BRUNEVAL in the upper left hand corner: zone providing

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1 BRUNEVAL 1942 At the end of 1941, the Germans have at their disposal a new radar, which is more efficient than the Freya and able to detect the bombardiers of the RAF at 120 km (72 miles). An English air reconnaissance locates one near the hamlet of Bruneval, 25 km north of le Havre. The Germans call this radar Würzburg and the English give it the code name Henry. The English plan an airborne operation with an evacuation by water, aiming to capture the secret of this new radar. Under the command of Major John Frost, the paratroopers must neutralize a German garrison of an estimated hundred men before reinforcements, seize detached parts and, if possible, a radar operator, then escape by the ocean. The raid is planned for the night of February 27 to 28, Operation Biting begins. Bruneval is a one player game. The player controls the British, and moves and combats the German forces with the help of specific rules. Like all one-player games, certain rules of automatic management may be open to interpretation. If so, the player should guide the German units so as to always position them in a favorable situation. One game lasts approximately two hours. 1 - OVERVIEW Terms and Designations 1D6: result of the roll of a six-sided die 1D10: result of the roll of a ten-sided die GZ: geographic zone locating the units At random: each number of the die designates a GZ or a unit; the result determines one or the other; MP: movement points spent by the units to move; DZ: Drop Zone for the paratroopers Unit or stick: a tactical unit of paratroopers who jump together; Group: There are three groups of paratroopers: DRAKE with Major Frost, ROD- NEY with Lieutenant Timothy and NELSON 2 with Lieutenant Charteris. Each is composed of several units. R: radius, corresponds to the distance separating several GZ in numbers of connections. Examples: R=1 for a connection separating two GZ; R=2 for two connections separating two GZ Terrain The GZ are as follows: Simple square: free zone Square with wave symbol: embarkment and landing zone (opt.) Square with red circle and one arrow in the upper left hand corner: zone providing some protection Arrow: zone of entry of reinforcements (identified, R1 and R2) and unanticipated events (identified 5-c in reference to this rule) Square with a grey circle and three arrows in the upper left hand corner: zone providing good protection (bunker, pill-box) During the resolution of combats, the protection values are associated with these GZ. The GZ are linked by connections translating the possibility to combat and to pass from one to another depending on the difficulty of the terrain (solid line, dotted line). A link with a dotted red line signifies that only combats are authorized Game scale Beginning of the scenario at hours and end at hours. A game turn lasts fifteen minutes, for a total of 13 turns. A unit represents approximately ten men. An officer or radar operator unit represents one man. A machine gun represents one arm and its crew. The scale is approximately 1/25000th Game help A chronological scale and an alert level scale, located on the map.

2 GZ Terrain : geographic zones VValue of combat protection 0 Stacking points authorized 4 (LCA ships, with or without units on board) attack and defense factors, as well as the maximum movement capacity. The group and the unit affiliation are given as a rough guide. There are two strength levels: Front side: unit at full strength Back side: unit at diminished strength, eliminated unit, or objective accomplished (destroyed, taken prisoner, taken down) Here is a paratrooper unit at full strength (front) Paratrooper NATO symbol and insignia Attack factor Defense factor Group maximum movement capacity Diminished paratroopers (back) 1 8 Pioneers (front) 3 4 Two dice of six and ten sides are required. A map representing the place where the raid took place Objectives The British mark victory points (VP) by attaining the designated objectives: The Würzburg radar The radar operators The installations of the villa At the end of the game, the level of VP attained determines the success or the failure of the raid. 2 - COUNTERS Units The outlines of the British soldiers are on a brown background; the Germans are grey/green. A unit is characterized by five parameters: branch of the armed services, nationality, Officer (front) and eliminated officer (back) Radar operator (front) and prisoner (back) Machine gun post (front) and eliminated (back) German infantry (front and back) Pill-Box LCA ship (front) 3

3 2.1 - Markers LCA ship (front) Optional rule Commando (front) Optional rule Activation zone (front) Number of activated units (back) Action taken by the British (front) and the Germans (back) Villa (front) and destroyed villa (back) Würzburg (front) and dismantled (verso) Démontage (Dismantling) 1st turn (front) and 2nd turn (back) Alert level (front) Game turn (back) Stacking Each unit has a corresponding number of stacking points: Two points: Each unit at full strength; the German infantry, the paratroopers, the pioneers; One point: machine gun posts, LCA ships, Commandos and all diminished units; No points: officers, radar operators, the Würzburg (dismantled or not), the Pill-boxes and all markers. British and German units cannot be stacked, except for prisoner radar operators and the Würzburg in dismantled parts (back of counter). The number of possible stacking points depends on the GZ in which the units are found. These values are given in table 1.2. Stacking rules must be respected when units are immobile in a GZ but can be temporarily violated during movement. The combat unit at the top of the stack is considered first line ; it is this unit's attack or defense factor that applies to the combat and this unit suffers that result. Radar operators only are in the first line if there are no other German units in the GZ. After a combat and its result, the British player can reorganize the participating units. For the Germans, after each combat, the units must be reorganized to place the unit with the greatest attack factor at the top of the stack. A unit having carried out an action can be stacked with a unit that has taken none. 3 - GAME SET UP Counters and markers They are all placed front side up. GZ W (code name Henry): the Würzburg radar, a radar operator and a German Luftwaffe unit; GZ Villa (code name Lone House): the Villa and a radar operator; GZ M: the seven machine gun posts GZ P: the three Pill-boxes; GZ M protection 1 (code name Beach Fort): German coastal defense unit; Chronological scale: the game turn marker is placed in the box turn #1 (00.15); Alert level: the alert level marker is placed in the box 0; GZ A and B: six A markers and four B markers are placed randomly in the activation GZ. The rest are left to the side German units They are divided into two groups: 4

4 A reinforcement group: with units from the 685th Infantry Regiment that arrive as reinforcements in the arrow GZ R1 and R2; A garrison group : comprised of elements from the Luftwaffe and the Coastal Defense that arrive progressively with the activations of GZ A and B. The maximum number of Coastal Defense and Luftwaffe units able to intervene in a game is limited by the number of counters supplied. Extra activated units are ignored British units They are divided into three groups: Nelson Group: the officer and the three paratrooper units; Rodney Group: the officer and the four paratrooper units; Drake Group: the officer, the three paratrooper units and the pioneer unit. Decide whether or not the optional rule applies (see 18). 4 - GAME SEQUENCE The game is played in 13 turns. Each turn is broken down into 7 phases from A to G. Each phase must be completed before continuing on to the following one. The order is as follows: A Determination of unanticipated events (Turns 1 and 2) B - Determination of the arrival of ships (Turns 10 to 13) C British actions (in any order): Airdrop Movement Combat Objectives Embarkment Landing (opt.) Departure of ships D - Adjustment of the alert level E German actions (in this order): 1. Combat 2. Movement 3. Arrival of reinforcements F Remove all the used Action markers and move the turn marker forward. G Determination of victory Note: Phase A is only played on turns 1 and 2; Phase B is played starting with the 10th turn. 5 - UNANTICIPATED EVENTS Each unanticipated event may only occur once per game. If the same event from the first turn appears on the second turn, it is simply ignored and no other event is substituted. Roll 1D6; if the result is 6, an unanticipated event occurs. Roll 1D6 again; the result determines the event and its consequences as follows: a Result = [1;2] Flak above le Havre Part of the formation of airplanes transporting a group is destroyed or must return to its base in England; eliminate at random a group of paratroopers (Drake, Rodney, Nelson). Historical note: Although present, Flak did not take down any planes that night. b Result = [3;4] The LCA encounter a German convoy An LCA ship is eliminated and the arrival hour for the ships is modified by a -1 DRM. So, none of the parachuted troops will be able to return to England. Historical note: That night, a German convoy composed of two destroyers and two E-Boot motor torpedo boats sailed along the coast did not intercept the LCA flotilla. c Result = [5;6] Bad DZ identification A group, chosen at random, is dropped outside of the DZ. Roll 1D6; the result indicates at which turn of the game these units can enter the board, by the southern border (arrow GZ, 5C). Place the units on the chronological scale. These units enter the game during the British action phase. They are placed in the GZ with a Job Done marker. Historical note: A group was dropped too early and, thus, outside its DZ. It arrived much later than the scheduled time ACTIONS A British unit may carry out one action per phase, in any order, or no action at all. The actions are: 5

5 Airdrop; Movement; Combat (land and sea); Objectives; Arrival of ships; Embarkment; Landing (opt.); Departure of ships. A German unit must carry out one action per phase, in this order: Combat; Movement; Arrival of reinforcements. On each unit or stack having carried out an action, place a Job Done marker (face up) for the British and Alles gemacht (backside of the same marker) for the Germans. 7 - AIRDROPS Airdrop procedure: There are two waves of airdrops turn 1 for DRAKE and NELSON and turn 2 for RODNEY. To determine the DZ, roll 1D6 for each group. The result of the die gives the DZ, as follows: Die 4 or DZ A B C The GZ of each DZ are numbered from 1 to 6. Roll 1D6; the result indicates for the designated DZ the GZ in which each unit, including officers, lands. Continue to all of the airdrops. The stacking rule must be respected. If not, displace the surplus unit(s) to the GZ of the next highest number, until the stacking limit is respected. 8 - MOVEMENT Movement is not obligatory for the British, but it is for the Germans. Movement points (MP) are spent by units to move from one GZ to a connecting GZ, as follows: For each connection, the cost is: Solid line: 1 MP (road, path, trail, any clear zone) Dotted line: 2 MP (wood, relief, any rugged zone) Red dotted line: only combat is authorized; movement is prohibited. Random movement capacity The movement capacity indicated on a counter, face or back, is the maximum capacity per turn. The number of MP at a unit's disposal is determined at the moment the movement is carried out, according to the following conditions British movement If a unit, or a stack of several units, is located with or adjacent to an officer (i.e. radius R less than or equal to 1), the movement capacity is the maximum value indicated for each unit. If a unit, or a stack of several units, is separated from an officer by a radius R greater than 2, roll 1D10 and divide the result by two to obtain the movement capacity for each of the units during this turn (round down to the whole number). Any officer can get closer to a British unit to allow him to have his full movement capacity for that turn. Example: A Paratrooper unit with a movement capacity of 5 MP is located at a radius of 3 from an officer. The result of 1D10 is 7, divided by 2 equals a movement capacity of 3 for this turn German movement The movement capacity of all German units during a turn corresponds to the Alert level divided by two and rounded down (see the table on the map). Units with no movement capacity remain immobile (garrison, machine gun, radar operator, pill-box). Automatic movements of the Germans The player moves the German infantry units by the route that costs the fewest MP toward the GZ the most directly accessible according to the priorities indicated below. In the case of identical situations (cost in MP, number of units stacked), the choice is made by rolling 1D6: 1. Toward the closest British stack with the most stacking points; 2. Toward the closest British unit; 3. Toward the closest German stack with the most stacking points, and then adding itself to the stack if the limit allows; 6

6 EXAMPLE OF BRITISH MOVEMENT The maximum movement capacity is 5 MP for each unit of paratroopers. The units located in a radius R less than or equal to 1 from an officer can use all of their MP; here, the units located in GZ 4 and 5 are respectively R=1 and R=0 from the officer. The paratrooper unit located in GZ 6 is separated by two connections from the officer's GZ, thus R=2. Its movement capacity is determined for this turn by rolling 1D10. The result is 5, divided by 2 and rounded down to the nearest whole number, equals 2 MP for this turn. 4. Toward the closest German unit, and then adding itself if the stacking limit allows; 5. Toward a beach GZ; 6. Toward the Würzburg radar. If one of the above priorities is not (or no longer) feasible, continue to the next one. If the movement of a German unit passes by an activation zone, the number of units indicated on the back of the counter is placed immediately in the GZ. Activated units do not accompany the unit that activated them. The activating unit can continue its movement. Its action is handled separately. If units' movement leads to exceeding the stacking limit, the surplus units are left in the GZ upstream of the route traveled COMBAT Combats are not obligatory for the British, but they are for the Germans. They take place from one GZ to another, connected by a solid line, a dotted line or a red dotted line. Each combat is resolved separately before proceeding to the following one for the Germans and as the player chooses for the British. Combats are resolved by comparing the attack value and the defense value. Modifiers can be added and are all cumulative. The only modifiers not taken into account are those of units that have not carried out any actions.

7 Attack value of the unit in the first line: Its attack factor plus: +1D6 +1 per additional infantry stacking point or LCA (opt.) +1 for the presence of one of more officers Defense value of a unit in the first line: Its defense factor plus: +1D6 +1 per additional infantry stacking points or LCA (opt.) +1 for the presence of one of more officers + Value of protection of the GZ Results : If the Attack Value is greater than or equal to the Defense Value, the unit whose defense factor was used is hit. If the Attack Value is less than the Defense Value, the unit whose attack factor was used is hit. If a unit at full strength is hit, it is turned over to its diminished side. If it is already diminished, it is eliminated. A unit may only attack once per turn but can be attacked several times. A British unit may attack a non-activated German GZ. In this case, immediately place the number of German units indicated on the back of the activation marker to resolve the combat. Radar Operators and Officers can defend themselves if they are attacked alone in a GZ. There is no advance into a GZ that is vacant after a combat (exception: see Radar Operator). EXAMPLE OF ACTIVATION OF ACTIVATION ZONES Any British unit located in a radius R less than or equal to 2 from an activation zone can activate it and generate the appearance of German unit(s) from the garrison. The paratroopers from the Rodney group are R=2 from the Calvaire activation zone. The result of the 1D6 roll is 3 to which we add R, for a total of 5. This result is greater than the alert level of 4, so the activation has failed. The other paratroopers from the Nelson group are R=1. The roll of 1D6 yields 2 to which we add R, equalling 3. This result is less than the alert level of 4, the activation is successful, and we turn over the marker, indicating that a German garrison unit is placed in this GZ. 8

8 A stack of German units is reorganized systematically after each combat so as to place the unit with the greatest attack factor on the top of the stack. The reorganization of a stack of British units is up to the player's discretion Automatic German combats The player engages the German units according to the order of priorities listed below. 1. The stack with the greatest modified attack factor, followed by the others in decreasing value; 2. The unit with the greatest attack factor, followed by the others in decreasing value. In the case of identical modified attack factors, the choice of the stack or the unit that will combat first is random. The choice of enemy targets is made according to the following order of priorities: 1. GZ containing the stack with the greatest number of British stacking points; 2. GZ containing a ship. In the case of identical situations, the choice is made at random to determine which GZ is attacked OBJECTIVES The objectives are: 1 The Würzburg Radar (code Henry) (10 VP) The Pioneers of the Drake group are designated for this objective. It involves taking the dismantled parts and destroying the installations. If the Pioneers are eliminated, a Paratrooper unit can attempt to accomplish this objective, with a modifier. To attempt to accomplish this objective, a unit of Pioneers must stay in the GZ of the Würzburg Radar for at least two complete turns. Place the Démontage (Dismantling) 1 marker after a full turn spent in this GZ on the chronological scale, then turn it over to Démontage 2 after the second turn spent in this GZ. Only after these two turns may an attempt to accomplish the objective be carried out. The longer a unit remains in this GZ, the better chance it has to accomplish the objective. Roll 1D6 and apply any modifiers. If the result is less than or equal to the value indicated in the table below, the objective is accomplished. If the attempt fails, the benefit of the time spent in the GZ is not lost and the Démontage 1 or 2 marker remains on the chronological scale, even if the GZ W is again occupied by a German unit. No. of turns in the GZ Modified value of the die Modifiers (cumulative) Attempt carried out by: Paratroopers: +2 Diminished Pioneers: +1 If the objective is accomplished, turn the Würzburg counter over to show the dismantled side (code British color). This marker is stacked with a British unit to be brought back to the LCA. The movement capacity is only three so as to convey the bulk of the Würzburg parts to be brought back and limit the movement capacity of the British unit in charge of bringing them back. The movement capacity of the dismantled Würzburg is always three and it must always be accompanied by a British unit; Pioneers, Paratroopers, Commandos. A lone officer cannot bring back the dismantled Würzburg. If the dismantled radar ends up alone in a GZ because the units are eliminated, it remains in place but can be reclaimed and transported again. 2 - The Villa (code Lone house) (1 VP) Any unit can accomplish this objective. Historical note: Installations were believed to be present, but this ended up being false. There can be no German unit in the Villa GZ in order for the British unit to penetrate it. Roll 1D6; if the result is less than or equal to the attack value (that is, the modified attack value) of the British unit, the Villa is destroyed and the objective is accomplished. Turn the Villa counter over to the back, destroyed Villa. 9

9 EXAMPLE OF GERMAN MOVEMENT The alert level is 5 for this turn. The movement capacity of the Germans is indicated on the alert level scale and corresponds to 2 MP. The GZ containing two British units at full strength represents 4 stacking points. The other GZ with a unit at full strength, a unit at reduced strength and an officer represents 3 stacking points. The priority of movement requires movement toward the GZ containing 4 stacking points. Movement of unit 685/1: Two routes are equal in cost of MP: to the right toward friendly units (4 MP) or to the left toward the Rodney group (4 MP). The choice is made at random; suppose an even result of a roll of 1D6 orients toward the left and an odd result orients to the right. It is a 4; the unit goes to the left. The connection to get to the first GZ costs 1 MP; the second GZ is occupied by paratroopers. Enemy units cannot be stacked in the same GZ. The unit stops its movement for this turn, and a Job Done marker is placed on it. Movement of the three Luftwaffe units: The upward movement is the shortest and costs 2 MP. The connection to get to the first GZ costs 1 MP; the second GZ is occupied by the paratroopers. The units stop their movement for this turn, and an Alles gemacht marker is placed on them. Since the movement of these units makes them pass by an activation GZ, the number of units indicated on the back of the counter is immediately placed in the GZ. The maximum number of stacking points in this type of GZ is 8. The number of stacking points of these 5 German units at full strength is 10 a surplus of 2 levels; one extra unit is left in the GZ upstream of the route traveled, thus, the starting GZ. 10

10 3 Radar Operator (2 VP each) To take a prisoner, one must initiate a combat with a radar operator who is alone in a GZ - all German units stacked with him have been eliminated. If the result of the combat indicates the elimination of the operator, he is considered a prisoner. The counter is turned over (color code and British outline as a reminder) and at least one British unit that participated in the combat can move in the GZ of the radar operator. This is the only case in which a unit may carry out a combat and a movement in the same action. The movement capacity is only three so as to convey the burden of a prisoner and limits the movement capacity of the British unit in charge of bringing him back. The movement capacity of the prisoner is always three and he must always be accompanied by a British unit; Pioneers, Paratroopers, Commandos, Officer. If the units that accompany him are eliminated, the radar operator is also eliminated. No VP will be attributed. 4 Embarkment (1 VP per unit at full or diminished strength) The maximum number of paratrooper units must be salvaged EMBARKING AND LANDING A unit is considered to have embarked when it passes from a beach GZ to an embarkment GZ containing an LCA ship counter. An embarked unit can no longer land. It is placed under the LCA unit. Once the unit has embarked, if the LCA has not carried out its combat action, it can leave and it is removed from the game with its cargo. A unit cannot penetrate an embarkment GZ unless it is occupied by a ship. Additional movement costs are possible: +2 MP if a German unit is in a GZ located in a radius R=1 from the embarkment GZ; +1 MP if a German unit is in a GZ located in a radius R=2 from the embarkment GZ. If both of these situations occur, the greater modifier of +2 MP applies. This rule applies regardless of the type of connection linking the GZ ACTIVATION The GZ marked A or B with a corresponding marker on the map are activation zones of the German units. Activation depends on two factors: The alert level of the Germans The presence or the near passage of these GZ by British units. The radius R is the distance, in number of connections, separating the German activation GZ from the GZ in which the British unit is located during or after its movement. As soon as a British unit is located at a radius R less than or equal to 2 from a German activation GZ (i.e. connected by a solid or dotted line, but not a dotted red line) and for each additional unit in the same situation, roll 1D6. If the result of the die plus the value of R is less than or equal to the Alert Level value, the Activation is successful and a certain number of German units from the garrison group are activated. Otherwise, the activation marker is left in place, front side up. The value indicated on the back of the marker is the number of German units placed in this GZ. The marker is then removed as an activation only occurs once per GZ. If the movement of the British unit is not completed, it can continue and possibly initiate other activations. An activation of a German unit is not an action. No Alles gemacht marker is placed, and the unit can carry out an action during the German player's phase E for the turn GERMAN REINFORCEMENTS Historical note:: This is the first Company of the 1st Battalion of the 685th Infantry Regiment. Once the alert level reaches 4, and for each turn thereafter until the exhaustion of the Reinforcement Group, roll 1D6. If the 11

11 result is less than or equal to the alert level, a number of units equal to the die result appears in the arrow GZ R1 and R2; if the result is greater, no reinforcements arrive. These units are taken into the Reinforcement Group of the 685th Regiment and are evenly distributed between the two GZ. If the number of reinforcement units is odd, place the extra one in GZ R SHIPS Ships may position themselves in the embarkment GZ beginning on turn 10, under certain conditions. Roll 1D6; if the result, including any modifiers, is greater than or equal to the value corresponding to the game turn number, place all chosen LCA in the embarkment GZ, respecting stacking limits. EXAMPLE OF BRITISH COMBAT British combats are not obligatory. The units of Rodney group attack the Germans in the Calvaire GZ, as permitted by the connection. The attack factor of the first line unit is 4 to which is added +1 per infantry stacking point; +2 for a full strength unit placed at the bottom, for a final attack value of 6 before the die roll. For the German player, the defense factor of the unit in the first line is 3, to which is added +1 per infantry stacking point; +2 for a full strength unit placed at the bottom, as well as +1 for the protection value of the GZ, for a final defense value of 6 before the die roll. The only modifiers taken into account are those of units that have not carried out any action; the two units at the bottom are, therefore, not taken into account. The die roll for the British is 4 and for the Germans is 3. The British attack value of 10 (6 + 4) is greater than the defense value of the Germans (6+3=9). The Coastal Defense unit on the top of the stack is hit; the counter is turned over to the back side, diminished value. A Job Done marker is placed on the paratroopers. The stack of German units is reorganized to place the unit with the greatest attack factor on the top of the stack in this case, the Coastal Defense unit placed immediately underneath. The reorganization of a stack of British units is left up to the player. 12

12 Turn # Modified die roll Modifiers: +1 per British unit (except officers) at full or reduced strength in a beach GZ adjacent to an embarkment GZ; -1 if the ships were detected during the determination of an unanticipated event (see 5-b). Each ship can embark four stacking points, not counting the commandos when playing with the optional rule. Ships can be engaged in combat by the German units and, thus, can be eliminated (a ship has no diminished value). Regardless of the embarked unit, it is the combat factors of the ship that are taken into account, except when optional rule 18 applies. The departure of a ship is possible as soon as at least one stacking point has embarked. It is removed from the game during the British action phase. Its passengers are counted for the determination of victory ALERT LEVEL The alert level ranges from 0 to 6. It is 0 at the beginning of the game. Certain events increase this alert level and facilitate the activation of the German units. These events, with their associated value of increased alert level, are: First Group of Paratroopers*: +1 Second Group of Paratroopers*: +1 First combat: +1 Second combat: +1 Detection of ships (for unanticipated event 5-b): +1 Arrival of ships (possible beginning on turn 10): +1 * applies even if the random event 5-c occurs for one of these groups and it arrives late on the map ROLE OF THE OFFICERS If an officer is stacked with one or more units and the combat results in British losses, roll 1D6. If the result is 6, the officer is eliminated. A lone officer can carry out a combat and be eliminated (he is not diminished). The distance separating an officer from a British unit determines the unit's movement capacity for the turn (see 8 Movement) VICTORY At the end of the game or when all British units have embarked and left the game, the victory points are tallied to determine the success of the raid: The VP are attributed as follows: 10 VP if the dismantled Würzburg radar has embarked; 2 VP per imprisoned Radar Operator embarked; 1 VP if the Villa is destroyed; 1 VP per embarked unit (reduced or full strength). The level of success of the raid is determined as follows: If the total of VP is greater than 20, it is a complete success; the paratroopers accomplished their mission. A resounding success. If the total of VP is between 10 and 19, the raid is a partial success, despite the losses. If the total of VP is less than 10, it is a bitter failure OPTIONAL RULE The Commando units that have embarked on the LCA can land at a cost of 2 MP, and then act as any other British unit. In this case, the movement rule regarding the proximity of an officer also applies. The embarked Commandos are not counted in the calculation of VP. If this rule is applied, replace the LCA (4-6X) by the LCA (1-2-X) and place one Commando unit (3-4-5) per LCA. If the ships are engaged in combat and a unit of commandos has embarked, it is that unit's combat factors that are taken into account. If the commandos have landed, the combat factors of the ship are taken into account CONCEPTION NOTES The operation was a complete success (24 VP), causing a great sensation at the time in the British press and among the morale 13

13 EXAMPLE OF PRIORITIZATION OF GERMAN COMBATS The stack of German units with the greatest modified attack factor begins the combat: therefore, the stack with unit 685/1 with an attack factor of 3 +2 stacking points = 5. The other stack has a modified attack factor of stacking point for the diminished Luftwaffe unit = 4. The primary target is the GZ containing the greatest number of British stacking points; thus, the stack of two units at full strength, 4 points, against the stack with the officer, 3 points (a paratrooper unit with 1 stacking point and an officer with none). 14

14 of the Allies. The German losses counted 7 dead, 18 disappeared and 2 killed, and the Allies 7 wounded and 6 disappeared (taken prisoner, as they arrived on the beach too late). The eliminated units in the game do not necessarily represent dead or wounded soldiers, but units that were tactically put out of combat on a permanent basis. This brilliant result should not conceal the difficulties connected to this raid. There were organic difficulties since it was the first raid of its kind bringing in three branches of armed forces Land-Air-Sea -, and also there were difficulties linked to the snowy terrain that night and to the German defense. Although few in number, the Germans had at their disposal Pill-boxes, heavy machine guns, and reinforcements that could quickly be mobilized. The British player must conform to the plan and the objectives established by the three groups: take possession of the Würzburg, protect the group with that mission, and open the road to the beach and neutralize the numerous pressure points. Good luck... and good game!. Credits. A game by Philippe Hardy. Counters: Christophe Camilotte and Pascal da Silva. Map: Pascal Da Silva. Layout: Nicolas Stratigos. Tests: Philippe Hardy, Laurent Senigout. Proofreading: Véronique Hardy 20 - BIBLIOGRAPHY The Bruneval Raid: Operation Biting 1942, Ken Ford, Osprey Publishing 2010 Army Commando , Mike Chape, Osprey Publishing 1996 Commandos Chruchill s hands of steel, Simon Dunstan, Spearhead 2003 Histoire des Commandos, Pierre Montagnon, Pygmalion 2001 Les raids des Commandos Alliés en Normandie avant le débarquement , Collectif, Ouest France 2010 Bruneval 1942 in Militaria Magazine N 319, Nicolas Bucourt, Février

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