BALANCING: Axis: add one Panther tank unit. Allied: scenario length 15 game turns.
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1 Scenario 1: The Cotentin Peninsula On June 18 Montgomery directed the American forces (at that time under his operational command) to take Cherbourg and the entire Cotentin peninsula, while British and Canadian forces would have taken Caen. Cherbourg fall to US VII Corps only on June 26 and fighting on the peninsula ceased only on July first. Allied planner expect to unload at least tons of supplies from the French port beginning four weeks after capture, but German s demolitions prevent that until September. North C A1 Scenario Length: 13 game turns Allied Cards: 3 cards (don t use Firefly ) Axis Cards: 3 cards. Victory Conditions: German player earn 1 point for each enemy unit completely eliminated. Allied player earn 1/2 point for each enemy unit completely eliminated, 1 point for each controlled city hex and 1 point for road hexes f1 and f2 of map C. Axis: add one Panther tank unit. Allied: scenario length 15 game turns. 4 BTR one with 5 attack dice, three with 4 attack dice. Elements of VII Infanterie Korps. 2 Pak 38 Antitank Guns units 1 Pak 40 Antitank Guns unit 1 Flak 88 Antitank Guns unit 2 Dummies German player places his units on Map C in hexes numbered 8 or less. Units in LoS blocking terrain are hidden. 6 BTR, two with 5 attack dice, four with 4 dice. Elements of VIII Corps. 9 Infantry units 3 Armored Infantry units 3 57mm Antitank Guns units 6 Sherman tank units 2 M5 Stuart tank units 3 Recon units Allied units are placed off map or on map A between row a and g. Off map units enter on any A map road hex of from f14 or a10 hexes of map C. American units cannot enter from German controlled road hexes. Scenario 2: Night Attack After the allied landing Germans units began to launch a series of uncoordinated counterattack against the enemy beachheads. In night between 8 th and 9 th June armored elements of 12 SS Panzer Division Hitler Jugend launch a determined attack in the Breteville- Orgueilleuse sector hoping to drive a wedge between British 50 and Canadian 3 rd Infantry divisions. The action continued also in daylight. A1 D Scenario Length: 13 game turns. Initiative: German Allied Cards: 3 cards (don t use #15 Cavalry ) Axis Cards: 2 cards Victory Conditions: to win a player must control more Urban/Town Hexes at the end of the game than his opponent. At the start of the scenario all Urban/Town Hexes are allied controlled. Axis: add a Panther tank unit. Allied: Game Length increased to 15 turns. 3 BTR with 5 dice. Elements of 12 SS Panzer Division HitlerJugend. 3 Mechanized Infantry units 6 Infantry units 3 Panther tank units 2 Panzer IV tank units German units begin play off map. They enter when activated from all hexes on South side and from road hexes on East side. I ALLIED (British): 5 BTR, with 5 attack dice. Elements of 50 British Infantry division. 10 Infantry units 4 6pdr Antitank Guns units 2 17pdr Antitank Guns units Allied units are placed on both maps hidden and entrenched. NOTE: the scenario begins at night. Maximum LoS is limited to two hexes. Dawn is on 6 th game turn and LoS return normal. No air missions are allowed at night. Overlays: City 1 [N] D/d5, City 2 [N] A/g8, Town D/g11, Town A1/b4. BASIC RULES: Allied player don t use dummies or hidden units. German player remove a STGIII unit.
2 Scenario 3: Toward Saint Lo Taking Saint Lo was one of the main American objectives after the D-Day landings, but Germans efforts prevent this until the second half of July. The terrain encountered was a source of great difficulties and the Bocage called new tactics. The Germans defenders were a mix inexperienced recruits and hardened veterans from Heer, Fallschirmjaeger and SS formations. And some of the attacking units were at their first combat. The July plans called for two big offensives Goodwood in the English sector aimed a Caen and Cobra a determined US effort to get clear of the Bocage and to reach the clear country south of Normandy. But to launch Cobra American force were first to take St Lo. And to get St Lo the attacker were first to clear a hill to the east of the city occupied by German paratroopers. D1 B1 Scenario Length: 15 game turns Allied Cards: 4 cards (don t use #16 Firefly and #13 Naval Gunfire ) Axis Cards: 2 Victory Conditions: to win a player must occupy both f6 and f12 hexes of map B at the end of the game. 1 hex controlled for side is a tie. The hex is German controlled at start. Axis: add 2 Infantry units. Allied: scenario length is 18 turns. 4 BTR, one with 5 attack dice, three with 4 attack dice. Elements of 1 st Fallschirmjaeger Division. 10 Infantry units 2 PAK 40 Antitank Guns units 1 FLAK 88 Antitank Guns unit 1 Bunker German units begin play anywhere on map B and D between a and f rows. German units are entrenched and hidden and entrenched in LoS blocking terrain. Tanks cannot be placed in the Bunker hex. 6 BTR, four with 5 attack dice, two with 4 dice. Elements of 2 nd and 35 th Infantry Divisions. 15 Motorized Infantry units 3 Recon units 2 M5 Stuart tank units 3 Sherman tank units 2 M10 Tank Destroyer units Allied units enter from north map side or from road hexes f1 or f14 on map D. BASIC RULES: don t use Dummies and the German player don t use Hidden placement. Scenario 4: Race to Caen The main British D-Day objective was Caen. But terrain, enemy action (the 21 Panzer Division assembly area near the city was a surprise for the allied planners) denied this objective to Montgomery. On the positive side confusion, lack of command and control, the poor performance of the 751 Static Division and the steadfast resistance of the British soldiers all contribute to the inability of the German forces to exploit the corridor between the 50 British and 3 rd Canadian Infantry divisions. E1 C A Scenario Length: 12 game turns Event Cards: 11 cards Allied Cards: 3 cards (don t use #15 Cavalry ) Axis Cards: 2 Victory Conditions: to win a player must control more Urban Hexes at the end of the game than his opponent. At the start of the scenario all Urban Hexes are German controlled. Axis: increase to 5 Infantry unit A group. Allied: Game Length increased to 15 turns. 3 BTR, one with 4 attack dice. Elements of 716 Static Division and 21 Panzer Division. GROUP A: 1 Headquarter unit 4 Infantry units (two step each) 2 PAK 38 Antitank Guns units 2 Dummies REINFORCEMENTS: 2 Headquarter units 4 Infantry units 2 Mechanized Infantry units 2 Panther tank units 3 Panzer IV tank units 1 STG III tank unit Group A can be placed anywhere entrenched and hidden. Reinforcing units, when activated, enter from any hex on the east side of the map. II ALLIED (British): 6 BTR, four with 5 attack dice, two with 4 dice. Elements of 3rd British Infantry division, 6 th Airborne division 1 st Special Brigade. 14 Infantry units 3 6pdr Antitank Guns units 3 Cromwell tank units Allied units enter, when activated, from any north or west side hexes. NOTE: Overlays: River 3 [N] in C/g1, River 4 [N] in C/k6, River 5 [N] in A/c8, River 6 [N] in A/f8, River 7 [N] in A/k9, River 8 with bridge [N] in A/g7, Swamp 1 [N] in A/d10, Swamp 2 [N] in C/i9, Swamp 3 [N] in A/e9. BASIC RULES: Group A doesn t use Hidden units and the German infantry units have three steps instead of two. Don t use Dummies.
3 Scenario 5: Mortain Counterattack After having denied all retreat request made by Von Kluge, on 3 August Hitler ordered a general counteroffensive with XLVII Panzer Corps toward the western coast to cut the American salient. The geographical objective of the action was the city of Avranches. The attack was opposed by the main OKW officers, but Hitler persisted and the blow was launched on 6 August; codename Luttich. Eight division were assembled for the offensive, including two SS panzer division and the Lehr Panzer division. A grand total of 185 tanks. The defenses were manned by general Collins VII Corps alerted by Ultra interception. The Germans were able to take the town of Mortain but not the key feature of the area, Hill 321. Lack of fuel and allied air dominance finally stopped the advance. B C E Scenario Length: 15 game turns Initiative: German Event Cards: 9 cards Allied Cards: 4 cards (don t use #16 Firefly and #13 Naval Gunfire ) Axis Cards: 3 Victory Conditions: allied player earns 2 victory points for each enemy unit destroyed. Germans earns 2 points for occupy each of f8 (map E ), f3-g3-g4-h3-h4-h5-i3-i4 (map C ) hexes; 1 point for each unit exited from the south side or from the west side between a1-a4. Axis: increase game length to 18 turns. Allied: add 2 motorized infantry units. 5 BTR, two with 5 dice, three with 4 dice. Elements of 1 st and 2 SS Panzer Divisions, 17 th SS Panzer Grenadier Division and 275 th Infantry Division. 4 Mechanized Infantry units 4 Panther tank units 5 Panzer IV tank units 2 Tiger tank units German units begin play off map. They enter when activated from all hexes on north side. 7 BTR, four with 5 attack dice, three with 4 dice. Radio Link: 4 dice Elements of 30 th and 9 th Infantry Divisions. 12 Motorized Infantry units 6 57mm Antitank Guns units 2 M10 Tank Destroyer units Allied units deploy on the southern half of the map from the 7 numbered row. Unit in LoS blocking terrain are hidden. First 5 turns have reduced visibility (maximum LoS 3 hexes and air attacks aren t allowed). BASIC RULES: don t use Dummies or hidden units and the German player don t use the Tiger tanks. Scenario 6: Operation Totalize Thanks to Ultra allied commanders were aware of Hitler intentions to stand in the small Mortain salient. On 6 August Montgomery ordered an operation to encircle and destroy German forces in Normandy. Canadians troops would have launched an offensive toward Falaise and the Seine. The British 2 nd Army would have taken Argentan and then turned to the Seine. The 12 th US Army Group under Bradley would have pushed first east then north east to close the ring on the German Heeresgruppe B. Canadian forces began attacks on 7 August, codename Totalize. But Lieutenant General Crerar forces were stopped halfway from Falaise by the Germans 89 th Infantry and 12 th SS Panzer Divisions. D1 A1 F Scenario Length: 20 game turns Event Cards: 10 carte Allied Cards: 4 carte (don t use #15 Cavalry ) Axis Cards: 4 Victory Conditions: German player earns 2 points for each allied unit destroyed. Allied player earns 2 points for each enemy unit destroyed. In addition allied units exited from the east side are worth 4 victory points for the allied player. Axis: add 2 Infantry units. Allied: add two infantry units and one Achilles Tank destroyer unit. 5 BTR, two with 5 attack dice and three with 4 attack dice. Elements of 89 th Infantry Division and 12 th SS Panzer Division. 3 Headquarter unit 2 PAK 38 Antitank Guns units 2 PAK 40 Antitank Guns units 1 FLAK 88 Antitank Guns units 3 Panther tank units 3 Panzer IV tank units 1 Marder tank destroyer unit Anywhere on maps F and A. On Map D between row a-f. Units in LoS blocking terrain deploy hidden. III ALLIED (British) 7 BTR, four with 5 attack dice, three with 4 dice. Elements of 4 th Canadian Armored Division and 1 st Polish Armored division. 6 Mechanized Infantry units 6 Infantry units 6 Sherman tank units 6 Cromwell tank units 1 Achilles Tank Destroyer unit Allied units enter, when activated, from any map D north or west sides hexes NOTE: all cultivated hexes are considered Bocage. BASIC RULES: German units aren t deployed hidden and don t use Dummies.
4 ARMY CHARTS UNITS: Gruppo comando = Headquarter Fanteria = Infantry Fanteria meccanizzata/corazzata = Mechanized/armored infantry Fanteria motorizzata USA = US Motorized infantry Anticarro = Antitanks gun Cacciacarri = Tank destroyer Unità Genio = Engineers Ricognizione = Recon Corazzati Leggeri (L) = Light tanks Corazzati Medi (M) = Medium tanks Corazzati pesanti (P) = Heavy tanks Game contents: x48,5 cm geomorphic maps unit counters (2,5x2,7cm) plastic stands plastic chips - 2 event cards sheets - 10 special dice - 2 dice labels sheets - 3 army charts - 1 sheet with hexes - about 300 counters - 1 Game Rules - 6 scenarios 2 players game Difficulty: easy 4/10 Playing time: 60/180 min. 12 years up Credits: Game designer: Art director: Otello Paitosky Giovanni Crippa English translation by Arrigo Velicogna TERRAIN MOV. LoS Opportunity fire: -1 Firing unit has lost half or more of its steps: -1 Firing to hidden unit: -2 American Units Movement (no fire) Move and fire (-1 ) Antipersonnel fire Via Seminario, LECCO (ITALY) Tank destroyer M10* +2 6 MP Antitank fire 4 hexes - 4/3/3/2 * M10 and Achilles tank destroyer: Do not apply modifier for medium armor (-1 die), if targeted by artillery. Key: Antipersonnel fire : 3 hexes - 2 Range of fire 3 hexes; Roll 2 special action dice (black) Antitank fire : 4 hexes - 4/3/3/2 Range of fire 4 hexes; Roll 4 dice (white) if target is adjacent; Roll 3 dice (white) if target is 2 hexes away; Roll 3 dice (white) if target is 3 hexes away; Roll 2 dice (white) if target is 4 hexes away; TARGET Artillery fire Open Road 1 (A) (B) (B) (B) Hill 2 block Wood 2 block Field Bocage 2 block -1 / - Bocage no block / - - Stream Urban 3 block Farm/Village 2 block Entrenchments 2-2 HITS Bunker Stop block / Swamp Stop Unit moving entirely along road: +1 Mov. point +2 Mov. point 4 MP 3 hexes HITS (A) The LoS is blocked if terrain crossed by road block it. (B) Don t use modifier for terrain when opportunity fire target is moving along the road. Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8 Turn 9 Turn 10 Turn 11 Turn 12 Turn 13 Turn 14 Turn 15 Turn 16 Turn 17 Turn 18 Turn 19 Turn 20 Histo Command Dice System Game Giogames tutti i diritti riservati IV
5 GERMAN REINFORCEMENT CARDS: #1-2 INFANTRY A 4 steps infantry unit. Assign it to any Combat Command. When activated it will enter from a friendly road hex. #3 PANTHER A 3 steps Panther tanks unit. Attach it to any Combat Command. When activated it will enter from a friendly road hex. #4 TIGER A Tiger tanks unit of 3 steps. Attach it to any Combat Command. When activate it will enter from a friendly road hex. #5 TANK DESTROYER Two (2) light tank s units of 3 steps each. Attach them to any Combat Command. When activated they will enter from a friendly road hex. #6 ARTILLERY The German command receives Corps Artillery. Add to the Off Map Artillery Pool a Heavy artillery battery. 5 Dice #7-8 NEBELWEFER The High Command has planned a rocket artillery barrage. Attack 3 adjacent hexes with 4 bombardment dice. 4 Dice ALLIED REINFORCEMENT CARDS #9 INFANTRY Two (2) 4 steps infantry units. When activated they will enter from a friendly road hex. #10 SHERMAN Two (2) medium tanks unit of 3 steps each. When activated they will enter from any road hex. #11 COMBAT ENGINEERS A 4 steps Combat Engineer unit. Assign it to any Combat Command. When activated it will enter from a friendly road hex. #12 SELF PROPELLED ARTYLLERY US command receives heavy artillery from corps. Add 2 heavy batteries to the Off Map Artillery Pool. 4 Dice each. #13 NAVAL GUNFIRE Naval Gunfire arrives in the area. Add 2 heavy artillery batteries to the Off Map Artillery Pool. 5 Dice each. #14 CARPET BOMBING Your sector receives a preplanned heavy bombers strike. Select 6 hexes with each exes adjacent to one of the other and attack them with 5 bombardment dice per hex. #15 CAVALRY Two (2) recon units of 3 steps each. When activated they will enter from a friendly road hex. #16 FIREFLY Two (2) Firefly tanks units of 3 steps each. When activated they will enter from a friendly road hex. EVENT CARDS: # Pinned (Instant Action) An enemy unit within 2 hexes from a friendly unit is pinned. -1 die to attacks made by the enemy unit. This unit cannot move or retreat. A pinned unit can be unpinned if a same side HQ moves adjacent to it (for the subsequent turn on) or if a new event is played. #20 Bad Weather (Instant Action) Sky darkens and begin to rains. LoS reduced to three hexes. -1 die to all bombardments. Air support cards no longer applicable. #21-22 Out of Ammo (Instant Action) The opposing side has ammunition resupply problems. -1 die to each attack made by the opposing side. #23 Replacements (Instant Action) Men are feeded in the battle. Add a step to any 3 friendly infantry or HQ units. #24 Ambush! The allied player has walked directly in an ambush. German player attack with 3 dice an allied unit within 3 hex of a German unit. #25-26 Friendly fire (Instant Action) An allied bombardment is fallen short. Select a friendly unit and attack it. In addition attack also the two adjacent hexes with the same identification letter. Roll 3 bombardment dice per hex. #27-28 Mines (Instant Action) The enemy has blundered in a minefield. Select an enemy unit and attack it with 2 bombardment dice without any modifier. #29 Counterbattey Your artillery has located an enemy guns concentration. In an enemy bombardment round (tactical or strategic) you can attack the enemy Off Map artillery with counterbattery fire. Effects: German player destroy his smallest battery from his Off Board Artillery Pool. # Air Support. Allied air force over fly the battlefield and attacks an enemy target. Roll 3 bombardment dice against one enemy unit. Unavailable in bad weather. V
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