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Nations at War: White Star Rising – Operation Cobra thumbnail

Nations at War: White Star Rising – Operation Cobra

Expansion for Nations at War: White Star Rising

Nations at War: White Star Rising – Operation Cobra Rulebook

Table of Contents

Table of Contents

  • Scenario Layout
  • General Scenario Rules
  • Cobra Campaign
    • Author's Note: Campaign Introduction
    • Winning
    • Leaders
    • Refitting
    • The Campaign
  • Cobra Scenario 1
    • Scenario Special Rules

Scenario Layout

Title: A catchy name for the battle at hand. This might be followed by the type of battle and the who, what, where, and when of the fight.

Background: A brief lead in for the impending battle that sets the stage for the combatants.

Forces and Setups: Each scenario will list a number of formations, such as The 24th Polish Lancers [24PL], and the units that are either part of the formation [have the formation name on their counter] or Attached to the formation [listed in the scenario as Attached]. Unless stated otherwise, place the Formation marker for each listed formation in the opaque container. Also listed is the support [artillery, air support, Fate Points, and fortifications allocated to the given side]. Where and when units are placed on the map is stated in the setup.

Map Layout: An explanation of which maps and what areas the battle takes place in.

Turns and Markers Used: This is how long the battle will last and the number of turn markers to use [2 or 3] and any special information on other markers.

Victory Conditions: These are the objectives each player must achieve in order to win the battle. Some scenarios will define victory with control of a location or locations. To control a hex a side must be either the only side with a unit in the hex, or the last side to move a unit through a currently unoccupied hex.

Special Scenario Rules: These are special rules that apply for the scenario being played. Players should take care to read these rules so as not to miss out on things like surprise, reinforcements, withdrawals, and other important items.

General Scenario Rules

Control: To control a city, a player must have a unit in, or have been the last player to pass a unit through, each hex of the city. A player automatically begins the game with control of all hexes he could theoretically set a unit up in.

Cobra Campaign

A Five-scenario Campaign for Operation Cobra.

Author's Note: Campaign Introduction

Five linked scenarios comprise the Cobra Campaign, which is based on the experience of the American 2nd Armored Division during Operation Cobra in July 1944. Gamers command a small portion of this division and must lead them through the campaign. The primary goal of a combat leader is to accomplish the assigned mission, but also to take care of the members of his command. For example, the American player may take an objective, but without preserving his command he might be left with insufficient forces to win subsequent scenarios. This campaign simulates those conflicting objectives. It also adds the dimension of Refit Points for the Americans—but only if the Americans win, of course!

Winning

The emphasis is not just on winning the campaign, but also fighting the good fight and preserving your force. Scenarios have specific victory conditions, but more importantly how well you do in a scenario will determine how many refit points you have to use to prepare your force for the next battle. For those who must keep score, losing the following scenarios corresponds to the following result [having your force wiped out and/or failing to satisfy the victory conditions counts as a defeat in a scenario].

  • Scenario 1: German Decisive
  • Scenario 2: German Marginal
  • Scenario 3: Draw
  • Scenario 4: Draw
  • Scenario 5: American Marginal
  • Win Scenario 5: American Decisive

Leaders

The American leader follows the normal WSR leader rules. If the leader is removed due to a combat result, he returns two scenarios later [i.e. if removed in scenario 2 return in scenario 4]. The leader can stack with any American unit.

Refitting

Refitting, or the ability to rebuild units, is the cornerstone of the Cobra Campaign. The American 2nd Armored Division has limited resources and will only use them to reinforce success. Accordingly the American player earns Refit Points [RPs] in relation to how well they do. These Refit Points can be used to purchase new [but Reduced] units, refit existing units, or buy Support Weapons [Bazookas or Hvy MGs]; a player can also bolster an already Reduced HQ in to a full-strength HQ, purchase a P-47 Airstrike, or purchase HE artillery strikes. Refit costs are listed below. Refit points can be saved for later use.

Note: Reinforcing units can also be split to bring two existing Reduced units of that type up to full strength. Refitted units are switched from their Reduced to their full-strength side. Purchased platoons enter play as Reduced platoons and cannot be refitted to full strength until the next scenario. For example, you can't spend 6 RPs and bring in one new full-strength platoon.

At no time can there be more than six M4A1, three M4A3E8, two M5A1s, five Arm Inf, one M7, one M10, one M18, one M4/105, or two support weapons [any combo of HMG/Bazooka]. If reinforcements called for would exceed these limits, the extra units are lost. The M10 and M7 may not be purchased until Scenario 3.

Airstrikes do not carry over from scenario to scenario.

Refit Points Table

Unit TypeRefit Point Cost [RPs]
Armored Infantry Platoon3
M5 Stuart3
M4A13
M4A3E84
M74
M104
M184
M4/1054
sHQ3
Bolster HQ5
HMG3
Bazooka2
P47 Airstrike

The sample prints the Refit Point table entry as "sHQ"; it is transcribed as printed.

The Campaign

The campaign is played as the five scenarios below. The sample contains Cobra Scenario 1 only; Scenarios 2 to 5 are not in the sample.

Cobra Scenario 1

July 26, 1944 – Despite yesterday's carpet-bombing by the 8th Air Force and attacks by several Infantry Divisions, a thin line of German forces is still preventing an American breakout. Two Armored Divisions have been committed to today's follow up in the hopes of shattering the remaining German defenders. –Matt Lohse

AMERICAN

Setup second, between columns K and M [inclusive].

  • Elements of CCA: 1 x HQ, 4 x M4A1, 1 x M4A3E8, 1 x M5 Stuart, 4 x Arm Inf
  • Support: 1 x P47 close air support mission. Place in the cup at the beginning of Turn 1.

GERMANS

Setup first, anywhere between columns A and F, inclusive. See SSRs 1 and 2.

  • Elements of Stz107: 1 x HQ, 5 x Infantry, 1 x HMG, 1 x STuG III [Attached], 1 x 75mm ATG [Attached], 1 x Quad 20mm [Attached]
  • Support: 3 x Improved Positions

Playable Area: Map A from White Star Rising. The playable area is columns A-M, inclusive.

Scenario Length: Eight turns, use two End Turn markers in the cup.

Victory conditions/Refit point schedule: The Americans win as long as they exit at least two full strength units from hex A6. Two Reduced units count as one full strength unit, HQs and Support Weapons do not count for this purpose.

The Americans get 5 refit points if no German units are within 2 hexes of the road from A6 to Celles at the end of play. They also get refit points based on the turn on which the first American unit exits the map via hex A6.

  • On or before Turn 3: 7rp
  • Turn 4: 6rp
  • Turn 5: 5rp
  • Turn 6: 4rp
  • Turn 7 or later: 3rp

Scenario Special Rules

  1. No more than one unit may occupy the hexes with Improved Positions. Improved Positions may not be setup in urban hexes.
  2. The Cobra offensive was preceded by a massive airstrike. To reflect this, prior to Turn 1, roll one dice for each German unit. On a result of 2-4 the unit starts the game disrupted. On a roll of 5-6 the unit is disrupted and Reduced to start the game. A roll of 1 has no effect.
  3. In the event the P47 is shot down or rolls for a return to base, it returns two turns later.
  4. CCA goes first on Turn 1. Do not put its chit in the cup until Turn 2.
6
HE Strike [3^4]6
Designated Formation Marker10