The Battle for Normandy: Expansion
The Battle for Normandy: Expansion Rulebook
Table of Contents
Table of Contents
23.0 Expansion Game Rules
23.1 New Unit Reinforcement Entry
If maps F&G are in play, German reinforcements from the basic game still use their original entry hexes. These hexes are highlighted in Red on the new maps.
All new units are highlighted in Blue text on the Campaign Game Reinforcement lists. If in play, these enter the game as listed.
23.2 US & CW Corps Reconnaissance Units (Optional)
Commonwealth corps armoured car regiments and U.S. cavalry groups have been added to the order of battle. When any Allied reconnaissance units are involved in combat, any other infantry or armored unit must take the first step loss resulting from the combat before any of these units may take a step loss. Most were left out of the original game because they would very often be used as "cannon fodder" in contradiction to their valuable historical contribution.
23.3 Belgian & Princess Irene Brigades
These two brigades enter the game as corps units and may be attached to a CW division (armour or infantry) just like a CW armoured brigade. It can only be attached as a whole, however. The same rule regarding losses in 23.2 apply to these units.
23.4 Kangeroo Units
These new units move and apply their benefit just like CROC units (19.6.1). Any single infantry unit stacked with a Kangeroo in combat receives a +1 Attack Strength and a –1 DRM to any artillery attack against their stack.
23.5 Commonwealth Towed Artillery Swap
Six new CW artillery units are provided; three for the 3rd Canadian Infantry Division and three for the 3rd British Infantry Division. On the turn of entry, simply replace all of these units, whether on the map or in the Eliminated Pool, with these new towed artillery units.
The Brits were having a hell of a time getting 105mm shells from the Americans for their M-7 Priests that landed on 6 June.
Artillery Example of Play
[Map illustration omitted.]
It is the Allied turn and they are attacking German unit A (III/5/3FJ) with all four adjacent units. The division HQ and corps HQ are in supply and circled in red for this example. German unit B is adjacent to one of the attackers and has a ZOC on it, so it is subject to a Mandatory Attack requirement (12.3). The Allied players fire 143/49 artillery alone at it (13.0) to satisfy this need, so do not need to attack it by ground. For the attack on A, the Allied players add 69/49, plus 25th and 84th Corps artillery (adjacent to IC HQ). These units are not in range to 49th HQ, but are to I Corps HQ which the 49th draws supply from. All artillery units have the range, and this meets the attachment max of 3 units (including 3COLY Tank).
Now it is the German player turn, and they move two units of 3FJ Division adjacent to the 49th Div Engineers at C. It is cutoff from its division and out of supply. However, as 44RTR is within three hexes of the cutoff Engineer battalion, and attached to 49 Division, it will permit defensive Artillery Support (12.5.4). Three illustrated Allied artillery units were used during their attack phase, but the Allied players may select the remaining 107/2nd to add four strength points in the Engineer battalion's defense.
Note: Normally, 4th Armoured Brigade could be attached to 49th Infantry in addition to 3 regular attachments. For purposes of this example however, they are treated as they would other corps assets.
23.6 Air Power and Maps F & G
For purposes of Interdiction, include Map F as part of Map D, and Map G as part of Map E until no German units are in General Supply on maps A, B and/or C. When they are, use those blocks on the chart accordingly: A or B is for Map F, C is for Map G. At that point, halve the number of air points on maps D&E, just as with Maps B&C, per 11.1.2 bullet 1.
Bridging Example of Play
[Map illustration omitted.]
Situation 1: If 6th AB HQ was moved one hex west over the Orne to 1, it would be bridging the Canal de Caen and will trace supply from the hex marked with a 2. Any unit adjacent to it across the Orne, to the east, would then be In Supply. (this area has the unique situation of crossing two adjacent rivers.)
Situation 2: If, over two turns IC HQ was moved two hexes east onto the hex marked 1, then all visible British units would be In Supply. Or, if 6th AB HQ moves south and crosses the bridge at Ranville to 3, it would bridge the Caen de Canal at Benouville for supply purposes, and all visible units would be In Supply.
Supply trace: If 6 AB HQ were located in 1, it would trace supply from 2 to the corps HQ. If it was located in 3 (3013), it would begin counting from either of the hexes occupied by 34th Armoured Brigade.
Solitaire Tables
Solitaire Play
When playing solitaire, assign Allied Air Points according to the weather, as follows.
Solitaire Air Table
| Weather | Interdiction Level | Armed Recon | Ground Support |
|---|---|---|---|
| Storm | E | 0 | 0 |
| Heavy Rain | E | 0 | 10 |
| Light Showers | D | 5 | 10 |
| Fog | D | 8 | 12 |
| Heavy Overcast | C | 10 | 15 |
| Overcast | C | 12 | 17 |
| Cloudy | B |
Example: If the weather is Clear, then the Interdiction Level for all five maps will be A, the number of Air Points assigned to Armed Recon will be 20, and the number of Air Points assigned to Ground Support will be 35.
Solitaire Interdiction Effects
| Interdiction Level | Map A | Map B | Map C | Map D | Map E |
|---|---|---|---|---|---|
| A | –1 | –1 | –1 | –3 | –3 |
| B | –1 | –1 | –1 | –2 | –2 |
| C | - | –1 | –1 | –1 | –1 |
| D | - | - | - | –1 | –1 |
| E |
# = Effect on Movement Allowance for that map. - = No effect
Solitaire Game Air Loss Modifiers
Moderate air point losses were taken into account when the solitaire tables were designed. However, if they are heavier than normal, the following modifiers should be applied.
| Air Losses | Interdict | Ground Support |
|---|---|---|
| 10 | A | –2 |
| 15 | C,B | –3 |
| 20 | A,B,C | –4 |
For example, if the Allies accumulate 16 air losses (i.e. their total drops to 119) then after the weather roll, if Maps B and C would normally have –1 interdiction, instead they would have no interdiction applied. Other maps would remain interdicted as instructed by the Solitaire Interdiction Effects table. Additionally, three points would be subtracted from the available Ground Support Points for the day.