Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944

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1 Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Table of Contents 1.0 Introduction 2.0 Components 3.0 Sequence of Play 4.0 Weather Phase 5.0 Supply Phase 6.0 Reinforcement Phase 7.0 Command Phase 8.0 Operations Phase 9.0 Hex Capacity 10.0 Movement 11.0 Combat 12.0 Divisional & Army Assets 13.0 Recovery and Reorganisation 14.0 Victory Points 15.0 Scenarios 1.0 Introduction 'Legend has it that Nero fiddled at Anzio while Rome burned. In 1944, it appears that General Lucas fiddled at Anzio while Winston Churchill and General Alexander burned.' Brigadier General Felix Sparks Anzio: Operation Shingle covers from the initial Allied landings on the 22 nd January to the failure of the German offensives to eliminate the beachhead by the 1 st March. The aim of the landings was for the Allies to out-flank the powerful Gustav Line to the south where a stalemate had descended. Up to this day, the Anzio landings remain as one of the most controversial Allied operations of the Second World War. Churchill wanted a quick thrust into the Alban Hills and so cut the German supply routes to the Gustav Line, he famously stated when the landings had bogged down, 'We hoped to land a wildcat that would tear out the bowels of the Boche. Instead, we have stranded a vast whale.' 2.0 Components 2.1 Map The game map shows the area around the port of Anzio. The map is divided into regular hexagons to regulate movement and for ease of play. Each hex represents approximately two miles 2. There are several charts and tracks printed around the map's border these allow players to track important information during a game. 2.2 Counters The rectangular counters are military units. These represent brigades, regiments and selected battalions. The counters use NATO symbols to distinguish different unit types. Counters representing units are placed on the map in defensive or attack frontages. Units deployed in defensive frontages straddle two hexes whilst those in attack frontages are placed in a single hex. Units in defensive frontages may not attack. The unit must redeploy to an attack frontage before moving. The square counters are game markers and are used to record on-going variable information during a game. 2.3 Play Aid and Asset Card There are two Player Aid and Asset Cards, one for the Allied and one for the German player. 2.4 Rulebook The rulebook you are reading contains all the rules needed to play the game. 2.5 Scenario book The scenario book contains all the instructions on setting up a scenario, including victory conditions. 2.6 Glossary The following glossary may prove useful to check abbreviations and game terms during play: Assets: These additional military resources are not represented by counters on the map. The Play Aid and Asset Card list all the assets available to each player. Combat Capacity (CC): A unit's capacity to attack or defend. Combat Result Table (CRT): Used to determine the outcome of an attack. CRT Column Shifts: Refer to shifting columns on the CRT to reflect tactical considerations. Command Actions: Actions taken from spending Command Points. Command Points (CP): Represent Gen. Lucas' (Allies) and Gen. Kesselring's (German) ability to direct their forces on the map. Formation: A division or Kampfgruppe. Initiative: Each turn the player with the Initiative undertakes the first Operation Sub-Phase. Movement Factors (MF): units expend these as they move from hex to hex. Movement Type: Units are classed as either FOOT, MOTORISED or MECHANISED. Operation Actions (OA): Are expended during the Operation Phase to use activated units and assets. Permanent Combat Capacity (PCC): Counters indicate Permanent reductions to a unit's Combat Capacity. Supply Check: Checks that units have a valid path to a supply source. Supply Points (SP): Refer to supplies of ammunition and equipment that is expended by a formation, unit or asset to undertake a task. Temporary Combat Capacity (TCC): Counters indicate temporary reductions to a unit's Combat Capacity. Victory Points (VP): Accumulated each turn by a player and determines who wins a scenario. 2.7 Designer Support If you have any questions, suggestions or are just unsure on something, please contact me: david.j.murray@btinternet.com 3.0 Sequence of Play Anzio: Operation Shingle is played in turns representing one day. A turn is divided into six phases. Each phase is completed before starting the next. When all phases are complete the turn ends.

2 3.1 Outline Sequence of Play I. Weather Phase (4.0) II. Supply Phase (5.0) a. Supply Path Check (5.1) b. Supply Points Delivery (5.21) III. Reinforcement Phase (6.0) a. Reinforcement Arrival (6.2) IV. Command Phase (7.0) V. Operation Phase (8.0) a. Player with the Initiative has first Operation Sub-phase (8.2) b. The non-initiative player takes an Operation sub-phase (8.2) c. Repeat steps a & b until both players have no CPs remaining, or both players pass in succession. VI. Victory Point Phase (14.0) 4.0 Weather Phase The German player rolls a dice and consults the Weather table (printed on German Play Aid and Asset Card). Dice Weather Effects 1-3 Clear No game effects 4-5 Overcast No 'air' army assets may be used 6 Stormy no 'air' or 'naval army assets may be used If the weather is Overcast or Stormy, place the appropriate counter on the current turn marker. 5.0 Supply Phase 5.1 Supply Path Check Each unit on the map checks that it can trace a valid supply path to a supply source: Allied German Supply Sources Anzio Peter beach X-Ray beach Supply Sources German Supply & Reinforcement boxes. A valid supply path is traced along a combination of any length of road and up to two non-road hexes. The two non-road hexes can be non-consecutive and can account for any part of the supply path. The supply path may not be traced through a hex adjacent to enemy unit unless the hex is occupied by a friendly unit or the hexes are separated by a nonbridged Canal No Valid Supply Path A unit that cannot trace a valid supply path in the Supply Phase is marked with an Out of Supply' marker. Out of supply units take a 1TCC reduction, and will continue to do so in every Supply Phase they are 'Out of Supply.' German supply sources are to the top of the example, and Allied to the bottom. German unit A is out of supply as its supply path is adjacent to enemy units. Allied unit B is in supply as it can trace its supply path through a friendly unit (which negates the path being blocked by being adjacent to an enemy unit) Out of Supply conditions Units marked Out of Supply can only be activated as a single unit (see 8.26). They cannot be activated as part of a division or a Kampfgruppe. These units only block a supply path that is traced through their hex or hexes. 5.2 Supply Points Players record their Supply Point total on the Supply Track printed on the map. As Supply Points are expended, or added to, the supply track is adjusted Supply Points delivery Players receive Supply Points as detailed in the scenario. The received Supply Points are added to the Supply Point Track total Recapturing Anzio If a German, in supply unit, is occupying Anzio (hex 1014), the Allied Supply Points due to be delivered is reduced by half (round down) for each turn it is occupied. 6.0 Reinforcement Phase 6.1 Reinforcement Placement At the start of each scenario reinforcements due to enter play are placed in the appropriate Reinforcement Box face down. Units that appear as reinforcements have printed on their reverse side the date and location on which they arrive Allied reinforcement setup Allied reinforcements are placed face down in the Anzio Holding and Reinforcement Box. They may be moved in any of the Allied Landing boxes on the date they become available German reinforcement setup German reinforcements are placed face down in the Sector Reinforcement Box printed on the reverse of their counters. They may only enter play from their assigned Reinforcement Box. If Allied units block all entry from a box to the map, units in the Reinforcement Box may activate and attack the blocking units. Two units in the Reinforcement box may attack a blocked hex. 6.2 Reinforcement Arrival Printed on the Turn Track are Allied and German symbols, these shows when reinforcements are due. Units with the same date as the current game turn are turned face up and are available for the player to activate. There is no compulsion to use reinforcements as soon as they are available, they can be moved onto the map in any future turn. 6.3 German Army Reserves German units with a red CC number and marked on their reverse as 'Army Reserve' use this rule. These units are treated as regular reinforcements, however if they are moved onto the map from their reinforcement box then the Allied player will receive a number of Victory Points as specified in the scenario. 6.4 Variable German Reinforcements (Optional) This optional game variant adds more unpredictability to the German reinforcement schedule. German reinforcement units are placed in three opaque cups: Rome, Central and Southern, according to the information printed on their reverse. When the turn track indicates German reinforcements are available, randomly draw units from the cups equal to the number of units that were due to arrive that turn (see chart below). German units marked 'Army Reserve' do not use this variant and come in to play as in the 6.3. Anzio: Operation Shingle 2

3 Date Rome Central Southern 22/ /1 2 24/ /1 1 27/1 1 28/ / /1 1 31/1 1 4/2 2 10/2 2 15/2 4 Example: On the 28th of January, three units arrived at the Anzio beachhead, one from the Rome Sector and two from the Central Sector. When using the variable reinforcement procedure draw one unit from the Rome cup and place in the Rome Box, and two units from the Central cup and place in the Central Box. 7.0 Command Phase Players receive a number of Command Points (CP) each turn as indicated by the scenario. CPs cannot be saved from turn to turn and any unused points are discarded at the end of the turn. 8.0 Operation Phase The Operation Phase is the core of the game. In this Phase players activate formations and units, which then move, fight or undertake other actions. In addition, army assets can be activated and who has the Initiative can change. 8.1 Initiative and the Operation Sub-Phase Each scenario states which player starts with the Initiative. The player with the Initiative undertakes the first Operation Sub-Phase. 8.2 Operation Sub-Phase The player undertaking the current Operation Sub-Phase is the Active Player. At the start of each Operation Sub-Phase, the Active Player may expend 1CP or Pass. If the player passes then their opponent becomes the Active Player. 1CP can be spent to undertake one of the following Command Actions: Activate a Formation - Division or Kamfgruppe (German only). Activate a single unit. Activate Army Assets. Undertake Reorganisation under Fire. Take the Initiative The Active Player then resolves all actions from their Command Action, when this is done the Sub-Phase ends. The active player can then take a second Sub-Phase at a cost of 2CP. If the player does not wish to take a second Sub- Phase, their opponent becomes the Active Player. Play continues with each player taking Sub-Phases until all CP are expended or both players pass in succession. An Allied player has the 3CP available. In their Operation Sub-Phase, they spend 1CP on activating a division. After they have used all the actions available to the division, they have the option of taking a second Sub-Phase but at the increased cost of 2CP Activating a Formation or individual unit When a division, Kampfgruppe or individual unit is activated, the Active Player receives Operation Actions (OA). Operation Actions are then spent to allow the activated units to perform actions on the map, such as moving and/or attacking. Operation Actions may not be saved or accumulated and must be spent or discarded in the current Sub- Phase. The player also pays a cost in Supply Points for activating formations and units Limited or Major Operations A Division or Kampfgruppe may be activated for either a Limited or Major Operation. Both activation types cost 1CP Activating a Division The player chooses to activate a division for a Limited or Major Operation. All units on the map or face up in a Reinforcement Box of the chosen division become activated Division - Limited Operation The player receives one Operation Action (OA) for each, in supply, unit of the division on the map or in face up in a reinforcement box, and pays 1SP for each unit. In addition, the player may activate either; one Independent unit or one nonindependent unit (non-independent unit must be within three hexes of a unit of the activated division). This additional unit provides. Independent units cost 1SP and non-independent 2SP. Division Limited Operation All, in-supply, units of the division (on the map or in Reinforcement box) for each unit -1SP for each unit Plus either 1 Independent Unit -1SP or 1 non-independent Unit (within 3 hexes of an unit of the activated division) The German player spends 1CP on activating the 114 th Jaeger Division. There are three units of the division on the map and none face up in a reinforcement box. The German player receives 3OA and expends 3SP. In addition, the 26 th Panzer, a unit that is within three hexes of a Jaeger unit, is activated. This provides and costs - 2SP. In total, the German player has 4OAs and has paid 5SP Division - Major Operation The player receives two Operation Actions (OA) for each, in supply, divisional unit on the map or face up in a reinforcement box plus one bonus OA, and pays 2SP for each unit. In addition, the player may activate one or two Independent units which provide +2OA each or one non-independent unit, within three hexes of a unit in the division, which provides. Each of these additional units cost 2SP. Division Major Operation All, in-supply, units of the division (on the map or in Reinforcement box) +2OA for each unit for each unit Plus either 1/2 Independent Unit +2OA each each or 1 non-independent Unit (within 3 hexes of an unit of the activated division) 8.24 Activating a Kampfgruppe (German Only) Any two, in supply, units within three hexes of each other and/or face up in a reinforcement box may create a Anzio: Operation Shingle 3

4 Kampfgruppe. Units in separate Reinforcement Boxes may also form a Kampfgruppe. The German player may choose to activate the Kampfgruppe for a Limited or Major Operation Kampfgruppe - Limited Operation The player receives two Operation Actions (OA) and pays 2SP. In addition, the player may activate either; one Independent unit or one additional other unit (unit must be within three hexes of a unit in the Kampfgruppe). These additional units provide. Independent units cost 1SP and others 2SP. Kampfgruppe Limited Operation Kampfgruppe (two, in supply, units within 3 hexes of each other) +2OA Plus either 1Independent Unit -1SP or 1 additional other unit Kampfgruppe - Major Operation The player receives five Operation Actions (OA) and pays 4SP. In addition, the player may activate one Independent unit, which provide +2OA or one other unit, within three hexes of a unit in the Kampfgruppe, which provides. Each of these additional units cost 2SP. Kampfgruppe Major Operation Kampfgruppe (two, in supply, units within 3 hexes of each other) +5OA -4SP Plus either 1Independent Unit +2OA or 1 additional other unit 8.25 Using Operation actions OAs from Division or Kampfgruppe activations are pooled. A player may spend the OAs as they wish amongst the activated units. Continuing the above example, three units of the 114 th Jaeger Division and 26 th Panzers have been activated for a Limited Operation. The player receives 4OA. During the Sub-Phase the OAs are spent thus: 721 st Jaeger move. 1OA 721 st attack. -1OA 26 th Panzer move. -1OA 114 th Recon move. -1OA Note: one unit had two OA spent on them and one unit had none Activating a Single Unit A single unit can be activated providing either: 1OA and costing 1SP or 2OA and costing 2SP Activating Army Assets Two Army assets are activated for the cost of one CP. A player is not required to choose the assets until they are used. Assets can be used immediately, or saved to support an attack or defence later in the turn Undertake Reorganisation under Fire A unit adjacent to an enemy unit may remove 2TCCs at a cost of 2SPs. A unit that is 'out of supply' may not use this action. A unit may not take this action and a Recovery & Reorganisation Action in the same turn Take Initiative This action may be taken only once per turn by either player. The first player taking this action prevents the other player from taking it. Taking this action gives the player the Initiative. A player already with the Initiative may take this action to ensure that they retain it. 8.3 Non-active player's response A non-active Player may respond in their opponent s Operation Sub-Phase after any Operation Points have been spent, and before the actions from them are taken. The non-active player may expend 1CP and undertake any one of the following Command Actions: Reaction Movement Fall Back Asset Support 8.31 Reaction Movement A single unit, not adjacent to an enemy unit or out of supply, may take a movement action. The unit may not enter a hex under attack. This costs 1SP Fall Back During the Combat Resolution Procedure, units in a hex that is to be attacked may Fall Back. Units that Fall Back take a move action and pay 1SP for each unit Falling Back Units in defensive frontages The unit/s must first change their frontage to an attack frontage (see 10.22). They must redeploy to their nonattacked hex. If this hex has a column shift modifier, they may end their movement there, if not then the unit/s use their remaining Movement Factors to move to hex not adjacent to the attacking unit Units in attack frontages The unit/s takes a movement action and must end their movement in a hex not adjacent to the attacking unit. If such a move is not possible then Fall Back may not be undertaken Fall Back Penalties Each unit falling back takes a 1TCC reduction, as do all friendly units the Falling Back unit passes through. The attacking unit may occupy the vacated hex with no TCC reduction (see ) Asset Support During the Combat Resolution Procedure, the non-active player has the opportunity to call on division or army assets. These assets are listed on a player s Play Aid and Asset Card. Each attack or defence may use a single asset. Each asset can only be used once per turn and when used they are marked with an asset used counter. Each division asset costs 1SP to use. The cost of Army Asset s is listed on the Asset Card German Division Asset Support The asset of one of the defending unit s division is activated and used immediately Allied Division Asset Support The assets from a division of one of the defending units are activated. Allied divisions have multiple assets. Asset Support activates all the division s assets. One asset must be immediately used to support the defending unit. Remaining assets can be saved and used to support attacked divisional and independent units for the remainder of the turn. Place a pile of asset used counters next to the activated assets on the Play Aid and Asset Card to signify these are available to use during the turn Independent Units Independent units may use divisional assets from units they are adjacent to (if Allied they can use assets from 8.332). Anzio: Operation Shingle 4

5 9.0 Hex Capacity 9.1 Hex Capacity Limits On the bottom left corner of each unit s counter is a size factor, either a 2 or 3. Each unit's deployed area, either a single hex for a unit in an attack frontage or two hexes for a unit in a defensive frontage can contain no more than five size factors. Units in a defensive frontage and those in an attack frontage cannot share a hex or hexes. The two hexes occupied by the unit in a defensive frontage (on the left) have a total hex capacity of five size factors. The single hex occupied by the unit on the right also has a hex capacity of five size factors. Units may not enter enemy occupied hexes Movement Movement in Anzio: Operation Shingle is regulated by the use of Movement Factors (MF). Units expend MF as they move from hex to hex. Units in a defensive frontage may not move until they have deployed to an attack frontage. Only activated units may move. Units are classified as FOOT, MOTORISED (MOT) and MECHANISED (MECH) and have different Movement Factor allowances: Unit type Class MF Infantry Paratrooper 4 Special Forces FOOT Engineer Motorised Infantry Reconnaissance MOT 8 Armour MECH Terrain Costs Units expend MF as they enter new hexes. The cost in MF of entering a hex or crossing a hex side differs depending on the terrain. If two or more costs apply, only the greater cost is paid. If the cost of moving into a hex cannot be paid then the unit may not enter it. Some movement causes TCC reductions. Terrain FOOT MOT MECH Road Bridge 1MF 1MF 1MF Open 2MF 2MF 2MF -1TCC Woods Cross River Cross Canal Wadis 2MF 4MF -1TCC 4MF -1TCC 8MF -2TCC N/A 8MF -2TCC N/A N/A N/A 10.2 Changing unit frontage Units may deploy into different frontages Defensive deployments To deploy to a defensive, from an attack frontage, a unit must occupy one of the two hexes in which it will be deployed. The unit then pays the cost in MF of entering the other hex. Instead of moving to the hex, the unit is placed straddling both hexes in a defensive frontage. A: The 15 th Infantry is activated and moves forward along the road to B cost 1MF. B: The unit then deploys to a defensive frontage. It pays the cost of entering the other hex it wishes to deploy into cost 2MF. C: The unit is moved to straddle the hex side. It is now deployed into a defensive frontage Attack deployments To deploy to an attack, from a defensive frontage, the unit must deploy into one of its two currently occupied hexes. The unit must pay the cost in MF as if moving from one hex to the other. Following on from the above example, the 15 th Infantry now wish to change to an attack frontage. The unit wishes to occupy the road hex of the two hexes it currently occupies. It pays 2MF as if moving from the woods hex to the road hex. The unit is placed in hex B and is now in an attack frontage Movement Attrition A unit that is adjacent to an enemy unit and moves directly to a new hex adjacent to an enemy unit takes a 1TCC reduction. This reduction is not taken if the hex moved into/through is occupied by a friendly unit or the hexes are separated by a non-bridged canal Changing frontages A unit adjacent to an enemy unit changing its frontage to a hex also adjacent to an enemy unit is affected by movement attrition Other movement Fall Back, Retreating and Advancing after Retreat is not affected by Movement Attrition 10.4 Additional Movement A unit that takes a second movement action in a single turn is exceeding its normal operation capacity (this is regardless of whether it used all its MF in its previous movement action). Every MF spent during its second move action costs the unit a 1TCC reduction. Fall Back or Advancing after Retreat does not incur this penalty Frontline Replacement Frontline replacement allows a unit adjacent to an enemy to be cycled out of the frontline at a minimal cost in OPs. The following criteria need to be met to enable this action to be undertaken: Unit to be replaced must be adjacent to an enemy unit. The replacing unit must be adjacent to all hexes the unit to be replaced is occupying. The replacing unit may not be adjacent to an enemy unit. The replacing unit is in the same frontage as the unit to be replaced. If all the above criteria are met then the two units may exchange places for the cost of 1OA Penalties Units do not pay MF for frontline replacement but any unit moving into or across terrain that causes TCC reductions during the process must take that reduction (see 10.1). Movement attrition is also in effect (see 10.3) Anzio: Operation Shingle 5

6 The activated 71 st PG Regiment is to replace the 194 th Infantry. Both units are adjacent and in defensive frontages. The replacement costs 1OA. As the 71 st is, a MOT unit and they have to cross a river they will suffer a 2TCC reduction Combat Units in Anzio: Operation Shingle have Combat Capacity (CC) factors. These factors represent a unit's ability to conduct combat. The game uses odds based on the attackers and defenders CC and a Combat Results Table (CRT) to determine the outcome of combat. Combat is affected by terrain, combinations of units, and assets that each side wish to commit. Combat is conducted against a hex and all units within the attacked hex are required to defend themselves and take losses. Only activated units may attack. Units in a defensive frontage defend both their hexes at full strength Temporary and Permanent CC reduction CCs can be reduced by combat and other activities, some reductions are temporary and some permanent. Temporary CC reductions (TCC) can be recovered but permanent CC reductions (PCC) remain for the duration of the scenario. TCC/PCC counters are used to show a unit's current Combat Capacity. TCC counters, if present, are placed on top of PCC counters and display the current CC of the unit. TCC are light-tan coloured counters and PCC are black. Both of the above units have taken CC reductions. The 1027 th (on the left) has been permanently reduced to a maximum CC of six (Black PCC counter). In addition, they have taken a 1TCC reduction and so their current CC is five. The 145th (on the right) has been reduced to a CC of seven. The unit has no PCC marker and so could recover to its full printed CC value. When applying both TCC and PCC losses to a unit this procedure can be useful: Subtract the total CC reduction from the units current CC - place a TCC counter on the unit to show the reduced CC value. Then subtract the PCC reduction from the value printed on the counter or previously placed PCC counter. Place a PCC counter of this value under the TCC counter (sounds complex when trying to write it down but is simple in play). Using the above example; before combat the 1027 th had taken no CC reductions. It has a printed CC value of eight. The unit then took a 1TCC and 2PCC loss. In total, this is a 3CC reduction so this is subtracted from its current CC of 8 (8-3=5). A 5-value TCC counter is placed on the unit. Next, the 2PCC are applied, subtract this from the unit's printed value (8-2=6) and place a PCC counter of value 6 under the TCC counter Combat Resolution Procedure Use the following procedure to resolve combat: a. Attacker declares target hex and identifies unit leading the attack (11.21) b. Defending units may Fall Back (8.32) c. Attacker declares all units taking part in the attack (11.23) d. Defending player commits asset (8.33) e. Attacker commits asset (11.24) f. Attack ratio determined and column modifiers applied. Dice rolled and CRT results applied Declaring Attack Units may only attack adjacent hexes. The Active Player announces the hex to be attacked and the unit leading the attack. The lead unit will be the first attacking unit to take any CC reductions and will be able to Advance after Retreat. This action costs 1OA Fall Back Defending units may Fall Back (8.32). The attack lead unit may then move into the vacated hex with no TCC reduction Attacker Declares Attacking Units The Active player identifies all units adjacent to the target hex, which are taking part in the attack. Not all units in the same hex need to take part in an attack. The Active played spends 1OA for each unit taking part in the attack Defender Commits Assets Defending player may commit division or army assets in defence of the attacked hex (8.33). Only one asset may be used. The player has the following options: 1CP to activate assets from a division of one of the units in the attacked hex (see 8.33). 1CP to activate a single available army asset. Unused army assets activated earlier in the turn may be used. (Allied Player only) Unused divisional assets activated earlier in the turn may be used (see 8.332) Activated asset's CC or column shifts are added to the defence of the attacked hex Attacker Commits Assets The active player may commit division or army assets to increase the intensity of the attack. Only one asset may be activated. The Attacking player has the following options: 1CP to activate a single available army asset. Unused army assets activated earlier in the turn may be used. Assets from an attacking units' divisions may be activated and one asset used. Asset use costs 1OA. Activated assets CC/column shifts are added to the attack against the target hex Odds Calculation Divide the total value of all attacking CCs by the total of all defending CCs. Express the result as an odds ratio, round down any remainders. Example: Attacker has 25CC and the defender has 10CC. The odds ratio is 25:10, or rounded down to 2: Apply CRT Column Shifts Locate the column on the CRT (printed on the map) for the odds ratio. Starting at this column, shift left and right across the column in accordance with the column shift modifiers shown below: Anzio: Operation Shingle 6

7 Situation Column Shift Attacking across a bridge* -1* Attacking across a river* -2* Attacking across a canal -4 (MECH/MOT units cannot attack across a canal) Attacking from two nonadjacent hexes +1 Attacking with a combined +1 arms force** Defender has a combined -1 arms force** Armour attacking into nonroad hex -1 Corps Artillery Support -1 On map modifiers*** Variable *Use the least advantageous modifier for the attacker, even if only one attacking unit is disadvantaged. ** Combined Arms force contains a FOOT/MOT and a MECH. Units may be in separate hexes. *** Modifiers are in the brown circles printed on the map CRT Results Roll a dice and cross-reference the result on the CRT column. The CRT shows results for the attacker in RED and the defender in GREEN, each result is expressed as two numbers. The first number represents the units Temporary Combat Capacity (TCC) reduction and the number in brackets is the Permanent Combat Capacity (PCC) reduction. Example result: A1(1) D1(0) The red number is the attacker's result. The first number after the A (for attacker) is a one, this is a 1TCC reduction. The second number in the brackets is the PCC reduction, this is a 1PCC reduction. The defender suffers a 1TCC reduction Distributing CRT results Apply PCC results first, followed by TCC results. Distribute each results in the following: 1) (attacker only) lead attacking unit 2) Highest value unit with no CC reductions 3) Highest value unit with CC reductions 4) Repeat processes until all TCC/PCC have been applied Unit Elimination When a unit is reduced to 0CC, it is removed from the game. All friendly units adjacent to an eliminated unit take a 1TCC reduction Retreat Results The CRT can show a retreat result. When a retreat result is shown, the attacker has to state if they wish to enforce the retreat. If they decline then there is no further effect. If the attacker wishes to enforce the retreat, the defending unit/s may remain in the hex by paying the cost printed after the retreat text, or retreat Retreating From a Hex Retreating units take a move action. All units in a hex must retreat together. Units in a defensive frontage must first change to an attack frontage (see 10.22). They must redeploy to their nonattacked hex. If this hex has a column shift modifier, they may end their retreat there, if not then the unit/s use their remaining Movement Factors to move to a hex not adjacent to an attacking unit. Units in an attack frontage must end their movement in a hex not adjacent to an attacking unit/s. If such a move is not possible then the unit may not retreat. If a retreating unit moves through a friendly occupied hex then each unit in that hex takes a 1TCC reduction Advancing After Retreat If an attacker enforced a retreat then the attacking lead unit must occupy the hex vacated by the retreating unit/s. The advancing unit takes a 1TCC reduction Voluntary Retreat If no retreat result is generated on the CRT, a defender may choose to retreat voluntarily after combat. If a unit chooses to do so, it may: Ignore 1TCC result from the CRT OR Convert 1PCC to 1TCC 12.0 Divisional & Army Assets Player's Play Aid and Asset Cards show division and army assets. Each assets may be used only once per turn. When an asset has been used, mark it with an asset used marker on the player's Play aid and Asset Card Supply Interdiction Army assets may be used to reduce an opponent's stockpile of Supply Points. Some army assets have a Supply Interdiction number. To interdict total the number of points generated, roll a dice and consult the following table: Die Roll Reduce the opponents Supply Point Track by the number shown on the table Royal Navy 15 th Cruiser Squadron The British and US cruisers and destroyers that provided fire support were forced into deeper water by the actions of the Luftwaffe. This army asset can only target hexes within seven hexes of the coastline Recovery and Reorganisation A Recovery and Reorganisation action allow an activated unit to remove TCCs. It costs 1OA to undertake this action. A unit adjacent to an enemy unit removes 1TCC. Other units may remove 2TCC. A unit may only take one Recovery and Reorganisation action per turn. A unit may not take this action and a Reorganisation under Fire action in the same turn. Units out of supply' may not use this action Victory Points (VP) 14.1 Scenario Victory Points Victory Point (VP) locations are printed on the map in brown circles. Most scenarios require one side to calculate the number of VPs controlled at the end of each turn. Only VP locations that can trace a valid supply path, in this phase, earn VPs. VPs are recorded on the Victory Point Track printed on the map. At the end of a scenario, compare the VP total with the scenario victory conditions to determine the winner Special Terrain Rules 15.1 Wadis A player in control of all three wadis hexes earns 1VP each turn. A player controls hexes their units are currently in or were last to occupy Pontine Marshes The darker coloured hexes of the Pontine Marsh area were extremely boggy. No Anzio: Operation Shingle 7

8 MOT or MECH unit may enter or attack these hexes unless from a joining road Railway The rail network around Anzio had been heavily bombed and so plays no part in the battle. Victory Locations and values: Anzio: Operation Shingle 8

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