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3. Combat Phase Stack loses a step for retreating across unbridged 13.2.1
a. Prior to resolving their ground combat, Allied player 19.1.4 Major River or Flooded hexside if didn’t start adj, or
may use Air units to Strafe any non-Woods non-City retreating through Flooded hex w/o following road
hex containing GE Silhouetted Armored units (1 Air Retreating units are eliminated if they have MA=0, 13.2.2
unit per hex), rolling die on Strafing Table. retreat off-map or into enemy occupied hex or ZOC-
b. Phasing player units may attack adjacent units 10 Bond, retreat into vacant hex in EZOC except as 1st
See TEC and CRT for Combat Modifiers hex, end retreat overstacked, or retreat across
Calc Attacker vs Defender Combat Strengths, with 10-11 prohibited hexsides or into prohibited hexes
max 18 after halving and DCBs d. Attacker may Advance After Combat if defender 14
o Main Assault Force (MAF) attacks at full strength 10.3.1 eliminated or retreats
and all other units at half strength (each unit Limited Advance of 1 hex for Allied Reinf’s on 14.1; 6.5.2
rounded up, not by stack) landing turn or whenever defender eliminated but
o A MAF is formed from units of the same Div, Brig 11.1 not required to retreat (EX or single-step defender),
or Reg plus 1 attachment must occupy defender’s vacated hex
o Attached unit must be stacked with a MAF unit 10.3.3 2 hex potential Advance in all other cases, in any 14.1
o A MAF may also be formed from a stack of any 10.3.4 direction (not req’d to enter defender’s vacated hex)
units totaling <=6 strength, but this Battle Group Cannot advance from EZOC into another EZOC of 14.3
cannot attach a unit same unit unless 1st hex of advance into defender’s
o Defender adds Defensive Combat Bonus (DCB) 11.2 vacated hex
for terrain (see TEC) not to exceed defending Advance must stop upon entering Bocage unless it’s 14.4.1
stack’s total combat strength. Strongpoints, units defender’s vacated hex and attacker exits along road,
using Strategic Mvmt and Silhouette units are or attacker enters and exits hex along road
ignored for DCB. Advance cannot enter a hex or cross a hexside that is 14.4.2
Calc ATT:DEF odds, rounded down 10.6 prohibited during Normal Movement 9.4-9.6
o Attacks <1-3 (before shifts) not allowed Advance must stop upon entering Flooded hex 14.4.3
Apply column shifts for final CRT odds 11 unless attacker enters and exits hex along road
o Shifts for Armor, Troop Quality, Strategic Non-Mech units may only cross unbridged Flooded 14.4.3
Movement, Tigers, Hilltop & Terrain hexside in 1st hex of advance
o Attacker declares Artillery, Air and Naval Advance over Major River hexside only permitted as 14.4.4
- Allied HQs provide up to 2 shifts per combat, 17.2 1st hex of advance
while GE HQs provide 1 shift (cost = 1 Supply
Pt per shift) 4. Reserve Movement Phase 15.2
- 1 Air unit per combat for its own Army to Turn a. Units in Reserve may use Tactical Movement or ½ MA
19.1.2
17, then max 2 Air units per combat (round up)
- 1 Nav per combat for its own Army b. In Clear, GE MA reduced by 2 before halving
19.2
- Once per game, 2 US Naval units may provide 19.2.5 5. Reserve Combat Phase 15.3
Offensive Support against hexes inside a. No Strafing during Reserve Combat
Cherbourg perimeter b. Normal combat rules apply for units in Reserve 10-14
o On Clear weather, defending Allied stacks roll 19.1.3 c. HQs, Werfer Brigades, Naval and Air units may 15.3
for Defensive Air Support (Jabos) provide support to Reserve Combat
Final odds <1-3 result in automatic A1 10.6 6. Recovery Phase
Final odds >7-1 are resolved as 7-1 10.6 a. Remove Reserve markers for units adj to enemy 15.4
b. Remove all Replacement and Regroup markers 6.2; 6.5
Roll die and apply results from CRT 12
c. Remove all Disrupted and Scattered markers 13.6; 20.2
o Select applicable step losses 12.2-12.3
- Attacker step loss from MAF, priority to unit 7. Supply Phase
providing Troop Quality, Armor or Tiger shift a. Check unit supply status 18.1-18.4
- Defender loss from any unit Add / remove Out of Supply (OOS) markers
o If a single step MAF is eliminated, then defender 12.6 Units already OOS that can’t trace Supply are 18.3
may ignore Retreat result Isolated and OOS marker is flipped to red side
o On D1, DR, A1/D1 or A1/DR result, defender 12.4 b. Eliminate Isolated HQs with no LOS to friendly unit 18.5.4
may attempt Determined Defense (DD) on DD c. Isolated units (not HQs) adjacent to an enemy unit roll 18.5.1-.3
Table with max +2 die roll modifier for: on Isolation Attrition Table
- Lead Unit Troop Quality (+/-), Armor Rating d. Strongpoints are exempt from Isolation Attrition if 18.5.3
Comparison (+1) and Defensive Support (+1) stacked with a friendly combat unit
o If DD fails and defender faces elimination, may do 12.5 e. Remove IPs not stacked with friendly combat units 16.1.5
Desperation Defense if at least 2 steps are f. At end of GE Player Turn, Allied player wins if >=3 23.2
defending. Remove 2 steps and remain in place, or in-supply units are on E or S map edge, all Beaches
if no steps remain attacker may do Limited are Open and all 4 Caen hexes are Allied controlled
Advance.
c. Defender Retreats if no DD or DD fails 13 C. Allied Turn: After completion of German Turn, repeat phases 1-7
Retreat 4 hexes on A1/D2 and DH 13.1.1 D. End Phase
May retreat 1 hex into City, Town, Woods, Bocage, 13.3
1. Allied player may withdraw an Airborne Div if all on-map 22.2
Strongpoint or IP, or into hex with friendly non-
units are in-supply and not adj to an enemy unit
disrupted units of at least equal Combat Strength.
2. GE player wins if any of following conditions exist: 23.3
May not end 1 hex retreat in EZOC unless occupied
>=3 Allied Beaches / Mulberry hexes closed
by friendly non-Disrupted unit.
>=7 US 3-step units eliminated or Cadre-level
Retreat 2 hexes in all other cases 13.1.1
Retreat path must minimize step losses 13.1.4 >=5 CW 3-step units eliminated or Cadre-level, not
including Canadian units
Avoid EZOCs if possible, but if not, only 1st hex of 13.1.2
3. After completion of Scenario’s last turn, Game Ends S1, S2, S3
retreat can enter EZOC with subsequent hexes free
of EZOCs (a friendly non-retreated unit negates Scenario Victory Conditions determine winner
EZOCs for this purpose) 4. If Game is not Ended, then advance to Initial Phase of the
next turn
Retreated units become Disrupted 13.6