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Zones:

May only be entered if the unit starts the impulse in an adjacent area/zone.
A unit starting in a zone may move to an adjacent area at normal cost and may continue,
if able.
There are no movement restrictions in contested zones.
Field artillery may not bombard or support into adjacent zones.
Fortifcations:
Are permanently removed when any allied fresh or spent unit contests that fortified area.
Are permanently removed if the allies control that fortified area.
Weather:
lear! " no effect on play procedures.
#vercast! " $erman movement increased by %mp& no air bombardment& no interdiction& no air
support mods.
'ffects on supply for $erman depots!
For every ( )or fraction thereof* impulses of overcast during a clear day turn, each depot
is worth % additional supply point.
For every ( )or fraction thereof* impulses of clear during an overcast day turn, each
depot is worth % less supply point.
Reinforcements:
Allied! " Ma+imum of , units may land at a beach area each impulse. -eaches may not become
overstac.ed. /einforcements may move normally on entry to a beach area and pay MF costs for
moving on to the beach and any additional costs to an adjacent area, if able. Allied reinforcements
may land on $erman controlled contested beach areas, but not on uncontested ones.
oastal Artillery 0nterdiction! " 0nterdiction value on a beach area 1 total fresh A units in or
adjacent.
0f allied interdiction dr for each landing unit 1 interdiction area value then unit becomes spent.
0f allied interdiction dr for each landing unit is less than interdiction area value then unit becomes
disrupted %.
A units do not become spent for interdicting during allied landing impulses or allied regrouping at
night.
Breakout: Normandy player notes.
Impulse Track: Advantage mar.er 1 0mpulse mar.er
Turn Mar.er )static* mar.s impulse 2 weather start.
The first 3/ roll made by the allied player each allied impulse is also used as the 45unset 3/6
)place the drawn chit on the trac.*.
3ay ends when!
)i* Advantage mar.er moves off impulse trac..
)ii* 5unset 3/ is 7 current impulse number8.
Note: 5unset 3/ may be modified by the position of the drm mar.er on the impulse trac. up or
down depending which side the mar.er is on.
9eather during the day changes when!
5unset 3/ 1 impulse number )weather changes on ne+t impulse*.
The advantage mar.er is moved up the impulse trac. when!
5unset 3/ : current impulse number.
Note: The advantage and turn mar.ers may be adjusted from the zero starting location during the
refit phase for the following day by each player e+pending %; supply points from reserves to move
the mar.ers one bo+ either way on the impulse trac. )to a ma+imum of (; supply points*.
The 5unset 3/M mar.er is only moved on the impulse trac. when!
)i* 'ach time the allied player has one or more units eliminated in an impulse. For
each unit, the $erman player may decide which side the sunset drm mar.er is
flipped to and may then move the mar.er up or down the impulse trac. as many
spaces e<ual to the allied losses ) to a ma+imum of (* unless the allied player has
the tactical advantage, in which case the first loss ta.en gains the Tac Adv for the
$erman player instead.
)ii* 'ach time the $erman has three or more units eliminated in an impulse. For each
unit, the Allied player may decide which side the sunset drm mar.er is flipped to
and may then move the mar.er up or down the impulse trac. as many spaces
e<ual to the $erman losses ) to a ma+imum of (* unless the $erman player has
the tactical advantage, in which case the first three losses ta.en gains the Tac Adv
for the Allied player instead.
9hat the 5unset 3/M mar.er does!
3epending of which side the mar.er is on and in which impulse trac. bo+ it rests on, it will affect
the dice rolls for ending the day )ie. 5unset 3/* by modifying that roll as plus or minus the number
the drm mar.er is on. 0f the tactical advantage is used to re"roll any allied 3/ that doubles as a
5unset 3/, then the new 3/ becomes the effective 5unset 3/.
Bride ! Ri"er#Flooded $oundaries:
/epair dr! )First step in an assault impulse*. 0f a player controls the area )which can be
contested at the time of repair* and holds a spare construction mar.er, an attempt may be made to
repair the bridge. Note: A bridge under repair may be made the primary target of a bombardment
attac..
5eizure dr! )-efore movement*. The active area must be free and costs the seizing unit
one M= )also all others that used the seized bridge this impulse*.
3emolition dr! )As final step in an activated area*. -ridge must be on the activated area and
need not be controlled or occupied by the players6 units. >owever, the bridge)s* must be controlled
by the player attempting demolition and the enemy must control or contest one of the adjacent
bridge boundaries.
?ight repair! @se supply as per a spent unit during refit.
-ridge capacity! 1 , units
Flooded -oundaries! May not be crossed e+cept via bridges.
'nemy held bridges and river boundaries may not be crossed from a contested area.
-ridge dr modifiers are rec.oned for each adjacent area on the bridged boundary.
Non%&tandard mo"ement costs:
ontested activated area assault costs! For each friendly unit moving after assaults by other
friendly units, the costs for moving out of that area are!
%mp if all enemy units are spent or disrupted
Amp if any enemy units are fresh
Assault after movement is manditory when!
)i* 'ntering an enemy occupied area not contested at the impulse start.
)ii* 'ntering a contested area across an enemy held bridge or river line.
)iii* Banding on a beach area with an undestroyed fortification.
Bom$ardment:
Artillery support! Field artillery may only be used for support in its6 own area if contested. #ne or
more fresh artillery may support an assault by being adjacent to the assault area and then
becomes spent. Artillery may move with assaulting )point* units but may not provide A5. 3ivisional
artillery may only support assaults containing at least one other unit of the same division.
-ombardment! hoose the primary target in the area to be bombarded )enemy field artillery
may not be chosen unless the only type present*.
Important: A unit may not be eliminated due to bombardment when disrupted 2 units are required
to take attrition. Further, a unit may only lose one level of attrition due to bombardment.
?ebelwerfers! May only bombard by itself in the area it is in. 0t does not increase
the 3C in case $ )see chart D.(*. 0t does not increase the 3C in case )see chart %;.(*. 0t may not
be chosen as a primary target unless alone.
Fla./=a.! May not be chosen as a point unit, but may be used as forward defence.
oastal Artillery )fresh*! 0nterdict allied units/supply when in or adjacent to the beach they
land on )cumlative*.
?aval -ombardment! Must target areas occupied or adjacent to units of the same
nationality.
Air -ombardment! Must target areas occupied or adjacent to units of the same nationality.
-ombing does not advance the impulse mar.er, however, a sunset DR is still made.
Eones may not be attac.ed. 0f the target area is contested and both players 3/s )before mods* are
the same number then the allied player must also ta.e attrition casualties to the value of ,;F of
that 3/ )unmodified* rounded up. The $erman player may select the allied primary target in this
mista.en attac..
Reft ! &upply:
3isrupted units may not recover more than one level per day. 5upply lines may be traced through
contested areas that are friendly controlled. Friendly bridges are need to trace supply through area
bounded by rivers or flooded perimeters.
3epots! )may have multiples in an area*. @nits re<uire the following depot supply points to refit&
%pt to refit in same area as depot
%pt additional for disruption
%pt additional each boundary crossed
%pt additional each contested intervening area between unit 2 depot
5upply may not be traced into or through enemy controlled areas. 3epots in contested area cannot
refit units outside that area or contribute reserves for the supply trac..
/eserves! @nspent supply points may be placed in reserve on the supply point trac. to
eventually purchase impulse advances and retractions valued at %;pts per impulse space if
re<uired. /eserve points may not be used to augment depot supply.
$erman sources of supply!
$erman controlled zones )units in those zones automatically refit*.
herbourg G units in that area may attempt refit without resorting to depot supply )see
table %A.HA on board*. @nits are not re<uired to ma.e a surrender dr if able to trace
supply to herbourg.
Allied sources of supply!
-eaches G when contested only supply that area. 9hen reta.en by $ermans, can only
be used for allied supply the day after it is re"ta.en bac.. Fresh coastal artillery lowers
allied depot capacity by one for each in or adjacent area occupied.
Air G Allied units can never be isolated )they are deemed supplied from the air*.
>owever, to refit by airdrop, the allied player may pic. up to 8 units in any one area )not
zone* to receive refit via table %A.D on chart.
$erman isolation& $erman units must ma.e a successful isolation dr to avoid removal due to
surrender )see table %A.I on board*
Reroupin 'niht(:
-ridge limits ),* must be observed.
May not cross boundaries normally not allowed by day.
Allied units in beach approach bo+es may land if area is free )although adjacent coastal
artillery still interdicts*, otherwise they go to offshore bo+ and come in as reinforcements
the ne+t day.

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