EXTENDED EXAMPLE OF PLAY The following is an example of

EXTENDED EXAMPLE OF PLAY
The following is an example of play of the first three
turns of the Campaign Game. Only the Funnies (33.22)
Optional Rule is in effect. While these opening moves
and attacks were used in a playtest game, they should
not be considered to represent the best possible moves.
Introduction
After examining the German initial setup, the Allied
player has decided upon one of two invasion sites:
Normandy or Brittany. The final decision will be made
after the allocation of airpower.
getting near the beachhead. The Bridge Attack is placed
on the lower Seine because units from the 15th District
can be unfrozen under rule 9.1c and can march toward
the beachhead.
Allied First Impulse Movement
The 101st and 82nd Airborne (hereafter AB) units land at
0405 and 0304, respectively, to attack the Germans in
the mountains. The British 6th AB lands at 0505. Naval
units are placed two each in 0502 and 0603 to assist in
the airborne attacks or if hidden units are on the
beaches.
Rule 12.19 requires both Americans and British to land.
The British man the left flank and the Americans the
right, just like they did historically. The British 43rd and
49th Infantry Divisions (hereafter ID) and the reduced
79th Armored (hereafter Arm) land at 0605 on top of the
21st Panzer (hereafter Pzr). The American 5th ID lands at
0604, the 4th ID at 0503, and the 1st ID and 2nd ID at
0403. All of these units (excluding the airborne) add up
to 46 factors.
Turn 1 Weather Determination
As per rule 4.1, the weather on the first two turns is
automatically Clear. There is no weather roll until Turn
3.
Partisan Determination
The Allied player rolls a 4 and does not receive a
Partisan on Turn 1.
Allied Air Allocation
The Allied player allocates his airpower first on Game
Turn 1 (only). He allocates all four SAC on Bridge
Attacks and one TAC on strafing, guaranteeing that at
least one air unit will inhibit German reinforcement of
the 7th Army District. Six TAC are placed on Ground
Support. If the Ground Support survives, the Allies will
invade on the historical Normandy beaches. If the
German player cancels four TAC, Plan B will be to
invade Brittany in front of the two mountain hexes.
The German player decides to cancel four Allied
Ground Support. Four bridge attacks are on the Meuse,
the Rhone around Valence, 3104/3105, and the lower
Seine to prevent the invasion reaction troops from
Strategy Tip: If the Allied player lands four 6-factor
infantry divisions and an HQ on Second Impulse (the
maximum allowed), these units combined with those
already ashore will equal 12 against the Supply
Capacity. Certainly the Allied player could take an
infantry brigade on the First Impulse because he has an
additional 2 factors available. However, looking ahead,
if all of the Allied units survive the first turn the SC
value of the units add up to 12 ½ , making an overall SC
of - ½. If this were to happen, rule 18.7.8 is put into
effect and the Allied player would not be able to bring
any units onto the map on turn 2.
The Allied player now allocates his two TAC (Ground
Support) air units. Both are assigned to the attack on 21st
Pzr. Now, the German player reveals his hidden units. In
15th Army, the 85th ID is at 2106. Also, Free Set Up
units are located at 3007 (Panzer Lehr) and 2504 (17th
SS). The 12th SS is down south at 1433. The others are
all in the 7th Army District: 2/6th Para at Nantes, 353rd ID
at St. Malo, 1st SS at 1209, and the 2nd SS at 0606.
Ouch! That one hurts! The 6th Airborne must attack Das
Reich at low odds instead of clearing 0504.
After landing all of the ground units, and the revelation
of hidden units, resolve the paradrops. All three airborne
units use the Clear Terrain in an Enemy-ZOC column of
the chart. Rolling from left to right, the Allied player
rolls a 1, 3, and 1. Luckily, all three paratroopers drop
safely.
Allied First Impulse Combat
Since no paratroopers landed on top of any enemy units
(rule 20.9), the Allied player is free to make his attacks
in any order that he wishes. Note that because neither
the paratroopers nor the invading units have a ZOC
beyond the hex they occupy during the first impulse, all
three defenders have a legal retreat route. Note that
since no German units were on the beaches (except 21st
Pzr), most of the invading units will not attack during
first impulse.
The 82nd AB with 4 Naval factors assault the 100th Pzr
Bde, which is doubled in the mountains. The odds are 94, which reduces to 2-1. The DR is 5, yielding a retreat.
The German escapes to 0204.
Next, the 101st AB with 4 Naval factors attack the 12th
Luftwaffe Assault Gun (hereafter AG) Bde. The odds
are 9-4, or 2-1. A DR of 4 yields an exchange. The 101st
AB flips, and the German is dead.
Next is the assault on the 21st Pzr. The odds are 16-14
(the defender is doubled for the invasion—rule 16.4),
but two air units push it up to 3-1. The 79th Arm
(reduced) also provides a +2 DRM. A modified DR of 6
results in a defender eliminated.
Finally, the 6th AB soaks off against Das Reich at 1-2
odds. A DR of 4 forces the paratroopers to fall back to
0406. It is now the Allied Second Impulse. They are
ashore!
Allied Second Impulse Movement
Twenty-four factors and an HQ are allowed to come
ashore. Allied units move to the following locations:
Br 6th AB 0506
43rd ID, 49th ID, & 79th Arm cannot move (0605)
HQ Dempsey 0605 (by sea)
Am 5th ID does not move (0604)
4th ID 0504
2nd ID 0404
82nd AB cannot move (0304)
101st AB 0304
8th ID & 9th ID 0503 (by sea)
1st ID does not move (0403)
28th ID & 29th ID 0403 (by sea)
Allied Second Impulse Combat
The Allied player has two attacks:
Against the 100th Pzr Bde, the odds are 7-2, or 3-1. A
DR of 4 forces the unit to retreat to 0102.
Against the 2nd SS, the odds are 22-8, or 2-1. A DR of 2
forces the British to fall back. Retreat 6th AB to 0406, 43
ID to 0405, and the rest to 0604.
Finally, place the 12 BHS at 0403. Now set the SC.
The Allies have the equivalent of 12 divisions ashore.
This is calculated as follows: ID (1 each) 1st, 2nd, 4th, 5th,
8th, 9th, 28th, 29th, 43rd, 49th; 79th Arm (reduced) 1 ½;
Dempsey ½. The paratroops dropped this turn so they
count 0. The BHS can supply the equivalent of 12
divisions, just enough. Place the SC Marker on 0. This
ends the Allied 1st Turn.
Note that before the first invasion the Allied player has
no Supply Capacity. Allied units enter the map in
accordance with the Invasion Capacity of the selected
beach. The SC is not checked until after the placement
of the BHS marker. It is legal to land more units than
the BHS could otherwise supply. Note that the
Mulberry—if available—is placed before the Allied
First Impulse of the second turn, thus immediately
raising the SC.
units that set up in specific cities outside of Military
Districts. Units in the other districts are frozen unless
another move-eligible unit takes its place. Only German
units moving within the battle area are shown here:
100th Pzr Bde Brest
2nd SS Pzr 0407
2/6th Para Reg ID 0407 (Strafing roll of 3)
353rd ID, 3rd Para 0506
77th ID, 275th ID (reduced) St. Malo
5th Para 1006
91st Air Landing (hereafter AL) Caen
1st SS Pzr 0907 (this unit moved only 3 hexes to avoid
Strafing)
2nd Para (reduced) airlift to Lorient
30th Inf Bde 1507
17th SS Pzg 2208 (Strafing roll of 6)
Pzr Lehr 2408 (Strafing roll of 4)
189th ID Rouen (to replace the 116th Pzr)
116th Pzr (place has been taken by 189th ID) 1608
(bridge crossing DR 1)
German First Impulse Combat
Adjacent vs Br 6th AB is 21-5, or 4-1. A DR of 1 yields
an E2. Reduce the paratroopers and retreat them to
0405. Eliminate the German 2/6th Para Reg.
Turn 1 German Player First Impulse Movement
The only German units that can move are those in 7th
Army, Free Set Up, the Invasion Reaction Force, or
Turn 2 Weather Determination
Automatically Clear.
Partisan Determination
The DR is 4, so there is no Partisan this turn.
German Air Allocation
The German player has 7 air available, but can only use
a maximum of 4 in one turn. He chooses to place 4 on
Allied Ground Support. The Allied player places all 7
TAC on Ground Support, canceling the Germans out,
and leaving 3. Two SAC are placed on Railway Attacks,
reducing the German Rail Movement to 2. The final 2
SAC are placed on V1 Site Attacks and U-boat Attacks,
giving the Allied player his maximum number of
replacements.
German Second Impulse Movement
353rd ID 0407
2nd SS Pzr 0507
77th ID 0705
5th Para St. Malo
1st SS Pzr 0706
HQ Dollmann 0907
HQ Rommel 1211
116th Pzr 1308
30th Inf Bde 1608
17th SS Pzg 1908
Pzr Lehr Amiens
German Second Impulse Combat
There is no German Second Impulse Combat. The turn
is over.
Replacement Track Allocation
Either player places the Replacement Markers on the
appropriate spaces of the Replacement Track: German
Infantry and Armor 1; British Infantry and Armor 1;
American Armor 1; American Infantry 2; Special 1.
Turn 2 Allied First Impulse Movement
Note that because the SC is 0, 18.7.7 is in effect. The
Allied player cannot move any units onto the map until
Second Impulse, although units could evacuate. As per
rule 30.3, the Allied player’s first action is to place the
Mulberry on the map. He chooses 0503. The previous
SC of 0 is raised by 9 for the mulberry and immediately
reduced by 3 since the paratroopers now count against
it, giving a new SC of 6. The Allies have 10 SMP
available (rule 11.6).
The following Allied units take Replacements: Br 79th
Arm (which requires the Special as per rule 33.22), Am
8th ID (becomes OV A, which requires an Armored
Replacement), Am 83rd ID, Am 90th ID.
Am 28th ID & 5th ID 0302
Am 1st ID, 4th ID, 101st AB (reduced) 0303
Am 2nd ID & 82nd AB 0305
Br 6th AB 0404
8 Naval factors 0207
3 TAC Ground Support Brest
SC check: 6
SMP remaining: 10
(SMP 1; SC to 7)
Br 49th ID 0605
Can 2nd ID & 3rd ID land 0503, then proceed to 0605
(SMP 2 & 3; SC to 5)
Am 1st SSF sea move from Africa to England (SMP 3
½)
Am 2nd Arm 0504 (SMP 5; SC to 3 ½)
Am 3rd Arm 0404 (SMP 6 ½; SC to 2)
Am 30th ID 0403 (SMP 7 ½; SC to 1)
SC check: 1
SMP check: 2 ½ remaining (which will not be used).
Allied First Impulse Combat
Adjacent vs Brest is 30-30, or 1-1, plus 3 TAC. The
final odds are 4-1. The DR is 3 yielding a defender
retreat. However, since the Germans are in a fortress,
this is negated.
Adjacent plus 6 NF vs Lorient is 19-18, or 1-1. The
Allied player needs a 4 or 5 for a successful attack. The
DR is 5, Exchange. The gamble paid off. The German
player loses 2nd Para, while the Allies must reduce the
OV 2nd to a 6-4 (see rule 28.12). The 8-4 counter is
permanently removed from play. Because of the fortress
there is no retreat. Remove 6 NF from the map for they
have been used.
Allied Second Impulse Combat
Adjacent vs 77th ID is 18-4, or 4-1. The DR is 3 yielding
a defender retreat. Place the 77th ID in 0906.
Adjacent vs Lorient is 13-12, or 1-1. The DR is 5,
another lucky Exchange. The German 716th Coastal
Defense Unit (hereafter CDU) is dead, while the Allied
player reduces the 82nd AB.
Adjacent vs Brest is 30-30, or 1-1. The DR is 6
producing a defender retreat that has no effect. Very
lucky Allied die rolls indeed. It is now the German
player’s turn.
Allied Second Impulse Movement
Br 6th AB (reduced) 0403 and then sea move to England
Turn 2 German First Impulse Movement
A quick check of the Air Missions Chart shows that
German rail movement is reduced by 4, leaving just 2
available. However, there is no strafing this turn!
The HQ Troops VD takes an armored replacement,
replacing that unit on the map with the 21st Pzr. The
German player uses his infantry replacement on the
275th ID at St. Malo.
German First Impulse Combat
Adjacent vs 0605 is 18-18, or 1-1. The DR is 3 yielding
attacker retreat. The units pull back to 0706.
Adjacent vs 0305 is 19-8, or 2-1. The DR is 4 producing
an Exchange. The Allies flip 2nd ID and are retreated to
0104. The Germans flip 353rd ID.
The 363rd ID & 89th ID move by rail to 0607 (this ends
German Rail Movement)
3rd Para, 2nd SS Pzr & 353rd ID 0306
77th ID, 5th Para, 1st SS Pzr 0705
Strategy Tip: The Germans would like to create a
buffer between St. Malo and the Allies, disrupting the
Allied ability to attack that fortress with airpower. The
1-1 attack is risky, but probably worth it with
reinforcements already entering the battle area.
116th Pzr Rennes
30th Inf Bde 1908
2nd Pzr 1308 (this unit was replaced as frozen by 30th Inf
Bde)
17th SS Pzg 1409
Pzr Lehr 1509
302nd AG Bde to 2309
German Second Impulse Movement
77th ID, 5th Para, and 1st SS Pzr return to 0705.
3rd Para & 353rd ID (reduced) Lorient
2nd SS Pzr 0407
363rd ID & 89th ID 0506
HQ Rommel Rennes
HQ Dollmann St. Malo
2nd Pzr 1008
17th SS Pzg 1108
Pzr Lehr 1209
9th SS Pzr & 10th SS Pzr 1511
341st AG Bde, 902nd AG Bde, West AG Bde, 654th AG
Bat, & 668th AG Bat 1512
302nd AG Bde Amiens (releases 136th HQT)
3rd Pzg, 101st SS Bat, & 102nd SS Bat 1613
25th Pzg 2013
6th Para 1912
12th SS Pzr 1815
Turn 3 Weather Determination
The modified (+1 DRM) DR is 3, so the weather is
Clear.
Partisan Determination
The Partisan roll is 1, so once again there is no Partisan
this turn.
German Air Allocation
The German player has 3 air available, and places them
all on Allied Ground Support. The Allied player places
all 7 TAC on Ground Support, canceling the Germans
out, and leaving 4. One SAC each is placed on
Attacking German Replacements, V1 Site Attacks, Uboat Attacks, and Carpet Bombing.
Replacement Track Allocation
Either player places the Replacement Markers on the
appropriate spaces of the Replacement Track: German
Infantry 1; British Infantry and Armor 2; American
Armor 1; American Infantry 2; German Armor and
Special remain at 0.
German Second Impulse Combat
Adjacent vs 0605 is 18-18, or 1-1. The DR is 5 yielding
an Exchange. The Br 49th ID takes a hit and is retreated
to 0503. The Canadians are retreated to 0405. For the
Germans, 77th ID takes the step loss. The turn is now
over.
Turn 3 Allied First Impulse Movement
The Allied player takes his reinforcement (Am 7th Arm)
and places it in England. The British 49th ID takes a
replacement, as does Am 35th ID. The Am 83rd ID takes
an Armored Replacement, becoming OV B. The SC is
at 1, and the Allies have 5 SMP available.
Am 2nd ID (reduced) & 82nd AB (reduced) 0205
Am 1st ID & 4th ID 0305
Am 2nd Arm & 3rd Arm 0406
Am 30th ID 0504
Am 101st AB (reduced) 0404
Am OV A, 9th ID & 29th ID 0303
Br 43rd ID & Can 2nd ID & 3rd ID 0505
8 NF to 0307
Carpet Bombing not used
1 TAC Lorient
3 TAC Brest
SC check: 1 (no new units brought into play this
impulse)
SMP check: 5
Allied First Impulse Combat
Adjacent vs Brest is 32-30, or 1-1, plus 3 TAC raising
the final odds to 4-1. The DR is 6 yielding a DE. The
German removes the three defenders. The Allies will
finally capture a port during Second Impulse!
Adjacent vs 0506 is 18-8, or 2-1. The DR is 1 yielding
an A1. Reduce Br 43rd ID, and retreat the cadre to 0604.
Retreat the Canadians to 0503.
Adjacent (including the 8 NF) vs 0407 is 24-8, or 3-1.
The DR is another 1 yielding an AR. Retreat both to
0405. It seems as though the Dice Gods have suddenly
abandoned the Allies!
Adjacent vs Lorient is 21-16, or 1-1, plus a TAC raising
the final odds to 2-1. The DR is 1 (are you kidding
me?), producing an A1. The Allies must reduce 4th ID
(rule 28.12), replaced with the 6-4 4th ID counter. The
Am 2nd ID (reduced) & 82nd AB (reduced) retreat to
0104 while Am 1st ID & 4th ID go to 0304.
Allied Second Impulse Movement
The Am 5th ID enters Brest and rolls for port damage.
The DR is 5, damaging the port and reducing its Port
Capacity by half (to 6). Immediately raise the SC to 7.
The Am 5th ID then proceeds to 0205.
Am 1st ID & 4th ID 0406
Am 2nd ID (reduced) 0205
Br 79th Arm & 2nd & 3rd Can 0605
Am HQ Patton lands at Brest (SMP 4½; SC to 6 ½),
then proceeds to 0305.
Am 7th Arm land at Brest (SMP 3; SC to 5), then
proceeds to 0405.
Am 82nd AB (reduced) 0204
Am 101st AB (reduced) 0403 and then evacuates to
England (SMP 2)
Am 90th ID lands at 0403 and proceeds to 0404; SMP 1,
SC 4
OV A 0405
Am 9th ID & 29th ID 0305
Am 28th ID Brest
Strategy Tip: 28th ID moved into Brest since only
infantry units can repair port damage.
Am 2nd Arm, Am 3rd Arm & 30th ID 0505
Am 79th ID lands at 0403 (SMP 0; SC to 3)
Carpet Bombing 0705
SC check: 3
SMP check: 0
Allied Second Impulse Combat
Adjacent vs 0705 is 19-16, or 1-1 with a +2 DRM for
Carpet Bombing. The modified DR is 6, producing a
defender retreat. The Germans are sent to 0906.
Turn 3 German First Impulse Movement
The HQ Troops 136th (which has been unfrozen by
302nd AG) takes an infantry replacement and the unit is
replaced on the map with the 2nd Para.
Adjacent vs Lorient is 22-16, or 1-1. The DR is 5, an
Exchange; the Germans lose the 353rd ID (reduced) and
the Allies flip the Patton HQ, sending it to the TRT as a
reinforcement for the next turn. Note that this causes a
chain reaction of promotions per 13.3.
116th Pzr 0407
12th SS (by rail; 1st Rail Move) to 0607
2nd Pzr 0706
Pzr Lehr 0706
77th ID (reduced), 352nd ID (by rail; 2nd Rail Move), &
6th Para (by rail; 3rd Rail Move) to Rennes
5th Para to St. Malo
9th SS Pzr & 10th SS Pzr 0808
25th Pzg 0607 (by rail; 4th Rail Move)
17th SS Pzg 0607
341st AG Bde, 902nd AG Bde, West AG Bde, 654th AG
Bat, & 668th AG Bat 1009
3rd Pzg, 101st SS Bat, & 102nd SS Bat 1111
Flip the 394th Inf Bde to the 394th AG and move to
Nantes
1st OV vs 2nd SS is 8-8, or 1-1. The DR is 3, producing
an AR; retreat to 0504.
Hex 0505 and the 4th ID vs 0506 at 28-8, or 3-1. The DR
is 1, an AR; place the units from hex 0505 at 0304 and
4th ID at 0504.
It is now the German player’s turn.
stay. They are in pretty good shape, even if the next turn
is a storm (there is a +2 DRM making the likelihood 5050). The SC is low, but Lorient is finally reduced and
should fall soon. At this point the game favors the Allies
because they haven’t lost any units. However, for three
weeks of fighting the Germans have also taken
relatively few casualties. It remains to be seen how long
the Germans can hold out in Brittany. The longer they
stay, the better their chances are of overall victory.
However, stay too long and take too many casualties
and the result will be just as it was historically.
Knowing when to cut and run is often the key to
German victory.
Example of Play GERMAN SET UP
German First Impulse Combat
No attacks.
German Second Impulse Movement
HQ OB West to Nantes (by rail; no other German HQ
can use rail this month)
9th SS Pzr & 10th SS Pzr 0608
17th SS Pzg & 6th Para 0507
West AG Bde, 654th AG Bat, & 668th AG Bat Rennes
341st AG Bde & 902nd AG Bde 0906
3rd Pzg, 101st SS Bat, & 102nd SS Bat to 1009
German Second Impulse Combat
No attacks. It is now Turn 4.
Summary
Recapping the first three turns, the Allies are ashore to
Netherlands
19th Pzr (reduced) 3502 (dyke)
719th CDU Amsterdam
347th CDU, HQ Rotterdam
16th LW CDU 3103
15th
HQ Antwerp
182nd Training Division (hereafter TD), 19th LW ID
2806
331st ID 2805
344th CDU Ostende
245th CDU 2504
47th CDU, 346th CDU Dunkirk
712th CDU, 165th TD, 1/1255th V1 Site Garrison Unit
(hereafter V1) Calais
18th LW CDU, 2/1255th V1 Boulogne
3/1255th V1 2206
17th LW CDU, 326th CDU 2105
1/155th V1 2106
84th ID 2107
136th HQ Troops (hereafter HQT) Amiens
2/155th V1 2006
348th CDU, 711th CDU, 3/155th V1 Dieppe
2nd Pzr 1908
116th Pzr Rouen
48th CDU, 49th CDU Le Havre
85th ID hidden
7th
5th Para Caen
91st AL 1205
265th CDU, 709th CDU Cherbourg
77th ID 1107
275th ID (reduced) 0906
343rd CDU St. Malo
3rd Para, HQ Rennes
21st Pzr 0605
243rd CDU St. Nazaire
716th CDU Lorient
266th CDU, 319th CDU Brest
353rd ID hidden
1st
708th CDU, HQ La Rochelle
158th TD 0216
159th TD 0116
11th Pzr 0220
276th ID (reduced) Bordeaux
19th
244th CDU, 338th CDU, 277th ID (reduced) Marseilles
242nd ID, 271st ID Toulon
9th Pzr, HQ 1834
148th TD Cannes
272nd ID (reduced) Nice
Free
11th LW AG 3402
12th LW AG 0504
189th ID 1606
30th Inf Bde 1305
100th Pzr Bde 0404
VD HQT 1430
Hidden
Pzr Lehr 3006
352nd ID Antwerp
2/6th Para Rgt Nantes
17th SS Pzg 2504
85th ID (15) 2106
1st SS Pzr 1209
353rd ID (7) St. Malo
2nd SS Pzr 0606
12th SS Pzr 1433