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Normandy ’44, Expanded Sequence of Play 1

Start of Game PLAYER TURNS (B & C)


 Choose Game Scenario B. German player turn goes first, then Allied player turn (C)
o Campaign Scenario (22 turns) S1 1. Replacement Phase (starting Turn 2)
o 7-Turn Short Scenario S2 a. One Repl Pt restores an in-supply non-Disrupted unit 6.2
o Cherbourg Scenario (12 turns) S3 by 1 step or brings a unit out of Eliminated or Cadre 17.9
 Setup Game Displays on its lowest step within 5 hexes of a unit in
o Place At-Start units and markers on map, Turn same Div at a same-nation HQ or friendly-controlled
Record Track and Weather Track (Overcast-2) Town or City hex that is in-supply and free of EZOCs
 Allied player receives Naval Support markers 20.1 b. Allied Airborne Div’s receive max 1 Repl per turn; 6.2.3
o Place Allied Reinforcements, Cadres and Mulberry Non-Airborne units receive max 1 Repl per turn
markers on In-Britain Card c. In-Britain reduced units may receive Repl 21.2
o Place German Reinforcements and Cadres on d. GE player places 1 unit per turn from each of 243rd and 6.7
German Reinforcement Card 709th Div Mobilization Boxes onto Div hexes
 Select Optional Rules 25.1-25.3 e. US Ranger Bn’s are removed if no GE units are within 17.5.2
4 hexes of Pointe du Hoc
Allied Invasion Turn 20.1 f. Brit 4th Special Service Bde is removed if no GE units 17.5.2
 Airborne Scatter 20.2 are within 4 hexes of Arromanches-les-Bains
o Allied player rolls die on Airborne Scatter Table for g. An Allied army’s Mulberry construction is delayed 1 21.1.2
each landing Airborne unit turn if a GE unit is adj to its Mulberry location
o On loss of 1-2 steps, add 1 Airborne Replacement 2. Movement Phase
 Invasion Combat 20.3 a. IPs started previous turn are now completed 16.1.3
o At each beach landing hex, roll on Invasion CRT for b. IP construction may begin (unused IPs are lost)
INF-type units and DD Tank Table for tank c. Strongpoints may be removed anytime during GE 16.2
battalions, apply results and Advance After Combat player turn
o On each roll of 1 at an Omaha Beach hex, Allies 20.3.3 d. Remove Strategic Movement & Truck markers 9.8.5-.6
take losses and roll again. If reduced to 2 Cadre e. Allied Turn 1 follow up wave treated as Reinf’s 20.5
level INF units, then invasion at that hex fails and f. Reinforcements (starting Turn 2) 6.5-6.7
assault units return to Omaha Beach holding box  Allied Reinforcements arrive from In-Britain Card 6.5
o If Rangers 2nd Bn landing succeeds, then roll die for 20.3.4 during non-Storm turns
5th Bn. On roll of 1-3 5th Bn lands at Pt du Hoc, o 6 US & 6 CW Reinforcement Points (RPs) per 6.5.1
otherwise it joins Omaha follow up wave. If 2nd Bn turn, with max 4 RPs at each Beach
landing fails, 5th Bn joins Omaha follow up wave o Once an army Mulberry is complete, 3 RPs may
GAME TURNS be used to acquire 1 Supply Pt
A. Initial Phase (starting Turn 2) o CW RPs reduced by 2 for each Brit ENG unit 6.5.3
1. Roll die on Weather Table & record on Weather Track 4.1-4.3 removed from Gold or Juno beach
a. Optional Historic Storm: Weather is Storm on Turns 25.1 o US RPs reduced by 2 for each US ENG unit 6.5.3
14-16. Re-roll a 1 on all other turns removed from its Beach hex
b. Optional Random Storm: Until Turn 12, re-roll a 1. 25.2  Allied Reinf’s must use Tactical Movement (land on 6.5.2
On Turns 12-22, once a 1 is rolled, Storm lasts for 3 1st hex), Combat Strength is halved if attacking
turns, after which roll Weather normally (mark Regroup) and Limited Advance
2. Mulberry construction 21.1  GE Reinf’s arrive at color coded Entry Hex or may 6.6
a. On turn Arromanches is Allied-controlled with no be delayed 1 turn to enter at same or adj Entry Zone
adj GE combat units, place British Mulberry marker (delay may be repeated indefinitely)
on Turn Record Track 5 turns hence g. Up to 6 units or stacks may be placed in Reserve 15.1
b. On turn no GE units are in or adjacent to the two h. Movement (see Terrain Effects Chart, TEC) 9.1
Omaha beach hexes, place US Mulberry on Turn  On Turn 1, GE Restricted Movement (17.6) and Ost 20.4
Record Track 5 turns hence units may not move; 21st Pz Div MA=3; no Strategic
c. On completion, place Brit Mulberry on or Truck movement permitted
Arromanches and US Mulberry at Omaha beach  Units and stacks pay MPs to enter permitted hexes
3. Markers on General Records Track are adjusted at MA rate of slowest unit
according to on-map Weather Table o Reduce GE Mech MA by 2 in Clear
a. Supply Points (max 19 per Army) 5.1-5.3 o In Clear & Overcast, GE primary road MP cost =
 Each Allied Army receives 1 Supply Point per ½ per hex
non-Storm turn prior to its Mulberry being  Units may not exit the map 9.2
complete; Army receives 2 SPs per non-Storm
 Tactical movement: 1 or 2 hexes with no MP cost 9.10
turn once its Mulberry is on map
 Strategic movement: Mech units 2x MPs along 9.8
b. Replacements (max 9 per Repl marker) 6.1
roads; Cannot start/end movement adj to enemy unit
 On weather roll of 1, German player may 6.4 or end movement stacked with another unit
immediately replace 1 Panther or Tiger step, or
 Truck movement: 1 GE non-Mech unit per turn may 9.8.6
instead add 1 Armor Replacement to General
move as a Mech unit with MA=5
Records Track
 Bicycle units: MA=6 along roads in Overcast, but 9.9
 GE 0 and -1 TQ INF Repl must be used 6.4 cannot start movement in EZOC or move adj to
immediately and cannot be accumulated
enemy unit
c. Improved Positions (no GE IPs until Turn 5) 16.1.2-.4
d. Allied Air and Naval  Reserve: May move 1 MP, but cannot enter or exit 15.1
19.1
an EZOC
 Optional: Until GE SPs at hexes 3012 & 2818 are 25.3
eliminated, 1 US Nav unit must be used to  An Allied unit may evacuate from an open beach hex 21.2
suppress batteries. Until GE SPs at hexes 2623 & to the In-Britain Card using its entire MA (max 2
2437 are eliminated, 1 Brit Nav unit must be used units per turn per beach hex)
to suppress batteries, unless no Reinf’s landed at  A US Ranger unit may evacuate from Pointe du Hoc 21.2
Sword Beach to the In-Britain Card using its entire MA
4. Flip all in-supply HQs and Werfer Brigades to Ready 17.2-17.3  GE Restricted Movement units cannot move until an 17.6.1
5. On Turn 2, two Allied glider units arrive at their target 20.2.4 Allied unit is within 2 hexes of their location
hexes and roll on Airborne Scatter Table with a +1  GE Restricted Mvmt units starting within Cherbourg 17.6.2
DRM. If target hex is enemy occupied, affected glider Perimeter may freely move inside the Perimeter but
unit is delayed one turn to land at a different location may not move out until an Allied unit is within 2
within 4 hexes of original target hexes of any one of them.
Normandy ’44, Expanded Sequence of Play 2

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

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