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Adj. or - - Pinned. Pinned; one unit (owning player's choice) receives a Dis- result. Pinned; one unit (owning player's choice) receives a Dis- result. Pinned; one unit (owning player's choice) loses one step. Pinned; one unit (bombarding player's choice) loses one step. Bombardment Table + - - Bombardment Die Roll Modifiers Note: s for each type of Bombardment are cumulative. For eample, all three s under Naval Bombardment could be applied to the die roll for a single Bombardment. - - - + Naval Bombardment Two Naval markers are applied to the Bombardment Defender occupies a Strongpoint Defender occupies a hill he (reverse slope benefit against flat trajectory weapons) Air Bombardment Target he is a woods he Only one Air marker used for Bombardment Defender occupies a Strongpoint Nebelwerfer Bombardment Effects of massed fire Note: Pinned units lose their MA for the remainder of the GT. They may not advance after combat. s with artillery points may not use them to support or to bombard. NW units cannot bombard. - + US Corps TOT Bombardment Defender occupies a Strongpoint Effects of observed, massed fire All Air and Naval markers Available. Strategic Movement Attrition [.] is in effect. player receives one Free Ops marker for the AM Pool. Halve Air marker availability. Strat. Move Attrition [.] is in effect with -. player receives one Free Ops marker for the AM Pool. Effects Heavy Overcast No Air markers available. All MAs increased by two. No Strat. Move Attrition [.]. player receives two Free Ops markers for the AM Pool. player receives two additional RPs. - on all release die rolls. Table Die Roll - - Hvy. Overcast Storm Storms No Air or Naval markers available. player receives ten RPs (or the actual number rolled, whichever is lower) for the turn. for the following turn is automatically Heavy Overcast, and the player receives fifteen RPs (or the actual number rolled, whichever is lower). All MAs increased by two. No Strat. Move Attrition [.]. player receives two Free Ops markers to activate formations without drawing them from the AM Pool [.]. player receives four additional RPs. No on all release die rolls. Charts and Tables card Front GMT Games. Charts Version.,

Adj. - or - - + s to Attacker Probe *= Subject to Bocage Ambush if Def has chosen Stand option. Applies to all qualifying attacker units even if physically unable to advance. C/S Odds Ratio Chart Odds Ratio : + : : : : and : : and : : and : : : and : : : : : or Note: Isolated units and Unsupported armor units have their CS halved (rounded down). Rest Dis- E Reduced C Dis- B Dis- D Dis- E Dis- No Advance May Advance, but not into non-road Bocage. May Advance + + + + + + + - - - - - Adj. - or - - + Variable - + to - + or + + or - Variable + - per + or - Combat s Table Assault All Reduced All Reduced D Reduced B Dis- E Reduced C Dis- F Reduced Rest Dis- C Dis- B Dis- D must Adv. * D Dis- B must Adv. * F Dis- Rest must Adv.* E Dis- C must Adv.* Breakthrough All must Adv.* Adj. or - - - + C/S Odds Ratio; see chart at left Attacker Probe vs Defender Stand Cohesion Differential Multi-he attack +; Surrounded by units or uncontested ZOCs + Disorder: - if any Att. unit is disordered; + if any defender is disordered. (Both can apply to same combat). Terrain Effects; see TEC British th Ar unit part of an attack. Flak: - per defending Flak unit when one or more attacking units is armored. Scattered Airborne: Defending para scattered = + ; Attacking para scattered = -. s to Defender Stand Attacker Rout** No effect on Def No effect on Def E Dis- C D Dis- B No effect B Dis- D No effect All Dis- E Reduced C Dis- D Reduced B Dis- D Dis- D Dis- B Elim D Dis- Die Roll Modifiers Armor Superiority Arty Support Air Support Naval Support + or + - or - + or + - or - + or + - or - + or + - or - Adj. or - - - + Retreat No effect E Retreat C F Retreat Rest No effect E Dis- D Dis- All Dis- All Dis- **= Attacking units suffer combat results in the appropriate Probe or Assault results track. The attacker activation is interrupted. s occupying the defender he may now attack [.]. Attacker has more armor points than defender (including AT points) Defender has more armor points than attacker Attacker Artillery Support Defender Artillery Support Air Support for attack Air Support for defense Naval Support for attack Naval Support for defense Charts and Tables card Inside left GMT Games. Charts Version.,

Combat Allocation Codes All = All Combat and Combat Support units receive the result. B = All Combat and Combat Support units receive the result ecept for the combat unit with the highest Cohesion. If two or more units have highest Cohesion, owning player decides which one doesn't receive the result. C = All Combat and Combat Support units receive the result ecept for the combat unit with the lowest Cohesion. If two or more units have lowest Cohesion, owning player decides which one doesn't receive the result. D = Highest Cohesion unit (owning player's choice) E = Lowest Cohesion unit (owning player's choice) F = Any one unit (owning player's choice) Double results are received as "High-Low" combinations. They are codes B and D together or codes C and E together. When there is only one attacking or defending unit, and it receives a double result, it may receive both results because it has both the highest and lowest cohesion at the same time. Apply double results as follows: a. Retreat and DIS: both apply b. Retreat and Reduced: both apply c. DIS and Reduced: apply Reduced Eception: When the single unit's Cohesion is greater than the Cohesion of any enemy unit in the combat, ignore DIS and Reduced results. Terrain Effects Chart (TEC) Terrain Type Foot Motorized Combat Effect [a], Village City Bocage Woods Woods heside Hills () Hills (Woods) Hills (Bocage) Marsh Marsh heside Cliff heside Bluff heside Strongpoint Primary Road Secondary Road Road Move (one unit in he) Road Move (two units in he) Minor River heside (no bridge) Minor River heside (bridged) Major River heside (no bridge) Major River heside (ARC [.]) Major River heside (bridged) Enter/Leave ZOC Enter he with DP + + [f] + + [i] + [h] + + + [g] + [c] + / or [d] + [i] + + + [g] - - [b] - - - - - [c] - - - plus terrain [e] - - - [h] - Eplanation of Combat s = Use other Terrain in he Notes: = Not Allowed Disorder: All affected units are Disordered [.]. Reduced: The affected unit must lose one level of strength [.]. Retreat: Retreats are mandatory. Retreat is not movement. s must retreat one he un the first he is in an enemy ZOC or the CRT mandates a two-he retreat [.]. Advance: s with Disorder, Scattered, or Pinned markers cannot advance. Advance is not movement. Enemy ZOCs are ignored [.]. Some mandatory advances into Bocage hees will trigger Bocage Ambush [.]. Certain combinations of retreat and advance may also trigger Counterattack [.]. Breakthrough: Motorized units can advance two hees and attack again w/o support [.]. Attacker Rout: When the defender has chosen the Stand option, and the modified combat die roll is zero or, the attacking formation's activation is suspended while the defender attacks [.]. a = He terrain effect applies if defending unit occupies he. Heside terrain effect applies if all attacking units attack through such hesides. b = Maimum armor superiority allowed is +/-. c= For motorized units, entry is permitted only through road hesides. They cannot enter, attack, retreat, or project a ZOC through non-road hesides. d = May use / MP per he rate only when using Strategic Movement. e = All attacker artillery support points are halved (rounding down), and all air, naval, or US Corps TOT bombardment has a - applied. f = Commando units may cross with a + MP penalty. g = Applies to movement only. No Strategic Movement allowed into DP hees. h = Advance after combat possible for foot type units making attacks across Major Rivers [.]. i = Eception: Always add + MP in City,, and Village terrain hees. Charts and Tables Card Inside Right GMT Games. Charts Version.,

Die Roll - - + Airborne Drop Table After all Parachute units have been placed in their target hees, or when a Glider unit lands in its target he, roll the die once for each unit, referencing the appropriate column, to determine its landing status. Parachute [a] Lands as Planned Scattered Scattered Scattered + Dis- Reduced + Scattered a = Add two to the die roll for each US nd and st division Parachute unit. b = If the landing he is Bocage, add two to the die roll for the Glider unit. Eplanations: Glider [b] Lands as Planned Lands as Planned Dis- Dis- Reduced Lands as Planned: OK. Parachute units receive only an RE marker. Glider units receive no marker. Strategic Movement Attrition Table (Ais Formations only) Use whenever at least one organic unit of an Ais formation uses Strategic Movement on a or weather turn. After all movement for the formation ceases, roll the die. Die Roll : - - [a] The Ais player must reduce one unit of the formation which used Strategic Movement by one step [a]. - turn. a = Regard of the number of organic units using Strategic Movement (only one, several, or all), roll the die once. If a Step reduction is called for, the Ais player reduces one of the organic units that used Strategic Movement. If it is a two-step unit, it is flipped to its reduced-strength side. If it is a reduced-strength unit, or a one-step unit, it is eliminated. Scattered: Parchute unit receives a Scattered marker. Reduced: is flipped to its Reduced Strength side. Dis-: Place a Dis- marker on the unit. Dis-: Place a Dis- marker on the unit. LIV and III Flak Corps Division Division Division Division Division Division Panzer Division SS Panzer Division Turn Release Table st AM Drawn nd AM Drawn (if not Released on first AM drawn) Automatic Automatic Automatic. When the first AM for the formation(s) is drawn, roll the die. If the result is than or equal to the value shown under the "st AM Drawn" heading, the activates and the formation functions at ME (off-map formations enter as if they were reinforcements). If the die roll eceeds the value, the is not activated.. If the formation was released on the first AM draw, when the second AM for the formation is drawn, the activates normally and the formation operates at ME. If the did not activate on the first AM draw, roll the die. If the result is than or equal to the value shown under the "nd AM Drawn" heading, the activates and the formation functions at ME (off-map formations enter as if they were reinforcements). If the die roll eceeds the value, the is still not activated, and the formation will have to wait until the / turn for another chance to activate.. Both the LIV and III Flak Corps s activate (or fail to activate) when the Corps AM is drawn. Make only one die roll which affects both s. Charts and Tables Card Back GMT Games. Charts Version.,

Foot Type Motorized Type Bicycle Type Armor/TD Pz Jg/Stug Battalion th Armored Division Division / FJ -- Combat Strength (CS) / Lehr -- / LIV --* + / -- Ar / I C -- / V C + - Combat s Designation Size AT Points Movement Allowance (MA) Cohesion Armor Points Armor Silhouette (Ar units only) Motorized MA Bo Bicycle MA Symbol Combat Support s (As Above, Ecept for) No ZOC band Flail Tank Silhouette Artillery Points How To Read The s / FJ -- / Lehr -- / LIV --* + / -- Type Bo AT Points Note: Only US paired armor bns have reverse sides. Blank / V C Reduced-Strength Replacement - Gray Medium Blue Dark Blue Brown Black Khaki Tan Olive Green Tiger I Jagdpanther Panther Mark IV Sturmgeshutz Marder Somua Renault Colors Wehrmacht LW Ground and Fallschirmjaeger Navy Org Todt SS British Canadian American Armor Silhouettes Type Boes Informational / Play Markers KG III II (II) Size Corps Division Brigade Kampfgroup Regiment Battalion battalion-size Silhouettes represent the most numerous AFV in each unit. Eception : The Marder represents the many SPAT types the s used. Eception : The Churchill w/flail represents all armored support types of the th Ar Div. Infantry Airborne Fallschirmjaegar Glider/ Airlanding Ranger Special Service SP Artillery Sherman Cromwell Churchill Churchill w/flaili Stuart M TD Armored Cav Recon Mechanized Inf/ Pzr Grenadier Motorized Infantry Bicycle Nebelwerfer DP SP / RE Headquarters Flak Delay Point Beach Def Strongpoint Corps LIV Corps - F LIV Corps - Cdn Div Activation Marker (AM) Fre e O p e tion r a Free Ops RETREAT Defense Option ASSAULT Attack Option VPs Victory Points Nebelwerfer NW / LI - Fired Symbol F NW / LI - Disorganization Level PINNED No MA Pinned RE PHASE Reduced Effectiveness Isolated Airborne Scatter Isolated Scatter Random Event Chit Bombardment Only Symbol Rodney Game Turn Note: All Combat Support s have No ZOC bands. Air Marker Naval Marker Game Turn Marker Bridge Blown Pontoon Bridge Charts and Tables Card # Back GMT Games. Charts Version.,

Victory Point Chart VP Objective Bayeau Carentan Isigny Cherbourg Le Haye de Puits Lessay Coutances St. Lo Caumont Villers Bocage Caen Hees E, E, E Caen Hees E, E, E Troarn Entry He B Entry He C Entry He D Entry He E Entry He F Reinf Grp * Reinf Grp * Reinf Grp * G, G, G G and G G and A A and A A and A Random Event chit A (G+) (G) - (A) - (A) / - / / - A-C / - A-C (G) / - A-D (G) - (A) / - - A-D A-C / - - - A-D A-D - (A) - - - - A-D A-D - - - - A-E A-D - - - - A-E A-E A-C - - - - A-F A-E A-D - - - - - - A-F A-F A-D (both) = VPs not available on this turn, or Reinforcement Group not yet available. If a number appears, it is the number of VPs awarded to the player. Some VP numbers are negative and are subtracted from the player's VP total. VPs for Reinforcement Groups and are awarded only once, and remain in effect for the entire scenario once they are received. VPs for geographic objectives are gained on the turn they are captured, but the original points are lost if the objective is recaptured by the player. If the objective is subsequently retaken by the player, VPs may again be gained, but only at the rate shown for the turn of recapture. * = Number shown is the number of VPs earned by the player. Letters indicate the range of available entry hees if entered on that turn. Note: Each Reinforcement Group (,,) has a Entry Release Number of "." Charts and Tables Card # Front GMT Games. Charts Version.,

Victory Point Track Historic * (Campaign Scenario) Turn - - - - - - - - - - ** - - Heavy Overcast Storm Heavy Overcast *= Based on prevailing weather patterns over a two-day period. **=The only GT where two distinct weather conditions eisted. The Campaign scenario has compromise weather. Scenario : The Drive to Cherbourg Scenario - Charts Turn Air Pts Naval Pts RPs RPs Free Ops Mrkrs - - - - - - [PB.] Scenario : St. Lo Turn Air Pts Naval Pts RPs RPs Free Ops Mrkrs - - - - - - Storm * Hvy Overcast ** * * = Storm. + to all MAs; Free Ops markers remain out of AM Pool **= Hvy Overcast: + to all MAs. Scenario : Operation Epsom (- ) and the Push to Caen (- July) Turn Air Pts Naval Pts RPs RPs Free Ops Mrkrs - - - July - July - July - Hvy. Overcast / * / * / * / * / * / * Initiative Initiative Initiative * = Number left is slash is for Push to Caen Scenario; number right of slash is for Combined Scenario. Charts and Tables Card # GMT Games. Charts Version.,