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Paul Koenig's D-Day: Juno – The Canadian Beach thumbnail

Paul Koenig's D-Day: Juno – The Canadian Beach

Paul Koenig's D-Day: Juno – The Canadian Beach Rulebook

Table of Contents

Table of Contents

  • Standard Rules
    • [0.0] Using These Rules
    • [1.0] Introduction
    • [2.0] Game Equipment
    • [3.0] Setting Up the Game
    • [4.0] Sequence of Play
    • [5.0] Landings
    • [6.0] Support Phase
    • [7.0] Operations Phase
    • [8.0] Movement
    • [9.0] Fire Combat
    • [10.0] Close Combat
    • [11.0] Retreats
    • [12.0] Replacement Phase
    • [13.0] How to Win
  • Juno Beach Exclusive Rules
    • Juno Beach
    • [5.0] Beachhead Landings
    • [13.0] How to Win
  • Optional Rules
    • [14.0] Optional Rules

Standard Rules

[0.0] Using These Rules

New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.

The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's subject matter, its components, the procedures for play, the game's core systems and mechanics, how to set it up, and how to win.

With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.

Important information is in red text. References to examples of a Rule or Case are in blue text and this font.

Text in shaded boxes, like this, provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

[1.0] Introduction

Paul Koenig's D-Day is a series of small-format, competitive introductory level wargames covering the first three days of the Allied invasion of Normandy, France, at the different sectors known as Gold, Juno, Sword, Omaha, and Utah Beach. As a player, you must command your German or Allied forces so as to capture the towns on the board while keeping your casualties down (and your opponent's casualties up).

The design of these games is loosely based upon Paul Rohrbaugh's Blood & Steel, first published by Micro Design Group (MDG) and later published by L2 Design Group.

[2.0] Game Equipment

Parts Inventory

  • 1 11x17" map with tables per beach
  • 1 sheets of 40, single-sided game pieces per beach
  • 1 sheet of 20, double-sided Hit markers
  • 1 Standard Rules booklet
  • 1 sheet of Exclusive Rules covering the specifics for each beach provided

Not included is at least one 6-sided die needed for resolving battles, and an opaque container (e.g., a cup) or two to randomly pick chits from.

[2.1] The Game Map and Scale

Each game map represents the area around a D-Day beach where the actual campaign took place. A hexagonal grid has been superimposed to regulate movement and the position of the playing pieces. A unit must always be located in a specific hex. Explanations of the terrain features are found on the Terrain Effects Chart which, along with other tracks and tables, is located on the game map itself.

Each hex represents approximately one kilometer and each (day) turn represents 4½ hours of real time. Each night turn represents 10½ hours of real time.

The map is divided into hexagons (we call them "hexes" for short) which define units' positions just like the squares of a chessboard. The map also shows important terrain such as beaches, swamps, bocage, towns, cities, roads, rivers, and so forth.

The six-sided die that you must provide has nothing to do with the movement of units.

The Rule of Halves: Whenever a value is halved for any reason, always round fractions up!

[2.2] The Playing Pieces

The playing pieces represent the actual military units that fought in this campaign. The numbers and symbols on the playing pieces represent the strength and type of unit represented by that playing piece.

The German player controls the German (gray) units. The Allied player controls all of the other (Allied) units. Each military unit's setup hex or Game Turn (GT) of entry is printed on its reverse side. Markers are provided to help players remember certain information during the game.

Sample Game Pieces

  • Allied unit and German unit: each shows its Unit Type symbol (e.g., Heavy Weapons), its Combat Strength – Movement Allowance (e.g., 4-6, 3-6) and its Historical Designation.
  • Historical Designation, Allied (US) example: 3rd Battalion, 8th Regiment, 4th Division. German example: Hvy Wpns. Co., 2nd Battalion, 729th Regiment, 709th Division.
  • Markers: Allied Support Marker, Artillery Support Marker, 1 Hit Marker (front), 2 Hits Marker (back).

The non-marker playing pieces are hereafter referred to as "units."

Unit Type Symbols: Infantry, Paratroop, Engineer, Anti-Tank, Heavy Weapons, Commando, Glider Infantry, Glider Heavy Weapons, Headquarters, Armor (Panzer), Mechanized Infantry (Panzergrenadier).

Combat Strength measures a unit's value in battle as expressed in Strength Points; higher numbers are stronger.

Movement Allowance determines how far the unit can move expressed in Movement Points; higher numbers are faster.

Unit Sizes

  • Division (9,000 to 18,000 men)
  • Brigade (2,000 to 4,000 men)
  • Regiment (1,500 to 3,000 men)
  • Battalion (450 to 700 men)
  • Company (90 to 170 men)

Unit size is provided for historical interest only and has no effect on game play.

Unit identification is also for historical interest. To the right of the Unit Type Symbol box is that unit's parent Division; to the left, its Battalion (Allied) or Company (German); above it you'll find its Brigade (Allied) or Regiment (German).

[3.0] Setting Up the Game

  1. Place both player's HQ units together in a single opaque container (a.k.a. the Command Cup), mix them, and set that cup aside within easy reach.

  2. The German player sets up first as indicated on the back of each German unit and / or the game's Exclusive Rules.

  3. Then the Allied player sets up any of his on-map units as indicated on their reverse side and the game's Exclusive Rules. Some other units are brought into play as Reinforcements (see that game's Exclusive Rules).

    The Allied player also sets to one side his Allied Support markers.

  4. Set the Artillery and Hit markers, plus the die, within reach of both players.

  5. Place the Game Turn marker in the number 1 box on the Game Turn Record Track (June 6, 1944: Morning).

After following these steps to set up the game, the players begin the game and follow the Sequence of Play (below) until Game Turn 10 is completed.

[4.0] Sequence of Play

How the Turns Work: The players jointly conduct each Game Turn, which consists of a number of Phases that must be followed in the exact order listed below. All actions in one Phase must be finished before the next Phase can begin.

  1. Landing Phase. The Allied player places his newly landing unit(s) due him this turn (see Exclusive Rules) and the German Player conducts Landing Fire.
  2. Support Phase. Day turns only! Artillery markers might be allocated to either player, and the Allied player receives some of his Support markers.
  3. Operations Phase. Day turns only! Players alternate drawing an HQ unit from the Command Cup. When it is drawn, any or all of the units in that formation that are on the map may conduct Movement and / or Combat.
  4. Replacement Phase. Night turns only! Players determine their allotment of Replacement Points for that Night Turn and, beginning with the Allied Player, alternate assigning them, one at a time, to reduce or remove Hit markers from their friendly units.
  5. German Redeployment Phase. Night turns only! The German Player (only) may move any or all of his units that did not receive Replacements up to 1/2 of their Movement Allowance.
  6. Housekeeping Phase. Advance the Game Turn marker or, if the last turn was just played, determine the winner according to the Victory Conditions.

[5.0] Landings

On each of the first two or three Day Turns of June 6, 1944 (depending on the particular beach), before conducting the Support Phase, the Allied player receives and places on the map (at no Movement Point cost) his newly landing reinforcements.

Restrictions

Units cannot land on their designated hex if it contains an enemy unit, nor can they land in violation of the stacking limit (see 8.2). If either of these conditions applies, the landing player may either elect to place them on an adjacent beach hex within these restrictions, or delay their entry and try to land them again on the next turn (they may be delayed in this manner multiple times).

Procedure

As each unit lands, the German player conducts a special Defensive Fire (this abstractly simulates beach defenses not actually represented by counters in the game). The German player must roll one die for each Allied unit placed on the map as a reinforcement during the Landing Phase, consulting the June 6 Landing Fire Table on the map. Similarly each Landing Phase, the Allied player must roll one die to attack each German unit that is currently adjacent to those same newly-landed Allied units, consulting the same Table.

For Example: On the first Game Turn (i.e., Morning: June 6, 1944), if the Firing Player rolls a 1 or a 2, he misses and there is no effect. If he rolls a 3 or a 4, the targeted unit suffers 1 Hit. On a 5 or 6, it suffers 2 Hits.

Exclusive Rules

See each game's Exclusive Rules for a complete listing of beachhead and airborne landing sites / units by Game Turn, plus any special rules that may apply.

[6.0] Support Phase

At the beginning of each Day Turn, both players roll to determine which player (if either) receives Artillery Points that turn. Then the Allied player rolls again for his Allied Support Points for that turn. Artillery and Support points are used in combat to alter the strength of an attack.

[6.1] Artillery Points: The player with the highest roll receives Artillery Points equal to the difference between the two rolls – the Allied Player receives the entire difference, while the German player receives only half the difference. If both players roll the same number, neither player receives Artillery Points that turn.

[6.2] Allied Support Points: The Allied player also receives his Support Points (i.e., air and naval assets). He rolls one die and consults the Allied Support Points Available Table on the map.

For Example: If the Allied player rolled a 3, he would receive 2 Allied Support Points that turn.

Although the Allied Support markers have different pictures of air and naval assets, they all function identically and can be placed anywhere on the maps.

[7.0] Operations Phase

Make sure that all of the HQ units for formations that currently have any units on the map are in the Command Cup and mixed thoroughly.

Procedure

HQ units are drawn without looking at them, one at a time from the Command Cup, by either or both players (as you desire), until the cup is empty. When the last HQ unit has been drawn and the units in its formation have performed their actions, the Operations Phase is over.

General Rule

When an HQ is drawn, all of its formation units on the map immediately become "Active."

You can easily identify a formation by the color inside the box at the center of each unit (including the HQ). Units in the same formation share the same color.

Once a formation has been activated, the individual units may perform one of the following "Operations:" The next HQ unit is not drawn until all of the units in that formation have had their opportunity to conduct an Operation for that turn.

  • Movement (the unit may spend its full Movement Allowance and conduct Close Combat, as per 10.0);
  • A Full Fire Attack (with some exceptions, the unit does not move but can conduct a Full Fire Attack upon an adjacent hex); or
  • Combined (the unit may both move 1/2 its Movement Allowance – including entering Close Combat – and conduct a Mobile Fire Attack which uses only 1/2 its Combat Strength; important: see 8.4)

[7.1] Wait Your Turn, Soldier: Only units of the currently Active formation may perform an Operation. They do so in any order desired. Unless Firing in Concert, each must complete its Operation before the next unit undertakes its own.

[7.2] Firing in Concert: Only units performing the same type of Operation can perform Fire Combat jointly that turn.

For Example: A unit conducting Combined Operation could not sidle up to an enemy unit and join another friendly unit that is conducting a Full Fire Operation in an attack against it. They can both attack that enemy unit on the same turn, but they must do so separately as they are performing different Operations.

[7.3] Next!: All Operations for the units in the active formation must be completed before another HQ unit is drawn from the Command Cup to activate another formation. Once the last HQ unit is drawn, the Operations Phase ends and the Housekeeping Phase begins.

[8.0] Movement

A player may move none, some or all of his Active units through any combination of hexes up to the limit of their printed Movement Allowance, paying the appropriate Movement Point cost to enter each hex or cross certain hexsides. A player does not move any of the opposing player's units.

Procedure

The player moves his units from hex to adjacent hex in a continuous path of hexes. There is no skipping or jumping over hexes allowed. Units may be moved in any direction or combination of directions.

[8.1] Effects of Terrain on Movement: These are summarized on the Terrain Effects Chart on the map. In addition to the Movement Point (MP) cost to enter a hex, there might also be an additional cost (+MPs) to cross certain hexsides. These costs are cumulative. If a unit cannot afford to pay the total MP cost to move to an adjacent hex, it cannot enter it.

For Example: A unit wants to initiate Close Combat (2 MP) in a hex containing an enemy unit across a river hexside (1 MP) in a swamp hex (3 MP). The total MP cost would be 6 MPs. If it had only 3 MPs remaining of its Movement Allowance, it could not enter that hex.

[8.1.1] Prohibited Terrain: Units may not move across Cliff hexsides or off the map into 'imaginary' adjacent hexes.

[8.1.2] Road Movement: Road movement (i.e., from one hex containing a road to an adjacent hex connected by that same road through a road hexside) always reduces the cost to enter the adjacent hex to 1 Movement Point regardless of the terrain in that hex or the hexside crossed to enter it.

[8.2] Stacking Limit: Players may stack up to two units in a hex. This applies to both players collectively and at all times. Units may never be placed, moved or Retreated (11.0) in violation of this limit.

Thus, a hex with two enemy units in it cannot be entered by an enemy unit seeking to initiate Close Combat (as per 10.0) as it's fully stacked.

[8.3] Effects of Enemy Units on Movement: Units need not stop when moving adjacent to enemy units (i.e., there are no 'Zones of Control' in these games). They must stop when entering a hex with an enemy unit and immediately engage in Close Combat.

Movement Example: The US unit moves along connected road hexsides for 1 Movement Point (MP) per hex. Note that the German unit in no way hinders the US unit's movement.

[8.4] Combined: Units may move up to half of their printed Movement Allowance and then conduct a Mobile Fire Attack (at half its Combat Strength) or vice-versa (i.e., shoot first and then move).

[8.4.1] Operations Unity: A unit cannot move, conduct a Mobile Fire Attack, and then move again; all of one takes place first, and then all of the other for each unit conducting a Combined Operation.

[8.4.2] Close Combat: Units conducting a Combined Operation can perform Close Combat if they have sufficient Movement Points to do so, but they must make their Mobile Fire attack before moving if they do so (see 10.3).

[9.0] Fire Combat

Friendly units may attack enemy units using three different kinds of Fire Attacks (Full, Mobile, and Close). Units must be adjacent to, or in the same hex as, the target unit.

The player conducting the Fire Attack is dubbed the "attacker;" the player who is receiving that attack is the "defender."

Procedure

Each Fire Attack is conducted by performing the following steps in order:

  1. Preparation: The attacker indicates the target hex that contains at least one enemy unit; he then indicates which attacking unit or units are conducting that single type of Fire Attack (i.e., Full, Mobile, or Close; these attacks cannot be combined) and adds their Combat Strengths together to determine the Attack Factor (AF) for that battle. Units conducting Mobile Fire (8.4) have their Combat Strengths halved.

  2. Defensive Support: The Defender may assign available Artillery and / or Allied Support Points to the battle or, if the Germans are facing a Full Fire Attack, may Retreat Before Combat (see 9.1).

  3. Offensive Support: The Attacker may assign available Artillery and / or Allied Support Points to the battle.

    If available to him, each player may commit up to one Artillery and (for the Allied player) up to two Allied Support points (if available) to each battle that turn, whether attacking or defending.

    Defensive Support lowers the Attack Factor (AF) for that battle by 1 per point assigned, Offensive Support increases it (thus, only the net difference applies).

  4. Terrain Effects: Terrain considerations might also modify the Attack Factor, as per Rule 9.2. If this is a Close Combat, this 'Terrain Effects' Step becomes a Defensive Close Fire Step (see 10.0).

  5. Combat Resolution: The attacker rolls one die. If the roll is less than the Attack Factor (AF), one '' is scored on the target unit. If the roll is equal to the AF, an '' occurs where both sides receive a single Hit. If the roll is greater than the AF, the result is a '.'

[9.1] German Retreat Before Combat: During Step 2 of the Combat Sequence, if a German unit (only) is the target of a Full Fire Attack (only), the German player may opt to retreat his unit(s) in the target hex (see 11.0, Retreats) instead of receiving that Attack. If the German Player elects to do so, the Allied Player may freely and immediately change the Operation for his units conducting that Full Fire Attack to Combined (only).

[9.2] Terrain Effects on Combat: Fire Combat is prohibited across Cliff hexsides.

  • +1 AF if the target hex is a beach hex.
  • -1 AF if the target hex is bocage or town.
  • -1 AF if all attacking units are across a river from the defender (cumulative with other terrain effects).
  • -2 AF if the target hex is a swamp.
  • -2 AF if the target hex is a city.

For Example: A defending unit receives a Full Fire or Mobile Fire Attack. Because that defending unit is in a bocage hex and all of the attacking units are across river hexsides, the Attack Factor for that battle is reduced by 2.

Terrain Effects modify a single attack's total (i.e., combined) Attack Factor, not each individual unit's Combat Strength.

[9.3] Hits: A unit that receives a Hit has a "1 Hit" marker placed under it; if it already has a 1 Hit marker under it, then it is flipped over to its "2 Hits" side. If a unit with 2 Hits suffers another, it is eliminated and removed from play.

[9.3.1] Hit Effects: There is no penalty if a unit has only 1 Hit; units with 2 Hits have their Combat Strength reduced by one (-1); i.e., "-1 CS." This reduction is made after any halving effects.

[9.3.2] Targeting: When there is more than one unit participating on a side that suffers a Hit in given battle, the Active Player conducting Operations chooses which specific unit receives that Hit.

[9.3.3] Hits and Retreating: A player's forces that suffer a Hit in a Full or Mobile Fire attack may Retreat. A player's unit that suffers a hit in Close Combat must retreat (exception, see 11.2); if this occurs to both sides due to an Exchange, the Defender's Retreat is conducted first – and see 11.2).

Examples: See the separate sheet to discover some of the many subtleties and nuances of the different kinds of combat in this game.

[10.0] Close Combat

One friendly unit may enter a hex containing one enemy unit via movement (i.e., during a Movement or Combined Operation only) for a cost of two additional (+2) Movement Points. The moving friendly unit must immediately engage in Close Combat by alternately conducting Close Fire Attacks in 'rounds' using their unit's full Combat Strength until the hex no longer contains two hostile units.

Procedure

Close Combat is conducted normally through Step 3 of the Combat Sequence. Step 4 of the Combat Sequence is changed to the Defensive Close Fire Step. The defending unit must conduct a Close Fire Attack against the attacking unit. If that Defensive Attack inflicts a Hit (even in an Exchange), then Retreating is conducted (11.0) and that Close Combat is over.

If the Defensive Close Fire Attack missed, the attacking unit must conduct a Close Fire Attack against the defending unit (as per Step 5 of the Combat Sequence). If this Offensive Attack inflicts a Hit (even in an Exchange), then Retreating is conducted (11.0) and that Close Combat is over.

If the Offensive Close Fire Attack missed, then either player (beginning with the defender) has the option to retreat and end the Close Combat. If both players decide to stay, then they repeat Steps 4 and 5 of this Close Combat Sequence (including the option to retreat between rounds of fire).

[10.1] Terrain Effects on Close Combat: No terrain considerations are taken into effect when determining either side's Attack Factor during a Close Fire Attack!

[10.2] Support Points in Close Combat: In Close Combat, the net value of support points remains consistent and in full force modifying the committing sides' AF (only) throughout every round of battle.

For Example: If Allies have a net 1 support point advantage, then each round the Allies will have +1 AF and the Germans are unaffected.

[10.3] The End: A unit that initiates a Close Combat battle must end its turn after the battle's resolution. It may not initiate further movement or fire attacks that turn.

[11.0] Retreats

A Hit in battle can engender "Retreats." Retreating units are moved by their owning player into an adjacent hex not occupied by enemy units (nor friendly units if stacking is violated, 8.2). In Close Combat, defending units cannot retreat into hex the attacking units entered from, and attacking units can only retreat back to that entry hex.

Units that must retreat (9.3.3) but cannot are eliminated instead.

[11.1] On the Edge: Units may be retreated off of the edge of the map. If they do, they cannot re-enter play but are not considered eliminated for victory purposes.

[11.2] Hold!: An undamaged attacking unit that suffers an Exchange result from Close Fire may opt to take a second Hit in lieu of Retreating to 'hold the ground.' Otherwise, that hex will be left vacant due to both sides being required to retreat as per 9.3.3.

[12.0] Replacement Phase

During the Replacement Phase of Night Turns, each player rolls for Replacement Points (RPs) as per the Night Turn Replacements Table on the map.

Important (Allied Preparation): Regardless of the die roll outcomes on the Replacements Table, if the German Player receives an equal or greater number of RPs than the Allied Player, increase the Allied Player's RPs so that they equal one more than the German Player's.

Procedure

Beginning with the Allied player, players alternate spending one RP at a time to recover one Hit from a friendly unit. Units with two Hits may recover from both in a single Night Turn (but one Hit at a time).

  • Unused RPs cannot be saved.
  • Previously eliminated units may not be brought back into play via RPs.

[13.0] How to Win

At the conclusion of the last turn of the game, both players determine how many Victory Points (VPs) they have earned according to the schedule provided in that game's Exclusive Rules. The player with the higher total VPs is declared the winner.

Juno Beach Exclusive Rules

These Exclusive Rules are provided for Juno Beach. They supplement the Standard Rules and provide the specific details required to play this specific game.

Juno Beach

Unit abbreviations for this game are as follows:

7th Brigade: RWR, RRR, CSR: Royal Winnipeg Rifles, Regina Rifle Regiment, Canadian Scottish Regiment

8th Brigade: QoR, RdC, NSR: Queen's Own Rifles of Canada, Le Regiment de la Chaudiere, North Shore (New Brunswick Regiment)

9th Brigade: HLI, SDG, NNS: Highland Light Infantry of Canada, Stormont, Dundas, and Glengarry Highlanders, North Nova Scotia Highlanders

[5.0] Beachhead Landings

Game Turn 1

On the first Game Turn (i.e., Morning: June 6, 1944), the Allied player conducts his initial beachhead landings. The following units are placed on their indicated beach hexes:

  • Nan Red: CSR / 7 / 3rd Infantry
  • Nan White: NSR / 8 / 3rd Infantry
  • Nan Green: HLI / 9 / 3rd Infantry
  • Mike: CHO Heavy Weapons / 3rd Infantry

After landing, the German Player rolls on the Morning row of the June 6 Landing Fire Table for each of them and applies the results.

Game Turn 2

On the second Game Turn (i.e., Afternoon: June 6, 1944), the Allied player conducts his second wave beachhead landings. The following units are placed on their indicated beach hexes:

  • Nan Red: RWR / 7 / 3rd Infantry
  • Nan White: LRC / 8 / 3rd Infantry
  • Nan Green: SDG / 9 / 3rd Infantry
  • Mike: 26 Engineer / 3rd Infantry

After landing, the German Player rolls on the Afternoon row of the June 6 Landing Fire Table for each of them and applies the results.

Game Turn 3

On the third Game Turn (i.e., Evening: June 6, 1944), the Allied player conducts his third wave beachhead landings. The following units are placed as indicated:

  • Nan Red: RRR / 7 / 3rd Infantry
  • Nan White: QOR / 8 / 3rd Infantry
  • Nan Green: NNS / 9 / 3rd Infantry
  • Mike: 80 Engineer / 3rd Infantry

After landing, the German Player rolls on the Evening row of the June 6 Landing Fire Table for each of them and applies the results.

[5.1] German Reinforcements: The German Player has four Anti-Tank companies attached to the 716th Infantry Division that arrive as Reinforcements.

Procedure: During each of the first four Game Turns that their HQ unit is drawn from the Command Cup, one more Anti-Tank Company is allowed to enter play at one of the three marked off-map road hexes toward the south: 0106, 0109 and 0213.

Each Anti-Tank Company must enter the map through one these hexes via a Movement or Combined order.

After Game Turn 4, there are no more German Reinforcements.

[13.0] How to Win

At the conclusion of the last turn of the game, both players determine how many Victory Points (VPs) they have earned according to the schedule below. The player with the higher total VPs is declared the winner.

  • 2 VPs for each city hex occupied by a friendly unit at the end of the game
  • 1 VP for each town hex that is occupied by a friendly unit at the end of the game
  • 1 VP for each eliminated Allied unit (German player only)
  • 1 VP for each intact (i.e., without any Hits on it) German unit on the map at the end of the game (German player only)
  • 1 VP for each undamaged Allied unit exited off the map from hex 0106, 0109 and 0213 as shown on the map. (Allied player only)

Exiting the Map: It costs 1 Movement Point for a unit to exit off the map. It does not count for Victory Point purposes if exited via Retreat (11.0). To count for victory, that unit must be conducting its own movement while activated during the Operations Phase when exiting the map.

As in Rule 11.1, units that exit the map cannot re-enter play.

Important: One unit must exit off each road before a second unit may exit off the same road, and so on in equal numbers.

Optional Rules

These Optional Rules are provided for any game in this series. They add further realism and gameplay options, but at the cost of some added complexity.

Players may use any or all of them in any combination desired as agreed upon before commencing play. These rules supersede the Standard Rules when there is a conflict.

[14.0] Optional Rules

[14.1] Leadership: Set up the game with the Leadership marker set aside with the other Support markers. On day turns, before rolling for other Support points (e.g., Artillery), both players roll off to see if either gains possession of the Leadership marker.

Gaining the Leadership Advantage (Procedure): If one player rolls at least two higher than the other, the higher-rolling player receives the Leadership marker and may keep it until he 'spends it' (see below) or it is seized from him by the other player using the above procedure. If the rolls are tied or there is only a one point difference between them, the Leadership marker remains where it is.

The Leadership marker may be spent (and returned to the unused stock of Support markers) by the player possessing it to perform one of the following feats:

  • Battlefield Leadership: Re-roll any combat die roll – OR – ignore a retreat result in Close Combat and continue the battle there
  • Force March: double the MF of any one activated unit; if used during a Combined operation, the unit may move up to its full Movement Allowance
  • Receive Corps Artillery: use the Leadership marker in a single battle to count as one additional Support point
  • Temporary Attachment: any one friendly unit whose formation has not yet been Activated that turn can be "attached" to another HQ at any time during the other HQ's Activation. It cooperates fully with that formation and not with its normal parent HQ unit for that turn only.
  • Unit Recovery: Reconstitute one eliminated unit from any formation when it is Activated and place it back on the map (see below)

[14.2] Interdiction: The Allied player, may, after rolling for Support Points but before the drawing of the first HQ unit, trade in up to three of his Artillery or Allied Support points (or the Leadership marker, if in his possession) for an equal number of Interdiction markers. He must place them on the map, no more than one per hex.

For the duration of that Game Turn, that hex costs both sides two additional (+2) Movement Points to enter or exit. Remove the marker at the end of the turn.

[14.3] Rest & Refit Operation: In addition to the three regular Operations, a fourth Operation called "Rest & Refit" (R&R) is also available. When a player's HQ unit is selected from the Command Cup, he may opt to Rest & Refit the units of that formation. None of that formation's units on the map may be activated to move or conduct any attacks while on an R&R Operation. They are all, in effect, 'passing.'

The entire formation must rest, not just individual units in it!

Procedure: After declaring an R&R Operation for that formation, the player draws a chit from the new R&R Cup (set up at the beginning of the game with only the four blue R&R chits in it) and receives the indicated number of replacements (which may be 0; in effect wasting that formation's entire turn).

If the '2*' chit is drawn, no more than 1 Replacement may be received by any one unit in that formation –OR– that player may use both Replacements to reconstitute one eliminated unit from that formation and place it back on the map (see below).

Reconstituted Unit

When an eliminated unit is reconstituted, it is returned to play and placed on the map with a '2 Hits' marker under it (i.e., it's still in a bad state, but at least it returns to the map, which is very important). It cannot conduct an Operation on the turn that it is reconstituted.

Placement: Newly reconstituted units are placed in:

  • A hex not adjacent to an enemy unit with another (single) unit from its formation
  • An empty hex not adjacent to an enemy unit that is adjacent to a hex containing one or more units from its formation
  • A Town or City hex that is occupied by a (single) friendly unit from any formation and at least three hexes away (i.e., two intervening hexes) from the nearest enemy unit

If no such hexes exist, that unit may not be reconstituted and brought back into play at that time; that replacement opportunity is 'lost.'

[14.3] Indirect Fire: Heavy Weapons companies (only; as indicated by their red combat value, the arrow in their symbol box, and 'Hvy' on their side) may fire 'indirectly' at up to two hexes distance, if desired.

  • Indirect Fire can only be conducted as a Full Fire Attack (not as Mobile Fire).
  • Units conducting Indirect Fire do so at half strength.
  • The -1 AF penalty if all attacking units are across a river from the defender does not apply if all attacking units are using Indirect Fire.
  • There are no 'line of sight' limitations for Indirect Fire (including the cliffs).
  • Units conducting an Indirect Fire attack need not suffer a Hit from an Exchange result unless the defending force in that battle included either a Heavy Weapons unit or has at least one Support Point allocated to its side. That is, the defending force needs something with sufficient range and striking power to 'Hit back' at the attacking units.

[14.5] Overruns: A unit with a Movement Allowance of 10 or more may continue moving after initiating a Close Combat attack – and it may even make multiple Close Combat attacks in the same turn. That unit must complete its entire move before another Active unit can commence its movement, and the overrunning unit's movement must immediately cease if it suffers a Hit during a Close Combat that it initiated.

[14.6] Allied Preparation Scenario: To simulate preparation for the great invasion (and to balance the game when a beginner is playing the Allied side), add one (+1) to all Allied die rolls during the Support Phase of the first Game Turn (including for Leadership, if that Optional Rule is being used). A die roll of 6, however, is still considered a 6. Thus the Allied Player is more likely to gain Support points on the initial turn of the game.

Hit
Exchange
Miss