4] Markers and Chits

Most markers and chits in The Killing Ground are informational tokens used on charts and tables to manage game state information. One example would be the Game Turn marker which is placed on the Turn Record Track to identify the current game turn.

Some markers are back-printed with additional state information to manage more complex game state information. An example of this would be the Weather marker which is backprinted with "Rain". This combination allows one marker to show the additional possible state of Rain during Light or Heavy Overcast weather. To track these secondary states, a player simply flips or sets the marker on the appropriate face when placed on a chart or table.

Unit State Management: Each individual unit in the game has its own state and the types of possible states can vary among different types of units. On the other hand, some states are common and one marker or chit can be used to show a state shared among more than one unit in a stack. One example of this is the Disorganized marker. One Disorganized marker can be used to show that all units in a stack under a Disorganized marker are disorganized.

Aligned Value Chits: Some chits have numeric or other other types of information aligned to one or more edges of the marker. In order to show the current value of the chit, the marker must be aligned such that the current value is the value along the top edge.

[2.5] Unit Types

Mechanized

Armor Brigade (Armor)
Mech Infantry (Infantry Type, 4 Steps)
Motorized Infantry (Infantry Type, 2 Steps)
Reconnaissance
Self-Propelled Artillery
Motorized Artillery
Motorized Rocket Artillery
Armoured Engineer Battalion (Armor)
Tank Battalion (Armor)
Heavy Panzer Battalion (Armor)
Heavy Panzer Battalion (Armor,Replacement)

Non-Mechanized

Infantry (Infantry Type)
Airborne Infantry (Infantry Type)
Glider Infantry (Infantry Type)
Static Infantry (Infantry Type)

D-Day

Fallschirmjäger Breakdown Battalion
Merville Battery (Coast Artillery)
Reduced
Longues-sur-Mer Battery (Coast Artillery)
Widerstandsnest (WN)
Ste. Marie du Mont (Garrison)

Markers

[3.0] Glossary of Game Terms
[3.1] Core Unit Concepts

Movement Allowance: A quantitative measure of a unit's mobility expressed in movement points.

Combat Strength: A quantitative measure of a unit's attack and defense value.

Combat Class: A letter (A through E) expressing the relative size and combat firepower of a unit in terms of its historical manpower and equipment.

Effectiveness Rating: A quantitative measure (1 through 3) of a unit's ability to perform in combat.

Untried Units: A state where an Allied regiment has not yet been exposed to combat and does not have an Effectiveness Rating.

Strength Chit: A marker placed under a regiment that determines the combat strength of the unit.

Army: A single army within a nationality or army group. Example: U.S. 1st Army.

Nationality or Army Group: Two armies within a single army group or nationality. Example: U.S. 1st Army and 3rd Army are one nationality (or one army) group.

Disorganized: A state describing a unit's inability to perform its tasks efficiently, typically as a result of combat or lack of supply.

Regroup: A state describing a unit's recovery from disorganization.

[3.2] Logistics State Concepts

Logistics State: The measure of the logistics capabilities of the Allied and German forces. Each force operates under its own logistics state.

Build-Up: The Allied logistics state starting on June 7 (GT 1) that continues until both Allied Depots have been constructed.

Operational: The Allied logistics state starting on the turn that the Allied Depots have been constructed.

In-Reserve: The German logistics state starting on June 7 (GT 1) that continues until V Panzer Army is committed.

Committed: The German logistics state starting on the turn that V Panzer Army is committed.

Allied Corps HQ Support Range: The distance, counted in hexes, from a valid supply source to an Allied corps HQ. This range is dependent on the Allied Logistics State.

Supply Range: The distance, counted in hexes, from a corps HQ to a combat unit which it supplies. This range is fixed for Germans and variable for the Allies, dependent on the Allied Logistics State.

[3.3] Invasion & Beach Landing Concepts

D-Day: Refers specifically to the D-Day Invasion Turn and the special rules used to cover the initial Allied landings. Scenario specific rules for D-Day are presented in a separate booklet (see D-Day: June 6, 1944 Game-turn 1 Playbook).KG: Still? I mean, I love it, but it may become part of a larger scenario playbook?

Airborne Landing Hex: Locations marked on the map with letters used to determine the initial target drop zones of Allied airborne units.

Active Weapons Nest: A German WN that is not under Regroup or Disorganized.

Beach Display: The offshore group of landing aids (Landing Phase Track, Landing Display, Landing Boxes and Obstruction Track) that connect a named beach to its Beach Landing Hexes.

Beach (or Landing Beach): A group of Beach Landing Hexes connected to a named Beach Landing Display.

Beach Landing Hex (or Beach Hex): A coastal hex connected to a Beach Display where Allied units land from off shore.

Holding Boxes: Allied and German display areas on the Turn Record Track that temporarily hold combat units prior to entering play. Most units are parent regiments of breakdown battalions that are in-play on the map. The box also holds Headquarters and Artillery units prior to transfer to their Floating Reserve Boxes.

Landing Display: The 2 landing boxes on each named beach are used for placement of units and Support Points (SPs) prior to landing.

Landing Phase: A game segment that occurs during the D-Day Invasion Turn Activity Stage only. The Allied player brings assault units ashore during each Landing Phase and both players can move, conduct combat, and recover units.

Sea Landing Segment: The Build-Up segment whereby Allied units move from ships located offshore (the Floating Reserve) to the landing beaches.

Offshore: Refers to any Allied counters not located on a numbered map hex. A unit in a numbered hex is considered on the map for the purpose of these rules.

Mulberry: The Mulberries were two artificial harbors constructed by the Allies offshore at Arromanches and Omaha Beach and are represented in the game as their own Landing Displays. The Mulberries are constructed during the Build-Up using the Mulberry Constuction Track and impact the rate of construction of the Depots and the number of units and Support Points and units the Allies can land during the Army Support and Sea Landing Segment.

Depot: The two Depots represent the robust Allied logistical network that supported allied operations against the Germany army. They are constructed during the Build-Up sequence of play. Once completed, the sequence of play transitions to the Operational Logistics State.

Rail Movement: A mechanism by which German reinforcements may enter the game map. Entry is limited by the availability of German Rail Points and by the effectiveness of Allied Rail Interdiction.

Rail Interdiction: The use of Allied air power to limit the ability of the German player to use Rail movement.

[4.0] Sequence of Play
[4.1] The Game-turn

Each game is played in a number of Game-turns consisting of two Player-turns each (one Allied and one German). The player whose Player-turn is in progress is called the Phasing Player. The phasing player's opponent is the Non-Phasing Player.

From June 7 on, the Turn Record Track is used to mark which game turn is the current turn. Each turn represents one day of actual time.

D-Day (June 6th) is handled separately from the rest of the game.

[4.2] Game-turn Sequence Outline

Each game-turn must proceed exactly as described in the following outline. Some steps in the outline are performed only in the Build-Up and some only performed once the Allied depots are Operational. Players transition from the Build-Up to Operational during the Transition Segment.%%Transition Segment%% Refer to the Killing Ground: The Build-Up Sequence of Play card for a detailed Sequence of Play.

  1. WEATHER AND AIR DETERMINATION STAGE
    1. Weather Segment: The Allied player reveals the weather for this turn and rolls for rain if required. The Allied player then rolls for the Sea Condition and moves the markers to the appropriate box on the Weather and Sea Condition display. The Allied player then rolls for the June Weather Pattern if required. Finally, the Allied player secretly rolls for the weather for the next turn.
    2. Allied Air Segment: The Allied Player determines how many Air Points he will receive for the current Turn and allocates these Air Points between Movement Interdiction and Ground Support [17.2]. The Allied player then determines the amount of Air Points used for Supply Interdiction.
    3. Allied Rail Interdiction Segment [Build-Up]: The Allied player may use the last unit from the air units assigned to Supply Interdiction; place the unit interdiction side down in the Rail Interdiction display on the map.
    4. Allied Naval Bombardment Segment [Build-Up]: The Allied player may use Naval Bombardment against coast artillery or for Naval Fire Protection (see 26.8.2 and 26.8.3)
  2. MUTUAL SUPPORT AND SUPPLY DETERMINATION STAGE
    1. Allied Corps Support Segment [Build-Up]:
      1. Corps Support Radius: The Allied player checks the Mulberry Construction Track to determine each army's current Corps HQ radius (see 26.10.5). Place an Unsupported marker on Corps HQs that are beyond that radius (see 26.10.1).
      2. Army Reserve SPs: The Allied player determines if Support Points must be spent from the Army Reserve SPs to keep any of his Corps HQs supported.
        1. Each Corps HQ that is currently marked unsupported must be supported with an SP.
        2. Each Corps HQ that is beyond the current Corps HQ Support Radius must be supported with 1 or more SPs.
        Note: Allied Army Reserve SPs do not get allocated to Corps during the Build-Up. The Corps Support Level is a fixed value of "1" (see Corps HQ Radius Track on the map) and does not change until the Allied Depots are Operational (see 26.10.2).
    2. Allied Corps Support Segment [Operational]: The Allied player first determines how many, if any, Support Points must be spent from the Army Reserve SPs to keep his corps HQs supported (see 10.5.1). The Allied player determines how many SPs to allocate to each corps and transfers that number of SPs from the Army Reserve SPs to each corps (SPs to each corps is limited by the current Daily Corps Support Level of each army, see 10.1.1a). The Allied player may resupply a number of his reduced artillery units (at no cost in SPs) equal to the Artillery Support Level indicated on the Daily Corps Support Level track (10.4.2).
    3. German Corps Support Segment:The German player allocates SPs to those corps that will be supported for the game-turn (10.2.1a and 10.5.5).
    4. German Corps Support Segment [In-Reserve]: The German player can support one Corps HQ and one artillery unit for free (see 26.10.6).
    5. Artillery Support Segment: Both players may resupply as many reduced artillery units as they wish to by using Army Reserve SPs (see artillery supply 10.4).
    6. Supply Segment: Both players determine the supply status of all their units on the map. Units are determined to be either In Supply, Out of Supply or Isolated. Unit attachments are established at this time (see 11.7). The supply status determined in this phase is in effect until the next Mutual Supply Determination Phase.
  3. ALLIED PLAYER-TURN
    1. Operation Phase
      1. Allied Operation Segment: The Allied player may initiate an Operation or continue to support any current ones. If there are none, then this segment is skipped. If an Operation is declared, the player identifies which HQ (and its combat units)are in an Operation and flips that HQ to its Operation side. SPs are then allocated for that corps and any other corps currently in an Operation [15.0]. The Allied player announces if he will conduct carpet bombing and places the Carpet Bombing markers in the target hexes at this time.
      2. German Operational Initiative Segment: Only those German units that are part of a corps that is conducting an Operation and has Operational Initiative (see 15.3.8), conduct their German Operation Phase, undergo Allied Targeted Air Interdiction attacks, and conduct their German Movement and Combat Phases at this time.
    2. Army Support and Replacement Phase
      1. Army Support Segment: The Allied player activates a new army if eligible to do so [21.0]. He now determines how many support points he will receive by rolling a die for each Allied nationality on the Allied Support Table (see 10.1.1c), and adds them to each nationality's Army Reserve Support Point total.
      2. Replacement Segment: The Allied player determines how many replacement points he receives this turn. He then may add replacement points to any reduced eligible units per the Replacement rules [19.0]. Eligible units may be removed for resting [19.5]. Reinforcements are placed on or adjacent to an Allied supply source hex.
      3. Allied Army Boundary Segment [Build-Up]: The Allied player may change the Army Boundary Line at this time [22.0].
    3. Movement Phase
      1. Tactical Movement Segment: The Allied player may move any or all of his eligible units by using tactical movement. Breakdown battalions may combine into their parent regiment during this phase [7.3.5]. During an Operation, units that will be placed in Reserve must be marked with a Reserve Marker and will have limited movement during this phase [15.5]. Only units of a Corps in an Operation may be placed in Reserve.
      2. Strategic Movement Segment: The Allied player may now move the remainder of his units by using strategic movement. Units marked with a Reserve Marker may not move during this segment.
    4. Combat Phase
      1. Carpet Bombing Resolution Segment: The Allied player resolves any assigned carpet bombing missions [17.8].
      2. Combat Segment: Allied units must attack all adjacent German units as per the normal rules for combat. Units in certain types of terrain may be exempt from mandatory combat. A combat ratio is determined for each attack, modifiers are applied and two dice are rolled. The combat result is determined from the Combat Results Table and attrition losses. Step losses, disorganization, retreats and advances are performed.
      3. Reserve Movement Segment: Any Allied unit marked with a Reserve Marker may move the remainder of its printed Movement Allowance using Tactical Movement [15.5].
      4. Reserve Combat Segment: Allied Reserve units that moved may attack adjacent enemy units but must attack all enemy units as required by the normal rules for combat. Artillery and units not in Reserve may not participate in these attacks.
    5. Targeted Air Interdiction Phase: The Allied player may use Movement Interdiction Air Points to conduct Targeted Air Interdiction on specific hexes [17.6]
    6. Engineering Phase:
      1. The Allied player may flip any construction markers to their completed sides. He may now place new construction markers face down (construction side up). The Allied player may remove bridge construction markers restoring the bridge in the hexside and place new bridge construction markers on any other destroyed bridge hexside.
      2. The Allied player may flip any construction markers to their completed sides
      3. The Allied player may place new construction markers face down (construction side up)
      4. The Allied player may remove bridge construction markers restoring the bridge in the hexside and place new bridge construction markers on any other destroyed bridge hexside
    7. Engineering Phase [Build-Up]:
      1. The Allied player may clear Beach Obstructions
      2. The Allied player may construct Mulberries
      3. The Allied player may construct Depots
    8. Disorganization/Regroup Phase:
      1. The Allied player returns all units with a Regroup marker on them to normal.
      2. The German player may regroup any disorganized units by flipping its Disorganized marker to its Regroup side.
      3. The Allied player resets the Naval Bombarment marker to 0.
  4. GERMAN PLAYER-TURN
    1. Operation Phase
      1. The German player may initiate an Operation or continue to support any current ones per the rules for German Operations [15.3]. Note: A German Operation with Operational Initiative will conduct its Operation, Targeted Air Interdiction, Movement and Combat Phases during the Allied Operation Phase (see 12.2.7).
      2. The German player may transfer SPs to the German Operations SP total (see 12.2.2).
    2. Army Support and Replacement Phase
      1. Army Support Segment: The German player receives 8 Support Points when V Panzer Army is In Reserve and 12 Support Points when V Panzer Army is Active, minus the number lost to Allied Air Interdiction and control of German supply sources, and distributes them between his two armies (see 10.2.1b).
      2. Replacement Segment: The German player determines how many replacement points he receives this turn and may roll on the German replacement Table to determine the replacement types (17.1.2 and 17.1.3). Reinforcements are placed on the map or in an OMM box in accordance with the rules for reinforcements (16.1 and 17.2.8).
    3. General Air Interdiction Phase: The Allied player determines the effects of General Air Interdiction on German movement for the upcoming German Movement Phase per the Air Interdiction rules (15.5.1).
    4. Movement Phase
      1. Tactical Movement Segment: The German player may move any or all of his eligible units by using tactical movement. Breakdown battalions may combine into their parent regiment during this phase [7.3.5]. During an Operation, units that will be placed in Reserve must be marked with a Reserve Marker and will have limited movement during this phase [15.5]. Only units of a Corps in an Operation may be placed in Reserve.
      2. Strategic Movement Segment: The German player may now move the remainder of his units by using strategic movement. Units marked with a Reserve Marker may not move during this segment.
    5. Combat Phase
      1. Combat Segment: German units must attack all adjacent Allied units as per the normal rules for combat. Units in certain types of terrain may be exempt from mandatory combat. A combat ratio is determined for each attack, modifiers are applied and two dice are rolled. The combat result is determined from the Combat Results Table and attrition losses. Step losses, disorganization, retreats and advances are performed.
      2. Reserve Movement Segment: Any German unit marked with a Reserve Marker may move the remainder of its printed Movement Allowance using Tactical Movement [15.5].
      3. Reserve Combat Segment: German Reserve units that moved may attack adjacent enemy units but must attack all enemy units as required by the normal rules for combat. Artillery and units not in Reserve may not participate in these attacks.
    6. Engineering Phase: The German player may flip any construction markers to their completed sides. He may now place new construction markers face down (construction side up). The German player may remove bridge construction markers restoring the bridge in the hexside and place new bridge construction markers on any other destroyed bridge hexside.
    7. Engineering Phase [Committed]: The German player construct entrenchments.
    8. Disorganization/Regroup Phase
      1. The German player returns all units with a Regroup marker on them to normal.
      2. The Allied player may regroup any disorganized units by flipping its Disorganized marker to its Regroup side.
      3. The Allied player resets the Naval Bombarment marker to 0.
      4. The Allied player returns all air units to the cup.
  5. GAME-TURN INDICATION STAGE
    1. Victory Point Segment: Both players record victory points (positive or negative) due to them and add them to their Victory Point Tracks. On every fourth Game-turn (indicated by a shaded space on the Turn Record Track) the Allied player determines the number of city hexes that are Allied controlled and adds this number to his Victory Point total.
    2. Withdrawal from Normandy Declaration Segment: The German player determines if he will (or must) declare Withdrawal from Normandy.
    3. Game-turn Indication Segment: The Game-turn marker is advanced on the Turn Record Track to indicate the end of this Game-turn and the beginning of a new Game-turn.

[5.0] Limited Intelligence
COMMENTARY

In war, commanders are rarely able to ascertain the exact strength and ability of their own troops, and even more so for assessing their enemy. In Normandy, both sides had difficulty in assessing exact enemy strength and coordinating their own forces to achieve maximum impact. This inability coupled with variations in unit morale and capability often resulted in unexpected combat results. This variability and uncertainty is captured in the Limited Intelligence rules.

[5.1] Play Restrictions

In the spirit of the game, players should abide by the following limitations that increase uncertainty about the opponent's strength and condition.

[5.1.1] Players may not examine opponent's stacks except by observing the top-most unit within the stack. Information markers such as out-of-supply, disorganized, Improved Position, etc. do not apply for this purpose. A player must tell his opponent if any units in the hex exert a ZOC, the type of ZOC, if the top-most unit does not, or mark it using some agreed upon method.

[5.1.2] Players may not choose to withdraw from combat or remove or change units participating in a combat once the combat strengths of either player's units have been revealed.

[5.1.3] Players may not record the unit strengths of opposing units.

[6.0] Stacking
GENERAL RULE

In all terrain types other than hedgerow, bocage and forest, no more than three units may stack in the same hex at the end of any Movement Phase. In hedgerow, bocage and forest type hexes, no more than two units may stack in the same hex. These may be any combination of various unit sizes and types subject to the following conditions.

[6.1] Movement Stacking Conditions

[6.1.1] Units may freely move through hexes without regard to stacking limitations during a Movement Phase. There is no movement point cost to stack or unstack units.

[6.1.2] In addition to the limitations defined above, no more than two regiments (any combination) may occupy a given hex at the end of movement.

[6.1.3] Headquarters are a battalion size unit and count against stacking limits if more than one stacks in a given hex.

[6.1.4] Cadre units count as a battalion size unit.

[6.1.5] At the end of a player's Movement Phase, or upon discovery during the game, any hex with an excess of units above the stacking limit must disorganize and the excess units must immediately retreat at least one hex by the owning player.

[6.2] Combat Stacking Conditions

[6.2.1] No more than one regiment may attack from or be attacked in any given hex during the Combat Phase. When more than one regiment is stacked in a combat hex, the owning player may choose which one will participate in the combat at full strength. The other regiment may participate, but may only add its cadre strength (and cadre ASV if any) to the total strength of the stack.

[6.2.2] All battalion size units in a given combat hex must attack or be attacked.

[6.2.3] All units in the combat hex are affected by the combat result.

[6.2.4] Units in a combat may not participate in a subsequent combat in the same Combat Phase; however, they may provide divisional integrity in subsequent combats if all other requirements are met.

[6.2.5] When providing artillery support only, up to 3 artillery units may participate in an attack from the same hex.

[6.2.6] Combat stacking restrictions are never affected by the terrain of the defending hex(es).

[6.3] Retreat Stacking Conditions

[6.3.1] Retreating units may violate stacking limits when retreating through or into other hexes. The stacking violation must be corrected during the owning player's subsequent Movement Phase (see 6.1.5).

[6.3.2] When unit(s) reach the last hex of their retreat and the placement of those units in that hex will violate stacking limits, the unit or stack of units may retreat one further hex away, even if this additional retreat will violate stacking limits.

[6.4] Stacking Conditions when Advancing After Combat

[6.4.1] When unit(s) advance after combat, they must always abide by stacking limits.

[7.0] Movement
GENERAL RULE

Movement is regulated by the printed hexagons on the mapboard. During the Movement Phase, the Phasing Player may move all, some, or none of his units as desired. Movement is expressed in terms of movement points, which are expended in varying amounts as a unit moves from hex to hex depending on terrain and other factors such as the presence of enemy units, supply or the type of movement being performed. As long as a unit does not spend more movement points than are available in its movement allowance, it may be moved as many or as few hexes as desired. Unused movement points may not be accumulated from turn to turn, nor may they be transferred to another unit. Units are moved individually, in any order the phasing player desires, tracing a path of contiguous hexes through the hex grid. Once a player begins moving a particular unit, he must complete its movement before any other unit is moved.

[7.1] How Units are Moved

[7.1.1] All units belong to one of two movement classes: mechanized or non-mechanized. Mechanized (mech) units are all armor types, armored infantry, motorized infantry, self-propelled artillery, Allied artillery, armored engineer, and reconnaissance. All other types are non-mechanized (non-mech).

[7.1.2] Movement points expended for terrain are summarized on the Terrain Effects Chart. Mechanized units use the mechanized costs and non-mechanized units use the non-mechanized costs. Note: Allied non-mech artillery and anti-tank units and German non-mech Flak AA units may use either (see %%Flak Movement%%).

[7.1.3] Combat may never occur during the Movement Phase.

[7.1.4] During the Movement Phase, the phasing player decides if each unit will move Tactically, Strategically, or move at all. Units may not move both Tactically and Strategically in the same phase. Units in an Operation that are designated as Reserve split their movement allowance between the Movement Phase and the Reserve Movement Segment (see 15.5).

[7.1.5] A U.S. infantry regiment may move as a mech unit if it begins and ends its Movement Phase stacked with a Truck Marker (see scenarios for U.S. truck availability). A truck marker may be placed with any U.S. infantry unit but once placed it must remain with that unit until it is "reassigned". To reassign a truck, the Allied player removes the truck from the unit at the start of the Allied Movement Phase and places it on the new unit at the end of the same Movement Phase. If the infantry unit is eliminated then the truck marker is permanently lost as well. Truck markers stack for free.

[7.2] Movement Restrictions

[7.2.1] A unit may never enter a hex occupied by an enemy unit.

[7.2.2] A unit must cease all movement the moment it enters an enemy controlled hex (see ZOC, 5.0), and move no further that phase. A unit that begins the Movement Phase in an enemy controlled hex, however, may leave that hex by expending some of its movement allowance in addition to the cost of the hex entered (see 5.1.2). This movement may only be made if the first hex to be entered is neither enemy controlled nor prohibited to the unit in question (Exception; see 5.2.1 and 5.2.4).

[7.2.3] Friendly controlled hexes never affect the movement of friendly units. A friendly unit may freely move through hexes occupied by friendly units.

[7.2.4] Advances and retreats due to combat are not considered to be movement and do not cost movement points (see 8.11).

[7.2.5] There is no limit to the number of friendly units that may be moved through a given hex. There are, however, limits to the number of friendly units which may end the phase stacked together (see Stacking 6.0).

[7.2.6] As long as it does not move from one enemy controlled hex to another, a unit may always move at least one hex, even if it does not possess enough movement points to accomplish the move normally (exceptions: see 5.2.1). A unit may not use this rule to move into terrain it could not normally enter.

[7.2.7] Mech units may not cross a minor or major river hexside unless the hexside is traversed by a primary or secondary road. Mech units may not use a minor road as a bridge hexside. However, an Allied mech unit (in supply) may cross any type of river hexside if it begins adjacent to the river hexside and expends all its movement allowance to do so (even into an enemy ZOC). Similarly, a non-mech unit (in supply) may cross a major river hexside if it expends all its movement allowance to do so.

KG: I'm just going to throw this out there. Do we want to add "dismounted" markers for mech units which cross a river seemingly w/o their mobile transport?

[7.2.8] A unit can only move from hex A to hex B if it could also move from hex B to hex A.

[7.2.9] A unit must move along connected road hexsides in order to use road movement rates. When moving along a road, a unit pays the movement cost of the entered terrain if crossing a destroyed bridge hexside.

[7.3] Tactical Movement

[7.3.1] A unit must employ tactical movement in order to enter enemy controlled hexes and perform combat in the ensuing Combat Phase.

[7.3.2] When using tactical movement, a unit employs its printed movement allowance, and pays terrain costs as noted on the Terrain Effects Chart.

[7.3.3] A unit that enters a hex through a road hexside may ignore the normal movement point costs associated with the hex and pay only one movement point with the following exception:

  • A mech unit pays 2 MPs when entering a lowlands or flooded hex by road and is under Regroup at the end of its movement.

KG: Add regroup note to the TEC as this detail often gets missed during play.

[7.3.4] German non-mech units pay only one movement point to enter a bocage hex if there is no bold result on the Allied Interdiction die roll.

KG: Also add a note to the appropriate charts as this detail also gets missed during play.

[7.3.5] Recombining Breakdown Units During Tactical Movement: Both Allied and German breakdown battalions can recombine into their parent regiment during their friendly Tactical Movement Segment. Recombining breakdown battalions must be able to move in accordance with the movement rules into a single hex. Once in a single hex, players may replace the battalion counter(s) with their parent regiment counter. The unit must cease movement for the remainder of the movement phase. See (18.3 Allies), (20.7 German), and the Breakdown Battalions Build-Up Guide for information on each unit.

After Recombination:

  • Apply step losses if appropriate for Allies per [18.3.1] or for German per [20.7]
  • Check for Allied associated units [18.3.2]
  • If any of the battalions are Disorganized, the regiment is marked Disorganized. Otherwise, place a Regroup marker on the recombined regiment
  • If any of the battalions are marked Out-of-Supply, retain that status for the recombined unit

[7.4] Strategic Movement

[7.4.1] A unit may only employ strategic movement if it starts, ends, and remains at least three hexes away from enemy units at all times during the Movement Phase. This distance is defined by counting from the enemy unit (exclusive) to the moving unit (inclusive) i.e. there must be two intervening hexes between the units. A disorganized unit may not use strategic movement (see 8.12.3).

[7.4.2] Units using strategic movement use their printed movement allowance. Units pay the normal movement costs listed on the Terrain Effects Chart; however, they use the parenthesized fractional cost for strategic movement along a road. Exception: Minor Roads may not be used during Strategic Movement (use the cost of other terrain in the hex. Example: a mechanized unit travelling along a primary road would only spend 1/3 of a movement point per hex entered.

[7.5] Off-Map Movement Areas

[7.5.1] The boxes with city names around the hexagonal map represent regional areas for Off-map Movement (OMM) and are referred to as Off-Map Movement areas or boxes. An Off-Map Movement area can be used by both players, however, once Allied controlled, an OMM box may not be entered by German units (see 4.6). German units must leave an Allied controlled OMM area in the next Movement Phase, but only if they enter the map or another German OMM box, or are removed for VPs. All OMM areas are considered German controlled until controlled by an Allied unit.

[7.5.2] Units may only move into an OMM area from the map by using the hexes indicated by the lines between the designated hexes to which the area is adjacent. Likewise, units may only enter the map at those hexes designated by the OMM area. A unit pays 1 MP to move from the map edge into an OMM area. A unit that begins the Movement Phase in an OMM area may move to an adjacent OMM area using its entire movement allowance or onto the map at no additional cost in movement. Units that become Isolated in an OMM area may not move to another OMM area.

[7.5.3] There is no combat in Off-map Movement areas.

[7.5.4] An Allied unit may not enter an East OMM area from another OMM area after Withdrawal from Normandy is declared (see 21.5).

[7.5.5] Some Off-map Movement areas are marked as German supply sources (see 14.0). Once it is Allied controlled, an OMM area may not be used as a German supply source (see 10.2 and 11.2).

[7.5.6] Allied Controlled OMM Areas

Garrison Requirements: The Allied player must maintain a force of at least 3 non-artillery units in an Off-map Movement area in order for the OMM area to be considered Allied controlled (one unit must be a regiment size unit). Brittany OMM areas are considered Allied controlled after all required Allied units have exited into Brittany (and do not require a garrison). Likewise, except for Le Mans, all southern OMM areas are considered Allied controlled after all required Allied units have exited to the Loire. Once entered, the Allied player must always maintain an occupation garrison in Le Mans. Only British/Canadian units may enter OMM areas marked with a British flag. British/Canadian units may not enter an OMM area from another OMM not marked by a British flag symbol. An OMM box must be controlled by the Allied player to receive the VPs from it.

Supply: An Allied unit is considered out of supply in an OMM box unless the OMM box it occupies has a supported HQ unit of the same army in it. A unit is considered isolated if the two adjacent OMM areas are enemy controlled and a supply line can not be traced onto the map to a proper supply source or if the HQ unit that it traces to is unsupported.

[7.5.7] Off-map Movement Transit Display (Single-Map Scenario)

When playing the single map game, German reinforcements must first transition through the OMM Transit boxes in the Off Map movement Transit Display. The OMM Transit Boxes marked Reinforcements, have the same numbers as the OMM boxes found on the east and west maps. During the Movement Phase, units in an OMM Transit Box may be moved from one Transit Box to another or if positioned to do so, move from the Transit Display to one of the OMM boxes at the edge of the map (see 4.5.2). German reinforcements are placed in the OMM Transit Boxes with the same entry numbers as indicated in the reinforcement schedule on the Turn Record Track.

Note: The Allied player may never control OMM areas when playing on the single map.

[7.6] Artillery Movement

[7.6.1] Non-mech Allied artillery and anti-tank units and German flak AA unit (Flk) have the option to move as mech units at double their printed movement allowance.

KG: add an icon to the counter as a visual cue?

[7.6.2] An artillery unit may not use its Offensive Barrage Strength in the same player-turn if it moved during the Strategic Movement Segment (Place a Regroup Marker on the unit after such movement).

KG: use an Artillery Moved marker in place of Regroup? Artillery regroup may have other meanings / consequences.

[7.7] German Rail Movement

[7.7.1] During the German Rail Movement Segment, units may be taken from the German Rail Reinforcements box and placed in town or city hex that has a connected railroad station. Each unit so placed uses one unit of the German Rail Capacity.

[7.7.2] Rail Interdiction: For each unit moving by rail the German player rolls one die, adding the Interdiction value of an air unit assigned to Rail Interdiction or the bold number result from General Air Interdiction [17.5.1] plus other modifiers indicated in the German Rail Reinforcement box (see Map). If the die roll is five or less the unit remains in the hex. On a result of 6 or greater, the movement is interdicted and the unit must be returned to the German Rail Reinforcements box.

[7.7.3] To be described...

KG: There are three methods in mind: 1) If the RR station hex is not in enemy control, it is eligible. 2) If the RR station is some distance away from enemy control, it is eligible. 3) There is a small RR map showing connectivity and a station is eligible if one can run a "route" to/through other eligible stations to the map edge... 3a) The route could be subject to on-map RR bridge integrity... The trouble with the latter is that we could go down a slippery slope and allow for targeted RR interdiction air missions to kill RR bridges and stations. I'd rather keep it abstract, but not more abstract than it needs to be.

[8.0] Zones of Control
GENERAL RULE

The six hexes that surround a unit constitute the Zone of Control (ZOC) for a ZOC-capable unit. Hexes in the ZOC of a unit are called controlled hexes. Zones of Control affect movement, combat, and supply. Units which exert a ZOC do so at all times during a game turn. Unit that are Disorganized or Regrouping do not exert a ZOC (See 8.12).

[8.1] Types of Zones of Control

[8.1.1] There are two types of ZOC: Regimental ZOC (RZOC) and Battalion ZOC (BZOC). Rules that pertain to ZOC pertain to both types of ZOC, unless specifically noted.

[8.1.2] All non-cadre regiments exert an RZOC. All battalions marked with a Battalion ZOC bar symbol exert an BZOC. No other units exert a ZOC of any kind.

<Insert Graphics Examples...>

[8.2] The Effects of ZOCs on Units and Supply

[8.2.1] All units must cease movement immediately upon entering an enemy ZOC and can move no further that phase.

[8.2.2] Cost to Enter and Leave a ZOC

There is an additional movement point cost to enter and leave an enemy RZOC:

  • Non-mech unit: When a non-mech unit enters or leaves an enemy RZOC during its movement, it expends one (1) additional movement point plus the cost of the terrain entered.
  • Mech unit: When a mech unit enters or leaves an enemy RZOC during its movement, it expends three (3) movement points plus the cost of the terrain entered.
There are no additional movement point costs to enter or leave a BZOC.

[8.2.3] Moving from ZOC to ZOC

Generally, units may not move directly from one hex in an enemy ZOC to another hex in an enemy ZOC. There are two exceptions:

  1. Non-cadre regiments may move from one hex in an enemy BZOC to another hex in an enemy BZOC.
  2. Even if it has not enough movement points to do so, a German unit that begins its Movement Phase in a hedgerow or bocage hex may move directly from one enemy Zone of Control into another.

Exception Limits: In either case, the unit conducting a ZOC-to-ZOC movement must stop moving (as per 5.2.1) and the hex entered (or hexside crossed) may not be directly in-between 2 enemy units that exert a ZOC into the hex the moving unit is entering.

[8.2.4] There is no cumulative effect for having more than one enemy unit exerting a ZOC on a given hex. When different types of ZOCs are exerted on a hex, the RZOC's effects have priority.

[8.2.5] When both enemy and friendly units exert a ZOC into the same hex, the Zones of Control mutually exist and do not negate each other.

[8.2.6] An enemy ZOC or occupied hex blocks the tracing of friendly supply through that hex. Friendly units negate enemy Zones of Control for the purpose of tracing supply and retreat.

[8.3] Special Terrain Effects on Zones of Control

[8.3.1] Cities — Zones of Control do not extend into a city hex.

[8.3.2] Major and Minor Rivers — Zones of Control do not extend across a minor or major river hexside, for any purpose, until an opposing unit attempts to move, attack or advance after combat across it. Note: A bridge (road hexside) has no affect on ZOCs across a minor or major river hexside. The following movement and combat exceptions temporarily create a zone of control across minor and major river hexsides:

  1. Movement: If a friendly unit attempts to move across a river hexside, any enemy unit adjacent to that river and adjacent to the hexes the moving unit is moving from or into, instantly projects its ZOC across that river's hexsides for the entire friendly unit's movement.
  2. Combat: If a friendly unit attempts to attack across a minor or major river hexside, any enemy unit adjacent to that river and adjacent to any of the attacking or defending units, instantly projects its ZOC across that river's hexsides for the units or stacks making the attack. Note: ZOCs do not extend across a minor or major river hexside for retreats, but do always extend across for advances after combat.
Exception: An adjacent enemy unit that has a river between itself and the hex the friendly unit is moving from and the hex it is moving into (or attacking into), does not project a ZOC for that move or attack.

[9.0] Combat Strengths
[9.1] Combat Class and Effectiveness

Regiments do not have their numerical combat strength printed on the counter. These units contain a letter which identifies their Combat Class and a number which identifies their best Effectiveness Rating. A unit's Combat Class is rated from A through E, where A is the strongest unit and E is the weakest. A unit's Effectiveness Rating is rated from 1 through 3, where 1 is the weakest and 3 is the strongest.

Regiments will always be assigned the appropriate strength chit based on the combat class printed on its counter and its current effectivness. The chit will be placed underneath the counter and aligned such that its current combat strength is on the top edge of the chit.

[9.2] Strength Chits

[9.2.1] A strength chit is a marker which contains a Combat Class / Effectiveness pairing in a center box and a series of unit strengths around its perimeter. Note: Some strength chits have dots where numbers would otherwise be. The dots should be ignored; the strength chit should never be aligned such that a dot is along the top edge.

While most regiments are 3-step units at full strength, some can be 4 steps and some can be 2 steps. Regiments which do not consist of 3 steps will use strength chits with the center box shaded to match their counter.

<Insert Graphics Examples...>

[9.2.2] When a regiment takes one or more step losses during combat, its strength chit will be rotated anti-clockwise for each step loss taken. If the strength chit reaches its lowest rated value and there are still step losses remaining to be applied to the unit, then the strength chit is removed and the unit is flipped to its cadre side to satisify one additional step loss.

[9.3] Untried Effectiveness Chits
COMMENTARY

The fighting quality of Allied combat units arriving in France was unknown until they were actually committed to action. While a unit's printed Effectiveness Rating shows the highest possible value it can attain, it is unknown what value the unit will start at until that unit is involved in battle.

[9.3.1] When Allied regiments and brigades arrive as reinforcements, they are untried in combat. These units will be marked with an Untried Effectiveness Chit set to a value of +0, +1 or +2. When these units are involved in combat, the Allied player will roll a die for each untried unit in the combat, apply the chit's modifier, and determine the unit's Effectiveness Rating. When the unit's Effectiveness Rating is determine, the Untried Effectiveness Chit will be replaced with a Strength Chit that matches the unit's Combat Class and current Effectiveness Rating.

[9.3.2] During the Build-Up, each regiment or brigade reinforcement landing at a beach will receive an Untried Effectiveness Chit. The Untried Effectiveness Chit for the reinforcement will be set to +0, unless the Landing Table roll result (see 18.1.1) states otherwise.

[9.3.3] Once the depots are Operational, each regiment or brigade reinforcement will receive an Untried Effectiveness Chit set to +0.

[9.4] Cadres

[9.4.1] Every regiment is back printed with a cadre side. A cadre is formed when a regiment takes losses in combat. All cadres have a printed combat strength, replacing its original Combat Class and Effectiveness Rating.

[9.4.2] All cadres are worth one step of strength. Cadres which take a step loss are eliminated. They cannot be rebuilt via replacements (see 19.0).

[9.4.3] Cadres do not have a Zone of Control [8.0] and are treated as a battalion-size unit for stacking.

[9.4.4] A regiment of a division that is reduced to cadre may affect Divisional Integrity (see 10.4).

[9.5] Battalions

[9.5.1] Battalion, artillery units and headquarters units never use strength chits nor untried effectiveness markers. Their combat strengths are printed on the counter.

<Insert Graphics Examples...>

[10.0] Combat
GENERAL RULE

Friendly units that are adjacent to enemy units during the friendly Combat Phase are obligated to attack those enemy units subject to the restrictions of Stacking and Combat (see 6.2). A given unit has a combat strength which is used when attacking and defending. A unit's strength may not be divided among different combats when either attacking or defending. The phasing player is termed the attacker and the non-phasing player is termed the defender regardless of the overall strategic situation. The result of a given combat may be affected by terrain, supply status, whether the attacking and/or the defending units have divisional integrity, if the attacker is eligible for combined arms and/or armor superiority bonuses, whether either player employs artillery or air support. Combat results to units involved may include losses (determined in "steps;" see 8.9) and/or retreats as well as disorganization.

PROCEDURE

At the beginning of the Combat Phase, the attacking player must indicate, by using a marker, which enemy occupied hexes will be attacked. In each individual combat the attacking player first declares if the attack will be supported or unsupported (see 10.3) He then declares any air, naval and/or artillery support he will use in the attack and the defending player does the same. Total the Combat Strengths of all the units participating in a combat against a specific hex by examining the strength chits owned by the applicable units or the combat strength printed on the counter (adjusting for supply and support status and terrain. Next the defender does the same for all of his units participating in the defense. The total Combat Strength of the attacker is compared to the total combat strength of the defender and this comparison is stated as a probability ratio: Attacker's strength to Defender's strength. This ratio is rounded up or down (see Rounding Rule) to match one of the simplified ratio columns found on the Combat Results Table. Next, determine the terrain type occupied by the defender. Cross index the terrain line with the correct ratio column on the Combat Results Table. Both sides determine the number of shifts to the ratio column that each is eligible for (see Summary of Combat Modifiers on the CRT card). Apply all shifts together to modify the combat ratio; defender's shifts move the ratio to the left, attacker's shifts to the right (see Combat Ratio Shift Summary on the CRT card). Roll two dice to resolve the attack and read the result from the appropriate line under the proper ratio. Additional combat options on the result (for the defender, the attacker or both) may then be applied (8.11 and 8.12). The results must be applied immediately, before the resolution of any further attacks. All necessary combats must be resolved during the Combat Phase and separate attacks may be resolved in any order the phasing player desires.

[10.1] Which Units May Attack

[10.1.1] Every non-phasing unit that has a ZOC, and that is adjacent to a phasing unit, must be attacked by some phasing unit during that Combat Phase (Exception: see 10.1.3, 10.1.4 and 10.1.5). These attacks may be resolved in any order the phasing player desires.

[10.1.2] All the phasing player's units ending their Movement Phase adjacent to enemy units with a ZOC, must attack some unit during the ensuing Combat Phase (Exception: see 10.1.3, 10.1.4 and 10.1.5). The phasing player may choose which friendly stacks will attack each adjacent enemy unit so long as all adjacent, enemy-occupied hexes are attacked.

KG: The previous two paragraphs are redundant and say similar, yet not identical, things.

[10.1.3] Any unit that occupies a city, forest or entrenchment hex is not required to attack adjacent enemy units during the friendly Combat Phase. If they choose to attack adjacent enemy units, they are only obligated to attack one adjacent stack, although they may attack more if the owning player wishes to. Units adjacent to a city or forest hex are still required to attack them unless they occupy a hex or hexes described in 10.1.4 or 10.1.5 (exception; entrenchments, see 19.2.3).

[10.1.4] Any unit that occupies a Naval fire protected hex [10.14], hedgerow, bocage, or an Improved Position hex is not required to attack adjacent enemy units during the friendly Combat Phase. However if it does attack, all other adjacent enemy occupied hexes that exert a Zone of Control must be attacked unless they are themselves attacked by another friendly unit or in a ZOC of another friendly unit that is not involved in any attacks. In other words; A friendly unit may ignore other adjacent enemy units during combat if those enemy units are in the ZOC of a friendly unit that is not going to attack this phase.

<Insert Attacking Example...>

Attacking units A may attack defending unit Y and do not have to attack units X and Z because the two friendly units B have a ZOC into X and Z and are not participating in an attack this phase. Likewise, C may attack U without attacking V because V is being held by B.

[10.1.5] Any unit that occupies a hilltop, woods, lowlands or town hex is not required to attack adjacent enemy units during the friendly Combat Phase. If it does choose to attack, all other adjacent enemy occupied hexes that exert a Zone of Control, must be attacked by some friendly unit(s) that phase per rule 8.1.1). Note: When terrain types overlap, rule 10.1.4 supersedes 10.1.5.

[10.1.6] A unit may not be attacked more than once in a Combat Segment, and more than once in the Reserve Segment of the Combat Phase (see 15.5.5). A unit may not attack more than once in a Combat Phase.

[10.2] Multi-unit and Multi-hex Combat

[10.2.1] If an attacking player's unit is adjacent to more than one enemy occupied hex, it must attack all of the enemy adjacent hexes (subject to the stacking rules) that are not involved by some other attacking friendly unit (Exception: see 10.1.3, 10.1.4 and 10.1.5).

[10.2.2] Attacking units from two or more different hexes may combine their combat strength to attack an adjacent, single hex.

[10.2.3] All units in a given hex must attack and defend as a single, combined combat strength. A stack may not withhold a unit except due to stacking restrictions (see 6.2.1).

[10.2.4] A single attack may involve a number of defending and attacking units. All attacking units must be adjacent to all of the defending units in order for an attack to be resolved as a single combat.

[10.2.5] Whenever an attack involves defending units in more than one hex, use the terrain line that most favors the defender on the CRT.

[10.3] Effects of Terrain on Combat

[10.3.1] In most cases terrain effects are integrated into the CRT; however, there are some instances where the terrain does modify a unit's Combat Strength (see 8.3.2, 8.3.3 and 8.3.4) or causes one or more column shifts in the final combat ratio (see 8.3.5, 8.3.6 and 8.3.7). After determining the combat ratio, simply determine the terrain type that the defending units occupy and locate the corresponding line on the Combat Results Table. A unit's combat strength may not be halved more than twice due to terrain.

Important: CRT shifts that occur for reasons of hedgerow, bocage or a river are taken after all of the attacker's shifts are applied.

[10.3.2] Clear Hexes

All armor type units (battalions and brigades) are doubled in strength attacking into or defending in a clear hex. A clear hex with a town is considered clear, but a clear hex with woods is not clear for doubling armor. Exception: tank type units are not doubled if attacking a clear hex across a minor river or bridged major river hexside.

[10.3.3] Rivers and Streams

A unit attacking across a stream, minor or major river hexside has its combat strength halved (rounded up). If half or more of all attacking units are attacking across a river hexside, the CRT odds shift 1 to the left for a minor river or 2 to the left for a major river. Note: ZOCs do not extend across a river hexside for retreats, but do extend across for advances (see 5.2.3). A bridged hexside (road hexside) has no affect on combat.

[10.3.4] Woods

A defending stack adds 2 to its final combat strength if it occupies a woods hex in addition to any other terrain benefits. However, only 1 may be added to a 1 strength point unit for woods.

[10.3.5] Hedgerow and Bocage Hexes

The maximum Combined Arms bonus shift to the attacker is 1 when attacking into a bocage hex and 2 when attacking into a hedgerow hex (see 8.5.3).

German units always shift the CRT combat ratio column 1 to the left when defending in a bocage or hedgerow hex.

[10.3.6] Hilltops

If, at the instant a combat is being resolved, a player has a unit that occupies a hilltop hex that is within two hexes of a defending unit in the combat, the player receives a hilltop combat bonus. When determining the distance from the hilltop to the defending hex, count from the hilltop (exclusive) to the defending hex (inclusive). The distance is one hex less if the hilltop is in a bocage or hedgerow hex.

An occupied hilltop may provide a hilltop combat bonus even if it is in an enemy ZOC at the instant of combat. A hilltop hex that is being attacked may provide a hilltop combat bonus only to itself.

A player who is allowed a hilltop combat bonus may shift the combat ratio one column in his favor. (Attackers shift one to the right and defenders shift one to the left.) A maximum of one hilltop combat bonus per combat is allowed. If both the defender and the attacker are allowed a hilltop combat bonus, only the defending player receives it.

[10.3.7] Cities and Towns

Infantry type units shift the CRT combat ratio column one to the left when defending in a city or town hex. Note: One shift per attack, not per unit.

[10.3.8] Flooded Lowlands

A Mech unit may add its strength to an attack but may not advance after combat into a flooded lowlands hex except through a road hexside.

A Mech unit may not retreat into a flooded hex except when connected by a road. A Mech unit that retreats into or through a flooded hex (on a road) is immediately disorganized.

[10.4] Divisional Integrity

[10.4.1] Attack Integrity: If, at the moment of resolution of an attack, the phasing player has at least two non-cadre regiments (or brigades) of the same division adjacent to the enemy units that are being attacked (and the remaining regiment is stacked with or adjacent to at least one of the other regiments) the player receives a Divisional Integrity Combat Bonus. Only one of the regiments is required to participate in the attack, but it is necessary for at least two of them to be adjacent to the enemy units at the moment of combat. Regiments fulfilling this requirement may be stacked in the same hex. Divisions that originally only have two regiments (such as British armored divisions and some German mech and infantry divisions) may receive divisional integrity with just their 2 regiments. However, if a division has more than one regiment reduced to cadre or one of its regiments is eliminated, it may not receive divisional integrity when attacking.

[10.4.2] Defense Integrity: If a regiment in a defending stack is being attacked and, at the moment of resolution, it is stacked with or within 2 hexes of another regiment of the same division, the non-phasing player receives a defensive divisional integrity combat bonus. If a division has all its regiments reduced to cadre or one of its regiments is eliminated and another is reduced to cadre, it may not receive divisional integrity when defending.

[10.4.3] When applying a divisional integrity combat bonus in an attack, shift the final combat ratio column one to the right for each participating division that meets the requirements of 10.4.1. When a divisional integrity combat bonus is applied to the defense, shift the final combat ratio column one to the left on the CRT.

<Insert Division Integrity Attacking Example...>

[10.4.4] The maximum number of shifts that may be applied in an attack for divisional integrity is two. The maximum number of shifts that may be applied to a defense as defensive divisional integrity is one.

[10.4.5] British and Canadian Divisional Integrity Restrictions

In order for a British or Canadian division to receive its divisional integrity bonus when attacking, the Allied player must first roll a die. A die roll of 1, 2 or 3 allows the division its divisional integrity bonus shift. Any other result and the division does not receive its divisional integrity bonus. When defending, British/Canadian divisions automatically receive divisional integrity.

[10.5] Combined Arms

[10.5.1] Both players are eligible to receive a combine arms combat bonus when attacking. In order to receive this bonus, the attacking player must have a stack of units that contains both an armor battalion unit and an infantry type unit of regiment (Exception: see 10.5.2). Only one Combined Arms bonus per stack is allowed. A light armor unit (designated by a red L) does not provide Armor Superiority but can provide a Combined Arms bonus. Note: An armor brigade reduced to cadre may be treated as an armor battalion.

[10.5.2] Any unit that has a Combat Class Rating in parentheses automatically receives one combined arms bonus if it participates in a combat. Such a unit does not have to have a tank unit stacked with it in order to receive the bonus; however, if it becomes a cadre type unit, it no longer automatically receives the combined arms bonus.

[10.5.3] The attacking player may shift the ratio column one to the right for each stack that meets the requirements of 10.5. The maximum number of combined arms bonuses for the attacker depends on the terrain type the defending stack is in. The maximum number of combined arms bonus shifts is as follows:

<Insert Table...>

[10.5.4] If a defending stack of units possesses at least one infantry type and one armor or antitank unit (or a unit with a parenthesized Combat Class), then the attacking player may receive no combined arms bonuses for that attack. This is known as combined arms defense, although no shifts are awarded on the CRT to the defender— it does eliminate the combined arms shifts awarded to the attacker. Note: All German anti-air (Flak) battalions are considered antitank units.

<Insert Combined Arms Examples...>

[10.5.5] Armor Superiority

Both players are eligible to receive an Armor Superiority bonus when attacking and defending. The Armor Superiority Value (ASV) of a unit is indicated by the number of dots on the unit. Dots that are white (or a color) indicate an ASV that can be used while attacking or defending. A black dot indicates that its ASV can only be used while defending. To calculate the Armor Superiority bonus for a combat, both players total the number of dots from all the participating stacks. If the attacking units have a combined total in Armor Superiority Value greater than the defending hex the shifts to the CRT is as follows:

  • If the defender has more white ASV points than the attacker's white ASV points, the defender shifts the final combat ratio 1 column to the left, and the attacker receives none
  • Otherwise:
    • If the total attacking ASV is one or two points greater than the defender's, the attacking player shifts the final combat odds 1 to the right
    • If the total attacking ASV is three or four points greater than the defender's, the attacking player may shift the final combat ratio 2 to the right
    • If the total attacking ASV is five or greater than the defender's, the attacking player may shift the final combat ratio 3 to the right
Armor Superiority bonuses are not allowed attacking into or defending in a city, flooded or forest hex. ASV bonuses are not allowed attack ing from a flooded hex or across a river hexside.

[10.5.6] Armored Engineers

Armored engineer units may be used for Combined Arms Bonuses. The Allied player may also use an armored engineer unit in an attack to shift the final combat ratio column one to the right. At least one armored engineer unit must participate in the attack and only one shift is allowed regardless of the number of armored engineer units involved in the combat. Note: When this capability is used and a 1 appears on either die from the combat result die roll, the armored engineer unit must be the first step taken if the owning player takes a step loss.

The engineering and combined armor bonuses are not allowed when attacking into prohibited ASV terrain. MJ: This needs confirmation by Mark.

[10.5.7] Heavy Tank Battalions

The German player has a number of heavy tank battalions designated with an "H". Like other tank battalions, a heavy tank battalion may be used for Combined Arms Bonuses. When attacking, they also automatically causes the combat ratio column to shift one to the right on the CRT. Note: When this capability is used and a 1 appears on either die from the combat result die roll, the heavy tank battalion must be the first step taken if the owning player takes a step loss.

[10.5.8] Light Tank Battalions

The Allied player has a number of light tank battalions designated with an "L". Like other tank battalions, a light tank battalion may be used for Combined Arms Bonuses. They offer no additional combat capabilities.

[10.6] Artillery Units
GENERAL RULE

Artillery units have 2 types of combat factors: Offensive Barrage Strength (OBS)and Defensive Barrage Strength (DBS). To determine the number of Artillery Support Bonus shifts when attacking or defending, a player totals all his participating artillery units' Barrage Strength(s) and finds the appropriate column on the Artillery Support Table. The player then rolls one die and the resulting number is the number of shifts on the CRT allowed for artillery. At the beginning of each combat, both players (attacker first) must announce which artillery units each will use for the combat. An artillery unit has only one step for combat; however, for support purposes it has two sides: Supported or Full (front) and Reduced (back). When a full strength artillery unit is used in combat by the owning player, it must be flipped to its reduced side. A reduced artillery unit is never flipped again if used in combat. To return a reduced artillery unit to its full strength side, the owning player must use a Support Point during the Corps and Artillery Support Segment (see 10.4). For one support point expended the owning player may flip one reduced artillery unit to its supported side (two for a British AGRA artillery unit).

[10.6.1] A defending artillery unit (or units) not stacked with a friendly unit with a combat strength, or an artillery unit that is the only combat unit attacking, must use its reduced side DBS as its combat strength. If attacking an adjacent hex in combination with other units, it may use its Barrage Strength to provide the Artillery Support Bonus only to the hex it is in or adjacent to (see 8.7.2).

MJ: very confusing! Is this what is meant?

  • An attacking artillery unit(s) alone in a hex must use its reduced side DBS as its combat strength.
  • A defending artillery unit(s) alone in a hex must use its reduced side DBS as its combat strength.
  • If attacking or defending in an adjacent hex in combination with other units, it may either (a)use its Barrage Strength to provide Artillery Support or (b) use its reduced side DBs as its combat strength. (see 8.7.2).

[10.6.2] If a friendly artillery unit is not in the ZOC of an enemy unit and is within its printed range (in hexes) of a defending enemy unit, the owning player uses its Offensive Barrage Strength to provide an Artillery Support Bonus. To find the number of Artillery Support Bonuses for the attack, the phasing player totals the Barrage Strengths of all eligible participating friendly artillery units in the combat. Next he rolls one die and reads the result (applying any modifiers) on the appropriate line under the proper column on the Artillery Support Table. The result is the number of column shifts to the right on the CRT awarded to the attacker for the combat.

[10.6.3] When an attack involves more than one defending hex, each barraging artillery unit used by the attacking player must be in range of all defending hexes. For each additional defending hex more than one, in a single attack, 1 is added to the die roll result on the Artillery Support Table.

[10.6.4] When defending, any friendly artillery unit not adjacent to an enemy unit, within range of a defending unit, may use its DBS to provide the defending unit(s) with Defensive Artillery Support Bonus shifts (exception: 8.7.1). The procedure is the same as in 8.7.2 except that the column shifts are to the left for the defender and no modifiers apply. Normally, a full strength artillery unit is reduced (flipped) when used to support a defending hex; however, if the owning player wishes to, he may voluntarily use its Reduced Side DBS and not reduce the unit.

[10.6.5] Regardless of the type of support provided, an artillery unit must be part of the same corps or army formation as at least one of the units in the friendly attacking or defending stacks. If the artillery unit does not have a corps designation it must be within 6 hexes of the participating HQ unit of the attacking or defending friendly stacks. If a stack has units from more than one HQ the owning player may choose which corps the artillery unit is attached to.

[10.6.6] When attacking, only three artillery units may participate in a given combat. No more than two artillery units may provide support to a defending hex. An artillery unit may be used only once during a Combat Phase. When applying any type of artillery support the attacking player announces which artillery units he will use first and the defending player announces second. Both intentions are declared before the revelation of strength chits and prior to the players roll on the Artillery Support Table.

[10.6.7] If an artillery unit that began the Combat Phase not adjacent to an enemy unit, finds itself adjacent to an enemy unit as a result of advances or retreats, that artillery unit may still apply support to friendly units within range for the remainder of the Combat Phase.

[10.6.8] Doubling the Barrage Strength

An artillery unit's barrage strength can be doubled (attacking or defending) if an additional Support Point is expended. For Allied artillery, once the Allied Logistics State becomes Operational, this support point must come from the supplying corps SP total. For German artillery, this support point must come from the Army's SP total through the supplying HQ. Simply reduce the Support Point level by one and double the barrage strength of the artillery unit. British AGRA artillery units can be doubled by expending two SPs. The artillery unit is still flipped to its reduced side. Artillery units out of supply or reduced may not double their barrage strength.

[10.6.9] British AGRA Artillery Units

The British Army Group Royal Artillery units are in actuality not artillery units themselves but an administrative function coordinating most of the non-divisional Army Group artillery units. However, in the game they function just like normal artillery units with the following exceptions:

  1. A reduced AGRA unit requires two support points instead of one to be returned to its full side.
  2. The Allied player may split the strength of an AGRA unit in multiples of 4 for two or three separate attacks.
  3. Except during an Operation, no more than one AGRA unit may be applied to a single combat during the Combat Phase (see 15.0).

[10.6.10] An artillery unit that is disorganized or regrouping may not be used in combat, unless it is in a hex being attacked. An artillery unit that moves during the Strategic Movement Segment has a Regroup marker placed on it after it moves.

KG: This artillery note should also be in the list in [8.12.3]. Also, use an Artillery Moved marker instead of a Regroup marker.

[10.6.11] Allied Naval Bombardment Bonus

The Allied player may receive 1 or 2 Naval Bombardment Combat (NBC) bonuses, per combat, when attacking or defending, shifting the combat results ratio to the right when attacking or to the left when defending. Naval Bombardment may only be used on Map E, within eight hexes of an all-sea hex. To receive an NBC bonus, the Allied player must first roll one die, adding one for each bombardment already taken. If the die result is 6 or less the player receives the bonus. If the die result is greater than 6, no NBC bonus is available for the rest of the player-turn. The Allied player may try again during the German Combat Phase when defending. The Naval Bombardment marker is returned to 0 during each Disorganization/Regroup Phase. See the Allied Naval Bombardment Track on the East Map.

Naval Bombardment is not available during Rain with Rough Sea or Storm turns.

MJ: above Map e deletion not needed – bombardment can occur on OV map also. May need to clarify in each scenario due to multiple map combinations.

MJ: Due to wording of rule, players will always game the situation by using +2 Naval shifts on the first Naval use, thus guaranteeing success.

[10.7] Combat Ratio Limits and the Rounding Rule

[10.7.1] Combat Ratio Limits: Attacks made at ratios lower or higher than those printed on the Combat Results Table use the lowest or highest ratio column indicated on the table. Any shifts due to players are made from the lowest or highest ratio column.

[10.7.2] Rounding Rule: Fractional combat ratios are always rounded to a whole number by applying the following rules:

  1. If the attacker's strength is greater than the defender's:
    1. the final number contains a fraction greater then .5: round the ratio up in the attacker's favor
    2. the final number contains a fraction of .5 or less: round the ratio down in the defender's favor
  2. If the attacker's strength is less than the defender's:
    1. the final number contains a fraction greater then .5: round the ratio down in the defender's favor
    2. the final number contains a fraction of .5 or less: round the ratio up in the attacker's favor

Example #1: 16 to 9 is 1.77:1, rounded to a 2:1 attack. 16 to 7 is 2.286:1, rounded to a 2:1 attack. 16 to 11 is 1.45:1, rounded to a 1:1 attack.

Example #2: 11 to 16 is 1:1.45, rounded to a 1:1 attack, but 10 to 16 is 1:1.6, rounded to a 1:2 attack. 8 to 12 is 1:1.5, rounded to a 1:2 attack, but 9 to 12 is 1:1.33, rounded to a 1:1 attack.

[10.8] Accelerated Effort

[10.8.1] After the combat odds ratio has been calculated (including all shifts) the attacker may use Accelerated Effort to increase the odds ratio further. To do so, the attacking player must first reduce one of the attacking units by 1 step and roll a die. The number shown on the die is then compared to the unmodified KG: should be modified? Effectiveness Rating of the unit that took the step. The attacker may shift the combat odds ratio to the right on the CRT according to the following:

  • ▶ 2 if the number on the die is less than or equal to the Effectiveness Rating of the unit
  • ▶ 1 if the number on the die is 1 or 2 greater than the Effectiveness Rating of the unit
  • ▶ 0 if the number on the die is 3 greater than the Effectiveness Rating of the unit

Only infantry type units (including mech or motorized infantry) that possess an Effectiveness Rating may be used for Accelerated Effort in an attack; cadres and battalions may not be used.

[10.9] Combat Resolution
COMMENTARY

Each unit in The Killing Ground consists of a number of "steps" of strength, which indicate the amount of losses that the unit may take in combat before becoming eliminated from the game entirely. A step loss will reduce the unit's Combat Strength (or in some cases, eliminate the unit).

[10.9.1] All combat results are expressed in terms of steps lost, hexes retreated and/or disorganization. The result to the attacker is to the left of the slash (in light type) while the result to the defender is to the right of the slash (in bold). An arrow symbol ( ◀ or ▶ ) indicates the owning player must retreat or take additional losses. A "D" result denotes that some/all participating units, of the owning player, are Disorganized [10.12.2]. An "S" result denotes that all participating units are Shattered.

[10.9.2] All numbers in the combat result which are next to the slash (left or right) are the mandatory step losses for the owning player's units. Reading outward from the slash, the number after the retreat symbol is the retreat path length, in hexes, that the affected unit(s) must retreat and/or may take as additional step losses in lieu of retreating. For each additional step loss taken, the length of the retreat path is reduced by one hex. Exception: Shattered units (10.13) If a player chooses to retreat, all units involved in the combat must retreat a number of hexes equal to the retreat path length. If a player chooses to (or must) take step losses, any one or more of his units involved in the combat may be reduced as long as the total number of steps lost is equal to the requirement.

<Insert Example Here...>

The above result is read as follows: The attacker must lose 1 step and the attacking player's participating units are disorganized. The defender must lose 1 step and retreat two hexes (or take 1 additional step and retreat 1 hex or take 2 additional steps and remain in the hex).

[10.9.3] Step losses, if any, are taken by the owning player (exception see 8.9.6). Losses must first be taken from units participating in the combat. If there are not enough steps available in these units, then the remaining losses are taken by units in the hex that did not participate in the combat. Note: Although the "nonparticipating" regiment may add its cadre strength to the total strength of the stack, it is the last unit to be affected by any combat result (see 6.2.1).

[10.9.4] The defending player may freely choose to take his step losses from any participating defending units in the stack.

[10.9.5] The attacking player must choose which attacking unit(s) will take the losses. The first step must be taken from the participating unit with the highest modified combat strength with the following exceptions:

  • If the attacker used Accelerated Effort, he may take the first step loss from any participating unit
  • If Special Units were involved in the attack and 8.6.3 applies, the first step loss must be taken from a participating special unit (see 8.6)

KG: The above wording and format does not match requirements. Special Units must be taken first. That requirement shouldn't be at the end of an unordered list.

[10.10] Attritional Losses

[10.10.1] Either the attacker or defender may cause an additional step loss to the opposing side when taking step losses in lieu of the retreat requirement. This step loss is referred to as Attritional Loss and is only applied to the side that "won" the combat (the non-retreating side). After the combat results have been applied, if "the losing player" (the retreating side) fulfills his total retreat result by taking steps, he rolls 1 die. If the number shown on the die is less than or equal to the highest, unmodified, effectiveness rating of any of his participating units, the opposing player must lose 1 step from one of his participating units. This step loss is of the owning player's choosing.

[10.10.2] For calculating Attritional Loss, armor and infantry battalions have an Effectiveness of 2. All other battalion sized units and artillery units have an Effectiveness of 1. A cadre uses the Effectiveness Rating on its non-cadre side.

[10.10.3] A unit (or units) defending in a city hex may convert its Attritional Loss into a one hex retreat. German units defending in a bocage or hedgerow hex may convert the Attritional Loss into a one hex retreat. If a unit retreats instead of taking a loss, the opposing units may advance after combat.

[10.11] Retreats and Advances After Combat

[10.11.1] A player may retreat his units due to a retreat combat result (see 8.9.3). All retreats are expressed in hexes, not movement points. Retreats are always conducted by the owning player. When a retreat is called for, each unit in the stack must move the required number of hexes. Individual units in the retreating stack may be moved to separate hexes as long as they meet the following priorities:

  1. To a hex that is the maximum distance from an enemy unit
  2. To a non-enemy controlled hex (if possible)
  3. Retreating units may not reenter a hex previously occupied during the retreat.

[10.11.2] A unit may retreat through an enemy Zone of Control; however, for each enemy controlled hex entered, the retreating player must lose one strength step from any unit in the retreating stack (exception see 8.11.3).

[10.11.3] A German stack retreating into the first enemy controlled bocage or hedgerow hex does not lose a step from the enemy Zone of Control.

[10.11.4] When forced to retreat as a result of combat, units will leave a path of hexes called the path of retreat. Victorious units involved in the combat (and units in the stack(s)) may advance along the path of retreat. See 8.11.5:4 for exceptions. An advance after combat may not be more than the number of retreated hexes. If all units in the hex are eliminated, attacking units may advance the number of hexes remaining in the eliminated unit's retreat obligation. Defending units advance only one hex if the attacker retreats.

Special: If all defending units in the hex are eliminated due to combat and the attacker has a retreat result, the attacker has two options:

  1. ignore the retreat result and stay in place (do not advance)
  2. take a 1 step loss and advance one hex

[10.11.5] Advances After Combat

Advances after combat are conducted as follows:

  1. The choice of which units to advance and how far to advance is determined by the owning player. Victorious units are never required to advance.
  2. Move each victorious unit individually or as a stack. The first hex entered must be the hex formerly occupied by the retreating units.
  3. All non-mech, non-artillery units may advance a maximum of 2 hexes along the path of retreat. The move is conducted hex by hex and may not deviate from the path of retreat.
  4. All mech type units may advance the permissible number of hexes and may deviate from the path of retreat. They may advance up to the allowable limit of hexes. Non-mech units may accompany an advancing mech unit that deviates from the path of retreat.
  5. Regardless of the type of unit, they must halt their advance immediately upon entering an enemy Zone of Control, exclusive of the first hex entered.

[10.11.6] Retreat and Advance Restrictions

  1. General: A unit may not retreat or advance into or across prohibited terrain. Units may not retreat off the map. Stacks unable to retreat the full retreat path length lose 1 step for each hex not retreated.
  2. Rivers and Streams: A unit advancing across a stream or river hexside must end its advance in the crossed hex and may only advance across a river if it is the first hex entered. A mech unit may never retreat or advance across any river type hexside unless the hexside is traversed by a road. A unit that advances or retreats across a major river hexside becomes disorganized.
  3. Hedgerow/Bocage: Victorious non-mech units may advance only one hex when advancing into a hedgerow or bocage hex after combat. If, however, a non-mech infantry unit is stacked with a mech unit, and remains stacked with it, it may deviate from the path of retreat per 8.11.5:4.
  4. Forest: A mech type unit may retreat or advance one hex into a forest hex only if it is the first hex entered. A road hexside negates this restriction if advancing along a road.
  5. Flooded: A mech unit may never retreat or advance into a flooded hex even if the hex is traversed by a road. MJ: why is this a restriction. plus/minus?
  6. Truck-borne: An infantry unit that is motorized (stacked with a truck unit) may advance as a non-mech unit without the Truck (4.1.5)

[10.12] Disorganization and Regrouping

[10.12.1] Disorganization happens to a unit (or stack) as a result of combat, an air attack or carpet bombing. Whenever a D result is indicated on the CRT the owning player's units are immediately Disorganized and remain Disorganized until they are Regrouped (see Recovery from Disorganization). When a unit (or stack) becomes disorganized the owning player places a Disorganized marker on it. Attacking units in the combat are affected by a D in light type, while defending units are affected by a D in boldface. Apply Disorganization results before any advances after combat. Thus, an attacker Disorganized by a combat may only advance one hex. Regardless of their actual participation, all units in a hex are affected by a Disorganization result. However, attacking stacks may not all be subject to disorganization (see 8.12.2).

[10.12.2] The number of attacking stacks that must disorganize as a result of combat is equal to the number of defending units remaining after the combat result is applied with the following exceptions:

  • add 1 to the number of stacks that must disorganize if any defending unit in the hex still has a Zone of Control
  • 1 stack only disorganizes if all defending units were eliminated
  • no stacks disorganize if all defending units were Disorganized (or Regrouped) at the beginning of the attack
The owning player chooses which stacks will disorganize, however, the stack with the highest number of non-disorganized units must disorganize first.

[10.12.3] Effects of Disorganization / Regroup

A unit suffers the following effects while it is disorganized or under regroup:

  • it has no Zone of Control
  • its movement is halved (rounded up)
  • it may not use Strategic Movement
  • its combat strength is halved (rounded up)
  • it becomes Disorganized if it attacks while under Regroup
  • it may not provide a bonus if it is an Armored Engineer or Heavy Tank unit
  • it may not provide Divisional Integrity to other units in its division (however, when defending it may receive Divisional Integrity)
  • it may not provide Combined Arms
  • it may advance only one hex after combat
  • it may not take step losses in place of retreating
  • it may not construct IPs or Entrenchments
  • it may not receive replacements
  • a disorganized HQ unit may not retreat before combat and may not function as a headquarters
There is no additional effect when a disorganized unit suffers a subsequent Disorganized result.

[10.12.4] Recovery from Disorganization (Regroup)

Returning Disorganized units to normal occurs during the Disorganization/Regroup Phase of each player turn and is a two part process. Disorganized units must first regroup and then return to normal. During the phasing player's Disorganization/Regroup Phase: – the non-phasing player may regroup any of his Disorganized units simply by flipping the Disorganized marker to its Regroup side. – the phasing player may return to normal any unit that currently has a Regroup marker on it.

[10.13] Shattered Units

[10.13.1] When a unit or stack of units receives an "S" result via combat, they are Shattered. All units in the stack are immediately Disorganized (10.12), including units which may not have been involved in the combat. No additional step losses may be taken to reduce the retreat path length. The attacking player retreats the remaining disorganized units according to rules on retreats (10.11).

[10.13.2] Units may also become shattered via Carpet Bombing (see 17.8).

[10.14] Naval Fire Protection

KG: This rule should probably be in a Naval Combat Section.

An Allied occupied hex within range of Naval Bombardment may employ Naval Fire Protection (NFP) during the Allied Naval bombardment Segment. The hex under Naval Fire Protection is treated as a hedgerow hex for Allied combat purposes only, i.e., an Allied unit is exempt from the requirement to attack adjacent enemy units. However, if it does attack, it does so per standard rule 8.1.4. Place a Naval Protection marker on top of the unit(s) in the hex. The marker is removed during the Allied Engineering Phase.

< Insert Naval Protection Marker... >

  • Any Allied occupied hexes within 4 hexes from an all-sea hex may be protected at a cost of 2 Naval Bombardment points.
  • A single Allied occupied hex within 8 hexes of an all-sea hex may receive NFP at the cost of 1 Naval Bombardment point.
  • Each nationality protects only its own units.
  • Naval Fire Protection is not allowed during rain or storm turns.

[10.15] Naval Bombardment of German Weapons Nests

KG: This rule should probably be in a Naval Combat Section.

GENERAL RULE

The Allied player may use Naval Bombardment to attack a German Weapons Nest (WN) during the Allied Naval Bombardment Segment. The WN must be within 5 hexes of a beach hex to be attacked. A target hex can only be attacked once per turn, and each bombardment can only be used against a single target hex. One Naval Bombardment is used for each WN attack. Naval Bombardments can be made on any WN within a nationality's sector at the Allied player's discretion. WNs west of the Army boundary line on the map are in the U.S. sector, those east of the boundary line in the CW sector. Increase the total on the Naval Bombardment Track by one for each attack made by each nationality. For each attack, the Allied player rolls one die and consults the German Weapons Nest Bombardment Table (see map).

< Insert Naval Bombardment Marker... >

Die effect on bombardment:

  • 1-5: No Effect
  • 6: WN Suppressed
A suppressed WN receives a Regroup marker if fully functioning, otherwise its Regroup marker is flipped to Disorganized.

Modifiers:

  • +1 if WN is Coastal Artillery
  • +1 if WN is adjacent to a beach-landed unit

[11.0] Headquarters Units
COMMENTARY

Allied and Germans corps headquarters facilitate supply for their subordinate units. In addition, they have special movement, stacking and combat properties. Under specific conditions, they may also conduct Operations (see 14.0 and 15.0).

[11.1] HQ Capabilities

[11.1.1] Headquarter (HQ) units are treated as a mechanized battalion-size unit and may stack for free with friendly units if it is the only headquarters unit in the stack. They have one combat step and do not have a Zone of Control.

[11.1.2] Players determine the status of their Headquarters (HQ) units during the Mutual Support and Supply Determination Stage. A Headquarters unit's status will be a combination of:

  1. Supported or Unsupported [see 10.5] and
  2. In supply, out of supply, or Isolated [see 10.6]

MJ: Can a HQ every be out-of-supply? I think not. It's either in-supply or isolated. Correct?

Unsupported German HQs are flipped to their back side. Unsupported Allied HQs receive an Unsupported marker on top of the counter.

An unsupported HQ unit is considered in supply if it can trace a valid supply line to a supply source. (see 10.6 for effect of being unsupported)

[11.2] Cherbourg HQ Unit

[11.2.1] The Cherbourg headquarters unit acts as an ad hoc command in scenarios where it is in play. It uses the separate "Cherbourg Support" Point marker on the German Support Point Track. Its SPs may only be used by the Cherbourg HQ and by artillery units that trace supply to it. SPs are added to the Cherbourg SP total only by Rail (see 4.8).

<Insert Graphics Examples...>

Otherwise, the Cherbourg HQ functions as a normal German HQ except as follows:

  • It is automatically supported as long as a supply line can be traced from N1410 to an east or south map edge German controlled OMM box (per 11.2.3 and 11.3.1).
  • If a supply line cannot be traced from N1410 to a German controlled OMM box, the Cherbourg HQ may trace supply to Cherbourg hex N1410 and may be supported using a Cherbourg Support SP.
  • It may not move more than 6 hexes from N1511.
  • It never returns to play if eliminated.

[11.2.2] Cherbourg: Any Cherbourg city hex can act as a supply source as long as hex N1410 is German controlled, even if the hex cannot trace a supply line off the south or east map edge. An artillery unit can use N1410 as a supply source for SP resupply.

KG: This rule should be with the Cherbourg special rules: destruction, etc.

[11.3] Allied HQ Army Attachments

[11.3.1] There are three Allied HQs that have duplicate counters; showing attachment to two different armies: U.S. 8 Corps, British 1 Corps, and Canadian 2 Corps. These HQ units will change their army attachment during the course of the campaign (see 13.1.2 and 13.2.1).

KG: This section should live with the rules on creating Allied armies.

[11.4] Allied Beaches as Headquarters

[11.4.1] During the Build-Up, each of the five named Beaches (e.g. Gold) may act as one supported Allied HQ even after an HQ unit has landed. Such a Beach is always considered supported.

  • A unit may trace supply and support to any hex of a named beach.
  • Each named beach may support 1 attack each Game-turn (expend 1 SP for the combat)

[11.5] Landing Allied HQ units during the Buildup

[11.5.1] At a cost of 3 SPs taken from that army's Army Reserve Support Points pool, an Allied HQ unit may move from the Allied Holding Box to the appropriate Floating Reserve display during the Allied Replacement Segment. The HQ is then landed by sea like other Allied reinforcements [18.1].

[12.0] Logistics States
COMMENTARY

The fighting in Normandy was initially defined by Allied and German logistics difficulties and further compounded by the unique terrain of the battle area. For the Allies, the primary objective, once ashore, was the capture of the major port of Cherbourg. With Cherbourg in hand and the artificial Mulberry harbors operating at full capacity, it was planned that this infrastructure would supply an ever-growing force to carry the fight deep into France and, later, into Germany. The speed of the Allied logistics build-up would determine how quickly they could prosecute the campaign into France.

For the Germans, the Normandy area was held by the single, overburdened VII Army. The German High Command initially forbid the release of its Pas de Calais forces, leaving the second-rate VII Army to bear the brunt of the highly trained two-army invasion. Once determined that the Normandy landings were not a feint, the V Panzer Army, initally formed as Panzergruppe Eberbach, was created and committed to bolster the Normandy defenses. This additional army, along with its logistical tail, gave the Germans the capability to mount a more vigorous, active defense.

The Logistics State rules govern the differences between the Allied and German logistics capabilities over the course of the battle. Each sides Logistics State will affect each player's ability to both support and supply their combat forces.

[12.1] Allied Logistics

There are two Allied Logistics States: Build-Up and Operational, referring to the state of the logistics depots being created in the aftermath of the initial invasion.

[12.1.1] The Build-Up

Beginning on June 7 (GT 2), the Allied Logistics State is Build-Up. Until completion of the American and British depots the following rules and conditions apply:

Supply

  • Allied-controlled Beach Landing and Mulberry hexes are Allied Supply Sources (see 11.2)
  • Each named Allied-controlled Beach may act as one supported Corps HQ unit
  • American and British Corps Support Ranges are separately determined on the Mulberry Construction Track
  • The Allied HQ Supply Range is 3
  • Allied Units can trace supply from any beach landing hex or cleared Mulberry hex

Receiving Support Points

  • Support Points are automatically landed via the Allied Depot Track during the Army Support Segment
  • Support Points may be landed via the beaches and the Mulberry during the Army Support Segment
  • The Daily Corps Support Level is fixed at 1 and SPs are not added to the Corps Support Points Track

Expending Support Points

  • 3 SPs move an Allied Corps HQ unit from the Allied Holding Bos into the Floating Reserve Box
  • 3 SPs move an AGRA artillery unit from the Allied Holding Bos into the Floating Reserve Box
  • 1 SP acquires an Allied Replacement Point
  • 1 SP rests an Allied regiment (one level per turn only) KG: no resting of regiments until Operational?
  • 1 SP initiates construction of an IP (limit of one per HQ per turn)
  • 1 SP initiates repair of a destroyed bridge over a major river

Combat & Air

  • 1 SP to support a combat (Each Allied corps may support only 1 combat per turn plus a second SP for combat if the HQ goes unsupported. Question: HQ immediately unsupported or end of turn? Its currently end of turn but may be tough to remember.
  • An Allied Beach acting as a HQ may not support a second attack
  • Allied Artillery may not double its barrage strength per [x.x.x]
  • The Allies may only conduct minor operations KG: should we limit it to No Operations?

MJ: Issue: As the wording stands now, the Allies can conduct numerous supported attacks during the Buildup (two per HQ and one per each of the three (BR) and two (US) named beaches). That is not much of a limitation or problem for the Allies if the allied player wants to "games' the system. It is worth considering eliminating the beach combat allowance once the allies land a HQ via a given beach.

KG: I don't consider this a problem as, currently, the Allies cannot cut the Cotentin Peninsula in the historical time frame. Whether this is due to inability or German hindsight in protecting it is unclear. In the current published game, there is very little incentive for the Germans to protect Cherbourg from an early American capture and they wind up ahistorically protecting the base of the peninsula. Regardless, the Americans did a lot of attacking to gain Cherbourg and I don't think the game should set an unrealistic throttle. As it stands, you can't group artillery and you can't conduct operations and you can't do quite a few other things that might help. Finally, once you get a few hexes from the beaches, the point is moot.

Air Power

  • The Allies receive either 2,4, or 6 "Automatic Air Interdiction" points (dependent on weather)
  • The Allies may apply a maximum of 4 Air Points to Supply Interdiction

Engineering

  • The Allies may clear beach obstructions and construct Mulberries and Depots

[12.1.2] Clearing Beach Obstructions

The condition of the beaches in the aftermath of June 6th impeded the logistics capabilities of the invading armies and delayed the establishment of an efficient depot systemThe condition of the beaches in the aftermath of June 6th impeded the logistics capabilities of the invading armies and delayed the establishment of an efficient depot system.

During the Allied Engineering Phase, the Allied player rolls two dice for each Allied-controlled Beach that has a Beach Obstruction Level greater than 0. If the number rolled is less than or equal to the calendar date (current game turn), reduce the Obstruction Level by moving the IP marker to the next lower box number on that track. If the obstruction level reaches zero, remove the IP marker from the track.

[12.1.3] Mulberry Harbor Construction

The Mulberry Construction Track records both the British and American progress (0-10) in completing the two artificial harbors at Arromanches and Omaha Beach. As construction progresses, the table increases the Corps HQ Support Radius and also improves modifiers to die rolls for Depot construction and Mulberry beach landings. See Mulberry Construction Track for die roll modifiers.

During the Allied Engineering Phase (until the Mulberries are completed), the Allied player rolls 1 die for each nationality and applies modifiers: on a modified roll of 5 or less the nationality's Mulberry marker advances 1 space toward completion.

During the Allied Army Support Segment the Allied player may spend 1 SP to improve the result of the die roll (1 SP from the U.S. Army Reserve SPs for Mulberry A and 1 SP from the Commonwealth Army Reserve SPs for Mulberry B). The Mulberry marker for the respective nationality is flipped to its –2 side. After the construction die roll is made, the marker is returned to its front side.

The IP Construction markers that begin the game in Landing Box 2 of a Mulberry Landing Display are removed once the Mulberry Construction Level marker reaches 5. This signifies that both Landing Boxes may now be used.

Note: Rolls cannot be made for the British Mulberry (B) until the turn hex N3139 is under Allied control.

[12.1.4] Depot Construction

The Allied Depot Track records both the British and American progress made in establishing their logistics base. The Allied Army Depot markers for each nationality are used on this track to record the Depot creation progress, expressed in Depot Points (0-10). Once the Depot Complete space on the track is reached, the Army Depot is considered completed. The track also indicates additional SPs that each nationality receives during the Army Support Segment for reaching various Depot Point levels and defines the landing state (DIS or RGP) for units landed on the beach.

During the Allied Engineering Phase the Allied player must roll 1 die, for each nationality. On a modified result of 5 or less advance the Army Depot marker 1 space on the Depot Track. See Depot Track for die roll modifiers.

  • The Allied player may expend one Support Point from the appropriate nationality to improve the results, after seeing the roll. A maximum of 1 SP per nationality may be expended.
  • If the die roll attempt fails to advance the marker, flip the Depot marker to its reverse side (showing a -2). On the subsequent die rolls on the following turns, an additional -2 modifier is applied to the die roll until the marker is advanced. Once advanced, flip the Depot marker to its front facing side.
Note: The Commonwealth Depot is not considered completed and the marker may not be moved to the Depot Complete space if any AGRA units are still in the Allied Holding Box. KG: This should be on the Allied Depot Track chart. It's easy to miss.

KG: It is not clear, but if the Depot marker is already flipped to -2, can an SP be spent to get an additional -2 modifier? The rules and the charts imply "Yes" in that the expenditure of the SP does not flip the marker and the modifiers summary on the chart does not state "-2 if an SP was spent or the marker is flipped". They seem to be two different modifiers.

On any turn when the weather is Storms, flip all -2 Depot markers to their front facing side.KG: This seems like a reasonable addition, considering the effect that storms had. The chart text should be updated as well.

[12.1.5] Establishing the Depots

Once the American and British Mulberries and Depots are complete, the Allied Logistics State becomes Operational. The following occurs during the Transition Segment of the Game-turn Indication Stage:

  1. Set Up the Army Support Point Cards:
    • Current Allied Army SP and Replacement Point totals are transferred to each appropriate card
    • Each Army SP total is increased by 4 plus the roll of one die
    • Corps Support Points markers for all landed Corps are set at 0 on each appropriate card
    • Army Support Level markers for each Allied army set at 1 on the Daily Corps Support Level Track
  2. Place Depots on the Map:
    • Each Allied Depot must be placed in an Allied-controlled hex within 3 hexes of the appropriate Mulberry Beach Hex. When tracing this distance along a road, the British count road hexes as 1/2 hex, the U.S. as 1/3 hex.
  3. Land Units:
    • Any units in Landing Boxes are placed on or adjacent to the appropriate Depot marker and Regroup markers are placed on them
    • Any units in the Floating Reserve Boxes are placed on the Reinforcement Track starting from the next turn. No space on the Game-turn Track may have more than 6 units on it, including those already positioned. A unit already on the track may be moved to a later turn to make way for a unit being added.
  4. Activate Remaining Units:
    • Any units in the Allied Holding Box are placed on the map in exchange for any eligible Allied breakdown battalions per 26.17.2; but ignoring the "within 3 hexes" limitation. If any of the battalions were isolated, mark the regiment as isolated.
    • What about HQs, AGRA and other units which may be in the Holding Box?
  5. Other:
    • The Allied player must adjust and extend the Army Boundary to conform with the 24xx requirements of rule 18.3.
    • Improved Positions may be built subject to normal limitations (see 19.1)

This restriction is lifted once a road-only supply line of 12 hexes or less can be traced from a Utah beach hex to the U.S. Depot. Additionally, Utah Beach hexes will no longer be used as supply sources.

[12.2] German Logistics
COMMENTARY

There are two German Logistics States: In-Reserve and Committed, referring to the commitment level of Panzergruppe West, or V Panzer Army. Developer's Note: V Panzer Army activation actually represents the formation of the Panzer Corps into Panzer Group West under General Eberbach. Panzer Group West was later redesignated as V Panzer Army in August.

[12.2.1] In Reserve

Beginning on June 7 (GT 2), the German Logistics State is In-Reserve. Until V Panzer Army is Committed, the following limitations are in force:

  • The Germans receive 8 Support Points during each Army Support Segment
  • 1 HQ and one artillery unit can be supported for free (see 10.2.1)
  • German mechanized reinforcements are subject to supply limitations (see 18.5)
  • German artillery reinforcements are subject to supply limitations (see 18.6)
  • The Germans may not conduct Major Operations
  • German Hidden Reserve is not available
  • Building Improved Positions costs 1 SP to build, limited to only one HQ per turn
  • Entrenchments may not be built

[12.2.2] Committing V Panzer Army

Beginning on June 25 (GT 19), during the Game-turn Indication Stage (after the Victory Determination Segment) the V Panzer Army marker is placed in the Turn 4 space on the Turn Record Track. The German player rolls two dice to determine if V Panzer Army becomes committed. If the result is less than or equal to the turn number the marker is on, V Panzer Army is Committed. If the number is greater than the turn the marker is on, V Panzer Army is not committed and the marker is advanced 1 space. The following happens once V Panzer Army becomes committed:

  • Roll one die and place the V Panzer Army Support marker in the space of the German Support Point Track equal to the number shown by the die
  • The Germans receive 12 Support Points during each Army Support Segment
  • 2 HQs and two artillery units (one for each army) are now supported for free (see 10.2.1)
  • German mechanized reinforcements no longer need to roll for their supply status upon arrival (see 18.5)
  • German artillery reinforcements no longer go to the Holding Box and no SPs are spent to place them on map (see 18.6)
  • The German may declare Major Operations
  • German Hidden Reserve becomes available
  • Improved Positions may be built subject to normal limitations (see 19.1)
  • Entrenchments may be built (see 19.2)

[12.2.3] The Defense of Cherbourg

The port of Cherbourg was an early objective for the D-Day invasion. Allied invasion planners were relying on the timely capture of Cherbourg to alleviate its supply bottlenecks. The German High Command was well aware of Cherbourg's importance and dedicated itself to both defending and destroying the port in order to deny its use to the Allied forces.

Cherbourg and Supply

Any Cherbourg city hex can act as a supply source – even if it cannot trace a supply line off the south or east mapedge – as long as hex N1410 is German controlled. An artillery unit can use N1410 as a supply source for SP resupply (see 10.4.1).

Cherbourg HQ and Support Points

The Cherbourg HQ unit is an ad hoc command that maintains its own pool of Support Points and acts as a normal Corps HQ for the Germans except for the following:

  • Cherbourg hex N1410 is the only supply source it may trace to for supply and support
  • It is automatically supported as long as a supply line can be traced from N1410 to an east or south map edge German controlled OMM box (per 11.2.3 and 11.3.1). If a supply line cannot be traced from N1410 to a German controlled OMM box, the Cherbourg HQ may be supported using a Cherbourg SP.
  • The Cherbourg HQ unit may not move beyond 6 hexes of N1511.
  • If eliminated the Cherbourg HQ unit never returns to play.

Support Points in the Cherbourg pool may only be used by the Cherbourg HQ and artillery units that trace supply to it. SPs may be added to the Cherbourg SP total only by Rail.

Receiving Cherbourg Support Points by Rail

The German player can add additional Support Points to the Cherbourg SP total using Rail Movement during the German Army Support Segment. One rail point carries up to 2 SPs, and only one rail point per turn may be used. To add Cherbourg SPs by rail the German player rolls one die, adding the Interdiction value of the Allied air unit if one was assigned to Rail Interdiction. If the result is 4 or less, 2 SPs are added to the Cherbourg SP total. On a result of 5 or 6, only 1 SP is added and the other is lost. On a result greater than 6, none get through, both SPs are lost. Flip the Rail Capacity marker to its -1 side to indicate a Rail Point was used to add Cherbourg SPs.

Flip the marker back to its front side at the end of the German Rail Movement Segment.

The Destruction of Cherbourg

The destruction of the great port of Cherbourg was a key component of the German defensive strategy in Normandy. The historical completeness of the destruction was noteworthy. In game terms, it is important for the German player to defend the approaches to Cherbourg and provide ongoing support to the port's destruction.

The destruction of the port is tracked by the Cherbourg Destruction Table. During the German Engineering Phase, the German player rolls one die, applying modifiers to the roll. On a roll of 5 or more, the marker it advanced one space.

KG: More details to follow...

[13.0] Support Points
GENERAL RULE

Support Points (SPs) allow both the Allied and German players to:

  • Attack at full combat strength,
  • Resupply artillery,
  • Support headquarters units
  • Perform certain engineering, replacement, and unit rest activities.
Both players begin each scenario with a number of SPs assigned to each army (and/or corps). Additional SPs arrive each turn during the Mutual Support and Supply Determination Stage. Players expend these SPs during the various phases of a game turn.

Army Support Point Displays: The British, American and German armies each have a separate display for receiving/expending their Support Points:

  • British/Canadian Army Support Point display - (contains: Corps SP Track, Army Reserve SP Track, and Daily Corps Support Level track)
  • U.S. Army Support Point display - (contains: Corps SP Track, Army Reserve SP Track, and Daily Corps Support Level track)
  • German Army Track
Each Allied corps has a Corps Support Point marker which is placed on its corresponding Corps Support Points Display. The marker is used to track receipt and expenditure of SPs for that corps. Each British and American army has an Army Support marker which is placed on its Army Reserve Support Point Track. The marker is used to track receipt and allocation of army SPs.

Daily Corps Support Level Track: The British and American armies have separate displays that indicates that a) each Corps can support a number of combats per turn and b) the number of additional (free) SPs for artillery resupply each turn. The support capability of the armies increases as the marker is advanced during the course of the game.

<Insert Daily Corps Support Level...>

Each German army has an Army Support marker which is placed on the German Army Support Points display. In addition, a special Cherbourg Support marker is used in scenarios in which Cherbourg is in play (10.8). The markers are used to track SPs available for each army and for Cherbourg.

Note: Allied and German Support Point receipt and expenditure rules are different and depend on the logistics state of the individual scenarios.

KG: The previous descriptive paragraphs describing the Allied systems lacks any mention of how things work during the Build-Up. Perhaps these sections need to be within the section on Logistics States.

[13.1] Spending Support Points

[13.1.1] Corps and Artillery Support Segment: The Allied Player must (10.5) and the German Player may (10.6) expend Support points to support their on-map corps headquarters units. In addition, both the Allied and German players may expend one SP (two for AGRA units) to return an artillery unit to full strength (see 10.4).

[13.1.2] Combat Phase: Both the Allied and German players must expend one Support Point per declared combat in order to conduct a Supported Attack. An attack made without a Support Point is an Unsupported Attack. An unsupported attack reduces the combat strength of participating attacking units by one half. SPs are not used when defending.

[13.1.3] Depending on the Allied logistics state the Allied player may also spend SPs as follows:

Build-Up Logistics State:

  • Begin construction of an improved positions (IP) [19.1]
  • Begin repair of a bridge over a river [19.3]
  • Improve Mulberry construction [19.x]
  • Improve depot construction [19.y]

Operational Logistics State, Army Expenditures:

  • Construct improved positions (IP)
  • Repair bridges over streams and minor rivers

Operational Logistics State, Corps Expenditures:

  • Begin construction of their second improved position (IP)
  • Begin repair of a major river Bridge

The German player may spend SPs to:

  • Begin construction of a second improved position (IP) [19.1]
  • Begin construction of an entrenchment. [19.2]
  • Begin repair of a major river Bridge [19.3]

KG: The preceding sections need work!

[13.2] Receiving and Allocating Allied Support Points
[13.2.1] Receiving SPs during the Build-Up

During the Army Support Segment, British and American players each receive Support Points from a combination of their Depot Construction Tracks and their Beach Landing Boxes.

  • Depot Support Points: The Allied player consults the Allied Depot Track and checks the completion level for each nationality. The bottom row indicates how many SPs a nationality receives based on its progress. The indicated number of SPs are added to that nationality's Army Reserve Support Point total.
  • Beach Landed Support Points: The Allied player can attempt to land additional SPs at each open Landing Beach Box and Mulberry Box. A limit of 6 boxes may be used to land SPs in any one turn. Landed SPs are added to that nationality's Army Reserve Support Point total. Note the subtle replacement of the word attempted. It seems that the original rule intent was to allow only a total of six landing boxes for SP landing.
The procedure for receiving Support Points depends on which Landing Box is being used:
  • Landing Box 1: automatically lands one SP. Place a "SP Landed" marker in each box and add 1 SP to that nationality's Army Reserve total.
  • Landing Box 2: the Allied player rolls one die and consults the Support Points Landing Table. Modify the die roll as indicated and apply the results. If any SPs are landed, place a "SP Landed" marker in that box and add the number of SPs landed to that nationality's Army Reserve SP total.

[13.2.2] Allocating SPs during the Operational Logistics Stage

The British and American armies separately expend and allocate SPs in the following sequence during the Corps and Artillery Support Segment:

  • Expend SPs (if required) from the Army Reserve Track to support their on-map Corps HQ [10.3.1]
  • Allocate SPs from the Army Reserve Track to individual corps on their Corps Track [10.3.2]
  • Allocate SPs (die roll on the Allied Support Table) to each army's Army Reserve Track [10.3.3]

[13.2.3] Expend Support Points for the Support of Corps HQs: The Allied player expends SPs to support corps HQs that are beyond the Supply Range of 12 (see 10.5). All corps HQs must be supported if possible. SPs to support Allied HQs precede all other SP expenditures from the Army Reserve SP total.

[13.2.4] Allocate Support Points to Corps and for Artillery Supply: Allied players may transfer a number of SPs from their Army Reserve Support Point track and add them to an individual corps' SP total. A corps can receive Support Points only from the army to which it is assigned. The number of transferred SPs cannot exceed the value of the current Daily Corps Support Level (see xxx). When a corps receives Support Points, that same number of SPs is subtracted from the Army Reserve Support Point total. Both corps and army markers are adjusted to reflect the new totals. Reduced artillery units may be resupplied at this time using expended army SPs (see 10.4).

Note: A corps currently in an Operation may also receive SPs during the Allied Operation Segment (in addition to any received during the Corps and Artillery Support Segment).

[13.2.5] Support Points to Army Reserve: The Allied player determines the number of received Support Points from the Allied Support Table. The Allied player rolls one die for each nationality: one for the British/Canadian Army group and one for the U.S. Army group. Apply all applicable modifiers (see the Allied Support Table). The die roll result is compared to the die number under the current sea condition column and the number indicated is the number of SPs the army receives that turn. There are no support points received during a storm turn. The Support Points are then added to the appropriate nationality's army support point total on its Army Reserve Support Points display. When the second army of a nationality becomes active, the owning player rolls just once (not twice) for both, and allocates the SPs between the two armies. Note: The Allied Support Die roll cannot be less than the current Allied Support modifier from the Turn Record Track. MJ: Which track? TKG or both? Is there a value on the OV TRT?

[13.3] Receiving and Allocating German Support Points

Needs edit to be consistent formatting

[13.3.1] Supporting HQ units: During the Corps and Artillery Support Segment the German player may automatically support 1 HQ unit and resupply 1 artillery unit in each Army at no cost of SPs. Additional HQs may be supported with the expenditure of SPs (see [10.5]. Units to be supported must be able to trace a line of supply to a valid German supply source. Note: some scenarios begin with only the VII Army HQ on the map.

[13.3.2] Receiving Support Points: During each Army Support Segment, the German player automatically receives the following number of Support Points:

  • Only VII Army HQ on the map: 8 SPs
  • Both VII and V Pz Army are on the map: 12 SPs
Upon receipt, the German player must subtract:
  1. the cumulative Interdiction Value on the Allied Supply Interdiction Display (see 15.4)
  2. the total number of Allied occupied German supply sources (map hexes and OMM areas that are marked with a supply symbol). MJ: Is this correct for the single map OV scenario??
The result is the number of Support Points that may be distributed between the two armies: VII Army and 5th Panzer Army (and later for Panzergruppe Eberbach). Add those value to the German Support Points Track. It is possible that Allied Supply Interdiction may leave the German Player with 0 Support Points. The German player may allocate his Support Points to his armies in any way he chooses. Once an army receives a Support Point it may not be transferred to another army. Note: Unlike Allied SPs, German SPs are not allocated to corps except during an Operation 12.2.

[13.4] Support Points for Artillery Resupply

[13.4.1] During the Corps and Artillery Support Segment, both players may expend one SP to resupply each reduced artillery unit (flip from its back to front side). Exception: British AGRA artillery units require 2 SPs each; (see 8.78). Artillery units are resupplied directly from their owning Army's SPs track. An artillery unit may only be resupplied from its own army or its parent corps. An artillery unit need not be in-supply but may not be Isolated as per the supply rules (see 14.0). It must be able to trace to a valid supply source in order to receive a Support Point. An artillery unit with a corps designation must trace through its parent supported HQ.

[13.4.2] Additional Artillery Support Points: The marker on the Allied player's Daily Corps Support Level track indicates a number of additional Support Points (the larger number in the shaded area of the display) that are available to resupply reduced artillery units. These SPs are in addition to the Support Points received in 14.2.1 above and must be expended during the current turn. This number is increased for an "Operation" and the increase must only be for artillery units within 6 hexes of the HQ conducting the operation (see 15.0).

[13.5] Supporting Allied Headquarters

Supporting Allied Corps HQs occurs during the Corps and Artillery Support Segment. The procedure for supporting Allied headquarters depends on the Allied Logistics State.

[13.5.1] Buildup: During the Buildup, all Allied Corps HQs that have landed must be supported if possible. A HQ is automatically supported (no SPs expended) if it is within its Army's current HQ Support Radius (the distance from a landing beach hex to the HQ). An Army's current HQ Support Radius (2, 3, 4, or 6 hexes) is determined by its marker on the Mulberry Construction Track.

Supporting HQs is a 2-part process:

  1. The Allied player must spend 1 SP to remove the "Unsupported" marker from each unsupported HQ unit. If an army does not have enough SPs to do so, the HQ remains unsupported.
  2. HQ units that are within the current HQ Support Radius are automatically supported. HQ units that are beyond the HQ Support Radius must spend one SP per increment of support radius in order to be supported. Place an Unsupported marker on any HQ that cannot be supported.
An isolated HQ may not be supported and receives "Isolated" and "Unsupported" markers.

Example: During the Corps and Artillery Support Segment, the Allied player consults the Mulberry Construction Track. The U.S. Mulberry Construction marker is at 5, which has a corresponding Corps HQ Support Radius of 3. U.S. Corps HQs can be up to three hexes away from a U.S. Beach Hex and still be automatically supported. If a HQ were 6 hexes away it would cost 1 SP to keep that HQ supported; each additional 3 hexes cost 1 extra SP.

SPs used to support Allied HQs precede all other SP expenditures. HQ units located in the Landing Boxes or Floating Reserve are considered supported.

[13.5.2] Operational Logistics: An Allied corps headquarters is always considered supported as long as it can trace a supply line of 12 hexes or less (counting per 11.3) to a valid supply source (see 11.1). However, the distance of an Allied HQ to a supply source may cause an additional expenditure of Support Points from the Army Reserve in order to keep a corps supported. If an Allied corps HQ unit is within 12 hexes (counted per 11.3.1) from its supply source it is automatically supported without expenditure of a Support Point. At the beginning of the Corps and Artillery Support Segment, the Allied player must expend 1 Support Point per corps HQ, for each additional twelve hexes from a supply source. SPs expended to support an HQ are "lost" and are separate from SPs transferred from Army Reserve to the corps.

Example: The U.S. 19 Corps Headquarters is a total of 28 hexes from its supply source (counting from the HQ to the supply source). Subtracting the first twelve hexes, the remaining 16 are within two twelve-hex increments. The U.S. player must subtract 2 Support Points from the Army Reserve in order to keep that corps supported.

[13.5.3] All Allied headquarters must be supported before any other support points consideration is made. Any corps HQ that cannot be supported for any reason is declared unsupported and an Allied Unsupported HQ Marker is placed on the HQ unit. Note: An unsupported corps HQ unit is not necessarily considered out of supply (See 9.1).

[13.5.4] An Allied HQ unit that is off-map (i.e., in any OMM box) simply uses 2 Support Points to be considered supported. It must be able to trace a supply line to a supply source from the OMM box it occupies and may trace through other Allied controlled OMM boxes.

[13.5.5] U.S. 3rd Army HQ units that are removed from the map after exiting into Brittany and the Loire no longer require supporting (see 21.4.4).

[13.6] Supporting German Headquarters

[13.6.1] During the Corps and Artillery Support Segment of each Game-Turn, the German player must determine if a corps will be either supported or unsupported. A supported corps HQ unit is placed face up (displaying HQ in the unit type symbol). An unsupported corps HQ unit is placed on its reverse side (displaying U in the unit type symbol). Each supported corps requires expenditure of a Support Point during the segment. A corps' support status is determined each turn and remains so for the remainder of the Game-turn.

[13.7] Effects of Unsupported Headquarters

[13.7.1] Unsupported Headquarters units (HQ) are flipped to their back side. Units that trace supply to an "Unsupported" HQ are considered Out of Supply if they are within the supply radius of that corps and Isolated if they are beyond that radius (see 14.0). In-supply units that trace supply to a "Supported" HQ operate normally for combat and movement.

[13.7.2] Regiments of a division that trace supply to an "Unsupported" HQ (at the instance of combat) may not receive Divisional Integrity.

[13.7.3] An "Unsupported" HQ may not:

  • Initiate construction of Improved Positions or Entrenchments
  • Initiate bridge repair
  • Initiate or continue an "Operation"
  • Expend an SP for a supported attack
  • Expend an SP to return an artillery unit to full strength
  • Expend an SP to double an artillery unit's barrage strength

[13.8] Cherbourg Support Points

[13.8.1] The German player can add Support Points to Cherbourg using Rail Movement during the German Army Support Segment. One rail point (x.x) carries up to 2 SPs, and only one rail point per turn may be used. To add Cherbourg SPs by rail, the German player rolls one die, adding the "Interdiction value" of the Allied air unit (if one was assigned).

  • If the result is 4 or less, 2 SPs are added to the Cherbourg SP total.
  • On a result of 5 or 6, 1 SP is added and 1 SP is lost.
  • On a result >6, no SPs are added.
Flip the Rail Capacity marker to its -1 side to indicate a Rail Point was used to add Cherbourg SPs. Return the marker to its front side at the end of the German Rail Movement Segment.

[14.0] Supply
GENERAL RULE

A combat unit may have one of three possible supply states: in supply, out of supply or isolated. A headquarters unit may be either in supply or isolated.

Both players determine each of their unit's supply state during the Mutual Support and Supply Determination Phase. Once determined, a unit retains its supply state for the remainder of the turn (even if circumstances alter its supply status as a result of movement or combat). In order to be considered in supply, a combat unit must be able to trace a Supply Line to either a supported HQ unit or to its national supply source (British, American or German). In order to be considered in supply, a headquarters unit must be able to trace a Supply Line to its nationalities supply source (10.3).

In supply units function normally. A unit that is out of supply or isolated may have a reduced Movement Allowance (4.0) and Combat Strength (8.0).

[14.1] Supply Determination of Combat Units

[14.1.1] In order to be considered in supply, a combat unit must be able to trace a Supply Line (13.3) from either:

  • A friendly, supported corps HQ unit of the same army (see 10.5.1 and 10.5.5). In turn, that HQ must be able to trace a continuous line of hexes of any length to a supply source (see 11.2 and 11.3).
  • A nationality supply source (only British or American).
A unit that traces a supply line from an "unsupported" HQ is either Out-of-supply (11.4) or Isolated (11.5). The corresponding marker is placed on out-of-supply or isolated units.

<Insert HQ, out of supply, isolated markers...>

[14.1.2] Any combat unit, regardless of its corps designation (or with no corps designation), may trace supply from any corps HQ within the same army (see 10.5.5 and 11.7.3). However, one Division with the same corps designation as its parent corps HQ unit, must trace supply to that HQ at all times (all units of the division must trace).

MJ: I have no idea what the above text means or if it is even necessary. And what happens if there are no units of a corps that trace to its HQ? does the player lose the game?

[14.1.3] A corps headquarters may provide supply to any number of combat units. However, no more than 3 divisions may trace to a single HQ unit (one or more non-cadre regiments of a division counts as one division). If more than 3 divisions trace to an HQ unit, the HQ is considered unsupported (exception, see 11.9, 20.2.2).

MJ: The above rule is violated by the OV setup and play for several turns. i.e. German 84 corps. I don't know what problem it tried to solve but it seams unnecessary. Can it be deleted? Or alternately "If more than 3 divisions trace to an HQ unit then the player must choose which three division are in supply and which divisions will be marked out of supply.

KG: Perhaps the 3-division limit only comes into play when V Panzer is Committed? Until then, what should it be?

  • One division with the same corps designation as the corps it is tracing to, is counted free against the 3 division limit.
  • Example: The British 8th Corps has 4 divisions tracing to it; 15th (free), 43rd, 7th Ar. and 53rd, but counts only 3 divisions for supply purposes.
  • During an Operation, an HQ may have up to 6 divisions tracing to it (see 15.0).

[14.2] Supply Sources
[14.2.1] Allied

In order to be in supply, receive Support Points and provide supply to Allied combat units, an Allied headquarters unit must be able to trace a continuous line of supply of any length to an Allied supply source (see 11.3). The length to the supply source will determine how many Support Points must be expended in order to consider the Allied HQ unit to be supported (see 10.5.1).

[14.2.2] During the Build-Up, the Allied player may use any beach hex in a named beach as a supply source. During the Operational Logistics State, the Allied player has two supply sources: one for the U.S. Army (hex W6021) and one for the British/Canadian Army (hex W5735).

[14.2.3] German

In order to be considered in supply, receive Support Points and provide supply to German combat units, a German HQ unit must be within 3 hexes of any hex traversed by a road, which in turn leads off the map along a continuous line of road hexes of any length, to any German controlled OMM box (with or without a supply symbol). Once an Allied unit controls an OMM area it is no longer considered a German supply source. Note: The supply symbol in the Alencon hex (E1422) is not a supply source for tracing supply (exception: see 20.2.3) but may be used for reentering replacements (see 17.2.9).

[14.2.4] Cherbourg: Any Cherbourg city hex can act as a supply source as long as hex N1410 is German controlled, even if the hex cannot trace a supply line off the south or east map edge. An artillery unit can use N1410 as a supply source for SP resupply.

MJ: The above does not consider the German supply for the Build-Up: City Supply and Buildup, See below which needs to be integrated pending Ken's/Marks city map considerations. ALSO; MOVE9.23 CHERBOURG SUPPLY SOURCE TO HERE

[14.3] Supply Lines

[14.3.1] A supply line is a path of continuous hexes from an HQ to a combat unit or from that HQ to a supply source. A supply line is counted as hexes, not movement points, and none of these hexes may be enemy occupied or pass through an enemy controlled hex (unless occupied by a friendly unit). This path may not cross a non-bridged major river hexside.

The length of the supply line is dependent on the below nationality's logistics state and is counted as follows:

  • German: 6 hexes
  • Allied Build-up Logistics State: 3 hexes
  • Allied Operational Logistics State: 6 hexes
Each hex is counted as 1 (regardless of terrain type) except for the following terrain:
Map FeatureMP Cost / Penalty
Any Connected Road Hex1/2
Forest or Flooded Hex2
Minor River Hexside+3
Primary Road Hex (HQ to Supply Source only)1/3

MJ: per the above "+3 cost" it is impossible for an Allied unit to be in-supply during the buildup if it's across a minor river. Intended?? Also, why not say "minor or secondary road" instead of "any connected road hex? Also note that movement through a minor road is always one [and not (1/2)] per the TEC. Lots of inconsistency here !!

[14.3.2] A friendly line of supply may trace through an enemy Zone of Control if all enemy units exerting the ZOC are across a non-bridged minor river hexside.

[14.3.3] An Allied unit (on the map) that traces from an HQ in an OMM box adds 6 hexes when calculating its supply line. (in effect it cannot be in supply from that HQ).

[14.4] Out of Supply

[14.4.1] A unit is considered to be out of supply under the following conditions if:

  1. A unit traces a supply-line greater than 6 from a supported HQ.
  2. A unit traces a supply line of six or fewer from a HQ but that HQ is Unsupported.

[14.4.2] Place an Out of Supply marker on any unit that is determined to be out of supply during the Supply Segment of each Game-Turn.

[14.4.3] Effects of being Out of Supply

An out of supply unit has its Combat Strength and Movement Allowance affected as follows:

  • The Combat Strength of an attacking unit is halved (round fractions up). Note that a unit's Combat Strength may be halved due to supply in addition to other reductions, such as disorganization and terrain effects, but regardless of the number of reductions, a unit's Combat Strength may not be less than one.
  • The Combat Strength of a defending unit remains unaffected. KG: Do we really have to keep putting in "holding hands" types of redundant rules?
  • The Movement Allowance of mechanized unit is halved (round fractions down). Note: German units subjected to general Movement Interdiction reduce their Movement Allowance for interdiction first and then halve for supply.
  • The Movement Allowance of a non-mechanize unit remains the same. KG: Once again... why?

[14.5] Isolation

[14.5.1] A unit is considered to be Isolated under the following conditions:

  1. A unit is unable to trace a supply line of 12 hexes or less to a HQ unit or a friendly supply source.
  2. A unit is considered out of supply (per case 11.41a) but its HQ is unsupported.
  3. A unit is able to trace a supply line to a HQ, but the HQ itself cannot trace a supply line to a supply source.

[14.5.2] Place an Isolated marker on any unit that is determined to be isolated during the Supply Segment of each Game-Turn.

[14.5.3] Effects of Isolation

Any unit that is considered Isolated has its Combat Strength and Movement Allowance affected as described below:

  • If the unit is attacking, its Combat Strength and ASV are never more than 1.
  • If the unit is defending, its Combat Strength and ASV are halved (round fractions up ). Note: A defending unit's Combat Strength may never be halved more than twice. Regardless of the amount of reduction, a unit's Combat Strength may not be less than one.
  • If the unit is mechanized, its Movement Allowance is quartered (rounded up), reducing its Movement Allowance for Movement Interdiction first (see x.x).
  • If the unit is non-mechanized, its Movement Allowance is reduced by 1, in addition to the reduction from Allied Movement Interdiction Level (see x.x).

[14.6] Automatic Supply

[14.6.1] All HQ units are always considered to be in supply unless they cannot trace a supply line to a supply source (however, they may be considered to be unsupported). MJ: Is this wording correct for all cases?

[14.6.2] Any unit entering the map as a reinforcement is considered to be in supply for movement for the first two Game-Turns in which it enters the map.

KG: The two turn reinforcement supply rule doesn't really work with OV, especially wrt rolling for German mech/armor supply. The issue is that KG + OV is a much bigger game. Mech units arriving as reinforcements should be able to move to the front lines at full movement allowance w/o having to worry about supply. So, the proposal is this: "Transit Supply". For Allied units during the Build-Up, this is unavailable, and unnecessary, as the corps HQ are right near the beaches. However, if the corps pull away too far, then the mech/arm may not be able to keep up (although the beach HQ would alleviate this). When depots are Operational, mech units within 6 hexes of the depots may receive a Transit marker, giving them 2 turns to reach a corps HQ. For the Germans, before V Panzer Army is Committed, mech/arm units roll to receive a Transit Supply marker. When successful, they have two turns to reach a corps HQ. If not, they move at half MA or only move 1 OMM Transit Box. When V Panzer Army is Committed, all mech/arm reinforcements get a Transit Supply marker to allow full MA. This models the "two-turn automatic" rule with a game mechanic that can serve all logistic states.

[14.7] Transit Supply

The following rule is designed to replace the Automatic Supply rules to make better sense of supplying reinforcements heading towards their respective front lines.

[14.7.1] Allied and German reinforcements may be marked with a Transit Supply marker to allow them to remain in supply as they transit toward the front lines. When initally placed, the marker is aligned with a value of 2.

[14.7.2] During the Supply Segment of the Mutual Support and Supply Determination Stage, the Transit Supply marker must be removed if the unit can trace supply through a headquarters unit, or it must be set to the next lower value in order for the unit to remain in supply. When the marker is set to 0, it is removed.

[14.8] Attached Units

[14.8.1] A corps HQ may attach any number of units bearing another corps' designation (within the restrictions of 11.1.3). A unit tracing supply to an HQ with a different corps designation is considered attached to that corps and is treated as a unit of that corps for all purposes. The owning player, at any time during the Supply Segment, simply declares which units are attached to another HQ and those units are assumed to be part of that corps until the following friendly Supply Segment.

[14.8.2] During an Operation, a corps HQ may attach up to six divisions and any number of nondivisional units (see 15.0).

[14.8.3] During the Supply Segment, any Allied unit of an army that traces supply to an HQ from another army (of the same nationality) is considered out of supply (see 13.1.4).

[14.8.4] U.S. units may not be attached to a British/Canadian corps; likewise, British/Canadian units may not be attached to a U.S. corps.

[14.8.5] A unit with a corps designation that enters the map as a reinforcement must first move to within the supply range of its parent HQ before it can be attached (trace supply or receive support points) to another corps.

[14.9] Independent Units

[14.9.1] Combat units that have no corps (or army) designation are considered independent units and may trace supply and/or receive SPs from any friendly HQ unit the owning player wishes them to. Note: Independent divisions count against the 3-division limit of an HQ (see 11.1.2 and 11.1.3).

[14.10] Special Support for Increased HQ Supply

[14.10.1] A Headquarters unit may increase the number of divisions it can supply by 2, if the owning player expends one additional Support Point (to the HQ) during the Supply Segment (exception: 12.3.5).

[15.0] Operations
GENERAL RULE

Operations increase the offensive capabilities of both the Allied and German Armies. They are declared during a players Operational Phase and conducted by a corps within a given Army. An operation may include all designated units within the supply range of that corps' HQ at the time of declaration. Each Army may conduct only one operation at a time. An operation provides the designated corps with the following combat benefits:

  • Allows Surprise Assault during the first turn of an operation [15.6].
  • Allows movement and combat for "Reserve" units after the combat phase [15.5].
  • Increases the number of available Allied corps artillery support points [15.2.4].
  • Allows carpet bombing on the first turn of an Allied operation [17.8].
  • Allows for German Operational Initiative [15.3.8].
In addition to the above, the German player may conduct a Major Operation [15.3.7].

[15.1] Declaring the Operation

[15.1.1] Supporting the Operation: Armies that declare an operation must allocate SPs to the designated corps in order to meet the minimum SP requirements for an operation. A corps HQ that receives these "Operational Support Points" uses them in the same manner as normal SPs. During the operation, any activity by a combat unit (or its corps HQ) that requires a Support Point, must be expended from that corps HQ's Support Points.

[15.1.2] Concurrent Operations: An operation may not be initiated in the same Army during a current Operation or within two turns after an Operation has ended. Example: If an 8th Army Operation ended on turn 24, a new 8th Army Operation cannot begin until turn 27.

Design Note: Although most aspects of operations are similar for both sides, players should note that German operations differ slightly from the Allies.

[15.2] Allied Operations

[15.2.1] Operation Limits: Allied operations may be declared only during the Operational Logistics State.

[15.2.2] Declaring and Allied Operation: An Allied Army may declare a corps Operation under the following conditions:

  • The Army must have at least 12 SPs in its Army Reserve
  • The weather must be Clear, Scattered or Light Overcast
  • The corps within the Army must be in supply and currently supported
  • The designated corps must have a number of artillery units within its supply radius, equal to the current artillery resupply number indicated on the army's Daily Corps Support Level display (count each AGRA as 2 units)
If the above conditions are met, the Allied player designates which corps is to conduct the operation and flips its HQ unit to its back (Operation) side and its corresponding Support Point Marker to its back (Operation) side. The Allied player then designates which divisions and units are attached to the corps for the operation. Up to 6 SPs may be transferred from the Army Reserve to the Corps' Support Point total. The corps SPs total must be at least 5 SPs but may never have more than 9 SPs.

[15.2.3] Continuing the Operation: During the Allied Operation Phase of each subsequent turn of the operation, each corps currently in an operation may be allocated additional Support Points from its Army Reserve Track in order to bring its total up to 5 or more on its Corps Support Level Track. Each corps in an Operation may be given up to 6 SPs from its Army Reserve during this phase.

Example: The British 30 Corps is in an operation and received 2 SPs during the Corps and Artillery Support Segment. At the start of the Operation Phase, it must receive at least 3 SPs in order to continue the operation. The Allied player decides to give the corps 5 SPs for a total of 7 SPs.

[15.2.4] Additional Artillery Support Points: During the Operational Phases of an initial and continuing operation, the Allied player receives 2 "free" additional Artillery Support Points for artillery resupply. These artillery SPs may be used only to resupply artillery units within the supply range of an HQ that is in the Operation. These points may not be saved in the Army Reserve SP Track.

[15.2.5] Ending an Allied Operation: An Allied operation ends during subsequent Operation Phases if the allied Player is unable to meet its conditions [15.7].

[15.3] German Operations

The German player may initiate an Operation during the Operation Phase of any German player-turn if eligible to do so. A Major Operation [15.3.7] may be declared only after the V Panzer Army Headquarters has been Committed. Is this correct?

Developer's Note: V Panzer Army activation actually represents the formation of the Panzer Corps into Panzer Group West under General Eberbach. Panzer Group West was later redesignated as V Panzer Army in August.

Players Note: German players must prepare several turns in advance for an operation.

[15.3.1] Preparing for German Operations

If the German player is not currently conducting an operation, a maximum of 2 SPs may be transferred to the "Operations SPs" total during the German Operation Phase. Either Army may provide SPs. Advance the Operations SPs marker (on the German Army Support Point Track) by the number of SPs transferred and reduce the Army(s) marker(s) by the same amount. No more than 9 SPs may be held in the Operation SPs total.

<German Operations SPs Counter image Here – both front & back (red ops)>

During the course of the scenario, if the German player chooses to not declare an operation, all Operation SPs are transferred back to the Army's Support Points track; (reduce the Operations SP total to 0). The German player may prepare for another operation in subsequent turns.

[15.3.2] Declaring a German Operation

A German Army may declare a corps operation under the following conditions:

  • The German player must have previous transfer at least 6 SPs to its Operations SP marker on the German Support Point Track.
  • The German Support Point total from both armies combined, must be at least 6 SPs.
  • The designated corps HQ unit must be supported and have at least 4 non-cadre regiments assigned (or attached) at the instance of designation. Other corps HQs in the Army need not be supported
If the above conditions are met, the German player flips the "Operations SPs" marker on the German Support Point Track to its back (red) side and replaces the declaring corps HQ unit on the map with the corresponding V Pz (or VII) Army OP marker. Then, the German player rolls one die; the number rolled is the maximum number of SPs that may be immediately transferred to the red "Operations SP" total. These SPs may be taken from one or both of the German Army's Support Points totals. Finally, the German player may redesignate and attach units to the corps.

<German VPz (front) and VII (back) Army "OP" counter image>

[15.3.3] Continuing the Operation: During the German Operation Phase of subsequent turns, the German player rolls one die. The number on the die is the maximum number of SPs that may be added to the current German Operation Support Points total. These SPs are taken from one or both of the Army's Support Points totals on the German Army's Support Track (see example). The die-roll number may not be less than the current German VP modifier on the Turn Record Track.

MJ: there is not a "VP modifier" on the OV Turn Record Track

[15.3.4] Ending a German Operation: A German operation ends during subsequent Operation Phases if the German Player is unable to meet its conditions [15.7].

<German Operations Example Here>

[15.3.5] During a German Operation, the 2 automatically resupplied artillery units (see 10.2.1) may be applied to artillery units within the radius of the HQ conducting an Operation.

[15.3.6] The German player(s) must lose Victory Points if a German Operation fails to capture an Allied town or city hex (see 21.2).

[15.3.7] Major German Operations: The German player may declare two Major Operation in scenarios where 5th Panzer Army is in play: once for any eligible HQ and once by the Panzergruppe Eberbach HQ. A Major German Operation is the same as described above with the following additions:

  • The corps HQ unit used for the Operation must have at least 6 non-cadre strength regiments (including any in the Hidden Reserve display)
  • The German player receives a number of free SPs via a die roll. The number on the die roll is added to the German Operational SPs. The number cannot be less than the current German VP factor on the Turn Record Track.
  • German units that conduct a major operation may be eligible for German Operational Initiative [15.3.8].
  • A major operation ends if ……. ?????

[15.3.8] German Operational Initiative: If a Major German Operation begins with 12 or more SPs, the German player may declare the Operation to have Operational Initiative. An Operational Initiative 1) moves the German Operation and Allied Targeted Air Interdiction Phase to the Allied Operation Phase and 2) allows those units (only) of that Operation to conduct their Movement and Combat Phases during the Allied Operation Phase. For these units only, this change in the sequence begins on the Game-Turn following the initiation of the Operation and continues until the Operation ends. All friendly units within the supply range of the German HQ conducting the Operation (designated by the German player), are considered to have Operational Initiative. Operational Initiative ends when the Operation ends.

[15.4] An Operation's Effect on Combat, Movement and Supply

[15.4.1] A corps in an Operation must make at least two attacks each turn. If the corps does not make the two attacks as required, the Operation may not continue for that corps (see 15.7).

[15.4.2] All attacks by units in an Operation must be supported if possible; i.e., each attack in an Operation must expend a Support Point. If there are no SPs left in the corps, the remaining attacks, and those made during Reserve Movement, simply occur as unsupported. The Operation may not continue if any attacks during the Combat Segment of the Combat Phase in that Operation, are made as unsupported (see 15.7.1).

[15.4.3] Units from a corps in an Operation may employ Surprise Assault [15.6]and Reserve Movement [15.5].

[15.4.4] German units from a corps in an Operation may not receive replacement points.

[15.4.5] An HQ in an Operation may have 6 divisions, and any number of non-divisional units, tracing supply to it at no additional cost in SPs (see 11.1.3). It may not use rule 11.9 to add an additional 2 divisions.

[15.5] Reserve Movement

[15.5.1] Any non-artillery combat unit, that is part of a corps that is currently in an Operation, may be placed in Reserve and move and have combat during the Reserve Movement Segment of the Combat Phase. Only those units that are part of a corps (including assigned and independent units) that is currently in an Operation may be placed in Reserve.

[15.5.2] During the friendly Movement Phase the owning player places a Reserve Marker on any unit or stack he wishes to have in Reserve (a maximum of 9 units per corps may be placed in reserve). These units will be able to move later, after all combats have been completed, during the Reserve Movement Segment of the Combat Phase. For a unit to be eligible for Reserve Movement it may not begin the Movement Phase in an enemy controlled hex and it must be in supply.

[15.5.3] During the friendly Movement Phase, a unit in Reserve may move a maximum of 1 hex or 3 mech movement points. It may not enter an enemy ZOC, cross a non-bridged minor or major river hexside or enter prohibited terrain.

[15.5.4] During the Reserve Movement Segment of the phasing player's turn, a unit in Reserve may move its Movement Allowance less 1 for non-mech and less 3 for mech units (using Tactical Movement only). All other rules of movement apply.

[15.5.5] Reserve Combat: After all Reserve units have finished moving in the Reserve Movement Segment, any unit that was placed in Reserve may attack adjacent enemy occupied hexes. All units in Reserve that occupy a hex that would normally require them to attack an enemy occupied hex, had they moved prior to the Combat Phase, must attack those hexes. All the rules for combat apply except for the following:

  • No artillery unit may be used by either player
  • Naval Bombardment cannot be used
  • Only Movement Interdiction Air Points may be used as Ground Support, counting as one shift only

[15.5.6] At the end of the Reserve Movement Segment, all Reserve markers are removed from those units that were in Reserve. At the end of the Reserve Movement and Combat segments, all unit stacking provisions apply (6.1).

MJ: The above stacking text was added because I could find no rule defining Reserve Movement Stacking

MJ: This section has some deficiencies relative to a potential breakthrough:

  1. Why do Reserve units have to attack units that were already attacked in the combat phase?
  2. Why can't Reserve units move next to both a "previously attacked" unit and a "not attacked" unit and then attack only the "not attacked unit"??
  3. Why does a Reserve unit have to attack if it moves into a friendly hex formerly occupied by a friendly unit that advanced after combat. i.e. fills a hole created by an advancing unit?

MJ: As worded, the current rules do not allow for sufficient conditions for a true breakthrough.

KG: I am adding an 'S' result to the CRT for "Shattered". Not only will there be strict loss/retreat/Disorganized effects, but the attacking player will retreat the defending units in a way beneficial for the attacker.

[15.6] Surprise Assault

[15.6.1] In the Combat Segment of the Combat Phase during the first turn of an Operation, the attacking player may declare a Surprise Assault for any attack of that Operation. In order to use Surprise Assault the attacking player may not include any artillery, air units or Naval Bombardment in the attack. The Allied player may not have used Carpet Bombing in the Operation. For each attempt of a Surprise Assault the attacking player rolls one die; a result of 1–4, the attack achieves surprise, a result of 5 or 6 the Surprise Assault attempt fails. A +1 die roll modifier for each attempt made that turn is added after the first attempt. A Surprise Assault must be completed before the next surprise attempt is made. No more attempts may be made that turn once a Surprise attempt has failed.

[15.6.2] For each successful Surprise Assault, the attacking player may shift the final combat odds ratio 2 columns to the right on the CRT. In addition, the defending player may not use any artillery, air points or Naval Bombardment for that combat. If the Surprise Assault attempt fails, there is no shift benefit to the attacker (the defender still may not use artillery or air during that attack).

[15.6.3] The German player subtracts 2 from any Surprise Assault die roll on the first declared Major Operation of the game. KG: This method goes against the "dice differential" CRT mechanic. Instead, +2 to the defender's die, with all that that implies wrt dice differential result, Arm/AT Loss, Accelerated Effort, etc.

[15.7] Ending an Operation

[15.7.1] An Operation ends only during the owning player's Operation Phase. A player may voluntarily end an Operation; however, an Operation must end if any of the following occur:

  • Its Support Point total is less than the required number at the end of the Operation Phase; 5 SPs for Allied [15.2.2], and 3 SPs for German [15.3.2]
  • The corps failed to make the required two attacks per 15.4.1 or made an unsupported attack (excluding attacks made during Reserve Combat)
  • The HQ conducting the Operation was not supported during the current turn Mutual Support and Supply Determination Stage

[15.7.2] At the end of an Allied Operation, if the corps has more SPs than the number shown on the Daily Corps Support Level display, the excess SPs must be used to resupply any reduced artillery units within the supply range of the Operation's HQ unit. If after doing so, the corps has remaining SPs, they are returned to the corps Army Reserve SP total. When an Allied Operation ends, the corps HQ unit is flipped back to its normal (HQ) side.

[15.7.3] At the end of a German Operation the Operation's SP total must be reduced to 0. If any SPs remain after an Operation, half (rounded up) are immediately lost. The other half are immediately used to resupply any reduced artillery units within the supply range of the operational HQ. The remaining are returned to any Army SP total the player chooses. MJ: very strange SP loss minutia! WHY?? The German player flips the "Operations SPs" marker on the German Support Point Track to its front side.

[16.0] Weather
GENERAL RULE

The Allied player determines the weather and sea state during the Weather Segment of each turn. Possible weather conditions are: clear, scattered, light overcast, heavy overcast and storm. Each weather condition affects the availability of Allied air power. Possible sea states are calm and rough. A rough sea state or storm negatively affects the landing of combat units and supply on the beaches. Current weather and sea state for the turn are determined by die rolls that are influenced by the previous day's weather and by the June Weather Pattern.

[16.1] Determining Current Turn Weather

[16.1.1] The Allied player reveals the weather die roll from the previous turn and consults the Current Weather Condition display (on the map). The die roll is modified if the previous turn was: a) Rain, b) Scattered and/or c) by the June Weather Pattern. If the outcome is light or heavy overcast, then a second die is rolled (with modifiers) to determine if rain occurs during the turn. If both rain and heavy overcast occur, then an additional die roll is made to determine if a storm occurs. The Weather marker is placed on the appropriate weather condition box. If the die roll conditions for rain are met, flip the Weather marker to its back side. If the die roll conditions for storm are met, place the Weather marker in the Storm box. Refer to the instructions on the Current Weather Condition display.

Special Weather Advisory: The -1 modifier for rain is ignored after the second consecutive rain turn.

<Insert Graphics Examples...>

[16.1.2] After all weather conditions have been determined, the Allied player secretly rolls one die for the next turn's weather. The die roll value is recorded and revealed during the next turn.

[16.2] Sea Conditions
COMMENTARY

Sea Conditions are an abstraction of the many factors that affected the Allies' ability to transport supplies from England, disembark them on the beach and distribute them to the front. Factors that influenced delivery of supplies were: weather and sea conditions, supply coordination, transport availability and congestion on the beachheads (i.e. logistics management).

[16.3] Weather Patterns and Storms
COMMENTARY

The June Weather Pattern reflects the historically unfavorable weather conditions encountered in June of 1944.

[16.3.1] Weather Die Roll Modifiers: The June Weather Pattern marker is placed on the Turn Record Track as specified in the scenario set up. It has two sides (FAIR and POOR) that affect the weather condition die roll. If the FAIR side is showing, no modifier is applied to the weather and rain die rolls. If the POOR side is showing an additional +1 modifier applies to both the weather and rain die rolls.

[16.3.2] Determine Weather Pattern: During the Weather Segment of the current game-turn, if the Game Turn marker is in the same turn box as the June Weather Pattern marker, the Allied player rolls one die (with the below modifiers) to determine the next weather pattern.

  • +2 if June Weather Pattern is Fair
  • -1 if June Weather Pattern is Poor
If the net roll is 1 to 4, the June Weather Pattern marker is advanced up the track with the Fair side up (0 modifier); if the net roll is 5 or 6, it is advanced Poor side up (+1 modifier). Next, the Allied player rolls 1 die to determine how many turns (1 to 6) ahead on the track to advance the marker. The face side modifier will apply to all upcoming weather die rolls as long as the marker is on the turn track.

[16.3.3] Ending the June Weather Pattern: Remove the June Weather Pattern marker from the track (scenario) when a July turn is reached.

[16.3.4] Storms: During storm turns, the following restrictions apply to the Allies:

  • There are no Allied Army Support die rolls.
  • No Allied air units are available.
  • Units in Landing Boxes and the Floating Reserve may not land and must remain in place.
  • Support Points may not land (on the beach) or be received from the Allied Depot Track.
  • No Mulberry or Depot construction or Cherbourg destruction occurs during the Engineering Phase.
  • Reinforcements from the Turn Record Track are not placed on the map but instead move to the next turn. If more than 3 units of a nationality occupy that turn, those reinforcements are displaced to the next turn. No more than 3 units per nationality may be on a turn for the three turns following the end of a storm turn. For multiple storm turns, adjust the Reinforcement Track after each storm turn.
Note: If the June Weather Pattern marker and the Turn marker are in the same space on the Turn Record Track and the weather is a Storm, no weather roll is made for the next turn. The June Weather Pattern marker is automatically placed on its Poor side and advanced to the next turn.

[17.0] Air Power
COMMENTARY

Allied air power exerted a tremendous influence on the battle for Normandy. By July 1944, the Allies maintained total air superiority over the Normandy beachhead and large parts of France. This superiority allowed them to conduct unopposed supply interdiction, ground forces interdiction, carpet bombing and direct combat support of infantry for both offensive and defensive operations. However, Allied air operations were limited by bad weather and by fierce German antiaircraft defenses. During night and bad weather days, the Germans were able to strategically deploy their forces without fear of Allied air attacks. However, on clear days German forces caught in the open or on roadways could suffer a significant reduction in capability. On the other hand, those that were dug-in within the thick bocage areas and those protected by anti-air capability tended to fare better. As the Allies advanced into Normandy, capturing cities, they hastily built makeshift air strips and deployed tactical fighters close to the front. This greatly shortened the response time for interdiction and support missions and generally increased air effectiveness as the campaign developed. As for the Germans, they were virtually void of any air capability. For practical game considerations, the Germans have no air points.

GENERAL RULE

The Allied player receives a variable amount of Air Power (air points) each turn and may only be used in the turn received. The number of air points is affected by current turn weather: clear, light overcast, or heavy overcast. If there is heavy overcast with rain or storm, then no air points are available for the turn. Once the number of air points are determined, then the Allied player may allocate the available air points between Movement Interdiction, Ground Support and Supply Interdiction missions.

[17.1] Air Units

Air units represent the application of air power to a particular mission: carpet bombing, ground support, air interdiction or supply interdiction. One air point allows use of one Air unit in the current turn. At the beginning of a scenario Air units should be place in a cup to allow random drawing during the turns. At the end of each turn the air counters are returned to the cup for use in the next turn. Each Air unit has separate mission values that represent the capability for the respective mission.

<Insert Air Unit Graphics...>

[17.2] Air Point Determination and Allocation Sequence

[17.2.1] The Allied player uses the following sequence during the Allied Air Segment of the Weather and Air Determination Stage.

  1. AIR POINT DIE ROLL — The Allied player rolls the die on the ALLIED AIR AVAILABILITY TABLE and cross references the die roll against the current turn cloud cover. The die roll is increased by the Allied Air Availability Modifier (on the Turn Record Track). The resulting number is the total number of air points (Air units) available to the Allies for Ground Support or Movement Interdiction (supply and movement).
  2. ALLOCATE AIR POINTS BETWEEN MOVEMENT INTERDICTION AND GROUND SUPPORT - The Allied player allocates his available air points between Ground Support and Movement Interdiction. In no instance may the total air points allocated to either category exceed 18. Place the Ground Support marker on the GROUND SUPPORT track corresponding to the desired number of ground support points. Place the Interdiction marker on the MOVEMENT INTERDICTION TRACK corresponding to the desired number of interdiction points.
  3. ALLOCATE SUPPLY INTERDICTION POINTS FROM THE MOVEMENT INTERDICTION POINTS - Allocate up to six interdiction points to Supply Interdiction. The number of air points that may be allocated to Supply Interdiction is limited to the maximum number indicated by the current day weather. See SUPPLY INTERDICTION DISPLAY. Important: Reduce the number of air points on the MOVEMENT INTERDICTION TRACK by the number of points allocated to Supply Interdiction.
  4. DRAW AIR CHITS FOR SUPPLY INTERDICTION — Draw the number of allocated Air units from the Air unit pool and place them on the SUPPLY INTERDICTION DISPLAY. Place the counters so that the Interdiction Value is showing. Total the number of Interdiction Value points. This number will be used by the German player during his Army Support Segment to reduce his available Support Points for the current turn.

[17.2.2] Allied Build-Up: The Allied player automatically receives an additional variable number of Air Points that must only be used for Movement Interdiction. The number of these automatic Air Points varies due to weather and is identical to the number indicated on the Supply Interdiction Display. A special marker is provided to denote these Air Points.

<Insert Build-Up Air Points Marker Graphic...>

[17.3] Supply Interdiction

[17.3.1] The sum total of supply interdiction points on the Supply Interdiction Display in any given turn represents the amount of Support Points subtracted from the German player allotment. Thus if the Supply Interdiction Display shows eight interdiction points, then the German player would have his Support Points reduced by eight SPs.

[17.4] German Rail Interdiction

[17.4.1] Rail Interdiction Allocation: During the Allied Air Segment the Allied player may assign the last air unit drawn for Supply Interdiction to Rail Interdiction instead. Place the air unit (Interdiction side down) in the Rail Interdiction box; its Interdiction Value is not revealed until the German Rail Movement Segment. This value is used as a modifier for each German Rail Movement die roll.

[17.4.2] Reducing German Rail Capacity: At the end of the German Rail Movement Segment the Allied player rolls two dice. If the number rolled is equal to or less than the current German Rail Interdiction level, reduce the German Rail Capacity by one. Reset the Rail Interdiction level to one. If the number rolled is greater than the current Rail Interdiction level there is no effect to German Rail Capacity. Advance the German Rail Interdiction level up the track a number of spaces equal to the Interdiction Value of the Allied air unit assigned to Rail Interdiction or advance it 1 space if no air unit was assigned. At the end of the German Rail Movement Segment, any number of units may be voluntaraly removed from the Rail Movement box and placed on the map.

[17.4.3] If using the Single Map, the removed units are placed on the Off-map Movement Transit Display, in any German controlled OMM box(es) with a number less than 13 (German player's choice). If using all 3 maps, the removed units may be placed in any city hex of the following cities: Fougeres, Mayenne and/or Alencon. In both cases, if the unit is a mech unit, its supply status must be determined (see 26.11.2).

MJ: If railroad terminals are added to the map for this rule will there be any added to the OMM box display of the single map game??

KG: Reducing Rail Capacity is not an Air Points operation and should be in a different section.

[17.5] Movement Interdiction

The Allied player may conduct two types of Movement Interdiction with their available air points: General Air Interdiction and Targeted Air Interdiction. During the Allied General Air Interdiction Phase of the German Player-turn, the Allied player determines the value of that interdiction by rolling one die on the Allied Air Interdiction Table. These numbers represent the reduction in movement points that the German player will apply to all of his infantry and mechanized units. During the Targeted Air Interdiction Phase of the Allied Player-turn, the Allied player may conduct Targeted Air Interdiction by placing individual air points in specific hexes (see 17.6).

[17.5.1] General Air Interdiction

At the start of the Allied General Air Interdiction Phase the Allied player determines the value of Allied air interdiction by rolling one die on the Allied Air Interdiction Table. The result of this die roll produces a general interdiction level in the form of a pair of numbers X/Y (example, 1/3. See chart: Allied Air Interdiction Table). The number in bold, to the left of the slash, (X) is the number of Movement Points subtracted from the Movement Allowance of all non-mech units. The second number (Y) is the number of Movement Points subtracted from the original Movement Allowance of all mech units.

[17.5.2] During its movement, if a German unit exceeds its Interdicted Movement Allowance, it must check for Disorganization at the end of its movement. To do so the German player rolls 2 dice for each unit. If the total of the dice is equal to or less than the number to the right of the slash (mech affected interdiction value) of the current General Air Interdiction level, the unit disorganizes. If the total of the dice is less than or equal to half (rounded up) than the number to the right of the slash of the current General Air Interdiction level result, the unit immediately losses 1 step (excluding HQ units). MJ: could this be simplified!! Maybe die = 1 lose a step, die =2.3 = DIS, die =4,5,6 = no effect

[17.5.3] A boldface result from the Allied General Air Interdiction die roll will affect German units during the Strategic Movement Segment as follows:

  • 0: all German units treat primary roads as secondary roads; secondary roads are unaffected
  • 1 or 2: German units spend 1 MP per hex to move on secondary roads and 1/2 MP per hex to move on primary roads
In addition, any bold non-zero number result increases the cost of movement for German non-mech units from 1 to 1 1/2 into a bocage or hedgerow hex. MJ: Again can the 1 1/2 text be simplified

[17.6] Targeted Air Interdiction

[17.6.1] If the Allied player has any Movement Interdiction Air Points, he may use some or all of them to interdict an individual hex or hexes during the Targeted Air Interdiction Phase. To conduct Targeted Air Interdiction the Allied player draws one Air unit and places it in the hex, reducing the Movement Interdiction Air Points by one on the track. If any German units occupy the hex, the Allied player may use the same Air unit to conduct an Interdiction Air Attack [17.6.5]. The Air unit's Interdiction Value is also its Interdiction Radius.

[17.6.2] During the German Movement Phase, any German unit entering an Air unit's Interdiction Radius adds the following to its movement cost for each hex:

  • Mech Unit: 1
  • Non-mech Unit: 1/2
Note: Units entering a hedgerow, bocage, light woods or forest hex, do not add the interdiction penalty to their movement cost unless during Strategic Movement or using a road (or town) to negate the cost of the terrain.

[17.6.3] When placing Air units for Targeted Air Interdiction, an Air unit may not be placed in a hex within the radius of a previously placed Air unit.

[17.6.4] Targeted Air Interdiction is applied to German units that are in an Operation with Operational Initiative prior to those units taking their Movement Phase (see 15.3.8).

[17.6.5] Interdiction Air Attacks

When making an interdiction air attack the Allied player picks an enemy unit in the hex to attack. The Allied player first selects a hex without looking at the units in it, but may then examine the stack to pick the desired target unit. He flips the Air unit to its back side and reads the Air Attack modifier on the Air unit and adds it to the modifiers for the attack die roll. He then rolls one die, applies all modifiers to the die roll and determines the result for the TARGET TYPE column. The result will be No Effect, Disorganized and/or step loss(es). A step loss applies only to the targeted unit, a Disorganized result is applied to all units in the hex. In addition, if the unmodified Air Attack die roll number is a 1 or 2, the air unit is removed from the map. Any other result, the air unit remains in the attacked hex until the end of the German Player turn. The hex may not receive any further interdiction attacks during the remainder of the phase.

An Interdiction Air Attack on a German unit that is in an Operation applies a -2 modifier in addition to the other modifiers. Note: This modifier is not on the Air Attack Results Table.

[17.7] Combat Air Support

[17.7.1] Prior to computing combat odds or rolling the die, the Allied player may declare Combat Air Support (sometimes referred to as Ground Support) for offensive or defensive combat. The Allied player then draws one Air unit from the cup reducing the number of air points on the GROUND SUPPORT TRACK by one. When attacking, the resulting Combat Air Support Shifts are added to the total number of shifts to the right on the COMBAT RESULTS TABLE. When defending, the resulting Combat Air Support Shifts are added to the total number of shifts to the left on the CRT. If the hex is a forest, hedgerow, or bocage hex or there is rain, the effect of the Combat Air Support is reduced by 1 shift.

[17.8] Carpet Bombing

KG: Carpet Bombing moved to the end of the Air Rules as it is outside of the normal Air Unit procedure.

[17.8.1] Carpet bombing is available when the Allied Logistics State is Operational. Only one carpet bombing mission is allowed per turn and carpet bombing missions may not be conducted on two consecutive turns. Each carpet bombing mission allows the Allied player to carpet bomb attack up to 3 hexes. For each carpet bombing mission, VPs are subtracted from the Allied Victory Point total at the end of the game (see 21.3).

[17.8.2] Carpet bombing missions may be conducted only as part of, and only on the first turn of, an Allied Operation (see 15.2).

[17.8.3] Carpet bombing missions may not be conducted during rain or heavy overcast turns.

[17.8.4] There are no terrain restrictions for carpet bombing. KG: Again, why are we putting in rules that state that nothing is amiss? If nothing is being affected, then we can assume that nothing is being affected.

[17.8.5] No Combat Air Support [17.7] may be used in attacks that actually receive carpet bombing in the player-turn the bombing occurs.

[17.8.6] Carpet Bombing Procedure

At the end of the Operation Phase in which an Operation is declared, the Allied player may declare a carpet bombing attack. If so, he reduces the total air points from the Ground Support Track by 1 and places the Carpet Bombing markers in the intended target hexes. (Though desirable there need not be German units in a hex receiving carpet bombing. Advisedly, Carpet Bombing markers should not be placed in hexes containing Allied units.) The markers may be placed in one group as to form a contiguous array of interconnected hexes or in separate groups (1 and 2 or 1, 1, and 1 ). If placed as two groups, there may not be more than two hexes between groups. If placed as three groups, there may not be more than one hex between groups. At the end of the Allied Movement Phase, after all movement is completed, the Allied Player conducts the Carpet Bombing Attack using the following procedure:

  1. The Allied player draws up to 3 Air units from the pool and places them, Air Attack side up, in the marked target hexes.
  2. The Allied player must then determine if each bombing mission is on-target or not. A die is rolled for each carpet bombing Air unit, adding any modifiers (see below). If the die roll is a 1–6, then the attack is on-target in the selected hex. If 7 or greater is rolled, then the attack is off-target and a second die is rolled for scatter direction (See the Scatter Compass on the map). Move the Air unit one hex in the scatter direction (the Carpet Bombing marker remains in the target hex). If an Air unit is already in the hex, rotate the scattered Air unit to the next lower number on the Scatter Compass. Repeat for all carpet bombing attacks.
    • +1: if the target hex is bocage, hedgerow or forest
    • +1: if the preceding die roll was a modified 6 or greater
  3. After all on-target rolls are completed, roll a single die for each targeted and scattered hex. Using the carpet bombing column of the AIR ATTACK RESULTS TABLE, apply carpet bombing modifiers (from the Air unit and modifiers listed under "Carpet Bombing Modifiers" on the Air Attack Results Table) and determine the bombing outcome. Results will be either a Step Loss (1) and/or Disorganized (D) or No Effect (•). Results are applied immediately to the ground unit (or stack) in the hex even if Allied units ultimately receive the attack.
  4. For each targeted or scattered hex, remove the Air unit from the hex, flip the Carpet Bombing marker to its "Bombed" side and place any other appropriate markers in the attacked hex.

[17.8.7] Carpet Bombing Effects on Combat and Movement

In addition to the results indicated on the Air Attack Results Table, the following effects apply to a carpet bombed hex:

  • Each friendly attack made into a carpet bombed hex during the ensuing Combat Phase receives a 1 column shift to the right on the CRT
  • No roads exist for the remainder of the Game-Turn and 1 is added to the movement cost into clear or mixed terrain hexes
  • Zones of Control do not extend into or out of a carpet bombed hex for the game-turn
  • Entrenchments are reduced to Improved Positions and IPs are eliminated (after the results of the bombing are applied)

[17.8.8] General Bradley Rule

General Bradley was appalled by carpet bomb losses suffered by the Americans during the campaign. Thus, if American forces suffer any step loss or disorganization from carpet bombing, then no further carpet bombings may be used by the Americans. Note: This does not affect carpet bombings in British Operations.

[18.0] Reinforcements
GENERAL RULE

Both Allied and German players receive reinforcements during the course of the game. These reinforcements are initially placed on the two Game-Turn Record and Reinforcement Tracks during scenario setup. They enter the map as reinforcements on the indicated turn during their player's Replacement Segment. Note: The owning player may also voluntarily delay reinforcements. The indicated turn for a reinforcement's arrival is the earliest turn it may arrive.

Each unit that arrives as a reinforcement has its turn of entry printed on it. (← let's not do this; too much errata potential -KG) In addition, a separate Reinforcement schedule is provided listing the number of units, the Game Turn of appearance, the designation of those units, and the area of entry on the map where those units will arrive. Depending on each player's Logistics State, the manner in which reinforcements is received can be different.

The Game-turn Tracks of Overlord and KG have a different format. I'm going to avoid noting the distinctions.

Allied reinforcements enter the map as follows during the Allied Reinforcement Segment:

  1. Build-Up Logistics State: Arrive by Sea Landing
  2. Operational Logistics State: Arrive on or adjacent to a supply source hex of their nationality.

German reinforcements enter play either via an OMM Box or via Rail Movement.

[18.1] Sea Landing of Allied Reinforcements (Build-Up)

When the Allied Logistics State is Build-Up, Allied reinforcements arrive by sea and must land on either their respective beaches or their artificial Mulberry ports during the Sea Landing Segment. The landing sequence is:

  • Land Units in a beach hex from their Landing Boxes
  • Advance British and American units from their Floating Reserve Boxes into their Landing Boxes
  • Transfer reinforcements for that turn from the Turn Record Track to their nation's Floating Reserve Box

[18.1.1] Land Units: The Allied player must attempt to land any unit currently in a Landing Box. The Allied player rolls one die for each attempted landing unit and modifies the die roll as indicated on the table. Consult the Beach Landing Table to determine if the unit is landed or delayed. Place a delay marker on units in their landing box that receive a "Delay" result. Move the units that land into a connected beach landing hex and apply additional results from the following set of possible results:

  • Units under a Delay marker, suffered during the previous turn, must be landed first. These units land automatically; no roll is required. Delayed units count against the two-unit maximum that may be landed at a beach or Mulberry.
  • The British and American depot construction level markers determine the status of their landed units (see 26.19.3). Place the appropriate Disorganization/Regroup marker on each landed unit. Special: HQ units always land at Regroup status regardless of the Depot level.
  • The Landing Table die roll also determines a landed unit's strength loss and/or effectiveness reduction. Place the appropriate strength chit and/or effectiveness level marker under any landed units with a loss or E-1/E-2 result
  • Units in Landing Box 2 that suffered a Delay result may now be moved to Landing Box 1, if that box is not already occupied by a 'Delayed' unit.
Special Sword Beach Landing: One unit in a Juno Beach Landing Box may land at Sword Beach. Note the +1 die roll modifier if landing on Sword Beach.

[18.1.2] Advance Units From the Floating Reserve to the Landing Boxes: After all units in the Landing Boxes have attempted to land, and all SP Landed markers have been removed, units in the Floating Reserves can advance to an empty landing box of the same nationality. Only one unit can occupy each landing box. British/Canadian units can only be placed in landing boxes at the Juno, Gold and Mulberry B Beach Landing Displays, and U.S. units may be placed only in Landing Boxes at the Omaha, Utah and Mulberry A Beach Landing Displays. Units advanced to the Landing Boxes will be eligible to land at the start of the next Sea Landing Segment.

  • The Allied player may advance any unit into any Landing Box of the same nationality
  • Players should note that landing boxes left vacant may be used to land SPs during the next Sea Landing Segment.
Note: The Corps designations on the Beach Landing displays are for historical reference only. Allied units with Corps designations need not land at the beach that is designated for a Corps.

[18.1.3] Add Reinforcements to the Floating Reserve: After the selected units have been advanced into the Landing Boxes, Allied reinforcements arriving for the current turn are placed in the on-map Floating Reserve displays; British/Canadian reinforcements to the Commonwealth Floating Reserve box and U.S. reinforcements to the U.S. Floating Reserve box. See the Turn Record Track for Allied reinforcements.

The Allied player may also move a HQ unit from the Allied Holding Box to the appropriate Floating Reserve Box by expending 3 SPs from its Army Reserve Support Points of the HQ's nationality. The HQ is then landed in the same manner as other units.

[18.2] Allied Reinforcements and the Depot System (Operational)

[18.2.1] Once the Allied Logistics State becomes Operational, all Allied reinforcements arrive on or adjacent to a supply source hex of their nationality. They are neither Disorganized nor under Regroup. Mechanized units may be assigned a Transit Supply [14.7] marker immediately upon arrival.

[18.3] British AGRA Artillery Arrival

[18.3.1] British AGRA units either begin the scenarios in the Allied Holding Box or arrive as reinforcements where they are placed into the holding box. (Exception: The 9th AGRA arrives as a normal reinforcement in the Commonwealth Floating Reserve). They can only enter the map by direct substitution for a British heavy (Hv) artillery unit already on the map. The replaced Hv artillery unit must be able to trace a supply line to the HQ that matches the AGRA's corps designation. Use the following procedure:

  1. The Allied player spends 3 SPs from the British Army Reserve Support Points total
  2. Place the AGRA unit in the Hv artillery unit's former hex, at full strength with a Regroup marker.
  3. Place the Hv artillery regiment 4 turns later on the Turn Record Track. It will arrive in the CW Floating Reserve Box as a normal reinforcement.
Designer's Note:The British AGRA artillery units represent a number of independent heavy artillery regiments that landed in Normandy during the first few weeks. They were eventually organized into corps support artillery groups.

[18.4] German Reinforcements

KG: This section needs some work still.

COMMENTARY

German reinforcements enter the map on the turn indicated on the Turn Record Track. Depending on the number of maps in the scenario, the following procedure applies.

  1. Multiple Map Scenarios: Reinforcements arrive in the OMM Map boxes as indicated on the Turn Record Track.
  2. Single Map N scenarios: Reinforcements can choose arrival in either the Off-map Movement Transit Display or the Rail Reinforcement Box (player's choice).

[18.4.1] OMM Box: Reinforcements which enter from an OMM box are free to enter the map area at any hex within that OMM box's designated entry area and are free to move using Tactical or Strategic Movement. Once on the map, reinforcements move normally. German reinforcements may not be placed in a OMM box that is controlled by an Allied unit. If all OMM boxes from the same off-map area are Allied controlled, the scheduled reinforcements may not enter the game.

[18.4.2] Off-map Movement Transit Display: When playing the single map game, German reinforcements must first transition through the OMM Transit boxes in the Off Map movement Transit Display (see the single game map). The OMM Transit Boxes marked Reinforcements, have the same numbers as the OMM boxes found on the east and west maps. During the Movement Phase, units in an OMM Transit Box may be moved from one Transit Box to another or if positioned to do so, move from the Transit Display to one of the OMM boxes at the edge of the map (see 4.5.2). German reinforcements are placed in the OMM Transit Boxes with the same entry numbers as indicated in the reinforcement schedule on the Turn Record Track.

The preceding rule needs to be under movement.

[18.5] German Mechanized Reinforcements

[18.5.1] The supply status of German armor and mechanized forces are variable until V Panzer Army is Committed (see 12.2.2). The German player rolls one die for each tank and mechanized unit that is placed in an OMM Box as a reinforcement. Tank units that arrive as reinforcements are Out of Supply (OoS) on a roll of 1-4. Other mechanized units are OoS on a roll of 1-2. These units remain Out of Supply until they can trace supply to an eligible, supported HQ during any subsequent Supply Segment.

KG: How do in-supply German armor/mechanized units in the OMM transit box remain in supply? There's a disconnect between these units' supply state and the usual supply tracing mechanics. To go deeper into the model... it is easy to see in the KG supply system where a German HQ is necessary to provide supply. But, what about units behind the lines? Ie: flak units along the roads and/or reinforcements?

KG: HQ units are considered mechanized. Do they roll as well? Probably not as HQ units are never considered OoS per HQ rules.

[18.6] German Artillery and Headquarters Reinforcements

[18.6.1] Artillery and HQ reinforcements enter the game fully supported (front side up).

[18.6.2] Until V Panzer Army is Committed, German artillery reinforcements may be placed in the German Holding Box upon their arrival (as indicated on the Turn Record Track). These artillery units may be released onto the map during the German Replacement Segment by expending 1 Support Point (each), even on their arriving turn.

When German artillery units are placed on the map from the Holding Box:

  • Corps artillery units are placed on or adjacent their parent HQ.
  • Non-Corps artillery may be placed on or adjacent to any German HQ.
  • German Corps designated artillery (except for the XXV Corps) must have their parent HQ on map before they can be placed on the map.

Designer's Note: The majority of German artillery available on D-Day to 84th Corps was mostly tied up in beach defenses and lost as the Allies advanced inland. Therefore, the accumulation of artillery to support German troops took up valuable transport resources. To reflect this, some German artillery reinforcements are not put on map when they arrive.

[19.0] Replacements
GENERAL RULE

Both sides receive replacements during the game in the form of Replacement Points or RPs, which are used to return lost steps to reduced or eliminated units. One Replacement Point (RP) will return one combat step to a reduced or eliminated unit. Players receive RPs by nationality as indicated on the Turn Record Track. Only German, U.S., British and Canadian units may receive Replacement Points. All other nationalities may not receive replacements (see game map for nationality identification). For the Allies, RPs indicated on the Turn Record Track are infantry type only (and reconnaissance). Allied armor (tank) units are replaced using the Allied Tank Replacement Table (see also 17.2.8).

[19.1] Replacement Points
General Rule

Both players receive Replacement Points indicated on the Turn Record Track, in addition, the German player may receive RPs from combat strength steps eliminated (see 17.1.3). Replacement Points indicated on the Turn Record Track are taken the turn indicated and added to the army's replacement points total or may be used the same turn that they are received.

[19.1.1] Allied Replacements Points

For the Allies, RPs are received depending on the Allied Logistics State. When the Allied Logistics State is Build-Up, the Allied player may "purchase" a number of Replacement Points. Each nationality may purchase RPs and add them to its Replacement Point total at a cost of 1 Support Point per RP. The Allied Replacement Point schedule on the Turn Record Track indicates the maximum number of RPs available for purchase. When the Allied Logistics State is Operational, the RPs indicated on the Turn Record Track are added directly to each nation's Replacement Point total and are considered to be infantry type (including mech infantry) and reconnaissance.

[19.1.2] German Replacements Points

For the Germans, Replacement Points on the Turn Record Track are of two types: variable (?) and armored (either (T) representing any type of armor step; Tank, STG, JgPz, or (H) for heavy tank only).

Most Replacement Points for the German Player are variable and are indicated by a ? on the Turn Record Track. The German Replacement Table indicates what kind of RP the German player will receive and is determined by rolling one die. The result indicates the type of replacement points the German player is to receive that turn. For the German player, Replacement Points are unit type dependent; i.e., an armor type replacement point replaces an armor (tank) step, an infantry point replaces an infantry step, a mechanized infantry replace a mechanized infantry step, etc.

KG: The specificity of the what type of RP replaces what type of step was not clear enough. The list was too general. For example: an Allied Inf RP can also replace mech inf; it wasn't clear that the Germans cannot do that.

During the In-Reserve Logistic State, German mech and motorized infantry replacement points are interchangeable, i.e. a mech unit can use a motorized type RP as a replacement point. In addition, once per turn, a mech or motorized Replacement point may be received directly if the die roll is waived.

KG: That last paragraph, lifted from [26.17.6] seems like a "hacky" add-on to account for the counter mix differences between Overlord and Killing Ground. Perhaps an updated table would be a better solution? That said, the current table gives the German player a 50% chance of getting a Mech type RP. Isn't this enough?

KG: It may not be. During Overlord, most of the units defending Caen are Mech units. The only infantry in the area are 346 XX and the remnants of 711 XX and the German player needs these to defend the extreme western flank and the area around Troarn. If we move to a system where each regiment has 3 steps + cadre, vs the current 2 steps + cadre, we might be able to alleviate things a bit.

[19.1.3] German RPs may also come from strength steps which have been eliminated in combat. The German player records eliminated tank and non-tank steps separately. Whenever a non-tank unit loses a step, the German player records that loss on the Army Support Track using the appropriate German Army Step Loss marker. Whenever a tank step is lost, the player records that loss on the German Tank Steps and Infantry RPs display using the German Tank Step Loss marker. During his Replacement Segment, for each 6 points the German player subtracts from his accumulated, per army, non-tank step loss points, he receives 1 variable RP (whose type is immediately determined as in 17.1.2). Similarly, for each 6 points he subtracts from his accumulated Tank Step Losses he may take 1 tank (T) RP and replace any type of tank unit he wishes (except Heavy Tank).

[19.1.4] Any type of RP other than infantry must be used the turn it is received otherwise it is lost. Allied RPs and German infantry Replacement Points may be saved and used in a later turn. The German Replacement marker is placed on the German Tank Steps and Infantry RPs display for accruing infantry replacement steps. Note: "Banked' German infantry RPs (and tank RPs) may be used by any German Army.

[19.2] Applying Replacements Points to Reduced Units
[19.2.1] Non-Armor Replacements

A player spends Replacement Points only during the friendly Replacement Phase. The owning player simply adds the step to the reduced unit(s). By spending one RP, a player may restore a regiment with a one-step loss to full strength. Cadres may receive RPs only as per rule 17.2.5 or 17.2.6.

Note: Eliminated artillery units, Allied regiments and Allied antitank are permanently eliminated and may not be restored (receive RPs).

[19.2.2] A unit that receives a Replacement Point must be in supply and may not be adjacent to an enemy unit (exception, 17.2.3). Any unit that receives an RP has a Regroup marker placed on it. Note: A unit under a Regroup marker may receive a Replacement Point (see 8.12).

[19.2.3] German and U.S. infantry and mech infantry regiments (but not cadres) may receive an RP while adjacent to an enemy unit. Combat may not be initiated from the hex the receiving unit is in; otherwise all other replacement rules apply.

[19.2.4] Armor Replacements

The procedure for Replacements of armor units differs for the Allied and German players

German Armor Replacement: For the German player, one armor RP may return to play an eliminated tank battalion or restore to full strength a 2 step tank battalion with a one-step loss.

Allied Armor Replacement: Allied tank battalions are automatically replaced and returned to play a number of game-turns later. Whenever the Allied player looses an armor battalion (tank, TD or armor engineer) he rolls one die and consults the Allied Tank Replacement Table (on map W) ← Still?. The result is the number of game-turns (from the current one) that the tank battalion is removed from play. Armor brigades use this table as well for replacing lost steps. To do so, the brigade (or its cadre) is removed from the map and one die is rolled for 1 or 2 steps to be replaced. If it is a cadre, 1 is added to the die roll. An Effectiveness marker is never applied to a tank brigade nor can it be eliminated from a replacement roll. An Allied armor brigade removed from the map to replace a lost step cannot be removed if in an enemy Zone of Control. A tank battalion involved in an attack made at minimum odds that is eliminated, is lost permanently and does not roll on the Tank Replacement Table.

All replacement tank battalions return to the map as if they were reinforcements. For pre-Depot: Allied tank battalion replacements come in one hex away from a beach under a Regroup.

[19.2.5] Reducing Effectiveness: Whenever an Allied regiment returns to full strength after receiving a Replacement Point, its Effectiveness Rating is reduced by one. Remove the strength chit and place an Effectiveness marker on the unit to indicate its new Effectiveness Rating. When the unit next engages in combat a new strength chit must be picked for the unit corresponding to the new Effectiveness Rating. If the unit takes another step loss and receives an RP a second time, its Effectiveness rating is again decreased by one. A unit's Effectiveness Rating does not go below 1 regardless of the number of times it takes replacements. Units that have a reduced Effectiveness Rating may have it restored to normal only by resting [19.5]. Note: A unit with a printed Effectiveness Rating of 2 that takes 2 RPs still gets a -2 Effectiveness Rating marker, even though its Effectiveness Rating is treated as 1 for game purposes. This means it requires 7 days of rest to return to full strength.

[19.2.6] Allied Cadres: Allied cadre units are returned to full strength by using two Replacement Points. To restore a cadre unit to full strength the cadre may not be adjacent to an enemy unit and the Allied player must expend 2 RPs. As per 17.2.5, a -2 Effectiveness marker is placed under the unit; i.e., an Allied cadre cannot build up to a reduced strength unit.

[19.2.7] German Cadres: The German player may use any combination of like-type RPs, combined units (rules 17.3.2) and/or six Step Loss Points to return a cadre to a full strength unit. A German cadre unit must be at least 4 hexes from an Allied unit to receive any RPs. Unlike an Allied cadre, a German cadre unit may build up one step per turn. All other rules for RPs apply.

[19.2.8] An eliminated battalion that is restored from a Replacement Point, reenters the game as a reinforcement. A German restored battalion reenters the game from any German controlled OMM box or city hex with a supply symbol in it.

[19.3] Rebuilding German Infantry Regiments

During the campaign the German Army was very adept at pulling together remnants of destroyed units to form "Kampfgruppen" or combining units to bring a formation up to strength. The following rules somewhat reflect this unique capability.

[19.3.1] An eliminated German infantry regiment (not mech or motorized), may be returned to play at full strength by expending 3 infantry RPs (or one cadre and 2 RPs). The German player simply draws a regiment from his eliminated pool of units, expends the 3 RPs and places the infantry unit on the map. The unit may only be placed in a German controlled city hex that is further than 6 hexes from an enemy unit or in a town that is 12 hexes from an enemy unit. If a cadre is used, the cadre unit must be futher than 4 hexes from an enemy unit. The returned unit must be placed in the same hex the removed cadre came from. In all cases the unit must be placed within 12 hexes of the parent HQ (or Eberbach). A Regroup marker is placed on the unit.

[19.3.2] German cadres may be used to directly replace steps of other regiment size units in the same army. During the German Replacement Segment the owning player may remove a cadre unit and add one strength step to another reduced regiment size unit. The units being combined must be in the same hex or adjacent to each other. A Regroup marker is placed on the receiving unit. A non-SS cadre unit may not combine with an SS unit and an Ost cadre unit may not combine with a non-Ost regiment.

[19.4] Dissolving a British Division

[19.4.1] Once per game, during the Allied Replacement Segment of any turn in August, the Allied player may dissolve all the units of any one British infantry division (only one) or an independent British brigade and use its steps to apportion to other units. The dissolved units are removed from play and the strength steps from it are simply added to other reduced units in the same manner as replacements (except that cadres may receive two steps to return to full strength). The units that receive these steps may be infantry or mech infantry but do not need to have the same Effectiveness Rating. The unit(s) to be dissolved, as well as those to receive the steps, must all be British. A unit receiving a step is not reduced in effectiveness but does have a Regroup marker placed on it.

[19.5] Resting Regiments

[19.5.1] The Allied player may return those regiments that have reduced Effectiveness to normal by resting them.

[19.5.2] Requirement: During the Build-up, the regiment to be rested must be 3 hexes away from any enemy unit and the Allied player must expend 1 SP from the appropriate army's Army Reserve Support Points pool to rest it.

KG: I am wondering if we should disallow resting during the Build-Up. This can be gamed by the Allied player if arriving reinforcements do not have a good Effectiveness Rating modifier and they can be rested immediately, which would be ahistorical. No commander knew a unit was going to be terrible until they were committed in combat.

[19.5.3] To rest the regiment, remove it from the map and place it on the Turn Record Track seven turns in advance. After this initial period of rest, improve the regiment's Effectiveness Level by one and either return the regiment to the map or continue its rest for another three turns to remove a second Effectiveness Level.

[19.5.4] When returning a rested regiment to the map:

  • During the Build-up, place the regiment on a beach hex of its nationality.
  • When the Depots are Operational, place the regiment per the Reinforcement rules [18.2].

[19.6] Allied Additional Replacements

[19.6.1] When the Allied Logistics State is Operational, the Allied player may take additional RPs at a cost in Victory Points. At the end of any Replacement Phase the Allied player may add 9 RPs to the U.S. replacement total or 6 RPs to the British total. Each time additional replacements are taken the Allied player subtracts 18 VPs at the end of the scenario (see 21.3).

[19.6.2] In order for a regiment to be eligible for resting it:

  • must be in supply and be able to trace a movement path free of any enemy ZOCs to an Allied supply source.
  • may not be in an enemy ZOC.
  • may not be disorganized (but may be regrouped)
  • must be at full strength or be given RPs to bring it to full strength

[19.6.3] If all of the regiments of a division are removed for resting on the same Game-turn, the Allied player may add 1 SP to the Army Reserve Support Points total of its parent army.

[20.0] Engineering
[20.1] Improved Positions

[20.1.1] Both players are eligible to build Improved Positions (IPs). Improved Positions represent enhanced or fortified fieldworks, mines, etc., that increase the defensive capability of an occupying combat unit. Building an IP is a two turn process and occurs in any friendly occupied hex during the friendly Engineering Phase by the phasing player. The hex receiving the Improved Position must be within the support range of a HQ unit and be in supply in the first turn of construction. The HQ is not involved in the second turn of construction. The hex may not be a flooded hex.

[20.1.2] During the Allied Build-Up logistics state and the German In-Reserve logistics state, each supported HQ may initiate construction of 1 IP per turn. It costs 1 SP to initiate IP construction during those logistics states. Once the Allies reach the Operational logistics state, each supported Allied HQ may initiate construction of up to 2 IPs per turn. Once the Germans reach the Committed logistics state, each supported German HQ may initiate construction of up to 2 IPs or 1 Entrenchment (but not one of each) per turn. When a side's logistics state allows for construction of 2 IPs per HQ per turn, the cost for the first IP is free and the cost for the second IP is 1 SP. Construction costs must come from the owning HQ's corps (for Allied) or army (for German) Support Point total.

[20.1.3] During the Engineering Phase the owning player places the Improved Position marker in the hex with its construction side face up. During the next Friendly Engineering Phase, the marker is simply flipped to its Improved Position side. A non-disorganized combat unit (not an armor type or HQ) must occupy the hex when construction is initiated, and must remain in the hex for completion. No more than one Improved Position may occupy a hex. If the constructing unit becomes disorganized or leaves the hex before completion, the marker is removed. Artillery units are considered combat units for purposes of building Improved Positions.

KG: Removed section about on-map printed IPs. We're not doing that for the combined game.

[20.1.4] Units that occupy a hex containing a friendly IP receive the following benefits:

  • 2 strength points are added to the final combat strength of the stack when defending (if the unit has 1 strength point , the IP adds only 1 strength point to the stack) Example: A 1 strength point unit in an IP in the woods (8.3.4) would have a defense of 3.
  • It is not required to attack adjacent enemy units during the Friendly Combat Phase. If it chooses to attack an adjacent enemy stack, it is obligated to attack any adjacent enemy stack that exerts a Zone of Control and is not itself in a ZOC of a phasing unit that is not involved in any attacks (as like 8.1.4).
  • The maximum number of Combined Arms bonuses for an enemy attacker is 2.

[20.1.5] An Improved Position (and Entrenchment) is removed the instant an enemy unit enters the hex or the owning player wishes it removed.

[20.2] Entrenchments

[20.2.1] Only German units can build Entrenchments. An Entrenchment has the same construction requirements as Improved Positions plus the following requirements:

  • A completed Improved Position must currently occupy the hex
  • Entrenchments may not be built in a bocage, hedgerow, city or forest hex
  • The owning army must expend one Support Point to initiate construction

[20.2.2] Units that occupy a hex containing an Entrenchment receive the following benefits:

  • An enemy ZOC does not extend into a friendly occupied Entrenchment hex
  • Combat strengths are doubled when defending (Exception: armor units are tripled in clear terrain, not doubled and doubled again)
  • When defending, the mandatory step loss, from the combat result, is reduced by 1
  • Units are not required to attack adjacent enemy units during the Friendly Combat Phase. If they choose to attack an adjacent enemy stack, they are not obligated to attack any other adjacent enemy stack that exerts a Zone of Control (see 8.1.3).
  • Attackers receive only one Combined Arms bonus (see 8.5.3).

[20.2.3] An enemy unit adjacent to an Entrenchment hex need not attack that hex. But if it does attack, it must attack all hexes it is obliged to per the rules under 8.1, including the Entrenchment hex.

[20.3] Bridges

Both sides may attempt to destroy and repair bridges during the course of the game. The German player may destroy bridges during both the Allied Player-Turn and the German Engineering Phase. The Allied player may destroy bridges during the Allied Engineering Phase only (see 19.3.2b). Bridge repair takes place during the owning player's Engineering Phase (see 19.3.3).

[20.3.1] Bridge Control: All bridges south of a scenario start line are considered German controlled until an Allied unit enters both hexes adjacent to the bridge. Once both hexes are entered it is considered Allied controlled. German units may regain control of an Allied controlled bridge by entering both adjacent hexes.

MJ: The original definition ignored the case where the Allies could control a bridge without actually crossing the bridge. e.g. Orne River Bridge

[20.3.2] Destroying Bridges: There is no limit to the number of bridges each side may attempt to destroy in a turn; however, there is a limit of one attempt per bridge per phase. Bridge destruction attempts may be attempted during the following phases:

  1. During the Engineering Phase: the phasing player may attempt to destroy a bridge only if an enemy unit is within two hexes of the bridge hexside and one of the two hexes is friendly occupied or controlled.
  2. During the Allied Player-Turn: the German player may attempt to destroy a German controlled bridge the instant an Allied unit first moves or advances (after combat) adjacent to the bridge.

To destroy a bridge, players announce which bridge hexside they wish to destroy and roll one die. A die roll result of 1–5 destroys the bridge (or bridges) on that hexside, a result of 6 is no-effect. For each attempt the following modifiers are added to the die roll:

  • +1 if either hex adjacent to the bridge is enemy occupied or both hexes are in an enemy ZOC.
  • +1 if the bridge is on a primary road crossing a major or minor river
  • -1 if the bridge is on a minor road
  • +3 if the bridge is not within the Supply Range of a supported HQ
Place a Bridge Destroyed marker pointing to the destroyed bridge hexside, if successful.

[20.3.3] Repairing Bridges: Players may conditionally repair any major or minor river bridge during their Engineering Phase.

  • The bridge hex must be within the Supply Range of a supported HQ.
  • The bridge must be friendly controlled
  • If either adjacent hex is in the ZOC of an enemy unit then that hex must be friendly occupied
  • During the Allied Build-Up logistics state, it costs the Allies 1 SP to repair a bridge over a Major River
Procedure: The phasing player flips the destroyed bridge marker to the construction side. During the players following Engineering Phase, the player rolls a die for that bridge. A result of 1–5 removes the destroyed bridge marker. A result of 6 does not repair the bridge.
  • A -2 modifier is applied stream bridge repair attempts.
  • A +2 modifier is applied for German repair attempts.
  • Only one repair die roll per bridge may be made per turn.

KG: Given the supply situation for the Germans, stream bridge repairs are no longer automatic for them.

Do we make the +2 mod for the Germans dependent on V Panzer Army activation state?

[20.4] Mulberry Artificial Harbors
COMMENTARY

The two Mulberries represent the artificial harbors created by the Allies to facilitate the flow of men and material into Normandy. Mulberry B is under the control of the British (Commonwealth) army and Mulberry A belongs to the American army. The construction and use of Mulberries is done while the Allied Logistics State is Build-Up.

[20.4.1] Mulberry Construction

The Mulberry Construction Track records the Allied process in making the two artificial harbors at Arromanches and Omaha Beach operational. The track indicates benefits, to the Depot rolls and for landing units and SPs, for reaching higher levels of completion. During the Allied Engineering Phase and until the Mulberries are completed, the Allied player rolls 1 die for each nationality and applies modifiers; on a modified roll of 5 or less, advance the Mulberry marker 1 space. Note: The Allied player cannot roll for the British Mulberry (B) until hex N3139 is under Allied control.

Additional Effort: The Allied player may spend SPs to increase the chance for successful construction. To do so, for each mulberry:

  1. The Allied player spends 1 SP from the corresponding Army Reserve SPs.
  2. The Mulberry marker is flipped to its -2 side, giving the Allied player a beneficial modifier for the next roll.
  3. After the construction roll, the Mulberry marker is flipped back to its front side.

[20.4.2] Mulberry Landing Boxes

As the Mulberry construction level increases, the Allied player can bring more units and SPs ashore via the Mulberries (see 26.19.2). In game terms, Mulberries act as additional Landing Boxes for the Allied player and are treated in the same manner with the following exceptions:

  • The number of Landing Boxes open to combat units and SPs is limited and indicated on the Mulberry Construction Track
  • The SPs and units landed are affected by the Mulberry Landing Modifier (see the Mulberry Construction Track)
  • The British Mulberry cannot be used for landing or construction, until the Mulberry B hex (N3139) has been occupied by an Allied unit
Landing Box 2: Beginning on June 6th, Landing Box 2 of each Mulberry is unusable. IP construction markers are placed in these boxes to show their inactive state. When a Mulberry's Construction Level reaches 5, Landing Box 2 is open and the IP construction marker is removed.

[20.5] Depot Construction
GENERAL RULE

The Allied Depot Track records the Allied progress made by each nationality in establishing their logistical support while the Allied Logistics State is Build-Up. The track indicates additional SPs that each nationality receives during the Army Support Segment for reaching various Depot Point levels. The Allied Army Depot markers for each nationality are used on this track to record the Depot creation progress, expressed as a Depot Construction Level. Once the Depot Complete space on the track is reached, the Army Depot is considered completed and the Allied Logistics State becomes Operational.

[20.5.1] Depot Construction Procedure: During the Allied Engineering Phase the Allied player must roll 1 die, for each nationality. On a modified result of 5 or less advance the Army Depot marker 1 space on the Depot Track. See Depot Track for die roll modifiers.

  • The Allied player may expend one Support Point from the appropriate nationality to improve the results, after seeing the roll. A maximum of 1 SP per nationality may be expended.
  • If the die roll attempt fails to advance the marker, flip the Depot marker to its reverse side (showing a -2). On the subsequent die rolls on the following turns, an additional -2 modifier is applied to the die roll until the marker is advanced. Once advanced, flip the Depot marker to its front facing side.
Construction Limitations:
  • Each nationality's Depot Construction Level may never exceed its Mulberry Construction Level.
  • The Commonwealth Depot is not considered completed and the marker may not be moved to the Depot Complete space if any AGRA units are still in the Allied Holding Box.
KG: The limit between the Depot Level and Mulberry Level for each nationality is there to avoid the weird, but possible, situation where the Depot rolls are successful in spite of a lack of progress with the corresponding Mulberry. In essence, it forces fully constructed Mulberries to be in place for a depot to be considered completed.

[20.5.2] Completed Depots: Once both the U.S. and Commonwealth Depots are completed, each Depot marker must be placed on the map during the Transition Segment of the Game-turn Indication Stage (see 26.21.2).

  • The hex in which the Depot is placed must be Allied controlled.
  • The Depot must be placed within 3 hexes of the appropriate Mulberry Beach Hex. When tracing this distance along a road, the British count road hexes as 1/2 hex, the U.S. as 1/3 hex.

[20.6] Beach Obstructions
COMMENTARY

While the Allied Logistics State is Build-Up, the Allied player will be landing reinforcements and supplies, as Support Points, to their beaches. In the aftermath of the D-Day invasion, the beaches will be littered with debris which will impact the ability of the Allies to land their men and material efficiently.

[20.6.1] Clearing Beach Obstructions: Prior to the June 12th turn, to clear each Beach Obstruction, the Allied player rolls two dice for each during the Allied Engineering Phase. If the number rolled is equal to or less than the calendar date of the current game turn, reduce the Obstruction level by one, moving the marker for that beach to the next lower space. On and after June 12th, each beach will automatically reduce the Obstruction level of each beach by one.

[20.6.2] If a German unit occupies a beach hex on or after June 7th, the Obstruction Level for that corresponding Beach Obstuction Track is set to 3. Obstruction clearance rolls are not allowed for a beach with German-controlled beach hexes.

[20.7] Cherbourg Port
COMMENTARY

The German High Command was well aware of the Allies need for a large port that could sustain their invasion of the European mainland. When the Allies intentions in Normandy became clear, the Germans began their preparation for the destruction of the Cherbourg port facilities.

KG: Port Destruction Procedure Rules

[21.0] Allied Army Activation
COMMENTARY

As the Allied buildup in Normandy continued, 21st Army Group's command structure had to expand to meet the growing logistical and administrative demands that were being placed on it. As a result, two army groups from the existing 21st Army Group were created; the U.S. 12th Army Group under the command of General Omar Bradley and the British 21st Army Group under the command of General Sir Bernard Montgomery. The U.S. 12th Army Group was created from the U.S. 1st Army and consisted of 1st Army and 3rd Army. On the British side the 1st Canadian Army was established from the existing 2nd British Army to form the British 21st Army Group. The following rules represent the effects of this organizational expansion.

[21.1] U.S. 3rd Army

[21.1.1] At the beginning of the Allied Army Support Segment of Aug 1 (GT 27) all units with a 3rd Army designation are automatically considered to be 3rd Army units for the remainder of the game. The Allied player places the 3rd Army Support Point marker at 0 on the Army and Corps Support Point Track then allocates any amount of Support Points to 3rd Army from 1st Army's Reserve Support Points (reducing the same amount from 1st Army). All 3rd Army corps must now get Support Points only from the 3rd Army Reserve Support Points.

[21.1.2] The 8th Corps HQ unit and its Support Point Track marker are now changed from 1st Army to 3rd Army.

[21.1.3] The Allied player places the 3rd Army's Daily Support marker at level 1 on the U.S. Daily Corps Support Level track. He may then increase 3rd Army's level by reducing 1st Army's level by the same amount. No army may ever have less than 1. Afterwards, the levels may be changed only one level in a Game-turn.

[21.2] Canadian 1st Army

[21.2.1] At the beginning of the Allied Army Support Segment of any Game-Turn following the Allied occupation/control all city hexes of Caen, the Allied player may activate the Canadian 1st Army. For the British/Canadian Army, the activation process for the Canadian 1st Army is the same as per rules 13.1.1 and 13.1.3 except as that relates to the British 2nd Army. The British 1st Corps and Canadian 2nd Corps HQ counters are converted to Canadian 1st Army. Their corresponding support track markers are exchanged as well.

[22.0] Army Boundary Line
[22.1] The Operating Zones and the Boundary Line

[22.1.1] The Zones: Units of the Allied armies must operate within their own national army areas of operations, called zones. There are two operating zones: the British zone and the American zone. The British zone is east and north of the Army Boundary Line and the American zone is west and south of the Army Boundary Line.

[22.1.2] Army Boundary Line: The Army Boundary Line is shown on the map using the Army Boundary Line markers. The markers are placed in hexes and aligned such that the arrows on the markers will either point along contiguous hexes to the next marker, showing bends in the line, or south for a simple straight-line boundary. The Allied Logistics State will define the structure of the Army Boundary Line.

[22.1.3] Border Hexes: The set of hexes containing the boundary markers, and the hexes between them, are boundary border hexes and are within both national zones.

Example: To be added...

KG: The use of shared "border" hexes makes special rules regarding attacking and advancing across the border unnecessary. With a shared space, there is little need for exceptions for cases where both sides need to clear out Germans along the boundary.

[22.1.4] Operating Restrictions: British 2nd Army and Canadian 1st Army must operate within the British zone and the U.S. armies must operate within the American zone.

[22.1.5] Violations: With exceptions, units may never voluntarily move nor attack into the other national zone. However, units may retreat into the other national zone. If a unit is in the wrong national zone, it is in violation and the unit must move as quickly and directly as possible to their own zone during their Movement Segment.

[22.2] The Build-up

[22.2.1] Establishment: On June 9 (GT 3) the Allied player must establish an initial boundary between U.S. and British armies.

  1. During the Build-up, the Army Boundary Line is a straight north-south line set by the Allied player in such a way that the fewest number of Allied units are in violation. The player places one Army Boundary Line marker in any coastal hex of their choice pointing straight south.
  2. The boundary border hexes are defined by the last two numbers of the hex where the marker is placed.
  3. For ease of play, additional markers may be placed south of the primary marker in border hexes.

[22.2.2] Adjustment: Until the Depots become Operational, the Allied player may adjust the boundary during the Allied Army Boundary Segment in any subsequent turn at a cost of 1 SP from each army's Army Reserve Support Points pool. When doing so, the new boundary line may only be placed such that as few units as possible will be in violation after it is placed.

KG: I simplified the cost for this. For such a minor game function, I see no need for fine tuning based on Mulberry construction status. I also added the placement limit tied to unit violation.

[22.3] Operational Depots

[22.3.1] Establishment: When the Allied Depots become Operational, the Army Boundary Line consists of a north-south segment and an west-east segment. The north-south segment starts at hex W4731 and runs to hex W3826 and to hex W2433, reaching the west-east segment at the 24xx hexrow. The west-east segment runs straight along the 24xx hexrow from W2433 to the eastern edge of the map.

[22.3.2] North/South Segment Adjustment: The north-south segment of the Army Boundary Line can be adjusted at any time. It is always fixed at W4731 and ends at some point along the 24xx hex row. It can be a straight line or a zigzag, but at most, it can go from W4731 southeast straight down to E2409 (until the west-east segment gets moved per 22.3.5 or 22.3.4).

[22.3.3] West/East Segment Adjustment

The Allied player may not change the west-east segment of the Army Boundary Line until a U.S. Army unit has moved into it coming from the south (see 22.3.4) or British/Canadian units control the east OMM areas south of E2 (see 22.3.5).

[22.3.4] U.S. Army Boundary Violations and the Bradley Stop Order: U.S. Army units may attempt to purposely violate the west-east segment of the boundary line. When the first U.S. Army unit attempts to move across the line, the Allied player rolls one die. On a modified roll of 1, the attempt is successful. Otherwise, the attempt is unsuccessful and no U.S. Army units may move across the boundary during that turn.

If the Bradley Stop Order is not in effect, the die roll has a -1 modifier.

When the boundary violation roll is successful, the west-east segment of the boundary is moved northwards and U.S. Army units may move freely within the adjusted zone. No further attempts to cross the boundary may be made during this turn. If the Bradley Stop Order is in effect, the west-east segment of the boundary is moved one hexrow north. Otherwise, it is moved up to four hexrows north and a die is roll is made to see if the Bradley Stop Order is in effect. On a roll of 4 or greater, the Bradley Stop Order is in effect for the remainder of the game.

[22.3.5] Allied OMM Control: Once the E3 OMM box is Allied controlled, the Allied player may move the west-east segment of the boundary any number of hexes southward, up to the southern most entry hex of the next German-controlled OMM area (E4 for example). This may continue for each succeeding Allied controlled Eastern OMM area until the boundary line gets to E0332.

[22.3.6] Once the west-east segment is moved due to OMM control, U.S. Army units may never voluntarily cross the boundary [22.3.4].

[23.0] German Special Rules
[23.1] Hidden Reserve

[23.1.1] Once V Panzer Army is Committed, at the beginning of the German Movement Phase, the German player may remove any eligible combat unit from the map south of N41xx and place it in the Hidden Reserve Display (see Hidden Reserve Display on the game map). Units from the map are placed in the first box of the Hidden Reserve display. At the start of the German player's Movement Phase, units in the Hidden Reserve may move to the next higher numbered box within the display. Units that start in the 3rd box may be placed on the map or be transferred to the same numbered box of the other map. Units in Hidden Reserve may remain there until the German player releases them and places them back on the map. HQ units may not be put into Hidden Reserve.

[23.1.2] To place a combat unit into Hidden Reserve it must meet the following criteria:

  • it must be at least 4 hexes away from an enemy unit.
  • it must be able to trace a line of supply (any length) to a supply source and to its parent HQ (if it has a corps designation) or any HQ if independent. Note: It may be out of supply.
  • if it is part of a division, all the remaining regiments of the division must be eligible and be removed from the map as well.
  • it may not be in a clear, mixed or lowlands hex (unless the weather is Heavy Overcast or Rain).

[23.1.3] At the beginning of the friendly Movement Phase the German player may take any number of units from the third box of the Hidden Reserve Display and place them on the same map section. Before the placement of units from the Hidden Reserve Display, the German player must first check for placement delay. To do this the German player rolls 1 die. On a die roll of 1, 2 or 3 the units may be placed on the map that same turn, a roll of 4 or greater the placement of those units is delayed for one turn. The German player may indicate this delay in any fashion he wishes. Note: Units being placed as part of an Operation need not check for delay.

[23.1.4] Units placed on the map within the supply radius of an HQ in an Operation may freely move as long as they end their movement within the supply radius of that same headquarters unit. Otherwise, units placed on the map, even if delayed, may not move that turn.

[23.1.5] German units in the Hidden Reserve display may receive Replacement Points.

[23.1.6] For every four mech units that are in the 3rd panel of the Hidden Reserve Display, the German player may add 1 SP (each turn) to either one of the Army's Support Points or to Panzergruppe Eberbach's SPs. These SPs are added during the German's Army Support Segment.

[23.1.7] The German player adds 1 Victory Point for each complete mech division in the Hidden Reserve Display, in every Victory Point Segment. A complete division must include all regiments (each with no more than one step reduced) and at least 1 battalion with the same divisional designation.

[23.1.8] Once Withdrawal from Normandy is declared, any units in Hidden Reserve must be placed on the map in the following game-turn and Hidden Reserve may no longer be used. These units are not delayed but still may not move after placement.

[23.2] Panzergruppe Eberbach

[23.2.1] Panzergruppe Eberbach is a special HQ unit that is available to the German Player after Game-Turn 26. To activate Panzergruppe Eberbach the German Player simply announces his wish to do so during the German Replacement Segment. When activated, the German player places the HQ unit on the map in any city hex that is not Allied controlled and places its Support Points marker in the 6 space on the German Support Points Track. When activated the German player may use it that turn, or any turn thereafter, to conduct an Operation according to the rules for German Operations (see 15.3). Eberbach SPs may be used to satisfy the Army SP total for an Operation or may be considered Operational SPs themselves (but not both).

[23.2.2] Any German combat unit is considered in supply for movement and defensive combat if it is within eight hexes of the Panzergruppe Eberbach HQ. Panzergruppe Eberbach may attach as many units as it wishes regardless of which Army they are in.

[23.2.3] The Panzergruppe Eberbach HQ unit is always considered supported as long as it can trace supply to a valid German supply source. Once Panzergruppe Eberbach HQ is active, the automatic support bonus of the 2 German HQs is removed for the remainder of the game (see 10.2.1a). In addition, if Alencon (E1422) is German controlled, it may act as a valid supply source for Eberbach's HQ as long as Eberbach has at least 2 SPs. The Alencon supply source need not be able to trace to another OMM supply source.

[23.2.4] Once placed, the Panzergruppe Eberbach HQ may never be retired. Except for the rules exclusive to Panzergruppe Eberbach, the Panzergruppe Eberbach HQ acts like any other German headquarters.

[23.2.5] During the same Replacement Phase in which Eberbach enters the game, the German player receives 2 additional rolls on the Replacement Table. The RPs from these rolls must be used that turn and used within the radius of the Eberbach HQ first if possible.

[23.3] Mandated Attacks

[23.3.1] The German player is required to make an attack for each city hex and for any towns that the Allied player captured in the preceding Allied Player-turn. Suggested rewording for clarity –The German player is required to make an attack for each city hex captured and an attack if at least one town is captured by the Allies in the preceding Allied Player-turn. For each Mandated Attack not made the German player must subtract 2 points from his Victory Point total at the end of the turn.

Example: The Allied player captured 1 city hex and 4 towns. The number of Mandated Attacks is 2.

There seems to be some resistance to conducting mandated attacks in the KG player community. The counterattacks are not worth it due to lost steps or getting Disorganized. Thus, players just tend to lose the VPs. Also, if the Germans reoccupy the town/city they will eventually lose it again at the cost of another VP. In addition, astute Allied players game the rule by only capturing one town at a time per turn thus ensuring that they get 1 VP per turn as opposed to 1VP every couple of turns or so.

MJ: Conclusion: Get rid of the mandated attack rule for towns and rescale the victory point number accordingly.

Also, will elimination of city hexes on the new OV map affect victory conditions? The map change could be very significant on VICTORY!!

[23.3.2] Once Withdrawal from Normandy is declared, or if the German player conducts a Major Operation resulting in the capture of city and town hexes equal to at least 10 VPs (counted as German VPs), he no longer is obligated to make Mandated Attacks for the remainder of the game.

[23.3.3] Those attacks made by surrounded units, that also could not trace to a friendly HQ, and/or in terrain that forces them to attack, may not be used to satisfy Mandated Attacks.

[23.4] German XXV Corps

[23.4.1] The XXV Corps HQ unit must be removed as soon as any of the following occur:

  • An Allied unit enters a Brittany OMM box
  • No XXV Corps regiments can trace to the HQ
  • Withdrawal from Normandy is declared
  • German VP total reaches 0
The HQ may also be removed at any time the German player wishes.

[23.4.2] Once the HQ unit is removed, no more XXV Corps reinforcements may enter the game. If the XXV Corps HQ is removed, then all XXV Corps units on the map become independent or may be removed and turned into replacement steps during the Replacement Segment. MJ: This rule needs to be evaluated for relevance and necessity. Will it make a difference in game play?

[23.5] Isolated German Units
COMMENTARY

KG: Is this rule even necessary? It requires a deeper look into its raison d'être. Transcription delayed...

[23.6] Panzer Kampfgruppen Units
COMMENTARY

KG: These rules should be under replacements. Maybe...

[23.7] Recombining German Breakdown Battalions
COMMENTARY

KG: These rules should be under replacements. Probably...

[23.8] Fortress Cherbourg
COMMENTARY
[23.9] Withdrawal from Normandy
COMMENTARY
[24.0] Victory Points
GENERAL RULE

Victory Points are used to determine which player is the winner and at what level the victory is for all scenarios except 22.3. During the Victory Point Segment of each Game-Turn, each player will add and/or subtract VPs on his Victory Point Track. At the end of each game, the Allied player totals all of his Victory Points and subtracts the total German Victory Points. The difference determines the victor and the level of victory (see Determining Victory).

[24.1] Accumulating Victory Points

During the game as well as at the end of the last game-turn, each player will add or subtract VPs on his victory point track printed on the map (only the German player can accrue negative VPs). Players must keep a running total of their victory points because it affects the final victory point total. No matter when the game ends, isolated German units (including those in the Isolated German Units Box) are considered eliminated for Victory Point purposes.

[24.2] VPs Accrued During Play
[24.2.1] Allied

  • +1: for each Allied controlled city hex (counted at the end of every Allied VP Check GameTurn, see 21.41). VPs for occupied city hexes are also counted on the last turn of the game (see 21.6.4).
  • +1: for each Eastern OMM box that is Allied controlled at the end of each game turn
  • +2: at the end of each game turn after all required U.S. units have exited into Brittany (see 21.4.2)
  • +3: at the end of each game turn after all required U.S. units have exited into the Loire valley (see 21.4.2)

[24.2.2] German

Note: VP schedule below ends after Withdrawal from Normandy is declared (go to 21.3)

  • +1: each German mech division in Hidden Reserve at the end of each turn (20.1.7)
  • +6: if the Allies fail to capture any German occupied city or town hexes at the end of the turn
  • -2: for each Mandated Attack not made (20.3.1)
  • -4: for each city hex captured by the Allies during the turn (and held by the Allies in the Victory Point Segment)
  • -15: if a German Operation fails to capture a town or city hex. For purposes of this rule only, the elimination of Allied units totaling 6 steps, by units involved in the Operation only, may be counted equivalent to the capture of one town or city. Only Allied units whose counters are actually removed from the map count for this total.
Note: German VPs gained for capturing towns and cities are still gained separate from this rule.

[24.3] VPs Added at the End of the Game and for Withdrawal from Normandy
[24.3.1] Allied
[24.3.2] German

if Withdrawal from Normandy is not declared:

  • +6: for each city hex German controlled at the end of the Game (exception: +2 in scenario 22.1 instead of +6).
  • +3: per regiment (full or reduced), artillery unit and HQ still on the map and in supply
  • +#: per combat strength each battalion and cadre unit still on the map and in supply

if Withdrawal from Normandy is declared:

  • +1: per unit on the map, west of Exx28 (inclusive) that is still in supply
  • +1: per German controlled city hex multiplied by the German VP factor on the Game-turn Withdrawal from Normandy is declared (see 21.5.2)

The German player also receives the following Victory Points for German units that exit the map into a German controlled OMM area (units still on the map, in supply, east of the Touques River or east of hexrow Exx28 are included as well):

  • +3: per regiment (full or reduced), artillery unit or HQ (including those removed)
  • +2: per cadre unit
  • +#: per combat strength each battalion
Note: German Ost battalions and regiments are not counted for Victory Points.

Clarification: German units still on the map, and eligible to be counted for VPs, must be able to trace a line of movement free of enemy ZOCs, to a German controlled OMM box.

[24.4] Allied Victory Points for Capturing Cities and Exiting Units

[24.4.1] At the end of every Allied VP Check Game-Turn (see Turn Record Track) the Allied player determines how many city hexes (and VP OMM areas) he controls and adds that number to his Victory Point total. In all scenarios, the Allied player counts as VPs only those city hexes that are Allied controlled south of the 22.5 scenario start line. City hexes north of the 22.5 scenario line are never counted for Allied VPs.

Note: A city hex is considered Allied controlled if an Allied unit is in the hex or was the last to pass through it, otherwise it remains German controlled.

[24.4.2] The Allied player is required to exit a certain amount of U.S. units off the west edge of the map into Brittany and the south edge of the map into the Loire valley. The number and type of units to be exited are indicated in the boxed displays on the west map. Exiting units for VPs must be removed from the OMM area that represents the region to be entered and placed in the Brittany or Loire Display. Only units that occupy the OMM box at the start of the Movement Phase may be removed. A regiment may not exit as a cadre. See west map for the Required U.S. Units to Exit Displays. Note: All the Brittany units have to exit before the Brittany VPs are counted, and all Loire Valley units have to exit before the Loire Valley VPs are counted.

[24.4.3] The Allied player may receive city VPs for control of southern OMM areas (OMM boxes marked South), but may not exit any required units to the Loire until the U.S. Units to Exit into Brittany requirement has been completed.

[24.4.4] The Game-Turn after all U.S. units have exited into Brittany, the Allied player removes the exited corps Support Point marker from the Corps Support Point display; the corps HQ and its Support marker are no longer used. In addition, the U.S. 3rd Army Daily Corps Support Level is reduced by 1 level.

[24.4.5] The Game-Turn after all required U.S. units have exited into the Loire, the Allied player removes the exited corps Support Point marker from the Corps Support Point display; the corps HQ and its Support marker are no longer used. In addition, the U.S. 3rd Army Daily Corps Support Level is reduced 1 level and the Allied player must now subtract 1 when rolling for the U.S. on the Allied Support Table (see 10.1.1).

[24.5] Withdrawal from Normandy

At the end of a Victory Point Segment, the German player may choose to declare Withdrawal from Normandy; however, he may be forced to declare Withdrawal from Normandy as a result of Allied control of Off-Map Movement Boxes. Withdrawal from Normandy applies only when playing scenarios 22.4 and 22.5.

[24.5.1] During the Victory Point Segment of any Game-turn in which the Allies have taken control of one or more OMM areas, the German player determines if he must declare Withdrawal from Normandy. If the Allies have taken control of 1 or more OMM areas, the German player must determine if Withdrawal from Normandy has to be declared if one of the following conditions occur:

  1. the OMM area is an East OMM area: The German player rolls one die. If the die roll number is equal to or less than the number of Eastern OMM areas that are Allied controlled, Withdrawal must be declared.
  2. the OMM area is a South OMM area and: the German VP total is 0 or less or the current Allied VP total is more than double the German VP total (if the German VP total is positive). The German player rolls one die. If the die roll number is equal to or less than the number of Southern OMM areas that are Allied controlled, Withdrawal must be declared.

[24.5.2] On the game-turn Withdrawal from Normandy is declared the German player receives a VP bonus for German controlled city hexes. The number of German controlled city hexes (not OMM boxes) is multiplied by the current German VP factor on the Turn Record Track. The resulting number is immediately added to the German VP total.

[24.5.3] Once Withdrawal from Normandy is declared the following rules apply:

  1. an Allied unit may not enter an Eastern OMM area from another OMM area.
  2. the German player no longer receives reinforcements or replacements from the Turn Record Track (the remaining reinforcements are not counted for VPs). Note: He still may convert lost steps to RPs, and may use accumulated RPs.
  3. during the Allied Combat Phase, the German player may convert one mandatory step loss of any combat result that requires a defender retreat to an additional retreat result. The German player may declare his wish to convert the result after the final odds calculation (before Accelerated Assault) and before the dice are thrown. If the German converts the result, he must take the retreat. All Disorganization results to the attacker (Allied) are ignored. In addition, if there is no step loss to the defender, the attacker takes no step loss as well. Note: If the attacker does take a step, he may ignore rule 8.95 and take it from any participating unit.
  4. the German player may no longer use rule 20.5 (Isolated German Units). However, those currently in the box still remain in play.
  5. a German unit pays 1 movement point less to exit an enemy ZOC as long as it doesn't reenter an enemy ZOC that same phase.
  6. German operations may no longer be declared. Any ongoing German Operation must end.
  7. carpet bombing in a non-entrenchment hex adds a +3 die roll to the Carpet Bombing Modifiers.

[24.6] Determining Victory

[24.6.1] After the Victory Points have been calculated on each side, subtract the total German VPs from the total Allied VPs, and refer to the Victory Level Schedule in each scenario to determine the victor and level of victory.

[24.6.2] If Withdrawal from Normandy is not declared and the Allies do not control any Eastern OMM boxes, the level of victory is shifted one level in the German player's favor. For example, if the level of victory is Allied Marginal, the final level then becomes German Marginal.

[24.6.3] If the German Victory Point total reaches 0 before Game-Turn 27, the level of victory is shifted one level in the Allied player's favor.

[24.6.4] If the game ends on a non-Allied VP Check Game-turn, the Allied player receives VPs for Allied controlled cities on the turn the game ends as if it were an Allied VP Check Game-turn.

[24.7] Ending the Game

The game ends under any of the following conditions:

  • the last Game-Turn indicated in the scenario has been played
  • at the end of the Game-Turn in which all Off-Map Movement boxes have become Allied controlled
  • at the end of a Game-Turn in which there are no German controlled city hexes or there are no German units, west of hexrow Exx28, that can trace a line of supply (of any length) to any German HQ unit that is in supply

[24.8] Optional Victory Points

The following rules are for the campaign scenarios only.

[24.8.1] Divisions to the Seine

In the battle to close the pocket, a number of Allied divisions were sent racing for Paris and the bridges across the Seine. As it is now, the victory conditions lack any incentive for the Allied player to go for this "long envelopment" rather then concentrate to close the door on the Germans at Falaise/Argentan. The following rule attempts to recreate this historical option for the Allied player and is highly recommended.

The Allied player adds 1 VP to the Allied Victory Point Schedule for each supported division group sent to the Seine each VP Segment.

A division group eligible for VPs must meet the following restrictions:

  • A division group must consist of all 3 regiments of the division (none of which may be reduced to cadre) and one armor unit and one artillery unit. No more than 5 division groups may be sent to the Seine.
  • Divisions sent to the Seine may be removed only from the Everon and Le Mans OMM boxes and once removed may never return to the map.
  • Divisions sent to the Seine may be removed only after all required units to exit to Brittany and the Loire have been completed.
  • 1 SP must be used to supply 1 division group each Game-turn (expended during the Corps and Artillery Support Segment). If a division group does not receive an SP, the Allied player may not add its VP to the Allied VP total.

[24.8.2] Eliminated Allied Units

The German player adds 3 VPs for each permanently eliminated Allied unit. Points are counted at the end of the scenario.

[25.0] Scenarios

KG: Should scenarios be in their own Scenario Book? It's a deluxe game, right?

[25.1] Common Scenario Instructions

[25.1.1] Scenario Information: All scenarios will contain the following information:

  • Scenario Length
  • Weather
  • Map Setup
  • Scenario Start Line & Control
  • Unit Setup
  • IP Setup
  • Logistics:
    • Logistics State
    • Support Point Availability
    • Replacement Point Availability
    • Loss Levels
    • German Rail Capacity
  • Allied Air Availability
  • Special Rules
  • Victory Determination

[25.1.2] Scenario Length: Each scenario will specify the start and end turns for the scenario. Additionally, some scenarios will provide information on how to extend the scenario's length to continue play. When this occurs, you will use the

[25.1.3] Weather: Each scenario will either specify its starting weather condition or will require a secret Allied roll to determine the first turn's weather. If the first turn is a June turn, the June Weather Pattern [16.3.1] will also be specified.

[25.1.4] Map Setup: Each scenario will specify the fundamental map layout for the scenario. Additionally, some scenarios may specify alternative setups for scenario variations. For example, the Operation Overlord [25.2], Securing the Beachhead [25.3], Into the Cauldron [25.4] and Breakout! [25.5] scenarios can be played as single-map scenarios. Note: For all single map scenarios, half hexes are playable.

[25.1.5] Scenario Start Line & Control: Each scenario will specify the front lines separating the opposing forces as well as control of various map areas and terrain features. No unit may ever start in enemy controlled areas.

[25.1.6] Unit Setup: Both players will place their available units on the map or Turn Record Track depending on the scenario instructions. Divisional units are listed in the following order: Regiment/Division/Corps, the Division designation being bold faced. For non-divisional units, the following abbreviations are used to aid in identification: (T) Tank, (TD) Tank Destroyer, (A) Artillery, (AA) Anti-air Artillery, (I) Infantry, (AT) Towed Antitank, (R) Recon. Note: Some units marked as AT in the scenario set-ups actually have AA unit type symbols.

After both players' units have been setup, each player will then reposition their on-map units according to the player order specified in the scenario instructions. The first player may reposition units up to the number of hexes away from the set up hex (up to one, up to two, etc.), followed by the second player.

Regimental units may start as untried or with reduced strength and/or effectiveness. These units will be marked with one or more exponents to show their initial state. A unit with an (+U0) or (+U1) or (+U2) exponent indicates that the unit starts with an Untried Effectiveness Chit [9.3] of the specified positive modifier setting. A unit with any other exponent indicates that the unit starts with a Strength Chit [9.2] with 1 or 2 step losses, if a number is part of the exponent, and/or one Effectiveness Rating lower than its maximum Effectiveness Rating, if an 'E' is part of the exponent. Otherwise, these units will start with a Strength Chit [9.2] of its maximum Effectiveness Rating and maximum strength.

[25.1.7] IP Setup: Each scenario will specify the numbers and placement conditions of IPs that each side can place at the beginning of the scenario.

[25.2] Operation Overlord
HISTORICAL NOTES

KG: This scenario can be played US-only, Commonwealth-only, or Combined.

KG: This scenario should contain an optional June 7 start

June 5, 1944 saw the greatest invasion armada ever assembled cooling its keels in the English Channel. D-Day, scheduled for the 5th, had been undone by the only thing years of planning could not control – the weather. Eisenhower, who had ordered the postponement to the 6th over Montgomery's objections despite the fact that some men had been aboard ship for several days, had composed two statements: one announcing success, one failure.

In Normandy, many senior German commanders were absent, convinced that the weather would not permit the invasion they knew was coming. Erwin Rommel himself, the commander of Army Group B was in Germany to celebrate his wife's birthday and confer with Hitler.

American and British paratroopers began to descend on Normandy shortly after 12:30AM on the 6th. Men were scattered all over Normandy, but this only served to heighten confusion amongst the Germans as to what was going on. The German 7th army was alerted at 1:30AM, the battle was on. American troops began to land at Utah and Omaha beaches at 6:30AM with vastly different results. At Utah, the current had driven the landings a mile south of their intended location. This turned out to be a boon for the men of the 4th division as they came ashore in good order against light opposition. To the east at Omaha, all hell had broken loose. The men of the 1st and 29th divisions would take a sever beating but were ashore to stay. The British and Canadians would come ashore at Gold, Juno, and Sword beaches and get half way to Bayeux and Caen, their main objectives before being stopped by determined resistance. German 7th army had requested the release of the Panzer reserve at 6:15AM only to be told Hitler would not be awakened to hear the request. As a result, the only complete German armored formation available to counter attack on the 6th was the 21st Panzer. It was not enough. By the time the Panzer reserve was released at about 4:30PM, the Allies were not going to be ejected from the peninsula.

The link up of the various Allied beachheads was accomplished on the following days as men and material began to pour ashore through the artificial harbors created on the beaches. Caen, however, would be a bloody wall upon which the British would batter themselves until well into July. The Americans, after linking Omaha and Utah, would re-group and drive for the far coast of the Carentan. The objective was to isolate and capture Cherbourg, the deep-water port the Allies needed to sustain the offensive. The first phase of the battle of Normandy was over.

[25.2.1] Scenario Length

Operation Overlord begins with the D-Day Invasion Turn [26.0] and ends on June 18 (GT 12). Players may also opt for the historical June 7 start (GT 1) in place of conducting the D-Day Invasion Turn [26.0].

[25.2.2] Weather

The Weather for June 6 (GT 1) is Light Overcast with No Rain. While this has no effect for the D-Day Invasion Turn [26.0], it will affect the Allied Weather Roll for June 7th.

[25.3] Securing the Beachhead

KG: This scenario can be played US-only, Commonwealth-only, or Combined.

HISTORICAL NOTES

The 18th of June was the jump off of the American bid to capture Cherbourg. The 4th, 9th, and 79th divisions drove directly for the city. Initially, good progress was made against the German forces, which were not near the quality the British were facing before Caen. By June 21, the Americans were in the outskirts of Cherbourg, but the resistance was beginning to tighten. It would take nearly a week of hard house to house fighting before the city would fall on the 27th. Resistance on the peninsula would continue until the 30th, but for all intents and purposes, it ended in the rubble of Cherbourg. The victory was bitter sweet however, as Americans found the port itself virtually destroyed in a wellplanned and executed demolition. The port, supposed to be the lifeline of the campaign, would not be fully operational until September.

The Mulberry harbors on the beaches would have to do all the heavy lifting for the fight ahead. The Mulberry at Omaha was flattened by gales between the 19th and 22nd which also damaged the one at Gold, heightening Allied disappointment at the state of the Cherbourg harbor when it was finally taken.

Elsewhere in Normandy, the period of the 1830 June saw the Americans build up and advance into the Bocage in front of St. Lo and wait for the men released from the Carentan to seriously resume their offensive.

The British and Canadians, meanwhile, would punch and counter punch with the German 1st and 2nd SS Panzer Corps around Caen. Each attack seemed to bring only stronger counter attacks as the Commonwealth tanks and infantry doggedly stuck their nose to the Caen grinding wheel.

By June 30, the front was pretty much where it had been for a week and a half. The Mulberries had been churning out men and material into the, by now, firm Allied lodgment in France. The Germans had moved every available formation they could spare west of the Rhine, including every Panzer division, into the zone of battle.

For the soldiers of both sides, the combat, severe as it had been, was nothing compared to what was to come; the armies in Normandy had come to The Killing Ground.

[25.3.1] Scenario Length

Securing the Beachhead begins on 19 June (GT 13) and ends on 5 July (GT 29).

[25.3.2] Weather

The Weather for June 19, 20 & 21 (GT 13-15) is Storms (see 16.3.4). Due to the Storms, the Sea Condition [16.2] is Rough and the June Weather Pattern [16.3.1] is Poor and is not due to change until June 23 (GT 17).

[25.4] Into the Cauldron
HISTORICAL NOTES

KG: This scenario can be played US-only, Commonwealth-only, or Combined.

The period of July 6 through July 29, 1944 was the time in which the seeds planted by the Allies in late June came to bear fruit in Normandy. The buildup of forces and constant offensive pressure finally wore down the German defenses that seemed endless. For the Allies, this was the critical month when the twin albatrosses of Caen and St. Lo were at last thrown off and defeat of the German army was assured.

For the Germans, July was both the finest and darkest hour for the Wehrmacht. The Germans defended and counterattacked with skill that won the grudging respect of the Allies. All through the month, the Seventh Army found some way to put replacements in the field when there where none, get ammunition to the front through the umbrella of Allied fighter-bombers and maneuver units to plug threatened sectors. Heavily overmatched throughout the campaign, the German army finally collapsed in late July. All that remained was for the Allies to administer the coup de grace.

[25.4.1] Scenario Length

Into the Cauldron begins on 6 July (GT 30) and ends on 29 July (GT 53).

Players can also extend this scenario into The Killing Ground scenario (see 25.6) by using this scenario's rules for the setup and Initial VP levels, and using the Victory Point Levels from The Killing Ground scenario for victory determination.

[25.4.2] Weather

The Weather for July 6 (GT 30) is Light Overcast with No Rain. The Sea Condition is Calm.

[25.4.3] Map Setup

The West and East maps are used when playing the full scenario. Alternatively, this scenario can be played as one of two single-map variants using either the West or East map only.

[25.4.4] Scenario Start Line & Control

[25.4.5] Unit Setup

[25.4.6] IP Setup

[25.4.7] Logistics

  • ALLIED
    • Logistics State: Operational
    • Support Points:
      • British 2nd Army:
        • Army Reserve: 14
        • Corps Support: 1
        • Corps Support Level: 1
      • U.S. 1st Army:
        • Army Reserve: 6
        • Corps Support: 1
        • Corps Support Level: 1
    • Replacement Points:
      • British: 1
      • American: 3
  • GERMAN
    • Logistics State: Committed
    • Support Points:
      • V Panzer Army: 18
      • VII Army: 12
      • Operations Pool: 0
    • Replacement Points: 1
    • Step Loss Levels:
      • V Panzer Army: 2
      • VII Army: 4
      • Armor: 4
    • Rail Capacity: 0

[25.4.8] Special Rules

The following special rules are in play for this scenario:

  1. Withdrawal from Normandy: may not be declared.
  2. German West Map Movement Restriction: All German units on the West map, not adjacent to an Allied unit, may not move on July 6 (GT 30).
  3. U.S. Artillery Units: All U.S. artillery units except 6, begin in reduced mode. The Allied player may choose any 6 artillery units to be in full mode.
  4. Commonwealth Artillery Units: All British/Canadian artillery units except for 4, begin the scenario in full (supported) mode.
  5. 2nd SS Panzer Division: The German player may not move units of 2nd SS Panzer Division until released. The German player rolls one die at the start of the Movement Phase. On a roll of 1 or 2 he may free 1 unit of 2nd SS Panzer Division of his choice. All units are free to move after July 17 (GT 41).

West Map Variant: When playing the West Map variant of this scenario, make the following adjustments:

East Map Variant: When playing the East Map variant of this scenario, make the following adjustments:

[25.4.9] Victory Determination

Both players receive Victory Points as per the Victory Point Schedule except that the German player does not receive points for units still on the map. Each player starts the scenario at the following VPs levels:

  • Allied: 0
  • German: 60

[25.5] Breakout!

KG: This scenario can be played US-only, Commonwealth-only, or Combined.

KG: This multi-map scenario was originally three scenarios: W Map, E Map and Combined. Instead, we will present the combined scenario with options to play one side or the other, like the other ones above.

HISTORICAL NOTES

Caen, viewed as the linchpin of the German defenses and gateway to the rest of France, had been the primary objective of the British army on D-Day. They only got a little more than half way there at their closest on June 6, and more than one month later where yet to capture the prize. A series of attacks had been launched throughout June and early July, (Villers Bocage, operations EPSOM & CHARNWOOD) all with the capture of Caen as their primary objective. By early July, these wasteful attacks had not only failed, but the casualties (particularly to the Infantry) and lack of progress they produced had brought great pressure down on Montgomery to produce some sort of victory. Monty's chief planner, Brigadier Charles Richardson, proposed a plan with Falaise as its ultimate objective. Far more sweeping than the mere capture of Caen, GOODWOOD was designed to use massive armored formations and air power to break out of the Orne river bridgehead, through the surrounding high-ground, and to the relatively open country beyond. This would have two effects desirable to British high command: Caen would be outflanked and fall, and the operation, being primarily an armored assault, would save the infantry from the heaviest casualties. It was a plan for nothing less than the final breakout from Normandy.

Three British armored divisions (7th, 11th and Guards) where scheduled to jump off on the morning of July 18 and drive to destiny. Two days later, the operation would be called off with over 400 British tanks knocked out and 6,500 British and Canadian casualties. Caen had finally fallen (to a determined infantry assault from the Canadian 3rd & British 51st divisions), but the German line had not been broken. The death knell, however, had been rung. Within 36 hours, replacements where pouring into the armored divisions as the British began the slow advance to Falaise. For the Germans, the replacement well was about dry and their left flank was about to explode. GOODWOOD may have failed to reach its final objective, but it did tie up valuable German assets that where sorely needed against the Americans where the real breakout was about to take place.

While the British where hurling themselves again and again at the German defenses near Caen, the key to the defenses in the American front was St Lo, the rock upon which the US advance had broken itself since mid-June. Hung up on roughly the same line since before the capture of Cherbourg, Omar Bradley and Lawton Collins (VII corps commander) conceived COBRA as a way to break out of the hellish hedgerows, and out of Normandy. The first step was to take St Lo, finally accomplished at tremendous cost by the 29th and 35th infantry divisions. Collins would then mass his corps along a very narrow (7000 yard) front and smash through with the aid of an incredible aerial bombardment. Fighter-bombers and artillery where to hit the German front lines to 250 yards deep all along the short VII corps front, followed by the heavy bombers of the 8th Air Force carpet bombing the next 2,500 yards deep. After breaking through, the VII corps was to turn west and pocket the German 84th Corps against the coast.

Bad weather delayed the jump off of COBRA until July 24. The heavy bombers shorted the drops and did considerable damage to the US 9th & 30th infantry divisions. Despite the inauspicious start, the Americans where able to collect themselves and get moving. By early July 25, the exhausted and depleted German line was crumbling and in full retreat everywhere from St Lo to Lessay on the coast. The US forces took Coutances on July 28, and resistance in front collapsed. Locally, there where some German counterattacks, but the advance was only slowed, not stopped. By July 30th, Avranches had fallen, the flank was open and George Patton was about to make the newly christened 3rd army famous.

[25.5.1] Scenario Length

Breakout! begins on July 18 (GT 42) and ends on August 2 (GT 57).

[25.5.2] Weather

The Weather for July 18 (GT 42) is Clear. The Sea Condition is Calm.

[25.6] The Killing Ground
HISTORICAL NOTES

The campaign in Normandy, from the stalemate of July to the closing of the Falaise pocket, was marked by some of the most intense combat of the Second World War. The Allied and German armies squared off in dense terrain on a narrow front. The Allied advantages in numbers and firepower where more than offset by the defensive nature of the ground and the seemingly endless ability of the Germans to repel whatever was thrown at them.

On the British and Canadian front, the Allies went through a series of meat grinder offensives culminating in the final capture of Caen and the methodical push to Falaise. For the Americans, the slow torture of St Lo and the bocage was finally ended with the stunning breakthrough to Avranches. At last broken free from the shackles of the static battle, the US Third and First armies poured into Brittany and beyond in a lightning drive that sealed the Falaise pocket and the doom of the Fifth Panzer and Seventh armies.

For the Germans, the campaign was an unending nightmare to keep the stopper on the bottle that was Normandy. Forced to contend with numerically superior ground troops, massive artillery barrages and constant aerial attack, the Wehrmacht was able to hold on and even counterattack until the crushing weight of the Allied arsenal finally broke them in late July.

The Normandy campaign will be remembered for the ferocity of its combat, the men of both sides that endured it and the tragedies and triumphs that marked the battles of July and August 1944. For the soldiers that fought there, it has always been simply remembered as The Killing Ground.

[25.6.1] Scenario Length

The Killing Ground begins on July 18 (GT 42) and ends on August 22 (GT 77).

[25.6.2] Weather

The Weather for July 18 (GT 42) is Clear. The Sea Condition is Calm.

[25.7] Decision in Normandy
HISTORICAL NOTES

KG: Someone want to write this?

[25.7.1] Scenario Length

Decision in Normandy begins with the D-Day Invasion Turn [26.0] and ends on 22 August (GT 77).

[25.7.2] Weather

The Weather for June 6 (GT 1) is Light Overcast with No Rain. While this has no effect for the D-Day Invasion Turn [26.0], it will affect the Allied Weather Roll for June 7th.

[25.8] Operation Luttich

KG: Do we want to support this micro/training scenario? If we do, I propose providing a mini-map where German victory is measured by exiting units off the west edge or something else simple.

[26.0] D-Day Invasion Turn
COMMENTARY

The D-Day Invasion Turn covers the events of the June 6th invasion in Normandy. It consists of a unique sequence of play with sets of special rules to cover the unique characteristics of the fighting on that day. The rules for this special sequence of play are presented in the order they are encountered and completely replace the standard rules of the game, except where noted.

[26.1] Preliminary Stage
COMMENTARY

The Preliminary Stage represents predawn operations conducted prior to the landing of the seaborne forces. This includes the impact of the Allied air interdiction campaign, direct attacks on key German Weapons Nest positions, the attempts to take the Pointe du Hoc and Merville Batteries, and the confusion caused on both sides by the Allied airborne landings.

[26.1.1] Determine June 7 Weather

The Allied player secretly determines and records the weather for June 7 (GT 1) [16.0].

[26.1.2] Determine Coast Artillery Strengths

The Allied player rolls one die for each of the coast artillery units listed below to determine its starting strength.

  • N3551: Merville
  • N2828: Pointe du Hoc
  • N????: Maisy
On a modified roll of 1 or 2, the coast artillery unit is flipped to its reduced side. Note: The roll for Maisy battery has a -2 modifer to the roll.

Note: These units have 2 sides but only 1 step; reduction simply determines which side starts face up. These three units are marked with a special yellow bar behind their unit designations.

[26.1.3] Orne Bridge Capture

The Allied player rolls one die to determine if he succeeds in capturing the strategically vital Orne River Bridge (N3648/N3749). On a roll of 6, the bridge is destroyed. Otherwise, the Allies capture and control the bridge.

[26.1.4] Conduct Allied Airborne Landings

The scenario instructions indicate on which drop zones the American and British forces are set up. The Allied player rolls one die for each airborne unit landing in a drop zone hex and consults the Allied Airborne Landing Table. Inflict losses and roll for scatter if called for and mark the units with either a Regroup or a Disorganized marker.

Scatter Procedure: If an airborne unit suffers scatter, roll one die and consult the scatter diagram printed on the map. Place the unit one hex in the direction indicated by the scatter diagram. If that hex is enemy occupied, move the airborne unit to the next hex in a clockwise direction around the drop zone hex until it reaches a non-enemy occupied hex.

[26.1.5] Determine Utah Beach Landing Hexes

The Allied player rolls one die to determine which two landing beach hexes of Utah Beach are used during the Invasion Turn and after (see map and landing arrows). On a roll of 1-4, the Intended Landing Beach hexes are used. Otherwise, the Actual Landing Beach hexes are used.

[26.1.6] Determine Effects of Allied Air/Naval Bombardments

The Allied player rolls one die for every WN (Coast Artillery and Tobruks) to determine the possible effects of Allied pre-landing air and naval bombardments upon these positions. On a roll of 1 or 2, a Regroup marker is placed on the WN.

[26.1.7] Merville Battery Attack

The Allied player rolls one die to determine if the predawn effort of the 9th Para Bn to take out the Merville Battery succeeds. On a modified roll of 1, Merville Battery is eliminated. The following modifiers are applied to the roll:

  • -1: Merville Battery is reduced
  • -1: Merville Battery is under Regroup
  • -1: if 9Para Bn is neither reduced nor Disorganized

[26.1.8] Pointe du Hoc Attack

The Allied player rolls one die to determine if the effort of the 2nd Rangers to take out the Pointe du Hoc Battery succeeds. On a modified roll of 1, Pointe du Hoc is eliminated. The following modifiers are applied to the roll:

  • -1: Pointe du Hoc is reduced
  • -1: Pointe du Hoc is under Regroup

If Pointe du Hoc is eliminated, 2nd Ranger is placed in hex N2828 and is Disorganized. Then roll one die and apply the following results:

  • 1-2: 2nd Ranger is reduced; 5th Ranger lands on Dog Beach during Landing Phase 1
  • 3-4: 5th Ranger is reduced and lands on Dog Beach during Landing Phase 1
  • 5-6: 2nd Ranger is reduced; 5th Ranger is reduced and Disorganized and placed with 2nd Ranger

If Pointe du Hoc is not eliminated, 2nd Ranger is Disorganized and remains in the Pointe du Hoc display. The Allied player then rolls one die to determine if 5th Ranger joins the attack or lands at Dog Beach:

  • 1-3: 5th Ranger is reduced and remains with 2nd Ranger
  • 4-6: 5th Ranger lands on Dog Beach during Landing Phase 1
Until Pointe du Hoc is captured, it must be attacked by the Rangers during each Allied Action Segment. Ranger battalions under Regroup or Disorganized are exempt from the attack requirement.

[26.1.9] Determine German Beach Resistance Values

For each beach, the German player rolls two dice and consults the D-Day Beach Resistance Table to determine the invasion beach defenses. Based on each roll, the appropriate Beach Resistance chits are placed at the beach and set to the appropriate value.

[26.2] Activity Stage
GENERAL RULE

The Activity Stage is made up of 5 Landing Phases and is the heart of the D-Day Sequence of Play. The phases divide June 6 into intervals that roughly correspond to dawn, morning, midday, afternoon, and evening. Each Landing Phase is made up of the following segments and actions:

  1. Allied Naval Fire Support Segment
  2. Allied Beach Landing Segment
  3. Allied Action Segment
    • Combat Actions
    • Movement Actions
    • Rally Actions
  4. German Activation Segment
  5. German Action Segment
    • Combat Actions
    • Movement Actions
    • Rally Actions
    • Weapons Nest Recovery Actions
  6. End of Phase Segment

[26.2.1] Allied Naval Fire Support Segment

The Allied player may make up to four Naval Bombardment attacks on WN (not Garrison) hexes per Landing Phase in each of the U.S. and CW sectors. The U.S. must expend at least one Bombardment Point at each of Utah and Omaha Beaches, and the CW must spend at least one each at Gold, Sword, and Juno. Remaining Naval Bombardments can be made on any WN hex within a nationality’s sector at the Allied player’s discretion. WNs west of the Army boundary line on the map are in the U.S. sector, those east of the boundary line in the CW sector. Use the Naval Bombardment tracks to record the number of attacks made by each nationality.

For each bombardment roll one die. On a modified roll of 1, a Regroup marker is placed on the WN in the target, or is Disorganized if already under Regroup. The modifiers are:

  • -1: if the WN is adjacent to a beach hex (during Landing Phase 1)
  • -1: if the WN has a German unit stacked with it
  • A beach-required targeted WN must be within 3 hexes of a beach hex or have a Coastal Artillery symbol matched to the required beach designation to be attacked. If no WNs of a particular beach remain to be attacked, that attack is lost to the Allied player.
  • A target hex can only be attacked once per Landing Phase, and each bombardment can only be used against a single target hex.
  • Results are applied to all units in the target hex.
  • Port-en-Bessin and Longues-sur-Mer WN may be attacked by either U.S. or CW Naval Bombardment in a segment but not both.

[26.2.2] Allied Beach Landing Segment

The Allied player may move assigned units from a Landing Phase space in the Landing Beach Display See the Beach Landing Display Page 6 to the connected Landing Beach hex. Roll one die for each landing unit and consult the Combat Units Beach Landing Table to determine the status of the landed unit. Modify the die roll as indicated on the table and apply the results to each unit.

If a unit is unable to land during its scheduled Landing Phase (for instance, if the Landing Beach hex has reached its stacking limit of 3 units) it is placed under a Regroupmarker and is displaced to the next higher Landing Phase. An equal number of units from that Landing Phase are displaced to their next higher Landing Phase, however no Regroup marker is placed on them. A unit that displaces a second time has a Disorganized marker placed on it.

Units that cannot land during Landing Phase 5 are moved to the Landing Boxes Display of the same beach, displacing any unit(s) already there. Two breakdown battalions may stack (and later land) as a single unit in each Landing Box. The unit in Landing Box 1 displaces to Landing Box 2. A unit in Landing Box 2 in turn, displaces back to the Floating Reserve. Remove any Regroup or Disorganized markers from displaced units.

If a German unit captures a Landing Beach hex no Allied unit can land at that Beach while German occupied. No attack can be made on a German unit in a beach hex from units in a Landing Beach Display (it can be attacked normally by units already landed). This restriction remains in effect until the German unit withdraws or is destroyed. Units in the Landing Beach Display that are waiting to land can be held there, or they can be redeployed to the Floating Reserve Box. Any units remaining in the Beach Landing Display at the end of the last Landing Phase must move to the Floating Reserve Box.

[26.2.3] The Action Segments

During each player's Action Segment, the player can conduct one of three actions — combat, movement, or rally — for each active combat unit. Units first conduct combat. After all combat actions are resolved any unit that did not participate in combat may move. After all movement actions are completed any remaining units that did not participate in combat or move can rally. Additionally, after all rally actions, the German player may attempt recovery for all WNs and garrisons.

Note: Allied airborne units can neither attack nor move during Landing Phase 1. They may only rally.

[26.2.4] Combat Action: Mark units that will attack with combat markers. A hex can only be attacked once during each Landing Phase. Advance after combat is limited to the hex attacked. Units that attack and are under a Regroup marker automatically become Disorganized (see 8.12.6). All the normal rules of combat apply with the following exceptions:

  • All combat during the Landing Phases is voluntary. The normal requirement to attack all adjacent hexes is ignored, but all defending units within a hex must be attacked. Units must attack if designated with a combat marker.
  • Multiple units in a hex may attack different adjacent hexes individually or not at all; i.e., units in a hex need not attack as a single combat strength.
  • Allied airborne units may not attack in Landing Phase 1.

[26.2.5] Combat Shifts: The only combat shifts available during the D-Day Invasion Turn are:

  • Terrain
  • Combined Arms [10.5]
  • Armor Superiority [10.5.5] (for German armor units only)
  • Attacking U.S. Ranger and Commonwealth Commando battalions marked with a red dot gain a combat shift to the right.
  • Attacking Commonwealth battalions marked with a yellow dot gain a combat shift to the right, but only against WNs.
  • WNs marked with a Destroyer Bonus allow the Allied player to shift the combat odds one column to the right when attacking them.
Note: U.S. Ranger battalions and Commonwealth battalions with Regroup or Disorganized markers may not use their combat shift bonus.

Note: German WNs and Garrison (G) units are always considered infantry type units.

[26.2.6] Combat Results, Advances and Retreats: During the D-Day Invasion Turn, combat results are handled normally with the following exceptions:

  • Units can only advance one hex after combat regardless of the result.
  • WN and Garrison step losses are not recorded.
  • Retreat results are ignored for both sides if a combat involves a German WN or Garrison defending by itself.
  • Allied units suffering a Disorganized result against a WN or Garrison defending alone will result in only 1 stack becoming Disorganized.
  • Losses to a defending stack containing a German WN or Garrison are first applied to the WN or Garrison.
  • German units attacked in Bocage or Hedgerow, except WN, may convert one combat loss into a retreat result instead if the loss would otherwise result in the elimination of the unit.
KG: The rules with WNs should be in the general rule set; they are not D-Day specific. KG: That last bullet... should that be in the standard rules and apply throughout the campaign? What makes it special that it should only apply during the Build-up?

[26.2.7] Movement Action: Movement rates are modified for all units during the Invasion Turn Landing Phases (the normal movement cost for terrain is ignored).

All Allied units move only 1 hex each Landing Phase. However, airborne units cannot move at all during Landing Phase 1.

KG: The restriction for Allied units only being able to move 1 hex seems like an afterthought given other rules and/or situations. For example, if Dis or Rgp, there is a one hex restriction. There is also a restriction if adjacent to an active WN. That is the state of Allied units for most of the D-Day turn. Maybe the later arrivals won't be, but who cares about them moving an extra hex on LP 4 or 5? I suppose it models a certain possible hesitation in advancing inland, but shouldn't the tactical situation drive things along. Why completely prevent the Allies from having a really good invasion via an arbitrary limitation?

German units move a set number of hexes, regardless of non-river terrain, based on their printed movement rate.

  • 1-4MPs: 1 hex
  • 5-6MPs: 2 hexes
  • 7+MPs: 3 hexes
Clear terrain and roads count as ½ hex. Unbridged major rivers cannot be crossed. Unbridged minor rivers may be crossed if the unit starts adjacent to the unbridged minor river hexside, but must immediately stop after it crosses. Units that are Disorganized or under Regroup, or Allied units adjacent to an active (not Disorganized or under Regroup) WN may never move more than 1 physical hex.

KG: Again... that last comment implies that, at some point, Allied units could move more than 1 hex. I think the rule should be simplified such that Allied units can use the German model b/c, frankly, they won't be able to use it for most of the turn.

[26.2.8] Zones of Control: There is no penalty for units to enter or exit enemy ZOCs. All units must stop when entering an enemy ZOC, regardless of strength, and may never move ZOC to ZOC.

[26.2.9] Rally Action: Units that do not participate in combat or move can rally. Units under a Regroup marker remove the marker. Units under a Disorganized marker flip the marker over to Regroup. Only German and landed Allied units can recover from Disorganized/Regroup status. Units on the Beach Landing Displays cannot recover.

[26.2.10] Recovery Action: WNs (coast artillery and tobruks) can attempt to recover from Regroup and/or Disorganization. To do so, the German player rolls one die for each WN (coast artillery or tobruk) under a Regroup or Disorganized marker. If the roll is less than or equal to the WN’s printed combat strength, remove the Regroup marker or flip the Disorganized marker to Regroup.

Garrisons recover automatically; no die roll is required.

[26.2.11] German Activation Segment

During June 6th, the initial German reaction to the invasion was haphazard and uncoordinated. As the day wore on and more Allied forces stormed ashore, the German reaction became more widespread, but still suffered from a lack of tactical coordination.

There are 17 activation groups, divided into three areas: West, East and South, and further referenced by number. Each activation group contains a list of hexes or Off-Map Movement (OMM) boxes and the units to be set up there. Some units may additioinally have step losses and/or have alternate setup locations.

During each Landing Phase, the Germans will roll two dice and cross-reference the result with the current Landing Phase on the German Unit Activations Table to determine which of the activation groups are released for action. The result, if it exists, will be a list of activation groups, referenced by area, which will become active, if they have not become active already. Additionally, in Landing Phases 4 & 5, some activation groups will automatically become active, if they have not become active already.

When an activation group becomes active, its units are placed in the listed hexes or Off-Map Movement (OMM) boxes and can then conduct actions in the subsequent German Action Segments.

[26.2.12] End of Phase Segment

At the end of each phase, the D-Day Activity Stage marker is advanced to the next landing phase.

At the end of Landing Phase 1, all Beach Resistance Chits are adjusted to their reduced values.

At the end of Landing Phase 5, all remaining German activation groups become active and play proceeds to the Game-turn End Stage.

[26.3] Game-turn End Stage
[26.3.1] Allied Glider Units Land

The Allied player lands the glider regiments of the British and American airborne divisions (see the Allied Glider Reinforcement displays on the map). The Allied player places the glider units in or adjacent to their designated drop zone hexes and rolls for each on the Allied Airborne Landing Table (see 26.1.4). Glider units ignore scatter results.

If the designated landing hex is enemy occupied, the glider must land in an adjacent hex. The hex landed on must be clear, mixed or hedgerow. The unit adds +1 to the Landing die roll if landing in hedgerow and an additional +1 if landing in an enemy ZOC.

[26.3.2] Allied Units in Beach and Mulberry Landing Boxes

The Allied units that start in the Beach and Mulberry Landing Boxes may not land this turn. Place a Delayed Landing marker on each unit that occupies Landing Box 1 of each display. In addition, any empty Landing Box may immediately be occupied with a unit located in that army’s Floating Reserve.

Note: Landing box 2 of the Mulberry landing displays are not open at this time.

[26.3.3] Beach Obstruction Level

The current Beach Resistance Value for each beach becomes the Beach Obstruction Level for that beach. Place an Allied Improved Position marker in the space on the Beach Obstruction Level Track with the same number as that of the Beach Resistance Chit, adding 1 level for Juno and Gold beaches. The space the marker is in will indicate the level of obstruction when determining landing modifiers for units and SPs as well as other functions.

Note: Sword Beach has no Beach Obstruction Level.

[26.3.4] German Rail Reinforcement

The German unit which starts in the German Rail Reinforcements box now arrives at any German-controlled rail station not adjacent to an Allied unit.

[27.0] Optional Rules

The following are provided to add a little more historical spice to the game. Use any or all according to taste.

[27.1] Weather

The weather table in The Killing Ground is designed, more than anything, to be unpredictable. However, it is recognized that the weather in the game has a huge effect on supply and air support and that a long string of the same or excessive weather will skew the game to one side's favor. So, for those that don't think that mother nature should have a will of her own (try living in New England for a while), the following governor may be applied:

  • If there are 3 consecutive turns of rain, or there have been a total of 8 rain turns, subtract 1 from the weather die roll until clear or scattered occur.
  • If no rain occurs for consecutive 8 turns, add 1 to the weather die roll until rain occurs.

[27.2] British Combined Arms

British tank and infantry units were surprisingly poor at coordinating tactically while attacking. To reflect this the following rule should be used. Any attack involving British units may have a maximum of 1 Combined Arms bonus. An all Canadian attack may have a maximum of 2 Combined Arms bonuses. Note: Does not apply to units with a parenthesized Combat Class.

[27.3] British/Canadian IPs ASV Bonus

KG: Should this be a standard rule?

To make allowances for the higher level command antitank assets that are not explicitly portrayed in the game, the Allied player may add one or both of the following Improved Position rules. Note that the following rules pertain only to the British/Canadian units.

  • Add a black dot to an IP occupied by a British/ Canadian unit.
  • Allow 1 construction marker (that traces supply from a British HQ to be flipped to its IP side at the start of the Allied Movement Phase. The units in the hex may not move and have a Regroup marker placed on them. Only 1 marker may do this per turn.

[27.4] Bridge Capacity Limits

The narrow bridges in Normandy caused a fair amount of traffic problems during the campaign, particularly the smaller capacity bridges over major waterways. The following rule somewhat reflects the restrictive nature of moving large number of units over a few eligible bridges.

A unit pays an additional movement point cost when crossing a bridge over a minor or major river hexside (stream bridges are unaffected) During Tactical Movement a mech unit must add 2 additional movement points for each unit that has crossed (including itself). A non-mech unit adds 1 additional movement point for each unit that has crossed (including itself).

Designer's Note: This is an untested rule that came in from the field. The effect is unknown and players are left to their own devices as to how to keep track of the number of units that have crossed. KG: Do we keep this?

[27.5] Bridge Destruction

KG: Should this be a standard rule?

The Allied player may use a Movement Interdiction Air Point to destroy a bridge across a stream or river hexside. The procedure is the same as for an Interdiction Air Attack except that the target is a bridge. If the air attack results in a 1 then the bridge is destroyed, any other result has no effect. A bridge is considered a mech target.

[27.6] Accelerated Effort Option

Accelerated efforts in attacking was a risk that had the strong chance of greater casualties for an uncertain gain. The cost of that gain depended greatly on the quality and determination of the defenders, which for both sides was often an unknown. If players don't mind the additional wristage involved the following rule gives more uncertainty to the outcomes of accelerated efforts. Everything is the same except that the loss to the attacker is now determined by the defender and not automatic.

To determine if the Accelerated Effort will cause a step loss to the attacker, the defender rolls one die. If the number rolled is less than or equal to the defender's Effectiveness Rating, the attacking accelerated unit loses 1 step. The die roll is modified by the number of shifts the attacker received from his Accelerated Effort die roll (subtract 1 for each shift). In addition, modify the die roll if:

  • -1: the defender is in a city hex
  • -1: the defender is German in a hedgerow, bocage or entrenchment hex

Note: If a loss was avoided by this roll and the combat result imposes a loss on the attacker the attacker must still take his first loss from the largest unit contributing to the attack.

KG: With recent ideas/changes to the combat system, this may need to be tweaked.

[27.7] Allied Replacements

[27.7.1] A British tank battalion within 3 hexes of a reduced British tank brigade may be used to replace a step in that brigade. Simply remove the tank battalion as if eliminated in combat.

[27.7.2] The Effectiveness Rating of a British Brigade is never reduced more than 1 from taking replacements. The Effectiveness marker is never flipped to -2 no matter how many replacement steps a unit receives.

[27.7.3] Allied Airborne units may not receive replacement points. KG: This should not be optional, or available replacements point should be very limited.

[27.8] Tank Destroyer Vulnerability

KG: If we incorporate JoV-style Arm/AT combat effects, this rule may not be needed?

If a Tank Destroyer (TD) unit participated in an attack, and a tank loss is called for, the first armor unit eliminated must be a Tank Destroyer battalion.

[27.9] German Armored Artillery

KG: Should this be a standard rule?

The German 217 armored artillery unit normally just adds its strength to the hex it is stacked in. For some variation, try either one the following:

  • Generally, treat it as a Light Armored unit, in that it can provide a Combined Arms bonus but no Armor Superiority shifts.
  • Allow it to roll on the Artillery Support Table, but don't allow it to combine with any other artillery unit, and don't apply any of the modifiers to the roll. It does not expend any SPs when it fires, but may only be used if tracing to a supported corps.

[27.10] German Flak Protection
COMMENTARY

Generally, the effects of German air defense is built into the game. However, this has caused the players to use the German Flak units in an entirely antitank role, ignoring their role in air defense. The following rule can give players a choice as to how best to deploy these Flak units.

KG: Should this be a standard rule?

[27.10.1] A German Flak (AA) unit that is on a road hex, within 2 hexes of a city hex, may be used to reduce the effects of Targeted and General Air Interdiction. The Flak unit may not be within 3 hexes of an Allied unit and may not be within 6 hexes of another flack unit being used for Flak Protection. Interdiction Flak Protection extends up to 3 hexes from the Flak unit (count primary roads as 1/2).

[27.10.2] Effect on Targeted Air Interdiction: An Allied air unit placed in a hex that is Flak Protected has its Interdiction Value reduced by 1. Note: Overlapping hexes of Flak protection do not cause additional effects.

[27.10.3] Effects on General Air and Supply Interdiction: During the Air Interdiction Phase, the German player counts the number of Flak units eligible for Flak Protection and rolls one die. If the die roll number is less than the number of Flak units assigned to Flak Protection, the column used to determine the Allied Air Interdiction result is shifted one to the left on the Allied Air Interdiction Table. In addition, during the Army Support Segment, the German player counts the number of Flak units used for Flak Protection and rolls one die. If the die roll number is less than the number of units assigned to Flak Protection, the Allied player looses (must set aside) the fourth (4th) air unit picked when determining Supply Interdiction.

[27.11] Extended Antitank Defense

Certain German antitank and flak units have two sides; the front of the counter displays its normal antitank mode and the reverse side displays its Extended Antitank Defense (EAD) mode. When the antitank unit is in EAD, it will add one black dot to a friendly stack in any two adjacent hexes as well as the hex it occupies. However, it no longer provides Combined Arms Defense, even in the hex it occupies. When a unit is in EAD mode it does not count for stacking, may not move and has a defense strength of 0. If the stack in the hex it occupies suffers any loss as a result from combat it may not be used to satisfy that loss. If an antitank unit in EAD mode is with a stack that retreats, it must remain in the hex and may not retreat. An enemy unit may enter a hex occupied by a unit in EAD mode, however a unit in EAD mode will continue to support adjacent hexes for the entire combat phase. At the end of the combat phase, any antitank unit that is stacked with an enemy unit is eliminated. Antitank and Flak units may change mode only at the beginning of their movement.

Insert Graphics here...

Note: Overlapping EAD by 2 or more units do not provide more than one black dot in ASV.

[27.12] German XXV Corps HQ

A XXV Corps Headquarters is included in the game because research indicated that a portion of it went with the artillery to facilitate fire control and logistical support. However, the bulk of the XXV Corps Headquarters remained in Brittany and in fact did not have operational status much beyond the Sélune River. Although a great many units from the XXV Corps were moved to the front, most were attached to other corps and were used to flesh out reduced units. Therefore, to more accurately reflect the German use of the XXV Corps HQ and its units, players should not use the XXV Corps HQ in the game at all and all XXV Corps units are considered independent units.

[27.13] Bradley is Overruled

At one point General Eisenhower had offered Montgomery the use of the American 2nd Armored Division when there was a concern that the British line was getting a little thin covering its assigned sector. General Bradley was against having any American troops under British command and proposed instead that the boundary be shifted and he would cover the ground with an American corps.

At a cost of 10 VP, once per game, one American division plus three attachments, can be assigned to operate freely on the British side of the Army Boundary. It may do so only when it will be in supply from a British or Canadian corps HQ. It may be attached to a corps even when that corps is not in an Operation. It may receive American replacements normally. If any regiment of the division is rested, eliminated or reduced to cadre the division must remove itself from the British sector per normal boundary rules. The attachments can consist of one artillery unit and two other units, which may only be tank, tank destroyer or antitank battalions. Treat the units assigned as normal British/Canadian units while in British territory except for the exceptions and restrictions found in this rule. The artillery unit can only be used to support attacks or defenses involving the detached American units. It may only be flipped to full strength by the expenditure of an American 1st Army Support Point. While under British command the units may not receive from, or provide support to, any American units still on the American side of the boundary.

[27.14] Tactical Air Cover for Patton

After the breakout, Patton's 3rd Army was supported by its own TAC. A considerable amount of air strength was busy supporting the 3rd Army's drive across France on such missions as Armored Column support and watching the flanks. To reflect this, the Allied player should modify the Air Availability die roll by –3 after all units have exited into Brittany and Loire.

[27.15] Pet Division

KG: Skipping this...

[27.16] U.S. Armor Divisions

KG: Skipping this as the TO&E difference are captured in the updated counters...

[27.17] Enemy Artillery Unit Displacement During Friendly Movement

KG: Skipping this for now...

[27.18] Overlord: British 1st Airborne Division

The Allied player has the option to commit the 1st Airborne Division after June 8 (GT 2). During the Allied Reinforcement Segment of a turn with Clear or Scattered weather, the Allied player moves the 1st Airborne from its location on the Game-Turn Record Track.

  • The D-Day Invasion Turn Airborne Landing procedures (see 26.1.4) are used to resolve the landing of the para battalions and the glider brigade.
  • The Allies must pay 2 SPs, from either or both nationalities, to represent the lost airlift diverted to land the division.
  • The six breakdown battalions and the glider brigade must all land in the same turn.
  • The drop zone hexes each battalion / brigade is dropped in must be within 5 hexes of a British infantry unit that is in supply.
  • The drop zone hexes must be empty of German units.
  • Add 1 to the landing roll for each Flak unit, German controlled city hex or German HQ within 3 hexes of the drop hex.
  • The Allied player must recombine the surviving batalions of each para brigade as soon as the requirements for recombination are satisfied.
  • The drop of the 1st Airborne will impact victory conditions, Airborne troop withdrawal and German reinforcement release (see 26.21.1, 26.23.2 and 26.21.3)

[27.19] Overlord: Separate Supply for Omaha and Utah Beaches

KG: Should this be a standard rule?

The Allies may keep separate track of Utah and Omaha Support Points. Use the Killing Ground 5 and 7 Corps Support Points markers to indicate respective Support Points. This option may be helpful if the two U.S. beaches do not link up. Use the following modification to rule 26.10.2:

  • Half the supply received from the Allied Depot Track goes to each Beach with either Beach getting the last odd numbered SP.
Landing SPs is done per the normal SP landing rules.

Once Depot Construction is complete revert to the standard Killing Ground supply rules.

[28.0] Player's Notes

This chapter contains the player's Notes from both Killing Ground and the Overlord expansion. It will need to be reworked.

OVERLORD

The D-Day Invasion Turn landings are designed to ensure a variety of tactical situations, making for a high replayability value and enjoyable gameplay. Players will experience a variety of tactical problems to solve with differing alternative tactical solutions that also make solo play a possibility, exploring the different options available. If things go bad, resist the temptation to start all over – events don't always go exactly according to plan. History has shown this time and again, also during the historical landings. Each game can be an entity unto itself.

THE ALLIES

The Invasion: The Landings

You can plan the landing ahead of time but will probably throw it away after the first couple of die rolls. You will have to adjust to the situation as it develops during play but use the following principles as a guideline:

1) Clear the beach hexes as soon as possible so that follow-on units can land. It's important to plan your next Landing Phase before you decide to attack, move, or recover.

2) Keep a balanced mix of DG and healthy units on each beach. Avoid attacking with RG units if possible, but rather let them recover to normal status before using them again.

3) Try to eliminate as many WN's during the D-Day Invasion Turn as you possibly can, but not at the expense of getting several units a couple of hexes off the beach. Attack one-step and Regrouped WN's first, they are easiest to eliminate and provide a path off the beach hexes.

4) Create a perimeter on phase 5. Don't get caught with DG units at the end of the D-Day Invasion Turn. You'll see why on the subsequent turns.

5) Keep battalions of the same regiment within 3 hexes of each other so you can combine them starting on June 8 (GT 2). This is however, much harder to do than it may seem.

Specific Beaches - Invasion Goals

Sword: The toughest beach of them all. The player must get a unit with a ZOC next to the Pegasus Bridge by the end of the D-Day Invasion Turn so it will be able to help 6th Airborne on June 7 (GT 1). Be prepared to hold both sides of the bridge against possible German attacks.

Juno: Occupying Basly is a must because if you don't the Germans will for sure.

Gold: The easiest beach: Get your units across the Seulles River and cover as much territory as possible in order to stretch the Germans out. Take Arromanches as soon as you can so the British can start rolling on the Mulberry Table on June 7 (GT 1).

Omaha: Attack any WN's that are RG in Landing Phase 1. You will probably not have eliminated all WN's by the end of the D-Day Invasion Turn, that's okay, but once you have a gap you'll need to move out and get some distance from the beach. Leave a couple of WN's for the follow-on forces; you need to get off that beach! The Germans are spread out behind Omaha beach, so put pressure on them by spreading out and getting depth by the end of the D-Day Invasion Turn.

Utah: It looks easy but clearing this beach's WN's and Garrisons is a time consuming task. Use the airborne units to eliminate the Garrisons. While you are doing this, the Germans will be closing down on the beachhead. Your main goal for the D-Day Invasion Turn is to get one of the 4th Division regiment's – with a ZOC – across the Merderet River on June 7 (GT 1). The 82nd Airborne will need a fixed ZOC by then. Remember not all airborne units have a ZOC, so plan carefully for June 7 (GT 1).

The Build-up

Once landed, the Allied player will do well to follow the strategy set by the 1944 Overlord planners. This means he'll have to secure each individual beach and next link them up, cut off Cherbourg and capture its port and next drive inland. Pushing inland will be easiest in front of Bayeux and behind Omaha beach. Linking the British beaches is not much of a problem but linking up Omaha and Utah beach will be difficult unless the Allied player takes care and plans ahead. Also protecting the British 'corridor' to the 6th Airborne landing area should be given high priority. Get beach landing units across the Orne River on June 7 (GT 1) if possible. However, all is not lost if you lose the 'corridor' for some reason. The terrain around Caen is clear and ideal for German armored counterattacks. Be very careful around Caen, remember, ZOCs do not extend into city hexes. In the Omaha area, the Germans are very thin so there is plenty of room to push inland on the early turns. On the Cotentin peninsula you will have to decide to either go for Carentan, cutting the peninsula off, or driving north along the coast. After you breakout, if you do, plan on allocating two full divisions to the capture of Cherbourg; more if the Germans defend it heavily.

General Points

Don't be afraid to attack unsupported as the Allies will not have enough Support Points to support every action driving for a quick success. Unless the German player plays poorly, success will come by grinding down each hex. There will however, be occasional deep gains due to German reorganizing or losses from counterattacks. So, the Allies will have to manage their Support Points carefully. You should plan your Support Point (SP) needs several turns in advance. Next to this you will have to take care of the need for AGRAs, additional Corps HQ's, strongpoints, bridges and Depot and Mulberry construction. Manage your replacements and unit resting as they can make or break your build-up. This is attrition warfare at its best so be prepared to use replacements and rest your spent units in time. It's nice to always have an SP or two in pocket for that special need and plain ahead. The German player will not have this luxury as the game progresses. Also, the proper allocation of airpower can significantly delay the arrival of the German reinforcements as happened historically. Use it to interdict all mechanized reinforcements or to reduce German Support Points. Delay of German forces reaching the front prevents early counterattacks and makes it difficult for the German player to create a contiguous line between Caen and Bayeux. Finally, proper placement of the Depots is important if the game is to be carried over to include Operation Cobra.

THE GERMANS

The Invasion: The Landings

There is not much for you to do during the first couple of Phases except to watch the Allied tidal wave roll in; but there are some key decisions to be made.

1) British Sector – Contain the beachhead as tight as you can with ZOC units. Forget about attacking the 6th Airborne with the 21st Panzer Division unless it has a very poor drop or you can cut-off the airborne troops form the beachhead. An attack may cost you steps from PG battalions, so be sure you can afford it.

2) American Sector – Activate the Schnelle battalions first and send them to Omaha beach. They are the only troops that can get to this area in time to help delay the Americans. Time is on your side! Remember the last step rule (retreat instead) to save your battalions. Utah beach is easily shut down by using the 91st, 243rd and 709th divisions. Make sure you don't give the paratroopers a free pass accross the Douve River and a open back door to Carentan.

The Build-up

Let the Allies have their fun on the D-Day Invasion Turn. The British paratroopers are vulnerable early on with no ZOCs and the 'corridor exposed. If you can get a regiment next to the bridge, life will be difficult for them. If you can eliminate their positions you can significantly shorten your defensive front for the remainder of the game. In any event, shoring up the line between Caen and Bayeux in open terrain will require most of your attention. Once a couple of Panzer Divisions arrive you can have some fun beating the British up.

The best tactic in front of Omaha beach is to tenaciously delay any advance. Defending behind the Seulles and Sure River lines can slow the Allies down for a couple of turns. Sacrificing units (step losses) during the early turns is essential to contain the Allies in this area. This action might be necessary until some reinforcements arrive. You'll have enough replacements early on to do the job. Don't forget that the last step of a battalion can be converted to an extra retreat – one step units can often delay the Allies several hexes if done carefully.

In front of Utah beach you will have plenty of units to pen in the Allies. Once that's accomplished, plan your next defensive line across the peninsula. When the Allies ultimately break out of Utah beach you should have your evacuation plan all laid out so that no one gets left behind. Cherbourg is worth Victory Points so plan for several units to help delaying it's capture.

General Points

Here are some short do's and don'ts. Combine your battalions early. The regimental ZOCs can keep the Allies from attacking you in most situations and even cause them to back up a hex in clear terrain. Bring on your artillery as soon as possible. Build strongpoints in clear terrain, especially on the east side of the Orne River. Assess the tactical need before supporting an HQ. When attacking, use massive armor to overwhelm the Allies and avoid DG results. Disorganized results can be disastrous and cause your line to fall apart. If you feel an overwhelming urge to attack, make sure that you have a backup plan or that your disorganized units can withstand an Allied counterattack. Finally, pray for rain.

SUMMARY

Winning the game on either side depends on making good decisions, this is especially so for the Allied player. The Allies are not going to walk off the map by June 15 (GT 9). It's tough going because they don't have enough Support Points to do everything that they want to do. So, the Allies must carefully allocate these SP's, manage the landing of supplies, husband their airpower and pray for good weather. The German player doesn't have as many decisions to make. The biggest decisions being: where to deploy the skimpy forces available on the first few turns and when, and where, to counterattack. Mistakes made will be less forgiving than for the Allied player. One big mistake and the Germans are toast.

KILLING GROUND

The Killing Ground attempts to capture the essence of a period often overlooked in historical gaming: that time between the stabilization, (or stagnation), of the front after D-Day and the explosive breakout into France. The game does a good job of presenting very different problems to each of the four commands. Therefore, as a player, you have at least four games to play before you have exhausted the possibilities in this simulation.

There are a couple of real differences between how one will have to play the British/Canadians, the Americans, the German 5th Panzer Army, and the German 7th Army. One is the terrain: the open plains around and beyond Caen versus the bocage and hedgerow on the rest of the map. The other is the different unit compositions which are the basis for the strengths and weaknesses of each of these four commands.

Suffice it to say that the Germans have the more difficult position and should be played by better or more experienced players. However, a good but aggressive German player could easily lose the game. Each command requires a different mindset and who should play which side will be addressed later.

The victory conditions deal with the many variables that must be addressed to determine what has been achieved by last turn. They presume that the Allies will more often then not achieve something close to the historical results. So, even though the German Player may know he is losing the campaign, he will achieve victory by doing better then his historical counterparts. Likewise recent analysis of the historical result has shown that the Allies could have done even better then they did.

The American Armies

Yours is the most mobile military force history had ever seen up to this time. And this mobility does you absolutely no good at the start of the game. You are in the bocage — where your units are unable to concentrate effectively and the German is in perfect terrain to apply the defensive tactics he is the undisputed master of. As long as the German 7th Army is able to maintain a continuous front, you will only crawl forward.

What the Allies did historically was to attrition warfare. The German will eventually become so weak that you can either blow a big hole in his line and penetrate deeply or just wait for the whole line to collapse and gain ground across the front. The American Army can exchange losses at a two-to-one ratio and still keep going. There is a trade-off here: waiting for more attrition means a smaller amount of victory points for cities captured and OMMs entered.

Managing your resources is key. Taking high losses, and exercising the option to pay in victory points for those extra replacements, is what it took historically for the Americans to succeed. The only resource you are short of is supply and you are your own worst enemy when it comes to spending it. Be frugal!

You get the most mileage for your supply points in Operations. They take time to prepare, but when executed properly they can be decisive. A couple of points to remember: first, just because you have enough points to launch one doesn't mean you should. Ensure that your artillery is at full strength. Second, plan things out so that you can sustain the Operation for several turns. This will give the Germans less time to recover.

Be prepared as the American to be very frustrated through the first third or even the first half of the game. It will seem as though the German always has just enough troops to plug the gaps, and always finds some dodge using the bocage to slip away just short of disaster. Take consolation in watching the German dead pile grow.

Tactical Hints for the American

Look for weak points, especially lone units with no Combined Arms. Armor is less effective than in clear terrain, but it still works a lot better than no armor. You get the combined arms bonus as well as at least one armor superiority for a total of at least two shifts.

One-liners: Targeted Interdiction is key to isolating an area and creating a hole. Accelerated Assault can get you up to two shifts and you have enough units and replacements that you can do it often. Keep the future 3rd Army units together to avoid wasting time redeploying them once 3rd Army activates. Rotating units out for Rest and Refit is one way to move them. Keep only two regiments of a division in the front line. It makes it easier to slide the division along the front without losing the divisional integrity shift. Air interdiction should be used nearly every turn because it slows down every unit on every map sheet.

Strive to remain in contact with the Germans. The MP cost to exit ZOCs will keep him from running too fast. With high levels of Interdiction, the Germans can only move only a couple of hexes. Keep attacking, even if unsupported, so the German will have to make the tough choice of standing and dying, or retreating and condemning neighboring units to being cut off.

Carpet Bombing is a very powerful tool, albeit a costly one in terms of VP. The ability to eliminate Entrenchments is more than merely handy when the Germans are dug in around Caen; because units that are Disorganized have no Combined Arms or Divisional Integrity in addition to being halved.

The Allies also have a not-so-obvious valuable asset: trucks. Depending upon your style you might mount up a whole division or just one regiment from each of three.

The British/Canadian Armies

You face off in entirely open terrain except, that is, for the rivers, cities and towns and whatever the German constructs opposite you of course. While a breakout in the British sector is going to be hard to pull off, it is also the one event that is the most devastating to the German.

The problem for the British is what concerned Monty and the British before the first troops ever landed: the lack of significant British replacements. Unlike the American though, most defenses you face will have Combined Arms — and often more armor than you. Don't necessarily focus on maximizing your armor against an armor heavy defender — you may get better odds by attacking with a good quality infantry unit, as most of your pure armor units have relatively low raw strengths. No matter how much armor the defender has, the worst he can get is one shift against you. Just concentrate on grinding him down. He will usually pick infantry as his loss to preserve his armor. Sooner or later though, he will need to preserve his infantry in order to maintain a line of ZOCs. While you don't have infantry to spare, you are endowed with numerous tank battalions. Taking these as an attritional loss is a good way to keep the German on the downhill slope of attrition.

Specific Hints for the Commonwealth

In the Caen and Orne sectors, you are in range of the Royal Navy. The 79th Armored Engineer units should be in use as often as possible to maximize the bonus and they are especially good for cities — where armor is useless.

Liberating Caen releases the Canadian First Army, which gives you more support points through a better modifier. You can sometimes leverage the German out of Caen by attacking to the East of the city out of the Orne bridgehead. If you make enough progress here and towards Evercy, the German may withdraw rather than be cut off.

An Overview of the German Situation

In spite of Hitler's constant demand that every inch of ground be held, the Germans will continue to conduct a series of tactical withdrawals, when pressed, in the bocage. At Caen, however, there just is not that much terrain to give.

Unlike the Allies the Germans will find that each turn they must deal with several top level decisions. The most significant of these will be the allocation of what supply gets through the Allied interdiction efforts. Next is the allocation of armor replacements and results from variable replacement rolls. Followed, of course, by where the reinforcements go. Shifting forces between armies is slow – think it out ahead of time.

The German side is not saddled with Hitler Directives in this game. They may set their own grand strategy. Which may reflect the all or nothing approach of Hitler's thinking; attempt to emulate the more conservative option of extracting their forces in a controlled manner; or something in between. Note well that there are tradeoffs in the victory conditions. One is that if you leave too soon the Allied Player will rack up enough territorial points to compensate for the lesser amount of German units destroyed.

The Germans have the means to launch some offensives of their own — provided they can free up the right troops and manage their supplies effectively. Any hope for a major German victory will only come about if the German can launch at least one such sustained offensive. It has to be one that inflicts enough loss upon a sector of the Allied line so that concentrations offorces at other points are diluted to cover for this. As noted above this will most likely happen in the British Sector. However, a successful Operation Luttich that isolates large numbers of Americans can do the trick just as well. Which is to say, wars are not won by retreats.

Specific Hints for the German

Due to lack of mechanized units and lesser reliance on Improved Positions, the HQs in the 7th Army sector are less critical if some need to go unsupported for a turn. Every support point you bank early you will need when your supply is almost totally interdicted. Mathematically, in clear weather turns, only 1-2 points get through, if any. Learn to conserve. Another way to save support points is to exercise the Hidden Reserve option, but do it early while you can spare the units. Being out of supply and interdicted is a death sentence for most of your forces.

Once you declare 'Withdrawal from Normandy', run! You can only gain VPs by exiting units. At this point, the tone will change. The Allies will spend less on Combat Support and more on Interdiction. Because of your ability to convert that first step loss into a retreat, combat is a harder way to kill units — the Allied player will instead work on cutting you off.

The German 7th Army

Of the four commands, the Player who controls the 7th Army must be the most disciplined. He must, on virtually every turn, decide what new adjustment to make to his line. He has to continually choose where to stand firm and where to trade terrain for time and when to protect unit strength.

The only route to a major German victory depends on the 7th Army preventing the U.S. from reaching the OMM boxes to Brittany and the Loire. In most games that will seem just doable enough to be a tempting option; however the American will have to perform at a less than average level and your partner will have to ship you some heavy help for this to actually work.

The bocage and hedgerow hexes are great for defense. Your problem is lack of elite and AT capable units. While the bocage is not ideal tank country, the shifts from Combined Arms and ASV should be avoided, at least in key hexes. Remember that you can elect to retreat rather than take a step loss in bocage if the American exercises the Attritional Loss option.

The German V Panzer Army

This is probably the most crucial and most difficult of the four commands to play. Mistakes here can blow the game wide open and lead to an early 'Withdrawal from Normandy' if the British are allowed into the Eastern OMM boxes. As the Germans did historically, this area will be where the bulk of the elite panzer divisions are deployed. The key, especially around Caen, is to plan multiple lines of defense several turns ahead and construct fortifications accordingly. While entrenchments are expensive, the ability to ignore the first step loss is a big plus in preserving your forces, since few combat results call for a second step loss. Or it will allow you to take a loss and inflict an 'attritional loss' on the British. A support point spent for this purpose is probably better spent here than on 'defensive artillery support', as the latter is gone after one combat, whereas the entrenchment will hopefully be around for multiple combats and thus offer a better 'bang for the buck'. The British must not cross the Orne River — blow bridges when in doubt, especially in the city on the coast. If fortifications are not available, try not to deploy units in terrain where the British can advance after combat and mandate an attack on your part. And don't attempt to defend every hex if forces are scarce. A strong stack in alternate hexes is far stronger. A weak stack will be exploited by the British and will cause neighboring units to be cut-off.

Unlike the 7th Army, the 5th Panzer is heavy in mobile divisions and powerful panzer battalions. It is this armor superiority that is at the heart of a successful German offensive. These factors will give the Germans the best ability to hold the line at Caen; and to mount a surprise counteroffensive. And be sure you have 'combined arms' defense in every hex where applicable.

When choosing your own defense losses, always take infantry steps to preserve 'armor superiority' and 'combined arms'. Preserving anti tank assets is crucial to avoid being overrun in the clear terrain if forced out of fortifications. Furthermore if the British stick their necks out in an advance after combat, you have the armor to make him pay with a counterattack.

Final Thoughts

Now we can return to the question of who should play what. Briefly, the American player can be aggressive and not necessarily very careful. He has lots of infantry that he can afford to lose and he has to advance briskly. The German facing the American in the bocage has to be very disciplined. His job is to make stands that are far more damaging to the American than they are to him and to fall back just when things look best. On the other side of the battlefield, the British/Canadian player has the job of advancing and inflicting damage while not losing very much. He has to control his aggression. His German opponent meanwhile has to be a builder. Rings of Improved Positions and Entrenchments are what he needs to make the Allied advance as difficult as possible. He can take opportunities to counterattack but not too many. His attitude needs to be compatible with the grudging giving of ground with only the occasional jab back.

Good luck!

[29.0] Designer's Notes
Overlord

For the original The Killing Ground, Mark Hinkle was the lead designer and developer (I was just a humble assistant). For the Overlord expansion, Mark delegated the design task to me and he wore the developer’s hat. Someone had to keep me in check after all!

The Overlord expansion came about to satisfy the many players who really enjoyed the original game and what was done with the old Patton’s Third Army system. While The Killing Ground is a more complicated version of that system, it is also more comprehensive and challenging. No single factor really dominates the action. We also like to think the game is somewhat educational.

Overlord was designed as a prequel to the original game, and as such we had some design objectives that were not typical in a standard wargame design. The main objective was for the Overlord expansion to be able to end at roughly the same point where The Killing Ground begins. This was not a simple matter since we set the original supply numbers for The Killing Ground at the low end of the scale. Additionally, players pointed out some minor errors in The Killing Ground set up that we wanted to address.

Many of the counter inaccuracies have been corrected in Overlord with some of the new replacement counters. On the supply end of things history came to our rescue. In the initial months following D-Day, the Allies often did not land the right materials in great quantity. Much of the tonnage that was landed was intended for a different type of fighting than what the Allies actually encountered. The loads were preset for movement after landing, so while there was plenty of gas and vehicles stockpiling, ammo shortages were common.

We recognized from the start that the standard system just could not duplicate the D-Day landings. Those who have played the Sicily version of Patton’s Third Army will recall that the landing phases were divided into two parts. The landing at Normandy, in contrast, was the first assault against a prepared, fortified defense, so the game design had to account for this difference. Thus, during development, the system we decided on had a preliminary phase, a five segment activity phase, and a clean up phase.

As with actual amphibious assaults, once the beaches are cleared, such operations are much more a matter of logistics then combat. It was this logistical rubber band that held back major exploitation from the beaches. The need to build up the depot/supply source mechanism used in The Killing Ground took time to construct. We also wanted to simulate the trade-offs the Allied commanders had to face when deciding what resources to land (troops, munitions, or infrastructure).

Players will have more logistical decisions to make during the Build Up stage than they do in the original The Killing Ground. They will also need to make the right balance of choices. Delay too long in landing a second HQ, for example, and suddenly a supplied advance in all directions will be impossible.

The single-map version should work well for players who don’t have the horizontal real estate required to leave three maps up for an extended period of time (an save a lot of players from backaches!).

An inescapable criteria of the design was to make the end of the expansion capable of melding smoothly into the beginning of The Killing Ground. It should be kept in mind that the historical starting lime for July 6th in The Killing Ground, represents a significant Allied failure if compared to what they had projected and required. We set the victory conditions so that players can end the game at any turn. And yes, when you look at the numbers you will see that early on the shifts that modify the level of victory will seem to make the outcomes disconnected from achievement. But in historically, there was no significant victory until either the Allies broke out or the Germans drove the invaders back to the sea.

One area where I think the expansion is an improvement over the original game is in the variables offered to players. For example, the British 1st Airborne units included in the game are a real gain over many other Normandy offerings. However, the greatest variability is the alternate starting locations for the Germans. This makes playing just the June 6th turn a lot of fun. This also means that even the basic game will seldom play out the same way. We included scenario starts for June 7th and June 19th to allow players to get a fixed position allowing them to gage how their own games match up with the historical achievements.

- Gary Moody

The Killing Ground

The Normandy campaign is one of the epic stories of World War II. The two and half months between D-Day and the liberation of Paris saw some of the bitterest and costliest fighting in western Europe. The titanic struggle between the U.S. and British/Canadian coalition and the German Army in Normandy during the months of July and August, 1944 became a test of the irresistible force against the immovable object. The Allies had to break out – the Germans had to hold them.

All wargame designs are biased. A designer picks what he thinks are important elements and uses them to create, what is hopefully, a reasonable representation of an extremely complex historical event. What I have tried to do is take those aspects that I think made this campaign what it was and put them together with a game system that I believe, is not only perfect for it but a lot of fun as well; the old SPI Victory in the West (VitW) series. The random strength draws for units as well as its combat system and easy playability made it a good fit to model the situation. So, I spent the last five years trying to put the two together. The result became the game you now have, The Killing Ground.

As I began to inject the history of the Normandy campaign into the game system it became painfully obvious that it had its limitations. To make a very long story short, I started out designing a strait-up VitW a la Normandie, but as you devotés of the system will undoubtedly notice, it took a significant departure by the time we got it into the box. I just couldn't get all that "Normandy stuff" into the existing system. Things like supply, the roles of air power, artillery and armor, manpower and the effects of the unique terrain had to be given major consideration to create any game about Normandy. Further more I didn't want players to be forced into doing only what their historical counterparts did (but I did want to make it possible). I became very conflicted between wanting to put as much history into the game and keeping the integrity of the original system. However, about half way into it, I decided it was more important to reflect the historical nature of the campaign than it was to adhere dogmatically to a perceived orthodoxy of a popular game system. So changes were made.

The “all or nothing” Combat Results Table was the first major deviation. The straight combat system produced buckets of German casualties with little loss to the Allies. The first attempts to correct this historical misalignment was to attach a number of special rules and restrictions, but it became too artificial. So, a more attritional CRT was created until we got to a system where the attacker can actually take more losses than the defender and still advance. We also got rid of breakthroughs as a result of combat. Historically, breakthroughs were 2 – 3 day affairs plus I've always hated the idea of units advancing after combat further than they could move, so that's why in TKG breakthroughs have to be manufactured. In addition, players will notice many more variables in the combat system (such as air support and artillery) that I believe more accurately reflects the vicissitudes of operational warfare during the Normandy campaign.

Of the many contributing factors that made the Normandy campaign difficult for both sides, I believe the most significant were supply, Allied air power and the terrain. And of those three, it was supply – or the lack there of – that determined the rate of advance by the Allied armies. Conserving supply for Operations while maintaining constant pressure on the German line is a big part of the game for the Allies. The use of Operations in the game is to allow players, particularly the Allied player, two distinct ways of prosecuting the campaign. They can attack piece meal or build up support and launch an Operation in the hopes of making the big breakthrough. For the Allies, if you don't do an Operation you are not likely to break through.

The role of air power can not be understated. I tried to keep the air portion of the game as abstract as I could (I hate complex air rules in a ground game) while still demonstrating those roles that air power played during the campaign.

The German's defence in the hedgerow country has become legendary, and for good reason. Small German units were routinely stopping attacks 5 times their size. I became fascinated with the idea of differing levels, or densities, of the bocage. The game has two levels and I wish now I had put in a third. The Army's 1944 GSGS 1:25,000 maps showed the density in unbelievable detail and I used over 60 of them to do the map. The depiction of the bocage on the map is probably the most accurate element of the game. The only fault may be too many clear hexes. The fact is, that a village and road exist in just about every hex and it is loaded with these little – and not so little – hills. Some hills that were fought over for days were bumps compared to huge rises that nobody died on. As much information as I had, I still had to make tough choices about much of the terrain you see.

I tend to design for the "right effect" more than make players go through "mechanical construction" in order to get to a result. Even with that, the game got a bit more complex than I really wanted it to. There are many, many aspects about the design of The Killing Ground that are worth mentioning, but space does not allow me to go through all of them here. I hope to provide more detailed information, in the near future, in other forums.

The Normandy campaign was a huge and complex affair and I had to make many, and sometimes regrettable, simplifications. The game is as right as I can make it within the confines of the system. I hope you'll have a lot of fun with it.

- Mark Hinkle

[30.0] Bibliography

Designer's Note: A great many sources, both large and small, were used (and there are a lot out there). The following is a select list of those sources, used by one or more members of the design team, that most influenced our thinking and the outcome of the game design.

Select Sources
Stephen E. Ambrose D-Day June 6 1944: The Climatic Battle of World War II Touchstone Books; 1994
Stephen E. Ambrose The Supreme Commander Banner Books, XXXX
Joseph Balkoski Omaha Beach: D-Day, June 6, 1944 Stackpole Books, 2004
Joseph Balkoski Utah Beach: D-Day, June 6, 1944 Stackpole Books, 2004
Joseph Balkoski Beyond the Beachhead The 29th Infantry Division in Normandy Stackpole Books 1989
Edmund Blandford Two sides of the Beach The invasion and defense Of Europe in 1944 Castle Books, 2001
Martin Blumenson The Battle of the Generals, The Untold Story of the Falaise Pocket William Morrow & Co., Inc., New York 1993
Martin Blumenson The Duel for France, 1944 - The men and battles that changed the fate of Europe Da Capo Press, 1963
Jean Bouchery The British Soldier Vol. 2 Organization, Armament, Tanks and Vehicles from D-Day to VE Day Histoire and Collections
Martin W. Bowman USAAF Handbook 1939 1945 Stackpole Books, 1997
John Buckley British Armour in the Normandy Campaign 1944 Routledge, 2004
Donald R. Burgett Currahee! A Screaming Eagle at Normandy Dell Books, 1967
Belton Y. Cooper Death Traps – The Survival of an American Armored Division in WWII Presidio, 1998
Matthew Cooper The German Army 1933-1945 Scarbourgh House, 1990
Carlo D'Este Decision in Normandy Harper Perennial, 1983
I.C.B. Dear & M.R.D. Foot The Oxford Companion to World War II Oxford University Press, 1995
Michael D. Doubler Closing with the Enemy How GIs fought the War in Europe 1944-1945 University Press of Kansas, 1994
John A. English The Canadian Army and the Normandy Campaign – A Study of Failure in High Command Praeger Publishers, New York, 1991
Ken Ford D-Day 1944 – Sword Beach & the British Airborne Landings (3), Gold & Juno Beaches (4) Osprey Publishing, 2002
George Forty British Army Handbook 1939 1945 Sutton Publishing, 1998
George Forty US Army Handbook 1939-1945 Sutton Publishing, 1995
David Fraser Knights Cross, Life of Field Marshal Erwin Rommel Harper, 1994
Ian Gooderson Air Power at the Battlefront Allied Close Air Support in Europe 1943-45 Frank Cass, 1998
Eric Hammel Air War Europa Pacifica Press, 1994
Sir Arthur Harris Bomber Offensive Greenhill Books, 1947
Stephen Ashley Hart Colossal Cracks Montgomery and the 21st Army Group in Northwest Europe 1944-45 Praeger Publishers, New York, 2000
Max Hastings Das Reich Holt, Rinehart and Winston;1981
Max Hastings Overlord Simon & Schuster, 1984
Niels Henkemans Defending Normandy, Vol 1A: German Chain of Command, LXXXIV. A.K. & Infantry Divisions on the Cotentin Panzerwrecks Limited, 2024
Niels Henkemans Defending Normandy, Vol 1B: Infantry Divisions on the Cotentin - Part II Panzerwrecks Limited, 2024
James A. Huston Across the Face of France – Liberation and Recovery, 1944-63 Purdue University Press, 1998
David C. Isby Fighting the Invasion – The German Army at D-Day Greenhill Books 2000
Thomas L. Jentz Panzer Truppen: The Complete Guide to the Creation & Combat Employment of Germany's Tank Force · 1943-1945 Schiffer Publishing Ltd., 1997
John Keegan Six Armies in Normandy Penguin Books, 1983
John Kennedy Ohl Supplying the Troops - General Somervell and American Logistics in WWII Northern Illinois University Press, 1994
W. Victor Madej U.S. Army Order of Battle - European Theater of Operations - 1943-1945 Game Publishing, 1983
Peter R. Mansoor The GI Offensive in Europe– The Triumph of of American Infantry Divisions 1941-1945 University Press, Kansas, 1999
George F. Nafziger The German Order of Battle - Waffen SS and Other Units in World War II Combined Publishing 2001
Albert A. Nofi The War Against Hitler Military Strategy In the West Combined Books, 1995
Geoffrey Perret Winged Victory–The Army Air Forces in WWII Random House 1993
Charles M. Province Patton's Third Army A Chronology of the Third Army advance, August, 1944 to May, 1945 Hippocrene Books, 1992
Michael Reynolds Steel Inferno, The 1st SS Corps in Normandy Dell Books, 1997
Roland G. Ruppenthal United States Army in World War II - The European Theater of Operations - Cross Channel Attack US Government Printing Office, 1953
Roland G. Ruppenthal United States Army in World War II - The European Theater of Operations - Logistical Support of the Armies Vol I & II US Government Printing Office, 1953
Roland G. Ruppenthal Utah Beach to Cherbourg (6 June-27 June 1944) US Army Center of Military History Online; CMH Edition 1990
John Sanders British 7th Armoured Division 1940-1945 Squadron/Signal 1977
Shelby L. Stanton, World War II Order of Battle Galahad Books 1984
Ken Wakefield Lightplanes at War - US Liaison Aircraft in Europe, 1942-1947 Tempus Publishing, 1999
Russell F. Weigley Eisenhower's Lieutenants Indiana University Press, 1981
Steven J. Zaloga D-Day 1944 – Omaha Beach (1), Utah Beach & the US Airborne Landings (2) Osprey Publishing, 2003-2004
Niklas Zetterling Normandy 1944 – German Military Organization, Combat Power and Organizational Effectiveness J.J. Fedorowicz Publishing, Inc., 2000
Mark Zuehlke Juno Beach - Canada's D-Day Victory: June 6, 1944 Douglas & McIntyre Ltd., 2013
Mark Zuehlke Holding Juno - Canada's Heroic Defense of the D-Day Beaches, June 7-12, 1944 Douglas & McIntyre Ltd., 2013
Mark Zuehlke Breakout from Juno - First Canadian Army and the Normandy Campaign, July 4-August 21, 1944 Douglas & McIntyre Ltd., 2013
Historical Section AGF The Organization of Ground Combat Troops United States Army in WWII Historical Division, Dept of the Army
US War Department (Reprint of 1945 Army Manual) Handbook on German Military Forces Louisiana State University Press 1990
Atlases, Maps and Archive Material
Dear & Foot. The Oxford Companion to World War II Oxford University Press, 1995
Thomas E. Griess West Point Atlas for the Second World War—Europe and the Mediterranean Avery Publishing Group
John Man The D-Day Atlas – The Definitive Account of the Allied Invasion of Normandy Infobase Holdings Co.
Pneu Michelin Bataille de Normandie, No.102 (Scale: 1/200,000) France, 1947 (Reprinted edition, 1992)
Army Map Service, Corps of Engineers France, Series M865 (Scale: 1/25,000) GSGS, U.S. Army, 1944 (Third Edition, 1952) USA/National Archives
Institut Géographique National Caen/ Cherbourg: No. 6, Laval/Argentan: No. 17, Caen/Alencon: No. 18 (Scale: 1/100,000) France, 1995
U.S. Army in World War II Atlas – The European Theater The National Historical Society, 1996
A.O.K. 7 Zeichenstelle Ia, Pruf No. 375, Pruf Nr.385, Pruf Nr.399, Pruf Nr. 423, Pruf Nr. 435, Pruf Nr. 446, Pruf Nr. 456 Captured German Documents Section, USA/National Archives