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Cobra: The Normandy Campaign

Cobra: The Normandy Campaign Rulebook

Table of Contents

Table of Contents

  • 2.0 COMPONENTS
    • 2.1 Game Equipment
    • 2.2 Game Map
    • 2.3 The Playing Pieces
    • 2.3.1 How to Read the Units
    • 2.3.2 Unit & Marker Types
    • 2.4 Game Scale
    • 2.5 How to Read the Rules
    • 2.6 General Rounding Rule
  • 3.0 INITIAL SET-UP
  • 4.0 SEQUENCE OF PLAY
  • 5.0 MOVEMENT
    • 5.1 How to Move
    • 5.2 Movement Restrictions
    • 5.3 Mechanized Units
    • 5.4 Effect of Weather (Allied Air Power) on German Movement
    • 5.5 Overrun
    • 5.6 Disengagement
    • 5.7 Special Terrain: Bocage, Major Rivers & Roads
    • 5.8 American Trucks
    • 5.9 Additional Movement Rules
    • 5.10 Allied Army Boundary
  • 6.0 STACKING
    • 6.5 Divisional Integrity
  • 7.0 ZONES OF CONTROL (ZOC)
  • 8.0 COMBAT
    • 8.1 Which Units May Attack
    • 8.2 Multiple Unit & Multi-hex Combat
    • 8.3 Combat Benefits
    • 8.4 Combat Resolution
    • 8.5 Explanation of Combat Results
    • 8.6 Retreats
    • 8.7 Advance-After-Combat
    • 8.8 Allied Inter-Army Cooperation
  • 9.0 HEADQUARTERS UNITS (HQ)
    • 9.2 Characteristics of Headquarters Units
  • 10.0 SUPPLY
    • 10.3 Lines of Supply
    • 10.4 German Supply Sources
    • 10.5 Allied Supply Sources
    • 10.6 Effects of Being Out of Supply
  • 11.0 SUPPLY POINTS 
& COMMAND LIMITS
    • 11.1 Accrual of Supply Points & Use of the Supply Points Track (SPT)
    • 11.2 SP Expenditure
    • 11.3 Command Limits
  • 12.0 REPLACEMENTS
    • 12.2 Restrictions on the Use of Replacements
    • 12.3 Restrictions on the Number of Replacements
  • 13.0 REINFORCEMENTS
    • 13.2 Where Reinforcements Enter the Map
    • 13.3 State & Use of Reinforcements
  • 14.0 ALLIED AIR POWER & CARPET BOMBING
    • 14.3 Committing Air Points
    • 14.4 Effect of Air Points
    • 14.5 Carpet Bombing
    • 14.6 Allied Naval Support
  • 15.0 GERMAN DELAY UNITS
    • • 15.2 Appearance
    • • 15.3 Movement
    • • 15.4 Removal
  • 16.0 ADDITIONAL SPECIAL RULES
    • 16.1 French Unreliability & Paris
    • 16.2 15th Army Release & Hitler
    • 16.3 2nd Fallschirmjager Division & Brest
  • 17.0 OPTIONAL RULE: 
RAIL MOVEMENT
    • • 17.1 Rail Capacity
    • • 17.2 Location
  • 18.0 HOW TO WIN
    • 18.1 German Player VP
    • 18.2 Allied Player VP
    • 18.3 Victory Determination
  • 19.0 SCENARIOS
    • 19.1 Cobra Break Out
    • 19.2 Campaign Game
    • 19.3 Battle of the Build-Up
  • 20.0 PLAYERS’ NOTES
  • Cobra Variant Sheet
  • 21.0 Cobra III Errata & Clarifications

2.0 COMPONENTS

2.1 Game Equipment

A complete game of COBRA includes the following components: two maps (A & B), this rules set and 280 die-cut counters. Players will also need to provide themselves with a six-sided die.

2.2 Game Map

The two 34x22” COBRA maps portray the area in which the campaign was fought. They contain charts and tables needed to play the game. A hexagonal grid is superimposed over the terrain features printed on the map in order to regularize movement and the positioning of the playing pieces. Map B includes a campaign Turn Record Track, Scatter Diagram, Reinforcement Tracks, Allied Withdrawn Units Box, Allied Destroyed Units Box, German Destroyed Units Box, CRT, and VP and Attack Supply Tracks.

Map errata: The maps are not labeled A & B. Map A is the larger and area used for the Breakout Scenario. Map B is the extension map adding the beaches and Cherbourg; it contains the largest amount of charts.

2.3 The Playing Pieces

The cardboard pieces represent the actual military units that took part in the original campaign. The numbers and symbols on the pieces show the strength, movement capability, and type of unit represented by that piece. The playing pieces will hereafter be referred to as “units.”

Most units are back-printed, showing one strength value on the front and a second, weaker, strength value on the back. When a unit that has its stronger side face-up takes a combat loss, it’s flipped so its weaker side shows.

2.3.1 How to Read the Units

Unit designations are the historic identity numbers of the units. Divisions have only one number, while each regiment has a regimental ID and a number that designates the division to which that regiment belongs (if any). The number to the right of the slash is the number of the division. The term “British” is also extended to include all Canadian and Polish units.

2.3.2 Unit & Marker Types

Typical Armored Regiment

Typical Infantry Division

Typical Headquarters

German Infantry (static & regular)

German Panzer Grenadier Regiment

German Sturm-Flak Regiment & Battalion

German Tiger Tank Battalion

German Delay unit (expanded game only)

2.3.3 Unit Sizes

II = battalion; III = regiment; X = brigade; XX = division

2.3.4 Definitions

Combat Strength is the relative strength of a unit when attacking or defending. Note that a unit’s combat strength may be affected by its supply status, divisional integrity, overruns, or not being stacked with infantry-type units if it’s an independent British armored brigade. Terrain may also affect the combat strength of mechanized units.

Movement Point Allowance (MPA) is the maximum number of movement points that may be expended by a particular unit when it’s moved during a Movement Phase.

Command Radius is the maximum number of hexes away from a combat unit that a headquarters unit may be and still be able to affect any combat in which that combat unit is involved.

Allied refers to all units of the Allied player.

US refers to American and French units unless specifically noted.

British refers to British, Canadian, and Polish units unless specifically noted.

2.4 Game Scale

Each game turn is equivalent to three days, and each hex represents a distance across of two miles (3.2 kilometers).

2.5 How to Read the Rules

Rules preceded by a bullet (•) are to be used only when playing the Battle of the Build-Up and Campaign Expanded Game scenarios. When playing the Cobra Break-Out scenario, ignore all rules preceded by a bullet. The entire Campaign Game is 27 turns long. The Battle of the Build-Up scenario begins on Game Turn 1 and ends with the conclusion of Game Turn 14. The Cobra scenario begins on Game Turn 15 and ends on Game Turn 27, as does the full Campaign Game. For owners of previous versions, note the “X Turns” have been re-designated as Game Turns 1 through 14, and the Cobra turn numbers were adjusted to follow in that same order.

2.6 General Rounding Rule

Fractional and decimal values are always rounded up unless specified otherwise.

3.0 INITIAL SET-UP

COBRA contains three scenarios; two short scenarios and the Campaign Game. The Basic Rules (those not preceded by a bullet) are used for the Cobra Breakout Scenario. That scenario begins on 16 July and ends on 23 August, and is 13 game turns long. Additional rules (those preceded by a bullet) are used for the Battle of the Build-Up and Campaign Game scenarios. The Battle of the Build-Up uses both maps. It begins on 6 June, ends on 15 July, and is 14 game turns long. The Campaign Game uses both maps. It begins on 6 June, ends on 23 August, and is 27 game turns long.

Players should choose which scenario they will play and which side they will command; then place the units for their side as described below in the order listed. Other units received later in the scenario (reinforcements), are temporarily placed in the appropriate space on the Reinforcement Track. Play starts with the first game turn and continues until the final turn of the scenario being played.

Consult the Scenario Set Up Chart to determine the placement of each side’s “At Start” units. The German player always sets up his units first. Players will note that, when setting up the Cobra Break-Out Scenario, some units (mostly German) start with their weaker strength value face-up. That’s a reflection of the battle of attrition that was raging for some time as that game begins. The hex numbers printed on the counters are those used to place units according to the original SPI/Cobra scenario set-up. The starting locations for all other scenarios are located in the specific rules for each of those scenarios.

4.0 SEQUENCE OF PLAY

COBRA is played in game turns. There are 13, 14 or 27 game turns in a complete game, depending on the scenario being played, and each game turn is composed of two player turns. The player whose player turn is in progress is called the phasing player. Each game turn proceeds in accordance with the following outline. If playing the Battle of the Build-Up or Campaign Expanded Game scenarios, players will need to implement the Allied Landing Phase (19.2) before starting the German Player Turn.

A. German Player Turn

  1. Weather & German Supply Phase. The German player rolls the die and consults the Weather Table (on Map A). The weather determines if the German player will be able to move his units up to their full MPA and, if not, to what extent they will be restricted for his current player turn. The German player also adds any attack supply points and panzer replacements he received this turn to his current total on the German Attack Supply Track.

  2. Replacement Phase. The German player distributes replacements to eligible units.

  3. Initial Movement Phase. The German player moves any or all his units in accordance with the rules governing movement. He may also conduct overruns. He also places on the map and moves any reinforcements due him, as listed on the Reinforcement Track printed on the map. Units that received replacements have their MPA halved for the current phase.

  4. Combat Phase. The German player declares how much attack supply he will expend, then he conducts any attacks against Allied units in hexes adjacent to his own units that he wishes. Two supply points must be expended for each attack. An Allied unit that blocks an advance may be overrun by an advancing unit that has divisional integrity.

  5. Mechanized Movement Phase. The German player may move any or all of his panzer, panzer grenadier or headquarters units as he wishes. Those units may be moved even if they were moved during the Initial Movement Phase. No other units may be moved during this phase. Overruns may not be conducted. If an HQ is moved, it’s immediately flipped to its inactive side.

B. Allied Player Turn

  1. Supply Phase. The Allied player adjusts the US Supply Points and British/Canadian Supply Points markers on the Supply Points Track to reflect the addition of whatever supply points he receives during the current game turn, as printed on the TRT.

  2. Replacement Phase. The Allied player adds replacement steps to any eligible units and deploys, or redeploys, truck markers to mechanize US infantry divisions.

  3. Initial Movement Phase. The Allied player may move his units, bring in reinforcements and conduct overruns.

  4. Combat Phase. The Allied player declares how much attack supply he will expend, and then executes any attacks he chooses. Carpet-bombing attacks for the next turn must be planned. Advance-after-combat overruns may occur.

  5. Mechanized Movement Phase. The Allied player may move any or all of his mechanized units. Overruns may not be conducted. He may also move his HQ in the same manner as German HQ are moved.

C. Game Turn Indication Inter-Phase

The Allied player advances the Game Turn marker one box on the TRT to indicate the end of one game turn and the beginning of the next. Once the last game turn of the scenario has been completed, the game is over and the players determine who has won.

5.0 MOVEMENT

5.1 How to Move

5.1.1 During a movement phase, all, some or none of a player’s units may be moved (exception: see 5.9.1). No other units may be voluntarily moved. The only form of combat that may occur during this phase is overrun (see 5.5).

5.2 Movement Restrictions

5.2.1 Movement is calculated in terms of movement points (MP). A unit expends one MP of its total MPA for each clear terrain hex it enters; other terrain types cost more than one MP to enter or cross. Those costs are summarized on the Terrain Effects Chart (TEC).

5.2.2 A unit may never enter a hex containing an enemy unit unless that hex contains only enemy HQ units, in which case HQ displacement occurs; see 9.2.

5.2.3 A unit must stop upon entering an enemy zone of control (EZOC). Once a unit has been moved into an EZOC, it may not be moved out of it during that movement phase. A unit that begins a movement phase in an EZOC may leave that EZOC by disengaging.

5.2.4 A unit may not ordinarily expend more MP than its total MPA in any one movement phase (but see 5.2.7, 5.4.4 and 5.6.3). MP may not be saved from one game turn to the next, nor may they be transferred from one unit to another.

5.2.5 Units may move only during friendly movement phases, though there may also be some movement as a result of combat, in terms of advances and retreats. Those are considered combat displacements and don’t require the expenditure of MP.

5.2.6 Units out of supply have their MPA halved (see 10.5).

5.2.7 A unit may always move one hex, regardless of MPA limitations, unless in an EZOC. For a further exception, see 5.6.3.

5.3 Mechanized Units

5.3.1 All German panzer, panzer grenadier, and headquarters units are considered mechanized. Note that Flak units, though they have MPA of 12, are considered infantry units for movement.

5.3.2 All Allied armor, armored cavalry units and all headquarters units are considered mechanized.

5.3.3 British and Canadian infantry divisions are infantry units; however, they may move up to two-thirds of their printed MPA during the Allied Mechanized Movement Phase (six MP).

5.3.4 The Allied player may use each truck marker to convert one US infantry division into a mechanized division.

5.3.5 Mechanized units pay mechanized MP costs when entering hexes. See the TEC. That includes mechanized US infantry divisions.

5.3.6 Mechanized units may not move or retreat into marsh hexes unless doing so through a road hexside.

5.3.7 US Ranger and British Commando units may move one hex during each friendly mechanized movement phase. They may not move from EZOC to EZOC. Ignore terrain movement costs when performing such moves.

5.3.8 The Dives River is a special case. Unbridged Dives River hexsides from A4101 to A4106, inclusive, may not be crossed by mechanized units.

5.4 Effect of Weather (Allied Air Power) on German Movement

5.4.1 The MPA of German units are dependent on the weather. When cross-referencing the Weather Determination Phase die roll, the Weather Table indicates if the weather for the game turn is storms, overcast or clear.

5.4.2 If the weather is storms, all German units may move at their full printed MPA. If the weather is overcast, all German units have their MPA reduced by a third. If the weather is clear, all German units have their MPA reduced by two-thirds. For example, a German unit with a printed MPA of “6” would have six MP in storm weather, four MP in overcast weather, and two MP in clear weather.

5.4.3 Following the game turn in which a second consecutive storm turn has occurred, the “A” column is no longer used when rolling for weather; use column “B” in its place. Additionally, a third consecutive storm turn is automatically treated as overcast. From Game Turn 20 on, column “A” is no longer used, even if two consecutive storm turns haven’t occurred. Throughout the game, whenever there’s been three consecutive game turns of clear weather, subtract one from the die roll until overcast or storms occur. Similarly, if there have been three consecutive game turns of non-clear weather, add one to the die roll until clear weather occurs. When adding or subtracting, increase or decrease the die roll modifier (DRM) by one for each game turn in which the weather has not yet changed.

Example: after three straight clear weather game turns, the German player rolls for the weather condition. A DRM of -1 is made to the roll. He rolls a “5” on the “C” column, which becomes a “4,” resulting in more clear weather. At the start of the next game turn, a DRM of -2 will be made to the weather roll. The German player rolls a “2” that game turn, which is modified to “0.” The lowest value on the “C” column is a “1,” making storms the weather condition for that game turn. No more DRM would be made to the weather rolls unless three consecutive game turns of either clear or non-clear weather occurred.

5.4.4 German units may increase their MPA by either a third or two thirds if that player decides to risk air attack to do so. The German player announces, on a unit by unit basis, that he’s increasing a unit’s MPA and, when the unit has finished its movement, he rolls the die. On a roll of one or two, the unit immediately suffers a step loss. If a unit’s MPA was increased by two-thirds, the unit loses a step on a roll of one through four. Note that the unit completes its move before the die roll is made. A unit may not increase its movement and perform overruns in the same movement phase. Increases may occur during the initial and mechanized movement phases. A unit may use this increase to disengage during clear weather game turns.

As soon as any Allied unit has exited any map edge, the German MPA is increased to two-thirds MPA during clear weather and full MPA during overcast and storm. The German player may still attempt to increase a two-thirds MPA to full using the procedure above (and suffer a step loss on a one or two die roll result).

5.5 Overrun

During initial movement phases and advances-after-combat (only), the phasing player may try to overrun enemy units. Overruns are a special form of combat that may occur during movement and advances-after-combat. Only units with divisional integrity may conduct overruns. Only the units of a single division may participate in any given overrun. All units of a division must start the phase stacked together and in supply to conduct an overrun.

5.5.1 To initiate an overrun, the phasing player’s division must be adjacent to the target hex and have enough MP remaining to pay the overrun cost of three MP plus the terrain cost of entering the target hex. (Roads may be used.) All of the units of the division conducting the overrun must be in the same hex. All terrain and supply rules are in effect. Supply is judged at the start of the overrun. If, as a result of the overrun, the target hex is vacated, the overrunning units must all move into the vacated hex (exception: 5.5.2). Victorious overrunning units may continue normal movement if they have any remaining MP and aren’t in an EZOC (however, see 5.5.6). Armored, panzer or panzer-grenadier divisions may conduct up to two overruns per phase, while a US truck-mechanized infantry division may conduct only one.

5.5.2 Overrunning units must halt all movement for the current phase if their overrun fails to dislodge the enemy units from the target hex. Overrunning units don’t move into a vacated target hex if the combat result is a “split” result. (They may, however, stay in place and take the loss). A split result stops movement for the affected units for the rest of the phase. In any combat result where the overrunning force must take a loss or retreat, that force halts its movement for that phase.

5.5.3 Units may never overrun across major river hexsides, bridged or not, nor may they do so into fortress hexes.

5.5.4 An overrun may be conducted against more than one enemy unit, but all of those enemy units must be in the same hex. A division may not simultaneously conduct an overrun against more than one hex. A given defending unit, or stack of units, may be overrun a number of times by different divisions in the same phase.

5.5.5 A unit conducts an overrun at face value combat strength, not the doubled value afforded by divisional integrity in the combat phase. Units performing an overrun into a marsh hex do so at half their printed combat strength.

5.5.6 When a unit conducts an overrun, it may ignore the ZOC of the units being overrun. A unit may not conduct an overrun from a hex that has an EZOC being exerted into it by units that aren’t being overrun. A unit may not disengage and perform an overrun in the same phase.

5.5.7 HQ combat shifts, both offensive and defensive, may be applied to overruns. The HQ must be in range of the hex being overrun. All HQ, except Patton, must not have moved yet during the current movement phase, and the maximum number of shifts that may be applied, except for Patton, is one. Patton may move first and then apply shifts to the overrun. Patton may either apply one shift to two overruns or two shifts to a single overrun. That’s in addition to any shift provided by one other HQ to the same overrun.

5.5.8 Overruns may also occur during an advance-after-combat. If a defending unit retreats through a hex containing friendly units, and those friendly units remain in place and block what would otherwise be a retreat path into which the attacker could have advanced, the advancing unit may attempt an overrun against those blocking units. The advancing unit must have divisional integrity. Perform the overrun in the manner described above. Only terrain and supply conditions apply to this type of overrun. HQ and air or naval shifts are not used. Note the attacker’s advance result must be sufficient that it would have been able to advance into the target hex had there not been any enemy units present to block the advance.

Design Note: this means no combat overruns are possible across major river hexsides or into bocage hexes.

5.6 Disengagement

5.6.1 During any friendly movement phase, a unit may be disengaged from an EZOC at a cost of two MP in addition to the terrain cost of the hex being entered.

5.6.2 To disengage, a unit must first be moved out of a hex containing an EZOC directly into a hex not in an EZOC. Units may not re-enter an EZOC in the same movement phase in which they’ve disengaged.

5.6.3 Units may be disengaged only if they can expend the required MP (see 5.6.1). That means some units in EZOC may not be able to move at all. Note this is an exception to 5.2.7.

5.6.4 German units occupying a bocage, light forest or heavy forest hex in an EZOC may always disengage and move one hex provided the hex being entered similarly contains any of the those terrain types. Such moves may not be from EZOC to EZOC.

5.7 Special Terrain: Bocage, Major Rivers & Roads

5.7.1 A unit may never be moved into any hex in the bocage area at an MP cost less than two unless the unit is being moved along a road (see 5.73). In effect, in bocage, clear terrain and light forest hexes cost all units two MP to enter; all other MP costs are unaffected. Also note bocage affects combat. Mechanized units must always pay a minimum of three MP to enter a bocage hex.

5.7.2 A unit may not be moved across a major river into a hex in an EZOC unless: a) the hex is occupied by a friendly unit; or b) the enemy unit exerting the EZOC isn’t adjacent to the river; or c) the moving unit could ordinarily make the move if no major river was present.

Design Note: in practical terms, that means the unit would not be moving from EZOC to EZOC in the absence of a major river. Also note that, to be able to use this EZOC to EZOC test, there must be an EZOC being exerted into the hex the unit wishes to enter.

5.7.3 A unit moved into a hex through a hexside crossed by a road expends only the road movement cost to enter that hex.

5.7.4 All-sea hexsides are impassable. Such hexsides completely block movement, supply, combat, command and ZOC.

5.8 American Trucks

5.8.1 During his Replacement Phase, the Allied player may mechanize as many US infantry divisions as he has available truck markers. (There are three such counters in the counter-mix.) He does that by placing a truck marker on top of the counter representing the division. He may place it on a reinforcement entering that game turn.

5.8.2 A US truck-mechanized infantry division possesses all the abilities and characteristics of a regular mechanized division; it may be moved during the mechanized movement phase and may perform an overrun in the initial movement phase.

5.8.3 Once a truck marker is placed on top of a division counter, it must be removed if that unit is forced to retreat as a result of combat (but not if the unit stands and incurs a loss). During a subsequent Allied Replacement Phase, the Allied player may switch the truck marker to another eligible division or temporarily remove it from play.

5.8.4 Only supplied US infantry divisions may be mechanized. The US 2nd Infantry Division may be mechanized if all its component regiments are in the same hex in the Allied Replacement Phase; those units must remain stacked together when mechanized. The truck marker may be removed, allowing the units to split up, only as given in 5.8.3. An EZOC doesn’t prevent mechanization.

5.8.5 Truck markers may never be destroyed. If a US mechanized infantry division is eliminated, place the truck marker aside; it will be available again during the next Allied Replacement Phase.

5.9 Additional Movement Rules

(Recall that bulleted rules aren’t used in the Cobra scenario.)

5.9.1 In some cases players are instructed to exit units from a map edge. Units exited from the map are permanently removed from play. In general, they never reenter the game. Exception: up to two US divisions may exit the south edge of the game map and reappear anywhere on the south edge one game turn later, during the same phase they exited the map.

5.9.2 Units may exit from a map edge only during a friendly movement phase by paying one MP to do so. They may never exit the map during a combat phase.

5.9.3 Allied units must stop moving upon entering a fortress zone hex that has not previously been destroyed. They are immediately destroyed when an Allied unit first enters such a hex.

5.9.4 Paratroop units may not move on Game Turns 1, and may be moved only one hex on Game Turn 2. They may retreat and advance normally during combat.

5.9.5 All Allied units have their printed MPA halved on Game Turns 1 and 2. British and Canadian infantry units, which normally move up to two-thirds of their printed MPA during their mechanized movement phase, move half their printed MPA during their initial movement phase and one-third during their mechanized movement phase on Game Turns 1 and 2.

5.9.6 The weather on Game Turn 1 is always clear. The weather during Game Turn 2 is always overcast. The players must roll for weather on all turns thereafter, with one exception: if there’s been no previous storm turn, the weather on Game Turn 6 is automatically storm.

5.9.7 Neither player may conduct overruns on Game Turn 1. Overruns are conducted in the normal manner from Game Turn 2 until the end of the game.

5.9.8 An Allied unit must be able to trace a supply path in order to be withdrawn. If it meets that requirement, the unit is simply removed from play at the end of the Allied Player Turn. Once withdrawn, it may not renter play.

5.9.9 If a unit being withdrawn occupies a beach hex in an EZOC at the start of the phase in which it’s to be withdrawn, the German player makes an unmodified 3:1 attack against it before it’s withdrawn. German units are unaffected by the attack; however, if the unit being withdrawn suffers any loss, it must take it as step losses, not retreats. If such losses result in the destruction of the withdrawing unit, it’s placed in the appropriate Destroyed Units Box. It then counts for VP instead of being withdrawn. If the unit being withdrawn survives the attack, there’s no further effect and the German player gets no VP. There’s no limit on the number of units the Allied player may withdraw from the game or the number of game turns on which he may perform withdrawals.

5.9.10 On Game Turn 1, in addition to the units of 12th SS Panzer and 711th Infantry divisions, the German player may move only seven other units. They may be chosen by him from among any of his units on the map not adjacent to Allied units.

5.9.11 Cherbourg garrison units must remain within three hexes of a Cherbourg city hex until they’ve been activated. Until then they may move within that three-hex radius without any penalties. They’re activated as soon as an Allied unit starts any German Movement Phase within four hexes of a Cherbourg Defense Zone hex (for example, hex 1509B). The garrison consists of the 932 Flak Bn, FJT Regiment (2-9), 30 Flak Regiment (5-12), and the 739/709 Inf Regt.

5.10 Allied Army Boundary

The Allied Army Boundary (AAB) limits the movement of US units into the British area of operations and vice versa. On Game Turn 1 the boundary markers are placed in hexes A2519 and B3518. US units may not voluntarily end any move more than one hex east of the line of hexes formed by the two markers, nor may any British unit end its move more than one hex to the west of the boundary. Units may move across the boundary, but they may not end their movement in violation of the above rules. A unit may retreat-after-combat in violation of this rule, but it must correct the situation at the earliest possible moment. A unit tracing supply for attack may not trace that supply in violation of the AAB.

5.10.1 At the beginning of each Allied Player Turn, the AAB may be moved one hex east or west, or not, as desired by the Allied player. The AAB may not be moved west of the 3300 hex row or east of the 4000 hex row. Following the game turn in which any Allied unit finds itself south of Vire (A2116), the AAB is adjusted as follows: one AAB marker is placed anywhere within three hexes of Vire, and the other is placed in a hex in the 5100 hex row of map A. The new AAB is the line of hexes formed between those two AAB markers. Example: if one AAB marker were placed in 2117 and the other was in 5117, all the hexes in between with a number that contained “17” as the last two digits would be part of the AAB. If the second marker were in 5132, the diagonal row of hexes between the two AAB markers would be the new AAB.

5.10.2 For this new boundary, the effects remain identical to the original boundary. This AAB may also be adjusted one hex north or south each Allied Player turn.

6.0 STACKING

6.1 Stacking is the term used to describe the presence of more than one friendly unit in the same hex. There is generally no limit on the number of units that may pass through a hex; however, at the end of any movement phase, and all during any combat phase, neither player may generally have more than one division in a hex (but also see 6.2 below). For stacking purposes, a division is defined as any one division-sized unit, or any three regiment or brigade-sized units. British brigades equal one-half a division. Informational markers never count against stacking limits.

6.2 Certain units are exempted from the stacking rule described in 6.1. Up to one HQ and two battalions may stack ‘for free’ with other units in a hex. Additionally, one British independent armored brigade (those without divisional ID) may stack ‘for free’ with a British infantry division. One US armored cavalry regiment may also stack ‘for free’ with any US division (mechanized or not).

6.3 Units may pass freely through other stacks of friendly units, except during retreats-after-combat. If units are ever in excess of the stacking restrictions at the end of a friendly movement phase, or at any time during any combat phase, the excess units in the hex must be eliminated and removed from the game (owner’s choice).

6.4 German Kampfgruppen (those units other than Delay units that have “KG” as their unit size) and all regiment/brigade-sized units of the Third Sturm-Flak Korps are treated as regiments for stacking.

6.5 Divisional Integrity

The following unit types benefit from divisional integrity: German panzer and panzer grenadier divisions, US armored divisions, US truck-mechanized infantry divisions and British armored divisions.

6.5.1 If all the constituent units of any qualifying divisions occupy a single hex in supply, that division has divisional integrity. No units in the hex may belong to other divisions. Other non-divisional units may be present, but their strengths aren’t doubled. US infantry divisions with truck markers automatically have divisional integrity, while divisions with separate units must be stacked deliberately in the same hex in order to attain it.

6.5.2 Units with divisional integrity are doubled in combat strength for both attack and defense during the combat phase, and for defense against overruns. Units with divisional integrity are not doubled when conducting an overrun. They attack at face value.

6.5.3 Only units with divisional integrity may conduct overruns.

6.5.4 A unit must be in supply to have divisional integrity. To have divisional integrity during an initial movement phase, all the units of a division must have started that phase in the same hex and in supply.

6.6 Attacking British armored brigades not stacked with British infantry divisions have their combat strengths halved.

7.0 ZONES OF CONTROL (ZOC)

7.1 All units—with the exception of HQ, battalions and Flak units—exert zones of control (ZOC) into the six hexes adjacent to the hex they occupy. Hexes into which a unit exerts ZOC are called “controlled hexes,” and units must stop moving when they enter an enemy ZOC (EZOC). They may not leave that hex voluntarily until the beginning of the next friendly movement phase.

7.2 There’s no additional MP cost to enter an EZOC.

7.3 Units may leave an EZOC only as a result of combat, overrun or disengagement.

7.4 Friendly ZOC never affect friendly units.

7.5 Friendly units, other than HQ, negate the presence of EZOC for the purposes of tracing supply lines and command radii, as well as for the purposes of retreat-after-combat. They don’t negate EZOC for purposes of movement.

7.6 ZOC extend into all six hexes adjacent to the projecting unit’s hex. ZOC don’t extend across major river hexsides, nor across all-sea hexsides. ZOC don’t extend into the city hexes of Caen or Cherbourg or fortress hexes. They do extend out of those hexes.

7.7 There’s no additional effect for having more than one unit exerting its ZOC into a given hex.

7.8 Allied Paratroop units, and any enemy units adjacent to them, exert no ZOC on Game Turn 1.

8.0 COMBAT

8.1 Which Units May Attack

8.1.1 Combat occurs between adjacent opposing units at the phasing player’s discretion. The phasing player is the “attacker,” the non-phasing player is the “defender,” regardless of the overall strategic situation. The Allied player must expend one supply point (SP) in order to attack in full supply. The German player must expend two SP in order to attack in full supply. Supply points are expended at the start of the combat phase. A player isn’t obligated to make a supplied attack, even if he’s already expended the SP. Optional: even if the attack isn’t made, the expended SP remains expended and is still deducted from the owning player’s total.

8.1.2 Total the combat strengths of all attacking units involved in a specific attack and compare that sum to the total combat strength of defending units in the hex under attack. State the comparison as a ratio: attacker’s strength to defender’s strength. Round off the ratio in favor of the defender to conform to the simplified odds found on the Combat Results Table (CRT). Roll the die and read the result on the appropriate line under the odds column headings. Apply the result immediately, before resolving any other attacks being made during that combat phase.

8.1.3 Units may attack only during friendly combat phases. They may then attack any and all enemy units adjacent to them. Only those units directly adjacent to a given enemy unit may participate in an attack upon that unit.

8.1.4 Attacking is voluntary; units are never compelled to attack, and not every unit adjacent to an enemy unit must participate in any attack.

8.1.5 An enemy occupied hex may be attacked by as many units as may be brought to bear in the six adjacent hexes.

8.1.6 No unit may attack more than once per combat phase, and no enemy unit may be attacked more than once per combat phase. Note that overruns are considered movement.

8.2 Multiple Unit & Multi-hex Combat

8.2.1 All units in a given hex must be attacked as a single defense strength. The defender may not withhold a unit in a hex under attack. Different units in a hex may not be attacked separately, nor may one unit be attacked without involving the other units in that hex in the same combat.

8.2.2 Other units in a hex containing an attacking unit don’t have to participate in that combat or any other attack. Thus, when one unit in a stack is attacking a given hex, the other units in that stack could attack another hex, or they might not attack at all. A friendly unit in a stack not participating in a given attack is never affected by the results of that attack.

8.2.3 If a unit is adjacent to more than one enemy controlled hex, it could attack all of them in a single combat. Thus, units in a single hex may attack more than one hex. The only requirement is all attacking units must be adjacent to all defending units.

8.2.4 A given unit’s combat strength is always unitary; it may not be divided among different combats either for attack or defense.

8.3 Combat Benefits

8.3.1 Units defending in certain types of terrain receive a defensive benefit. The CRT is composed of a series of ratio columns, with the results generally improving for the attacker as one moves to the right (to “higher” odds) on the table. Hence, defensive benefits are always expressed in column shifts to the left. For example, if a unit in a town hex is attacked, the defensive benefit is a column shift to the left (-1). So, an attack that has odds of “3:1” would actually be resolved using the “2:1” column to cross-reference with the die roll. Calculate the combat odds and locate the appropriate ratio column on the CRT before applying any column shifts. To determine the overall number of shifts applied to a combat, subtract the defender’s total number of shifts from those favoring the attacker. If the resulting value is negative, the ratio is shifted that number of hexes to the left. If it’s positive, shift the ratio that number of columns to the right. Neither side may decline the defensive benefit of terrain, but both may decline the benefit of headquarters units, which must be declared prior to the resolution of combat.

8.3.2 In any combat, if one or more Tiger tank battalions are involved, the German player receives a benefit of a column shift. That benefit may never be more than one column, regardless of how many battalions are involved in the combat. This shift applies if the German player is attacking or defending, including overruns.

8.3.3 Terrain effects on combat are cumulative. For example, a unit defending on a hill behind a minor river would have a defensive benefit of –3 columns.

8.3.4 The Bocage Area is delineated on the map by a hedge pattern and a green outline. Any unit defending in a clear or light woods hex in the Bocage Area has a defensive benefit of two column shifts to the left. A marsh hex in the Bocage Area is treated as only marsh, not as marsh and bocage.

8.3.5 If all the units involved in a battle are in the command radius of the same HQ unit, they may receive a benefit of one column shift in their favor (to the left on defense, to the right on offense). An HQ may give that bonus to only one combat during either combat phase (friendly or enemy) of a game turn. British HQ may benefit only British, Canadian and Polish units, while US HQ benefit only US and French units. The use of an HQ must be declared just prior to the resolution of an attack. The attacker declares first, followed by the defender. Note that, starting on Game Turn 17, each Allied HQ gives a +2 shift bonus toward one Allied attack.

8.3.6 Mechanized units attacking across the Dives River between hexes A4101 and A4106, inclusive, have their final combat strengths quartered if doing so through an unbridged hexside. If attacking through a bridged hexside, their strengths are halved.

8.3.7 The Patton HQ may confer a bonus of two shifts to one US attack or one shift to two separate US attacks per combat phase. Those are in addition to those listed in 8.3.5 above.

8.3.8 A mechanized unit that attacks into or from a marsh hex, or defends in such a hex, has its combat strength halved.

8.4 Combat Resolution

8.4.1 Combat odds are always rounded down (in favor of the defender). For example, an attack with a combined attack strength of 26 against a defense strength of nine (“26 to 9”) would be rounded down to the next lowest ratio column on the CRT: 2:1. That column would be used to resolve the attack.

8.5 Explanation of Combat Results

8.5.1 Each of the units in the game has a number of strength levels called “steps.” The results on the CRT are expressed in terms of step losses or hexes retreated. In most cases you have the option of either retreating or standing and taking step losses.

8.5.2 Battalions, delay units and HQ each have one step. Such units are eliminated if they suffer a single step loss.

8.5.3 Regiments, brigades, and some German static divisions each have two steps. The second step is printed on the reverse side of the counter. Should such a unit incur a one-step loss, it’s flipped over to its weaker side. Should it incur another loss, it would be eliminated. Note that several units (mostly German) begin some scenarios already reduced one step.

8.5.4 Most Allied infantry divisions have four steps. The first and second steps are represented by the front and back of the counter, respectively. If a division is reduced by two steps, that’s indicated by placing an Allied step loss marker on top of the counter, with the “6” strength side face up. That six is the unit’s combat strength after having been reduced two steps. Should that unit incur a third step loss, flip the step loss marker over to its “3” side. A fourth step loss would eliminate the division.

8.5.5 All combat results are expressed in terms of steps lost or hexes retreated. An “e” result means all steps for the attacking units are lost and no retreat option is possible.

8.5.6 A number result means the affected unit(s) must lose the indicated number of steps and/or retreat all units in that combat that given number of hexes. Results may be taken as a combination of step losses and retreats, with each retreated hex satisfying one potential step loss. Step losses are total losses taken from the total affected force, not suffered by each unit individually. For example, three defending Allied units incur a “-/2” combat result. The Allied player could choose to have one unit take 2 step losses; two units take 1 step loss each; or retreat one hex and have one unit lose 1 step loss. If the combat result is greater than 2, at least one step loss must be taken from the affected stack. If the attacker retreats at least one hex, then the combat result for the defender is reduced by one. The attacker must always take at least one result as a step loss. No unit may take a second loss until all other friendly unit in the same combat have taken at least one step loss.

8.5.7 Some results on the CRT are “split” results. In a split result the attacker always takes his result first, whether it is a step loss or retreat. Then the defender takes his result. If any attacking units remain in the original hex, they may advance-after-combat, provided the defending hex has been vacated. The defender may never advance after combat in a split result. A split result halts an overrun.

8.5.8 To facilitate VP calculations, players should place eliminated units in the Destroyed Units Boxes printed on the Expanded Game map. Then, at the end of the game, it’s only necessary to multiply the VP value of units in the box by the number of counters found therein in order to get their VP total.

8.5.9 Mechanized units may only attack, advance-after-combat, or retreat-after-combat into or out of a marsh hex via a hexside containing a road.

8.6 Retreats

8.6.1 Retreats are always optional. The player may choose to lose steps rather than retreat; however, a unit may never retreat into or through an enemy unit or an EZOC, unless the hex in the EZOC is occupied by a friendly unit that’s not an HQ or delay unit. Units may not retreat through all-sea hexsides or off the map.

8.6.2 Retreats of units are always conducted by the owning player within the parameters of 8.6.3. Units in a stack may be retreated in different directions.

8.6.3 Retreating units must, if possible, retreat into a vacant hex. If no vacant hex is available, the units may retreat into or through a hex occupied by a friendly unit. Units may not retreat in violation of stacking restrictions; units forced to do so are eliminated instead.

8.6.4 Units may retreat through other friendly units within the bounds of 8.6.3 without disturbing the non-retreating units. The non-retreating units aren’t affected by the retreating units; they don’t have to move out of the way of retreating units. The retreating player may opt to have any units that didn’t participate in the original combat join with the retreating stack; however, stacking limits must be observed. That may occur at any point along the path of retreat. Note that may be done to prevent advancing units from overrunning units that would otherwise be left behind in the path of retreat.

8.6.5 If a unit is forced to retreat into a friendly occupied hex and that hex undergoes attack (regular or overrun), the retreated unit doesn’t add its strength to the units in that hex; however, if that new hex suffers any adverse combat result (step loss or retreat), the previously retreated unit is automatically eliminated, and its elimination doesn’t count toward satisfying the new combat result.

8.6.6 If a US truck-mechanized infantry division is retreated or eliminated, the truck marker is removed. It’s available again in the next reinforcement phase

8.6.7 A retreating unit must be retreated as far away (in hexes) as the combat result indicates from the hex it occupied when the combat or overrun was resolved. If that’s not possible, the combat result must be satisfied by step losses.

8.7 Advance-After-Combat

8.7.1 Whenever an enemy unit is forced to retreat or is eliminated and leaves vacant its original hex as a result, it will leave a path of vacant hexes behind called the “path of retreat.” Any or all friendly victorious units that participated in that combat are allowed to advance along the path of retreat.

8.7.2 Advancing victorious units may cease advancing in any hex of the path of retreat.

8.7.3 Advancing victorious units ignore EZOC.

8.7.4 An advancing unit may not stray from the path of retreat.

8.7.5 The option to advance must be exercised immediately, before any other combat’s resolution is begun. Units are never forced to advance-after-combat (but see 5.5.1 & 5.5.7). After advancing, units may not attack (or be attacked, if they’re advancing defending units) in that phase (see 8.1.6), even if their advance places them adjacent to enemy units whose battles are yet to be resolved or who weren’t involved in combat. Advances are useful in cutting off the retreat of enemy units whose combat hasn’t yet been resolved. Note that advance-after-combat doesn’t apply to overruns, which are part of movement. Note also that advancing units may overrun any enemy units in the path of retreat from an attacked hex.

8.7.6 If all units in a hex are eliminated, the victorious units may advance a maximum of two hexes after combat. The first hex must be the hex formerly occupied by the destroyed force; the second hex may be any empty hex. Exception: see 8.7.9 and 8.7.8.

8.7.7 Any victorious unit may advance after combat, whether it was the attacker or defender in the battle. Defending units may not perform overruns when advancing after combat (see 8.5.7).

8.7.8 A unit that advances into a bocage hex or across a major river may not advance any farther, regardless of how far the defender retreated.

8.7.9 A unit that advances into a fortress, marsh or defense zone hex may not advance any farther, regardless of how far the defender retreated or if the defender was destroyed.

8.8 Allied Inter-Army Cooperation

8.8.1 American units may participate in attacks with French units, and vice versa. British units may participate in attacks with Canadian or Polish units, and vice versa; however, Canadian/British/Polish units may not cooperate in attacks with American/French units.

8.8.2 Allied units may not stack with units of different nationalities unless a retreat path allows no other option. In addition, if a hex containing US and British units is attacked, the combat strengths of all units in that hex are halved for defensive purposes.

9.0 HEADQUARTERS UNITS (HQ)

Headquarters (HQ) units generally represent corps headquarters. Combat units within the command radius of a headquarters unit may realize a benefit on either offense or defense. US combat units within the command radius of Patton may gain a benefit on offense only, while those within the command radius of Allied corps HQ may receive an offensive or defensive bonus.

9.1 The command radius is the maximum distance in hexes a combat unit may be from an HQ and still gain any benefits from that HQ. It’s traced to the using units through any path of traversable hexes free of enemy units and EZOC. For this purpose, friendly units negate EZOC in the hexes they occupy.

9.2 Characteristics of Headquarters Units

9.2.1 If an HQ is alone in a hex and an enemy unit enters that hex using movement (not overrun), the HQ unit is displaced by the owning player to any hex within four hexes of its starting hex. The HQ is then flipped to its inactive side. The enemy unit pays no MP cost to do that. An HQ may only be displaced once per phase. If forced to displace twice in the same phase, it’s eliminated instead.

9.2.2 HQs don’t exert ZOC. They have no combat strength and may never attack. If stacked with a combat unit, they contribute no combat strength to the total strength of the defense; however, if attacked alone in a hex, they defend with a strength of one.

9.2.3 Each HQ unit is considered to be one step for purposes of combat losses. If an HQ is in a stack of units suffering a combat loss, the owning player may choose to eliminate the HQ to satisfy one step loss.

9.2.4 HQ don’t count against stacking limits.

9.2.5 No HQ that is unsupplied or in an enemy controlled hex may give any combat bonus.

9.2.6 For supply or retreat, an HQ doesn’t negate EZOC in the hex it occupies.

9.2.7 HQs that are inactive may not be used to contribute CRT shifts to a combat.

10.0 SUPPLY

A unit must be in supply to use its full combat strength and MPA. If a unit is not in supply, it’s penalized with respect to movement and combat capabilities. A player may attack without supply points, as long as his Command Limits allow it, but the attacking units are then considered out of supply.

10.1 Supply status for movement purposes is determined at the beginning of each movement phase. A unit in supply at the beginning of a movement phase may move its full MPA. If a unit starts a movement phase out of supply, even though it may either be moved into supply or have a supply line opened to it, it’s considered out of supply for that entire phase.

10.2 Supply determination for combat purposes is made at the instant of combat; therefore, if a unit had been in supply at the beginning of the combat phase, but a preceding combat cut its line of supply, the unit would be out of supply for its own combat. To be in supply, a unit must be able to trace a line of supply to a supply source.

10.3 Lines of Supply

10.3.1 A hex is determined to be in supply if a path of hexes, free of enemy units and their ZOC, can be traced to the owning player’s supply source. That hex path (line of supply) may be no longer than 12 hexes and must be free of EZOC and enemy units. For the purposes of supply, EZOC are negated in hexes occupied by friendly units (except HQ). Lines of supply may be traced through any type of terrain except all-sea hexsides and certain unbridged Dives River hexsides.

10.3.2 Any given supply line may not be traced through more than one marsh hex except via hexsides containing roads. Further, supply lines may not be traced over unbridged Dives River hexsides between 4101 and 4106.

10.3.3 Allied units may not trace supply into or out of hexes occupied by German units or German delay units or their ZOC.

10.3.4 Bocage hexes count as two hexes when tracing a 12-hex supply path.

10.3.5 Secondary road hexes count as one hex no matter the terrain through which they pass.

10.3.6 Crossing a major river, unless using a road, counts as six hexes.

10.4 German Supply Sources

10.4.1 German supply lines must be traced to a primary road that runs off the eastern or southern edge of the map. That’s defined as any hex from 5101 through 5134, inclusive, or any hex ending with “33” or “34.” Once an Allied unit has exited the south edge, that edge may no longer be used as a German supply source.

10.4.2 Once all primary roads connecting Cherbourg major city hexes to the southern or eastern map edges have been cut by the Allied player, German units may trace supply to primary roads that are still connected to Cherbourg. In effect, Cherbourg becomes a supply source for German units trapped on the Cotentin Peninsula. German units may trace supply to any Cherbourg major city hex that has never been entered by an Allied unit. There’s no restriction on the number of German units that may trace a supply line to Cherbourg. Cherbourg may supply one German attack per game turn once the peninsula has been cut off.

• 10.4.2 German supply is not determined on Game Turns 1 and 2. All German units are automatically in supply during those game turns.

10.5 Allied Supply Sources

10.5.1 Allied supply lines must be traced to a primary road running off the northern edge of the map (defined as hexes 0101 and 3701, inclusive). When playing the Campaign Game or Battle of the Buildup, the primary road being traced to must be connected to one of the supply sources listed below in 10.53 or, for the US, the city of Isigny (B2619), or, for the British, any friendly controlled hex of Bayeux (3620, 3621 or B2702). For those cities to function as supply sources, they must be entirely controlled by either US or British forces and they must be able to trace a clear supply path no longer than 12 hexes back to any friendly controlled beach.

10.5.2 All Allied units are considered in supply throughout Game Turns 1 and 2, even if they are surrounded by German units or EZOC.

10.5.3 Allied-controlled beach hexes function as Allied sources of supply. If a beach hex is in an EZOC, it must be occupied by an Allied unit in order to be able to serve as a supply source. A German unit may temporarily cut off supply to a supply source by having an unoccupied beach hex in its ZOC.

10.5.4 If a German unit ends an Allied Player Turn in a beach hex, that beach hex is considered wrecked, meaning it may no longer be used for supply or Allied entry of reinforcements for the rest of the game.

10.6 Effects of Being Out of Supply

10.6.1 Any unit not in supply has its MPA and combat strength halved.

10.6.2 A unit’s combat strength may never be reduced below one.

10.6.3 Units may remain out of supply indefinitely; they’re never eliminated for lack of supply.

10.6.4 Units may attack when out of supply as long as their command limits allow it. Units may not conduct overruns when out of supply.

10.6.5 Supply for overrun is determined at the instant of the overrun (just like combat).

10.6.6 Any paratroop unit the end of Game Turn 3 out of supply is immediately eliminated (accumulating VP for the German player).

11.0 SUPPLY POINTS 
& COMMAND LIMITS

Each game turn each side receives supply points. In order to initiate any supplied combat, you must expend supply points. The Allies must expend one SP to be in attack supply for each combat. The German must expend two SP for each attack. Supply Points may be accrued from game turn to game turn, though the German total may never be more than 12. The number of Allied attacks is also restricted by the command limits of the US and British armies.

11.1 Accrual of Supply Points & Use of the Supply Points Track (SPT)

11.1.1 At the start of the scenario, the Allied player places his US and British supply points markers in the appropriate boxes of the Supply Points Track (SPT) as dictated by the scenario rules.

11.1.2 During the supply phase of the first game turn of play, and every supply phase thereafter for the rest of the game, the Allied player receives supply points. On Game Turns 1 through 10, the Allies receive three British and three US SP per game turn. He moves both SP markers to the appropriate boxes on the SPT to reflect that. Starting on Game Turn 11, the US and British SP are increased to four each per game turn. On Game Turn 24, the US SP increases again to five, while the British SP remains at four for the rest of the game.

11.1.3 The Allied player receives no SP and has no command limits on Game Turns 1 and 2. During those two game turns, SP aren’t required for Allied units to attack at full strength, and there’s no limit to the number of attacks the Allied player may initiate.

11.1.4 The Allied player receives half (round up) his normal SP during storm turns. Exception: on the first storm game turn the Allied player doesn’t receive any SP.

11.1.5 If a player can’t or won’t expend the SP required to fully support an attack, the attack strength of all involved attacking units is halved.

11.1.6 The German player receives one SP during clear weather game turns, two SP during overcast game turns, and three SP during storm game turns. Consult the scenario instructions for his “At Start” totals.

11.2 SP Expenditure

11.2.1 US and British SP aren’t interchangeable or exchangeable. For example, the Allied player may not support an attack by US units by expending British SP or vice versa.

11.2.2 SP are never expended for overruns.

11.3 Command Limits

11.3.1 Allied Command Limits. Each game turn the Allied player may not conduct more attacks or overruns than are allowed by the command limits given on the Game Turn Record Track. The number to the left of the slash indicates how many attacks of each type may be made during that game turn by that nationality. The attacks don’t all have to be supplied. Overruns due to advance after combat don’t count against those limits. Example: for the Allied side on Game Turn 14 the track shows 4/4. That means the player may conduct a total of four attacks and four overruns during that game turn.

12.0 REPLACEMENTS

12.1 During his replacement phases, each player may take replacements by “adding a step” to units that have been “reduced” due to combat. For any unit eligible to receive a replacement step, the player flips that unit over to its full-strength side; or, if it’s an Allied division reduced two or three steps, either flip over the step loss marker or remove it altogether, as appropriate.

12.2 Restrictions on the Use of Replacements

12.2.1 No unit may receive a replacement step unless it is in supply and at least three hexes away from the nearest enemy unit.

12.2.2 The units of any given division may not receive more than one replacement step in any one game turn no matter how many steps the unit has lost. Note that a division may be a single unit or several regiments.

12.2.3 Units that receive replacements may not move more than half their current MPA.

12.3 Restrictions on the Number of Replacements

12.3.1 During Game Turns 2 through 9, the Germans receive one mechanized and two infantry steps per game turn. The Germans may accumulate no more than one step of each to use during future turns, and no more than one mechanized or two infantry steps may be used during any given turn. From Game Turns 10 through 20, the German replacement rate is one-half a mechanized step and two infantry steps per turn. From Game Turn 21 to the end of the game, the German infantry replacement rate is one infantry step per turn.

12.3.2 German Third Sturm-Flak Korps units are considered infantry units for the purposes of receiving replacements.

12.3.3 The Allied player may have as many of his units receive replacements as he wishes in any game turn, within the restrictions of 12.2.

12.3.4 The British may replace no more than two infantry steps per turn starting with the August 1st Game Turn.

13.0 REINFORCEMENTS

13.1 During his initial movement phase, each player may deploy on the map and move any friendly reinforcements that are due. The TRT indicates whether any reinforcements are due in any given game turn; the reinforcement schedule is also printed on the Set Up Chart under the appropriate scenario heading. Any reinforcements may be moved onto the map at any time during a player’s initial movement phase.

13.2 Where Reinforcements Enter the Map

13.2.1 Allied reinforcements enter the map along the north edge, between hexes 0101 and 3701, inclusive. German forces enter the map along either the eastern, northern (east of 4101), or southern edges of the map. The Set Up Chart indicates the edge of the map (E, N or S) on which each reinforcement unit may be entered. If more than one letter is listed, the German player may choose. In general, reinforcements may not be placed on the map directly into an EZOC (exception: 13.3.4).

13.2.2 In the Campaign Game, Allied reinforcements enter the game by being placed on friendly beach hexes. British/Canadian/Polish units may use only Gold, Juno and Sword beach hexes, while American and French units may use only Utah and Omaha beach hexes.

13.3 State & Use of Reinforcements

13.3.1 Reinforcements enter the map at full-strength unless the Set Up Chart shows an asterisk, which indicates such units enter at reduced strength.

13.3.2 The first hex in which a reinforcement unit is placed costs one MP regardless of the terrain actually involved. The unit may be moved normally up to its full MPA.

13.3.3 Reinforcements may engage in combat during the game turn they enter the map.

13.3.4 Allied reinforcements (only) may enter the map via a hex in an EZOC. That’s the exception to 13.2.1.

13.3.6 Beginning with the mechanized movement phase of Game Turn 1, Allied reinforcements may enter at any time after they become available. They need not enter during the phase they become available. All German reinforcements, and any Allied reinforcements that appear before the mechanized movement phase of Game Turn 1, must enter the game when they’re scheduled. They may not be withheld. If they’re unable to enter when scheduled, they never appear but they do not count for VP accumulation.

13.3.7 Allied Game Turn 1 paratroopers scheduled to drop onto the map must be placed in the hex designated on the Set Up Chart or scenario instructions, subject to scatter.

13.3.8 Allied units scheduled to appear on a particular beach (1 and 2 reinforcements only) must appear on that beach, if physically possible within stacking restrictions. If it isn’t physically possible for them to appear on the scheduled beach, they may not be brought into play until Game Turn 3, or until their scheduled beach is available for entry, whichever comes first. From Game Turn 1 through 14, Allied units land with only half of their MPA available for use that turn.

13.3.9 Reinforcements that enter using a road must pay an additional half-MP for each unit that arrived on the same road before it in the same game turn. In other words, such units enter “in column.”

14.0 ALLIED AIR POWER & CARPET BOMBING

14.1 During every clear weather game turn except Game Turn 1, the Allied player has the use of six air points (AP). That’s reduced to three AP during overcast turns. When the weather is storms, he may not use any AP.

14.2 The Allied player receives no AP on Game Turn 1.

14.3 Committing Air Points

14.3.1 Air Points may be applied one per attack to shift the combat ratio one column to the right. Alternatively, the Allied player may “carpet bomb” any one hex by using three AP to do so and provided that mission was planned.

14.3.2 When the Allied player has AP available, he must announce, at the beginning of his combat phase, to which attack each AP will be applied. He must announce that before he resolves any combat. If some AP aren’t used, they aren’t accrued.

14.4 Effect of Air Points

14.4.1 Adding an AP to a combat has the effect of shifting the combat results ratio one column in favor of the Allied player. There are no terrain, range or other restraints on the use of AP in an attack. Single AP may not be used to attack enemy units independent of combat units; they may only be used in conjunction with combat units. AP may not be used to aid overruns. No more than one shift may be assigned to a combat, offensively or defensively for APs.

The Allied player may use up to half of his currently available AP defensively. Each AP used in that manner is considered expended and may not be used to support attacks in the upcoming Allied Combat Phase.

14.5 Carpet Bombing

14.5.1 Carpet bombing requires three AP be committed against a single enemy occupied hex. The carpet bombing is resolved in the Allied Combat Phase before any other attacks take place. Carpet bombing is always resolved using the 6:1 column on the CRT. The ratio is never shifted left or right for any reason. German units that undergo carpet bombing must take all losses in terms of steps, not retreats. The Allied player must write down the target hex of a carpet bombing at the start of the combat phase one game turn before he wants the mission to be carried out. He may cancel the mission for any reason (weather, movement of enemy units, etc.), but then there must be at least a one game turn delay before the next carpet bombing mission may be executed.

14.5.2 Allied units may not attack a hex that was carpet bombed that same combat phase. Allied units entering a carpet bombed hex in the ensuing mechanized movement phase may move no farther that phase. In the following game turn, the hex returns to normal status. The remaining three AP may not be used by the nationality on whose front (that side of the AAB) the carpet bombing is occurring.

14.5.3 Carpet bombing may occur only on clear weather game turns. The weather need not be clear on the game turn a carpet bombing mission is planned, only on the game turn in which it’s executed.

14.5.4 The Allied player may make one carpet bombing attack during Game Turns 5 through 14. He may make a total of two more carpet bombing attacks between Game Turn 15 and the end of the game. Thus, in the Campaign Game, the Allied player may make a total of three carpet bombing attacks. Cancelled missions don’t count toward that total.

14.6 Allied Naval Support

In the Expanded Game, the Allied player has a number of Naval Support Points (NSP) available each game turn.

14.6.1 The Allied player receives no NSP on Game Turn 1.

14.6.2 The Allied player receives six NSP per game turn on Game Turns 2 and 3; three NSP per game turn on Game Turns 4 through 10; and two NSP on Game Turns 11 through 27. NSP must be used on the game turn they’re available. They may not be saved from game turn to game turn. NSP may not be used off of the western coast of Map A, nor from any hex row east of the 4800 row on Map B.

14.6.3 During storms no more than one NSP may be used.

14.6.4 Up to two NSP may be committed to an attack. Each point so assigned enables a one column shift to the right if the target hex is within three hexes (two intervening) of an all-sea hex on Map B. If the target hex is within four to six hexes, two NSP are required for one shift.

Both air points and naval support points may be used in the same attack.

No more than two shifts of NSP are allowed per combat.

Intrinsic Beach Defense: If the target hex of a German attack is an Allied unit on a beach hex, the Allied player receives an automatic two column shifts to the left, representing naval gun support. Those shifts don’t require NSP.

15.0 GERMAN DELAY UNITS

15.1 The six German delay units represent remnants, Ost battalions and other units too small to portray as combat units. Each delay unit possesses a ZOC, has a combat strength of one and an MPA of six.

• 15.2 Appearance

15.2.1 Starting on Game Turn 2, one delay unit appears each game turn.

15.2.2 Delay units must be placed in hexes that are in supply and adjacent to a friendly unit other than an HQ or another delay unit.

15.2.3 Delay units may not appear in an EZOC.

• 15.3 Movement

15.3.1 Delay units are subject to the same movement rules as other non-mechanized units.

15.3.2 Delay units may not move or retreat through a friendly unit, nor may they end a movement or combat phase stacked with another friendly unit. If that occurs, eliminate the delay unit. (It’s considered to have been absorbed into the larger unit.)

• 15.4 Removal

15.4.1 Delay units may not be reused once destroyed, and they don’t count for VP accumulation.

15.4.2 All delay units are removed from play at the end of Game Turn 7.

16.0 ADDITIONAL SPECIAL RULES

16.1 French Unreliability & Paris

At the start of any phase in which the French 2nd Armored Division has a clear path of movement off the east map edge, the Allied player must check to see if Gen. Leclerc, its commander, mutinies and heads his division toward Paris. If the Allied player rolls a “1,” he must move the 2nd FF Armored Division toward the east edge and exit it as soon as possible.

16.2 15th Army Release & Hitler

The game turn after the first US unit has exited any map edge hex, the German player may attempt to have the 15th Army’s infantry divisions released for use in Normandy. Each attempt costs the German player one VP. The German player must roll a “1” or “2” to successfully release one division. He may make one attempt per turn at the start of the German Player Turn. The VP cost is incurred whether or not the attempt succeeds. Once the first division is brought on, the next one may be rolled for on the following game turns. The order in which the divisions appear is: 49th, 347th, 348th and then the 245th. For every two divisions released, one of the Corps HQ (LXXXII or LXXXIX) is also released. These divisions all enter as reinforcements on either the north edge or the east edge of Map A above hex row xx20.

16.3 2nd Fallschirmjager Division & Brest

If the US player doesn’t exit any units off of the west edge by Game Turn 25, the German player may check to see if the 2nd FJ Division has been released from garrisoning Brest and sent to Normandy. At the beginning of each game turn, starting with Game Turn 26, that a US unit has not exited, the German player rolls a die. On a roll of “1” or “2,” the two units of the FJ division appear as reinforcements on the west map edge. Subtract one from the die roll each game turn thereafter.

17.0 OPTIONAL RULE: 
RAIL MOVEMENT

The collapse of the German rail system in France is in dispute until 18 June. This rule reflects the limited and declining German rail capacity until then. The Allied player may not use rail movement.

• 17.1 Rail Capacity

17.1.1 Four non-mechanized units may be railed on Game Turn 2; two non-mechanized units may be railed on Game Turn 3; and one non-mechanized unit may be railed on Game Turn 4.

17.1.2 For rail movement purposes, each mechanized unit is equivalent to two non-mechanized units.

• 17.2 Location

17.2.1 Rail lines are assumed to parallel major roads and are located in the same hex. Units may be railed an unlimited number of hexes as long as no railing occurs within six hexes of an all-sea hex in the north or northwest area of the Expanded Game map.

18.0 HOW TO WIN

Victory is determined according to victory points (VP). At the end of the game, the players total up the number of VP each receives for destroying units, exiting units off the map, and (for the German player) possessing an intact frontline as described below. Players may use the Destroyed Units Boxes on the Expanded Game map to facilitate counting VP. For the Expanded Game, a Victory Point Track is provided for use in recording German VP for Cherbourg, abandoned beaches and Allied failure to withdraw or exit units.

18.1 German Player VP

The German player receives VP for the following.

Victory Points for Allied Units Eliminated

1 VP for each Allied infantry regiment or brigade.

2 VP for each Allied HQ.

3 VP for each Allied infantry division or British/Canadian/Polish armored brigade.

1 VP for every 10 Allied replacement steps used during play.

Victory Points for Allied Failure to Exit Units

3 VP for each US divisional unit (mechanized or infantry) not exited off of the west edge by the end of Game Turn 26, to a maximum of 12 VP.

3 VP if no US HQ exited off of the west edge by Game Turn 25.

Victory Points for German Units

1 VP for each full division (all regiments undestroyed) in supply west of Map A’s 3900 hex row.

2 VP for each full mechanized division (all regiments undestroyed) in supply west of the Map A’s 3900 hex row.

Additional Campaign or Battle of the Buildup German Victory Points

1 VP for each Allied commando brigade or US Ranger unit on the map at the beginning of Game Turn 8.

1 VP for each US paratrooper regiment on the map at the beginning of Game Turn 15.

1 VP for each Allied paratroop regiment or brigade and each commando brigade eliminated.

1 VP for Cherbourg if, at the beginning of each game turn, starting with Game Turn 2, that at least one hex of Cherbourg (Map B hexes 1207, 1307, 1308 and 1407) is controlled by the German player.

1 VP at the beginning of each game turn in which a German supply line, using only primary roads, may be traced from Cherbourg to a map edge.

15 VP if the Germans can trace an intact frontline (ZOC and units) from the north edge of Map A all the way to any hex on the south edge of Map A.

18.2 Allied Player VP

The Allied player receives VP for the following.

VP for German Units Eliminated or Unsupplied West of Map A Hex Row 4800

1 VP for each full division and each HQ.

1 VP for each panzer/panzer-grenadier regiment or Tiger tank battalion

VP for Exiting US Mechanized Units (Maximum of Four Divisions)

5 VP for each US division that exits through the west edge of the map, hexes 0123 through 0134, on or before the end of Game Turn 20.

4 VP for each such unit exited on Game Turn 21.

3 VP for each such unit exited on Game Turn 22.

2 VP for each such unit exited on Game Turns 23 or 24.

1 VP for each unit exited after Game Turn 25.

4 VP for any British mechanized division that exits the east map edge by the end of Game Turn 26. (Must be within the British Zone of Operations as delineated by the Army Boundary.)

1 VP for each request to release a 15th Army division, whether or not successful.

Additional Expanded Game Allied VP

1 VP for each commando brigade withdrawn by the end of Game Turn 5.

1 VP for each US paratroop regiment withdrawn by the end of Game Turn 14.

Additional Battle of the Buildup Allied VP

20 VP if all hexes of Caen are Allied controlled.

10 VP if all hexes of Cherbourg are Allied controlled.

15 VP if both hexes of St. Lo are Allied controlled.

18.3 Victory Determination

At the end of the game, players first determine the initial level of victory based on the criteria of 18.3.1 and 18.3.2. That done, VP are totaled. Players subtract the German total from the Allied total to determine how many levels the degree of victory is shifted to determine the final level of victory.

18.3.1 Marginal Allied Victory

The German player is unable to trace a frontline composed of continuous units or their ZOC from hex 4901 Map A to 0823 Map A at the end of the game.

18.3.2 Marginal German Victory

The German player is able to trace a frontline composed of continuous units or their ZOC from hex 4901 Map A to 0823 Map A at the end of the game.

18.3.3 Shifting the Victory Level

For every increment of 15 VP a player has over the total of his opponent, the level of victory is shifted one in his favor. The levels of victory are as follows.

Decisive Allied

Operational Allied

Marginal Allied (see 18.3.1 above)

Draw

Marginal German (see 18.3.2 above)

Operational German

Decisive German

Example: It’s determined the initial victory level is a Marginal Allied Victory as described in 18.3.1. If the Allied player has between –14 (that is, 14 VP fewer) and +14 VP than the German player, the final level remains at Marginal Allied. If the VP differential were between –14 and –29, it would shift down to a draw. If the VP differential were between +15 and +29, it would shift up to Operational Allied. Note that if the initial level is Marginal Allied, the German player may still win by having at least 30 more VP than the Allied player.

19.0 SCENARIOS

19.1 Cobra Break Out

This is the standard Cobra scenario. It is 13 game turns long. The first Game Turn is 15 (16-18 July 1944). The last game turn is either Game Turn 27 (23 August 1944) or Game Turn 28. At the end of Game Turn 27 the Allied player rolls a die. If the result is a 1-3, the game ends and victory determination must be made. If the result is a 4-6, the game proceeds through one more turn (Game Turn 28) and ends at the conclusion of that turn. All Basic Game rules (those not preceded by a bullet) are in effect. Consult the Set Up Chart under the Cobra Break-Out heading for the “At Start” hex locations for all units.

19.1.1 Before beginning play, the Allied player places the US SP marker in the “3” box of the SPT, and the British/Canadian SP marker in the “4” box, while the German player places his SP marker in the “4” box. The German player places the Game Turn Marker in the first box of the TRT to signal the start of Game Turn 15. The weather is automatically clear on Game Turn 15.

19.2 Campaign Game

This is the Holy Grail of Cobra scenarios. It allows players to play the entire Normandy campaign from the D-Day invasion to the destruction of the German army at the Falaise Gap. It is 27 or 28 game turns long. The last game turn is either Game Turn 27 (23 August 1944) or Game Turn 28. At the end of Game Turn 27 the Allied player rolls a die. If the result is a 1-3, the game ends and victory determination must be made. If the result is a 4-6, the game proceeds through one more turn (Game Turn 28) and ends at the conclusion of that turn. The first Game Turn is 6 June 1944. The last Game Turn is 23 August 1944 or 24-26 August. All rules, including those preceded by bullets, are in effect. Any Expanded Game rule that contradicts a Basic Game rule takes precedence. Consult the Set Up Chart under the Battle of the Build-Up heading for the “At Start” locations for all units.

19.2.1 Before the beginning of play, both Allied SP markers are placed in the “0” box of the SPT. The German SP marker is placed in the “6” box of the SPT. The weather for Game Turn 1 is automatically clear. The weather during the Game Turn 2 is automatically overcast.

19.2.2 Allied Landing Phase: the Expanded Game sequence of play is identical to the Basic Game sequence of play, except the German Player Turn of Game Turn 1 is preceded by a unique Allied Landing Phase. That phase is executed in a series of steps as outlined below.

Step 1: The Allied player deploys his nine paratroop units, two commando units, and all of the units in the “1” boxes of the US and British Reinforcement Tracks onto the map. Units on the Reinforcement Track must be deployed in any beach hex of the beach named in their box on the RT. Units may not be deployed in enemy occupied hexes or in violation of stacking restrictions. They may be deployed in EZOC.

Step 2: The Allied player rolls a die for each paratroop unit to determine if the unit scatters. He may roll for unit scatter in any order he wishes. British paratroop units and units of the US 101st Airborne Division scatter on a roll of six. Units of the US 82nd Airborne Division scatter on a roll of five or six.

Step 3: The Allied player rolls a die for each paratroop unit that scattered in Step 2 above. He compares the die roll result to the Scatter Diagram printed on Map B and moves the scattered unit one hex in the direction indicated by the die roll. For example, a roll of “4” would require that the unit be moved one hex south.

Step 4: The Allied player removes one step loss from all scattered paratroop units that occupy beach or coast hexes, or that are stacked with other Allied units in violation of stacking restrictions. If a paratroop unit lands on a German unit, that German unit immediately attacks the paratroop unit using its combat strength. The paratrooper defends with a strength of one and receives no shifts. If it survives, the Allied player may place it in any adjacent hex free of enemy units.

Step 5: The German player rolls a die for each of his units within two hexes (one intervening hex) of an occupied beach hex. On a result of one through four, nothing happens. On a result of five or six, the German player must immediately (before making any other die rolls) state how many steps of the affected unit he will commit to beach defense and which beach hex those steps will defend. He then removes that number of steps from the unit. If the unit is completely destroyed, he places it in the appropriate Destroyed Units Box on the Expansion Map. Such units count for accumulation of Allied VP. The German player isn’t obligated to commit any steps to beach defense.

Step 6: The German player rolls a die for each Allied unit deployed on the map. He indexes the die roll result with the appropriate combat ratio column found on the CRT to find a “landing attrition” result. German units aren’t affected by the result. Allied units suffer the number of step losses indicated. They may not retreat to satisfy losses. The combat ratios used to resolve landing attrition die rolls are:

4:1 if the unit occupies a beach hex of Omaha Beach.

1:1 if the unit occupies a beach hex of Utah Beach.

1:2 if the unit occupies a beach hex of Gold or Juno Beach, or is part of the US 82nd Airborne Division.

1:3 if the unit occupies a beach hex of Sword Beach, or is a paratroop unit of the British 6th or US 101st Airborne Divisions.

Those combat ratios are modified as follows.

a) Shift one column right for each step the German player committed to beach defense in that hex during Step 5, if the unit occupies a beach hex.

b) Shift the number of columns to the right equal to the normal shifts left for the terrain type the unit occupies, if the unit is a paratroop unit. For example, if the paratroop unit is in a minor city (town) that provides the defender with a shift of one to the left during combat, the ratio column used to resolve landing attrition would be shifted one to the right. Don’t shift for bocage.

Step 7: The Allied player must now check to see if a beach has been abandoned. If more than half the number of steps committed to a beach have been eliminated, that beach is abandoned. The Allied player must immediately remove all units from that beach. Those units are permanently removed from play; however, they don’t count for VP. The abandoned beach is now friendly to the German player and may not be used for supply or reinforcement until all hexes of that beach are once again made friendly to the Allied player (by an Allied unit already deployed on the map entering the hex). Reinforcements scheduled to enter the game via that beach must enter via some other beach. For each beach (not beach hex) abandoned by the Allied player, the German player immediately accumulates 10 VP. He retains those VP even if the beach should subsequently become friendly to the Allied player. For every step loss incurred by a landing Allied unit, a beach shift penalty is incurred by the landing Allied units. Place a “Beach Shift” marker on the affected hex equal to the number of step losses suffered in the beach hex. All Allied attacks originating from that hex must suffer a number of shifts to the left equal to the number of shifts. As soon as Allied units advance after combat out of such a hex, the Beach Shift markers are removed. If an abandoned beach hex is occupied by a German force, rule 10.5.4 is invoked and the hex may not be used by the Allies even if recaptured.

19.2.2 Automatic Victory: the game ends and the German player wins an automatic Decisive Victory if, at the beginning of an Allied Player Turn, there are no beach hexes friendly to the Allied player.

19.3 Battle of the Build-Up

This is a shorter version of the Expanded Game. It is 14 game turns long. The first game turn is 6 June. The last game turn is 15 July. All rules, including those preceded by bullets, are in effect. Any Expanded Game rule that contradicts a Basic Game rule takes precedence. Consult the Set Up Chart under the Battle of the Build-up heading for the “At Start” locations for all units.

19.3.1 Apply Rule 19.2.1.

19.3.2 Rule 18.3.1 and 18.3.2 (Marginal Victories) are modified as follows:

For the Battle of the Buildup, Bayeux (all three hexes), Isigny and Carentan must all be Allied controlled and Cherbourg must not be connected by primary road to a south or east map edge. If the Allied player fails to accomplish that, the result is a Marginal German Victory (subject to VP shifts).

19.3.3 Automatic Victory: the game ends and the German player wins an automatic Decisive Victory if, at the beginning of any Allied Player Turn, there are no beach hexes friendly to the Allied player.

20.0 PLAYERS’ NOTES

A few key things have been changed in this edition of the game. Combat has been made more attritional through the requirement to take mandatory step losses on certain results. That better reflects the nature of the campaign. In order to win, the Allied player will have to keep the attrition curve high in terms of killing German steps. The reverse is true for the German. Initially, you should be killing at least four or five steps per turn as the Allied player, doubling that after the middle of the Campaign Game. If you fail, the German will have a line that’s too strong to break by the middle stage of the game. Additionally, as the Allied player, you must be combining attrition with the attainment of geographic goals.

The British should be pressing toward Falaise by the late-middle-period of the game, and St Lo is essential, due to the new supply path requirements, to a breakout, as are all of the major road intersections. When playing the Campaign Game, don’t be discouraged by the slog through the bocage. Once you get the Germans into the clear and your HQ double in support strength, you can really increase the attrition rate and slap the Germans around.

The use of overruns is a key component of Allied victory. Use it as often as possible, though don’t get too reckless with it. The German player must control the attrition rate and know when to fold up a line to preserve enough strength to keep the whole front from disintegrating in the latter stage of the game. It’s no longer possible to use weak units imperviously to backstop a defensive line. Allied divisions with divisional integrity may overrun such units when advancing after combat.

The area around Caen is now a meat grinder due to ZOC not extending into it or across the Orne River. Be careful in that area because either player may squeeze through holes in the line to trap enemy units. It’s better to screen Caen if you’re the Allied player and go around it, while the German should use it as a switching point for his forces.

Initially, as the German player it will be tempting to try to eliminate Allied beach hexes. The chances are low you will succeed and, if you fail, you will most likely allow the Allies to breakout much faster than historically. At some point, unless your line is incredibly strong and you have not suffered too badly from attrition, you will probably have to allow the US player to achieve his breakout toward the west edge (Brittany). The British, under all circumstances, must not be allowed to breakout to the east. Should that happen, the German player will be hard pressed to hold any kind of line.

Cobra Variant Sheet

By Joseph Miranda

Allied

There is one Allied Air Points and one Allied Naval Points marker. These are used with rule 14.0 to record the number of Allied Air and Naval Points.

German

These are additional German forces which were available, had the Germans chosen to commit them. Each group of forces requires the Germans to lose the designated number of Victory Points at the end of the game.

IV SS Panzer Korps. This includes the 3rd (Totenkopf) and 5th SS (Viking) Panzer Divisions. The German player can bring in this formation on the south map edge starting with 1 July at a cost of 50 victory points. Historically, the IV SS Panzerkorps was forming elsewhere in France and was sent to the Eastern Front to shore up the collapsing German line there.

Fifteenth Army: LXXXII and LXXXIX Korps. These were units further up the coast. Starting on Turn 2, the German player can bring in one unit per turn at a cost of 2 Victory Points each if brought in during June-July turns, and 1 Victory Point each if brought in during August turns. They enter via the northeast map edge.

Army Group Center Reinforcements. These were the (much depleted) reserves for Army Group Center on the Eastern Front. The assumption here is that the German high command pulled back the line in the East, thereby avoiding the worst of the Soviet Bagration offensive and then shifted these units to the West. The German player can bring in each division on the south map edge starting with 1 August at a cost of 15 victory points per division. The two heavy tank battalions cost 3 victory points each.

2nd Parachute Division. This includes the two regiments which were deployed in Brittany to hold Fortress Brest off the Allied right flank. The German player can bring in this formation on the west map edge starting with 1 July at a cost of 7 victory points. The division, incidentally, was commanded by Hermann-Bernhard Ramcke of Afrika Korps fame.

654th Heavy Tank Battalion. This was actually equipped with Ferdinand heavy tank destroyers. It did fight in the Cobra campaign. The German player can bring in this formation on the east map edge starting with turn 2 at a cost of 2 victory points.

Friedenthaler Jagdverbande (FJV battalion). The Friedenthalers were the commandos led by Otto Skorzeny. The assumption here is that Hitler sends Skorzeny to Normandy to do something to salvage the situation. The German player can bring in this formation on the starting with turn 2 at a cost of 10 victory points. It has the following special abilities: (1) It is always in supply. (2) It has no zone of control. It always ignores all Allied zones of control. (3) If it is the only German unit in a hex, it ignores the effects of Allied air and naval power.

21.0 Cobra III Errata & Clarifications

  1. Variant Counters not used in any current scenario of Cobra (future use to be determined): 3 units of the 4th German Pz Div, the FJVSS commando Bn, the 507th, 654th, and 505th Tiger Bns.

  2. Clarification: the original Cobra scenario setup is printed on the counters-with the exception of the new Flak units (1st, 30th, 2nd, 3rd, 4th, 7th, 32nd, and 932nd) which have hex numbers and turn arrival numbers printed on them but are used for the Campaign, Buildup, and Alt Cobra scenarios only. For the AltCobra scenario, use the locations shown on the setup chart. The KG266, KG265, KG343, 6FJ/91, and 2, 3, 4, 7 Flak units are not included in the Original Cobra scenario.

  3. The AltCobra Scenario represents the frontline the way it actually was for that start date and the unit positions have been corrected and set up in a manner that takes into account how players might have been playing the game had they started at an earlier date using the new game mechanics. The setup for this scenario is listed on the setup chart in the back of the rules. If you are playing Alt Cobra go with 3507 for the 102SS Tiger Bn. If you are playing the Old Cobra scenario, the unit should be in 2806. The 6AL/6AB (66 is wrong) is in 3903 if you are playing AltCobra, otherwise it goes in 3903 at reduced strength for the Original Cobra scenario. 19.1 says “Consult the Set-up chart under the Cobra Break-out heading…” but is should say “under the AltCobra heading”.

  4. The Pz Rgt of 21st Pz Div is the 22/21 (although historically it was the 100/21)

  5. The 15/5FJ sets up in 0608 map A for the Original Cobra scenario.

  6. LXXXIV Korps HQ sets up in A1606 for the Buildup and Campaign scenarios, not B1606.

  7. Clarification: The 27th Brit Armored Bgde enters during the Allied mech phase of turn one. This is after the Allied combat phase of that turn has been concluded.

  8. The Brit airborne should be dropping as follows: 3/6 drop hex is 3905 and the 6AL is 3803. The 5/6 still drops in 3902.

Added since August 7th 2008:

  1. Clarification: Overruning units must take any first hit as a step loss-even if the result is a split result.

  2. The 102nd Cavalry Rgt (US) arrives on GT 2 at Omaha Beach or on GT16 when just playing the Cobra scenarios.

  3. Clarification: Every unit involved in a combat must have taken at least one step loss before a second step loss can be inflicted on the same unit.

  4. Clarification: the rule for rounding combat strength is that you halve each unit individually (rounding up) and then add the strengths together.

  • The 2nd Ranger Bn may land stacked with either the 1st or 29th Divisions. It stacks for free with any US division. The two units are considered one for the purposes of Landing Attrition.

  • Ignore the hex numbers printed on the 82nd and 101st airborne units for the Original and Alt Cobra scenarios-those numbers are the drop hexes for the Buildup and Campaign scenarios.

  • The 331 German division has two regiments that are backprinted as 1-9’s. Shouldn’t affect game play.

  • Clarification: the red numbers on the Allied Trucks is the turn of entry.

  • The 32LW regiment designation is duplicated in the 16th and 17th LW divisions. Doesn’t affect gameplay.

  • The US 79th Division starts in A0302 at reduced strength for the Original Cobra scenario.

  • Map A is the map with the larger area and Map B is the map with the reinforcement tracks. North on both maps is directly upwards (the hexside with the hexnumber closest to it). It is the arrow labeled “one” on the scatter diagram on map B. The road should not exist in hex 0323 Map A and the river in that hex continues through the hexside to the sea.

  • There is only one weather phase per turn, and that occurs at the beginning of the German turn. If no Storm has occurred on GTs 1-6, turn 7 is automatically Storm. Also, if you are playing the Campaign game, turn 15 weather is rolled for-it is not auto Clear.

  • Clarification: Delay units can only be placed during the regular Movement phase of the German Player turn. They should also not be placed behind Allied frontlines-they are defensive in nature.

  • Clarification: Shifts work like this: first determine the Odds column normally. Anything over 10 to 1 is a 10 to 1. Then determine the overall difference in shifts between the attacker and defender and apply to the Odds column you located at the beginning. Example: The Allies are attacking and have 12 points attacking a German unit with a strength of one. The 10 to 1 column is used. Let's say the Allies have four total shifts and the Germans two. This results in the Odds staying on the 10 to 1 column. If the Germans had four shifts and the Allies two, then there would have been two overall shifts applied to the odds column in favor of the Germans and the 8 to 1 column would be used

  • Command radius of an HQ is the parenthetical value of the HQ units. Command radius is like the old game-EZOCs block it and not influenced by any terrain, but the path cannot be traced through impassable (all-sea for instance) hexsides. The printed value for the radius is never increased or decreased for any reason. HQs recover automatically from being inactive during a friendly replacement phase if they are in supply.

  • Clarification: Dead units cannot be rebuilt.

  • Clarification: The allies lose VPs for commando units still on the map after GT7, so ideally, you should withdraw them before GT8