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1.

5 - Objectives Unit Group

dieppe 1942 The British obtain victory points (VP) by mee-


ting designated objectives (see chapter 12).
Fire Factor

No. 4 Commando in action 2 - counters


2.1 - Units
Assault Factor Movement capacity

In 1942, the Soviets insistently asked the Al- generated by the game system. It also re- The outlines of British soldiers have a brown Reduced com-
mando that has Sniper (recto)
lies to open a second front to ease the pres- quires the player to keep his commandos background and the Germans have a grey suffered a loss
sure exerted by the Germans to the east. For grouped in order to face the threat (which is background.
two years, the troops of the Commonwealth, historical). A unit is characterised by six parameters: Mortar (recto) Officer (recto)
based in the United Kingdom, trained without GZ : Geographical Zone which situates the Arms affiliation, Nationality, Fire Factor (FF),
being engaged and the Canadians were par- units. Assault Factor(AF), maximum movement ca-
ticularly eager to take action. Born of an ope- MP : Movement points spent to move a unit. pacity and stacking level (0, 1 or 2). The group Machine gun Flak (recto)
rational preparation of a large scale landing Troop : Base unit of a commando with ap- and owner unit are given for information (recto)
and political will, Operation Jubilee aimed to proximately 60 men. purposes only.
Eliminated
seize a port on the French coast. This frontal Group : grouping of several troops. Group 1 There are two strength levels: Cannon of the
cannon of the
raid on Dieppe was supported on the flanks is under the command of Major Mills-Robert Recto : (front side): unit at full strength ; Hess battery
Hess battery
(recto)
by British No. 3 and No. 4 Commando whose and Group 2 is under the command of Lieute- Verso : (back side): unit at reduced strength, (verso)

objective was to annihilate the coastal bat- nant-Colonel Lovat. unit eliminated or objective destroyed. Pillbox (recto) Reduced Pillbox
teries located there. At dawn on 19 August R : Radius, corresponds to the distance sepa- (verso)

1942, Lieutenant-Colonel Lovat’s No. 4 Com- rating several GZ in number of connections. 2.2 - Stacking
mando took off for Varengeville to destroy a Examples : R = 1 for one connection separa- There is a stacking level associated with each Landing Craft
Assault (recto)
battery of six 155 mm guns – code name Hess ting two adjacent GZ; R = 2 for two connec- unit :
– that posed a potential threat to the landing tions separating two GZ. • Two levels for each counter unit at full
at Dieppe. strength; the German infantry, the comman- in the same GZ during movement unless they
No. 4 Commando in action: Dieppe 1942 1.2 - terrain dos ; are prisoners. They are only in the same GZ
uses improved rules of the game Brune- See table opposite. • One stacking level for each counter: 20/37 during an assault. The maximum number of
val 1942 from VV 104. The game system de- mm flak cannon, 155 mm cannon from the stacking levels possible depends on the GZ in
veloped for the “Raid” series is strictly for a 1.3 - game scale Hess battery, machine gun, Landing Craft which the units are located. These values are
solitary player. The rules automatically ma- A game turn equals 15 minutes. The GZ are Assault (LCA), howitzer and any reduced in- given in 1.2.
nage the German actions and the player is in between one and several hundred metres fantry unit ; The stacking rule must be respected when
charge of the British actions. apart. The scenario begins at 4:45 am and fi- • No level: : the officers, snipers, Pillbox, and the units are immobile in a GZ but may be
nishes at 7:30 am, for 12 game turns. all other markers. temporarily broken during land movement,
1 - Overview A counter represents 10 British or German British and German units may not be located landing or embarking.
1.1 - Terms and Designations soldiers at full strength (recto) or 5 soldiers at
D6 : 6-sided die. This die is used for the British reduced strength (verso), a machine gun and Colour Type Protection Maximum stacking
in attack and defence. its operators, an officer, a sniper and one or of GZ of terrain value expressed in levels
D10 : 10-sided die – the 0 counts as 0 and not more cannon. Mvt & Tir/Assaut
10. This die is used in attack and defence for Solid blue Sea 0 4 x LCA/irrelevant
the Germans. 1.4 - Game help dotted blue Ship waiting zone 0 4 x LCA/irrelevant
Design note: the introduction of the D10 for A chronological scale and an alarm level Jaune plein No protection 0 10/20 (10 max per camp)
the Germans enables a balanced game and scale are printed on the map. Orange Light Protection 1 10/20 (10 max per camp)
brings uncertainty to the German reactions Rouge Strong protection 3 10/20 (10 max per camp)

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The combat unit on the top of the stack is counters indicated is drawn at random, ta- F. Determination of victory on the last game 8 : Group 1 cannot land until after 5:15 (turn
considered “in the front line”; its Fire Factor king note of the type of unit activated (infantry, turn. 3).
(FF) is taken into account for combat and it machine gun, officer). Design note : the Germans do not carry out 9 : Group 2 cannot land until after 5:15 (turn
suffers the result of the combat, except in the The 10 counters of the Reinforcements group assaults and remain at a distance from the 3).
resolution of sniper fire (see 11.1). (identified with an R) are placed in a contai- commandos. This, however, does not prohi-
After a combat and the combat’s result, the ner. When a reinforcement arrives, the num- bit them from staying on their heels until their c - Result = 5-6
British player may reorganise the participa- ber of counters indicated is drawn at random departure from the beach. Historical note: an error in course leads to
ting units. For the Germans, after each com- and placed in the GZ indicated R0 to R9 on the one of the commando groups landing in an
bat, the units must be reorganised to place map. 5 - Unforeseen Events area not anticipated in the plan.
the unit with the highest FF of the stack on the In sequence A, the determination of random If the die roll result is 5, the commandos of
top. A unit that has executed an action may be 3.3 - British units events only takes place during turn 1. It is Group 1 land in the GZ Gorge des Moûtiers
stacked with a unit that has not. They are divided into two groups : ignored afterward. Its results only concern (C5).
Group 1 (marked G1 on the counters): Officer the British camp. To familiarise yourself If the die roll result is 6, the commandos of
3 - Game set-up Mills-Robert and eight commandos, a sniper with the rules during your first playing of the Group 2 land in the GZ of Quiberville (C6).
3.1 - Markers and Counters and a howitzer section distributed freely un- game, avoid the random events. Note : the LCA of each group remain in their
Chronological scale : The game turn marker der the LCA 1, 2 & 3 respecting the stack limit For subsequent games, roll 1D6, the result Landing/Embarkation zone (G1 and G2).
is placed in the turn 1 square (4:45 am). . of 8 levels per LCA. of which gives these events and their conse-
Alarm level: the marker alarm Group 2 (Officer Lovat and sixteen comman- quences: d- odd result = (1, 3, 5)
level is placed on 0. dos distributed freely under the LCA 4, 5, 6 & a - Result = 1-2 The consequence of this result is added to the
Markers A and B : Markers A and 7. Historical note : l: the battery of Saint Valery result obtained above.
B are mixed together then posi- Each group is placed in its respective D/E GZ. en Caux, in the vicinity of Quiberville (outside Historical note : Mechanical problems arose
tioned recto side up on the GZs of this map), opens fire on the fleet. on the transports of No. 3 Commando during
marked A and B. Once activated, 4 - Sequence of play Increase the alarm level by +1. this raid compromising 3 LCP (Landing Craft
they are replaced by a number of Each game turn comprises 7 game phases Roll 1D10, on a : Personnel) transports, which were made of
units indicated on the from A to F. Each phase must be completed 0 : nothing happens (but it was close…). wood as opposed to the armoured LCA, and
verso (infantry, ma- before moving to the following phase. 1 à 7 : the result indicates the number of the depriving the raid of 60 commandos.
chine gun, officer iden- A. Determination of random events for the LCA that was destroyed with all the units An LCA designated by the roll of 1D10 is eli-
tified with a G for garrison). first turn only. aboard. minated (if the result is 0, 8 or 9, roll the die
Telephone line counters : the 2 counters are B. British actions (choice of order) 8 : Group 1 cannot land until after 5:00 (turn again until a LCA is designated).
placed recto side up in the GZs marked T. – Maritime movement 2).
– Landing 9 : Group 2 cannot land until after 5:00 (turn 6 - Actions
3.2 - German units – Embarkation 2). A British unit (commandos, officer, sniper,
The cannon of the Flak, the Hess – Land Movement howitzer, LCA) may execute two different ac-
battery and the Pillbox are positio- – Combats: Fire & Assault b - Résultat = 3-4 tions per phase, in any order, or execute no
ned respectively in the GZ marked F, H and P. C. Remove the Job Done markers Historical note : the fleet of ships encounters action. The actions are :
• GZ F : one Flak cannon counter per GZ. D. German actions (in the order indicated) a convoy of German ships (bad luck for the • Landing
• GZ H :(code name Hess): the two counters – Fire (for activated units) fleet transporting No. 3 Commando. • Embarking
of 155 mm cannon that comprise the batte- – Movement (for activated units) Increase the alarm level by +1. • Land movement
ry 813. – Positioning of reinforcements (when the Roll 1D10, on a  : • Fire
• GZ P : one Pillbox counter per GZ. alarm level is 6 or higher) 0 : nothing happens (but it was close…). • Assault
The 28 counters of the Garrison group (iden- E. Remove the Alles Gemacht markers (in- 1 à 7 : the result indicates the number of the • Maritime movement
tified by a G) are placed in a container. When dicating their job is done and move the game LCA that was destroyed with all the units An activated German unit must carry out ei-
an A or B marker is activated, the number of turn marker ahead one square. aboard. ther :

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• one fire OR one movement, unless impos- B are turned over and the alarm level marker Once the alarm level reaches 6 and each turn 9 - Movement
sible, per phase when the alarm level is less is placed in square 9. thereafter until the German reinforcements Movement Points (MP) are spent by units to
than 6, group is exhausted and placed in a container, carry out movements from one GZ connected
• one fire AND one movement when the Alarm level roll 1D10. to another. GZ are connected by lines symbo-
alarm level is greater than or equal to 6. 0 to 5 : German movement proceeds toward • If the die roll result is greater than or equal lising the movement cost or the possibility of
Place a Job Done action marker (recto) for the closest friendly unit in terms of MP. An to the alarm level, no reinforcements arrive. fire.
the British and an Alles gemacht active German unit can either move or fire. • If the result is less than the alarm level, Solid yellow : 1 MP
(on the verso of the same marker) 6 to 9 : The German movement proceeds to- reinforcements arrive. Dotted yellow : 2 MP
for the Germans on each unit ward the closest enemy unit in terms of MP. Roll again 1D10; the result indicates the rein- Solid blue : 1 MP Movement maritime for the
or stack that carried out one or An active German unit can move and fire. forcements’ entrance GZ. Then, roll 1D6 to LCA only. Movement prohibited for land units.
two actions. Each unit or stack 6 and higher : Determination of the arrival of determine the number of counters that en- Dotted blue (for embarkation and landing):
must have carried out all its actions before reinforcements (location and quantity) until ter this GZ : 2PM
activating other units. the depletion of the German reinforcements D6 Number of reinforcement unit(s) Dotted red: Movement prohibited. Fire is no-
Group. 1-2 1 netheless authorised.
7 - Alarm level 3-4 2
The alarm level ranges from 0 to 9; at the 8 - Reinforcements 5-6 3 9.1- Role of the officers
beginning of the game it is at zero. Certain Historical note : Reinforcements come from A British or German officer gives a bonus of
events increase the alarm level and make it part the 1st Battalion of the 571st Infantry Re- Tip for going faster: : Roll at the same time a +1MP to each infantry unit with which it is po-
easier to activate German units. The adjust- gimen. red 1D10 for the alarm, a blue 1D10 for the GZ sitioned at the beginning of the movement
ment of the alarm level happens immedia- and 1D6 for reinforcements. phase. The bonus is not cumulative and re-
tely and each time a triggering event occurs. Reinforcements are drawn at random from mains limited to +1 MP.
These events, with their associated value of British Movement Example the container with the 10 units that are po-
alarm level increase are : Turn 1 : 4 commandos at full strength (8 tential reinforcements. If the reinforcements’ 9.2 - British Movement
– First landing (regardless of the beach and stacking levels) arrive from LCA7 from arrival GZ is occupied by commandos, the Movement is not mandatory for the Bri-
the Landing/Embarking zone of Group 2.
the number of commandos) : +1 reinforcements do not enter the game this tish. Each unit may use all or part of its MP
They spend 2 MP to land and enter the
– First British or German fire: +1 GZ Orange 2 Beach. They have 1 MP left turn but do so on the following turn in the GZ to move. Commandos may move without
– Explosion of mines or a Bangalore torpedo to continue their movement. Since they whose number is immediately greater (note: being stacked or adjacent to a British offi-
(success or failure of the attempt): : +1 were stacked with the officer Lord Lovat in this case, GZ R0 follows GZ R9). The arrival cer. The movement of a British unit of stack
– First assault : +2 at the beginning of their turn, each unit of a reinforcement (1, 2 or 3 units) counts as a of units may provoke several activations of A
has a movement bonus of +1 MP. The
– First A marker activated : +1 (except mines German action.   or B markers. A unit – commandos or mor-
stack of units passes by the Quiber-
and Barbed wire) ville GZ containing 4 commando units,
– First B marker activated : +2 of which 3 are reduced, or 5 stacking
– Detection of ships (if unexpected event 5a or levels. The stacking level total is 13
5b occurs, or on a die roll of 1 to 4): +1 which exceeds the authorised limit of
10 stacking levels per GZ. This excess is
authorised temporarily during move-
The alarm level has a direct impact on Ger-
ment. The 4 commandos and Lord Lovat
man activation, movement and combat. Their finish their movement adjacent to a GZ
consequences are described in chapters 8, 9 that is not yet activated but for which an
and 10. activation test must be taken. They just
carried out one of two possible actions
Once the alarm level reaches level 9 or im- per round. The stack of commandos is
reorganised so that a unit (3-4-3), and
mediately after the elimination of the two
not Lord Lovat, is placed in the first line,
Hess battery counters, all the markers A and on the top of the stack.

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tars – that enters a GZ containing an unrevea- goes to the stack with the greatest number of bed wire). Only the British units may activate • German units  : the units drawn at random
led activation marker (A or B) or containing levels, to the fewest (in levels). these A and B markers. The activation de- in the Garrison container are placed in the GZ
Germans must stop its movement imme- German movement must go around GZ pends on two factors : and an assault is resolved immediately (see
diately in the GZ and may not move again for containing unrevealed A and B markers and • The alarm level of the Germans. Chapter 11).
this turn. An activation of the zone then an GZ containing mines or barbed wire. • The position of at least one British unit (of German units cannot cross mine or barbed
assault, if necessary, must be realised. Offi- At the end of each movement of a stack of any type) in relation to the GZ marked A or B. wire GZ; they must go around them. This is
cers and snipers may not enter an enemy GZ German units, the stack is reorganised to There are two possible situations: the only case in which the MP spent for their
alone. place the unit with the greatest FF on the top movement may be greater to go toward the
A unit lands when it moves from an LCA pre- of the stack. 1- If it is located in the GZ A or B, the activa- closest enemy
sent in a GZ D/E to a beach GZ (Orange I & II, If the units’ movement brings about an ex- tion is automatic;
Quiberville/zone C6, gorge de Moûtiers/zone cess of the stacking limit, the extra units (pre- A marker may reveal mines, barbed wire 2- If it is adjacent, take a test for each situa-
C5). It embarks when it moves from a beach ferably those with the smallest FF) are left in or German units with the following conse- tion in which a British unit or stack of units
GZ to a LCA present in a GZ D/E. A unit that the GZ ahead of the path taken quences : carries out an action in an adjacent GZ (in-
embarks again may not land again. cluding the movement that allows it to be-
A unit may not penetrate an embarkation GZ 10 - German Activation • Mines : roll 1D10 and add +1 per stacking come adjacent) to a GZ marked with an A or
if it is not occupied by a LCA. A embarking unit The markers can be revealed by approaching level as necessary. If the modified
is placed under a LCA unit them or are automatically revealed by ente- result is 8 or higher, the unit or the
ring their GZ. unit on the top of the stack is re-
9.3 - German Movement Pillboxes and artillery are always considered duced by one level (and can the-
An activated German unit already adjacent to activated and may therefore fire on the British refore be eliminated). The “mines” marker
a British unit of any type (commando, howit- as soon as the situation permits. is left in place as long as it has had no effect.
zer, sniper, officer), does not engage in mo- The GZ marked A or B and with a correspon-
vement. An activated German unit that is not ding marker on the map are activation zones • Barbed wire  : the player has two options:
adjacent to a British unit must carry out mo- of the German units or obstacles (mines, bar- either the unit or stack of units
vement. The movement of units depends on stops its movement and remains
the alarm level and therefore the current si- Activation Example in the GZ for this turn, or he can
The activation level is 4. This is the sum of
tuation for the turn. the alarm values based on:
attempt to clear the passage by exploding a
The stack of units with the greatest number of • the first landing (+1) by the commandos Bangalore torpedo. If the unit or stack of units
stacking levels moves first, followed by units placed in the Quiberville GZ, succeeds in exploding a Bangalore torpedo, it
with stacking levels of decreasing order until • the marker A (+1) that occupied Quiber- may continue its movement.
ville (one infantry and one machine gun). EXAMPLE OF GERMAN MOVEMENT
the unit with only one stacking level • the first assault (+2) realised successfully
If it fails, it remains stuck in the GZ for this Two turns have been played, we are in
by the same commandos on the garrison turn. turn 3, the alarm level is 7. The priority for
• Alarm level 0 to 5 : lmovement proceeds to- activated by marker A. Since the comman- Roll 1D10 : On an even numbered result, the German movement is toward the closest
dos are adjacent to a GZ with an activation British unit starting with alarm level 6. The
ward the closest friendly unit in terms of MP. barbed wire is removed. On an odd numbe- two stacks of commandos are located at a
marker A, an activation test must be taken.
Si plusieurs unités remplissent ces condi- The result of the 1D10 roll is 4; the A mar-
red result, the unit or stack of units stops distance from the German reinforcements
tions, le choix se fait en priorité vers l’empi- ker is turned over and depicts infantry x 1 its movement for this turn. On the following which requires 2 MP from each.
lement le plus nombreux jusqu’au plus faible and machine gun x 1. The marker is remo- turn, the unit or stack may continue its mo- The priority is toward the stack containing
ved and replaced by a German infantry unit more stacking levels; here, one stack has
(en nombre de niveaux) afin de s’ajouter à ce- vement normally (consider that the comman- 8 stacking levels (4 commandos at full
(3-2-3) and a machine gun (51- 0) drawn
lui-ci dans la limite autorisée. from the Garrison container. The German
dos have gone around the obstacle or made a strength) and the other has 6 (2 comman-
unit with the highest Fire Factor (FF) – the passage). dos at full strength, 2 reduced commandos
• Alarm level 6 to 9 : movement proceeds to- machine gun – is placed on the top of the The explosion of a Bangalore torpedo – failure and an officer that does not count for a
German stack and is considered “in the stacking level). The movement is conducted
ward the closest enemy unit in terms of MP. or success – is considered an attempt and in- toward the British stack with 8 stacking
front line”.
If several units fulfill these conditions, priority creases the alarm level by +1 for each attempt. levels.

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B. Thus, a British unit may activate several GZ Historical note  : Such batteries do not fire at on the adjacent British stack with the fewest • Determination of the defense value of the
during its action phase. point-blank range, especially not on infantry. levels. Other fire is resolved for the German targeted unit (on the top of the stack, where
Roll 1D10 : They are there to sink ships. stack immediately inferior in terms of number necessary, or as the player chooses in the
• If the die roll result is less than or equal to Each combat is resolved separately before of stacking levels and so on until all fire situa- case of sniper fire) called the Target :
the alarm level, the activation is successful, proceeding on to the following combat. They tions are resolved. FF
the marker is turned over and reveals either are resolved in the order of appearance for If there are equivalent situations, determine +1D6 for the British
the number of German units coming from the the Germans and as the player chooses for the unit or stack that fires first with the help +1D10 for the Germans
Garrison group to be put in the GZ, or the pre- the British. of a D6. A British stack may be the target of +1 for each stacking level of infantry that ac-
sence of an obstacle (mines or barbed wire). Combats are resolved by comparing the at- several shots coming from adjacent German company the target (don’t count the target’s
• If the activation fails, the activation marker tack value to the defense value. A unit can stacks levels) or additional LCA (non applicable to
is left in place on its recto. only carry out one fire and one assault per the sniper and mortar)
At the end of the activation of a stack of Ger- combat sequence, in either order for the Bri- – For the British: no priority, player’s choice. + Protection value of the GZ
man units, it is reorganised to place the unit tish. All modifiers are cumulative. Only the modi-
with the highest FF on the top of the stack. • Sniper fiers of units that have not yet undertaken an
The activation of a German unit is not an ac- 11.1 - Fire resolution A sniper is not required to fire on the German action are counted.
tion and does not warrant an Alles gemacht • The Target unit in the front line. He may fire on any unit
marker. It can carry out an action during the Fire is resolved from one GZ to another GZ in a stack. 1 : Commandos aboard the LCA (placed un-
German camp’s D phase for this turn. at a time. A stack may not fire on several dif- der the counters) are not counted when the
ferent GZ at once. Only one GZ attacks and • Mortar LCA are targeted. Only the other LCA are ta-
11 - Combats only one defends. A GZ may be the target of A mortar may fire at two distances, R = 1 and ken into account.
Combats comprise fire and assaults. Only several instances of fire, resolved successi- R = 2. A unit or stack hit by a howitzer suffers 2 : This modifier is linked to the light.
units without a Job done or Alles gemacht vely, coming from different GZ. two losses.
marker may initiate combat. A stack of coun- Defending oneself is not considered an ac- Results
ters may include units that have executed an tion. Firing on a GZ with an A or B marker that Fire resolutions • If the Attack value is greater than or equal
action as well as those that have not yet exe- has not yet been activated is prohibited • Determination of the attack value of the fi- to the target’s defense value, the target is hit.
cuted an action. ring unit (on the top of the stack, where ne- • If the Attack value is strictly less than the
One or more units may suffer fire then an as- • Fire priority cessary), called the Shooter : target’s defense value, the shooter is hit.
sault or several rounds of fire and assaults – For the Germans  : the German stack contai- FF
from units coming from different GZ. ning the greatest number of levels fires first +1D6 for the British A unit hit by fire suffers a loss.
Fire is a combat between adversaries loca- +1D10 for the Germans If it is at full strength, the counter is turned
ted in adjacent GZ (R = 1) for the LCA, Pill- +1 for each stacking level of infantry that over.
box, commandos, snipers, German infantry, accompanies the Shooter (don’t count the If it is already reduced, the counter is elimina-
officers, Flak or in distant GZ (R = 2) for the Shooter’s levels) or additional LCA1 (non ap- ted from the game.
howitzers. The Hess battery may not fire. plicable to the sniper and the mortar)
+1 for the presence of one or two officers (+1 A unit hit by mortar fire suffers two losses.
EXAMPLE OF GERMAN FIRE max, non-cumulative bonus, non applicable If the unit is at full strength, it is eliminated
The two German stacks contain 5 and 4 to the sniper and mortar) from the game. If the unit is already reduced,
stacking levels respectively.
The priority to fire belongs to the stack with -2 for a game turn from 4:45 to 5:45 (concerns the counter is eliminated from the game and
the greater number of stacking levels (5 - only the mortar or the sniper2 the other loss is attributed to the unit positio-
and the machine gun). The adjacent targets -1 for a game turn from 6:00 to 6:30 (concerns ned underneath the unit that was just elimi-
are two stacks of commandos containing only the mortar or the sniper)2 nated.
6 and 8 stacking levels. The priority for
German fire is carried out on the stack with -1 if R = 2 (only concerns the mortar) A unit may only fire once per game turn but
the smallest stacking level (6). can be the target of several shots.

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A British unit may not fire on a non-activated a friendly unit. The length of the column de- is greater than or equal to the number of A unit at full strength that is hit is turned over
German GZ. pends on the smallest number of units. German units. to its reduced side. If it is already reduced, it
Note : There is no advance into a GZ left va- The assault is resolved in an undetermined Position the Germans first : all units are is eliminated.
cant after fire. number of rounds. An assault round com- placed in a column in order of decreasing AF,
At the end of each fire of a stack of German prises the following sequences: from the top to the bottom of the column Sequence 3 : End or continuation of the
units, if necessary, it is reorganised so the 1. Positioning of the units according to cases • Position the British units second  : at round
unit with the highest FF is on the top of the 1 and 2. least one British unit must be in contact The assault rounds continue until all the Ger-
stack. 2. Resolution of combats line by line, from the with each German unit. The rest of the units man units are eliminated or until the player
The reorganisation of a stack of British units top to the bottom and immediate application – if need be – are placed in support behind a decides to stop the assault, in which case the
is left up to the player. of the results. unit in contact, as the player chooses. remaining commandos return to the GZ from
3. End of the continuation of the round. which they assaulted the German GZ.
11.2 - Resolution of the assault •Case n°2 : the number of German units is At the end of the assault, if the Germans are
An assault takes place when a British unit or Sequence 1 : Positioning of units strictly greater than the number of com- victorious, the stack of German units is reor-
stack of units enters a GZ containing one or There are two possible cases : mando units. ganised to place the unit with the highest FF
more German units. • Case n° 1 : the number of commando units British Placement  : all the units are positio- on the top of the stack.
Only the commandos may initiate an assault. ned in a column, as the player chooses. If the British are victorious, they remain in the
The Germans may never initiate an assault EXAMPLE of British fire German Placement : all the units are posi- GZ and enjoy a cup of tea
but they do defend themselves during a Bri- The commandos may carry out a second tioned in a column in order of decreasing AF, Prisoners : if there remains only one German
action; they will fire on a nearby German
tish assault. stack. The British attack value is 10. from the top to the bottom of the column. unit (one stacking level) and commandos, the
If the GZ contains an A or B marker, it is tur- This corresponds to: Each British unit must be in contact with a German unit may be taken prisoner (see 12.
ned over. If it reveals units, the assault is re- • the sum of the Fire Factor of the unit in German unit.
solved immediately. If it reveals mines or bar- the front line (3+) The remaining Germans units are placed in 12 - Objectives and Victory
• additional stacking levels of the infantry
bed wire, there is no assault. that accompany the Shooter: (6 levels for 3 support by decreasing AF from highest to The realisation of each of these objectives al-
Placement commandos at full strength) lowest so that each unit in contact has one lows the player to obtain victory points.
All the German and British units are remo- • the presence of an officer (+1). supporting unit, then two, etc. until all the
ved from the GZ and placed in their respec- The German defense value is 7. units are positioned • Destroy battery 813 (Hess)
This corresponds to :
tive assault zones (indicated on the map) in • the sum of the Fire Factor of the unit in The two 155 mm counters that form the bat-
two parallel columns. There are two types the front line (5+) Sequence 2 : Resolution of combats line by tery may only be destroyed by a successful
of units : units in contact with the enemy and • additional stacking levels for the infantry line assault.
units placed immediately behind in support of that accompany the Target (+2 levels for a • Attack value of the British unit in contact : The elimination of each 155 mm cannon
unit at full strength).
The result of a D6 roll for the Brit is 2, giving AF + 1D6 +1 per additional support level counter awards 10 VP for a total of 20 VP.
a total attack value of 10+2 = 12. The result • Defense value of the German unit in contact: As soon as the two counters are eliminated,
of the D10 roll for the German is 6, giving a AF + 1D10 +1 per additional support level + all A and B markers are turned over and the
total defense value of 7+6 = 13. The attack protection value of the attacked GZ in which alarm level marker is placed in square 9.
value is strictly less than the defense value.
The commando on the top of the stack is the Germans are located
hit. The counter is turned over to indicate Timetable for the destruction of the Hess
it has suffered a loss (2-2-2). If he wishes, Résults battery
the player may place it on the bottom of • SIf the Attack value of the British unit is (the turn during which the last Hess battery
the stack and a unit at full strength (3-4-3)
is placed on top to be the most effective greater than or equal to the defense value of counter is eliminated gives a VP bonus)
against enemy fire. the German unit, the latter is hit. Turns 1 to 5 : +5 VP
The fire is completed; this is the second • If the Attack value of the British unit is strict- Turns 6 to 8 : + 2 VP
and final action for the Brit. A Job Done ly less than the defense value of the German Turns 9 to 12 : 0 VP
marker is placed on the top of the stack of
commandos. unit, the British unit is hit.

12/ VaeVictis - n° 131 - janvier/février 2017 /13


• Cutting the telephone line commando unit is free to accompany the pri- ground, eliminated or present in an LCA that 1- Bad luck ! : the number of infantry units in-
A commando unit must carry out a move- soner during any game turn following his is not in the zone of Newhaven deducts 1 PV. dicated on the first A and B markers activated
ment in one of the two GZ identified by a T (for capture. Historical note  : crossing the Channel during revealing infantry is multiplied by two for the
Telephone line) at any point in the game. The If the prisoner is alone in a GZ following the the day was perilous due to the great number first activation. The doubling of infantry units
T markers are positioned in the GZ as a re- elimination of the commando, he is conside- of Luftwaffe present that day. The Comman- must respect the maximum authorised stac-
minder. red eliminated and does not count toward VP dos aren’t considered in the clear until they king level.
The suppression of one or two markers only arrive at Newhaven. 2- Alarm ! : the alarm level cursor is mo-
awards 2 VP. • Take on board as many commandos as ved ahead at the beginning of the game and
possible and move the LCA to the zone of • Death of a superior British officer placed on square 2 instead of 0.
• Taking prisoners Newhaven The elimination of Lieutenant-Colonel Lord 3- Vorwärts ! : each German unit with non-
The last German unit (reduced infantry, ma- At the end of the game, each stacking le- Lovat or Major Mills-Robert reduces the vic- zero movement capacity now has a capacity
chine gun, officer) remaining at the end of vel of British commandos remaining on the tory level by 5 VP and 3 VP respectively. of 4 MP.
an assault may be taken prisoner by a com-
mando (with one or two stacking levels) and • Flak and Pillbox Here are the difficulty levels with which you
awards 2 VP (4 VP for an officer). One may The elimination of each Flak cannon or Pill- are confronted.
only take one prisoner per game (unit or of- box procures 1 PV – Level of difficulty Green commando if you
ficer). apply the optional rule 1.
The stacking level of the German prisoner At the end of turn 12, tally up the VP – Level of difficulty Hardened commando if
unit is counted in the stacking limit. • If the total number of VP is 20 or more it’s you apply the optional rules 1 and 2.
A British commando – except for the sniper, a complete success; the commandos accom- – Level of difficulty Seasoned commando if
the howitzer section and the officers – must plished their missions. It’s a resounding vic- you apply the optional rules 1, 2 and 3.
accompany this prisoner to an LCA and de- tory and you make the cover of the “Times”.
part with him in order to count the VP. The • If the total number of VP is between 10 and
19, it’s a semi success. The raid prevented the
battery from firing but the losses are heavy.
EXAMPLE OF ASSAULT – the additional stacking levels for this unit (+3
A stack of four commandos enters a GZ levels brought by 1 commando at full strength
The next mission will be entrusted to the pa-
occupied by Germans to execute an assault. All and another commando at reduced strength). ratroopers …
the units are moved to their respective assault The defense value of the German infantry is 2 • If the total of VP is strictly less than 10, it’s
zone. The number of commander counters (4) (it is located in a GZ of 0 protection). a failure. Your commando (or what’s left of it)
is greater than the number of German units The D6 roll result for the Brit is 1, giving a total returns to the training camp at Achnacarry in
(2). The latter are placed in a column with attack value of 7+1 = 8. The D10 roll result for
Scotland and you make the cover of the Ger-
the unit with the highest Assault Factor (AF) the German is 8, giving a total defense value of
on the top (infantry 3-2-3) then the following 8+2 = 10. The attack value is strictly less than man propaganda magazine “Signal”.
unit by descending order of AF (machine gun the defense value. The commando in contact is Historical note : : historically this was a Bri-
5-1-0). The British units are placed in a column hit. The counter is turned over to indicate it has tish success with approximately 24VP (50
so that each German unit is in contact with a suffered a loss (2-2-2).. dead and missing on the commando side, the
British unit. Once each British unit is facing a Do the same for the second line. The attack Hess battery completely destroyed, the gun-
German unit, the remaining supporting units value of the commando is 4. The defense value
ners and the garrison eliminated).
are positioned at will. Here, 3 commandos of the German is 1. The D6 roll result is 4 for A game by Philippe HARDY
face German infantry and a commando faces a the British player, giving a total attack value of Graphics and layout  : studio VaeVictis
machine gun. 4+4 = 8. The D10 roll result for the German is 13 - A Tougher nut to crack Tests : Jean-Louis Badin, Philippe Butez,
The first assault round is resolved line by line. 6, giving a total defense value of 6+1 = 7. The Here is a list of optional rules to improve Robin Francony, Yvan Hochet, Stéphane
The attack value of the first line of commandos German suffers a loss, the unit is eliminated playability. They increase the level of difficul- Jacques, Olivier Ramalho, Mattia Ruffo,
is 7. This corresponds to the sum of : since it only has one level. ty required for the British player to reach his Paul-Henri Roustan.
– AF of the unit in contact (+4) Proofreading : Patrick Receveur.
objective.

14/ VaeVictis - n° 131 - janvier/février 2017 /15

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