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
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