The Greatest Day: Utah Beach
The Greatest Day: Utah Beach Rulebook
Table of Contents
Table of Contents
- Part One — Grand Tactical Series Rules v2.0c
- 1.0 Introduction
- 2.0 How to read the counters
- 3.0 The time scale
- 4.0 The sequence of play
- 5.0 The weather phase
- 6.0 Determine airpower availability
- 7.0 Spend Dispatch Points to buy Formation Activation Chits
- 8.0 Place reinforcements
- 9.0 Put the eligible chits into the coffee mug
- 10.0 Perform the Activation Phase
- 11.0 Remove all barrage markers
- 12.0 Move the turn record marker up a box
- 13.0 Performing Actions with Units during the Activation Phase
- 14.0 Moving Units
- 14.1 General notes on the movement rules
- 14.2 Which Units can move?
- 14.3 How do Units move?
- 14.4 Which Units cannot move?
- 14.5 What about terrain and movement?
- 14.6 How can my Units use Column movement?
- 14.7 What about stacking and movement?
- 14.8 Forced march
- 14.9 Leg Infantry Units can (almost) always move at least one hex
- 15.0 Fire Combat
- 16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
- 17.0 Opportunity Fire
- 17.1 Opportunity Fire generally
- 17.2 When is Opportunity Fire triggered?
- 17.3 What is a Fire Zone?
- 17.4 Which Units can Opportunity Fire?
- 17.5 Which Units cannot Opportunity Fire?
- 17.6 What about those different modifiers for Opportunity Fire?
- 17.7 What happens to the Units that take Opportunity Fire?
- 17.8 Opportunity Fire procedure
- 18.0 Assault
- 18.1 Which Units can Assault?
- 18.2 Which Units can be Assaulted?
- 18.3 Can Units Assault together?
- 18.4 Can Units from more than one hex Assault together?
- 18.5 Can Units in more than one hex be Assaulted at the same time?
- 18.6 Can a Unit be Assaulted more than once per Activation?
- 18.7 How do I Assault?
- 19.0 Combat results
- 20.0 Rally
- 21.0 Leaders and Command
- 22.0 Improved positions and entrenchments
- 23.0 Road blocks
- 24.0 Rearguards
- 25.0 Special engineer rule (men at work)
- 26.0 Weather
- 27.0 Airpower
- 28.0 Night
- 29.0 Glossary
- Part Two — The Greatest Day: Utah Beach Exclusive Rules
Part One — Grand Tactical Series Rules v2.0c
1.0 Introduction
The Grand Tactical Series is a World War Two, tactical, company-level system. Turns represent two hours of real time and hexes are approximately 500 meters across. The series rules apply to The Greatest Day and all future games in the series, and supersede pages 6-15 of the Exclusive Rule book that shipped in the box.
Each game also has its own exclusive rules booklet, which lists that game's components and its specific rules. The exclusive rules always take precedence over the series rules should the two conflict — usually the exclusive rules point out the conflicts for you.
1.1 A note about the rules
There are two sets of rules for the series: this full rulebook, which is deliberately repetitive so that a rule appears everywhere it is relevant, and a shorter set of concise rules plus charts and tables. Where the two seem to disagree, this rulebook governs.
Terms defined in the glossary (Rule 29.0) are capitalized in the rules. Named game charts and tables are also capitalized, though they do not appear in the glossary.
These are the version 2.0 rules. They reflect changes since The Devil's Cauldron, Where Eagles Dare and No Question of Surrender, and are not compatible with those earlier games. The major changes are to the Artillery, Assault and Activation systems.
1.2 A summary description of the game
Playing pieces are mostly company-sized Units. Units are grouped into Formations (real-life brigades or regiments), Formations into Divisions, and Divisions into Armies (the nationalities in the game).
The heart of the game is a random chit-pull activation system:
- Every Division has an Activation Chit; so does every Formation.
- At the start of each turn, each player puts an Activation Chit for each of his Divisions in play into a coffee mug, and may also "buy" (with Dispatch Points) a limited number of his Formation Activation Chits to put in.
- Either player blindly pulls a chit. The player who controls that Division or Formation performs Actions with its Units. Then another chit is pulled, and so on.
- When only one chit remains in the mug, that last chit is not drawn — it is automatically designated the first chit "drawn" for the next turn.
Division Activation Chits only allow that Division's Units to perform a limited range of non-combat Actions. Formation Activation Chits allow that Formation's Units the full range of Actions.
It is possible, though improbable, for one player to draw all of his chits before his opponent draws any — activating his whole force before the opponent moves at all.
Each player also gets a Direct Command Chit, which when drawn lets him spend Command Points to activate some of his Units. These are wild cards that give a player more options.
Major points of the system:
- The game uses a ten-sided die. "0" is a zero, not a ten. Unless specifically noted, a roll of nine always fails and a zero always succeeds.
- Movement is standard hex-to-hex, paying movement points for terrain, with Opportunity Fire and Fire Zones instead of Zones of Control. All Units are divided into three Movement Classes.
- Fire combat is resolved on a single Combat Results Table using a Fire Rating, terrain and situational modifiers, and a die roll.
- Combat results are largely morale results — suppression, disruption and rout — rather than raw step losses.
- Leaders provide Command, and Command Points and Dispatch Points are the currency that lets you activate and push your force.
2.0 How to read the counters
Most Unit counters represent a company of infantry, tanks or engineers, or an artillery or mortar section. All the terms are defined in the glossary (Rule 29.0).
The color box around a Unit's designation corresponds to the Formation it belongs to; this matches the color of the stripes on that Formation's Leader counter.
Other color coding:
| Coloring | What it tells you |
|---|---|
| Color of the Movement Allowance | The Unit's Movement Class |
| Color of the box around the Fire Rating and Assault Rating | The Unit's Weapon Class |
| Color of the box around the Defense Rating | Whether the Unit is Armored or Unarmored |
| Red Fire Range | The Unit is Auto-Command |
Unit counter values: Steps, Troop Quality, Fire Range, Fire Rating, Assault Rating, Movement Allowance, Air Defense, Defense Rating, Unit Designation.
Leader counter values: Formation, Command Range, Attachment Rating, Name.
3.0 The time scale
Every daylight turn represents about two hours of real time. Night turns represent eight to twelve hours or more. The exclusive rules indicate when the night turn begins and ends.
4.0 The sequence of play
- A. Weather. Check Weather if it is the first daylight turn. The weather stays the same for the entire day, until checked again at the start of the first daylight turn of the next day.
- B. Airpower. Determine Airpower Availability if it is the first daylight turn.
- C. Reinforcements. Place Reinforcements in Reinforcement Boxes.
- D. Dispatch Points. First, buy Dispatch Points at a cost of 2 Command Points for 1 Dispatch Point. Then spend Dispatch Points to buy Formation Activation Chits.
- E. Artillery and Contact. Create/Disband Artillery Parks. Attempt Contact / Drop Contact with Leaders.
- F. Attachment. If the exclusive rules allow Independent or subordinate Formations to be attached to superior Formations, do that now.
- G. The mug. Put the eligible chits into the coffee mug.
- H. Activation Phase. Perform the Activation Phase.
- I. Cleanup. Remove all barrage markers. Flip all Artillery Parks to their Non-Fired sides.
- J. Turn record. Move the turn record marker up one turn.
5.0 The weather phase
Before the first daylight turn of each day, the players determine the weather. See the game's exclusive rules for how this works — roll on the appropriate table if applicable and apply the results.
6.0 Determine airpower availability
Before the first daylight turn of each day, the players also determine airpower availability. See the game's exclusive rules.
7.0 Spend Dispatch Points to buy Formation Activation Chits
7.1 Generally
Just as each Division has its own Activation Chit, each Formation in the game has its own Activation Chit, which allows that Formation's Units to be activated.
Actions permitted by chit type:
| Action | Direct Command | Divisional Activation | DivAct 2nd Action | Formation Activation | Formation Activation 2nd Action |
|---|---|---|---|---|---|
| Move | X | X | X | X | X |
| Move into enemy Fire Zone | X | — | X | X | X |
| Enter an ENT (entrenchment) | X | X | X | X | X |
| Leave an ENT | X | X | X | X | X |
Division Activation Chits only allow a limited range of non-combat Actions; Formation Activation Chits allow the full range.
Unlike Division Activation Chits — which, once in play, automatically go into the mug at the start of every turn — the only way a Formation Activation Chit gets into the mug is if you spend Dispatch Points to put it there, and you must do so every turn. Buying a Formation chit for one turn does not keep it in play afterward: once played, it comes out, and you must buy it again to bring it back.
7.2 How do I spend Dispatch Points to buy Formation Activation Chits?
Look at your Formation Activation Chits and decide whether you want any of them in play this turn or next turn. If not, move on.
If you do want one, you have a choice:
| Purchase | Cost |
|---|---|
| Formation Activation Chit in play this turn | 2 Dispatch Points |
| Formation Activation Chit in play next turn | 1 Dispatch Point |
Chits purchased for next turn are set face-down next to the mug as a reminder. You do not reveal which Formations you have purchased — they are revealed as they are drawn. All purchases should be done in secret if possible.
Spend the points on the Command/Dispatch Point Record Track, deducting them from the Formation's Division.
There are two limits on how many Formation Activation Chits you can put in:
- The number of Dispatch Points you have.
- You can only buy one Formation Activation Chit at a time per Formation — once bought, it must be played before it can be bought again. This stops you from spending 1 Dispatch Point on Turn One to buy a chit for Turn Two, then buying the same chit on Turn Two for Turn Three. Likewise, if a Formation Activation Chit was the last one drawn during Turn One it is saved for Turn Two (Rule 10.0.6), so you cannot spend a Dispatch Point on Turn Two to buy it for Turn Three.
Unless stated otherwise, a Formation Activation Chit is first eligible for purchase on the turn any of the Formation's Units are either on a reinforcement hex or in play on the map.
Dispatch Points are allocated by Division. A Division can only spend Dispatch Points on its own Formations; it cannot spend them on another Division's Formations.
8.0 Place reinforcements
Check the reinforcement schedule in the scenario rules for the who, where and when.
Unless stated otherwise, a Division's reinforcements due on a given turn are placed at the start of that turn (Step C of the Sequence of Play) on the Division Display, in the appropriate holding box. If a game has independent Formations arriving as reinforcements, they must either be attached to a superior Formation as noted on the reinforcement schedule, or the player decides which Formation they attach to the moment they arrive in a Reinforcement Box.
When that Division's Activation Chit is pulled, place the reinforcements (with their Leader, if he is not already on the map) on the reinforcement hex marked on the map by the matching Divisional symbol, and activate them normally. Stack them all on the entry hex without regard to stacking limits; they start there — no counting hexes off the map edge.
If possible, Units in these hexes must all have moved out of the Reinforcement Hex by the end of the Division Activation — you may not hold Units back. If they cannot (for instance, every possible hex is in an enemy Fire Zone), they must move out as soon as the next chit is played that allows legal movement.
Reinforcement rules:
- Entry hexes have unlimited stacking limits.
- Reinforcement Units in reinforcement entry hexes may not be targeted by any type of fire.
- The only Action a Unit in a Reinforcement Hex can take is to Move, and moving out of a Reinforcement Hex does not trigger Opportunity Fire.
- You may not spend Command Points on reinforcements until they actually enter play. Reinforcement Units in entry hexes are considered Out of Command.
- Reinforcements may start in Column or not, at the owning player's choice.
- If the Division Activation is the last chit pulled, any reinforcements arrive the next turn. If that Division also receives reinforcements for the next turn, all of them simply arrive together.
9.0 Put the eligible chits into the coffee mug
On the first turn, the scenario rules tell you what goes into the mug.
After the first turn, each player puts in:
- All his Division Activation Chits currently in play; plus
- Any additional Division Activation Chits the scenario rules give him as reinforcements; plus
- His one Direct Command Chit; plus
- Any Formation Activation Chits he bought with Dispatch Points this turn, or bought last turn and held out for this turn.
10.0 Perform the Activation Phase
10.0.1 First, take a chit
On the first turn, the scenario rules almost always say who goes first. Past the first turn, the player whose chit was the last one left in the mug on the previous turn must play that chit now as the first chit of this turn (see 10.0.6).
Once that is done, either player (it does not matter who) draws a chit from the mug.
If a Formation Activation Chit is drawn: All Units belonging to that Formation become Active and may perform Actions. You may also spend Command Points to have In Command Units of that Formation perform Second Actions (10.0.2).
If a Division Activation Chit (marked DivAct) is drawn: The controlling player first enters reinforcements from that Division's Reinforcement Box onto the map. Then he rolls to see how many Command Points and Dispatch Points the Division receives. Then all Units of that Division become Active and may perform a limited range of non-combat Actions (see 13.2) — generally they may not Assault, fire, or move into an enemy Fire Zone, though Light Mortar Units may fire as a First Action as an exception. You may also spend Command Points for Second Actions by In Command Units of that Division; Second Actions are not bound by the Division activation restrictions.
As a reminder of which Formations have finished, flip each Formation's Leader counter to its "Active" side when the Division Activation Chit is drawn, and flip it back when that Formation has finished activating.
If a Direct Command Chit is drawn: The owning player may spend Command Points to move and fight with his In Command Units (see 10.0.5).
10.0.2 What is a Second Action?
A Unit (including an Independent Unit) or a stack of Units that has just completed an Action may immediately perform a Second Action if all of the following are true:
- The first Action was performed under a Formation Activation Chit or a Division Activation Chit (not a Direct Command Chit); and
- The Units are In Command; and
- The owning player pays one Command Point per Unit performing the Second Action; and
- The Second Action is different from the Action just performed — a Unit cannot use its Second Action to repeat the same Action twice in a row; and
- The Second Action is not an Engineer Action; and
- The decision to perform the Second Action is made before the next Unit or stack performs an Action and before the next chit is drawn.
If a stack performs a Second Action, every Unit in the stack must perform the same Action, and you pay one Command Point for every Unit in the stack (three Units in a stack costs three Command Points).
A Second Action during a Division Activation is not subject to the Division Activation restrictions.
10.0.3 How can I get (or lose) Command Points and Dispatch Points?
Each time a Division Activation Chit is drawn, roll for that Division for both Command Points and Dispatch Points.
Command Points: Roll a die and add half the die roll (rounding down) to the Division's Command Rating (from the exclusive rules). The total is the number of Command Points the Division receives.
Dispatch Points: Roll a die against the Division's Dispatch Rating (from the exclusive rules).
| Die roll | Result |
|---|---|
| Nine | The Division loses one Dispatch Point |
| Zero | The Division gains one Dispatch Point |
| Equal to or less than the Division's Dispatch Rating | The Division gains one Dispatch Point |
| Less than (but not equal to) the Division's current number of Dispatch Points | The Division gains one Dispatch Point |
Apply as many of these results as are applicable — they stack. Example: Dispatch Rating six, current Dispatch Points two. A roll of one gives two more Dispatch Points; a roll of zero gives three; a roll of two gives one.
Converting Command Points: During Step D of the Sequence of Play, for every 2 Command Points of a Division you spend, you buy 1 Dispatch Point for that same Division.
Pre-night bonus: On the turn before the night turn, a Division automatically adds two Dispatch Points to its total after performing the Dispatch Point die roll — but only if its Division Activation Chit is actually drawn.
10.0.4 Is there a maximum or minimum number of Command Points and Dispatch Points?
A Division may never have fewer than zero or more than nineteen Command Points.
A Division may never have fewer than zero or more than nineteen Dispatch Points.
10.0.5 What if my Direct Command Chit is drawn?
You may activate any of your non-independent, In Command Units (all but white- and black-striped Units) by spending one Command Point per Unit. You may activate Units in any order. "In Command" is defined in Rule 21.0.
A Direct Command Chit is powerful: it is the only time you can coordinate the activation of Units belonging to different Divisions.
Important points:
- You can activate as many or as few Units as you want, up to your available Command Points.
- A Division's Command Points can only activate Units of that Division.
- Only one activation per Unit — no Second Actions.
- As with a regular activation, a Unit must finish its activation before the next one starts (but see point 7).
- You keep unspent Command Points for later in the game — remembering the nineteen-point Division maximum.
- You may only activate Units that are In Command (within their Leader's Command Range — see Rule 21.0).
- To activate a stack for movement or Assault, you may pay all the necessary Command Points at once for the Units acting together. This is an exception to point 4.
- You may not spend Command Points to perform an Engineer Action. It is the Action that matters, not the Unit — Engineers may still move, fire, Rally and so on under Direct Command.
- Independent Units never activate under the Direct Command chit. They only activate when the Division Activation chit, or the Formation chit of the Formation they are attached to, is in play.
10.0.6 When does the Activation Phase end?
The Activation Phase ends after the second-to-last chit is drawn and played. The last chit in the mug is not drawn this turn — it becomes the first chit played next turn. If that last chit is a Formation Activation Chit, its owner gets it next turn for free, without paying again.
11.0 Remove all barrage markers
Pick them up. Flip all Artillery Parks to their Non-Fired sides.
12.0 Move the turn record marker up a box
Do that and go on to the next turn. If it was the last turn, determine victory.
13.0 Performing Actions with Units during the Activation Phase
13.1 Which Units can I perform Actions with?
During the Activation Phase you perform Actions with your Active Units, which means:
- Division Activation chit drawn: all Units belonging to that Division — limited to non-combat Actions (13.2) unless performing Second Actions (10.0.2); or
- Formation Activation chit drawn: all Units belonging to that Formation, plus independent Units within Command Range of the Formation's Leader, up to the Attachment Rating of that Leader (see 21.5); or
- Direct Command Chit drawn: any In Command, non-independent Unit on which you spend a Command Point.
Counters are color-coded to show which Units belong to which Formation. The base color is the Division; a colored stripe identifies the Formation; a black or white stripe marks an independent Unit within the Division (see 21.6).
13.2 What can I do with my Active Units?
While their Formation or Division is Active, Units can perform one of the following Actions (the exception is the Second Action, 10.0.2):
- Movement Actions: move (which includes entering or exiting Column, entering or exiting entrenchments, and exiting Transport Mode); entering Transport Mode; entering or leaving an entrenchment.
- Exception: a Unit activated with a Division Activation Chit may not move into an enemy Fire Zone. (A Unit already in an enemy Fire Zone may still get into or out of Column or Transport Mode.)
- Fire. Exception: a Unit activated with a Division Activation Chit may not fire unless it has a purple Fire Rating.
- Assault. Exception: a Unit activated with a Division Activation Chit may not Assault.
- Rally.
- Engineer Actions: build an improved position; build an entrenchment; build a road block; remove a road block; create a Rearguard; and any others the exclusive rules permit. None of these may be performed as a Second Action or during a Direct Command activation.
- Remove a Rearguard.
- Any other Actions permitted by the exclusive rules.
- Pass. (Useful example: you drew a Division Activation Chit but want a Unit to fire and do nothing else. Pass as its Action, then pay one Command Point to have it fire as a Second Action.)
A Unit performing a Second Action may perform any of the above, with two extra restrictions:
- The Second Action must be of a different type from the first Action; and
- The Second Action cannot be an Engineer Action.
So a Unit cannot mount a vehicle and then move as a Second Action — both are Movement Actions.
A Second Action during a Division activation is not subject to the Division activation restrictions: the Unit can fire, Assault, or enter a Fire Zone. Only the initial free activation is limited.
Play note: A Unit can be activated more than once in a turn — as part of a Formation activation, a Division activation, and a Direct Command activation. The number of times a Unit has already been activated has no effect on what Actions it can perform in later activations. Each new activation is a fresh opportunity.
13.3 In what order can my Units perform Actions?
With a few important exceptions, you may act with your Units in any order. Within a Formation or Division activation the required order is:
- Perform all Actions with your Units. Any Second Action for a Unit or stack must be performed immediately after that Unit's or stack's initial Action.
- After all Units have moved, decide where you want the Formation's or Division's Leaders and transfer them there (see 21.2).
During Actions performed by spending a Command Point, a Leader must stay stacked with the Units he is currently stacked with (21.2).
Leaders transfer only after all other Units have performed all their Actions. Command Range is determined for all Units from the hex the Leader occupies at the moment of determination — the Leader may have moved with another Unit earlier in the activation.
13.4 What do all the Non-Active Units do during Activations?
Your opponent's Non-Active Units may fire at your Active Units using Opportunity Fire (Rule 17.0), or exchange fire during Assaults (Rule 18.0). Your own Non-Active Units mostly do nothing during assaults on other Units; they may get to Opportunity Fire at Units running away from Assaults.
14.0 Moving Units
14.1 General notes on the movement rules
Movement is standard hex-to-hex, paying movement points for terrain.
- Each Unit belongs to one of four Movement Classes — Wheeled, Tracked, Leg, Immobile — color-coded on the counter. These govern terrain costs.
- Each Unit belongs to one of three Unit Classes — Infantry, Gun, Vehicle — shown by the counter symbol. These affect how the Unit moves.
- Movement allowances are printed on counters in the color of the Movement Class.
- Stacking rules apply during movement.
- Opportunity Fire can stop a moving Unit until that fire is resolved.
Two absolute limits: Units may never use a Movement Action to enter a hex occupied by an enemy Unit, and Units may never move within two hexes of an enemy reinforcement entry hex.
Terrain in this system channels vehicles: crests and forests restrict Tracked and Wheeled movement, and roads are often the only way vehicles cross certain ground — so anti-tank forces deploy accordingly. Combined arms matter concretely rather than as a flat die-roll modifier: barrage well-placed defenders before advancing, and dig infantry and anti-tank guns into covering terrain.
14.2 Which Units can move?
Active Units of these Movement Classes:
| Movement Class | Movement allowance color |
|---|---|
| Wheeled (W) | Black |
| Tracked (T) | Red |
| Leg (L) | White |
Each Movement Class pays different costs on the Terrain Effects Chart.
14.3 How do Units move?
Units move from hex to adjacent hex, spending the movement points listed on the Terrain Effects Chart to cross hexsides and enter hexes.
14.4 Which Units cannot move?
Units with no movement allowance are Immobile Units. They may never move or retreat by themselves, but they can be transported if they have Organic Transport (14.10).
14.5 What about terrain and movement?
See the Terrain Effects Chart for movement costs; different Movement Classes pay different costs. The exclusive rules describe the terrain types.
14.6 How can my Units use Column movement?
To use the Column movement rate, place a Column marker on the Unit. This costs one movement point when done as part of a Movement Action. Units may also take a Column marker for free when they dismount from a vehicle (14.10.3).
Leaving Column costs either:
- one movement point — which can trigger Opportunity Fire normally; or
- a Cohesion Hit — which does not trigger Opportunity Fire.
You may not place a Unit in Column and then remove the marker later in the same Action, unless the Unit leaves Column by taking a Cohesion Hit. (You cannot pay one movement point in and one movement point out in the same Action.)
A Unit with a Column marker does not have to stay on a Road — it can move through or across any allowed terrain, paying Column movement terrain costs.
Note that two Roads may run through a hex without connecting. You may not move from one Road to the other without paying the cost for the terrain in the hex.
14.6.1 What's the bad part about being in Column?
A Unit in Column is considered deployed for movement, and if fired at suffers unfavorable modifiers (all noted on the Column marker):
| Value | Effect while in Column |
|---|---|
| Fire Rating | Reduced by one |
| Assault Rating | Reduced by one |
| Defense Rating | Increased by two |
In addition, a Unit in Column that is fired upon never receives any beneficial (negative) terrain modifiers — exclusive rules may make exceptions. All modifiers that help the enemy's fire remain in force.
No more than one Unit in Column is ever allowed in a hex, and stacking limits are in effect at all times, including during movement.
14.6.2 Units in Column may not:
- Stack with other Units in Column.
- Perform Engineer Actions — build an improved position, build an entrenchment, build or remove a road block, create a Rearguard, or any additional Engineer Actions defined in the exclusive rules.
14.7 What about stacking and movement?
Units stacked together (and not in Column — stacking more than one Unit in Column is illegal) can move together if activated together. They must start the activation together — no picking Units up along the way. You may drop Units off, but a dropped-off Unit is finished for that Action; you cannot come back and move it elsewhere.
If a moving stack triggers Opportunity Fire (Rule 17.0), each firing Unit may target only one of the stacked Units — but the Non-Active player chooses which one. All Units in the stack still count toward the mass modifier.
Stacking limit: up to 8 steps in a hex when not in Column, and one Unit in Column (regardless of that Unit's step count). Stacking limits are in effect at all times during a turn. Leaders and informational markers do not count toward stacking.
General exceptions to the stacking rules:
- Stacked Units moving together do not benefit from Roads.
- Units not in Column may not cross a bridge or a ferry — put differently, only Units in Column may cross a bridge or ferry.
- Overstacking is permitted for Units not in Column, but if you exceed 8 steps in a hex:
- You may only move one Unit at a time out of the stack — no moving "stacks" out of an overstacked hex.
- You may never Assault out of an overstacked hex.
- Any attempt to leave an overstacked hex by any method, successful or not, makes the leaving Unit suffer a Cohesion Hit. So a Unit that tries to move out and is stopped by Opportunity Fire takes a Cohesion Hit in addition to the Opportunity Fire result.
- Overstacked Units may not retreat out of, or choose to run away from, an Assault.
14.8 Forced march
Leg Units can gain two extra movement points by force marching. A Unit or stack that has already moved as far as it can may try. Each Unit must pass a Troop Quality Check; you may spend a Command Point to pass this check automatically.
| Result | Effect |
|---|---|
| Passes the Check | Gains two extra movement points |
| Fails the Check | Its Action is over and it takes a Cohesion Hit |
A Unit that is Out of Command subtracts one from its Troop Quality Rating for the forced-march Troop Quality Check.
14.9 Leg Infantry Units can (almost) always move at least one hex
When a Leg Infantry Unit is activated it may move one hex regardless of movement allowance and terrain costs, as long as it is not Suppressed. This movement uses the Unit's entire movement allowance, and the Unit may not Forced March after it.
The Unit still may not cross a hexside or enter a hex whose terrain is prohibited to it — for example, across a bridge while not in Column.
14.10 Transport
14.10.1 Transport generally
Infantry or Gun Units enter Transport Mode by mounting up on vehicles so they can move faster.
Some Infantry or Gun Units have Organic Transport, shown by a vehicle silhouette printed on the flip side of the counter and a black box around the Step dots on the front. Only these Units use the Transport Mode mechanic.
14.10.2 How do Units use Transport Mode?
Pick an Active Infantry or Gun Unit with a vehicle silhouette on its flip side. Announce that it is mounting up and flip it to its Vehicle side. It may be placed in Column for free at this time (some terrain types require it to be in Column). This finishes the Unit's Action.
- This is a Movement Action and does trigger Opportunity Fire. The Opportunity Firing player decides whether to shoot before or after the mounting.
- If the Unit began its activation in Column, it stays in Column.
- A Unit that mounts up retains all its markers.
In its next Action the Unit moves as a Vehicle Unit and uses all the values on the Vehicle side of its counter for every purpose — it effectively becomes that Vehicle Unit.
14.10.3 How do Units exit Transport Mode?
In any Movement Action after entering Transport Mode, a Unit exits by paying half of the printed movement allowance on its Vehicle side, rounded down. Flip it back to its non-Vehicle side. It may be placed in Column or not at the owner's choice, as long as stacking limits are observed. The Unit's Action is then over.
Dismounting does trigger Opportunity Fire, and the Opportunity Firing player decides whether to shoot before or after the dismounting.
14.10.4 What if a Unit in Transport Mode is attacked?
Use the values on the Vehicle side of the counter.
- If the Unit becomes Suppressed while in Transport Mode, it cannot exit Transport Mode until it Rallies.
- All other combat results — Step Losses, Cohesion Hits — stay with the Unit after it exits Transport Mode.
14.11 Retire by prolonge
Gun Units whose movement allowance is a star rather than a number may move one hex if they pass a Troop Quality Check. If they fail the check they take a Cohesion Hit and may not move.
- The one-hex move may not be into or across prohibited terrain, or into an enemy Fire Zone.
- These Units count as Leg Units for Movement Type.
- You may spend a Command Point to pass the check automatically.
- These Units may enter or exit an Entrenchment by passing a Troop Quality Check, provided the Entrenchment is not in an enemy Fire Zone.
15.0 Fire Combat
15.1 Fire combat generally
Fire combat is either Direct Fire or Indirect Fire. For both, the firing Unit must be within Fire Range of its target. The two types have different effects and use different lines on the Combat Results Table. A Unit with no printed Fire Range has a Fire Range of one.
- Direct Fire requires a Line of Sight between firer and target.
- Indirect Fire requires no Line of Sight from the firer, but if there is none there must be a spotter Unit in radio contact with the firing Unit, and that spotter must have a Line of Sight to the target.
These fire rules also govern how Opportunity Fire is resolved; the Opportunity Fire rules (17.0) govern how it arises.
Purple Fire Rating. Allied infantry companies leaned on volume of fire — notably the light mortar — rather than shock. The Purple Fire Rating models this. Purple-rated Units use Direct Fire and so may attempt Opportunity Fire. They cannot use Indirect Fire the way regular (green Fire Rating) mortars do, and their fire does not cause Barrage markers to be placed.
15.2 Which Units get to fire?
Any Active Unit with a Fire Rating may fire. Exception: Non-Active Units with a Fire Rating can Opportunity Fire.
Fire Ratings are in the upper left of the counter. Units without one show "No" instead of a number. "0" is a valid Fire Rating.
15.3 Which Units can be fired at?
For Direct Fire, a Unit can fire at any one enemy Unit that is:
- Within Fire Range of the firing Unit; and
- In the Line of Sight of the firing Unit.
Direct Fire at a Unit in a stack affects only that Unit. (Some types of Indirect Fire may affect all Units in a stack — see 16.6.1.)
For Indirect Fire, a Unit can fire at any one enemy Unit within Fire Range that is either:
- In the Line of Sight of the firing Unit; or
- In the Line of Sight of a spotter Unit that has established radio contact with the firing Unit.
Certain Indirect Fire results may affect all Units in a stack (16.6.1), and Artillery Park restrictions (16.2) may prohibit fire from certain Indirect Firing Units.
Fire Range reduction. A Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit, or if it is in a hex with a barrage marker.
Exception: an artillery Unit in an Artillery Park, or an Emplaced Artillery Unit, may still perform spotted Indirect Fire normally from a hex with a barrage marker. This applies only to Artillery Parks and Emplaced Artillery — Mortars and Organic Artillery do have their Fire Range reduced to one hex in a barraged hex.
15.4 What is a Line of Sight?
A Line of Sight is a straight, unblocked line between the center dot of the firing or spotting Unit's hex and the center dot of the target hex. "Unblocked" means it does not pass through hexes with Blocking Terrain (listed on the Terrain Effects Chart), crest hexsides, or hexes with barrage markers.
- A Line of Sight may enter a hex containing Blocking Terrain, as long as it ends there.
- A Line of Sight may exit a hex containing Blocking Terrain, as long as it begins there.
- A Line of Sight may not pass through a hex containing Blocking Terrain or a barrage marker.
Once you have an unblocked Line of Sight, count the hexes along it — count the last hex but not the first — for the Line of Sight distance.
| Condition | Maximum Line of Sight distance |
|---|---|
| Clear daylight turn | 8 hexes |
| Day or night turn with fog or rain | 2 hexes |
| Clear night turn | 3 hexes |
The observation post rule (15.4.2) and strongpoint rule (15.4.3) are major exceptions.
15.4.1 What does and does not block Line of Sight?
Blocking Terrain blocks Line of Sight; the Terrain Effects Chart shows which terrain does and does not.
- Units and Leaders do not block Line of Sight.
- A Line of Sight does exist along a hexside between two hexes, one with Blocking Terrain and one without.
- A Line of Sight can always be traced into or out of a hex with Blocking Terrain — you just cannot trace through (into and out of) one.
- Crest, slope and ridge hexsides are special cases of Blocking Terrain. They block a Line of Sight crossing them unless the crest/ridge hexside is part of either the firing Unit's hex or the target Unit's hex. Running along a crest, slope or ridge hexside blocks Line of Sight.
- Barrage markers block Line of Sight the same way Blocking Terrain does. A Unit may see out of a hex with a barrage marker normally — it just cannot see through a barraged hex.
15.4.2 What are Observation posts?
Observation posts are the small triangles printed on the map. They are never removed and both sides can occupy and use them. They are the big exception to the Line of Sight rule for spotting, for Indirect Fire only — they have no effect on Direct Fire.
Any Unit in an observation post hex:
- Has a maximum daylight, non-fog, non-rain Line of Sight distance of thirteen hexes instead of eight.
- May trace a Line of Sight through as many as three hexes or hexsides with Blocking Terrain, and into a fourth hex (which may itself contain Blocking Terrain).
- This extended Line of Sight may only be used when spotting an Indirect Fire mission for another Unit — never for self-spotting.
| Condition | Maximum Line of Sight from an Observation Post |
|---|---|
| Clear daylight | 13 hexes |
| Rain or fog | 2 hexes |
| Clear night | 3 hexes |
Lines of Sight are not reciprocal between an observation post and a non-observation post hex: a Unit in an observation post having a Line of Sight to another Unit does not mean that Unit can see back.
15.4.3 What are Strongpoints?
Strongpoints are the small star-like symbols on the map. Like observation posts they are never removed and either side may use them. They are the second exception to the Line of Sight rule.
- A Unit in a strongpoint may trace a Line of Sight through as many as two hexes or hexsides with Blocking Terrain and into a third hex (which may contain Blocking Terrain).
- Unlike observation posts, strongpoints do not change the maximum Line of Sight range, and they may be used for both Direct Fire and spotting Indirect Fire.
- Lines of Sight are not reciprocal between a strongpoint hex and a non-strongpoint hex.
15.5 How do I fire at a Unit?
Summary of the fire combat steps (these are the complete steps for Direct Fire, and are also used to resolve Opportunity Fire; for Indirect Fire you begin with the Indirect Fire steps, then return here to finish):
- Say which Unit you want to fire with.
- Say which Unit you want to fire at.
- Determine the firing Unit's final Fire Rating by modifying its printed Fire Rating with any applicable Direct Fire modifiers (15.6 / the Combat Results Table).
- Roll one die to determine whether there is a hit and, if so, whether there is damage.
- Check the Combat Results Table for the effects.
Expanded steps:
1. Say which Unit you want to fire with.
- a. It must be Active — unless it is Opportunity Firing.
- b. It must have a Fire Rating of "0" or greater (upper left of the counter).
- c. One Unit targets one Unit. Units may not combine fire, and more than one Unit may not be targeted.
2. Say which Unit you want to fire at.
- a. The target must be within the firing Unit's Fire Range.
- b. For Direct Fire the firer must have a Line of Sight to the target. For Indirect Fire the firer must have either a Line of Sight to the target, or radio contact with a spotter Unit that has one.
- c. One Unit fires at one Unit; a Unit may not fire at more than one target.
- d. Remember that if the firing Unit is adjacent to an enemy Unit, or is in a hex with a barrage marker, its Fire Range is reduced to one hex (exception: Units in an Artillery Park).
3. Determine the firing Unit's Fire Rating, including applicable modifiers.
- a. Start with the Fire Rating printed on the upper left of the counter.
- b. Determine which modifiers apply (15.6 and the Combat Results Table). You never modify fire die rolls in this game — you modify Fire Ratings. This is very important.
4. Roll one die.
- a. Hit if the die roll is equal to or less than the modified Fire Rating. A die roll of zero is always a hit, whatever the modified Fire Rating. Go to step 5.
- b. Miss if the die roll is greater than the modified Fire Rating. A die roll of nine is always a miss, whatever the modified Fire Rating. The firing Unit's Action is over.
5. Consult the Combat Results Table. Cross-index the die roll you just made with the Weapons Class (Direct HE, SA, DP, etc.) and the target type (Armored or Unarmored), and immediately apply the result to the target (Rule 19.0).
You only roll the die once for combat — the same roll that determines a hit also determines the damage. Note that Indirect HE, Emplaced Artillery, or Organic Artillery Units performing Direct Fire use the yellow Direct HE Weapons Class on the Combat Results Table.
15.6 What are the fire modifiers?
These are also listed on the Combat Results Table. All of them modify the firing Unit's Fire Rating, never the die roll.
Firer-based modifiers:
| # | Modifier | Where the value comes from |
|---|---|---|
| 1 | Cohesion Hits and Step Losses taken by the firing Unit | Listed on the marker |
| 2 | Range to the target | Combat Results Table |
| 3 | Company Bonus | +2, if earned (see below) |
| 4 | Weather conditions and night | Combat Results Table |
| 5 | Barrage marker in the firing Unit's hex | Listed on the marker |
| 6 | Entrenchment | Listed on the marker |
Range note — armored versus unarmored targets differ. Firing at an armored target at three hexes is a total of -1 to the firing strength (unless the firing Unit's own range is 3, in which case -2). Firing at an unarmored target at the same range is a total of -2 (0 for the first hex, then -1 for each additional hex).
Company Bonus (modifier 3). If the firing Unit is a two-Step Unit that has taken no Step Losses, make a Troop Quality Check (nine always fails, zero always succeeds). On a pass the Unit gets the Company Bonus of plus two.
- A Command Point may not be spent to automatically pass this Troop Quality Check.
- Units performing Opportunity Fire cannot receive the Company Bonus.
Defender-based modifiers:
| # | Modifier | Where the value comes from |
|---|---|---|
| 7 | Defense Rating of the target | Target counter |
| 8 | Target's mass — counts all Units in the stack, not just the target | Combat Results Table |
| 9 | Target's terrain | Terrain Effects Chart |
| 10 | Improved position / entrenchment | Listed on the marker |
| 11 | Defender is in Column | Listed on the marker; no negative terrain modifiers apply |
16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
16.1 What are the Indirect Fire Weapons Classes?
Mortar, Indirect HE, Emplaced Artillery and Organic Artillery are the Indirect Fire Units.
Mortar Units (green Fire Rating):
- Use Indirect Fire only — they may not Direct Fire.
- Use the green Mortar Weapons Class on the Combat Results Table.
- May not Opportunity Fire.
- May be spotted for by any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader.
- Cannot enter an Artillery Park.
Note: a light mortar Unit (purple Fire Rating) fires using the Direct Fire procedure and is not considered a mortar for Indirect Fire.
Indirect HE Units (orange Fire Rating):
- Use Indirect Fire or Direct Fire depending on range.
- Minimum Indirect Fire Range of four hexes — they cannot Indirect Fire at Units closer than four hexes — and a maximum Direct Fire Range of three hexes.
- Use the orange Indirect HE Weapons Class for Indirect Fire and the yellow Direct HE class for Direct Fire.
- May perform Opportunity Fire with their Direct Fire.
- May be put in Contact with any friendly Leader, and be spotted for by any In Command Unit of that Leader's Formation, or any Independent Unit In Command of that Leader.
- Must be in an Artillery Park to use spotted Indirect Fire, and while in an Artillery Park may not self-spot.
Emplaced Artillery Units (black Fire Rating):
- Use Indirect Fire or Direct Fire depending on range.
- Minimum Indirect Fire Range four hexes; maximum Direct Fire Range three hexes.
- Use the black Emplaced Artillery Weapons Class for Indirect Fire and the yellow Direct HE class for Direct Fire.
- May perform Opportunity Fire with their Direct Fire.
- May be put in Contact with any friendly Leader, and be spotted for by any In Command Unit of that Leader's Formation, or any Independent Unit In Command of that Leader.
- Cannot enter an Artillery Park.
Organic Artillery Units (brown Fire Rating):
- Use Indirect Fire or Direct Fire depending on range.
- Minimum Indirect Fire Range four hexes; maximum Direct Fire Range three hexes.
- Use the brown Organic Artillery Weapons Class for Indirect Fire and the yellow Direct HE class for Direct Fire.
- May perform Opportunity Fire with their Direct Fire.
- May be spotted for by any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader.
- Cannot enter an Artillery Park.
16.2 How do Artillery Parks Work?
For Indirect HE Units — all Orange Fire Rating Units (not Black, Brown or Green) — to perform a spotted Indirect Fire attack, they must be in an Artillery Park.
Only Artillery Units in Artillery Parks can engage in counter-battery fire against enemy Artillery Units in enemy Artillery Parks (16.7).
An Artillery Unit in an Artillery Park is always In Command, and may perform Direct Fire as normal.
16.2.1 Creating Artillery Parks
Every Division has at least one Artillery Park, with markers and boxes on its Division Display.
- Artillery Parks may be created during Step E of the Sequence of Play, at a cost of one Dispatch Point each.
- Move the Artillery Park marker from the Division Display to any legal hex on the map. The hex must already contain at least one ready-to-fire Orange Fire Rating Unit (a Dismounted or Self-Propelled Artillery Unit) from the same Division.
- Place the marker in that hex and move the Artillery Unit(s) to the corresponding Artillery Park box on the Division Display.
- No more than one Artillery Park may occupy a hex at any time.
- You need not be In Command to form an Artillery Park.
16.2.2 Adding Units to an Existing Artillery Park
Additional Orange Fire Rating Artillery Units of the same Division join by moving into the Park's hex and dismounting (if not Self-Propelled).
- A Unit may enter the Artillery Park hex in Column, but once in the Artillery Park box it is considered not in Column.
- A Unit that dismounts or leaves Column after entering a Park does not trigger Opportunity Fire.
- There is no limit to the number of Artillery Units in an Artillery Park.
- An Artillery Unit may never enter another Division's Artillery Park, though it may enter and occupy the same hex.
16.2.3 Artillery Park Restrictions
- Units in an Artillery Park may not self-spot and may not spot for other Units.
- No Units other than Orange Fire Rating Artillery Units may ever enter an Artillery Park, though other Units may enter and occupy the same hex.
- Artillery Units in the Park do not count toward hex stacking, but do count toward any mass modifier applied to fire against a target in that hex.
- Once Non-Self-Propelled Units are in an Artillery Park they cannot leave or change status in any way — no mounting up, entering an Improved Position, entrenching, entering Column — until the Park is disbanded.
- Self-Propelled Artillery Units may leave an Artillery Park only if at least one artillery Unit remains in it.
- Artillery Units, whether in an Artillery Park or in the same hex as one, may never Entrench or be in an Improved Position.
- An Artillery Park may not move.
16.2.4 Disbanding Artillery Parks
An Artillery Park may disband during Step E of the Sequence of Play. Remove the marker from the map and return it to the Division Display, then return the Artillery Units from the Park box to the hex the Park occupied — in Column or not, owner's choice. Those Units are subject to the normal overstacking rules (14.7).
16.2.5 Artillery Parks and Combat
Units in an Artillery Park may be targets of Direct Fire or Assault.
- The moment Direct Fire is announced against a Unit in an Artillery Park, or the hex containing the Artillery Park marker is successfully assaulted (the assaulting Unit passes its Bravery Check), the Artillery Park is immediately disbanded (16.2.4) and the Direct Fire or Assault is then resolved normally.
- In addition, all In Contact markers the Park's Units had on Leaders are removed and placed back on the Artillery Units, Contact Pending side up.
- Artillery Parks may also be fired on by normal Indirect Fire, subject to the normal rules (spotting, etc.).
- Counter-battery fire (16.7) allows Artillery Parks to be fired upon without a spotter.
16.3 How do I use these In Contact/Contact Pending markers?
All Orange and Black Fire Rating Artillery Units have a Contact marker that normally sits with the Unit, Contact Pending side up.
Non-suppressed Artillery Units may attempt to establish radio contact with Leaders during Step E of the Sequence of Play. Orange firepower Units must be in an Artillery Park to make the attempt.
- To achieve contact, roll equal to or less than the Contact Pending number on that Unit's Contact marker.
- Apply the Radio Contact modifier of -3 to the Contact Pending value if the Leader being contacted is not from the same Division as the Artillery Unit.
- On success, place the Contact marker on that Leader, In Contact side up.
- An Artillery Unit may only attempt to contact a Leader once in this phase. On a failure, you may not try again until next turn.
- If the Artillery Unit has a White Stripe, it now counts against that Leader's Attachment Rating, and will do so until contact is broken (16.3.1).
16.3.1 Breaking Radio Contact with Spotters
A barrage marker on an Artillery Unit's hex does not cause it to lose contact. There are seven ways contact with a Leader can break:
- Involuntarily, when a 9 is rolled on a Fire mission — place the Contact marker back on the Artillery Unit, Contact Pending side up.
- When a different Formation successfully establishes contact with the Artillery Unit by rolling equal to or less than the In Contact number on the marker during Step E; place the Contact marker on the new Leader, In Contact side up.
- When the Artillery Unit's Artillery Park is disbanded during Step E.
- If the Artillery Unit is an Emplaced Artillery Unit (black firepower) and it self-spots a target.
- If the Artillery Unit suffers any combat result from any source — a failed S? counts as a combat result; a passed S? does not.
- If the Artillery Park is attacked by Direct Fire or Assaulted, the Park is immediately disbanded (16.2.5).
- If a Leader voluntarily gives up contact with an Artillery Unit — contact is immediately lost and the Artillery Unit cannot gain contact with any Leader until the next turn.
16.3.2 GTS Radio Contact Summary
Establishing contact. Place the Contact marker on the selected Leader, In Contact side up.
| When | How |
|---|---|
| Step E of the Sequence of Play (no more than one attempt per artillery Unit) | Roll, adding the In Contact modifier if it applies. If the result is less than or equal to the number on the marker's currently visible side — Contact Pending if on the artillery Unit, In Contact if on another Leader — contact is established. |
Losing contact. Place the Contact marker back on the artillery Unit, Contact Pending side up.
| When | How |
|---|---|
| A new Leader establishes contact with the Artillery Unit during Step E | Contact is transferred immediately |
| A 9 is rolled when the Artillery Unit fires | Contact is lost automatically |
| The Artillery Unit takes effective fire (from any source) | Contact is lost automatically |
| The Artillery Unit's Park is disbanded | Contact is lost automatically |
| An Emplaced Artillery Unit self-spots | Contact is lost automatically |
| The Leader voluntarily gives up contact with the Artillery Unit | Contact is lost automatically, and the Artillery Unit cannot gain contact until the next turn |
Effective Fire is when a Unit incurs a step loss, a Cohesion Hit, or becomes Suppressed.
16.4 What is Indirect Fire?
With Indirect Fire you do not necessarily need a Line of Sight to your target — but if the firing Unit has none, it must be in contact with a Unit that does. When a Unit uses Indirect Fire against a target it can see, it is self-spotting.
Once spotting is settled, the Indirect Fire procedure is the same as Direct Fire, except that there are no range modifiers, and certain Indirect Fire results can affect all the other Units in the hex as well as the target.
For spotting, each Indirect HE and Emplaced Artillery Unit has its own In Contact / Contact Pending marker (16.3). If a Leader carries an Artillery Unit's In Contact marker, any Unit of that Leader's Formation — or any Independent Unit In Command of that Leader — may spot for that Artillery Unit. That Unit's Formation is called the spotter Formation.
- A single Formation can be the spotter Formation for several Indirect HE or Emplaced Artillery Units at once, up to the Formation Leader's Attachment Rating. A Formation Leader may therefore carry more than one contact marker.
- A spotter for a Mortar or Organic Artillery Unit must be from the same Formation as that Unit (or, if Independent, In Command of the Formation's Leader). Contact is automatic for these.
- A Unit in a reinforcement entry hex may not act as a spotter.
16.5 How do I carry out an Indirect Fire mission?
Use this procedure whenever you activate a Mortar Unit for a fire combat Action, or whenever you activate an Indirect HE, Emplaced Artillery or Organic Artillery Unit for a fire combat Action against a target Unit — or an empty hex — four or more hexes away. If such a Unit fires at a target three or fewer hexes away, use the Direct Fire procedure (15.5) instead.
- If the mission is self-spotted (the firing Unit has a Line of Sight to the target), start at step 7.
- If the mission needs a spotter, start at step 1.
- Confirm the firing Unit is in range of the target Unit or empty target hex and is In Command. Adjacent enemy Units reduce Fire Range to one hex. Firing Units that are Out of Command may not use spotters. An Indirect HE Unit in an Artillery Park may still perform spotted Indirect Fire even with a barrage marker in its hex.
- Find an Unsuppressed, In Command Unit to spot. If you cannot, you cannot fire the mission.
- Confirm the spotter has a Line of Sight to the target Unit or hex.
- If a Mortar or Organic Artillery Unit is firing: the spotter and firing Unit must belong to the same Formation (or the spotter, if independent, must be In Command of that Formation's Leader), and the spotter must be In Command. If not met, you cannot fire. If met, go to step 7.
- If an Indirect HE or Emplaced Artillery Unit is firing: if the spotting Unit is In Command and belongs to a Formation already in contact with the firing Unit (or, if independent, is In Command of that Formation's Leader), go to step 7.
- If the spotter for a firing Indirect HE or Emplaced Artillery Unit is neither from the Formation the firing Unit is in contact with nor an Independent Unit from the same Division, you cannot use that Unit as a spotter.
- Take your shot. Follow the Direct Fire procedure (15.5) but do not include range modifiers. A Unit using Indirect Fire eligible for the Company Bonus fire modifier.
If a nine is rolled during the Indirect Fire procedure, radio contact is lost. Turn the marker to its Contact Pending side and place it back with its Indirect HE or Emplaced Artillery Unit. No Indirect Fire takes place, and the firing Unit's Action is over.
16.6 Special effects of Indirect Fire
16.6.1 Stacking and Indirect Fire
All Units stacked in the same hex as a Unit targeted by Indirect Fire from an Indirect HE, Emplaced Artillery or Organic Artillery Unit (not a Mortar Unit) suffer an "S?" result if:
- The target Unit receives an "S?" result and fails its Troop Quality Check; or
- The target Unit receives any other combat result.
16.6.2 Indirect Fire and barrage markers
There are two kinds of barrage marker: light barrage and heavy barrage.
16.6.2.1 When to place and remove barrage markers
Place a light barrage marker in a hex if:
- The printed Fire Rating of the Indirect Firing Unit — as modified by any Company Bonus modifier and any modifiers from markers on the Unit, such as Column — is five or less; and
- The fire combat die roll is less than nine.
Place a heavy barrage marker in a hex if:
- The printed Fire Rating (not Assault Rating), modified as above, is six or more; and
- The fire combat die roll is less than nine.
Rules for barrage markers:
- You do not combine the Fire Ratings of different Units firing into the same hex — three twos are not a six.
- You must place a heavy barrage marker when mandated; you may not voluntarily "reduce" it.
- Barrage markers are placed after the Indirect Fire attack is resolved.
- Only one barrage marker may be in a hex at a time. Heavy barrage markers replace light ones, but not the reverse.
- You may fire at a hex empty of Units purely to place a barrage marker there — any die roll other than 9 places the marker, light or heavy according to the firer's strength.
- All barrage markers are removed from the map after the Activation Phase and before the end of the turn.
- Assault Actions never place barrage markers, even if the Assault Value is the right color to do so.
16.6.2.2 Effects of barrage markers
Barrage markers affect Units of both sides, regardless of who placed them.
| Effect | Light barrage | Heavy barrage |
|---|---|---|
| Fire Range of Units in the hex | Reduced to one hex | Reduced to one hex |
| Line of Sight | Treated as Blocking Terrain | Treated as Blocking Terrain |
| Extra cost to move out of the hex | +2 movement points | +2 movement points, plus a Cohesion Hit and a Troop Quality Check before it can move |
| Fire Rating and Assault Rating of Units in the hex | -1 | -2 |
| Troop Quality Rating of Units in the hex | -1 | -2 |
Fire Range exception: an artillery Unit in an Artillery Park (orange Fire Value) or an Emplaced Artillery Unit (black Fire Value) may still perform spotted Indirect Fire normally from a hex with a barrage marker. This applies only to Artillery Parks and Emplaced Artillery Units.
Heavy barrage and moving out. If a Unit fails the Troop Quality Check it must stay in the hex but still takes the Cohesion Hit.
To move a stack out of a heavy barrage hex: first announce which Units are moving, then make the Troop Quality Check for each Unit one at a time. Once all have rolled, those that passed must leave the hex as a stack. You cannot change your mind about the later rollers based on how the earlier ones went — once committed, all are committed.
16.7 Counter-Battery Fire
Counter-battery fire is a type of Indirect Fire. When any Artillery Unit in an Artillery Park fires, flip the Artillery Park marker to its "Fired" side. Artillery Parks on their Fired side may be subject to counter-battery fire.
For an Artillery Unit to engage in counter-battery fire against an enemy Artillery Park, all of the following must be true:
- The Artillery Unit must be in contact with the currently active Formation;
- The Artillery Unit must be in an Artillery Park;
- The Artillery Unit must be in range of the target enemy Artillery Park;
- The target enemy Artillery Park must be on its "Fired" side.
Counter-battery fire is conducted as a normal Indirect Fire mission with an additional -2 modifier to the firing Unit's Fire Rating. If the designated target (one of the Artillery Units in the Park being fired on) suffers a result — a passed S? does not count as a result — all the Units in that Artillery Park also suffer an "S?".
Flip all Artillery Park markers back from their Fired sides when barrage markers are removed from the map.
Artillery Parks can also be fired at normally, with a spotter and an in-contact Leader. Counter-battery fire simply allows artillery that has not been spotted by normal means to be targeted as well.
17.0 Opportunity Fire
17.1 Opportunity Fire generally
Opportunity Fire is what a Non-Active Unit may do when an Active Unit does certain things near it. Once triggered, it is resolved the same as Direct Fire, except for some special Opportunity Fire modifiers (17.6).
17.2 When is Opportunity Fire triggered?
Opportunity Fire may occur whenever a Unit tries to do any of the following in a hex that is in an enemy Unit's Fire Zone (17.3):
- Any Movement Action. For movement, Opportunity Fire is triggered by leaving a hex in an enemy Fire Zone, not by entering one. The other Movement Actions are entering Transport Mode (mounting) and entering or leaving an entrenchment. Entering or exiting Column by spending movement points, and exiting Transport Mode (dismounting), are part of a move and so also trigger Opportunity Fire.
- Assault — but only the defending Units may Opportunity Fire — or running away from an Assault, in which case only Units not involved in the Assault may Opportunity Fire (see 18.0).
- Any Engineer Action.
- Other Actions defined in the exclusive rules.
Opportunity Fire generally happens before the Active Unit begins its Action. The Active player announces which Unit will perform which Action, then the Non-Active player gets the chance to Opportunity Fire with any eligible Units. So the Opportunity Fire occurs in the hex the Active Unit is in when the fire was triggered — which matters for command status, range, terrain and target mass.
Exceptions and clarifications:
- Units entering or leaving entrenchments, or leaving improved positions, never benefit from the entrenchment or improved position when taking Opportunity Fire.
- Opportunity Fire against a Unit entering or exiting Transport Mode may happen either before or after the mode change, at the Opportunity Firing player's discretion.
- Units entering or exiting Column always take Opportunity Fire in Column. But a Unit that leaves Column by taking a Cohesion Hit does not trigger Opportunity Fire at all.
17.3 What is a Fire Zone?
| Unit type | Fire Zone |
|---|---|
| Any Unit other than the below | Any hex to which it has a Line of Sight and that is within its Fire Range |
| Indirect HE, Emplaced Artillery, Organic Artillery Units | Up to three hexes within their Line of Sight |
| Mortar Units | No Fire Zone at all |
Remember: if a Unit has an enemy Unit adjacent to it, or is in a hex with a barrage marker, its Fire Range is reduced to one hex — so its Fire Zone is limited to the hexes adjacent to it.
Play note: Every hex in a Fire Zone that an Active Unit leaves is another trigger for Opportunity Fire. A Non-Active Unit with a range of five gets four Opportunity Fire triggers as an Active Unit approaches.
17.4 Which Units can Opportunity Fire?
Any Unit that can Direct Fire can Opportunity Fire. So Mortar Units and Units with no Fire Rating may not. When an Indirect HE, Emplaced Artillery or Organic Artillery Unit uses Opportunity Fire it uses the yellow Direct HE Weapons Class, because it is using Direct Fire.
The catch: before a Unit can Opportunity Fire it must pass a Troop Quality Check. You may not spend a Command Point to pass this check automatically.
Note on terminology: the trigger Actions do not trigger the Opportunity Fire itself — they trigger the opportunity for it, the "Opportunity Fire process". A player can always decline to fire, or may want to fire and have his Unit fail its Troop Quality Check. In both cases the process was triggered but the fire did not occur.
17.5 Which Units cannot Opportunity Fire?
Units with a "No" Fire Rating, and Mortar Units.
17.6 What about those different modifiers for Opportunity Fire?
Four situations and modifiers apply only to Opportunity Fire:
| # | Situation | Modifier to the Opportunity Firing Unit's Fire Rating |
|---|---|---|
| 1 | The target is moving into a hex that is in the Fire Zone of any enemy Unit (including the firer) | +2 |
| 2 | The target is moving into a hex that is not in any enemy Fire Zone | -1 |
| 3 | Firing at a Unit running away from an Assault | +2 (in addition to the +2 above for Fire Zone to Fire Zone movement) |
| 4 | Company Bonus | Never available for Opportunity Fire |
For both 1 and 2, remember that the Opportunity Fire is still conducted in the hex the Active Unit is leaving.
The +2 of case 1 also applies to these trigger Actions: Assaulting; running away from an Assault; entering or exiting Transport Mode; entering or leaving an entrenchment; entering or exiting Column; any Engineer Action; and other Actions defined in the exclusive rules.
17.7 What happens to the Units that take Opportunity Fire?
Apply combat results from Opportunity Fire immediately, in the hex where the trigger Action occurred — for movement, that is the hex being left, not entered.
The only results that stop a Unit from continuing its movement are Suppression (if not converted to a Cohesion Hit) and elimination.
17.8 Opportunity Fire procedure
Once Opportunity Fire is triggered, the Non-Active player decides whether to shoot. If he does, he stops the Active player, announces which Unit will attempt Opportunity Fire, and makes a Troop Quality Check to see whether it can. If the fire happens, it follows the Direct Fire procedure but with the Opportunity Fire modifiers.
Key points:
- The same Unit can trigger Opportunity Fire from many different enemy Units at once — they queue up and each takes its turn. The Non-Active player must announce when he will fire, in order to pause the Active player.
- A Unit can also trigger consecutive Opportunity Fires from the same Non-Active Unit, simply by leaving several hexes in that Unit's Fire Zone during one move.
- If a stack of two or more Units moving together triggers Opportunity Fire, the firing Unit may only fire at one Unit in the stack, chosen by the Opportunity Firing player (14.7).
18.0 Assault
An assault is a force advancing to dislodge the enemy from his position. In the game it is a fire and morale contest that can end early with the assault bogging down, or run for up to two — possibly bloody, possibly inconclusive — rounds.
Assault is an Action.
- The Units performing the Assault Action are the Assaulting Units.
- The Units in the hex being Assaulted are the defending Units.
- The hex they are in is the defending hex.
18.1 Which Units can Assault?
A Unit may Assault if it has a numerical movement allowance (not a star), has an Assault Rating, does not occupy an entrenchment, and could legally move into the hex it is Assaulting — so terrain restrictions matter. For example, Vehicle Units can only enter city or town hexes while in Column, and Units in Column cannot stack together, so only one Vehicle Unit could Assault into a city or town hex.
Units that may not Assault:
- A Unit with a blank Assault Rating — it has none, and cannot Assault or perform Assault Fire.
- Zero-Step Units.
- A Unit under a Heavy Barrage.
- A Unit in an overstacked hex.
- A Unit with a Green, Brown, Orange or Black Fire Rating — i.e. any Unit capable of Indirect Fire. Check the Direct Fire Rating here, not the Assault Rating. A Unit with a white Fire Rating and a green Assault value may assault.
18.2 Which Units can be Assaulted?
Any Unit can be Assaulted.
18.3 Can Units Assault together?
Yes. If there is more than one eligible Unit in a hex, the Active player may activate more than one of them to Assault together, by:
- Declaring during a Formation Activation, as a first Action, that multiple Units in the same hex are activated to Assault; or
- Spending one Command Point per Assaulting Unit in the hex during a Formation or Division Activation, as a Second Action; or
- Spending one Command Point per Assaulting Unit under a Direct Command Chit.
18.4 Can Units from more than one hex Assault together?
No. Assault only takes place between two adjacent hexes; Units from more than one hex cannot combine.
18.5 Can Units in more than one hex be Assaulted at the same time?
No. Assault only takes place between two adjacent hexes; Units in more than one hex cannot be Assaulted together.
18.6 Can a Unit be Assaulted more than once per Activation?
Yes.
18.7 How do I Assault?
Step 1 — Announce an Assault.
Pick a hex with one or more of your Units. Pick an adjacent hex with one or more enemy Units; you may place the Assault marker there as a reminder. Announce which of your unentrenched Units are Assaulting.
Step 2 — Check for Bravery.
Each Assaulting Unit must make a Bravery Check, which works like a Troop Quality Check. A Command Point may not be spent to pass it.
To determine your Bravery value:
- Find the defending player's Unit with the lowest Defensive value that has a Fire Zone on the Assaulting Unit's hex — that is, the defender's best Unit for this purpose. It need not be a Unit in the defending hex. If two or more tie, use any one of them. If no enemy Units project a Fire Zone into the Assaulting Unit's hex, no Bravery Check is required.
- Add that value to the attacker's Troop Quality value. (Adding a negative reduces your value: Troop Quality 6 attacking within the Fire Zone of a -3 Defense armor Unit leaves you at 3.)
- Subtract the best modified Defensive value in the Assaulting force. (Subtracting a negative adds: continuing the example, an attacker with -3 defense gives 3 - (-3) = 6, so each Assaulting Unit needs a 6 or less to pass.)
Each Assaulting Unit checks separately. Any that fail do not Assault and their Action is over. All that pass must continue with the Assault.
Modify the Defensive values of both the Assaulting Unit and the defending Unit being used, by any markers on the Units and by the defender's terrain:
| Marker | Modifier | Apply to Attacker | Apply to Defender |
|---|---|---|---|
| In Column | +2 | Yes | Yes |
| IP (improved position) | -1 | No | Yes |
| ENT (entrenchment) | -2 | No | Yes |
| Hero | -2 | Yes | Yes |
| Bocage | -1 | No | Yes |
| Paradrop | +2 | Not applicable (cannot assault) | Yes |
| Glider Land |
Add the hexside fire modifier only if the Assault is crossing the applicable terrain. Remember that negative modifiers are not applied to Units in Column unless an exclusive rule says otherwise.
Step 3 — Perform Opportunity Fire.
The Unit or Units being assaulted may now attempt regular Opportunity Fire on the Assaulting Units.
- This Action takes place in-hex, so it is always Fire Zone to Fire Zone.
- You may only Opportunity Fire at the Assaulting Units, but since they do not actually leave the hex, the mass of all Units in the hex counts for the Mass Modifier. All other modifiers are in force.
- Apply all Opportunity Fire results. Any Assaulting Unit that is Suppressed is no longer assaulting and its Assault Action is done; unsuppressed Assaulting Units must keep going.
Step 4 — See if there are any Assaulting Units left.
- If no Assaulting Units remain, the Assault is over.
- If Assaulting Units remain, eliminate any zero-Step defending Units and proceed.
- If no defending Units remain in the hex, advance the attackers into the defender's hex and the Assault is over.
Step 5 — Perform the first Assault round.
5A. Defending Units choose to stand or run away.
The Non-Active player decides. All defending Units must do the same thing — if one stands, all stand; if one runs away, all run away.
Running away:
- Defending Units running away, and any Leaders stacked with them, all move to the same adjacent hex, which must be one they could legally enter.
- You cannot change transportation status in any way — no entering Column, mounting or dismounting.
- All Units that run away are Suppressed.
- The retreat is an Opportunity Fire chance for any eligible non-Assaulting Units — including Units that failed their Bravery Checks in this Assault — that project a Fire Zone on the defender's hex.
- The attackers must then advance into the hex and the Assault is over.
Units that may not run away:
- Suppressed Units.
- Units with "No" or star movement allowances.
- Units in an overstacked hex.
- Units under a Heavy Barrage.
Defending Units under an IP or entrenchment marker may run away, but immediately lose the benefit of those markers the moment running away is declared.
If the decision is to run away and one or more defending Units cannot do so — immobility, suppression, being surrounded by prohibited terrain — those Units are eliminated (they surrender, but the effect is the same).
5B. Assaulting Units declare charge or Assault Fire.
If the defenders did not run away, the Assaulting player declares whether he is charging or Assault Firing. All Assaulting Units must do the same — no mixing.
- A charge ends the Assault whether it succeeds or not.
- Assault Fire may or may not end the Assault.
Charging goes to 5C; Assault Firing goes to 5D.
5C. Resolve the charge.
The Non-Active player makes a Troop Quality Check with one defending Unit of his choice — a Command Point may be spent to guarantee a pass. (Pick your best Troop Quality defender.)
- Passes: go to step 5D.
- Fails: all defending Units in the hex are eliminated (they surrender). The attackers advance into the hex and the Assault is over.
5D. Resolve the Defender's Assault Fire.
Assault Fire takes place only during Assaults and is not an Action. It follows the Direct Fire procedure but with different fire modifiers.
- Roll for Company Bonus for each defender if applicable — the one roll applies to both his Assault Rating and his Fire Rating.
- Each defender fires with both his Fire Rating and his Assault value. He may pick different targets for each and does not have to pre-designate. He must resolve his Direct Fire attack first.
- No negative terrain modifiers apply to fire against Assaulting Units.
- Suppressed defenders may Assault Fire, but only with their Assault value and at a -2 modifier (as shown on the marker).
- Defending Units with colored Assault values fire using their Assault value twice instead of using their Fire Rating. "Colored" means the assault number itself is not black or white — usually it is red.
- Units with "No" as their Fire Rating may not Assault Fire at all.
Apply the results to the attacker. If any attackers are Suppressed they stop their assault and are done for this Action. If no unsuppressed attackers remain, or if the attacker charged, the Assault is over.
5E. Resolve the Attacker's Assault Fire (if the attacker is not charging).
- Roll for Company Bonus for each attacker if applicable — one roll covers both his Assault value and his Fire Rating.
- The attacker fires with both his Fire Rating and his Assault value, may pick different targets for each, and may see the results of his first fire before choosing his next target. He must resolve his Direct Fire attack first.
- Assault Fire on defending Units receives all terrain defensive benefits, as for Direct Fire.
Apply the results to the defender. If no defenders remain, advance the Assaulting Units into the hex and the Assault is over.
At this point:
- Any Assaulting Units still in Column may leave Column for the cost of one Cohesion Hit.
- Any defending Units still in Column remaining in the Assault may likewise leave Column for one Cohesion Hit.
5F. The attacker may choose to continue the Assault (if he did not charge) or withdraw.
If he withdraws, the Assault is over. If he continues, repeat 5B through 5F. After that second pass concludes, the Assault is over.
19.0 Combat results
19.1 The combat results are:
| Result | Meaning |
|---|---|
| S? | Possible Suppression |
| S | Suppression |
| C | Cohesion Hit |
| 1 | Step Loss |
| E | Elimination |
19.2 What the combat results mean
19.2.1 S? — Possible Suppression
What it simulates: the Unit is starting to crack under the strain of combat and its leaders are working to keep control. Whether they succeed depends on the Unit's quality and some luck.
What you do: make a Troop Quality Check. On a pass there is no effect. On a failure, treat it as a Suppression result and follow the Suppression rules below. Before making this check you may spend an available Command Point on an In Command Unit to guarantee a pass.
19.2.2 Suppression
What it simulates: the Unit is pinned and nervous. It does not want to do anything and must be Rallied.
What you do: decide whether to try to convert the Suppression into a Cohesion Hit.
- If you do not want to try, place a Suppressed marker on the Unit and move on.
- If you do, make a Troop Quality Check. On a pass the Unit takes a Cohesion Hit instead of the Suppression; on a failure it takes the Suppression. Before making this check you may spend an available Command Point on an In Command Unit to guarantee a pass.
Play note: any time a Unit takes a Suppression result — except as a result of running away from an Assault — you may try to convert it into a Cohesion Hit, even if doing so would eliminate the Unit.
What happens to your Unit:
- A Suppressed Unit can do nothing except try to Rally itself out of Suppression and defend in an Assault (including Assault Fire).
- Its Assault Rating is reduced by two and its Troop Quality Rating by one.
- Suppressed Units project no Fire Zones.
- If a Suppressed Unit receives another Suppression, it takes a Cohesion Hit and remains Suppressed.
- If a Suppressed Unit receives a Cohesion Hit or a Step Loss, it takes that result and remains Suppressed.
- An Indirect Fire Unit loses any radio contact it has with a spotter Formation.
Rules note: unless stated otherwise, a Suppressed Unit can do nothing beyond Rally and defend in an Assault. Assume this holds throughout the rules even where it is not repeated; exceptions are called out explicitly.
19.2.3 Cohesion Hit
What it simulates: casualties and the beginning of a loss of unit cohesion or effectiveness. The Unit still functions, but it is fragile. It can be Rallied. More Cohesion Hits lead to a Step Loss.
What you do:
| Current state | Effect of a new Cohesion Hit |
|---|---|
| No Cohesion Hit marker | Place a one Cohesion Hit marker |
| Zero-Step Unit | The Unit is eliminated |
| One Cohesion Hit marker | Replace it with a two Cohesion Hits marker |
| Two Cohesion Hits marker | The Unit takes a Step Loss |
On that Step Loss: a one-Step Unit, or a two-Step Unit already down to its last Step, is eliminated. A two-Step Unit that has not yet taken a Step Loss is flipped over, but the two Cohesion Hits marker stays. If the reverse side is an Organic Transport side with a vehicle silhouette, use a Step Loss marker for the Unit instead.
What happens to your Unit:
| Cohesion Hits | Assault Rating | Fire Rating | Troop Quality Rating |
|---|---|---|---|
| One | -1 | -1 | Unchanged |
| Two | -2 | -2 | -1 |
- A Unit already marked with one or two Cohesion Hits that takes a Suppression can still try to convert it into another Cohesion Hit (19.2.2).
- A Unit with one or two Cohesion Hits that takes a Step Loss keeps its Cohesion Hits.
- A Unit with one or two Cohesion Hits can still perform Actions.
- An Indirect Fire Unit loses radio contact with a spotter Formation when it takes a Cohesion Hit.
19.2.4 Step Loss
What it simulates: fear and loss of combat effectiveness, as well as dead, wounded and missing.
What you do: eliminate zero-Step and one-Step Units, including two-Step Units already down to one Step. Flip over two-Step Units, or place a Step Loss marker on them if their flip side is an Organic Transport side with a vehicle silhouette.
What happens to your Unit: a two-Step Unit now down to one Step has its Fire Rating, Assault Rating and Troop Quality Rating each reduced by one, and can no longer receive the Company Bonus modifier. An Indirect Fire Unit loses radio contact with a spotter Formation when it takes a Step Loss.
19.2.5 Elimination
What it simulates: high casualties and low morale have finished the Unit as an effective fighting force for this campaign.
What you do: take the Unit off the map permanently.
20.0 Rally
You can try to remove Suppressed or Cohesion Hit markers by Rallying. Rally is an Action.
- If a Unit is In Command, a Rally Action is automatically successful — no Troop Quality Check needed.
- Out of Command Units must pass a Troop Quality Check to Rally. Remember that Suppressed markers, two Cohesion Hit markers, and being Out of Command all reduce a Unit's Troop Quality Rating.
Men Rallying markers. Every time a Unit fails a Troop Quality Check on a Rally Action it receives a Men Rallying +1 marker. Each such marker adds one to the Unit's Troop Quality Rating for any Rally attempt. There is no limit to how many a Unit can accumulate. They are removed when the Unit Rallies successfully, or when it performs any Action other than Rally.
What a successful Rally does. It lets the Unit either recover from Suppression, or recover from one Cohesion Hit. If a Unit is Suppressed and has Cohesion Hits, you must remove the Suppression first — you must Rally from Suppression before you can Rally from a Cohesion Hit.
Fire Zone restriction. A Unit may never Rally to remove Cohesion Hits while it is in an enemy Fire Zone during a daylight turn — though it may still Rally from Suppression. At night a Unit may remove Cohesion Hits regardless of whether it is in an enemy Fire Zone.
21.0 Leaders and Command
21.1 What are Leaders and what do they do?
Leaders are the counters with a portrait on them (real portraits where available). Leaders are not Units.
21.2 How do I move my Leaders?
Leaders have no movement allowances — they transfer.
You transfer a Leader at the end of his Formation's activation and also at the end of his Division's activation. After the Active Units have finished, you may transfer the Leader from where he is to any hex containing a Unit of his Formation, or any independent (black- or white-striped) Unit of his Division.
- If at the end of the activation the Leader is in a hex with no Unit of his Formation, you must transfer him to a hex that contains one. Note that here only a Unit of the Leader's own Formation counts — not a black- or white-striped Unit.
- The transfer of the Active Formation's (or Division's) Leaders is the last thing that happens in any activation.
- Leaders never count against stacking limits.
Leaders under Command Point activations. If a Leader is stacked with a Unit that moves or Assaults using a Command Point — under a Direct Command Chit, or as a Second Action — the Leader must remain stacked with a Unit of his Formation. If he is stacked with several Units, some of which move and some of which stay, he may move with the departing Units, or stay behind only if another Unit of his Formation remains in the hex. So a Leader moves differently under a Direct Command Chit or purchased Second Actions: he must stay with a friendly Unit he is currently stacked with at all times during that chit play, and cannot transfer at the end of a Direct Command activation.
If Units stacked with a Leader run away during an Assault, the Leader must run away with them.
The reverse side of each Leader counter is marked "Active" — a memory aid during a Division Activation for tracking which Formations have not yet finished.
Note: command is always determined at that instant, and using proper sequencing to your benefit is not "gamey" — it is encouraged.
21.3 Can my Leaders die?
No. If a Leader is ever in a hex with no Units of his Formation — other than during his Formation's or Division's activation — simply move him to the nearest Unit of his Formation (owner's choice if several qualify).
If the whole Formation is wiped out, remove the Leader from play immediately, since there is no legal place for him. If Units of that Formation arrive later as reinforcements, the Leader returns and is placed with them.
21.4 How do I know if a Unit is In Command?
Every Leader has a Command Range printed on his counter: the maximum number of hexes (not movement points — this represents radios) a Unit can be from its Leader and still be In Command. Enemy Units and terrain do not interfere with this range in any way.
Command is checked for a Unit at the instant before the Unit does something that either (i) requires it to be In Command — perform a Second Action, spend a Command Point to pass a Troop Quality Check — or (ii) would be affected if the Unit were Out of Command, such as passing a Troop Quality Check.
- Independent Formations have no Leaders. Their Units are In Command if within Command Range of any Leader from the same Division.
- Reinforcement Units in reinforcement entry hexes are Out of Command. Leaders in reinforcement entry hexes may not command Units.
21.4.1 Command for Independent Units
- A white- or black-striped Unit is In Command for purposes other than Activation if within Command Range of any Leader of its parent Division.
- Indirect HE Units are automatically In Command when in an Artillery Park.
- An Emplaced Artillery Unit must be In Command of the Leader it is In Contact with.
- If a white- or black-striped Unit is used as an artillery spotter, it must be In Command of the Leader the artillery is attached to — or part of the Formation, for brown or green Fire Value Units.
- Independent Units never activate under the Direct Command chit — only when the appropriate DivAct or Formation chit is in play.
21.5 Leaders and Attachment
Each Leader has an Attachment Rating below his Range: the number of Independent Units the Leader may activate in addition to Units of his own Formation. All attachments are determined at the beginning of the Formation's activation.
White-striped Artillery in contact with a Leader is automatically considered attached. If that number exceeds the Leader's Attachment Rating, the owning player chooses which artillery is active, but no additional white-striped Units may be attached.
Attachment markers are provided to track which Units have been attached in an activation. They have no effect on play and are purely a memory aid.
21.6 Independent Units (white- and black-striped)
21.6.1 White-striped Units are attachable to multiple Formations
White-striped Units are attachable and may be activated along with any Active Formation within their Division, per 21.6.2. In addition, any white-striped Indirect HE Artillery in an Artillery Park, and all white-striped Emplaced Artillery Units, are attachable under 21.6.2 even if they belong to a Division other than the Active Leader's.
21.6.2 Activating white-striped Units
When a Leader's Formation is Active, that Leader may activate any number of In Command, white-striped Units up to his Attachment Rating, subject to 21.6.1. Units are In Command if within the Leader's Range.
White-striped Units activated this way are treated exactly as Units of the Active Formation for the entire activation, including spending a Command Point for a Second Action if they remain within Command Range.
Any white-striped Artillery Unit currently In Contact with a Leader automatically counts against that Leader's Attachment Rating.
21.6.3 Artillery Units are attachable to multiple Formations
Artillery Units are attachable and may be activated along with any Active Formation within their Division — or, with a negative modifier to their Contact Pending number, they may attach to Leaders of other Divisions.
21.6.4 Activating black-striped Units
Black-Striped Units Activate exactly the same way as White-Striped Units under 21.6.2, with the major exception that Black-Striped Units do not count against a Leader's Attachment Rating.
21.6.5 Multiple Activations of white- and black-striped Units
Yes! White- and Black-Striped Units may be activated more than once in the same turn if they are eligible.
Note: Independent Units in Command by an Active Formation leader may only be in Command by that Leader during that Formation Activation. If, for example, the Independent Unit moves out of range of the currently active Leader, another Leader may not provide command during that Activation Phase in which that Independent Unit was attached to the active Leader.
21.7 What happens to a Unit that is Out of Command?
If a Unit is Out of Command, you can't spend a Command Point on it.
Out of Command Units have their Troop Quality Rating reduced by one.
Out of Command Units cannot spot for an Indirect Fire mission.
Out of Command Indirect HE, Emplaced Artillery, Organic Artillery, or Mortar Units cannot fire a spotted Indirect Fire Mission.
22.0 Improved positions and entrenchments
22.1 What are improved positions and entrenchments?
Foxholes, bunkers, interconnected fields of fire, you know. These do good things to the attack and defense capabilities of the Units in them. Improved positions represent an area that has been quickly set up as a defensive position, whereas an entrenchment has had more time spent upon it to set up greater camouflage and interlocking fire lanes. Multiple improved positions and entrenchments can be built in a single hex but a Unit can only benefit from one of them.
22.2 Improved positions
22.2.1 Who can build an improved position and how?
Any Leg Infantry Unit not in Column may build an improved position for itself as an Action if it passes a Troop Quality Check (no Command Point for an automatic pass here). If it passes, just place an improved position marker on the Unit.
An engineer Unit not in Column can build an improved position for itself or any other Unit that is not in Column in the same hex. It just places an improved position marker as its Action (no Troop Quality Check needed).
Building an improved position is an Engineer Action and therefore triggers Opportunity Fire, and a Command Point cannot be spent to activate a Unit to perform the Action.
22.2.2 Who cannot build an improved position?
Gun and Vehicle Units may not build improved positions, but an engineer Unit not in Column in the same hex as a Gun or Vehicle Unit can build an improved position for that Unit if that Unit is also not in Column. An Immobile Unit cannot build an improved position, but an engineer Unit not in Column in the same hex can build an improved position for it.
22.2.3 Who benefits from an improved position?
An improved position only benefits the Unit that built it or for which it was built, i.e., a Unit cannot "take over" an improved position from another Unit. Place the Unit underneath the improved position marker to remind you of this.
A Unit leaving an improved position that receives Opportunity Fire does not benefit from the improved position, even though it takes the Opportunity Fire in the same hex as the improved position.
22.2.4 What is the benefit of an improved position?
A Unit under an improved position marker receives a minus one modifier to its Defense Rating and a plus one modifier to its Troop Quality Rating.
22.2.5 How do you destroy an improved position?
As soon as a Unit in an improved position leaves the hex, gets in Column, mounts up (see Rule 14.10), or launches an Assault from the hex (after passing the bravery check), the Unit leaves the improved position and the improved position marker is removed from the map.
22.3 Entrenchments
22.3.1 Who can build an entrenchment and how?
Only engineer Units not in Column can build entrenchments. To build an entrenchment, an engineer Unit must begin its activation in the same hex as an improved position that is occupied by a Unit. The engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). If it passes, replace the improved position marker with an entrenchment marker. The Unit that was in the improved position immediately benefits from the entrenchment (i.e., the Unit is in the entrenchment). Building an entrenchment is an Engineer Action and can trigger Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Play Note: An engineer Unit that is alone in a hex can spend an Action to build an improved position for itself and spend a subsequent Action (not a Second Action, though) to convert the improved position into an entrenchment. Similarly, a Unit can't build an IP for itself and then have an engineer attempt to convert it to an entrenchment in the same activation.
22.3.2 Who cannot build an entrenchment?
Non-engineer Units are not permitted to build entrenchments.
22.3.3 How do you enter or leave an entrenchment?
Entering or leaving an entrenchment counts as a Movement Action, and triggers Opportunity Fire. The Unit must start the action not in Column to enter an entrenchment. This means it takes an entire Action to enter or leave an entrenchment. The only exception to this is if a Unit in an entrenchment has to run away from an Assault, then it can leave the entrenchment immediately, and this does not trigger Opportunity Fire (though the running away may still trigger Opportunity Fire). A Unit in an entrenchment may not Assault.
22.3.4 Who benefits from an entrenchment?
Only the Unit in the entrenchment gets the benefit. And only one Unit, not in Column, can occupy an entrenchment. Place the Unit underneath the entrenchment marker to remind you of this. Only the side (German, Western Allied, etc.) that made the entrenchment may occupy it.
A Unit entering or leaving an entrenchment that receives Opportunity Fire does not benefit from the entrenchment, even though it takes the Opportunity Fire in the same hex as the entrenchment.
Note: An entrenchment must be "entered" by a Unit unless it was actually occupying the improved position that was "improved" by an engineer Unit. Entering an entrenchment requires an entire Action and may cause Opportunity Fire if done in a Fire Zone.
22.3.5 How do you destroy an entrenchment?
You don't; an entrenchment just stays where it is even if abandoned. It benefits any friendly Unit that moves into the hex and chooses to occupy it.
22.3.6 What is the benefit of an entrenchment?
A Unit under an entrenchment marker receives a plus one modifier to its Fire Rating and Assault Rating, a minus two modifier to its Defense Rating, and a plus two modifier to its Troop Quality Rating. If a defending hex with at least one occupied entrenchment is Assaulted, every Assaulting Unit must make a Bravery Check with a minus two modifier to its Troop Quality Rating.
When fired at, a Unit in an entrenchment uses the Armored Target part of the Combat Results Table. The range modifier still depends upon the type of unit being attacked.
23.0 Road blocks
23.1 Who can build a road block and how?
Only engineer Units not in Column can build road blocks. Sperre is German for road block.
A road block can only be built in a hex that contains a Road (i.e., roads, railroads, trails, tracks and paths).
To build a road block as its Action an engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). Building a road block is an Engineer Action and triggers Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Each Army has a limit to the number of road blocks that it can have in play at any one time. This is given in the exclusive rules, and each counter indicates the Division that the road block belongs to.
Once a road block is removed, the counter is once again available to be placed.
23.2 What are the effects of a road block?
A road block negates all the Roads in that hex for all enemy Units and also for all friendly Units that do not belong to the same Division as the Unit that built the road block. Road block counters are color-coded to show which Army and Division placed them.
23.3 How do you remove a road block?
An engineer Unit not in Column can spend an Action to remove any road block in the same hex. The engineer Unit does not have to pass a Troop Quality Check: removal is automatic.
Leg Infantry Units not in Column in a hex with a road block can spend an Action to remove it if they also pass a Troop Quality Check.
Removing or attempting to remove a road block is an Engineer Action, so it triggers Opportunity Fire, and a Command Point cannot be spent to perform the Action or to pass the required Troop Quality Check.
24.0 Rearguards
24.1 What are Rearguards?
Rearguards are Units that break off from an Infantry Unit not in Column. They are represented by generic Rearguard counters.
All Rearguards have zero Steps, and a Troop Quality Rating, Fire Rating, and Defense Rating as given on the counter. They may not perform any Actions during the Activation in which they are created.
Rearguards belong to their Formation and may spot for Indirect Fire like other Units in the Formation.
24.2 How do I create a Rearguard?
Any Infantry Unit not in Column can create a Rearguard by spending an Action and passing a Troop Quality Check. Creating a Rearguard is an Engineer Action. Therefore, a Command Point cannot be spent to perform this Action or to pass the required Troop Quality Check.
Each Army has a limit to the number of Rearguards that it can have in play at any one time. This is given in the exclusive rules.
Creating a Rearguard triggers Opportunity Fire against the Infantry Unit.
24.3 Where can I place Rearguards?
You can place a Rearguard in any hex empty of friendly units that is: (i) not in an enemy Fire Zone, (ii) within two hexes of the Infantry Unit creating it, and (iii) not more than one activation's non-forced march move from the Infantry Unit creating it (calculated from the Unit to the Rearguard).
24.4 How are Rearguards removed?
Rearguards can be attacked by enemy Units and suffer combat results like any other Unit.
A Rearguard can be removed from the map as an Action. Note that the Rearguard is not removed from the map simply because the Unit that created it moves away.
24.5 How many Rearguards can I build?
The exclusive rules provide limits on the number of Rearguards that you can create or have in play. Once a Rearguard is removed or eliminated, the counter is once again available to be placed.
25.0 Special engineer rule (men at work)
Any time a Unit tries and fails to perform an Engineer Action (e.g., build a road block or an entrenchment), it receives a Men at Work +1 marker. The next time that Unit makes a Troop Quality Check to build the same thing in the same hex, each Men at Work marker adds one to the Unit's Troop Quality Rating. There is no limit to the number of these markers the Unit can accumulate. The markers are removed as soon as the Action is completed or the Unit performs a different Action.
26.0 Weather
Before the first daylight turn of each day, during the weather and airpower availability phase, one of the players rolls on the Weather Table to see what the weather is for the upcoming day; in subsequent daylight turns, one of the players rolls for changes in the weather, if necessary. The instructions on the table will tell you how to roll for the weather and also what effects the weather has.
There are four types of weather:
- Clear: No effect on play.
- Fog: Minus one Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; all movement costs are increased by one; no air strikes.
- Overcast: No air strikes.
- Rain: Minus two Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; movement cost to enter a hex is increased by one if a Unit is not In Column and moving on a Road; no air strikes.
Note: If the fog has not lifted after the weather roll of the 1100 turn, the weather in subsequent turns is overcast for the remainder of the day.
27.0 Airpower
Before the first daylight turn of each day, during the weather and airpower availability phase, both players check to see how much air support they get for the upcoming day (that is, until the end of the last daylight turn of that day).
The exclusive rules for each game will tell you how many air Units you get on each clear weather daylight turn of the day. You can only use air Units on clear weather turns. If there is no clear weather, you don't get any air Units.
The exclusive rules for each game will also tell you when in the Sequence of Play you perform air strikes.
Air Units can be used to launch air strikes against enemy Units. Just place an air Unit on the enemy Unit you want to attack. Once all the air Units have been placed, you can start to resolve the attacks. You may attack the same Unit with multiple air Units, but must resolve each attack separately.
When an air Unit attacks an enemy Unit, roll on the appropriate row on the Combat Results Table as determined by the color of the Fire Rating on the air Unit; the only modifiers considered are the Direct Fire modifiers with positive values (that's right--no negative modifiers, even for entrenchments or Defense Rating!). Do not place barrage markers, however, whatever the Fire Rating color.
28.0 Night
The following modifications are made during night turns:
- The maximum Line of Sight distance is reduced to a maximum of three hexes.
- A Unit that successfully Rallies may remove a Suppression or Cohesion Hit.
29.0 Glossary
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29.1 Action: Something that an Active Unit can perform. Depending on the type of Unit being activated, it can include moving, firing, Assaulting, Rallying, and performing an Engineer Action. See also Second Action.
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29.2 Activation Chit: A counter you randomly draw to see what Division or Formation gets activated. Each Activation Chit represents one Division or one Formation.
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29.3 Active Formation; Active Player; Active Unit: The Active Formation is the Division (and all its subordinate Formations) or the single Formation whose Activation Chit is the one currently in play. The Active Player is the player who controls the Active Formation. An Active Unit is a Unit in the Active Formation. If a Direct Command Chit is drawn, the player who owns it is considered the Active Player as is any Unit on which the Active Player spends a Command Point.
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29.4 Armored Unit: A Unit that has its Defense Rating in a black box.
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29.5 Army: The largest grouping of Units in the game, one above the Division, distinguishing the Units of each nation, e.g., British or German.
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29.6 Artillery Unit: A Unit with a Fire Rating that is either orange, brown, or black.
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29.7 Artillery Park: An Indirect HE (Orange Fire Rating) Artillery Unit must be in an Artillery Park to perform spotted Indirect Fire. Such a unit in an Artillery Park cannot perform self-spotted Indirect Fire but may Direct Fire (as a yellow, Direct HE, Unit).
Part Two — The Greatest Day: Utah Beach Exclusive Rules
Introduction
"This landing is but the opening phase of the campaign in Western Europe. Great battles lie ahead. I call upon all who love freedom to stand with us. Keep your faith staunch – our arms are resolute – together we shall achieve victory." — General Dwight D. Eisenhower
The Greatest Day: Utah Beach uses the newest Grand Tactical Series (GTS) rules, version 2.0c. These were introduced in The Greatest Day: Sword, Juno, Gold Beaches as part of the Exclusive Rules. The standard rules included in The Greatest Day: Utah Beach incorporates the changes to the GTS 1.1 and are provided as the GTS Rules version 2.0c. The Greatest Day: Utah Beach Exclusive Rules make only minor modifications to the newest series rules to accommodate unique aspects of combat witnessed in the US Army's VII Corps area and on the Cotentin Peninsula. Any rule stated here takes precedence over any rule in the GTS Series rules, but if it is not directly addressed here, the GTS Series rule is in effect.
Components
- One full color Grand Tactical Series Rulebook 2.0c
- One full color The Greatest Day: Utah Beach Exclusive Rules
- Three The Greatest Day: Utah Beach Scenario Booklets
- One GTS Rules Summary
- One full color half counter sheet (5/8" counters)
- Two full color 22" x 34" map sheets
- Sixteen full color counter sheets (5/8" counters)
- Two full color double-sided 22" x 34" map sheets
- One full color 11" x 34" map sheet
- One full color double-sided 11" x 17" map sheet
- Three full color 8.5" x 11" maps/overlays
- Two full color double-sided CRT/TEC Notes player aid cards
- Two full color double-sided Terrain Effects Chart player aid cards
- Twelve full color Division Displays
- One full color Naval & Air Display
- One full color Turn Record Chart
- Four 10-sided dice
- One 6-sided die
The Greatest Day: Utah Beach Exclusive Rules
The following are the exclusive rules for use with The Greatest Day: Utah Beach game. This is the second in a series of three games on all of the D-Day landings at company level, covering the first 8 days of the Normandy invasion. The next game in the series will be The Greatest Day: Omaha Beach, which will cover the landings at that beach as well as rules to allow the linking of all three of The Greatest Day games.
1.0 Night and Weather
1.1 Night
The Night turn begins the turn after the 2100 turn in this game.
There is no movement penalty for Night.
The maximum Line of Sight distance at Night is 3 hexes (if both Storm and Night, 2 hexes).
All Combat Strengths are reduced by 2 at Night (reduced by 3 if both Night and Storm).
All 101st and 82nd Airborne Division Units gain a +3 benefit on their Fire and Assault Rating while Assaulting during Night turns.
1.2 Weather
Only the weather states of Clear, Overcast and Storm can occur on the Weather table. Once determined, the weather stays the same for the entire day.
Here is a summary of the weather states' influence in the game:
- Clear: no changes; 9 Fighter Bombers are available to the Allied Player (see 17.1).
- Overcast: Like clear except that only 5 Fighter-Bombers are available to the Allied Player (see 17.1).
- Storm: Maximum Line of Sight distance is 4 hexes (if Night and Storm, it is reduced to 2 hexes). Movement Point costs to enter a hex are doubled unless a Unit is in Column and moving along a Road/Railroad. The Allied Player does not receive any Fighter-Bombers for the day (see 17.1). All Fire Ratings are reduced by 2 (if both Storm and Night they are reduced by 3).
2.0 Terrain
There are two basic types of terrain in The Greatest Day: Utah Beach: In-hex Terrain and hexside terrain features. Note that some values have changed from earlier games in the system. The Terrain Effects Chart included with the game has all movement costs as well as other aspects of specific terrain listed.
2.1 In-Hex Terrain
In-hex terrain is described in full below. Each in-hex type is defined by the color of the dot in the center of the hex. For example, if a hex has a green center dot, then it is a Woods hex. Also, City and Fortified hexes have colored hexsides, and Woods hexes have white vertices to make them a bit easier to see.
Some hexes contain water features that have no effect. In other hexes, the water features do have an effect, and this is indicated by an Impassable portion (gray) in the hex.
Play Note: The map was drawn for realism so the terrain in certain hexes may not be obvious but the hex dot defines the type of terrain – even if that particular type of terrain isn't the prominent type displayed in the hex.
As an example of how Units move into hexes with Rivers, a Leg Unit can move from 28.048 to 28.049 and be in the Clear hex terrain. However, Units cannot move from 28.050 to 28.049 since the Unit would have to "go over" a grayed out portion of the hex.
The In-hex Terrain types are as follows: Clear (2.1.1), Woods (2.1.2), Village (2.1.3), Town (2.1.4), Cities (2.1.5), Fortified (2.1.6), Marsh (2.1.7), Beach (2.1.8), Hedgerow (2.1.9), Hills (2.1.10), Flooded (2.1.11), Orchard (2.1.12), Sand Dunes (2.1.13), Impassable (2.1.14).
2.1.1 Clear
Clear terrain has a white dot in the center of its hex and represents ground in which there is little or no cover. It is not blocking terrain and it does not modify the Fire Rating of Units firing into the hex.
2.1.2 Woods
Woods terrain has a green dot in the center of its hex and represents ground in which there is extensive forest cover. We added white hex vertices to the Woods hexes to make Woods easier to see. Wheeled and Tracked Units cannot enter or exit a Woods hex unless they are in Column and traveling along a Road (in which case they pay the Road movement cost). Woods are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2. This modifier is ignored if the Fire Rating of the firing Unit is black, brown, orange, green or yellow.
A Wheeled or Tracked Unit in a Woods hex may not leave Column.
2.1.3 Village
Village terrain has a light brown dot in the center of its hex and represents a small number of buildings that would provide limited cover. Villages are not Blocking Terrain and modify the Fire Rating of Units firing into the hex at Unarmored Units by -1.
2.1.4 Town
Town terrain has a brown dot in the center of its hex and represents significantly more buildings that provide cover and limit fields of fire. Towns are Blocking Terrain. A Town hex modifies the Fire Rating of Units firing into it by -2 against Unarmored targets and -1 against Armored targets.
Wheeled and Tracked Units cannot enter or leave a Town hex unless in Column but they may exit Column in a Town hex. Note that to leave the hex, such Units will have to reenter Column.
2.1.5 City
City terrain has a black dot in the center of its hex and represents many buildings, often constructed of concrete, that provide excellent cover and greatly limit fields of fire. City hexes also have a white border around their hexes to see them more easily. Cities are Blocking Terrain and modify the Fire Rating of Units firing into them by -3 against Unarmored targets and -2 against Armored targets. City hexes may be rubbled (see 2.5).
Wheeled and Tracked Units cannot enter a City hex unless in Column and a Wheeled or Tracked Unit in a City hex may never leave Column.
2.1.6 Fortified
Fortified terrain has the same center dot as a City hex, but also has a gray border around the hex. Fortified hexes represent strong concrete buildings that offer great cover. Fortified hexes are Blocking Terrain and modify the Fire Rating of Units firing into them by -4 against Unarmored targets and -3 against Armored targets. Fortified hexes may be rubbled (see 2.5).
Wheeled and Tracked Units cannot enter a Fortified hex unless in Column and a Wheeled or Tracked Unit in a Fortified hex may not leave Column.
2.1.7 Marsh
Marsh terrain has a blue dot in its center and represents marshy, waterlogged terrain. Marsh is not Blocking Terrain and modifies the Fire Rating of Units firing into the hex by +1 against Unarmored targets and 0 against Armored targets.
Wheeled and Tracked Units cannot enter or exit a Marsh hex unless they are in Column and traveling on a Road (hence paying the Road movement cost) and may not leave Column in a Marsh hex.
2.1.8 Beach
Beach terrain has an orange dot in its center and represents sandy, open terrain but also covered with invasion obstacles. A Beach hex is not Blocking Terrain and modifies the Fire Rating of Units firing into the hex by +1 against Unarmored targets and 0 against Armored targets.
Beach hexes are present only on the Beach Overlays and the area they cover. All other Beach hexes on the map are Impassable terrain. When the Overlay is removed when a Beach is cleared, all Beach hexes on that Overlay are no longer passable hexes. German Units may not enter Beach hexes.
2.1.9 Hedgerow
Hedgerow terrain has a yellow circle with an aqua colored dot in its center and represents dense cultivated brush that provides superior cover and fields of fire. Hedgerow is Blocking Terrain and modifies the Fire Rating of Units firing into the hex by -2 against Unarmored targets and -1 against Armored targets.
Hedgerow allows the Germans to enter a defensive position called "Bocage" which is covered in German Special Rule 16.3.
LOS to, Fire Zones, and Direct Fire attacks against Units in a Hedgerow hex are allowed normally, i.e. at normal ranges.
This is a change to the Hedgerow rules from The Greatest Day: Sword, Juno, and Gold Beaches. Players are free to apply this change to that game.
2.1.10 Hills
Hill terrain has a black triangle within a circle and is named "Hill #". These positions offer excellent lines of sight and were like magnets to the forces during this campaign. In addition, they offered excellent height advantages. Hills are Blocking Terrain. A Hill modifies the Fire Rating of a Unit firing into the hex by -1 against Unarmored targets and -2 against Armored targets. This is in addition to any in-hex or hexside terrain modifier but does not apply against Indirect Fire attacks.
A Unit in a Hill hex has a maximum daylight LOS range of 13 hexes and may trace LOS and fire through 3 blocking hexes or hexsides. Visibility to the Hill is reciprocal. This means that a player whose Unit can be seen from a Hill, using the LOS exceptions above, can in turn see the Hill itself and place a Barrage on that Hill, using the Indirect Fire rules. However, the Barrage would be the same as firing on an empty hex, no damage will be caused to the Unit occupying the Hill.
2.1.11 Flooded
A Flooded hex has a light blue dot in the center. This portion of land that was used for farming, but generally criss-crossed with irrigation ditches and canals. These ditches were too small to be replicated as streams in game terms, but this area was not as restrictive as the Marsh terrain type. It does not block Line of Sight and has no combat modifiers, similar to clear terrain.
2.1.12 Orchard
Orchard terrain has a yellow circle in the center of the hex. This portion of land that was used mainly for apple orchards, and were usually bordered with terrain similar to hedgerows. However, the Germans cannot build Bocage markers in an Orchard hex.
An Orchard hex is Blocking Terrain and modifies the Fire Rating of a Unit firing into the hex by -2 against Unarmored targets and -1 against Armored targets.
2.1.13 Sand Dunes
Sand Dunes terrain has a white circle with an orange colored dot in its center.
Sand Dunes terrain is not Blocking Terrain and modifies the Fire Rating of Units firing into the hex by -1 against Unarmored and has no effect on fire against Armored targets.
2.1.14 Impassable
Impassable terrain is gray and/or a hex with no dot. If an entire hex is Impassable, it is entirely gray, or does not have a center dot; it cannot be entered by any Unit.
If only part of a hex is Impassable, the Impassable portion is gray, meaning that no Unit can enter and/or leave the hex by passing over the Impassable portion. An exception to this is if a Road or Ferry is used to pass through Impassable terrain, in which case a Unit using the Road or Ferry legally can move through the Impassable hex portion. Impassable hex portions are most commonly seen in hexes containing Rivers. Impassable terrain has no effect on Line of Sight or fire combat.
2.2 Hexside Terrain Features
Hexside terrain features are ones that have been abstracted and made to conform to a hex grid superimposed on the map. These features are considered to run across the length of the hexside if they are more than 50% the length of the side even if the symbol ends before the actual grid ends.
The Hexside Terrain Features are as follows: Crests (2.2.1), Ridges (2.2.2), Streams (2.2.3), Rivers (2.2.4).
2.2.1 Crests
Crests are rises and falls in the ground large enough to block Line of Sight. They are most often caused by contours in the ground. If a Line of Sight crosses a Crest hexside, that LOS is blocked. The only exception to this is if either the spotting Unit or the spotted Unit is adjacent to a Crest hexside and no more than one Crest hexside has been crossed when drawing the LOS between the two Units. (So, yes, LOS is blocked between two Units, both of which are adjacent to different Crest hexsides.) Also, LOS may not be traced along a Crest hexside.
Crest hexsides have no effect on movement or fire combat (other than LOS).
2.2.2 Ridges
Ridges are sharp rises in the ground that influence movement, combat, and Line of Sight. A Ridge hexside blocks Line of Site unless the Ridge hexside is part of the firing Unit's hex or the target Unit's hex. And, as with Crests, a Line of Sight may not be traced along a Ridge hexside.
The Fire Rating of a Unit firing into a hex across a Ridge hexside is modified by -1 against an Unarmored target and -2 against an Armored target. This is in addition to any In-hex Terrain modifier but applies only to Direct Fire and Opportunity Fire; it does not apply to Indirect Fire attacks.
Leg Units can cross a Ridge hexside, in Column or not, by expending all of their movement allowance. They must start adjacent to the Ridge hexside and perform a Movement Action – move the Leg Unit one hex over the Ridge hexside. Prolonging is not allowed over a Ridge hexside.
Wheeled and Tracked Units may only cross Ridge hexsides if in Column and moving along a Road. When any Unit is in Column and using a Road to cross the Ridge hexside, then use standard Road movement rates.
2.2.3 Streams
Streams are thin blue lines that run along hexsides.
A Leg Unit that enters a hex across a Stream without using a Road pays 2 additional movement points if the Unit is not in Column, or 1 additional movement point if the Unit is in Column.
Wheeled and Tracked Units may not cross Streams except when using a Road (and must of course be in Column to do so). Note that the Roads that cross streams have map graphics showing bridges, but these are not considered bridges in game terms (i.e., they are not controlled, cannot be wired, cannot be blown) and are treated just like Roads. Only the Bridges that span River terrain features are Bridges in game terms.
2.2.4 Rivers
Rivers are wide blue lines, and can only be crossed at Bridges. If a single hex contains terrain on both sides of a river, one side will be marked as Impassable, and the terrain of the other side will determine the terrain type of the overall hex. A Unit can enter such a hex providing it does not do so via a hexside portion that has Impassable terrain. Rivers have no effect on Line of Sight.
2.3 Roads and Railroads
Roads and Railroads and their various types are special man-made features and are treated somewhat differently from other terrain.
The following are the various types of man-made transportation lines in the game: Roads (2.3.1), Railroads (2.3.2), Raised Roads/Railroads (2.3.3), Embankment Roads/Railroads (2.3.4), Sunken Roads/Railroads (2.3.5), Connecting Roads/Railroads (2.3.6), Causeways (2.3.7).
2.3.1 Roads
Roads allow Units in Column to move faster. Any Unit in Column that enters a hex along a Road can do so for a 1/2 movement point. The Unit can decide not to use the Road and instead pay the base terrain cost, as indicated by the dot in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a Road, must pay the base terrain cost.
Where two Roads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one Road to the other. The Roads have no effect on Line of Sight.
2.3.2 Railroads
Railroads allow Units in Column to move faster. Any Leg Unit in Column that enters a hex along a Railroad can do so for a 1/2 movement point. A Wheeled Unit in Column pays 2 movement points, and a Tracked Unit in Column pays 1 movement point. The Unit can decide not to use the Railroad and instead pay the base terrain cost, as indicated by the dot in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a Railroad, must pay the base terrain cost.
Where two Railroads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one Railroad to the other. Railroads have no effect on Line of Sight.
2.3.3 Raised Roads/Railroads
2.3.3(1) Raised Roads/Railroads Generally. Raised Roads/Railroads (white Roads; white Railroads) follow all the same rules for regular Roads/Railroads but as elevated terrain pose a significant hindrance to movement and also block Line of Sight.
Note: Raised Railroads are not used in The Greatest Day: Utah Beach.
2.3.3(2) Restrictions on Column Movement. A Unit in Column can enter a hex with a Raised Road or Railroad if there is no Roadblock in the Raised Roads/Railroad hex, and the Unit enters the Raised hex through a hexside that the Raised Roads/Railroad touches. Similarly, a Unit in Column can only leave the Raised Roads/Railroad hex through a hexside that the same Raised Roads/Railroad touches. This means that if there are two Raised Roads/Railroads running through the same hex and they do not cross, you must remember which one the Unit is on, because it cannot jump from one to the other.
2.3.3(3) Restrictions on Vehicle Units. A Vehicle Unit cannot exit Column formation while in a Raised Road/Railroad hex. If the Vehicle Unit is forced to retreat, it must follow the Raised Road/Railroad and if it cannot do so, it is eliminated. A Vehicle Unit suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column. If a Unit dismounts from its Organic Transport while it is on a Raised Road/Railroad, the vehicles are lost. Place an Abandoned Transport marker on the Unit after it dismounts. Note that Vehicle Units not in Column can never enter a hex with a Raised Road/Railroad.
2.3.3(4) Restrictions on Leg Units. A Leg Unit that is not in Column can enter a hex with a Raised Road/Railroad from any hexside (even if there is a Roadblock in the hex), but it must pay double the terrain cost of the other terrain in the hex; when not in Column the Leg Unit can leave the Raised Road/Railroad hex by any hexside. If fired on when not in Column, the Leg (and immobile) Unit suffers the +2 terrain modifier for the Raised Road/Railroad, and also benefits (or suffers) from the terrain modifier of the hex's original terrain. A Leg Unit not in Column in a Raised Road/Railroad hex may get in Column for 1 movement point.
A Leg Unit may get off a Raised Road/Railroad by exiting Column formation; this costs one movement point or the Leg Unit must take a Cohesion Hit. Once the Leg Unit is not in Column, it may leave the Raised Road/Railroad hex by any hexside. If a Leg Unit in Column is forced to retreat from a Raised Road/Railroad hex, it must follow the Raised Road/Railroad and if it cannot, the Leg Unit is eliminated. A Leg Unit in Column in a Raised Road/Railroad hex suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column.
2.3.3(5) Raised Roads/Railroads and Line of Sight. Raised Roads/Railroads create a special Line of Sight situation. A Raised Road/Railroad is Blocking Terrain, but only if the Line of Sight actually passes through the Raised Road/Railroad graphic. For this purpose, a Raised Road/Railroad in the same hex as a target Unit or a firing Unit is never blocking terrain.
2.3.4 Embankment Roads/Railroads
These are the yellow Roads/Railroads on the map. These work exactly like Raised Roads/Railroads in all respects and are presented for historical interest only.
2.3.5 Sunken Roads/Railroads
2.3.5(1) Sunken Roads/Railroads Generally. Sunken Roads or Railroads are the red Roads/Railroads; they are depressed Road and Railroad tracks that pose a significant hindrance to movement but, unlike the Embankment Road types, do not block Line of Sight.
2.3.5(2) Restrictions on Column Movement. A Unit in Column can enter a hex with a Sunken Road/Railroad if there is no Roadblock in the Sunken Road/Railroad hex, and the Unit enters the Sunken Road/Railroad hex through a hexside that the Sunken Road/Railroad touches. Similarly, a Unit in Column can only leave the Sunken Road/Railroad hex through a hexside that the same Sunken Road/Railroad touches. This means that if there are two Sunken Roads/Railroads running through the same hex and they do not cross, you must remember which one the Unit is on, because it cannot jump from one to the other.
2.3.5(3) Restrictions on Vehicle Units. A Vehicle Unit cannot exit Column formation while in a Sunken Road/Railroad hex. If the Vehicle Unit is forced to retreat, it must follow the Sunken Road/Railroad and if it cannot do so, it is eliminated. A Vehicle Unit gains a terrain modifier of -3 when fired on, in addition to the +2 modifier for being in Column. Note that Vehicle Units not in Column can never enter a hex with a Sunken Road/Railroad.
If a Unit dismounts from its Organic Transport while it is on a Sunken Road/Railroad, the vehicles are lost. Place an Abandoned Transport Marker on the Unit after it dismounts.
2.3.5(4) Restrictions on Leg Units. A Leg Unit that is not in Column can enter a hex with a Sunken Road/Railroad from any hexside (even if there is a Roadblock in the hex), but it must pay double the terrain cost of the other terrain in the hex; when not in Column the Leg Unit can leave the Sunken Road/Railroad hex by any hexside. If fired on when not in Column, the Leg (and immobile) Unit gains a -2 terrain modifier for the Sunken Road, and also benefits (or suffers) from the terrain modifier of the hex's original terrain. A Leg Unit not in Column in a Sunken Road/Railroad hex may get in Column for 1 movement point.
A Leg Unit may get off a Sunken Road/Railroad by exiting Column formation; this costs one movement point or the Leg Unit must take a Cohesion Hit. Once the Leg Unit is not in Column, it may leave the Sunken Road/Railroad hex by any hexside. If a Leg Unit in Column is forced to retreat from the Sunken Road/Railroad hex, it must follow the Sunken Road/Railroad and if it cannot, the Leg Unit is eliminated. A Leg Unit in Column in a Sunken Road/Railroad hex gains a terrain modifier of -2 when fired on, in addition to the +2 modifier for being in Column.
Sunken Roads/Railroads do not block Line of Sight in any way.
2.3.6 Connecting Roads/Railroads
Connecting Roads are depicted in purple. They may be any type of Road or Railroad, and certain rules refer to them. There is no additional game effect of a Road or Railroad being purple.
Note: Connecting Roads/Railroads are not used in The Greatest Day: Utah Beach.
2.3.7 Causeways
Causeways are treated just as Roads in all respects. The distinction is provided for historical interest only. There is no additional game effect for a Causeway.
2.4 Bridges
Bridges in the game are indicated by a wider tan segment of a Road and a wider gray segment of a Railroad, where it crosses a River. Note that the graphics on the map for Roads that cross over streams are not considered Bridges for the purposes of the following rules.
Any Unit in Column in a hex with a Bridge hexside suffers an additional terrain modifier of +2 and ignores the hex's original terrain.
2.4.1 Crossing Bridges
A Unit must be in Column to cross a Bridge, and the cost is the same as for normal movement. This means only one Unit can Assault across a Bridge, and if a Unit not in Column is forced to run away, it cannot do so across a Bridge.
2.4.2 Roadblocks and Bridges
Roadblocks cannot be placed in any hex that has a Bridge hexside.
2.4.3 Railroad Bridges
Vehicles cannot cross Railroad Bridges unless the Railroad Bridge is "improved". To improve a Railroad Bridge, an Engineer Unit must pass a Troop Quality Check in one of the two hexes sharing the Railroad Bridge hexside (this is an Engineer Action, so no Command Points can be spent on it, the Engineer Unit can't be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed).
If a Unit with Organic Transport crosses a Railroad Bridge that hasn't been improved, the Unit loses its transport capabilities, and an Abandoned Transport marker is placed on the Unit as a reminder.
2.4.4 Line of Sight and Bridges
Bridges block Line of Sight in the same way as Raised Roads (see 2.3.3(5)).
2.4.5 Control of Bridges
Why do you even want to control a Bridge? Well, you can't demolish it unless you wire it and you can't wire it unless you control it. See below for the demolition rules.
Either you control a Bridge, or your enemy controls the Bridge, or neither of you controls the Bridge, in which case the Bridge is "contested".
If you want to control a Bridge, one of your Units must have been the last to enter both of the two hexes that share the Bridge hexside, and neither of these two hexes can be in an enemy Fire Zone. Note that it doesn't have to be the same Unit that enters the hexes, and the Unit doesn't have to stay in the hex, nor do you have to move the Unit or Units through during the same activation. You can keep track of this with blank chits if you wish.
2.4.6 Bridge Demolition
You can only demolish a Bridge if you first wire it for demolition. There are two ways a Bridge is wired for demolition. The first is if the scenario rules tell you it is, in which case the rules will also say which side wired it. Remember, only the side that wired a Bridge can demolish it.
The second way a Bridge can be wired is by one of your Engineer Units. To do this:
- You must control the Bridge (see above).
- Your Engineer Unit must begin its Action in one of the two hexes that share the Bridge hexside.
- Your Engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here; the Unit cannot be in Column; a Men at Work marker may be placed in case of failure); this is an Engineer Action so it can trigger Opportunity Fire.
If your Engineer Unit passes the Troop Quality Check the Bridge is "wired" for demolition. Place a Wired marker on the Bridge.
Once you have a Bridge wired you may try to destroy it. This is an Engineer Action. You may attempt this whenever you have an Active friendly Unit adjacent to one of the hexsides of a wired Bridge. Roll a die. You need to roll a 6 or less if there are no enemy Fire Zones on either hex adjacent to the Bridge hexside and a 5 or less if there is one. Place a destroyed Bridge marker if you are successful. If you fail, the Bridge is now considered not wired and must be wired again before demolition is attempted again.
This is a change from The Greatest Day: Sword, Juno, and Gold Beaches where the paratroop infantry had the ability to wire and destroy a Bridge. Significantly more organized paratroop Engineers landed with the American Airborne divisions, so this capability is limited to Engineer Units.
2.4.7 Bridge Building
Only the Allied Player may build Bridges over Streams or Rivers in the game. To do so, the Allied player must move a Treadway Bridge or Ponton Unit to a hex adjacent to a River or Stream and dismount the Unit. There needn't be a demolished Bridge in the hexside to be bridged – any River or Stream hexside can be bridged. The Unit building the Bridge cannot be in a Marsh or Flooded hex, nor can it build into a Marsh or Flooded hex on the other side of the River/Stream. The one exception to this is if a destroyed Bridge on the map is being rebuilt, then the terrain is irrelevant. The Treadway Bridge or Ponton Unit is there for good now and may never move again. In subsequent activations, the Treadway Bridge or Ponton Unit (using its dismounted side) has to pass a TQ check to build the Bridge.
When building a Bridge, the Treadway Bridge or Ponton Unit can't be in Column (note that the Unit is considered immobile after it dismounts), it might trigger enemy Opportunity Fire, and Men at Work markers can be placed. If you fail the first check, place a Men at Work marker on the Treadway Bridge or Ponton Unit so you remember both to apply the modifier on the next attempt and that the Bridge isn't in place yet. If the Bridge is built, take the Men at Work marker off the Treadway Bridge or Ponton Unit. The Treadway Bridge or Ponton Unit now acts as a Bridge, but unlike a normal Bridge, it is a Unit and may be targeted by enemy fire. If the Treadway Bridge or Ponton Unit becomes Suppressed or takes a Cohesion Hit, it cannot act as a Bridge until it Rallies. If the Treadway Bridge or Ponton Unit is eliminated, remove it from play.
All movement types may cross a Treadway Bridge. Only Leg and Wheeled movement types may cross a Ponton Bridge.
2.5 Rubble
City and Fortified hexes may be reduced to Rubble. If an artillery attack rolls a "0" when attacking a City or Fortified hex, place a Rubble counter on that hex. If the hex has an OP or Strongpoint, that OP or Strongpoint is eliminated. Similarly, any Road/Railroad in the hex no longer exists. Additionally, add one to the defensive terrain value of the hex. Note also that the cost to enter a Rubble hex is increased (see the Terrain Effects Chart).
Engineers may clear Rubble by being in the Rubble hex, performing an Engineer Action and passing a Troop Quality Check. Men at Work does apply. Any OP or Strongpoint is still considered to be destroyed even if the Rubble has been cleared. However, any Road can be restored by clearing the Rubble. Use the back of the Rubble counter to show this.
When fired at, a Unit in Rubble uses the Armored Target side of the Combat Results Table.
3.0 Paradrops and Glider Landings
Play note for veterans of GTS: the paradrop rules for The Greatest Day are much more dangerous but there is a recovery method to get back lost steps for troops dropped at night.
3.1 When to Drop
See the reinforcement schedule for when 101st and 82nd Airborne Division Units scheduled as reinforcements drop. The Units actually drop when the 101st or 82nd Airborne Division Activation chit is drawn.
3.2 Where to Drop
The map has the following fifteen airborne zones designated by shading and by letter/number. Not all drop/landing zones are used in a given scenario. Refer to the set-up and reinforcement schedules for a particular scenario to determine which zones are being used:
- DZ A: should be in hexes 32.028, 33.027, 33.028, 34.027, 34.028, 34.029, 35.027, 35.028, and 36.028
- DZ B: should be in hexes 38.038, 39.037, 39.038, 40.037, 40.038, 40.039, 41.037, 41.038, and 42.038
- DZ C: should be in hexes 27.036, 28.036, 28.037, 29.035, 29.036, 29.037, 30.036, 30.037, and 31.036
- DZ D: should be in hexes 24.045, 25.044, 25.045, 26.044, 26.045, 26.046, 27.044, 27.045, and 28.045
- Alt DZ D: should be in hexes 31.041, 32.041, 32.042, 33.040, 33.041, 33.042, 34.041, and 34.042
- LZ E: should be in hexes 29.037, 30.037, 30.038, 31.037, 31.038, 31.039, 32.037, 32.038, and 32.039
- LZ W: should be in hexes 33.036, 33.037, 33.038, 34.036, 34.037, 34.038, 34.039, 35.035, 35.036, 35.037, 35.038, 35.039, 36.035, 36.036, 36.037, 36.038, 36.039, 37.034, 37.035, 37.036, 37.037, 37.038, 37.039, 38.035, 38.036, 38.037, 38.038, 38.039, 39.035, 39.036, 39.037, and 39.038
- DZ O: should be in hexes 43.030, 44.030, 44.031, 45.029, 45.030, 46.030, 46.031, and 47.030
- LZ O: should add the following hexes to DZ O – 42.030, 43.029, 44.029, 45.028, 46.029, and 47.029
- DZ N: should be in hexes 52.037, 52.038, 53.036, 53.037, 54.036, 54.037, 55.036, and 55.037
- DZ T: should be in hexes 49.031, 50.031, 50.032, 51.030, 51.031, 51.032, 52.031, 52.032, and 53.031
- DZ 1: should be in hexes 77.041, 77.042, 78.041, 78.042, 78.043, 79.041, and 79.042
- DZ 2: should be in hexes 85.044, 85.045, 86.044, 86.045, 86.046, 87.044, 87.045, and 88.045
- DZ 3: should be in hexes 84.039, 84.040, 84.041, 85.038, 85.039, 85.040, and 86.040
- LZ 4: should be in hexes 87.042, 88.042, 88.043, 89.041, and 89.042
- LZ 5: should be in hexes 81.040, 81.041, 82.041, and 82.042
Some of these zones do overlap, so pay particular attention to the colored border around the overlapping zones or refer to the list above, if in doubt.
A Unit or Units that drop in the same hex on the same turn are defined as a "stick."
3.3 How to Drop
A. Place Rally Points. Rally Points are placed in any Hill, Bridge, Village or Town hex within 4 hexes of the Battalion's DZ.
B. Place Arriving Airborne Units. Simply place each arriving stick (as defined in the scenario book) in any hex of the designated DZ or LZ. Each arriving Unit must be placed in a separate hex from other sticks arriving during a given drop. Units cannot drop in Column but they can drop mounted. A drop does not trigger Opportunity Fire.
C. Place Glider/Paradrop Markers. After Drop One, a glider/paradrop marker is placed on top of each Unit that is dropped (not on each stick—on each Unit in each stick). Units placed in Drop One do not receive a glider/paradrop marker unless noted specifically in the scenario. See 3.3.2.
D. Roll on the Drop Table and Immediately Apply the Results. See rule 3.3.1 for the Drop Table. Note that Units placed in Drop One do roll on the Drop Table.
3.3.1 The Drop Table
All Units that drop must have their fate decided with a die roll on the Drop Table. Roll for Units in Drop One at the start of play. Roll for Units in subsequent drops as they drop. The Drop Table has various results, which include elimination, creation of Rearguards, Step Loss, activation delays, and no effect.
Make one die roll on the Drop table for each stick, adding together all of the modifiers that apply to arrive at one die roll modifier; apply the result according to the results explanation.
Drop Table
| Die Roll | Paratroops | Glider |
|---|---|---|
| 0 | NE | NE |
| 1 | 1 | 1 |
| 2 | 1* | 1 |
| 3 | 1*(D) | 1* |
| 4 | 1*(D) | 1* |
| 5 | 1*(DD) | 1*(D) |
| 6 | R | 1*(DD) |
| 7 | R(D) | R |
| 8 | R(DD) |
Drop Table Modifiers
- +1 if landing in Hedgerow, Orchard, or Flooded
- +2 if landing in Woods, or Village/Town/City
- +3 if Marsh
- +4 if Minefield
- -3 if it is the Second Drop/Glider Landing or the Third Drop B/Glider Landing
- -6 if it is the Third Drop A/Glider Landing
- -8 if it is the Fourth Drop/Glider Landing
- +1 for each German Unit inside the Drop Zone
- +2 During a Day turn only, if at least one German Unit with an anti-air value projects a Fire Zone into the DZ or LZ. This range is the 8 hex AA range as per rule 17.1.
Drop Table Results Explanation
- NE – No Effect
- 1 – One Unit in the stick loses a step (First drop only: add 1 to the corresponding Battalion Straggler Track)
- 1* – All Units in the stick lose a step (First drop only: add 2 to the corresponding Battalion Straggler Track for each Unit that lost a step)
- D – Place a glider/paradrop marker on every Unit in the stick in addition to any already placed (First drop only: add 1 for each Unit in the stick to the corresponding Battalion Straggler Track)
- DD – Place two additional glider/paradrop markers on every Unit in the stick in addition to any already placed (First drop only: add 2 for each Unit in the stick to the corresponding Battalion Straggler Track)
- R – Replace all Units in the stick with Rearguards (First drop only: add 3 for each Unit in the stick to the corresponding Battalion Straggler Track); if no Rearguards are available, or at the Allied player's choice, treat as E. Any Leader landing in a stick replaced with Rearguards must be placed with one of the Rearguard Units. Rearguard Units are placed via Airborne Drift.
- E – All Units in the stick are eliminated (First drop only: add 4 for each Unit eliminated to the corresponding Battalion Straggler Track); place the eliminated Units in the Straggler box on the parent Airborne Divisional Display. Any Leader landing in a stick that is eliminated is removed from play and returns at the end of the next division activation during leader movement.
Airborne Drift. If the result of the Drop Table roll is R (all Units in stick become Rearguard), then airborne drift will occur. If a leader was with this stick, the Unit he is with must be declared before rolling for drift. His fate is tied to that new Rearguard. For each Rearguard Unit, roll a d6 and a d10. The d6 determines direction from the hex the Unit is in; 1 being north (up the hexrow) moving clockwise, and 4 being south (down the hexrow). The d10 determines the distance from the hex. If you roll a 0, the Unit stays in the original hex. If you roll a 9, roll again and add the numbers together. Another 9 will be another roll, etc. If the Rearguard moves off the map, into the ocean, or lands on a German Unit (Minefields do not constitute a Unit), the Rearguard is eliminated.
Play Note: in cases where a result on a white- or black-striped Unit calls for an addition to the corresponding Battalion Straggler Track, select any Battalion that is dropping in the same DZ.
3.3.2 Glider/Paradrop Markers
Each glider/paradrop marker on a Unit takes the Unit one Action to remove. Removing a glider/paradrop marker is an Action but does not trigger Opportunity Fire. A Unit with a glider/paradrop marker on it may perform no other Actions, except Rally if it is Suppressed. A Suppressed Unit must Rally from the Suppression before it can remove its glider/paradrop marker. Note that the restriction against performing the same Action twice in a row as a Second Action does apply to removing a glider/paradrop marker.
3.4 Stragglers
Historical Note: During the night drop on June 5th, the 101st and 82nd Airborne Divisions were spread out over a wide area. Very few of the troops arrived where they were supposed to and it took time to gather the paratroopers into coherent Units. This rule addresses this. It is also how the Divisional Jeeps enter the game, as these Units are placed in the Straggler box when they arrive per the Reinforcement Schedule.
3.4.1 Straggler Generation
Only on the First Drop for the 101st and 82nd Airborne Divisions; Tracking Stragglers; Rally Points.
Stragglers are generated from results on the Drop Table. Stragglers are only generated on the First Drop. Both the 101st and 82nd Airborne Divisions accumulate Stragglers.
Stragglers are tracked by battalion on the 101st and 82nd Airborne Division Displays, and each battalion has its own Straggler marker. Each Airborne Division Display also has a box for Units that are replaced by Rearguards or suffer elimination on the Drop Table, during the first drop; these Units are eligible to return to play per rule 3.4.3.
Each battalion of the 101st and 82nd Airborne Divisions has a Rally Point. The Rally Point governs straggler recovery as explained below. If a German Unit ever enters a hex with a Rally Point, the Rally Point marker is permanently removed and that battalion's stragglers are lost and no more recovery rolls are made.
3.4.1.1 325th Glider Regiment Straggler Generation
Only on the Fourth Drop (7 June) for the 325th Glider Infantry Regiment, 82nd Airborne Division. This is an exception to the standard straggler generation rules solely for the 325th GIR which landed in Normandy on 7 June.
Stragglers are generated from results only on the Drop Table. The additional glider landing marker placed on any Unit landing after the first drop does not add to the straggler total.
Each battalion within this regiment may have stragglers generated and tracked with the straggler recovery rules; however, they will all be located at a single consolidated 325th Regimental Rally Point.
3.4.2 Straggler Recovery
Each time the 101st or 82nd Airborne Divisions Activation chit is picked from the Mug, and before he begins performing Actions with his Active Units, the active Division player MUST roll for straggler recovery for each battalion that still has a Rally Point and Straggler Points remaining (no rolls after the Straggler Points reach 0) according to the following procedure.
Pick a battalion and roll for it. If the roll is:
- (i) Equal to or less than the number on the corresponding Battalion Straggler Track, and greater than Zero: one Straggler Recovery Point (see 3.4.3 below) is generated and the Battalion Straggler Track is reduced by one. Another roll is then made for this battalion up to the turn limits.
- (ii) Greater than the number on the corresponding Battalion Straggler Track: No Straggler Recovery Point is generated, the Battalion Straggler Track is reduced by one and no more rolls for this battalion are possible until this Airborne Division's next Activation.
- (iii) Nine or greater: No Straggler Recovery Point is generated, reduce the Battalion Straggler Track by one and no more rolls for this battalion are possible until this Airborne Division's next Activation.
- (iv) Zero: one Straggler Recover Point (see 3.4.3 below) is generated. The Battalion Straggler Track is NOT reduced by one. Another roll is made for this battalion up to the turn limits.
The Battalion Turn limits are:
- On Night, 5 June a battalion may not receive more than 4 Straggler Recovery Points per turn.
- On 6 June, a battalion may not receive more than 2 Straggler Recovery Points per turn.
- On 7 June a battalion may only receive 1 Straggler Recovery Point per turn.
- No further Straggler Recovery is attempted on or beyond 8 June.
Note: This is slightly different from The Greatest Day: Sword, Juno, and Gold Beaches for the 6th Airborne Division straggler recovery. The US Airborne drops were more scattered and straggler recovery was much more difficult than the 6th Airborne Division at the British beaches. Players are free to use these adjusted straggler rules in The Greatest Day: Sword, Juno, and Gold Beaches.
The terrain and dispersed nature of the 101st and 82nd Airborne Division drops meant it was more difficult to rally stragglers earlier. Add 4 (+4) to your straggler recovery roll for the Night, 5 June turn. Rolls higher than 9 are treated as a roll of 9. Thus, roll a 5 (+4 is 9), and you no longer roll and lose one straggler. Starting on the 0700, 6 June turn, the modifier is +2. On 7 June, there is no modifier. Rolls of 0 are always treated as 0, no matter what the modifier.
Once you are done rolling to recover stragglers and have recorded the changes on the Airborne Division's General Markers track, you now proceed to using the Straggler Points to recover strength to Units.
3.4.3 How Stragglers Return to the Game
3.4.3(1) Timing of SRP Use. Generation of SRPs occurs after the 82nd or 101st Airborne Division Activation chit is pulled but before Units begin performing Actions. SRPs generated are spent during the Divisional Activation, at any time the Allied player wishes, in any combination.
3.4.3(2) How to Spend SRPs; Use of Rally Points; Battalion Restrictions. SRPs can be spent on Units on the map to bring two-step Units that have been reduced to one step back to full strength; in order to receive SRPs, such Units must be within 3 hexes of their battalion Rally Point. Terrain, weather and enemy Units have no effect on this type of SRP expenditure.
SRPs can also be used to bring Units from the Divisional Display Straggler box to the battalion Rally Point. To replicate the haphazard manner of recovery, each American 101st and 82nd Airborne Division Battalion's Units must build to 1/2 strength (1 step) before any Unit in the Battalion is restored to full strength. This does not apply to Independent (white and black stripe) Units.
SRPs generated by a battalion may only be spent on Units of that battalion or on any black-striped or white-striped Units.
SRPs can be maintained from turn to turn. However, if the Rally Points are captured then all Straggler Recovery Points are forfeit and no longer available.
3.4.3(3) SRP Exchange Equivalents
- 1 SRP: returns a one-step paratroop/glider infantry Unit from the Straggler box to the battalion Rally Point.
- 1 SRP: flips a one-step paratroop/glider infantry Unit on the map back to its full strength (two-step) side.
- 2 SRPs: returns a one-step non-paratroop, non-glider infantry (e.g., engineer, AT gun, mortar, etc.) Unit from the Straggler box to the battalion Rally Point.
- 2 SRPs: flips a one-step non-paratroop, non-glider infantry (e.g., engineer, AT gun, mortar, etc.) Unit on the map back to its full strength (two-step) side.
- 2 SRPs: generates one-step of Divisional Jeeps, by moving them from the Straggler box to the Division's available box.
- 2 SRPs: flips a one-step Divisional Jeep in the Division's available box to its full strength (two-step) side.
3.4.3(4) Straggler Recovery: Special Cases
- A. More than one SRP can be spent on a given Unit during an Activation to bring it from the Straggler box to the map at reduced strength and then to bring it back to full strength, as long as all other Units in the battalion are at least at 1/2 strength.
- B. Units from the Straggler box may be placed on the Rally Point mounted and/or in Column.
- C. Units placed on the Rally Point from the Straggler box are eligible to perform an Action pursuant to the Division Activation at any point during the Division Activation.
- D. SRPs may be spent to bring a two-step Unit back to full strength before, during or after that Unit's Division Activation, except while conducting a combat action (ie. not during the middle of an assault). This means, for example, that a Unit may move to within 3 hexes of its Rally Point, receive a SRP for a step, and then continue moving.
- E. SRP expenditure and Unit placement on a Rally Point does not trigger Opportunity Fire.
- F. Units eliminated in combat may not be brought back using the SRP mechanism. However, if a two-step Unit loses a step in combat, an SRP may be spent to bring it back to full strength pursuant to this rule.
- G. If a leader does not have a valid Unit to stack with, per Series Rules 21.2 and 21.3, and still has Units in the Straggler Box, he is moved to the Straggler Box during the leader movement phase of an activation. He returns during a subsequent leader movement phase once there is a legal Unit to stack with on the map.
3.4.4 More Historically Accurate Drops (Optional)
Note: The 507th and 508th PIR were scheduled to drop to the west of the Merderet River. As these were the farthest west dropzones and the weather over the Cotentin Peninsula was partially cloudy, many of the airborne sticks from these Regiments dropped late and quite a few dropped on the east side of the Merderet River. This significantly hampered their ability to consolidate. Use the following rule to replicate this historical situation if you would like.
When rolling on the drop table all normal modifiers apply. However, the lowest result will be a 6. That means that if you roll a modified 3, it is treated as a 6. If you roll a 7, it is treated as a 7. This will reduce all Units of these two regiments to Rearguards at best.
If you roll an unmodified 9, then the Rally Point is moved to the nearest hex that meets the requirements for a Rally Point, on the east side of the Merderet River. This is the new Rally Point for that Battalion.
When rolling for Straggler Recover, the Battalion Turn Limits for Battalions within these two Regiments are as follows:
- On Night, 5 June a battalion may not receive more than 2 Straggler Recovery Points per turn.
- On 6-7 June, a battalion may only receive 1 Straggler Recovery Point per turn.
- No further Straggler Recovery is attempted on or beyond 8 June.
4.0 The Naval Invasion System
4.0.1 Overview of the Naval Invasion System (NIS)
The Greatest Day series is the first in the GTS family that has an opposed amphibious landing and, as such, these additional rules are needed to simulate the landing of Allied troops into France. The Naval Invasion System (NIS) simulates the ocean transport and amphibious landing of troops on a hostile shore, the defense of that shore, and the naval gunfire support given to the invading troops. Whenever possible, rules and concepts were ported directly from the GTS Series Rules, but it was also necessary to craft entirely new rules and also to modify some existing series rules. Whenever an existing GTS rule or defined (i.e., capitalized) term is used in the NIS, follow the GTS rule exactly as written unless otherwise noted.
4.0.2 Organization of the NIS Rules
This section 4.0 and section 4.1 provide an overview, definitions and some descriptions of key aspects of the NIS. Sections 4.2 through 4.6 present the entire NIS in a traditional case format. Section 4.6 is the Naval Sequence of Play (NSoP). Section 4.7 then presents almost every aspect of the NIS as a series of step-by-step procedures. So depending on how you prefer to learn, you could read sections 4.0 - 4.6 carefully and use 4.7 as a guide; or you could jump right into play by reading just 4.0 and 4.1 and then following 4.6 and 4.7, and use sections 4.2 - 4.5 for specific questions.
4.1 NIS Definitions & Descriptions
4.1.1 A Beach is one of the five code-named beaches OPERATION OVERLORD: Utah, Omaha, Gold, Juno or Sword. Each Beach has its own Beach Overlay.
4.1.2 A Sub-Beach is a division of the Beach. For example, Utah has two Sub-Beaches: Tare Green and Uncle Red.
4.1.3 A Beach hex is a hex terrain type just like Clear or Town.
4.1.4 The Beach Overlays. The Greatest Day NIS uses several small maps, called Beach Overlays, which begin the game on top of the larger game maps for all five beaches that were invaded in the campaign. One of the Beach Overlays (Utah) is used in this game. The Beach Overlays exist to regulate certain game functions that are specific to the initial landings, in particular the landing of Units onto the Beach hexes and the German defenses intended to stop the landings. Once certain conditions have been met, mostly with respect to reducing the Beach Defenses, a Beach is considered "Cleared", and the corresponding Beach Overlay is removed from play and all Beach hexes become out of play for all players. The invading player's reinforcements are simply placed on a reinforcement hex near the shore, their landing now handled behind the scenes.
The Beach Overlays are printed with all kinds of information that regulates the attack and defense of the beaches; they also depict the so-called Sub-Beaches, which further regulate and restrict the landing and movement of invading troops. The Beach Overlays include informational tracks representing abstractions of beach defenses, such as obstacles and machine-gun nests, the state of the sea, and boxes in which to place the assaulting Units, including amphibious tanks, Landing Craft and the troops on board the Landing Craft.
4.1.5 The Naval Displays. The Naval Display is used to organize the ships that are offshore supporting the landing, and the troops that are not yet aboard the Landing Craft bound for the Beaches (troops that are already aboard the Landing Craft and headed for the Beaches are moved to Landing Wave boxes on the Beach Display). Think of the troops on the Naval Display and the Beach Overlays as forming a conga line from England, to the ships, to the Landing Craft, to the beaches.
4.1.6 Ships. Ships are Units that operate on the Naval Display rather than on the game map and their movement and activation is handled differently from land Units (see 4.4.2).
4.1.7 Landing Craft types
- (a) Landing Craft, Rocket (LCR). LCRs are single-use markers which may bombard Units on shore during Step 2 of the NSoP on the June 6, 0700 turn only (see 4.4.5). The only modifiers used are positive Indirect Fire modifiers—no negative modifiers apply. Once fired, LCRs are removed from play.
- (b) Landing Craft, Support (LCS). LCSs operate in the Close Range box of the Naval Display. They may fire at Units on shore and at German Beach Defenses (see 4.4.6). They remain in play until the Beach Overlay is removed. These Units may only fire at German Units they self-spot and they fire when Naval Ships fire at the shore.
- (c) Landing Craft. Landing Craft are used to transport Units from the Landing Display onto the Beach Overlays. These are more like markers and there is an unlimited number available to the Allied Player. If you run short of these (but you shouldn't), you may make more as needed. When these are reused, they are always at 2-step strength. Any previous losses are ignored.
During the landing sequence, Landing Craft may be attacked by Beach Obstacles (see 4.2.1), Resistance Nests (see 4.2.2) and regular Opportunity Fire (see 4.2.3). Landing Craft can convert an S result to a C result by passing a Troop Quality Check or spending an available Command Point (no leader is necessary). A suppressed Landing Craft can still land its passengers.
Passengers landed by a Landing Craft on a Beach Overlay acquire all damage taken by the Landing Craft prior to their landing, howsoever inflicted. For example, if a Landing Craft takes a Step Loss and a Suppression, each and every passenger of that Landing Craft lands with a Step Loss and a Suppression.
After each landing sequence has been completed, the Landing Craft markers are removed from the Beach Overlay and are available to be reused.
4.1.8 The Naval Chit. The Naval Chit is always the first chit in play on the June 6, 0700 turn. After the first time it is played on the June 6, 0700 turn, the Naval Chit is placed back into the draw cup. After the June 6, 0700 turn, the Naval Chit is automatically placed into the draw cup in Step G of the Sequence of Play on every turn except night turns.
The Naval Chit kicks off the whole NIS sub-game, which includes loading troops from ships to Landing Craft; landing tanks and troops onto the beaches; the efforts of the sea itself, beach obstacles, and defenders to destroy and otherwise discomfit the invading troops; and the efforts of the invading troops and their supporting warships to destroy beach obstacles and defenders in order to bust off the beach. Once all the beaches are secure, i.e., all the Beach Overlays are removed, the Naval Chit procedure is greatly reduced.
For all Navy Ships and Landing Craft: All Ships and Landing Craft Markers are active when the Naval chit is pulled.
4.2 German Defense of the Beach Overlay
In addition to the German Units defending the Beaches, all of which move and fight normally unless otherwise noted herein, the Germans have at their disposal Beach Defenses that are abstract representations of natural and man-made obstacles and weapons. Beach Defenses are abstracted either because they would be too cumbersome to simulate explicitly or because what they represent is below the scale of the game. Each Beach Overlay has tracks for each type of Beach Defense for that Beach. The tracks show the current number for each type of Beach Defense; for some Beach Defenses, the number can be used to attack Allied Units. For all Beach Defenses, the number also represents, if you will, a "life points number" that can be attacked, and reduced, by Allied Units. Once a Beach Defense is reduced to 0, it can no longer attack. Reducing all of the Beach Defenses on a Beach Overlay to 0 is one of the requirements for Clearing the Beach and ultimately removing the Beach Overlay.
The types of Beach Defenses, all described in detail below, are: Beach Obstacles; Resistance Nests; and Gaps. Lumped in here with the Beach Defenses is also the Sea State, which represents the effect of a sometimes angry sea on amphibious tanks. While the Sea State does "attack" Allied Units, it cannot be attacked or reduced, nor does it affect the removal of the Beach Overlay. Also covered here is German Opportunity Fire as it pertains to defense of the Beach Overlay; the usual Opportunity Fire rules apply with some exceptions as to timing and modifiers.
4.2.1 Beach Obstacles on the Beach Overlay
Beach Obstacles are a type of Beach Defense representing mines and steel or wooden emplacements mounted in the sand on the various Beaches to prevent Allied Units from landing safely. The Beach Obstacles start level is listed on each individual Beach Overlay.
As long as the Beach Obstacles track number on a Beach Overlay is greater than 0, the Beach Obstacles on that Beach Overlay will attack every Landing Craft that is landed on a Beach Hex on the same Beach Overlay. The attack is resolved as a Direct Fire attack on the White line of the Combat Results Table against the Landing Craft (an armored target) with Fire Strength equal to the current Beach Obstacles level. No modifiers apply to this attack.
If, when resolving a Beach Obstacle attack, a 9 is rolled, then drift occurs. Refer to the drift chart below. Shift the Landing Craft based on looking at the landing area from the Allied offshore area. If the Landing Craft shifts outside of a landing hex, it is placed back in the Sub-Beach Landing Box and arrives again the next Naval Chit.
Drift chart (Utah)
| Tare Green | Uncle Red | |
|---|---|---|
| Actual Landing Area | No Shift | 1 Left |
| Planned Landing Area | 1 Left | 1 Left |
4.2.2 Resistance Nests on the Beach Overlay
Resistance Nests represent two things: mines and small concentrations of German forces that are below the scale of the game. The starting level for Resistance Nests is listed on each individual Beach Overlay.
Resistance Nests attack under two distinct circumstances: a) against attempted landings, and b) against Units that have landed. In all cases, Resistance Nest attacks are made before any Opportunity Fire.
4.2.2(1) Resistance Nest Attacks against Landings
- (a) Pre-Landing Resistance Nest Attack against Landing Craft. Whenever a Landing Craft leaves a Landing Wave box and is placed on a Beach hex to land its passengers, the German player may choose to attack the Landing Craft with the Resistance Nests on that Beach Overlay if the Resistance Nests track number on that Beach Overlay is greater than 0. This attack takes place immediately after the Beach Obstacle attack but before the Landing Craft unloads its passengers. The attack is resolved as a Direct Fire attack on the pink line of the Combat Results Table against the Landing Craft (an armored target) with a Fire Rating equal to the current Resistance Nest level. The only modifiers that apply are for mass and the defense rating of the Landing Craft. Count the mass of the Landing Craft and any other Units in the hex, but do not count the mass of the Landing Craft's passengers.
- (b) Post-Landing Resistance Nest Attack against Just-Landed Units. If the German player chooses not to make a Resistance Nest attack against the Landing Craft, he may make a Resistance Nest attack against one of the Landing Craft's passengers immediately after it is unloaded onto the Beach hex. The current Resistance Nest number is used to attack the Unit on the pink line of the Combat Results Table. The following Direct Fire modifiers apply: mass, terrain and Defense Rating. Count the mass of all Units in the hex, but do not count the mass of the Landing Craft.
4.2.2(2) Resistance Nest Attacks against Landed Units. As long as the Resistance Nest number on a Beach Overlay is greater than 0, a Resistance Nest attack is made against every Unit on that Beach Overlay that is activated (note that this includes DD Tanks). The attack occurs after the Unit is activated but before it performs its action. The current Resistance Nest number is used to attack the activated Unit on the pink line of the Combat Results Table. This is treated as a normal Direct Fire attack and all Direct Fire modifiers apply.
This resistance nest attack is applied each time an Allied Unit takes an action, as long as the Resistance Nest number is greater than 0. So, if a Unit takes two actions, it will be attacked twice, unless it is lucky enough to reduce the final resistance nest from 1 to 0 with its first action.
The result of a Resistance Nest attack is treated exactly as any other Direct Fire attack.
4.2.3 German Opportunity Fire on the Beach Overlay
German Units may conduct normal Opportunity Fire against Allied Units under the following circumstances, with any exceptions to normal Opportunity Fire rules noted:
- (a) Pre-Landing Opportunity Fire against Landing Craft. Whenever a Landing Craft leaves a Landing Wave box and is placed on a Beach hex to land its passengers, the German player may choose to attempt Opportunity Fire against the Landing Craft with any eligible Units. This occurs after the Landing Craft has been placed on a beach hex but before the Landing Craft's passengers have landed, and after any Resistance Nest attacks on the Landing Craft. The Landing Craft is an Armored target; the +2 Fire Zone to Fire Zone modifier does not apply. Landing Craft passengers are not counted for the mass modifier but any other Units in the hex are.
- (b) Post-Landing Opportunity Fire against Just-Landed Units. If the German player chose not to attempt Opportunity Fire against a Landing Craft, he may attempt Opportunity Fire against one of the Landing Craft's passengers immediately after it is unloaded on the Beach hex. The +2 Fire Zone to Fire Zone modifier does apply, as do all other Opportunity Fire modifiers. For the mass modifier, count the mass of all Units in the hex, but do not count the mass of the Landing Craft.
- (c) Normal Opportunity Fire. In addition to the above, all other normal Opportunity Fire rules apply on the Beach Overlay.
The result of Opportunity Fire on the Beach Overlay is treated normally. In particular, Landing Craft can convert an S result to a C result by passing a Troop Quality Check or spending a Command Point (no leader is necessary).
4.2.4 Gaps on the Beach Overlay
The Gaps that are printed on each Beach Overlay, and the corresponding Gaps number track, are an abstraction of how difficult it is for the Allies to fight their way off the Beach and move inland. The Gaps themselves are physically represented on each Beach Overlay as arrows pointing to a hexside. As the Gaps number on a Beach Overlay is reduced, the Allies gradually gain mobility through one or more Gap hexsides.
- (a) Effect of Gaps Number Greater Than 2. When the Gaps Number on a Beach Overlay is greater than 2, no Allied Units may move or assault from any Beach hex to any non-Beach hex. The Gap hexsides on the Beach Overlay are closed for all Units.
- (b) When the Gaps Number Becomes 2. When the Gaps Number on a Beach Overlay is reduced to 2, the German player immediately places a Gap Open marker on a Gap hexside of his choice on the same Sub-Beach as the Unit that caused the Gaps number reduction.
- (c) When the Gaps Number Becomes 1 or 0. When the Gaps Number on a Beach Overlay is reduced to 1, and again when it is reduced to 0, the Allied player immediately places a Gap Open marker on a Gap hexside of his choice on the same Sub-Beach as the Unit that caused the Gaps number reduction. If all of the Gap hexsides on that Sub-Beach already have Gap Open markers, no marker is placed.
- (d) Effect of a Gap Open marker. A Gap Open marker on a Gap hexside allows Allied Units in Column to move and assault through that hexside.
- (e) Opening all the Gaps. The first time that the Naval Chit is drawn after the Gaps number on the Beach Overlay has been reduced to 0, all Gap hexsides on that Beach Overlay are considered open. Flip the corresponding track marker to indicate all Gaps are now open. Allied Units in Column may now move and assault through all Gap hexsides on the Beach Overlay.
4.2.5 The Sea State on the Beach Overlay
The Sea State number on a Beach Overlay affects only DD Tanks that are in the process of landing. The Sea State roll is made immediately after a DD Tank is placed on a Beach hex from a Landing Wave box. It is resolved as a Direct Fire attack on the Blue (Armor-Piercing) line of the Combat Results Table against an Armored target with Fire Rating equal to the current Sea State number. No modifiers of any kind (including defense strength) apply. Results are applied immediately.
If, when resolving a Sea State roll, a 9 is rolled, then drift occurs. Refer to the drift chart above. Shift the DD Tank Unit based on looking at the landing area from the Allied offshore area. If the DD Tank Unit shifts outside of a landing hex, it is placed back in the Sub-Beach Landing Box and arrives again the next Naval Chit.
4.2.6 Firing at Beach Defenses on the Beach Overlay
With the exception of the Sea State number, the other German Beach Overlay defenses – Beach Obstacles, Resistance Nests and Gaps – must all be reduced to 0 by the Allies before the Beach is secured and the Beach Overlay can be removed. (In the short term, of course, the Allies also wish to reduce the various Beach Defenses to reduce casualties and increase mobility.) Reducing the Beach Defenses to 0 is accomplished by firing at them; they are not fired at individually, however, but as a whole, and the results are applied according to the Firing at Beach Defenses section of the Utah Naval & Air Display.
Any non-Suppressed Unit on a Beach that is eligible to perform an Action may fire at the Beach Defenses. This counts as a Fire Action during any activations with all corresponding constraints. The Allied player simply announces that a particular Unit will attack the Beach Defenses. This announcement first triggers a Resistance Nest attack (4.2.2(2)) if the Resistance Nest number on that Beach Overlay is greater than 0. Note that this Action does not trigger Opportunity Fire.
Some Allied Landing Craft may also fire at German Beach Defenses under this rule. See the specific rules for the timing of such attacks (4.4.6, 4.5.4(5)).
4.2.6(1) Firing at Beach Defenses—Procedure. If the Allied Unit survived any Resistance Nests attack and is unsuppressed, it may fire at the Beach Defenses. The Allied player rolls a die, applying the modifiers below, and consults the Firing at Beach Defenses section on the Utah Naval & Air Display, which is organized by the type of Unit that is firing, to wit; any Naval Combat Demolition Group (Beach Demo Teams); any Engineer Unit (including the En / 70 AR); any other Tank Unit (i.e., regular tanks or DD Tanks); any Landing Craft; and all other Units not in the other groups. Note that the results are applied as written, so the usual GTS rule that a 0 always hits and a 9 always misses does not apply here.
The following modifiers apply to die rolls when Firing at Beach Defenses. Note that modified rolls of greater than 9 are treated as 9.
- A. The firing Unit has one step: +1
- B. The firing Unit has 1 Cohesion Hit: +1
- C. The firing Unit has 2 Cohesion Hits: +2
Modifier A is cumulative with modifier B or modifier C, so, for example, a one-step Unit with two Cohesion Hits would add 3 to its die roll. Modifiers B and C are exclusive of each other.
4.2.6(2) Firing at Beach Defenses—Results
- A. Miss. The attack has no effect.
- B. Reduce Nests by X. X=the amount by which the Resistance Nest number on the firing Unit's Beach Overlay is reduced.
- C. Reduce Obstacles or Gaps by X. X=the amount by which the Beach Obstacles number or the Gaps number on the firing Unit's Beach Overlay can be reduced according to the Allied Player's choice. If X is 2, the possibilities are: 2 Beach Obstacles; or 2 Gaps; or 1 Beach Obstacle and 1 Gap.
Notes: Results achieved after a particular Beach Defense number is 0 are lost. Don't forget to follow rule 4.2.4 whenever the Gaps number is reduced.
4.2.6(3) Special Units. The Naval Combat Demolition Group (Beach Demo Teams) are Special Units for the American assault forces. Their sole purpose was to clear lanes in the beach defenses like Engineers, but without the combat power for extended operations. Therefore, they are a one-use Unit. Immediately after they fire at the Beach Defenses, they are removed from play. Before that action, they act like any other normal Unit that can be activated and take actions or spend Command Points.
4.3 Effects of an Uncleared Beach; Clearing a Beach; and Removing the Beach Overlay
4.3.1 The Uncleared Beach
Before a beach is cleared:
- No Allied Units of the 4th Infantry Division may leave the Beach Overlay until the Beach has been cleared (not just leaders).
- All Allied reinforcements enter play only on the draw of the Naval Chit and according to the Naval Chit procedure (4.6).
4.3.2 Clearing a Beach
A Beach is cleared the instant the following all apply:
- The Resistance Nest value is 0
- The Beach Obstacles value is 0
- The Gaps value is 0
- There are no German Units (including Wn or Stp) within 3 hexes of any reinforcement hexes on that Beach Overlay
- There are no Allied Units in any Beach hex on that Beach Overlay
Immediately after the above conditions are met, the Beach Not Cleared! marker on that Beach Overlay is flipped over to its Beach Cleared! side.
4.3.3 Effects of a Cleared Beach
No Allied Unit may enter a Beach hex on a Beach Overlay with a cleared Beach.
At the very beginning of the turn after a Beach is cleared, the Beach Overlay for that cleared Beach is removed from play. Any Units on the Beach Overlay are simply transferred to the corresponding hexes on the map. All normal (i.e., non-Naval chit) game rules are now in play on the map where the Beach Overlay was just removed. In particular:
- Allied Units now enter play by being placed in their respective Reinforcement hex (or hexes) and normal GTS reinforcement rules apply going forward.
- Units on the Naval Display that are in that Beach's Landing Wave boxes, Loading Onto Landing Craft boxes, and En Route from England boxes are placed in their corresponding Reinforcement boxes on the Divisional Display.
- The landing and loading sequences (4.7.4) are ignored for this Beach.
4.4 Assault Forces
4.4.1 General Description
Each Naval Display is divided into various segments, including boxes for the various naval assault forces, each of which is assigned a letter designation (e.g. Assault Force Utah North – UtN); the assault force boxes are subdivided into "range" boxes. All ships live in an Assault Force Range box on the Naval Display; a ship is considered part of the assault force whose range box the ship occupies (ships can shift boxes and sometimes change assault force—see below). Each Assault Force has one Assault Force marker that is always on an Impassable hex on the Game Map or Beach Overlay. Each Assault Force Range box contains a number that represents the range from that box to the Assault Force Marker for that assault force. All of this governs which ships can fire at which targets.
Ships are always considered In Command.
4.4.2 Moving Ships on the Naval Display
All ships have as their movement "allowance", either a letter, which corresponds to an assault force, or an asterisk, which denotes a "wild card". If a ship has a letter designation, it must stay with its assault force, but if it has an asterisk, it may be with any assault force.
During Step 7 of the NSoP, ships may be moved about on the Naval Display. Lettered ships can be moved to any range box within their assault force, and asterisked ships can be placed in any range box of any assault force on any Naval Display, in accordance with Rule 4.6(8).
Play Note: once all Coastal Battery Units have been eliminated, there is no reason to have any ships in the long or medium range boxes.
4.4.3 Moving Assault Force Markers
Utah Beach has two Assault Force markers assigned to it. During Step 6 of the NSoP, the Allied player may move Assault Force markers within the limitation of this rule. Each Assault Force marker must stay in its assigned Sector listed below and can be placed in any Impassable hex that is adjacent to a hex that has a center dot along the coast. If the Beach Overlay is still in place, the Assault Force marker may also be placed in a Beach hex.
- The Assault Force Utah – North (UtN) marker may be placed between hexes 29.017 and 44.002
- The Assault Force Utah – South (UtS) marker may be placed between hexes 16.032 and 28.018
For example, the Assault Force Utah – South (UtS) marker may be placed in hex 17.029 (just off the map) or 18.027 (also just off the map) since these two hexes are both adjacent to playable (i.e. center dot) hexes in its sector.
4.4.4 Ships—Firing at Shore Targets
Ships on the Naval Display may fire at shore targets only during Step 2 of the NSoP. To fire at a shore target, a ship must be in range of the target and able to spot the target. If a ship is eligible to fire at a target, it conducts normal Indirect Fire. Ships with two steps may roll for Company Bonus.
(a) Determining Ship to Target Range. To determine a ship's range to a target, count the number of hexes from the target to the Assault Force Marker for the ship's assault force, then add the range number for the ship's Assault Force Range box; if this number is equal to or less than the ship's range, the target is in range. (Note that a ship can never determine range using an Assault Force Marker belonging to a different assault force, but range from a target to an Assault Force Marker can be traced from one Beach Overlay to another.)
(b) Ships Self-Spotting Targets. Ships are able to self-spot against any Wn or Stp Unit that is in range (as determined above), and in the Line of Sight of a Beach hex as long as the Beach is not yet cleared (put another way, you can't spot from a Beach hex that isn't on a Beach overlay). In addition, a ship can always self-spot against a Coastal Battery (a Unit with a black Fire Rating) that is in range of the ship.
(c) Ships Spotting Targets—Using Spotters. Any non-American airborne, In Command Unit can spot for any ship. The spotting Unit must have a Line of Sight to the target, and the target must be in range of the ship (as determined above). The universal contact number for ships is 6. If 6 or less is rolled, the ship may fire at the target, otherwise, the ship may not fire and is done for this Naval Chit. Note that ships have to roll for contact every time they fire (unless they are self-spotting, of course); ships never stay "in-contact" with spotter Formations the way artillery does.
4.4.5 Landing Craft, Rockets (LCRs)—Firing at Shore Targets
LCRs may fire at Units on shore during Step 2 of the NSoP on the June 6, 0700 turn only. Once fired, LCRs are removed from play. LCRs must self-spot to fire, they do not receive a company bonus. Just roll on the appropriate row on the Combat Results Table; the only modifiers used are positive Indirect Fire modifiers—no negative modifiers apply. Barrage markers are never placed. LCRs have a * as a range to remind you that they can fire at any target they can self-spot.
Note that LCRs can only fire at Units, not at German Beach Defenses.
4.4.6 Landing Craft, Support (LCSs)—Firing at Shore Targets
LCSs may fire at Units on shore during Step 2 of the NSoP. LCSs must self-spot to fire and may also choose to fire at the German Beach Defenses on the Beach Overlay (see rule 4.2.6 for the conduct of such an attack). LCSs fire at German Beach Defenses as a "Landing Craft". If firing at a German Unit, all normal Direct Fire modifiers apply except for range. LCSs live in the Close Range box on the Naval Display and remain in play until the Beach Overlay is removed. Note that LCSs have a * as a range to remind you that they can fire at any target they can self-spot or at the Beach Defenses but never at any other targets.
4.4.7 German Coastal Batteries
Coastal Batteries are the German Units with black Fire Rating. With a few exceptions, Coastal Batteries are just like orange Fire Rating artillery Units. The black Fire Rating is there as a reminder that during Step 3 of the NSoP, any Coastal Battery Unit that is not under a Barrage marker or adjacent to an enemy Unit may fire at any in-range ship on the Naval Display or at any in-range Landing Craft that is in a Landing Wave box. This only applies during Step 3 of the NSoP and for fire at ships on the Naval Display or Landing Craft. Step 3 of the NSoP is the only time Coastal Batteries can fire at Ships or Landing Craft in a Landing Wave box. Coastal Batteries may never fire at Landing Craft on the Naval Display. The NSoP Step 3 fire is a special function that does not affect the normal Activation of Coastal Batteries as Units at other times. The rules of this section apply only to this special function.
(a) Coastal Batteries—Range to Ships and Landing Craft. To determine the range from a Coastal Battery to a ship, count the number of hexes from the Coastal Battery to the ship's Assault Force Marker and add to that the range number from the range box the ship occupies. The range from a Coastal Battery to a Landing Craft that is in a Landing Wave box is the number of hexes from the Coastal Battery to the Assault Force Marker on the same Beach Display as the Landing Wave box.
(b) Resolving Coastal Battery Fire during Step 3 of the NSoP. Coastal Battery fire against ships and Landing Craft is handled as normal Indirect Fire with the following additions and changes:
- All ships are Armored targets.
- The only modifier applicable to ships is their defensive modifier.
- Any Effective Fire (defined as: a failed S?, S, C, 1 or E) against a ship eliminates the ship from play.
- Any Effective Fire (defined as: a failed S?, S, C, 1 or E) against a Landing Craft removes the Landing Craft (Landing Craft counters are recycled) and eliminates the Landing Craft's passengers from play.
- This special type of fire does not create a Barrage marker.
Example: The St-Martin Bty is in hex 30.027 and the Assault Force marker for Assault Force Utah – South (UtS) is in hex 20.025 (although it could also fire at Assault Force Utah – North (UtN) whose Assault Force marker is in hex 37.010). It is the first turn so there are a bunch of Americans in the Landing Wave boxes, Destroyers in the Short Range box and Cruisers in the Medium Range box. The Landing Craft (Rockets) have already fired and have been removed so they can't be fired at. It is 10 hexes from the St-Martin Bty to the Assault Force marker and the range for the Unit is 40. The Coastal Battery could fire at any Landing Craft currently in the Landing Wave box of Utah Beach (range is 10), the Destroyers (range is 20), or the Cruisers (range is 30), or if there were ships in the Long Range box, at those too (range would be 40).
4.5 The Landing Subroutine
4.5.1 Generally
During NSoP Step 4 the Allied player may land all of his Units in Landing Wave boxes on to Beach hexes. There are two types of Units that are landed: Units that are loaded onto Landing Craft and DD Tanks. Different rules apply to the landing of Landing Craft and DD Tanks, but the basic procedure is for the Allied player to choose any Landing Craft or DD Tank, land it, suffer the wrath of the German defenders, complete all possible Actions, and then move on to the next Landing Craft or DD Tank. The Allied player may do this in any order he wishes, without regard to Beaches, Sub-Beaches or sectors.
Note that there is no stacking limit in any box on the Naval Display nor in the Landing Wave boxes on the Beach Overlays.
4.5.2 List of Landing Wave Boxes and Their Corresponding "Eligible" Beach Hexes
The following is a list of the Beach hexes that may be landed on from each Landing Wave box. Note that when the landing rules refer to "eligible" hexes, they are color-coded on the map for ease of play, and these are the hexes referred to:
- Utah Beach (Planned): Tare Green: 22.023; 23.022. Uncle Red: 21.023; 21.024.
- Utah Beach (Actual): Tare Green: 18.026, 19.025. Uncle Red: 17.026, 17.027.
4.5.3 Beach Landings, Leaders and Command
The scenario rules will tell you to place Leaders with their commands. It does not matter where you put Leaders until NSoP Step 3, when Units are placed in the Landing Wave boxes on the Beach Overlays. At this time, Leaders must be stacked with some Unit of their Command. Once stacked with a Unit, the Leader stays with the Unit while the Unit is landed on a Beach hex and while the Unit performs any Actions during the NSoP. After the Leader has landed during the NSoP, normal GTS Leader rules are in effect. Remember that attached Units also count as part of a leader's formation and can be used for this rule.
A Leader in a Landing Wave box is considered to have no Command Range. So until a Leader is landed on a Beach, all of his Units are considered Out of Command. Once the Leader is on the Beach, normal GTS Command rules are in effect. The practical effect of this rule is that landed Units will be Out of Command on the Beach until their Leader is landed and they are within his Command Range.
Note that a leader with a Unit eliminated in Combat during a landing is moved to another Unit of his command (owning player's choice) anywhere on the Beach Overlay or Naval Display.
4.5.4 Landing Craft Operations
4.5.4(1) Landing Craft Generally. Landing Craft counters are reusable markers, not Units, although Landing Craft do perform some Unit functions, notably Direct Fire. Landing Craft markers are used to land Units other than DD Tanks; once used or eliminated they are removed from play and are available for later use.
4.5.4(2) "Loading" Leaders and Units on to Landing Craft. During NSoP Step 5, Units are moved from the Loading into Landing Craft boxes on the Naval Display to the Landing Wave boxes on the Beach Overlays. Once in the Landing Wave boxes, Units are loaded onto the Landing Craft by placing a Landing Craft marker on one or more of the Units. Each Landing Craft is loaded with either one Independent Unit (i.e., with a black or white stripe) or all the Units of the same battalion. Leaders can be placed with any Units of their command.
4.5.4(3) Landing Craft, Landings and Combat. Landing Craft and their passengers land on any eligible Beach hex (see 4.5.2) during NSoP Step 4 by moving them from their Landing Wave box to the Beach hex. This landing triggers attacks by German Beach Defenses (4.2.1 & 4.2.2) and Opportunity Fire (4.2.3). If a Landing Craft is eliminated, all its passengers are eliminated. If a Landing Craft suffers a combat result (a passed S? is not a combat result), each and every one of its passengers suffers the same combat result. A Suppressed Landing Craft may land its passengers. Eliminated Landing Craft are removed from play and are available for future use. Note that all Landing Craft have two Steps.
4.5.4(4) Effect of Unloading on Column and Mounted Status. Units that dismount from Landing Craft may do so in Column if normal stacking rules are observed, although such Units will suffer the adverse Column fire modifier if they are attacked after they unload. Units that dismount from Landing Craft may do so mounted if they possess organic transport.
4.5.4(5) Landing Craft Returning Fire. After a Landing Craft has landed its passengers, and before it is removed from the Beach hex, it may fire at the German Beach Defenses on the same Beach Overlay (4.2.6) or at any Wn, Stp, or Coastal Battery in range to which it has a Line of Sight.
4.5.4(6) Landing Craft Removal and Reuse. Once the landing procedure has been completed, the Landing Craft is removed from play and is available for reuse.
4.5.4(7) Just-Landed Units: Actions and Enemy Reactions. Units that have just been landed from Landing Craft may be the object of attacks from German Resistance Nests (4.2.2(1)(b)) and Opportunity Fire (4.2.3(b)). A Unit that has landed and survived any post-landing attacks may perform a non-Movement Action for the cost of one Command Point as long as it is In Command. This Action triggers a Resistance Nest attack (4.2.2(2)) that is performed after the Command Point is spent but before the Unit performs the Action.
4.5.5 DD Tank Landings
4.5.5(1) DD Tanks Generally. DD Tanks are amphibious tank Units that swim ashore (or so one hopes). Note that our DD Tanks have both a skirt up and a skirt down side. This is purely for aesthetic interest and has no effect on play. You may use either side of the counter at any time. We like to swim them ashore using the skirts up side and then, once they hit a Beach hex, flip them to their skirt down side.
4.5.5(2) Landing DD Tanks & Leaders; Sea State Roll. A DD Tank Unit that is in a Landing Wave box on a Beach Overlay may land on any eligible Beach hex (4.5.2) during NSoP Step 4 by moving it from its Landing Wave box to the Beach hex. This landing triggers a Sea State roll (4.2.5). If the DD Tank survives the Sea State Roll it is placed on the Beach hex. The DD Tank may not land in Column. If a Leader is stacked with the DD Tank, he lands with it and stays with it throughout the following steps.
4.5.5(3) Just-Landed DD Tanks: Actions and Enemy Reactions. A just-landed DD Tank that is not Suppressed may perform an Action. If it does perform an Action, the DD Tank must first survive a Resistance Nest attack (4.2.2(2)), followed by any Opportunity Fire (4.2.3) according to normal Opportunity Fire rules. Following performance of an Action, a just-landed DD Tank that is In Command and not Suppressed may perform a Second Action according to normal Second Action rules (including expenditure of a Command Point). If it does perform a Second Action, the DD Tank must again survive a Resistance Nest attack (4.2.2(2)), followed by any Opportunity Fire according to normal Opportunity Fire rules.
4.5.6 NSoP Steps 4 and 5: Getting Units to the Beach
It's best to think of the Units on board ships between England and the Normandy beaches as forming a conga line on the Naval Display and the Beach Overlays.
4.5.6(1) NSoP Step 5. In Step 5 of the NSoP all the Units from the Loading into Landing Craft boxes are moved to the corresponding Sub-Beach Landing Wave boxes on the Beach Overlay. Once in the Landing Wave Boxes, Units are "loaded" onto Landing Craft by having a Landing Craft marker placed on one or more Units. Each Landing Craft is loaded with either one Independent Unit (i.e., black or white stripe) or all the Units of the same battalion. Leaders can be placed with any Units of their command.
4.5.6(2) NSoP Step 6. In Step 6 of the NSoP, all Units in the "En Route from England" boxes are moved into the corresponding "Loading into Landing Craft" boxes. At this time, the Allied player may choose from available Sub-Beaches where to place Units.
4.6 The Naval Sequence of Play (NSoP)
Follow the steps below when the Naval Chit comes into play.
- Check Gaps Markers (4.2.4(e)). Check the Gaps Number marker on the Beach Overlay. If it is 0, flip the Gaps marker for that Beach Overlay over from its All Gaps Not Open to its All Gaps Open side; remove the Gaps Number marker from play; remove the Gap Open markers as well.
- Ships Fire at Shore. Follow the Naval Bombardment Procedure (4.7.1).
- Shore Fires at Ships. Follow the Coastal Battery Defensive Fire Procedure (4.7.2).
- Landing of Units. Follow the Beach Landing Procedure (4.7.3).
- Loading Box to Landing Wave Box. Follow the Landing Forces Transport & Loading Procedure (4.7.4).
- En Route Box to Loading Box. Follow the Landing Forces Transport & Loading Procedure (4.7.4).
- Move Assault Force Markers (4.4.3). The Allied player may move each Assault Force marker within its boundaries to another Impassable hex that is adjacent to a hex that has a center dot along the coast. If the Beach Overlay is still in place, the Assault Force marker may also be placed in a Beach hex.
- Move Ships (4.4.2). The Allied Player may move any of his ships on his Naval Display. Ships with a letter movement capability may be moved anywhere within their Assault Group on their Naval Display. Ships with an asterisk movement capability may be moved between the Utah South and Omaha Assault Groups. Note: The counters with asterisks are printed to allow The Greatest Day games to be combined. If playing The Greatest Day: Utah Beach only, these Units cannot move between Assault Groups.
- If it is the June 6 0700 turn and this is the first play of the Naval Chit, put the chit back in the mug. If not, place it aside with the other played chits.
Note that once the Beach Overlay is removed, steps 1, 4, 5 and 6 are ignored.
(Note: the step numbers for moving Assault Force markers and ships are given here as printed; rules 4.4.2 and 4.4.3 cite them as Step 7 and Step 6 respectively.)
4.7 NIS Procedures
You should be able to jump into the NIS by following the NSoP (4.6) and using the below procedures, with reference to rules 4.1 - 4.5 as necessary.
4.7.1 Naval Bombardment Procedure
- The Allied player may fire, in any order, the ships and Landing Craft (Support) (LCS) on his Naval Displays. If it is 0700 on June 6, he may fire his Landing Craft (Rockets) (LCR) as well.
- To fire a ship, the Allied Player picks a ship on his Naval Display to fire with.
- a. The Allied player picks a target Unit in the firing ship's range to fire at. To calculate range, find the Assault Force Marker that is serving the firing ship's Assault Group and count the number of hexes from the Assault Force Marker counter to the target. Add this number to the range value printed in the firing ship's range box on the Naval Display to determine the final range.
- b. If the target is a Coastal Battery, the Allied Player now takes the shot, treating it as Indirect HE fire according to GTS rules.
- c. If the Beach Overlay being supported by the firing ship's Assault Group is still in play, and the target is in a hex that is in the Line of Sight of any Beach hex on that Beach Overlay, the Allied Player now takes the shot, treating it as Indirect HE fire according to GTS rules.
- d. If neither of the conditions in b or c apply, the Allied player must find an In Command Unit to spot for the firing ship, rolling for contact against the universal ship contact number of 6. Roll a 6 or less, contact is made and the Allied Player may take the shot, otherwise, move on to the next ship. Contact must be rolled anew each time a ship fires.
- e. Landing Craft, Support (LCS) are treated like Direct Fire Units without the ability to project a Fire Zone and may only fire as long as their associated Beach Overlay is in play, during NSoP Step #2. To fire an LCS the Allied player picks an LCS on the Naval Display and decides whether to fire at the German Beach Defense Track or at an enemy Unit. If firing at the German Beach Defense Track, the Allied Player simply rolls on that table (4.2.6(2)). To fire at a Unit, the Unit must be in range and Line of Sight (all LCS are considered to be in the close range box on the Naval Display).
- If it is the 0700 turn on June 6, and the first time the Naval Chit is in play, the Allied player may fire Landing Craft, Rockets (LCR) on the Naval Display.
- a. The procedure is the same as for LCS fire except that no negative fire modifiers of any kind apply, no company bonus is available, and no Barrage markers are placed. LCR have a * as a range to remind you that they can fire at any target they can self-spot but never at any other targets or Beach Defenses.
4.7.2 Coastal Battery Defensive Fire Procedure
- Coastal Batteries are the German Units with black Fire Values. The German Player may use any of his Coastal Batteries to fire at any Landing Craft or DD Tanks that are in the Landing Wave boxes on any Beach Overlay, or at any ships on any Naval Display. All targets must be in range.
- Calculate the range from the Coastal Battery to the target by counting the number of hexes from the Coastal Battery to the Assault Force Marker of the Assault Group containing the target ship. If firing at a Landing Craft the corresponding Assault Force Marker is Utah South. This is the range to any target in a Landing Wave box. For ship targets, add on the range corresponding to the range box the ship occupies.
- Take the Coastal Battery shot using the Black line on the Combat Results Table. The only modifiers that apply are ship defensive ratings. Ships are Armored target types.
- Any combat result other than S? eliminates the target (and all its passengers if it is a Landing Craft). A failed S? has the same result.
4.7.3 Beach Landing Procedure
- The Allied Player must now land all Units in Landing Wave boxes on eligible Beach hexes (4.5.2). The Allied Player may land Units in any order he wishes, one Landing Craft or DD Tank at a time before proceeding to the next one. Landing Craft use the Landing Craft Landing Procedure (4.7.3(1)). DD tanks use the DD Tank Landing Procedure (4.7.3(2)).
- Once all Landing Craft and DD Tanks have landed, proceed to step 5 of the NSoP.
4.7.3(1) Landing Craft Landing Procedure
- The Allied Player chooses any Landing Craft in any Landing Wave box and places it on any eligible sub-beach Beach hex (4.5.2). A Leader stacked with the Landing Craft goes along for the ride.
- If the current Beach Obstacles number is greater than 0, roll for the effect of Beach Obstacles and apply the results (4.2.1).
- If the Landing Craft is eliminated, all of its passengers are also eliminated—move on to the next landing. Note that eliminated Landing Craft are recycled for later use.
- If the Resistance Nest number on the Beach Overlay is greater than 0, the German player may fire at the Landing Craft with his Resistance Nests (4.2.2(1)).
- Apply the result of any Resistance Nest attack to the Landing Craft. If the Landing Craft is eliminated, all of its passengers are also eliminated—move on to the next landing. Note that eliminated Landing Craft are recycled for later use.
- The German player may conduct Opportunity Fire against the Landing Craft with any eligible Units (4.2.3(a)).
- Apply the result of any Opportunity Fire to the Landing Craft. If the Landing Craft is eliminated all of its passengers are also eliminated—move on to the next landing. Note that eliminated Landing Craft are recycled for later use.
- Land the Landing Craft's passengers by placing them on top of the Landing Craft. A Suppressed Landing Craft may land its passengers. Apply all combat results suffered by the Landing Craft to each of its landed passengers. The Allied player may land each passenger in Column or not and/or mounted or not in any combination. Normal stacking rules apply.
- If the German player did not make a Resistance Nest attack against the Landing Craft he may now make a Resistance Nest attack against any one Unit that just landed (4.2.2(2)).
- If the German player did not make an Opportunity Fire attack against the Landing Craft he may now make an Opportunity Fire attack against any one Unit that just landed (4.2.3(b)).
- The Landing Craft may now fire at the German Beach Defense track or at any German Unit to which it has a Line of Sight. If firing at the German Beach Defense Track, the Allied Player simply rolls on that table (4.2.6(2)).
- Remove the Landing Craft marker (but leave the landed Units on the Beach). The Landing Craft marker is now available for reuse.
4.7.3(2) DD Tank Landing Procedure
- The Allied Player chooses any DD Tank in any Landing Wave box and places it on any eligible sub-beach Beach hex (4.5.2). A Leader stacked with the DD Tank goes along for the ride. The DD Tank may not land in Column.
- The Allied Player now rolls against the Sea State number (4.2.5) and applies the result to the DD Tank.
- If the DD Tank survived the Sea State roll and is not suppressed, the Allied Player may choose to perform one Action with it by proceeding to the next step; otherwise, move to the next DD Tank or Landing Craft in any Landing Wave box and repeat the steps as applicable.
- Resolve Resistance Nest fire (4.2.2(2)) against the DD Tank.
- A surviving, unsuppressed DD Tank may now perform any Action. This Action is subject to normal Opportunity Fire rules.
- Following performance of this action, the DD Tank is eligible, assuming it survived any Opportunity Fire, is not suppressed, and is In Command, to perform a Second Action at the cost of one Command Point. If the Allied Player chooses to have the DD Tank perform this Second Action, proceed to the next step, otherwise, proceed to the next DD Tank or Landing Craft landing.
- Resolve Resistance Nest fire (4.2.2(2)) against the DD Tank.
- Assuming it survived the Resistance Nest attack and is not suppressed, the DD Tank now performs its Second Action. This Action is subject to normal Opportunity Fire rules.
- Proceed to the next DD Tank or Landing Craft landing.
4.7.4 Landing Forces Transport & Loading Procedure (NSoP Step 5 & 6)
- The Allied Player now transfers all Units in the Loading onto Landing Craft boxes on the Naval Display onto the corresponding Sub-Beach Landing Wave box on the Beach Overlay; the Allied Player then places a Landing Craft marker on top of each newly-placed stack as noted in the reinforcement schedule.
- The Allied Player now transfers all Units in the En Route from England boxes onto the Loading into Landing Craft boxes of their choice, on the Naval Display.
4.7.5 Procedure for Cleared Beaches
- At the moment all of these conditions are met on a Beach Overlay, that Beach is cleared:
- A. The Resistance Nest value is 0
- B. The Beach Obstacle value is 0
- C. The Gaps value is 0
- D. There are no German Units (including Wn and Stp) of any type within 3 hexes of any reinforcement hexes on the Beach Overlay
- E. There are no Allied Units in any Beach hex on the Beach Overlay
- The moment a beach is cleared, do the following:
- A. Flip the Beach Not Cleared! marker on the Beach Overlay to its Beach Cleared! side
- B. Allied Units may NOT enter a Beach hex on a Beach Overlay that shows a Beach Cleared! marker.
- C. Move all Units in the En Route from England box bound for the cleared beach, any Units in the applicable Loading into Landing Craft boxes, and all Units in Landing Wave boxes for the cleared beach into the applicable Reinforcement Box on the Division Display.
- At the beginning of every game turn while there are still Beach Overlays in play, take the following steps for each Beach Overlay showing a Beach Cleared! marker:
- A. Remove from play all of the Beach Overlay informational markers (e.g., Beach Obstacles, Beach Cleared!, etc.)
- B. Use a piece of scrap paper to record the locations of all remaining game pieces on the Beach Overlay.
- C. Remove the Beach Overlay from play.
- D. Place the removed game pieces onto their respective positions on the map.
5.0 Roadblocks and Rearguards (Sperren and Nachhuten)
Sperre (plural Sperren) and Nachhut (plural Nachhuten) are the German words for Roadblock and Rearguard. They are created in the same way as in the Series Rules for Roadblocks and Rearguards.
The number of Roadblocks and Rearguards available to a player is limited by the scenario instructions and is an absolute limit. Rearguards lost in combat and removed Roadblocks may be reused again later in the game. Place any Rearguards eliminated in any way from the map or removed Roadblocks back into the Available Rearguards and Roadblocks box on their Division Display. They may be continually reused throughout the game.
As an exception to the Series Rules, some Rearguards and Nachhuten now have movement allowances and can have Fire Rating strengths and ranges. They may move and activate like any other Units.
The German Independent Formations have their own Nachhuten. Their arrival will be listed in any scenario in which they participate. If the KG to which they belong (KG Heintz, KG Heydte, or KG Jäger) is cross-attached to another division, the corresponding Nachhut markers will transfer with the KG. If, however, only a battalion is cross-attached to another Formation, the Nachhut markers will remain with the KG. These German independent Kampfgruppen can also use Nachhuten from the Division to which they are attached, but other Units of the division cannot use these KG specific Nachhuten.
6.0 Random Events
During step 6 of the sequence of play (when you put the eligible chits into the mug to be drawn this turn), put the Event! chit into the Mug. If the Event! chit is the last one left in the mug at the end of the turn, it is considered a No Event, and it is not the first chit in play but rather you place it back in the mug and draw randomly to see which chit is first. Remember to put the Event! Chit back in the mug for the next turn.
Random Events occur when the Event! Chit is drawn from the Mug. Roll one die to see what happens:
Starting on 0700, 9 June, a roll of 0 for a Random Event is considered No Event.
- Roll of 0 or 1 – Allied Commander is Seriously Wounded/Killed in Action. Roll a subsequent die:
- 0–7 – a Battalion Commander is Seriously Wounded/Killed in Action. Reduce the Division's Command Points by 4. The German player chooses the Division.
- 8–9 – a Formation Leader is Seriously Wounded/Killed in Action. The German player selects one Formation. Flip the Leader counter over to the replacement side. If it is already on the replacement side, it remains there. Disregard a Formation Activation for the selected leader's formation for the remainder of the turn. This formation chit cannot be purchased for the next three turns or until the end of the next Night turn, whichever comes first. Place the Formation Activation chit on the turn record chart as a reminder when it is available again. Place any Contact markers on the leader back with the owning artillery Units on their Contact Pending sides.
- Roll of 2 – Allied NCO Shows Initiative. Add 4 Command Points to any one Allied Division in play (Allied Player's choice).
- Roll of 3 – German NCO Shows Initiative. Add 4 Command Points to any one German Division in play (German Player's choice).
- Roll of 4 – Allied Naval Support. The American airborne did not receive great support from the Navy. This is mainly due to lack of fire controllers, or their being lost during the drop. It did occur and on at least one occasion was devastating to a German attack, but this will allow the airborne an opportunity to have naval support, just on a very sparse basis. If this event occurs, the airborne gets support from 2 Naval vessels that are in range. The Allied player chooses the 2 ships, which are automatically in contact and immediately fire at any German Unit in Line of Sight of an In Command, Airborne Unit, when this chit is drawn. This event can occur at Night as well, with the corresponding Night modifiers. Contact is lost after completion of the Naval fire.
- Roll of 5 – German Delay tactics are employed. Place a German Minefield marker on any hex not in an American Fire Zone or adjacent to an American Unit. This is an actual Minen marker, unless using Optional Rule 18.5 German Decoy Mines, in which case the type of Minefield is determined randomly by the German player and the type is kept hidden from the American player by placing it on the "Achtung Minen" side of the counter.
7.0 Piggyback Mode
Infantry Units without Organic Transport may "piggyback ride" on Vehicle Units of their Formation.
7.1 Starting in Piggyback Mode
To mount up Piggyback, the two Units must start in the same hex and it takes an entire movement action by both Units to Piggyback. When a Unit starts in Piggyback mode, the two Units move as one, but only when the Vehicle Unit is activated.
7.2 Exiting Piggyback Mode
During the Vehicle (not the Infantry) Unit's activation, the two Units can exit Piggyback mode if the Vehicle Unit expends half of its printed movement allowance or less. The Infantry Unit is then dismounted and the Vehicle Unit completes its activation. The now dismounted Infantry Unit may not be in Column. Dismounting is a Movement Action performed by the Vehicle Unit and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting. If the Opportunity Fire takes place after dismounting, only the Infantry Unit is the target, otherwise the Vehicle Unit is the target and Rule 7.4 applies.
The Infantry Units being carried in Piggyback mode are never active. When the active Vehicle Unit dismounts the inactive Infantry Unit, the Infantry Unit cannot perform any Actions until its next Activation. The active Vehicle Unit may perform a Second Action if eligible, after the Infantry Unit dismounts.
7.3 Restrictions on Piggyback Mode
One Infantry Unit can Piggyback on one Vehicle Unit at a time.
A Vehicle Unit cannot carry an Infantry Unit unless the Vehicle Unit has at least as many Steps as the Infantry Unit. This vehicle Unit cannot have a dismounted side, i.e. you can't carry 2 Units for the price of one vehicle.
Vehicle and Infantry in Piggyback mode count as the number of steps in the Vehicle Unit only (you don't count the steps of the piggybacked Infantry) for stacking but you do include the Infantry in any applicable Mass Modifier to Fire.
Infantry Units in Piggyback mode can perform no Actions. While in piggyback mode the Vehicle Unit cannot perform any Action other than move and dismounting the Infantry Unit (note that this restriction prohibits Assault and Opportunity Fire).
Infantry Units with Organic Transport can never Piggyback.
7.4 Piggyback Mode and Combat
When fired on by Direct or Indirect Fire (and airstrikes), Units in Piggyback mode both count for the mass modifier. Both the Infantry Unit and the Vehicle Unit suffer the same fire combat die roll as if they were fired on separately, i.e., just apply the roll first to one and then to the other. Any terrain modifiers or marker modifiers for the Vehicle Unit also apply to the Infantry Unit. If either Unit takes a fire result (remember that passing an "S?" is no effect), the Infantry Unit must dismount (this does not trigger Opportunity Fire) immediately, and the combat results are then applied. This mandatory dismount ends the Activation of the Vehicle Unit. The Infantry Unit may not be in Column when it dismounts.
If the Units are Assaulted, the Infantry Unit must dismount (and this does not trigger Opportunity Fire) when the Assault is declared, and then the Assault procedure is performed as normal.
If the Vehicle Unit in Piggyback mode is the target of Indirect Fire, and this causes a mandatory dismount, the Infantry Unit suffers the result of the Indirect Fire die roll along with the Vehicle Unit but does not also take the "S?" result that other Units in the hex have to take.
8.0 Special Historical Events
In most scenarios there are historical events or rules that will pertain to that scenario only. These rules take precedence over both Series and Exclusive Rules.
9.0 Variable Troop Quality
Divisions can have all of their Units' Troop Quality affected either positively or negatively through various events and actions. This is tracked on each Division's Display. Troop quality is never more than 2 down nor ever more than 1 higher than a Unit's printed TQ. If called on to reduce or increase it more than this, ignore the TQ change result.
10.0 Land Mines
Game Note: Mines in the game are not just actual mines but also represent setting up fields of fire, registering artillery and such to create a more comprehensive defensive position. In addition, many positions that start the game are given higher defensive values to cover the use of mines not represented by markers. Note that the number of Minefield markers is not limited by the countermix. You may make more if needed.
10.1 Mine Placement
Minefields may be placed by Engineers and placing them is an Engineer Action. There is no roll to place them for a 2-step Engineer Unit. Just declare the action and place a Minefield marker in the hex the Engineer Unit occupies. If a 1-step Engineer Unit or Regimental AT Company (if using Optional Rule 18.4) is creating a Minefield, a 6 or less is needed to successfully place the marker. Only one Minefield marker may be in a hex. They can be placed in any hex the engineer can legally enter. Mines only affect the enemy player. You may freely move through your own Minefields.
10.2 Effect of Mines
A Unit must stop when entering a hex containing a Minefield marker. Its action does not end, but it cannot try to leave the hex on the same activation it enters the Minefield. If it wishes to leave the hex in a later movement, assault or retreat out of such a hex (and only if actually leaving the hex - note that Assaulting Units only leave a hex after the successful completion of an Assault), it must pass a Troop Quality check to do so (and then pass any other Troop Quality checks needed). If the Unit fails, it stays in the hex and is Suppressed. You may not spend a Command Point to ensure passing this check.
Assaulting a hex with a Minefield in it subtracts 2 from the defender's defense strength for the Bravery Check roll (only). If, however, you have a Sherman Dozer Unit (EN / 70 AR) in the Assaulting force, only 1 is subtracted from the Defender's defense strength. Note this benefit applies even if you use a defense value of a Unit not in the hex being assaulted.
The Minefield marker will cause a bravery check even if the Unit being assaulted is suppressed. In this case, the bravery check is only the assaulting Units TQ, its defensive value, and markers that effect the assaulting Unit, and a -2 (for the Minefield).
Note: This is a change to the Minefield rules from The Greatest Day: Sword, Juno, and Gold Beaches. Players are free to apply this change to that game.
10.3 Removing Mines
To remove a Minefield marker, move an Engineer Unit, a Sherman Dozer Unit, or a Regimental AT Company (if using optional rule 18.4) into the hex and in a subsequent activation, declare an Engineer Action. If the engineer is a 2-step Unit, remove the Minefield marker. If a 1-step Engineer Unit, a Sherman Dozer Unit, or a Regimental AT Company, a die roll of 6 or less is needed to remove the Minefield marker. If the Unit passes the check, remove the Minefield marker. If the Unit fails the check, it is not suppressed, and Men at Work does apply. If the Unit leaves a hex containing a Minefield marker, they must pass a Troop Quality Check or be suppressed.
11.0 Ferries
Treadway Bridge, Ponton, and Engineer Units (Ferry Units for purposes of these rules) from both sides can allow Leg Units to move across River hexsides by using Ferries.
11.1 Creating a Ferry
You can create a Ferry in a hex that is not in an enemy Fire Zone. A Ferry Unit must begin its activation in any hex adjacent to a River. Announce that your Unit wants to create a Ferry. This is an Engineer Action. An Engineer Unit now rolls a Troop Quality Check (Command Point cannot be spent here). If it passes, it creates a Ferry – put a Ferry marker in the hex on the other side of the River from the Ferry Unit. A Treadway Bridge or Ponton Unit must remain mounted to create a Ferry – if they dismount, they can only create a Bridge. Both of these types of Units automatically create a Ferry – no TQ Check is required.
The Ferry Unit does not count towards the stacking limit of the hex now but does count against the mass modifier if the hex is fired upon. The Ferry Unit has now completed its Action for that activation and may begin moving Units across the River. If the Engineer Unit fails the TQ Check, it is done for the activation, and it doesn't create a Ferry; you may place a Men at Work marker instead. Your Engineer Unit may try again to create a Ferry during its next activation.
11.2 Using Ferries
Remember that only Leg Units may use a Ferry. A friendly Unit in Column in a hex containing a Ferry, or the Ferry Unit that created it, can move across the River between the two hexes for 1/2 its movement allowance, rounded up.
Note that when a Unit uses a Ferry it is not an activation for the Ferry Unit. The Ferry does not work if the Ferry Unit is Suppressed. However, it will still function, even if the Ferry Unit takes a Cohesion Hit.
If a Unit that has Organic transportation uses a Ferry, place an Abandoned Transport marker on the Unit.
You cannot use a Command Point to ferry a Unit (so no Second Action can be used for ferrying).
Ferry Units are extremely vulnerable and don't offer much defense while they are conducting ferry operations. If a Ferry Unit is Assaulted, it is eliminated at the same step in the Assault procedure when zero-step Units are eliminated.
11.3 Removing a Ferry
A Ferry remains in place until the Ferry Unit moves, takes a Step Loss or Elimination result, or declares the Ferry is disbanded. An Engineer Unit may cross its own Ferry, but the Ferry is removed when it does.
If an enemy Unit enters the hex with the Ferry marker, the Ferry is removed.
If the Ferry Unit becomes Suppressed, the Ferry remains in place, but it cannot actually ferry Units until the Ferry Unit Rallies.
11.4 Ferries and Opportunity Fire
If a Unit being ferried takes Opportunity Fire as it leaves its hex, it suffers a +2 modifier for being ferried (in addition to the +2 for being in Column). This fire does not affect the Ferry.
12.0 Divisional Trucks/Jeeps
There is a series of Units labeled Divisional Trucks or Jeeps and these appear at the start of play or as reinforcements. These are kept off the map on their respective Division Displays until used.
If In Command, a Leg Unit of the owning Division may use these assets. As an Action the Leg Unit may mount just as if it had Organic Transport. Take an available Divisional Truck or Jeep from the Unit's Division Display and place the Divisional Truck or Jeep on top of the Unit now mounted in the trucks. The Divisional Truck/Jeep is a white-striped Unit and the Unit loaded in it is inactive while it is loaded into the Divisional Truck/Jeep. When the loaded Unit dismounts, remove the Divisional Truck/Jeep from the map and put it back on its Division Display; it is kept off map until used again. The Unit may not be active during the activation it dismounts. If any Division Trucks are eliminated while in play, these assets are removed from the game permanently; otherwise, even if they suffered a step loss while in play, they return to the display at full strength and they can be reused an unlimited number of times.
Airborne Divisional Jeeps are an exception to this, as straggler rules determine how many you have and they will remain at the same size when used. If they lose a step, they are not reconstituted.
German Independent Flak Units have specifically designated transportation available to them that is used just like Divisional Trucks. The independent Tross (s.)/Flak 30 (SdKfz 7) transportation may be used to transport any of the German independent 88mm flak (fire power white 7) Units. The independent Tross (le.)/Flak 30 (Opel Blitz) transportation may be used for the German yellow fire power Independent Flak Units. They are kept off map like Divisional Trucks until used.
Divisional Trucks/Jeeps can only be placed on Units that are currently active but haven't performed any actions yet. If you place a Truck/Jeep on a one-step Unit, the Truck/Jeep is also placed as a one-step Truck/Jeep. You never "make change" with Trucks/Jeeps. If you pull a Truck/Jeep off the Division Display and place it on a one-step Unit, you don't leave a one-step Truck/Jeep on the Display. Zero-step Units may never use Divisional Trucks/Jeeps.
The counter mix is an absolute limit and players may not create more.
13.0 Formation and Battalion Attachment
There are several Formations and Battalions on both sides in the game that are "Independent" and are not organic to any Division. For the Germans, these are usually labeled German Independents and for the Americans, they are labeled VII Corps Assets. These Formations and Battalions must always be attached to a Division. You can tell which Formations and Battalions are Independent by the base color of the Units. The reinforcement schedule will state to which Division these Formations and Battalions are attached as they enter play. The Divisional Display has a box that shows this attachment. Just place the "Attached" marker provided for each Formation or the "Battalion" (American) or "Batallion" (German) marker provided for each Battalion level Units in the appropriate attachment box on the Division Display; that Formation or Battalion is now considered part of that Division in every way.
Additionally, Organic Battalions and Formations can be attached to another Division or Formation within a Division. In general, it costs 2 Dispatch Points to transfer a Formation and 1 Dispatch Point to transfer a Battalion. This is paid by the losing Division for transferring Formations or Battalions between Divisions.
Note: If you look closely at the German Units within the formations, you will see many of them are from different Regiments. The Germans task organized, formed Kampfgruppen, as their Units were being committed to battle. In some cases this resulted in a pure organic structure, and in others a KG Commander would command none of his organic Units. For ease of use, the formation colors show the KGs as they were historically committed to battle. The following rules allow the players, especially the Germans, to organize according to the operational situation in which they were fighting, much as your real-life counterparts did.
13.1 Attaching Independent Formations and Battalions between Divisions
To attach an already attached Independent Formation or Battalion to another Division, during Step F of the Sequence of Play, pick up the Attachment marker and place it on the Regimental/Kampfgruppen Composition section of the receiving Division Display on its Pending side. Attachments are done at a cost of 2 Dispatch Points to transfer a Formation and 1 Dispatch Point to transfer a Battalion.
An Independent Battalion may be attached at the Division level or if the Units have a color stripe, may be directly attached to a Formation. If the Independent Battalion is attached at the Division level, the Units are activated normally as Divisional Independent Units. If the independent Battalion is attached directly to a Formation, the Units are no longer considered Independent Units and function like normal Organic Units.
Note there are maximum limits for all divisions as to how many Independent Formations and Battalions they may have attached and that number is both attached and pending attachments.
During Step F of the Sequence of Play, the player rolls for each Attachment marker that is on its Pending side. If the roll is less than or equal to the attachment value on the marker, then the attachment is completed. Each failed roll will generate a Men at Work marker to make the roll easier the next turn. A roll of 9 is always a failure. The first attempt to transfer attachment occurs on the same turn in which the DPs are spent.
During the Night turn, any pending attachments are automatically successful, no roll is necessary.
With a successful attachment roll, flip the Attachment Marker over and the Formation is now fully part of its new division. While the marker is on its Pending side, no Units of the attaching Formation may perform any actions whatsoever. Once you start the process and have an attached formation pending transfer, you have to continue the process until it attaches. You may not stop the process and move it to another Division during Step F of the Sequence of Play.
13.2 Attaching Organic Formations between Divisions
To attach an organic Formation (Regiment/Brigade/Kampfgruppe) to another Division, follow the procedures of 13.1. For the Americans, only one organic Formation per Division may be attached away from its parent Division at any one time. The number of formations that may be attached to an American division is constrained by 13.4 Attachment Limitations.
Again, reflecting the more agile Kampfgruppe structure, for the Germans, there is no limit on the number of organic Formations that may be cross attached between Divisions but attachments must adhere to Attachment Limitations (13.4).
To reiterate the Attachment Limitations: The number of Formations that can be attached to a Division is determined by the number of Regimental/Kampfgruppen Composition boxes on the Division Display. This includes each Division's organic Formations.
13.3 Attaching Battalions between Formations within a Division
Each Division may attach one Battalion from one Formation to another, within the Division per turn without using 13.1 above. During Step F of the Sequence of Play, the player announces the attachment: designating the Battalion and identifying all the subordinate Units and its new parent formation. It costs 1 Dispatch Point to transfer a Battalion.
The attached Battalion is now commanded by the new parent formation leader and is activated with that Formation activation. No roll is required.
Place the Battalion's Attachment marker in the appropriate Regimental/Kampfgruppen Composition Box on the Divisional Display, as a reminder.
At any given time, a Formation must have at least as many organic Battalions as it does attached Battalions in its Regimental/Kampfgruppen Composition Box.
13.4 Attachment Limitations
The Divisional Displays have Formation boxes (Regimental/Kampfgruppen Composition) to indicate the Formation and the Battalions assigned to the formation. In the case of Independent Battalions attached only at the Division level, they are placed in a formation box and the total is limited to five (5) battalions. A formation box may contain a Formation marker and the battalions assigned to that formation or Independent Battalions assigned at the Division level, not both.
The number of Battalions that can be attached to a Formation is limited to five (5). This includes each Formation's organic Battalions.
The number of Formations that can be attached to a Division is determined by the number of Regimental/Kampfgruppen Composition boxes on the Division Display. This includes each Division's organic Formations. For reference the limits are:
- 82nd Airborne Division: 4 organic formations + 1 attachment
- 101st Airborne Division: 4 organic formations + 1 attachment
- 4th Infantry Division: 3 organic formations + 2 attachments + VII Corps assets
- 90th Infantry Division: 3 organic formations (an additional box is available if the 90th ID Commander is relieved)
- 9th Infantry Division: 3 organic formations + 1 attachment
- V Corps Assets: 2 organic formations only. V Corps Assets can only be attached within the Corps (ie. 29th ID and 2nd AD can attach their battalions to each other, but to no other Division)
- 709.ID: 3 organic formations + 1 attachment
- 91.LL ID: 2 organic formations + 2 or 3 attachments (scenario specific)
- 17th SS: 2 organic formations + 2 attachments
- 352.ID: 1 organic formations + 1 attachment
- 243.ID: 2 organic formations + 1 attachment
- 77.ID: 2 organic formations + 1 attachment
13.5 German Special Ability
The German Kampfgruppe structure was very flexible and allowed them to attach Units much more quickly than the Allies. The German players can use rule 13.3 to attach an organic Battalion from one Division to another, once per turn as well as attaching one Battalion from one Formation to another, within the Division. A Battalion attached between Divisions must be attached to a formation and must adhere to 13.4 Attachment Limitations.
13.6 Independent Artillery Units
Both American and German Corps Artillery Units are included in the game as VII Corps or German Independent Units. These Units are auto-command while outside of artillery parks (the counters reflect this with a red TQ). When inside an artillery park they are treated as an organic Unit of the division that owns the park – thus there is no radio contact modifier for making contact with a leader of that division.
Note: This is different from Attachments in The Greatest Day: Sword, Juno, and Gold Beaches. Attachments were used considerably by both sides during this campaign. These rules are designed to give the players flexibility that their historic counterparts had, but not allow them to ahistorically throw Units anywhere on the map.
14.0 Auto-Command Units
Auto-Command Units have a red Troop Quality value. You may never spend Command Points nor use Dispatch Points on these Units. These Units are always considered In Command and may activate only at certain times as follows:
For all Navy Ships and Landing Craft: All Ships and Landing Craft Markers are active when the Naval chit is pulled. These Units all follow the Naval Sequence of Play as listed in 4.0. Note that Landing Craft are considered constituent Units of the 4th Infantry Division. Thus, they have their Troop Quality adjusted as required by Rule 9.0.
Corp-level Units (American VII Corps and German Independent as well as Hero markers from the Event List) with a red Troop Quality value and white-stripe are active when the Direct Command for their Side is pulled from the Mug. This includes Units arriving as reinforcements on a given turn, even those attached to a Division. Each of these Units may perform one Action of any type without any payment of Command Points. Units arriving as reinforcements must enter the map, even if it will cause Opportunity Fire.
American Recon Units (Divisional and Corps) with a red Troop Quality value and black-stripe are active when the Allied Direct Command chit is pulled from the Mug. Each of these Units may perform one Action of any type without paying a Command Point. Also, as Black-Striped Independent Units, they are active under Series Rule 21.6.4 Activating Black-Striped Units, with the exception that they may not be given a movement action. This means they may only move during the Direct Command chit.
Auto-Command artillery Units that are placed in an Artillery Park function as if they were not Auto-Command Units (ie. they are now divisional white-striped Units). Once they leave the Artillery Park, they return to their Auto-Command status.
15.0 Abandoned Transport
Whenever a Unit with Organic Transport enters a hex that the transport side could not legally enter, in Column or not, place an Abandoned Transport Marker on that Unit.
If a Player wishes a Unit with an Abandoned Transportation marker to mount its organic transportation, he must be able to trace a path from the Unit, traversable by its organic transportation, to the nearest Road hex, then along a continuous path of at least 10 Road hexes toward the friendly board edge for the Germans (north, west or south board edges) or to a Beach Reinforcement hex for the Americans. This path must be free of Enemy Units or Fire Zones. When the Unit can do this, remove the Abandoned Transport Marker. This check is part of the Movement Action to Mount and the Unit must be in terrain accessible by vehicle.
Note: Players are free to use these adjusted transport rules in The Greatest Day: Sword, Juno, and Gold Beaches.
16.0 German Special Rules
16.1 German Phone Lines
Infanterie-Regiment 919 of the 709.Infanterie-Division had extensive phone lines laid down to make communications easier for its far-flung forces. This is labeled on any Units with a telephone symbol. Leader Keil may command all Wn or Stp Units and all Coastal Batteries anywhere on the map that also have the telephone symbol, if he is stacked with a Unit that has a telephone symbol. These Units are In Command for all applicable rules. In addition, any KG Keil (red-striped) Units stacked with one of these Units that has not had its lines cut (Wn, Stp, or Coastal Battery Units) is also considered In Command.
On the 0900 6 June turn and later, the Phone Lines to Units with a phone symbol on the Beach Overlay (only) can be cut. This cannot happen before the 0900 6 June turn. These lines are cut when an Allied Naval Unit with an Orange Fire Rating rolls a "0" when bombarding any hex on the overlay. If this happens, the phone lines to Utah Beach have been cut. If the phones are cut, Wn Units need to be within Leader Keil's range to be in command. Coastal Batteries and all telephone symbol Units not on an overlay can never have their phones cut. If any Units are on the Beach Overlay and their Phone Lines have been cut, then the overlay is removed, their phones remain cut.
At the start of the 0700 turn on June 8th, all phone lines are considered cut and the Units must trace command normally.
16.2 German Beach Defense Units
The independent, white stripe, Wn and Stp Units MAY be activated during the Direct Command chit when In Command and by expending a Command Point normally.
16.3 Bocage
Only German Units with a Fire Rating may enter Bocage (this is the "state of Bocage" and not a Hedgerow terrain hex) and they do so in a way that is similar to entering Entrenchments. To enter Bocage, a German Unit that is in or adjacent to any Hedgerow hex, and not currently in an Allied Fire Zone, may spend all of its movement points, move into that Hedgerow hex and have a Bocage marker placed on the Unit. The Hedgerow hex in which the German wants to enter Bocage cannot be in an Allied FZ either. If moving to an adjacent hex, the Unit must pass a TQ check (a CP can be spent to pass this check) to successfully enter Bocage. If it fails, it just moves into the adjacent hex and ends its movement – no Bocage. This is a movement action. A Unit in an Improved Position or Entrenchment cannot enter Bocage; however, a Unit in Bocage can build an IP or have an Engineer Unit build an Entrenchment for it. Artillery parks cannot be placed in Bocage as this would constitute moving after being emplaced in firing position (DP spent to enter an Artillery Park). The Unit can also start the movement action in Column and/or mounted and dismount/exit column as part of this action, as long as it abides by all other rules governing movement. That Unit now has all the benefits of the Bocage marker in addition to any effects of the Hedgerow hex.
An Allied player may not look at a German Unit in Bocage under any circumstances unless there is an Allied Unit adjacent to the German Unit. Additionally, a German Unit in Bocage may Rally and remove Cohesion Hits if it is in a Fire Zone, by performing a Rally Action and passing a TQ check (a CP can be used).
To leave Bocage, move the German Unit normally out of the Hedgerow hex (there is no movement point cost to exit Bocage). The Bocage marker is removed when the Unit leaves the hex at no additional movement cost and, differently from other fortification markers, the moving Unit is considered to be under the Bocage Marker for all Opportunity Fire directed against it as it leaves the hex and enters another hex, to include during an assault. The Bocage marker remains in effect through step 3 of the Assault procedure.
Note: This is different from Bocage in The Greatest Day: Sword, Juno, and Gold Beaches. Players are free to apply this change to that game.
16.4 German Tank Recovery
The Germans were far better at recovering damaged tanks and vehicles during the campaign and this rule is to show how this works in the game.
The Germans may recover a lost step from any vehicle Unit with a Black stripe by performing a Rally action. This action is not automatic but needs the Unit to pass a Troop Quality check to be successful (Men Rallying does apply). In addition, the Unit may not be in an enemy Fire Zone, must be In Command and may not be Suppressed – but it may have Cohesion Hits. Just keep the same number of Cohesion Hits currently with the Unit but flip the Unit back to full strength if successful. A Command Point may be spent to pass the check.
Completely eliminated Units may never recover steps and are gone for good.
16.5 German Hunter Killer groups
The Panzerschreck Units: Pzsrk/894; Pzsrk/895; Pzsrk/896; Pzsrk/920; Pzsrk/921; Pzsrk/922; Pzsrk/984; Pzsrk/1049; Pzsrk/1050; Pzsrk/1057; Pzsrk/1058; 1. Pzsrk/FJR 6; and 2. Pzsrk/FJR 6 (13 Units total) are available to "ambush" Allied forces. On the 0900 turn of June 6 or later, the German Player may place one or more of these Units on the map during a Division or Formation activation.
Creating a Panzerschreck Unit is an Engineer Action. Therefore, it is a First Action and a Command Point cannot be spent to perform this Action or to pass the required Troop Quality Check. The parent Units (14./Gren 894; 14./Gren 895; 14./Gren 896; 14./Gren 920; 14./Gren 921; 14./Gren 922; 14./Gren 984; 14./Gren 1049; 14./Gren 1050; 14./Gren 1057; 14./Gren 1058; and 14./FJR 6 respectively) must be dismounted and not in Column to perform this action.
The Pzsrk Units must be placed in any non-clear terrain that is within 2 hexes of the parent Unit. If placed in Hedgerow terrain, they can immediately assume the Bocage effects, whether or not there is an Allied FZ.
There is no American Opportunity Fire when any of these Units are placed. They may immediately fire or assault (normal modifiers apply) when placed regardless of the chit in play and without spending any Command Points.
Once placed and after their "free attack" they are normal "in-play" Units for the remainder of the game. They are not recycled like a Nachhut Unit. If they are eliminated, they are removed from the game.
16.6 17.SS Procured Transportation
Many of the 17.SS Panzergrenadier Units "requisitioned" French vehicles to get to Normandy. Historically, these transports were abandoned south of the map edge. This optional rule is provided for players that would like to use them during the game. Specific 17.SS Units that have an underlined number of steps on the dismounted counter side and a French civilian vehicle image on their mounted counter side cannot remount once they have dismounted. Going in and out of column is allowed while mounted without giving up their transports. Effectively, once they dismount the Unit is treated as having a permanent "Abandoned Transport" marker. The underlined steps are there to remind you that the Unit does not have organic transport, despite what is on the back of the counter.
16.7 Wurfgerät 40 Units
These two Units were a grouping of 40 nebelwerfer rockets that had been emplaced in a fixed position, without the ability to resupply/rearm. As such, they are a one use Unit. Once fired, they are removed from play. Given their size and emplacement, they are not able to be targeted until an American Unit is adjacent to their respective hexes which is represented by the reticle symbol in the lower right portion of the counter.
17.0 Allied Special Rules
17.1 Allied Air Power
The Allies get a set number of Fighter Bomber counters to use each day depending on the current weather. Note that these are for use over the entire day – not per turn.
- Clear: 9 Fighter Bombers
- Overcast: 5 Fighter Bombers
- Storm: No Fighter Bombers
The Allied player may use these in two general ways. At the start of the 0700 turn of June 7, during phase B of the Sequence of Play, and every 0700 turn thereafter, he may place up to 8 of the available Fighter Bombers in the Air Support section on each Allied Divisional Display, and he may place up to 4 (2 if the weather is Overcast) of them on interdiction on the Naval Display.
Any Fighter Bombers placed on a Divisional Display may be used when that Division Activation chit is drawn and may attack any German Unit which a Unit of that Allied Division has a Line of Sight to. Just place the number of Fighter Bomber markers you wish to use when the Divisional Activation is first drawn on the chosen target(s) and, after they have all been placed, attack a German Unit in that hex with a 7 White Fire Rating attack. All normal modifiers to Direct Fire apply. Note that the allotment is for the entire day – not per turn. Planes can never fly at Night and planes not used are lost.
The Allied player may place as many as 4 Fighter Bombers (up to 2 on Overcast days) from his allotment for a day in the Interdiction box of the Utah Naval & Air Display. When the German places his reinforcements when a Division Activation chit comes out of the Mug, there is a chance they may not enter this turn. The Allied Player may roll for each Reinforcement Hex. If he rolls equal to or less than the number of Fighter Bombers he has on Interdiction, those German Units do not enter this turn. This applies to all the German Units entering at that Reinforcement Hex and you roll for each Reinforcement Hex that has Germans entering the map. If the reinforcements are "interdicted," then they can enter during the next turn at the same Reinforcement Hex, but the American player gets to roll for interdiction each turn until the German reinforcements enter the map. Note that since Planes don't fly at Night, all reinforcements may always enter during a Night turn.
Air Defense. The Germans have the opportunity to make a Fighter Bomber abort its strike mission before it completes its attack. The following terrain has an inherent Air Defense Value in the hex and any hex adjacent to it. You may only make one roll but may choose the best Terrain to fire from for that Fighter Bomber Attack. You may not attack Air Units on Interdiction with Air Defense in any way.
- Fortified: 5
- City: 4
- Town: 2
In addition, both the Germans and the Americans have some Units with an Air Defense value (shown in a blue lettering below the Fire Rating). This value has a range of 8 hexes. Each Unit within range may fire in addition to the one allowed Terrain Air Defense roll. These Units are subject to the FZ restrictions from an adjacent enemy Unit and Barrage markers (ie. range is reduced to 1 hex) and also receive negative modifiers to their AA Fire Rating equal to the Firepower modifier on the following markers: Barrage, Cohesion, and Step-Loss.
If the Unit with an AA Fire Rating rolls that value or less with a D10, the Fighter Bomber has aborted its mission and does not attack. It is considered "used" and removed for the day, or the event.
Note: Players are free to use these adjusted Air Defense rules in The Greatest Day: Sword, Juno, and Gold Beaches.
17.2 Night Turn Restrictions on the US Army (but not 101st and 82nd Airborne Divisions)
The Allied player may not purchase any Formation Activation Chits for any US Army Unit to play during a Night turn. If one of those chits is drawn as the last chit on a 2100 turn it is wasted and not played during the Night turn (and the first chit in play for that Night turn is the first chit drawn from the mug).
17.3 Allied Supply Limits
At the start of the 0700, 8 June game turn, and every 0700 turn thereafter, during Step A, the American player must designate 3 Divisions as "Supplied" for the day. Supplied Divisions activate and operate normally. Any Non-supplied divisions are restricted in their operations until the next day's 0700 turn. Any Division arriving is considered to be supplied on the first day of its arrival.
Non-Supplied Divisions may not purchase Formation chits. Division Activation chits for Non-supplied Divisions are still placed in the cup but when the Division Chit is drawn the Allied Divisions suffer a penalty when rolling for Command and Dispatch Points. For Command, do not add the Command Rating to the roll – the Division only gets half of what it rolls. For Dispatch, Non-supplied Divisions do not get the additional point for rolling under what they have on their card, nor do they get an additional Dispatch Point if they roll a "0" (in other words, they can only ever get 1 Dispatch Point per turn.) A Non-supplied Division does get the extra 2 DP during the 2100 turn, if the Division Activation chit is not the last chit in the mug.
Division Units are activated normally during the Division Activation and Direct Command Chits. Non-supplied Divisions may still send and receive attachments as per 13.0.
If the 82nd Airborne used the hypothetical drop zones to the west of the Cotentin Peninsula, it cannot be chosen as a Supplied Division until Units from Utah Beach have linked up with them.
This rule does not apply to any Units in V Corps which are considered supplied at all times and don't count against the supply limit.
17.4 90th Infantry Division Deployment restrictions
Initially, attached to the 4th Division, the 359th Infantry Regiment, 90th Division was to go ashore as a US VII Corps reserve while it waited until the rest of the division arrived. 90th Infantry Division Units must move to their deployment area (as outlined on Map 6 – Isigny or the Ste-Mère-Église Scenario Map E) and remain in that area until 0700, 8 June. While the 90th Infantry Division is restricted to its deployment area, it is treated as a Non-Supplied Division as per 17.3.
These restrictions are removed if any Unit of the 90th Infantry Division comes under Direct Fire attack.
17.5 Extra American Airborne Leaders
Each American Airborne Division has an extra formation Leader. The extra Airborne formation leaders may replace a regimental leader from the corresponding Airborne Division, including a replacement leader, for the cost of 1 DP. The Replaced Leader is permanently removed from the game.
17.6 82nd Airborne Division extended supply for hypothetical scenarios
Supply Drops take place during the Division Activation chit, when reinforcements are placed. If a German Unit occupies a hex in the Division's supply Drop Zone at the time of the supply drop, the Supply Drop Zone is closed. The Supply Drop Zone is also closed on any turn the weather is Storm or the Division Activation chit is not pulled.
When the Supply Drop Zone is closed, all Units of the 82nd Airborne Division have their Troop Quality Rating reduced by 1 until the next non-interdicted supply drop. This remains in effect until the next supply drop or there is a path of continuous Road hexes from the Supply Drop Zone to the Utah Beach Reinforcement hex (more commonly referred to as "link-up") during the Reinforcement Phase of the Division Activation chit.
The 82nd Airborne Division receives airborne supply drops into LZ 4 or 5, Allied player's choice on the schedule below:
- Mission Indianapolis – Night, 7 June, which affects the 8 June turns.
- Mission Jackson – Night, 8 June, affecting 9 June.
- Mission Lubbock – Night, 9 June, affecting 10 June.
- Mission Memphis – Night, 10 June, affecting 11 June.
If link up has not occurred by 0700, 11 June, then the overall TQ should drop to -2 until link up has occurred, as no additional supply was readily available. If a Storm occurs, then the supply missions get delayed a day. A total of 4 missions were planned with supplies stockpiled for these missions.
18.0 Optional Rules
18.1 Command Point conversion limits
Game Note: While there is a natural tradeoff between saving Command Points and being able to conduct actions during the Direct Command Chit, this optional rule ensures that saving Command Points cannot be abused.
Players are limited to converting no more than 4 Command Points to Dispatch Points each turn.
18.2 Alternate Artillery Resolution
Historical Note: Research shows that a typical German Artillery battalion target zone was about 300m x 200m. For the British, a battalion barrage zone was 400 - 520 yards and a battalion concentration was about 300 yards x 300 yards. So essentially the fires zone for a battalion of indirect fires, which most of the artillery Units are in GTS, is a hex.
To eliminate artillery fire targeting specific Units in a hex, Indirect Fire from two-step HE Indirect Fire Units always attacks the most vulnerable Unit (highest defensive modifiers, including terrain and any markers). Consider modifiers less than zero for this determination. If there is a tie for the highest defensive modifiers, the Attacker chooses the target. If the fire is effective, any other Units roll the S? as per the GTS 2.0 Series Rules.
Indirect Fire from one or zero step HE Indirect Fire Units only attacks one Unit in the hex, Attacker's choice, with no effect on any other Units, even if the target Unit takes effective fire (don't apply any S? result to other Units in the hex).
18.3 Indirect Fire Scatter
Historical Note: What goes up, must come down. While rolling a 9 with an indirect fire attack already has a down side, (automatic miss, no Barrage marker, and loss of contact) this optional rule adds an additional complication for the miss and for firing at targets that are in close proximity to friendly Units.
In addition to the normal effects, rolling a 9 during an indirect fire (orange, black, brown, or green fire power) attack results in scatter. Place a Light Barrage one hex from the target hex. Determine the direction by rolling 1D6. No fire attacks are made, just place the Light Barrage marker.
18.4 US Army Regimental towed anti-tank Units
Historical Note: American Infantry Division towed AT Units: (example for the 4th Division: AT/22, AT/12, and AT/8) had a minelaying/mineclearing platoon as part of their organization.
These Units are treated like engineers with respect to mines. They may both emplace and clear Minefields like a 1-step Engineer Unit (must roll for success). Due to their ability to prolong as a leg movement type, they are eligible to probe and clear German Decoy Mines (18.5) only when they are unmounted.
18.5 German Decoy Mines
Historical Note: There are some reports of the use of fake Minefields by the Germans as well as reports of fake or incomplete Minefields affecting the movement of some of the American Units in Normandy. These rules allow the simulation of that while giving the German player a slight edge in trying to slow down the Americans.
Each scenario will designate the number of German Decoy Mines that can be used, if they are available. They may also be generated by 6.0 Random Events – Roll of 5 – German Delay tactics are employed.
18.5.1 Effect of Decoy Mines
Decoy mines are treated just like real mines for placement, effect, and removal. The addition is that Leg Units may now Probe to detect the Minefield and forgo the combat and clearing effects and delays.
18.5.2 Probing Decoy Mines
Any leg Unit in a Minefield hex can "probe" a Minefield to determine if it actually exists or is a decoy. This is an Engineer Action. If it is determined to be a decoy Minefield, the counter is removed. The Unit may then take a second action if it meets all other command rules. If it is determined to be a real Minefield, the leg Unit now knows it is in a Minefield and must treat it as such.
If a Unit doesn't want to "probe" the Minefield or can't, due to its movement type, then it treats an Achtung Minen marker just like a real Minefield (rolling against its TQ to move out of the hex, suppression effects upon failure, etc...)
An Engineer Unit can "probe" a Minefield with an Engineer Action. If it is determined to be a decoy, then remove it. If it is determined to be a real Minefield, the engineer can take a "free" Engineer Action to attempt to remove the Minefield. After this action, or if the engineer does not wish to use the "free" action, it can conduct a second action as normal per series rules.
18.6 Roaming Units
Game Note: The following rule is suggested in order to keep Units from roaming around the battlefield, outside their leaderships influence, in an ahistorical manner.
Anytime a Unit is more than twice the range from a Leader that can Command it, the Unit must make a Troop Quality Check each activation it attempts to move to a hex that maintains or increases this distance. If the Unit fails the Troop Quality check it must move in a manner to decrease the range to a leader that can Command it.
This applies to Auto-Command Units as well.
18.7 Airborne Leader Losses
Historical Note: With the scattered drops and aggressive actions by the American Airborne Divisions, they suffered very high leader casualty rates the first days of the invasion. This optional rule helps to reflect the impact of those leader losses.
During all 5, 6, and 7 June Game Turns, when the Division Activation chit is pulled for the 82nd and 101st Airborne Divisions add the following step. After rolling for Command and Dispatch points normally, roll for the impact of Leader Losses.
- On 5 and 6 June, a roll of greater than 5 results in the loss of 2 Command Points.
- On 7 June, a roll of greater than 7 results in the loss of 2 Command Points.
18.8 Assaults involving 0-Step Units
0-Step Units are small elements that bring some form of combat power to the game. During assaults they are removed from play during Step 4 of the assault sequence. This is accurate if they are alone in the hex. They are small enough and would either surrender or be overwhelmed by the assaulting Units. However, if they are supporting other Units, they would not just give up.
In a situation where a 0-step Unit is stacked with any non-0-step Unit and defending during an assault, the 0-step Unit is placed to the side during Step 5 Performing the assault round of play. They do not contribute to the assault. Their fate is linked to the fate of the other friendly Units in the hex. If a friendly Unit survives, the 0-step Unit survives. If all other friendly Units are destroyed, the 0-step Unit surrenders and is removed from play accordingly.
18.9 Alone and Afraid
Historical Note: When mounted Units or vehicles are without infantry support in close terrain, they tend to get very skittish. In Normandy, when tanks or vehicles would attack without infantry support, they would either receive the support quickly, or they would withdraw and give back the ground they recently gained.
A wheeled or tracked Unit that is defending during an assault, that cannot draw a Line of Sight to a friendly dismounted Leg Unit, will have its Firepower and Assault Rating reduced by 1 (-1), its TQ reduced by 1 (-1), and its Defensive Rating increased by 1 (+1). This is replicated by an Alone and Afraid marker, which is only used from the declaration of the assault until the assault is concluded. This will include the Bravery Check for Units assaulting the "isolated" Unit.
18.10 Îles St. Marcouf Assault
Historical Note: The Îles St. Marcouf are situated in the Baie de la Seine. Napoleon ordered a fortress built on the larger island, aptly named the Île du Large, which was completed in 1812. The Germans captured the islands in 1940. These two islands are approximately 8kms from the planned Utah invasion beach and only 3kms from the path the Landing Craft are scheduled to take while approaching that beach. Allied intelligence was unable to determine if the islands were occupied by German forces, but the American Commanders were not willing to risk this obstacle, almost directly in the invasion's path. At around 0430 on the morning of 6 June, the Allies assaulted the Îles St. Marcouf with elements from the 4th Cavalry Squadron.
The Cavalry troopers took the island, the first piece of French soil liberated by sea on 6 June. Although there were no Germans present, the Allies suffered 19 casualties to mines left in place. This delayed the arrival of these troopers on mainland France for 2 days.
To replicate this small action off the French coast, the German and American commanders will conduct a secret ballet to determine the outcome.
The German commander has 2 choices:
- Occupy the Islands (this will cost the 709.ID, 2 x Nachhut markers permanently lost)
- Mine the islands, but leave them unoccupied
The American commander also has 2 choices:
- Assault the islands (this will delay the arrival of the American Cavalry Units for several days – see the Reinforcement schedule)
- Gamble that these islands are unoccupied.
Both sides secretly record their choice then simultaneously reveal their decisions to determine the outcome.
Results:
| American choice | German: Occupy | German: Mine |
|---|---|---|
| Gamble | Germans permanently lose 2 x Nachhut markers from the 709.ID. Germans get +1 indirect fire modifier to all artillery fire on the Beach overlay. | B / 24th Cav and B / 4th Cav arrive as reinforcements on Utah Beach per the reinforcement schedule. |
| Assault | Germans permanently lose 2 x Nachhut markers from the 709.ID. Americans place B / 24th Cav and B / 4th Cav on the Île du Large and they arrive as reinforcements on Utah Beach on 8 June, 1900 turn and 10 June, 0700 turn respectively. | Americans place B / 24th Cav and B / 4th Cav on the Île du Large. B / 24th Cav conducts a TQ check. If it fails, it is reduced a step. Both Units arrive as reinforcements on Utah Beach on 8 June, 1900 turn and 10 June, 0700 turn respectively. |
Errata & Clarifications (Utah Beach Errata & Clarifications v2.3, 10 July 2026)
Note: The text of Part Two above is the Exclusive Rules as originally printed. The publisher's errata sheet (v2.3, dated 10 July 2026; new entries in the original are marked with a dotted line) follows, transcribed in the sheet's own order, and it supersedes the printed rules wherever the two differ. Page references are to the printed Exclusive Rules or scenario books.
Exclusive Rules
2.1.2 Woods. Change the last sentence in the second paragraph to: "This modifier is ignored if the Fire Rating of the firing Unit is black, brown, orange, green or yellow, and firing at Unarmored Target." (page 7)
2.2.2 Ridges. Replace the first paragraph in this rule with "Ridges are sharp rises in the ground that influence movement, combat, and Line of Sight. A Ridge hexside blocks LOS unless the Ridge hexside is part of the firing Unit's hex or the target Unit's hex. No more than one Ridge hexside may be crossed when drawing the LOS between the firing and target Unit's. (Again, LOS is blocked between two Units, both of which are adjacent to different Ridge hexsides.) This restriction applies to both Crests and Ridges so if one is adjacent to a Crest and the other is adjacent to a Ridge, then LOS is blocked." (page 9)
2.4.7 Bridge Building. Replace the last sentence in the first paragraph with: "In subsequent activations, the Treadway Bridge or Ponton Unit (using its dismounted side) can be activated by an active leader that is within range (per Series Rule #21.6.2 Activating White-Striped Units) and it has to pass a TQ check to build the Bridge. This is an Engineering Action."
Add the following to this rule: A Treadway Bridge or Ponton Unit can not be placed in an IP or Ent once it has built its bridge. These assets were designed to support, maintain, and repair their respective river crossing assets, which means they need to work outside defensive positions. (page 12)
3.3.1 – Drop Table Results Explanation. R result: Add the sentence "Place the replaced Units in the Straggler box on the parent Airborne Divisional Display." to the end of the paragraph. (page 14)
3.4.2.(iii) – Straggler Recovery – Nine or Greater. Clarification: This rule takes precedence over all other Straggler Recovery outcomes. If you roll a modified 9 or greater, use this outcome instead of any other, even if they meet the requirements of the other rule. Remember a "9+" is always a failure. (page 15)
4.2.1 Beach Obstacles on the Beach Overlay and 4.2.5 The Sea State on the Beach Overlay – Reference the Drift rules. Retrofit for Gold, Juno, and Sword Beaches. If any players would like to use the Drift rules in Utah Beach for the previous game, the following charts explain the shift associated to those beaches. These shifts are applied if a 9 is rolled for the Beach Obstacles or Sea State and is applied based on looking at the landing area from the Allied offshore area. (pages 17-18)
| Gold Beach | Jig Green | Jig Red | King Green | King Red |
|---|---|---|---|---|
| Shift | 1 Left | 2 Left | 2 Left | 1 Left |
| Juno Beach | Mike Green | Mike Red | Nan Green | Nan White | Nan Red |
|---|---|---|---|---|---|
| Shift | No Shift | 1 Right | 1 Right | 1 Left | 1 Left |
| Sword Beach | Queen White | Queen Red |
|---|---|---|
| Shift | 1 Left | No Shift |
4.2.2(2) Resistance Nest Attacks against Landed Units. A Pass Action does not trigger a Resistance Nest attack. Replace the first two paragraphs of this rule with the following:
As long as the Resistance Nest number on a Beach Overlay is greater than 0, a Resistance Nest attack is made against every Unit on that Beach Overlay that is activated (note that this includes DD Tanks). The attack occurs after the Unit is activated but before it performs its action, unless the action is Pass. The current Resistance Nest number is used to attack the activated Unit on the pink line of the Combat Results Table. This is treated as a normal Direct Fire attack and all Direct Fire modifiers apply.
This resistance nest attack is applied each time an Allied Unit takes an action (except a Pass Action), as long as the Resistance Nest number is greater than 0. So, if a Unit takes two non-Pass actions, it will be attacked twice, unless it is lucky enough to reduce the final resistance nest from 1 to 0 with its first action. (page 18)
4.4.4(c) Ships Spotting Targets – Using Spotters. Clarification: The first sentence should read: Any In Command Unit can spot for any ship, except for American airborne divisional units (which are covered in Rule 6.0 Random Event Roll of 4). (page 21)
4.5.1 The Landing Subroutine Generally. Replace the first sentence in this rule with: During NSoP Step 4 the Allied player must land all of his Units in Landing Wave boxes on to Beach hexes. (page 22)
6.0 Random Events: Roll 6 Allied Troops are Lost and Roll 7 German Troops are Lost. Clarification: The unit or stack chosen for the Lost Event can use its mounted or In-Column states to follow the 5 hex path as necessary. However, each unit will end the Event in the state it began if the terrain permits (i.e. if it is not in column or mounted when chosen, it will finish under the Lost Marker not in column or mounted). (page 27)
11.1 Creating a Ferry. Add the following to this rule: A Ferry Unit can not be placed in an IP or Ent once it has created the Ferry. It is hard to be in "cover" when you are paddling across a river. (page 30)
11.2 Using Ferries. Replace the first paragraph in this rule with: Remember that only Leg Units may use a Ferry. A friendly Unit in Column in a hex containing a Ferry, or the Ferry Unit that created it, can move across the River between the two hexes by paying half of its printed movement value, rounded up. (page 30)
12.0 Divisional Trucks/Jeeps. Add this paragraph between the 1st and 2nd paragraphs of this rule: "If a unit is outside its command range, but within 2 hexes of its reinforcement hex, then it is also eligible to use Divisional Trucks/Jeeps."
Clarification: In order to use a Divisional Truck/Jeep, a unit must be a Leg Unit that does not have Organic Transport and be In Command of the owning division (ie. the division the unit is attached to is the only division that can supply a Divisional Truck or Jeep), or within 2 hexes of its reinforcement hex. (page 30)
13.6 Independent Artillery Units. Both American and German Corps Artillery Units are included in the game as VII Corps or German Independent Units. These Units are auto-command while outside of artillery parks (the counters reflect this with a red TQ). When inside an artillery park they are treated as an organic Unit of the division that owns the park – thus there is no radio contact modifier for making contact with a leader of that division. Clarification: an Independent Artillery Unit can form an Artillery Park for any division that is currently on the map, but it is then considered part of that division for purposes of contact rolls and remains that way until it leaves the Artillery Park, or the Park is disbanded. (page 32)
16.3 Bocage. Clarification: Add the following sentence to the third paragraph in this rule - If a German Unit under a Bocage marker possesses a FZ of greater than one hex and an Allied Unit attempts to move into that FZ, or attempts to remove a Cohesion Hit by conducting a Rally Action (in daylight hours) in that FZ, the German player may, at his discretion, momentarily reveal his Unit in order to deny or alter the Allied players action. (page 33)
Clarification: If using an Engineer unit to assist another unit in Bocage to build an Improved Position or Entrenchment, the Engineer Unit cannot be in Bocage. If an Engineer unit is digging itself in and wants to be in Bocage as well, the Bocage must be conducted first and then it can build an Improved Position or Entrenchment, but once in Bocage it can only build defensive positions for itself. (page 33)
16.5 German Hunter Killer groups. Once these groups are placed per this rule, they may immediately fire or assault (as stated in the rule). Either of these actions is handled like a normal fire or assault action, using the Series Rules. Specifically, if assaulting a bravery check is required. (page 34)
16.8 German Independent Flak Units. Clarification: These white-striped units were Korps-level assets and were not attached down to the divisions. However, they were given orders by the tactical commanders in the area in which they were operating, so in game terms they can be commanded by any leader that is within command range in accordance with Series Rule #21.6.2. They do not have organic transportation and can only move (other than by prolong if they have a movement rating of "*") by using the Tross/Flak 30 transportation units, see Exclusive Rule #12.0. (page 34)
17.1 Allied Air Power. Add the following to the Air Defense paragraph: "A hex loses its inherent Air Defense Value if an Allied Unit is within 2 hexes of the hex in question." (page 34)
17.2 Night Restrictions on the US Army (but not 101st and 82nd Airborne Divisions). Clarification: This rule applies to all American Formations except the 8 organic formations within either the 82nd or 101st Airborne Divisions. If there is a non-organic battalion in one of these 8 formations during a night activation, it will activate normally as part of the formation. (page 35)
17.4 90th Infantry Division Deployment restrictions – replace this rule with the following:
Initially, attached to the 4th Division, the 359th Infantry Regiment, 90th Division was to go ashore as the US VII Corps reserve while it waited until the rest of the division arrived.
90th Infantry Division Units must move to the 90th ID Assembly Area (as outlined on Map 6 – Isigny or the Ste-Mère-Église Scenario Map E) and remain in that area until 0700, 8 June. This includes the Units of the 359th Infantry Regiment even when it is attached to the 4th Division.
While the 90th Infantry Division is restricted to its Assembly Area, it is treated as a Non-Supplied Division as per 17.3.
These restrictions are removed if any Unit of the 90th Infantry Division (including the 359th Infantry Regiment) comes under Direct Fire attack while in a hex of the Assembly Area. If this occurs they will remain attached to the 4th ID. If the 359th Infantry Regiment remains in the 90th ID Assembly Area until 0700, 8 June, and has not been activated by 4th ID during Step D of this turn, then it can be automatically attached back to the 90th ID or remain with the 4th ID. This is a one-time, immediate, free attachment, but only during Step F of the 0700, 8 June turn. (page 35)
18.6 Roaming Units. Clarification: This check is conducted at the moment a unit is going to move more than twice the range from a Leader that can command it. This roll could be at the beginning of a movement action or in the middle of one. If the roll is passed, the unit may move freely for that activation. If the roll is failed the Unit must move in a manner to decrease the range to a leader that can Command it, which may be a single hex or multiple hexes (bottomline is that the Unit must be closer to the leader at the end of the activation than when it failed its roll under this rule). (page 36)
18.9 Roaming Units (as titled on the errata sheet; the rule concerned is 18.9 Alone and Afraid). The rule is in effect if "A wheeled or tracked Unit that is defending during an assault, that cannot draw a Line of Sight to a friendly dismounted Leg Infantry Unit…" (first sentence of the second paragraph). The addition of the type of Leg unit is to preclude a Leg Gun Unit from providing Infantry Support to the vehicle. (page 37)
General Scenario Comments (page 2 of each Scenario Book)
For any scenario that has a Night, 5 June turn, all German units should have a -2 TQ for that turn. Each Division is marked with their variable troop quality, but this also applies to all German Independent units. This TQ modification is removed on the 0700, 6 June turn – returning all German units to a 0 TQ adjustment.
In the scenarios that include the use of the Bomber Support Units, it should state that these units attack with a 5 orange – all terrain and defensive modifiers are included, instead of yellow. The counters are correct.
If there is an * with the starting location of a unit, it indicates that the historical location of the unit was off the scenario map. It is placed in the indicated hex instead for the particular scenario.
Any reference to Wn 10 should state Stp 10. This is found in several locations at the Night, 7 June, 1944 turn allows the German player to convert Wn/Stp units into Gren 919 kompanies.
Scenario Book #1
Learning Scenario
- Clarification: In both learning scenarios, the 101st ABN Div Activation Chit is placed in the mug after the first turn in accordance with Series Rule #9.0.
- Clarification: "The Battle for the Batteries" – for the Victory Conditions, only the Primary Task changes, the Secondary and Tertiary remain the same from "The Battle for Brécourt Manor" scenario. (page 5)
Introductory Scenario #1: "We'll Start the War from Right Here"
- In the German Coastal Batteries open fire event, the rule reference should be 4.7.2 for the NSoP Step 3. (page 6)
- Clarification: There are no terrain modifiers for off-map artillery parks in this scenario. (page 8)
Introductory Scenario #2: "Storming Utah"
- Exclusive Rules in Use should reference 17.1 Allied Air Power instead of 16.1. (page 10)
- Clarification: There are no terrain modifiers for off-map artillery parks in this scenario. (page 11)
Introductory Scenario #3: "Voie de la Liberté Km 0: The Race to Defend Ste-Mère-Église"
- Under the set-up for Independent Units, 709.Infanterie-Division: Add the following (this unit is attached to 91.Luftlande Infanterie-Division). (page 13)
- Under the Master Reinforcement Guide the words "Eastern Reinforcement Hex A (29.030)" should be replaced with "American Reinforcement Hex 1 (29.030)" and the corresponding marker should be used to denote the hex. (page 15)
Intermediate Scenario #3: "Utah and Omaha: United at Last"
- Under the Regimental Composition section, there are 2 battalions (II./Gren 914 and Ost 439) from the 352.Infanterie-Division that are listed as "additional formations". This should say "additional battalions" to prevent confusion. (page 31)
Intermediate Scenario #4: "The Tough Hombres See the Elephant"
- Under Scenario Special Rules #5, add the following sentence: The Allied Player may place up to 2 (1 if the weather is Overcast) of these Fighter Bombers on interdiction on the Naval & Air Display. (page 39)
Scenario Book #2
Any reference to III./Art. 177 – Contact Pending marker should be deleted from the scenario. These were direct fire 88mm guns instead of IF artillery. This occurs on pages 14 and 32.
Advanced Scenario #1: "Westward Ho!"
- Under Scenario Special Rule 1, add German Reinforcement F (52.063). (page 6)
- During the Night, June 9, 1944 turn – under Allied Reinforcements, the 87th Arm FA entry should be dot underlined. (page 14)
- The 9th Infantry Division engineer and artillery units that arrive prior to the Division Activation Chit being put in play (0700, June 12, 1944) are treated as pure independent units, which can be commanded by any leader they are in range of. They receive a move activation during the Direct Command chit in order to enter the map on their arrival turn. These units revert to 9th Infantry Division control on the 0700, June 12, 1944 turn. Disregard if Situational Objective #3 is being used as the Division Activation chit will already be in play prior to their arrival. (pages 15-16)
- During the 2100, June 11, 1944 turn – Add an Allied Event that states: Add 801st TD Bn attachment marker to either the 82nd Airborne Division, the 9th Infantry Division or the 90th Infantry Division Regimental Composition, Allied players choice. (page 16)
- On page 17, there are several references to both 265.ID Reinforcement Hex A (52.067) and Fallschirmjäger-Regiment 6 Reinforcement Hex B (34.067). Both of these reinforcement hexes are off the playable map for this scenario. Replace them with German Reinforcement F (52.063). (page 17)
(The errata sheet prints the last four bullets without a scenario heading, immediately after the Advanced Scenario #1 entry; they are reproduced here in that position.)
Advanced Scenario #2: "Was Leigh-Mallory Correct?"
- During the 2100, June 11, 1944 turn – Add an Allied Event that states: Add 801st TD Bn attachment marker to either the 82nd Airborne Division, the 9th Infantry Division or the 90th Infantry Division Regimental Composition, Allied players choice. (page 34)
Advanced Scenario #3: "The Ivy Creeps North"
- The last paragraph of the Markers section should read: "The 1st Bn 505th, 2nd Bn 505th, 3rd Bn 505th, 1st Bn 502nd, 2nd Bn 502nd, 3rd Bn 502nd, 1st Bn 506th, 2nd Bn 506th, and the 3rd Bn 501st Straggler totals are set to "0"" The corrections are in red (the 502nd entries). (page 37)
Scenario Book #3
Any reference to III./Art. 177 – Contact Pending marker should be deleted from the scenario. These were direct fire 88mm guns instead of IF artillery. This occurs on pages 36 and 70.
Campaign Game #1: "One Great Day"
- The 6. gem Flak 153 listed in the set-up is a duplicate and should be deleted. The actual unit 6./gem Flak 153 is listed in its correct location. (page 5)
- Clarification: Obstlt Heyna is in his command post off-map and so any 352.Infanterie-Division units with a phone symbol are considered to be In-Command for the entire scenario.
Campaign Games #2, #3, and #5
- Clarification: When rolling for Allied Air Power, follow Exclusive Rule #17.1 Allied Air Power when determining the number of Air Support units available.
- Add the following event to each of these games: 1100, June 7, 1944 – German Events: Add 4 x Tross(s)/Flak 30 and 4 x Tross(le)/Flak 30 units for the German player to use in accordance with Exclusive Rule #12.0 Divisional Trucks/Jeeps. (pages 31 and 65)
- Remove both Maisy I Bty and Maisy II Bty from the game on the 1300, 9 June turn. They were captured by units from Omaha Beach. (pages 35 and 69)
- Clarification: During the 0700, 10 June turn, the 17.SS-PzGr. Div. Activation chit is added to the mug. This division does not receive its Command or Dispatch ratings until 1700, 10 June, and therefore do not receive any Command or Dispatch Points until that time. (pages 37 and 70)
Campaign Game #2
- Clarification: The four units of III/Gren 1058 are part of the 91.LL Division instead of the German Independent Regiments and already attached to KG Heydte at the start of the scenario. (page 15)
- Clarification: The 5./Geb.Art. 191 is part of the 91.LL Division instead of the German Independent Regiments. (page 16)
Campaign Game #3
- Under the Mug section of the 0700, 6 June 1944 turn, the last paragraph should read "For all turns following this one, the Mug contents are determined as normal." (page 25)
- Move the statement "(Start using this Guide if playing Campaign Game #5)" from the 0700, June 11, 1944 turn to the 0700, 10 June, 1944 turn. (from page 38 to 37)
Campaign Games #3 and #5
- Add the following line to the Allied Events for 1100, June 7, 1944 – Set the 90th Infantry Division Troop Quality to: 0. (pages 31 and 65)
- Add the following line to the Allied Events for 0700, June 8, 1944 – The 359th IR may also be attached to the 90th Infantry Division for free on this turn's Step F. (pages 33 and 67)
- During the Night, June 9, 1944 turn, Delete the reference to the III./Art. 177 – Contact Pending marker. This marker does not exist, as the III./Art. 177 is an AT battery which can not conduct Indirect Fire. (pages 36 and 70)
Campaign Game #4
- Add the following KG Simon setup to the scenario file: (page 46)
- KG Simon, 243.Infanterie-Division (units are immobile until released, or in LOS of an American unit, whichever comes first):
- 1./I./Gren 921: 105.031
- 2./I./Gren 921: 100.039
- 3./I./Gren 921: 106.037
- 4./I./Gren 921: 101.034
- GrW./I./921: 104.037
- 10./III./Gren 921: 103.050
- 11./III./Gren 921: 98.055
Campaign Games #4 and #5
- Add the following line to the Allied Events on the 1500, 6 June, 1944 turn: "The 101st Airborne Division now has a Command Rating of 10 and a Dispatch Rating of 5." (pages 53 and 63)
Campaign Game #5
- The Allied Event on Night, June 6, 1944 applies to both the 82nd Airborne and the 101st Airborne Divisions, not just the 82nd. (page 64)
- Add a note at the end of the Night, June 9, 1944 turn of the Master Reinforcement, Withdrawal, & Event Guide stating: "The rest of the Master Reinforcement, Withdrawal, & Event Guide is included in Campaign Game #3, starting with turn 0700, June 10, 1944, which is found on page 37." The additional entries on pages 70 and 71 are identical to the entries for Campaign Game #3. (page 70)
Charts
- Combat Results Table Chart: Under the Assault Fire Rating Modifiers, the 3rd bullet should read "American Airborne at Night (+3)" instead of "Airborne Airborne".
- Terrain Effects Chart Notes: The first sentence of Note #6 should be removed. The note should only state: "German Units may enter Bocage (16.3) in a Hedgerow hex."
- 9th Infantry Division Chart: Add a box for "Air Support" and a box for "Supplied" to this chart in the indicated location. This should be the same as other American Divisional Charts.
- Beach Overlays (both the Actual and Planned Beaches): The note above the German Beach Defense Track should read: "Note: Roll of 9 on Beach Obstacles or Sea State: Apply drift according to charts in the Exclusive Rules (4.2.1 or 4.2.5); Roll of 0 on Naval Gunfire: Phone Lines are cut (16.1)"
Counters
- The backside of the following 7 German Units (all in the 91.Luftlande Infanterie-Division) should have a firepower rating of 2 instead of 3: 3./I./Gren 1057; 5./II./Gren 1057; 6./II./Gren 1057; 7./II./Gren 1057; 5./II./Gren 1058; 6./II./Gren 1058; 7./II./Gren 1058.
- The backside of the KG Heydte AT Nachhut should be the 2.FJ.Div symbol as a reference.
- Both the La Pernelle I Bty and La Pernelle II Bty should have a phone symbol on the counters.
Included Errata Counters
The half sheet of markers in The Greatest Day: Utah Beach includes errata counters for:
Operation Mercury
- 3.Geb.Pi 95 should be "1.Geb.Pi 95". The error is on the front of the counter, the back is correct.
- 1 C Hvy AA RM should be a zero-step Unit, not a 1-step Unit.
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- FJR 1 and 14. FJR 1 counters used for Scenarios 1 and 2 (the ones with the dots) should be labeled 13. FJR 1 and 14. FJR 1 on the backs, not 13.FJR 2 and 14.FJR 2.
Race for Bastogne
- The Leader counter, COL Roberts should be labeled CCB.
- HQ Def 28 ID is a zero-step unit with no Assault value.
The Greatest Day; Sword, Juno, and Gold Beaches
- A, B, C/2 Mddlesx, 3rd Infantry Division are missing a 2 superscript for range.
- A, B, C/CHO, 3rd Canadian Infantry Division are missing a 2 superscript for range.
- One of the LC Support Ships for Gold Beach has the wrong value—a 3 (red) Direct Fire Value. It should have a 4 (white) Direct Fire value.