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1. Introduction 4
2. Syllabus 4
3. Module Objective 4-5
4. Setup and Counter Descriptions 5-6
5. Turn Sequence 7

6. Turn Marker Phase 8
7. Strategy Event Phase 8
8. Equipment Phase 8-9

9. Tactical Event Phase 9-10
10. Character Event Phase 10
11. British Movement Phase 11-12
12. German Placement Phase 12-13


13. German Movement Phase 13-14

14. British Combat Phase 14-18
15. German Combat Phase 18-21
16. German Advance Phase 21

17. Te Final Attack 21-22
18. Te Hunt for Chaplin 22-24
19. Recovery Phase 24-25
20. End of Module Phase and Assessment 25-26
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1) INTRODUCTION
Codeword Cromwell is a military simuation depicting the German Armed Forces invasion of
England, in the summer of 1940.
It is produced by the Combined Forces Military College in Greenwich, in association with Fifth
Column Games, and is a replica of the Module used to train ofcers of the Combined Defence
Force established following the cessation of hostilities in March, 1941.
Tis simulation does not recreate the entire invasion, but concentrates on the famous Battle of
Birkham Stokes in which a small group of civilians, Home Guard irregular forces, and regular
British and US soldiers defended the strategically vital Sussex village against advance elements of
the German invasion force.
Tis is the frst occasion that CFMC has publicly released one of its ofcial training modules, and
purchasers should be aware that certain elements contained within the original have been deleted
or amended on grounds of national security.
2) SYLLABUS
Tis Module constitutes Part III of the CFMC seven-part Field Tactics Evaluation course.
Students are required to complete the Module in its entirety, and are evaluated and marked
according to their success or failure in mounting a successful defence of the objective. In addition,
they receive further marks for demonstrating strategic aptitude in integrating their tactical
Mission Goals with the overall campaign.
Detailed success/failure criteria are outlined later in this tutorial booklet.
As well as contributing 15% of the courses practical end of year assessment, students will also
receive questions on this Module in their fnal assessment exams.
3) MODULE OBJECTIVE
A more detailed briefng on the historical, tactical, and strategic background to this Module is
contained within the Intelligence Briefng, produced by Analysis Group E4.
Te basic scenario is as follows:
a) It is Saturday, June 8, 1940. German Armed Forces have launched Operation Sea Lion, the
invasion of Great Britain.
b) You control the British Home Forces, consisting (for the purposes of this Module) of
individual notable Characters; groups of generic civilians, Villagers; members of the Home
Guard (including 2 Ofcers); British and US regular forces, Regulars (these may or may
not enter as reinforcements as the Module unfolds); British armoured vehicles, Armour;
and miscellaneous support weapons. Collectively these forces are referred to as British units
(including US regulars). Individual counters may also be referred to as a unit.
c) Te German invasion forces (including airborne troops, infantry, and armour) are controlled
by the game system. Collectively these are known as German units. German units may also
be classifed as Regiments.
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d) Te scenario is centred around the strategically important village of Birkham Stokes, which
is depicted on the map board and overlaid with 33 named squares denoting areas of tactical
importance.
e) Te Main Ofensive Objective, simulated by the game system, is for the German forces
to occupy the Church square, located at the centre of the board. Te Secondary Ofensive
Objective is for the German forces to occupy all four British Primary Defensive Locations by
the end of Turn 8 (i.e., on any of the frst 8 Turns).
f) Your Main Defensive Objective is to deploy your forces and engage the enemy in a way that
ensures the German forces fail in their attempt to seize control of the village.
g) You also have a Secondary Defensive Objective, which is to ensure that you manage your
resistance in a way that does not negatively impact upon the broader strategic situation facing
the Home Forces.
h) Your fnal mark will be based on an analysis of the local and strategic situation at the end of
the Module (Turn 16 or earlier if certain conditions have been met).
4) SETUP AND COUNTER DESCRIPTIONS
Te scenario is set up in the following way:
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a) Place the two sections of the map board together.
b) Take the Cromwell Cards and divide them into four distinct piles. Pile 1: card numbers
1-15 (British Strategy Events), Pile 2: card numbers 16-30 (German Strategy Events), Pile 3:
cards 31-60 (Tactical Events), and Pile 4: cards 61 -120 (Character Events). Shufe each pile
and then place them face down in front of you in the order described.
c) Procure a container to hold the 43 Equipment counters. Te more
evocative a container the better.
d) Set up all 198 counters as listed on the Counter Setup Chart included.
Counter content is outlined on the following page.
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Note: Reynolds split stripe is a bit
hard to see, but its there
he may use khaki specialist weapons.
Note: Te pink diagonal of course
means he may use pink non-specialist
weapons as well as khaki weapons.
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5) TURN SEQUENCE
Te Module consists of three distinct parts: the Pre-Invasion Segment, the Invasion Segment, and
the End of Module Phase and Assessment.
a) Pre-Invasion Segment. Te Pre-Invasion Segment recreates the period immediately following
the broadcast of Codeword Cromwell, the message alerting UK Home Forces that invasion was
imminent. During this Segment you deploy your units (Characters, Villagers, and Home Guard),
occupy defensive positions, distribute support weapons, mount roadblocks, fortify strong points,
etc. Te Pre-Invasion Segment itself is divided into two distinct Phases; the Deployment Phase
and the Alert Phase:
i) Deployment Phase. Draw one Equipment counter from the Equipment Container and
place it in any square. You may then take any one Unit currently on the board, and place it
in any square of your choice (observing Stacking Limits - see 11.d).
ii) Alert Phase. Roll 1d6. If the result is > the current Pre-Invasion Turn Number, advance the
Turn Marker one space and conduct a new Deployment Phase. If the result is the current
Pre-Invasion Turn Number the Invasion is underway. Te Pre-Invasion Turn Number is
represented by the current location of the Turn Marker. Return the Turn Marker to Turn
1, place the Invasion Marker in space 2 of the Invasion Track, and proceed to the Invasion
Segment.
b) Invasion Segment. Te Invasion Segment recreates in detail the Battle of Birkham Stokes
and, in a more abstract way, monitors the advance of the German landing forces. Tis Segment
is divided into the following Phases:
I. Turn Marker Phase [Skipped on Turn 1]. Te Turn Marker is advanced.
II. Strategy Event Phase [Skipped on Turn 1]. German or British Strategy cards are drawn,
the Sea Lion Roll is conducted, and (if appropriate) the Invasion Marker is advanced along
the Invasion Track.
III. Equipment Phase. Weapons and other Equipment are drawn and supplied to the village
defenders.
IV. Tactical Event Phase [Skipped on Turn 1]. A Tactical Event card may be drawn.
V. Character Event Phase [Skipped on Turn 1]. A Character Event card is drawn.
VI. British Movement Phase [Skipped on Turn 1]. Village defenders move.
VII. German Placement Phase. New German units
are placed on the board.
VIII. German Movement Phase. German units move.
IX. British Combat Phase. Village defenders fre at
the Germans, and engage in Close Combat.
X. German Combat Phase. German units fre at the
village defenders.
XI. German Advance Phase. German units Advance
or Infltrate further into the village.
XII. Recovery Phase. British units attempt to recover
from their injuries, rally morale amongst the village
defenders, and repair weapons.
c) End of Module Phase and Assessment. Your grading
is covered on page 25.
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6) TURN MARKER PHASE
Historically, the battle commenced at approximately 06.00 hours when advance elements of 7th
Flieger Corps encountered elements of the Home Guard defending the Bridge, and continued
until 06.00 the following morning, when the Germans withdrew.
Each space on the Turn Track represents 1 hour of real time, and is represented in BST. At
the start of each new Turn, advance the Turn Marker 1 space along the Turn Track. If the Turn
Marker has reached S-Day+1 the Module ends on completion of this Turn.
7) STRATEGY EVENT PHASE
Te Strategy Event Phase recreates the frst 24 hours of the landings. As you know, the British
Home Forces had warning of when and where the invasion was to be launched, due to
[--------------------------------------------------Censored-----------------------------------------------].
a) British or German Strategy Event Card Draw. Choose whether to draw a British
or a German Strategy Event card. Each Event replicates an historical episode and
provides a modifer for the upcoming Operation Sea Lion Roll. A detailed description
of the Event is found in the Intelligence Briefng booklet. A British Strategy card will
provide an advantage to the defending British forces, whilst a German Strategy card
will help the German landing forces. [Note: If you draw for the British side, you
cannot Activate or Deploy a Tactical Event in the Tactical Event Phase; the phase is
skipped.]
b) Draw the top card from the chosen (British or German) Strategy Event card pile. You
must always draw a British or German Strategy card during the Strategy Event Phase.
c) Operation Sea Lion Roll. Roll a red d6 and a blue d6. If a British Strategy card was
drawn, add the Events Sea Lion modifer to the number on the red d6. If a German
Strategy card was drawn, add the Events Sea Lion modifer to the number on the
blue d6.
d) Invasion Marker. If the (modifed) value of the blue d6 is the (modifed) value of the
red d6, advance the Invasion Marker one space along the Invasion Track. If it is not,
the Invasion Marker is not advanced. Te Invasion Marker indicates the progress of
the German forces and will determine which German Regiments are deployed (as well
as what sort of tactical support is available during the battle). If the Invasion Marker
enters the Surrender space, the Module ends. Go to the End of Module Phase.
e) Each Strategy Event can only be used once per game. Once a card has been drawn, and
the Operation Sea Lion Roll performed, it is permanently discarded from play.
8) EQUIPMENT PHASE
In the days leading up to the battle, Home Guard munitions and equipment were stored in the
Church crypt. Tis ultimately presented problems for the defenders.
a) Equipment Draw. During the Equipment Phase draw one Equipment counter from
the Equipment Container. Te counter must be placed in the Church.
b) Te Church. For an Equipment counter to be drawn, at least one British unit must be
present in the Church square.
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c) Sabotaged! A number of pieces of Equipment have been sabotaged
by a traitor amongst the villagers (historically, this was a German
Abwehr intelligence ofcer, codename Chaplin). If a Sabotaged
counter is drawn, immediately place it back in the Equipment
Container, and move to the Tactical Event Phase. [Note: If Chaplin
has been Revealed, any Sabotaged counters subsequently drawn are
Removed permanently from the Module.]
9) TACTICAL EVENT PHASE
As the fght for the Village developed and British High Command came to realise the tactical
importance of Birkham Stokes, additional resources were deployed to the defence of that sector.
a) Tactical Event Card Draw. You may draw one Tactical Event card during the Tactical
Event Phase, provided you did not draw a British Strategy Event card during the
Strategy Event Phase. If a British Strategy Event card was drawn, go straight to the
Character Event Phase.
b) Drawing a Tactical Event. Draw the top card from the Tactical Event pile, and locate
the corresponding Event in the Tactical Event section of the Intelligence Briefng.
Tis describes the historical incident upon which the Event is based and how it
infuences the Module.
c) Deploying a Tactical Event. Once chosen, a Tactical Event is said to be Activated but
it must still be Deployed to be played. You may try to Deploy it immediately, or
retain it and try to Deploy it in a later Turn. To Deploy a Tactical Event, look at the
Tactical Events Deployment Number, then the current Deployment Modifer. Te
modifer is on the map board, in the green or red shading on the row containing the
Invasion Marker. Adjust the Deployment Number by the Deployment Modifer. Tis
fgure is the Final Deployment Total.
d) Deployment Roll. Roll 2d6. If the roll the Final Deployment Total the Event is now
Deployed. If the roll is < the Deployment Total the Event is not Deployed. It remains
Activated, but you cannot Deploy this or any other Tactical
Event this Turn (Tactical Events already In Play may still
be used). [Example: During the Tactical Event Phase of Turn
6 you draw Tactical Event card 53, Angels One Five, which
has a Deployment Number of 6. Te Invasion Marker is
currently on space 9, which means a Deployment Modifer
of +2. Te Final Deployment Total is therefore 8. You roll
2d6 and get an 8. As this equals the Final Deployment
Total, the Event is now Deployed and may be played.]
e) Using a Tactical Event. Once Deployed, a Tactical Event
must be used immediately. It cannot be retained with its
Deployed status, then brought into play on a later Turn.
Once Deployed, most Tactical Events only infuence play
for a single Turn and are then discarded. However, some
(such as Baker Sugar) may afect play for longer periods,
as indicated. Others (such as Here Comes Te Cavalry)
allow Reinforcements to arrive or additional Equipment
to be drawn. Tese Events are discarded as soon as the
Reinforcements or Equipment are placed.
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f) Multiple Tactical Events. You may only ever attempt to Deploy one Tactical Event in
any one Turn. You may, however, have more than one Tactical Event infuencing play
at any one time.
10) CHARACTER EVENT PHASE
Te Character Events replicate various individual incidents that occurred toand betweenthe
villagers during the fghting. Te difering characters, and their ever-changing relationships, had
a signifcant infuence on the course of the battle.
a) Activating Character Events. You must conduct a new Character Event draw at the
start of every Character Event Phase. Draw the top card from the Character Event
pile. Some Events will provide additional support for the British units during the
Turn they are played, whilst others hinder the defenders. [Note: Most of the Events
described are taken from ofcial sources, such as Te Ofcial History of Operation
Sea Lion (Werner Masser, Combined Forces Stationary Ofce, 1951), or from
battlefeld reports. However, one or two incidents have been based upon unofcial
sources, such as Clarence E. Pitts published account of the battle, Te Village Tat
Would Not Die (Charles Scribners Sons, 1943), or the allied propaganda flm, Went
Te Day Well? (Ealing Overseas Studios, 1942). Students are advised that this material
has been inserted for reasons of playability and tactical fexibility, and they should not
rely upon this data when studying for other areas of the syllabus.]
b) Character Event Deployment. As with Tactical Events, Activated Character Events
must be Deployed before they can be played. However, Deployment is not determined
by a dice roll but by a condition, or series of conditions, called Special Cases. For
example, Character Event 66, Up And At Em, requires one Villagers unit to be in
a square adjacent to a German unit. To be Deployed, the Event must simply meet the
conditions outlined in the Intelligence Briefng at the start of the Character Event
Phase.
c) Using Character Events. Once a new Character Event card has been drawn, you must
attempt to Deploy one Character Event. To do this, you must see which Activated
Events are currently eligible for Deployment (i.e., which ones currently meet the
Special Case criteria outlined in the Intelligence Briefng).
d) If no Character Event cards are currently available (because none of
the Special Case criteria on the currently Activated cards can be met),
then the Character Event Phase ends. All cards currently Activated
(including the one just drawn) remain Activated.
e) If any Activated Character Events do meet their Special Case
criteria you must choose to Deploy one (even if this card would have
a detrimental efect on the Characters or Villagers in question).
f) Discarding Character Events. Some Character Event cards are
discarded at the end of the Turn they are put into play. Others
may infuence play for a longer period. Details are included in the
Intelligence Briefng. On occasion it may become impossible to
Activate a particular Character Event (due to the Module situation
or other Events). If this occurs, simply discard the Event permanently
from the game. If you draw a Character Event that is impossible to
play, discard it and draw a new card.
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11) BRITISH MOVEMENT PHASE
During the British Movement Phase you may move the various British units.
a) Moving British Units. To move a British unit, roll 1d6. Compare that number to the
Movement Value, the bottom number on the right of the unit counter. If the number thrown
is the Movement Value, you may move the unit up to the number of squares indicated by the
die. If the number thrown is > the Movement Value, the unit may not move this Turn. [Example:
Captain McGowan has a basic Movement Value of 6. Arthur Pendrake has a basic Movement
Value of 4. Rolling a 5 for Captain McGowan means he can move up to 5 spaces, whereas rolling
the same for Arthur Pendrake means he is unable to move this turn.] In addition to their own
Movement Factors, units may move as a result of Tactical or Character Events, or as a result of
the introduction into the Module of certain pieces of Equipment.
b) Moving Equipment. When they move, British units may carry pieces of Equipment (Ranged
weapons, Close Combat weapons, etc.) with them. To carry an item of Equipment, simply move
into the square containing the Equipment counter and place it on top of the unit. Picking up a
piece of Equipment counts as (i.e., costs) 1 additional square of movement. Equipment may be
left in a square at no movement cost.
c) Equipment Limits. Characters and the Home Guard may carry one piece of Equipment
each. Villagers units may each carry three pieces of Equipment. British and US Regular units do
not carry Equipment (their weapons are automatically factored into their Combat Values). In
addition, one Medical Kit may also be carried by each British unit.
d) Stacking. Te village defenders ARE subject to stacking restrictions (this is because each
location is also assumed to contain villagers who did not historically play a signifcant part in
the fghtingthe elderly, women and children, etc.). Each square may not contain more than 5
Stacking Points. Te exception to this rule is the Church, where you may have 7 Stacking Points.
In addition, each square may hold no more than one armour unit. Stacking limits apply to units
that have completed their movement, they do not apply to units moving through a square.
Each unit has the following Stacking Point value:
Value
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Armour 1 unit per square
Villagers
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Regular (US or British)
Character
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Home Guard
e) Move Sequence. Moves are resolved one square at a time. You must move all the units of your
choice from one square before moving others. [Example: Arthur Pendrake and a Regular unit
are defending Church Lane. Tey are surrounded on 3 sides by German units and decide the
time has come to withdraw. Pendrake rolls a 6 and cannot move. Te British Regulars must now
decide whether to try to leave the square, or stay with him to defend the Lane before Units in any
other squares can be moved.]
[Note: Historically, the incident described above did actually occur, when the bank manager,
Arthur Pendrake, was wounded during the siege of the Kent Alliance. Realising the squad of four
East Kent regular soldiers with him were refusing to leave, Pendrake famously turned his gun
upon himself, allowing them to withdraw and save themselves.]
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f) Occupied Squares. British units cannot move into or through squares containing German
units, or squares containing German Control markers (unless allowed by Equipment, a Character
trait, or an Event).
g) British units may only move from square to square horizontally or vertically. Tey cannot
move diagonally.
h) Te Church square may be accessed directly from the NE, NW, SE, and SW Square squares;
and vice versa. [Note: Despite their aesthetic diferences, these four squares are normal squares
for game purposes, as is the Church itself.]
i) Te two British armoured units may move up to three squares per Turn. Tere is no Movement
Roll.
12) GERMAN PLACEMENT PHASE
Te German Placement Phase replicates the eforts of the German invasion forces to infltrate
Birkham Stokes.
a) German Regiment Availability. Determine which individual Regiments are assaulting the
village by examining the current location of the Invasion Marker. As the marker advances
(representing the advance of the German landing forces), the number of units assaulting the
village will increase and the direction of their attacks will become more varied.
Invasion Marker
Position
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7th Flieger Corps 2+
5th Light Infantry 4+
1st Light Infantry 6+
20th Mechanised Infantry 8+
18th Light Panzer 10+
4th Heavy Panzer 12+
Once a Regiment is Activated, it is in play for the rest of the game. Destroyed German units
are recycled and brought back into play at the end of the following German Placement Phase.
[Note: Historically, German commanders quickly came to realise the importance of Birkham
Stokes and the battle developing around Sector 2, and deployed signifcant resources in the hope
of securing a breakthrough.]
b) German Initial Placement. German initial
placement is conducted for each Activated
Regiment in turn, using Activated units not
previously placed, units Activated for the frst time,
or destroyed units no longer displaying their KIA
side.
Te process is:
i) Identify which Regiments are, or are about
to be, Activated, using the German
Regiment Availability Table.
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ii) Roll 2d6 and cross reference with the German Assault Direction Table. Tis tells you the
map edge each unit will enter from; the North, South, East, or West. [Example: It is
Turn 6. You roll a 7. Tis particular attack will take place from the west map edge.]
iii) Again roll 2d6 and compare with the Red Entry Numbers by the appropriate map edges
Approach Boxes. Tis shows which Approach Box will be used for placement of the
German units. [Example: Having determined the attack will take place from the west
map edge, you roll again and roll a 3. Te units will be placed in the Approach Box
into the North Stream square.]
iv) Roll 2d6 a third time and compare with the German Squad Assault Table. Tis indicates
how many units will be placed in the Approach Box. [Example: Having determined
the attack will take place across the North Stream, you roll a 7. Tree Squads will be
placed in the North Stream Approach Box.]
v) Repeat the process for each Activated Regiment.
vi) If not enough units from a particular Regiment are available after having thrown on the
German Squad Assault Table, simply place all those units that are available, and begin
a new round of placement for any remaining Activated Regiments.
c) Stacking. Tere are no stacking restrictions for German Infantry units, and units from diferent
Regiments may occupy the same square.
d) Armour Units. Armour units are placed diferently. For each eligible Armour unit roll 2d6 on
the German Armour Entry Table and place the unit in the Approach Box indicated. Only one
German Armour unit may occupy the same Approach Box at any time. If the indicated Approach
Box is occupied, or otherwise unavailable, the Armour unit is not placed this Turn. It remains
Activated, and an attempt can be made to enter it on later Turns.
e) Once all eligible units have been placed, fip any of-board German Infantry units currently
on their KIA side to their full-strength side. Tey are now available for placement in the next
German Placement Phase.
f) British units never occupy Approach Boxes.
13) GERMAN MOVEMENT PHASE
In the German Movement Phase, German units move into the village square by square. Teir
movement is designed to replicate their historic advance towards the Church.
i. Conducting Movement. Movement is conducted by advancing units from the north and
south of the board in a vertical direction, and from the east and west in a horizontal
direction. Each unit in a square fully completes its movement before other units
commence their own movement.
ii. Eligible Units. German units in squares or Approach Boxes not adjacent to a British
unit with a Ranged weapon (see 14.a.ii) move in the German Movement Phase.
German units in Approach Boxes are only adjacent to the square they are attached to.
[Example: Te Approach Box to the Bridle Path is only adjacent to the Bridle Path.
It is not adjacent to the Bank, Old Barn, or the West Woods.]
iii. Moving Units. German units move in the German Movement Phase by advancing a
single square and stopping. If the square they have entered does not already contain
a German Control Marker, place one. If there are no Control Markers left to place
(because all 26 are in play), the game immediately ends. Te village is now under
German control. Go to the End of Module Phase.
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iv. Additional Movement. German units continue moving in this way, placing Control
Markers in empty squares, until they enter a square adjacent to a British unit with
a Ranged weapon or their Line of Advance is blocked by a British unit. Tis ends a
German units movement for this Phase.
v. Line of Advance. German units move towards the Church (their ultimate objective)
along a series of squares called their Line of Advance (LOA). For units that were
initially placed in northern or southern Approach Boxes, their LOA is always the
next vertically adjacent square. For units initially placed in the eastern or western
Approach Boxes, their LOA is always the next horizontally adjacent square. German
units only ever move along their Line of Advance. [Example: A German unit that
was initially placed in the Approach Box adjacent to the Cricket Pavilion would have
a Line of Advance comprising the Cricket Pavilion, Pub Lane, and the NW Square.
One initially placed in the Approach Box of Hangmans Lane would have the Line of
Advance: Hangmans Lane, Police Station, NE Square.]
vi. Te Village Square and Church. As soon as a German unit moves adjacent to the NE,
NW, SE, or SW Square, that square automatically becomes the next square on its
Line of Advance. [Example: A unit starting in the East Woods Approach Box would
move: East Woods, Surgery, Garage, and then the SE Square.] As soon as a German
unit moves adjacent to the Church, it no longer moves, except to enter the Church
and end the Module.
vii. Units in the same square. German units may never enter a square containing British
units.
viii. Armour Units. German Armour units move in the same way as Infantry units. Te
exception is that for movement purposes, a German unit is only deemed adjacent to
a British unit if the British units square contains a specialised Anti-Tank weapon (see
14.b.iii), a British or US Regular unit, or a British Armour unit. Only one German
armour unit may occupy a square at any time.
ix. Same Square, dierent LOA. Tere will be occasions when German units with a diferent
Line of Advance will fnd themselves in the same square. Each units original LOA
is retained. To help remember the correct LOA, you may fnd it helpful to rotate
German units 90 degrees when advancing from the east or west map edges.
x. Equipment. If a German unit ever enters a square with an Equipment counter, that
Equipment is permanently Removed from the game.
14) BRITISH COMBAT PHASE
During this Phase British units engage the German units assaulting the Village. Combat is
resolved square by square, with a throw of the Attack Dice. Each eligible British unit may choose
to attack any adjacent square containing German units. British units in the same square may
attack German units in diferent squares, but each unit may only attack one square; it cannot
split its attack. Tere are three basic types of combat, resolved in the following order: Ranged
Combat, Anti-Tank Combat, and Close Combat. All combat is concluded in one square before
being resolved in another square.
a) Ranged Combat. Te procedure for resolving Ranged Combat is as follows:
i. Attack Square. Identify the square the British units will attack from. Ranged Combat is
resolved one unit at a time, then concluded with a single Terrain Modifer Roll.
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ii. Weapons. To conduct Ranged Combat, each attacking unit must be carrying a frearm,
grenade, or other type of Ranged weapon (Ranged weapons are identifed by the
white numbernot in bracketson the weapon counter.) Tese should be obvious
to the student, but the full list of available weapons can be found in the Intelligence
Briefng (p54). If a unit is not in possession of a Ranged weapon it cannot participate
in Ranged Combat. British and US Regular units are assumed to be carrying their
standard equipment and may always participate in Ranged Combat.
iii. Attack Factor. Identify the attacking units Attack Factor. Tis is the uppermost number
on the right hand side of the unit counter. [Example: Home Guard volunteer Ford
has an Attack Factor of 2. Reynolds an Attack Factor of 3. US Regulars an Attack
Factor of 6.]
iv. Weapon Factor. Identify the Weapon Factor of the weapon being used. Te is the white
number on the weapon counter. [Example: Te Shotgun has a Weapon Factor of
2. Te Lee-Enfeld 1. Te Vickers machine gun 5.] Remember, Regular British and
US units do not use individual weapons. Any weapon whose Weapon Factor is in
brackets is not a Ranged weapon, it is a Close Combat weapon.
v. Attack Dice. Add the Attack Factor to the Weapon Factor. Tis gives the number of Attack
Dice. [Note: Debriefng of the German units involved in the battle revealed they were
unprepared for the level of resistance they faced in the village. One German ofcer
was quoted as saying, We were told Birkham Stokes was a soft objective. Im glad I
never came up against a hard objective.]
vi. Attack Roll. Conduct an Attack Roll with the appropriate number of Attack Dice. Te
result of the Attack Roll depends on the type of weapon being used: If the weapon
contains a black triangle in the upper left hand corner, each roll of 5 or 6 results in
one hit. If the weapon does not have a black triangle, each roll of 6 results in one hit.
[Note: British and US Regular units hit on a roll of 6.]
vii. Hits. Each hit results in the removal of one German Infantry unit (your choice). Place the
unit of-board on its KIA side. German Armour units are not afected by Ranged
Combat. [Example: Lord Torncroft is defending the Schoolhouse and decides to fre
at a group of Germans who are advancing across the Bridge. He attacks the Germans
with a Lee-Enfeld. He has a basic Attack Factor of 3, and the Lee-Enfeld has a
Weapon Factor of 1. He rolls 4 dice, resulting in a 2,5,5, and 6. As the Lee-Enfeld
is relatively accurate at range (and shows the black triangle) he obtains three hits
(one for the roll of 6 and another two for the two rolls of 5). Tree German units are
Removed and placed of-board on their KIA side.]
viii. Specialist Weapons. Some weapons require
specialist training to be used. Tey have a
khaki bar across the top. [Examples: Te
Tompson, the Bren, and the Northover
Projector.] Tese weapons may only be
used by the following units: Home Guard,
Earl Torncroft, Reynolds, Sgt. Drake,
Betty Tanner, the Womens Institute, the
South Sussex Hunt. Tey are identifed by
the split khaki shading on the bottom right
hand side of their counters. [Note: During
the battle British Regular units reportedly
refused to use Home Guard weapons such
as the Northover Projector and the Spigot
Mortar because they regarded them as more
dangerous to the user than the enemy.]
ix. 2-person weapons. Some weapons require
two Characters or Home Guard units to
operate them. Tey have a double khaki bar
16
at the top of their counter. [Example: Vickers
machine gun.] You must select which units will
operate a 2-person weapon before resolving
combat. Units that use a 2-person weapon
combine their Attack Factors, add them to the
Weapon Factor, and resolve combat as a single
attack. [Example: Home Guard volunteer
Sherwin and Sgt. Drake are both manning the
Vickers machine gun. Sherwins Attack Factor,
1, is combined with Drakes, 3, and added to
the Vickers Weapon Factor, 5. A single attack
would be conducted with 9 Attack Dice,
with each roll of 6 scoring a hit.] At least one of the Characters or Home Guard
units chosen to operate a 2-person weapon must be the unit carrying it. Any other
Character, Home Guard, or Villagers unit may be selected from the same square to
assist operations, but they must be eligible to operate the weapon, as per Rule 14.viii.
Eligible Villagers units (in practice the Womens Institute Shooting Club and the
South Sussex Hunt) may use 2-person weapons they are carrying without assistance
from other Characters or Home Guard units.
x. Number of attacks. Each Character, Home Guard, or Regular unit may only conduct
one attack per Turn, including an attack involving a 2-person weapon. Villagers units
may conduct a separate attack with each individual Ranged weapon they are carrying.
Each weapon may target a diferent adjacent square. Tey use the same Attack Factor
for each attack. [Example: Te Womens Institute Shooting Club members are armed
with a Lee-Enfeld, a Webley, and the Vickers. Tey could conduct up to three
separate attacks in a single Turn; the frst resolved with 3 Attack Dice (Attack Factor
2, Weapon Factor 1 - Lee-Enfeld); the second also with 3 Attack Dice (Attack Factor
2, Weapon Factor 1 - Webley); and the third with 7 Attack Dice (Attack Factor 2,
Weapon Factor 5 - Vickers).]
xi. Combat Modiers. Attack Rolls may be modifed by Events or Character traits. [Example:
Any square containing Earl Torncroft benefts by adding 2 to its Terrain Efect
modifer.]
xii. Non-combatants. Rev. Barnstaple and Dr. Greystone are classed as non-combatants. Tey
may not engage in Ranged Combat, Close Combat, or Anti-Tank Combat unless
indicated by a special Event. Tey may carry weapons and other Equipment, and are
treated as normal units for all other purposes. Drayden Fox retained an ambiguous
combat status as a journalist. He may only engage in Close Combat, and use Close
Combat weapons. Non-combatants are identifed by a darkened stripe down the
right hand side of their counters.
xiii. Terrain Modier Roll. Once all Ranged Combat attacks from a square
have been resolved, you conduct a fnal Terrain Modifer Roll. Tis is a special
one-of attack refecting the advantages of defending and attacking from
diferent buildings and types of terrain. Each square contains two terrain
modifers. Te one on the left is used by British units attacking from the
square; the British Terrain Modifer. Te one on the right is used by German
units attacking the square; the German Terrain Modifer. [Example: British
units located in the North Stream have a Terrain Modifer of 2. German units
attacking the North Stream have a Terrain Modifer of 1.] To resolve the attack
roll a number of d6 equal to the British Terrain Modifer. Each die may be
used to launch one attack on German units occupying a square that has just
been subjected to a Ranged Combat attack. Each roll of 6 results in a hit on 1
German Infantry unit (not Armour). Hits are resolved normally. Note that the
British units use the Terrain Modifer of the square they occupy, not the square
they are fring at. [Example: Sgt. Drake and Betty Tanner are defending the
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Pub. Tey are under attack from German units advancing across the North Stream,
the West Orchard, and from the Schoolhouse. At the start of the Combat Phase
Drake had opened fre on the Germans moving across the North Stream, whilst
Tanner had engaged the units in the Schoolhouse. As the British Terrain Modifer for
the Pub is 2, they have 2 fnal Attack Dice. Tey can choose to use the dice to attack
units in the North Stream, or the Schoolhouse, but not the West Orchard (as neither
Drake nor Tanner fred at that square).]
xiv. Armour and Ranged Combat. British Armour units may conduct Ranged Combat
against German Infantry units. Tey resolve their attack by rolling the number of
Attack Dice indicated by the white combat number on their Armour counter. Each
roll of 6 results in a hit. Teir attack is conducted in the same way (and is subject to
the same restrictions) as other British units. [Note: British armoured units are widely
acknowledged to have performed poorly during the battle. Birkham Stokes was not
suited to the use of heavy or light armour, and neither the 2nd Tank Regiment nor
the Essex Yeomanry had experienced combat during the Battle of France.]
b) Anti-Tank (A/T) Combat. Attacks upon Armour units are conducted diferently to Ranged
Combat attacks. Tey are resolved using the British Anti-Tank Table found on the reference
card. For the purposes of this Module, Armour units are the Panzer IIIs of the 18th Light Panzer
Brigade, Panzer IVs of the 4th Heavy Panzer Division, the Cruisers of the 2nd Tank Regiment,
and the Matildas of the Essex Yeomanry. Tere are three types of Anti-Tank Combat: Armoured,
Special Weapon, and Unarmed:
i. Eligibility. No British units that just participated in Ranged Combat may participate in
Anti-Tank Combat. Only one Anti-Tank attack of any type may be conducted from
each square in any one Turn. Te attack must be launched on an Armour target in
an adjacent square. Only one Armour target in a square may be the subject of each
attack, and must be identifed before the attack is resolved. Te Anti-tank attack is
attempted after all Ranged Combat in a particular square has been resolved (including
the Terrain Modifer Roll).
ii. Armoured Anti-Tank Attack. Tis is resolved by British Armoured units attacking German
Armour units. Look at the British Anti-Tank Table and identify the appropriate To
Hit numbers listed alongside the relevant attacking unit (or in red on the front of the
Armour units counter). [Example: Te To Hit numbers for a British Matilda are 5,6,
or 7.] Roll 2d6. If the result is the same as ANY of the To Hit numbers, the target
unit is destroyed. It is Removed permanently from the game. [Note: German Armour
units are not recycled in the same way as German Infantry units.]
iii. Special Weapon Anti-Tank Attack. Tis is resolved by British units using weapons
specially designed for Anti-Tank Combat. For Module purposes they are the Spigot
Mortar, Mills Bomb, DeGaulle Cocktail, Northover Projector, and Gammon Bomb.
Te Fougasse Mine also acts as an Anti-Tank weapon, but attacks using the Fougasse
are resolved in a unique way, described in the Intelligence Briefng. British and US
Regular units are already assumed to be carrying variants of these weapons and have
their own Special Weapons number on the British Anti-Tank Table. Te process for
conducting a Special Weapons Anti-Tank attack is identical to that described above.
Cross reference the type of Special Weapon (or British or US Regular unit) with its
To Hit number, and roll 2d6. If the To Hit number is rolled, the Armour unit is
destroyed. [Example: Te To Hit number for a Special Weapons Anti-Tank attack
using a Northover Projector is 8. For a British or US Regular unit the To Hit number
is 8 or 10.]
iv. Unarmed Anti-Tank Combat. Tis is resolved by Character, Home Guard, or Villagers
units not in possession of a Special Anti-Tank weapon. Again, cross reference the
individual Character, Home Guard, or Villager unit with their appropriate To Hit
number, and roll 2d6. As before, only one Character, Home Guard, or Villagers
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unit can conduct an Unarmed anti-tank attack. However, there is one important
diference. Once the To Hit Roll is made, if the appropriate To Hit number is not
rolled but a 6 is rolled on either die, the attacking unit automatically sufers one hit.
Tis replicates the uniquely dangerous nature of these types of attacks.

v. Anti-Tank Attack Marker. If a Special Weapon Anti-Tank attack has
been launched, regardless of its outcome, place an Anti-Tank Attack
marker in the square where the attack originated. Te marker is Removed
during the Recovery Phase.
c) Close Combat. Close Combat replicates those moments during the battle when British and
German forces engaged in what may be loosely termed hand-to-hand combat.
i. Close Combat Eligibility. Close Combat attacks are only conducted by units that did not
engage in Ranged Combat or Anti-Tank Combat during the Turn. Tey are made
against German Infantry units in any adjacent squares, but resolved with a single roll
of 2d6.
ii. Close Combat Factor. To conduct Close Combat, fnd the attacking units Close Combat
Factor, and the Close Combat Factor of any Close Combat weapon they are carrying.
Te Close Combat Factor is the second number on the right hand side of the
Character, Home Guard, Villagers, or Regular unit counter. [Example: Home Guard
volunteer Hartwell has a Close Combat Factor of 9. Te Teachers 10. US and British
Regulars 7.]
iii. Close Combat Weapons. Close Combat weapons have their Close Combat Factor in
brackets on their counter. [Example: Acid has a Close Combat factor of 7. Pitchforks
6).
iv. British Close Combat Resolution. Close Combat Attacks are resolved one square at a
time. Identify all eligible units in a square who you want to conduct Close Combat,
identify which German-occupied squares they are targeting, and make a single roll
of 2d6. If this roll matches the Close Combat Factor of the attacking units, or their
Close Combat weapons, a hit is secured. One German Infantry unit is killed for each
separate Close Combat Factor that matches. Te hits can be allocated amongst any
Infantry units (not Armour) in the targeted squares. [Example: Te Teachers, who
are carrying bottles of Acid, and Hartwell engage in Close Combat. You roll 2d6,
resulting in a 7. One hit is secured (because the Teachers had the Acid, which has a
Close Combat number of 7).]
v. German Close Combat Resolution. Now roll 1d6 for each German unit remaining in a
square subjected to a Close Combat attack. For each roll of 6, one British unit that
engaged in Close Combat takes one hit. [Example: 3 German units were engaged
in the attack described above, so one is Removed. Two are left, so 2d6 are rolled
representing German Close Combatresulting in a 6 and 3. One hit is scored, with
the British Casualty Priority Table showing Hartwell takes the hit.]
vi. Additional Attacks. Once all Ranged, Anti-tank and Close Combat attacks have been resolved
for one square, repeat the process for any other squares involving eligible British units.
15) GERMAN COMBAT PHASE
Te German Combat Phase is conducted in a quite diferent manner than the British Combat
Phase. Tere are three types of combat: Ranged, Armoured, and Anti-Tank. Tere is no German
Close Combat, as that is performed as a reaction to British Close Combat attacks (14.c.v).
a) Concentrated Fire. German combat is resolved one square at a time. All units in a square
belonging to the same regiment attack the same target square. Attacks on Armour units are dealt
with separately. You decide in which order squares conduct their attacks.
19
b) Target selection. If there is only one adjacent square containing British units, all German
Regiments in a particular square will attack that square. If there is more than one adjacent square
containing British units, the German Targeting Priority Table (below) determines which square
will be attacked, in the following order:
Location of British Units
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1st Te Church
2nd
Te square that contains the most British units
Home Guard, British Regular, and US Regular units count double for target selection purposes.
3rd Square next on Line of Advance of most units
4th
A square containing an Anti-tank marker
If more than one, students choice
5th A square that has not previously been fred upon this Turn
6th Students choice

c) Combat procedure. For each attacking German square:
i. Attacking Regiments. Identify which Regiment will fre frst. Tis is always the Regiment
with the most units in a square. If there are the same number of units, units from the
Regiment that entered the Module frst, fre frst. [Example: 3 units of the 7
th
Flieger
Corps are in the same square as 3 units from 1st Light Infantry Division. Te 7
th

Flieger Corps would fre frst.]
ii. German Combat Factor. Count how many units from the fring Regiment are in the
square. Ten cross reference with the appropriate column of the German Combat
Table. Tis gives you the German Combat Factor. [Example: Tere are 4 units of the
5
th
Light Infantry Division in the square . Te German Combat Factor is therefore
2.]
iii. German Terrain Modier. Identify the Terrain Modifer. Tis is the number to the right
of the / in the square being targeted (not the square that the German units are fring
from). Add this number to the German Combat Factor. Both German and British
Terrain Modifers may themselves be modifed at various points during playbut
they can never be reduced below a level of 0.
iv. German Control Markers. Count
how many German Control
Markers are adjacent to the
British square being targeted,
excluding the Control Marker
in the square launching the
attack. Add this number to the
German Combat Factor and
the German Terrain Modifer
to give the total number of
German Attack Dice used in
this attack.
v. German Attack Dice. Roll the Attack
Dice. Every 6 results in one hit.
vi. British Casualties. Unlike German
units, British units are not
destroyed when frst hit.
Instead, the counter is fipped
to its Injured side. Any
British unit hit a second time
is then killed and Removed
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permanently from the game. All hits on a British-occupied square are distributed
amongst the units based on the British Casualty Priority Table:
Unit
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1st Regular
2nd Home Guard
3rd Villagers
4th Sgt. Taylor
5th Cpt. McGowan
6th Character
vii. Distributing Hits. Hits are attributed to Uninjured units, before Injured units. If hits
must be allocated to units with the same ranking on the British Casualty Priority
Table, you choose which ones. [Example: Te fully-ft Home Guard volunteer
Sharma, an Injured Regular unit, and Rev. Barnstaple are all under assault in the
Church. Te Germans launch an attack and infict three hits. Normally, the frst
unit to be hit would be a Regular unit, but as the unit is already Injured, the hit
is transferred to Sharma (he is fipped to his Injured side). Te second hit is now
allocated to Barnstaple, as the allocation of that hit to either the Home Guard or
Regular unit would kill those units, and Barnstaple has not previously been Injured.
However, there is one more hit to be allocated. As all three units have now been
Injured, the next hit is allocated solely on the basis of the British Casualty Priority
Table. Te Regular unit is therefore killed and Removed from the game.]
viii. British Casualties. If a British unit is killed, any Equipment they are carrying is left in
the square. When a Character is killed, their corresponding Chaplin marker is also
Removed from the board.
ix. Additional Attacks. Repeat the procedure outlined above for each individual Regiment
in the square currently engaged in combat. Each new Regiment chooses a square to
target based on the German Targeting Priority Table. Tis may result in the same
square being targeted, or a completely diferent square. All units from the same
Regiment attack together, even if they have a diferent LOA.
x. Armoured Combat. Once each Regiment in a square has
completed its attack, any German Armour units in the square fre.
Again, they identify targets using the German Targeting Priority
Table. Each unit resolves its attack using the number of Attack Dice
indicated by the white number on the front of the unit counter.
During Armoured Combat no additional dice are thrown for Terrain
or Control Markers. Each 6 is a hit, and is resolved in the normal
way. Te exception is if an adjacent square contains one of the two
British Armour units. If it does, that automatically becomes the
target square. Each eligible German Armour unit will then target
one British Armour unit. Combat is then resolved in the normal way
using the German Anti-Tank Table. If there is a choice of targets,
the Cruiser of the 2nd Tank Regiment is always targeted frst.
xi. Anti-Tank Combat. Once Armoured Combat has been
resolved, German Infantry units conduct Anti-Tank attacks against
any adjacent British Armour unit. Te attack is resolved using the
German Anti-Tank Table, in exactly the same way as a Special
Weapon Anti-Tank attack by a British or US Regular unit. Te
exception is that German units may conduct the attack even though
they performed a Ranged Combat attack this Phase. Two attacks
21
may be launched from the same square if both British Armour units are adjacent. A
separate attack is launched for each British Armour unit. If more than one German
Regiment is in a square, units from the Regiment that entered the Module frst
conduct the Anti-Tank attacks.
d) Completing Attacks. Once all Ranged, Armoured, and Anti-Tank Combat attacks in a square
have been resolved, repeat the process outlined above for any outstanding squares (you choose
the order).
16. GERMAN ADVANCE PHASE
a) Advance. At the end of the German Combat Phase, if the next square on their Line of Advance
is empty of British units, any German units not adjacent to a British unit with a Ranged weapon
Advance into that square. Each eligible unit may only move one square during the German
Advance Phase.
b) Inltration. When all eligible German units have Advanced, those German Infantry units who
were unable to Advance because they were adjacent to a British unit with a Ranged weapon may
attempt to Infltrate into the next square on their Line of Advance (if it is empty of British units)
using an Infltration Roll. Each eligible German unit rolls 1d6, and compares the result with
the Infltration Number on the front of the German units counter. If the roll the Infltration
Number, the unit moves into the adjacent square. On any other result, it remains where it is.
Each eligible German unit may only make one Infltration Roll per Turn. Remember, no German
unit may ever enter a square containing a British unit.
c) Armour. German Armour units may Advance, but they cannot Infltrate.
d) Control Markers. German Control Markers are placed in the same manner as 13.iii. [Important
Note: German commanders were surprised by the intensity of the opposition they faced, and
advanced somewhat cautiously towards their objective. No German unit may Advance more than
one square, using either Advance or Infltration, during the German Advance Phase.]

17. THE FINAL ATTACK
Historically, the German invasion forces launched
one fnal concerted assault on Birkham Stokes,
commencing at 21.00 hours on 8 June, and lasting
until approximately 06.00 hours the following
morning, when the fghting was fnally resolved.
To replicate this, Turn 16 is amended in the following
way:
a) Units from all German Regiments currently
Activated are placed normally. But for each German
Infantry Regiment not currently Activated, roll 2d6
on the German Squad Assault Table. Te indicated
number of units are now also placed in the normal
way (regardless of the position of the Invasion
Marker).
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b) Unless already Activated, 1 unit from the 18th Light Panzer Brigade and the 4th Heavy
Panzer Brigade are placed on the board; one in the Main Road Approach Box, one in the Bridge
Approach Box. Choose randomly which unit is placed in which Approach Box.
d) At the end of the Character Event Phase, the German secret agent Chaplin is Activated. See
below.
e) All British non-combatants can use weapons and engage in Close Combat attacks.
f ) During the fnal German Advance Phase, all German units may continue to Advance an
unlimited number of squares along their Line of Advance; until their LOA is blocked by a
British unit or they fnd themselves adjacent to a British unit with a Ranged weapon and fail
the subsequent Infltration Roll. After any successful Infltration Roll they may continue moving
and (if necessary) making additional Infltration Rolls. [Note: Tis is an exception to the normal
movement rules.]
18. The hunT for Chaplin
In 1980, Ministry of Defence documents declassifed under the 40-year rule confrmed rumours
German military intelligence had infltrated an operative, codename Chaplin, into Birkham
Stokes in the years preceding the war. Although the identity of Chaplin has never been ofcially
revealed, the hunt for the spy is integrated within the Module.
a) Uncovering Chaplin. Chaplin is uncovered in 4 ways: by Police Sergeant Drake (who had
been warned by Special Branch 48 hours before the invasion that a person of interest was in
the village), by Deploying the Something Fishy Event (No. 61), by Deploying the Eagle Has
Landed Event (No. 62), or as part of the Final Attack:
i. Sgt. Drake. During the British Movement Phase, instead of making a Movement Roll,
Sgt. Drake may attempt to identify Chaplin by conducting a Chaplin Roll. Roll
2d6, and compare with the Chaplin Chart. If the roll matches a Character in Drakes
square, Chaplin has been Revealed. For the efects of this, see below. No combat of
any kind may be initiated this Turn from a square in which Sgt. Drake has attempted
to identify Chaplin.
ii. Something Fishy Event. Once this Event has been Deployed,
any Character, Sgt. Taylor, or Captain McGowan may attempt to
Reveal Chaplin. Te process is identical to that outlined for Sgt.
Drake above except that you choose which Character or Ofcer will
attempt to detect the German agent (Sgt. Drake may still be used
in the normal way). Only one attempt to Reveal Chaplin may ever
be made in any one Turn (including attempts by Sgt. Drake). A
diferent Character or Ofcer may be chosen to make the attempt
each Turn. A Character whose Chaplin marker is currently in the
18B Status space cannot conduct the roll. No combat may be
initiated from a square in which an attempt has just been made to
identify Chaplin. If the Character Revealed on the Chaplin Chart
is the same as the Character that conducted the roll, treat the result
as if Chaplin had been Activated via the Eagle Has Landed Event
instead. If the Character Revealed is no longer on the board, there is
no efect.
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iii. Te Eagle Has Landed Event. Once this Event has been Deployed , Chaplin is Activated.
If there are any Chaplin markers in the 18B Status space of the Chaplin Track,
remove them and place them face-down in a pile. Ten randomly select one Chaplin
marker from the Person of Interest space (if available) and add it face-down to the
pile. If there were originally no markers in the 18B Status space, two markers should
be selected from the Person of Interest space. Now randomly select one marker from
the pile just created. Tis Character is Chaplin, who has now been Activated.
iv. Final Attack. Immediately following
the Character Event Phase of Turn
16, if Chaplin has not already been
Activated, he/she is automatically
Activated at this time. Te process
used is identical to the Eagle Has
Landed... Event above.
b) Chaplin Activated/Revealed. Te moment
Chaplin is Activated or Revealed, he or she
attempts to shoot their way to freedom.
i) Chaplin Shootout. For each British unit
in the square with Chaplin, you
alternately roll 1d6 for the unit (your
choice) and then 1d6 for Chaplin. If
Chaplin was Revealed, the British unit
fres frst. If Chaplin was Activated,
Chaplin fres frst. Te result is:
To Hit Roll
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Character/Ocer that Revealed Chaplin 4,5,6
Sgt. Drake, Reynolds, Torncroft,
Cpt. McGowan, Regular, or Home Guard
5,6
Villagers or any other Character 6
Chaplin, if Revealed 5,6
Chaplin, if Activated 4,5,6
Tis process is repeated, alternating shots between each British unit in the square
(you choose which order they fre and are fred upon) and Chaplin (Chaplin fres 1st
British unit fres; Chaplin fres 2nd British unit fres, etc.). Te shootout continues
until all units have fred once, Chaplin is Killed, or all the British units are killed.
[Note: You do not have to fre at Chaplin. But if you do not, he/she will still fre at
each British unit in the square in a bid to escape.] If Chaplin is hit s/he is immediately
Killed. Te efects of Killing Chaplin are outlined below. Hits by Chaplin on British
units have the normal efect. British Characters/Villagers may attempt to fre at
Chaplin even if they are unarmed or are not normally eligible to engage in combat.
Tey are assumed to have attempted to seize Chaplins own weapon, or another readily
to hand.
c) Chaplin Resolution. As a result of the shoot-out Chaplin will either be Killed, be Captured,
or Escape:
i) Chaplin is Killed. Te Chaplin Character is permanently Removed from the game. Add 1
to all British Terrain Efect Modifers for the current Turn.
24
ii) Chaplin is Captured. If, after all units have fred on Chaplin, he/she is still alive, roll 1d6.
If the roll is the number of British units in the square, Chaplin is Captured (each
Injured unit counts as half a unit, rounded down).
If Chaplin is Captured:
Te Chaplin Character is Removed permanently from the game.
All British Ranged Combat attacks hit on a 5 or 6 during the Final Attack.
Any Character Events of your choice that are currently Activated or Deployed may
immediately be discarded.
iii) Chaplin Escapes. If, at the end of the procedure outlined above, the roll is > the number
of British units in the square, or Chaplin is now alone in the square, the spy Escapes.
For these purposes, each Injured unit again counts as half a unit, rounded down.
If Chaplin Escapes, after being Revealed:
Te Chaplin Character is Removed permanently from the game.
All Tactical Events currently Activated are immediately Removed.
All German Ranged Combat attacks hit on a 5 or 6 during the Final Attack.
Any Activated German units currently of-board (including any on their KIA side) are
immediately placed face up in the nearest non-British-occupied square to the one
Chaplin just occupied (this may be the square Chaplin was actually in). If unclear,
this square is based on the Line of Advance rules.
[Note: According to some reports, Chaplin was successful in infltrating a squad of German
soldiers into the heart of the village just prior to the climax of the battle. In Pitts novel, this
is replicated by the appearance of fve Fallschirmjger disguised as members of the Sussex
Ambulance Service, who throw open the door of their ambulance and open fre on the defenders
of the Church. However, no incident of this kind is recorded in any ofcial history of the action.]
Once Chaplin has been Activated or Revealed, all rules and Events relating to the spy are now
discarded. Despite persistent rumours to the contrary, no evidence has been uncovered to indicate
the presence of more than one Abwehr operative in Birkham Stokes at the time of the battle.
19. RECOVERY PHASE
Te Recovery Phase is used to update the status of the
Module and the units within it.
a) If there are any German units or Control Markers
in the Church at the start of this Phase the Module
ends. Proceed to the End of Module Phase.
b) If this is Turn 16, the Module ends. Proceed to the
End of Module Phase.
c) German Strategic Objective. If the German
Invasion Marker is in position 15 the Module ends.
Proceed to the End of Module Phase.
d) German Artillery. If the German Invasion Marker
is in position 14, roll 3d6 in each square containing
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a British unit. Each 6 results in a hit. Apply the results
normally. Tis replicates the moment when Birkham
Stokes came in range of German artillery.
e) Treat Injuries. Injured British units may receive
medical attention. Refer to the Intelligence Briefng for
more information.
f) Weapons Maintenance. Jammed British weapons may
be repaired. Roll 1d6 for each jammed weapon in a square
with a British unit. On a roll of 6 the weapon is repaired.
Refer to the Intelligence Briefng for more information.
g) Event Resolution. British Characters who are Incapacitated may attempt to rally. Other
Event-driven issues may also be resolved at this time. Refer to the Intelligence Briefng for more
information.
h) If this is the end of Turns 1-8 check to see if all 4 Primary Defensive Locations currently contain
German units or Control Markers. If they do, the Module ends. Go to the End of Module Phase.
i) New Turn. Return to the Turn Marker Phase, and begin a new Turn.
20. END OF MODULE PHASE AND ASSESSMENT
Your fnal mark for the Module is assessed in 3 areas:
Your ability to conduct your defence of Birkham Stokes in a way that integrates the
operation with the overall strategic priorities of the Home Forces.
Your ability to conduct your defence in a manner that secures a Tactical Victory over
the course of the Module (in practical terms, this means ensuring a number of key
defensive locations are still in British hands at 06.00 hours on 9th June - as was the
case historically).
Your ability to conduct your defence in a way that minimizes casualties amongst the
local Home Forces and the civilian population.
a) German Strategic Victory. Te Module is scheduled to last 16 Turns. If at any stage the
Invasion Marker advances to space 15 of the Invasion Track, the game immediately ends. Te
German invasion forces are deemed to have secured a Strategic Victory. You are immediately
deemed to have failed the Module, and will be allocated an automatic X Grade.
b) German Tactical Victory. If the Invasion Marker does not reach space 15, the Module ends
at the end of any Turn in which a German unit occupies the Church. Te Module also ends if a
German unit or Control Marker occupies all four of the designated Primary Defensive Locations
by the end of Turn 8, or if all 26 German Control Markers have been placed.
c) British Tactical Victory. Any result other than a German Strategic Victory or German Tactical
Victory is classed as a British Tactical Victory.
Given the overwhelming operational challenges faced by the British Home Forces in June 1940,
a British Strategic Victory is deemed outside of the scope of this Module. Students interested
in what if scenarios, exploring hypothetical circumstances where Operation Sea Lion may have
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been resisted, are pointed to Invasion! Operation Sea Lion 1940 (Marix Evans, Pearson Education,
2004) and Invasion, 1940 (Robinson, Constable & Robinson, 2005), two of the most well-
respected alternate history books on the subject.
A British Tactical Victory is further assessed using the criteria listed below, with Merits contributing
to Part III of your Field Tactics Evaluation Course.
You are awarded the following Merits:
+5 Merits for each space below space 15 the Invasion Marker has advanced along the Invasion
Track.
+10 Merits for each of the following locations that are British-occupied at the end of the
Module; Bridge, Main Road, Schoolhouse, Police Station
+3 Merits for every Home Guard unit on the board at the end of the Module
+5 Merits for every Villagers unit on the board at the end of the Module
+10 Merits for every Character or Ofcer unit on the board at the end of the Module
+30 Merits for Capturing Chaplin
+20 Merits for Killing Chaplin
+10 Merits for Revealing Chaplin
Based on those Merits, the following Course Mark is awarded:
200+ Citation. Outstanding performance. Exemplary grasp
of strategic, tactical, and operational command. Leading
candidate for Combined Special Forces Induction Course. In
top 1% of Ofcer Candidates.
180+ (A) Excellent performance. Exhibited strong leadership
and tactical awareness skills. In top 10% of Ofcer Candidates.
130+ (B) Good performance. Demonstrated competent
leadership skills. Above average Ofcer Candidate.
90+ (C) Average performance. Acceptable leadership and
tactical skills for this stage of the Course.
50+ (D) Below-average performance. Module has
highlighted some issues in relation to leadership skills and
tactical awareness. Recommended for Status 2 Review.
25+ (E) Poor performance. Serious issues over leadership, tactical awareness, and strategic
analysis. Recommended for Status 1 Review.
0-24 (X) Fail. You have been unable to complete this Part of the Field Tactics Evaluation
Course. You will be required to undergo an immediate Red Status Review with your Principal
Course instructor.
Fin.



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