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2.

0 THE GAME SHEET:


Roll For Omaha! The game sheet provided is a map of Omaha
Beach. It is divided into 7 vertical
1944 sections, each one pertaining to a real
beach section from the invasion: Fox Green,
A WWII Roll + Write Game
Easy Red, Easy Green, Dog Red, Dog White, Dog
Designed by Noah Patterson
Green, and Charlie. Within each section is a
number of tracks, tables, and items for use
in gameplay.

Roll For Omaha! 1944 is a WWII Roll + Write


game intended for 1 player. It is a low
complexity abstract simulation of the
D-Day invasion of Omaha Beach. 2.1 Game Sheet Diagram:
The color coded graphic below will help you
1.0 COMPONENTS: navigate the sheets many zones:
The game includes the following
components:
● Game Sheet
● Player Sheet
● These Rules

1.1 What You Need:


● 1 Six-Sided Die
● A Pencil With a Good Eraser
● A Penny, Button, Bead, or Other Marker
for the Weather Track. (Alternatively,
you can track weather with a pencil
mark that is erased each turn)
2.1.1 Yellow Zone - Weather Chart:​ The
yellow area is the weather chart for the
game. Each turn, the weather may change,
thus inflicting help or hindrance on the
Allies.

2.1.2 Grey Zone - Turn Record Track:​ The


Turn Record Track helps you know what turn
it is and has helpful reminders for when
special events happen in the game.

2.1.3 Orange Zone - Air Support Track:


During the first turn of the game, this small
track will help you know how successful the
beach bombings are prior to the landing of 2.1.6 Green Zone - Troops:​ ​Each section has
troops. its own tracks for all the units the player
controls. Each unit has a column of 3 white
2.1.4 Pink Zone - German Defenses:​ These boxes below it which measures the unit’s
tracks help you to know how much German current Strength value. The top of the chart
defense remains in each specific map has the division name and symbol. Below the
section. The bottom row with 3 boxes is the chart is the Section name. Both of these are
Defense Value​ for the Germans. This is a used more for historical interest than
measure of how fortified they are in their actual gameplay.
strongholds. The top two rows consisting of
six total boxes is a measure of the actual
troops hidden inside those strongholds.

2.1.5 Blue Zone - Troop Advancement Track:


Each map section has its own Troop
Advancement Track. This helps you know how
far up the beach the troops have moved. The
left track in each section is a measure of
how far the infantrymen are making it up
the beach. The right track in each section is
a measure of how far any armor/tanks have
made it up the beach.
There are 3 types of units in each section: 4.0 WEATHER SEQUENCE:
The game begins with the weather already on
Infantry the “Overcast” slot of the map. Place the
weather marker on this slot. OR mark it with
a pencil. The player will then roll 1 die. An
odd result means the weather worsens. Move
Armor the Weather Marker DOWN the track. An even
result means the weather improves. Move the
Weather Marker UP the track. The weather
track has a small reminder of this on the
right side of the table.
Engineers
Engineers are also Infantry for purposes of
the Activation Sequence and Landings.

2.1.7 Red Zone - Casualty/Naval Track:​ The


final zone at the bottom of the map is the
combined Casualty and Naval Support
tracks. When the enemy inflicts enough
casualties it will spur the allies to send
in Naval Support.

3.0 SEQUENCE OF PLAY:


Each turn of the game has multiple
sequences in it.
1. Turn Advance Sequence:​ The player
will start by marking off the current
box on the Turn Record Track. On turn On turn 1, if the player rolled an odd
1, they would mark box 1. result, the weather marker would move to
2. Weather Sequence: ​The player will the Storm spot. If they rolled an even
roll to determine if the weather result, the weather marker would move to
worsens or subsides. the Clear spot. If you roll an even result
3. Activation Sequence:​ The player will while the weather is clear, the weather
now activate each available unit in remains clear. If you roll an odd result
each map section one by one. First while the weather is stormy, the weather
Infantry, then Armor, then Engineers remains stormy.
will have the option to activate and
take an action. Weather has effects on Advances, Attacks, Air
4. Naval Support: ​The player checks to Bombings, and Naval Bombardments. Overcast
see if the Casualty Track has been weather generally gives the player a -1
filled to 10. If so, then Naval Support modifier to these situations and Stormy
is used. If not, skip this segment. weather generally gives the player -2 to
5. Victory Determination:​ ​The player these situations. These will be explained
ends the turn by checking to see if in greater detail in the following sections.
they’ve achieved victory.
5.0 AIR SUPPORT: Bombing Table. Roll a die and cross
On TURN 1 of the game, the normal Activation reference for the final result.
Sequence is replaced with the Air Support
Sequence instead. Before the landings
begin, the allies send in bombers to try and
help clear the beaches. Historically, this
mostly failed on Omaha Beach due to poor
visibility.

The player begins with 4 Air Support Power


as indicated on the track.

Beginning with the rigtmost section of the Each result on the chart is as follows:
map (Charlie Section), the player will make ● L: Stands for Lose 1 Air Support. Cross
bombings attempts against each section off the current highest number on the
moving right after each attempt to the next Air Support Track.
section and ending with Fox Green. ● -: Means the bombing failed.
● X: Means the target takes 1 hit.
● 2X: Means the target takes 2 hits.
● 3X: Means the target takes 3 hits.

When applying hits to a Section of the map,


you always hit the Stronghold first. The
Stronghold is represented by the 3 barbed
wire boxes in each section.

To make a bombing attempt, the player will


use the Air Bombing Chart on the player aid.
The procedure is as follows:
1. Determine Air Support:​ Check how
many Air Support Points you have left
according to the air support track.
2. Subtract Weather Modifier:​ Check the
current weather for the turn. If it is
clear, no modifier. If it is overcast, In the example above, the player managed to
-1. If it is Stormy, -2. roll a 2X result. Therefore, they cross out 2
3. Roll: ​Find the modified Air Support boxes of the Stronghold.
value in the top row of the Air
The player will bomb each section once ● C: The Unit takes 1 casualty.
until they’ve had a chance to bomb each one ● L: The Unit landed safely with no
OR they have run out of Air Support Points. casualties.

6.0 INFANTRY LANDINGS: When applying casualties to a Unit, always


On TURN 2 of the game, the normal Activation mark off the topmost unmarked box first and
Sequence is replaced with the Infantry work your way down.
Landing Sequence instead.

During this sequence, the player will


attempt to safely land their infantry troops
on the beach. They will do this for EACH
INFANTRY UNIT within EACH SECTION of the
map using the Landing Table from the
Player’s Aid. The player should start with
the Infantry unit in Fox Green Section and
move right from there. NOTE that Engineer
Units are also Infantry Units.

In the example above, the player has just


finished landing all infantry units in Fox
Green. He rolled a “C” for the Infantry unit,
a “3C” for the Engineer unit.

7.0 ARMOR LANDINGS:


On TURN 3 of the game, AFTER the normal
Activation Sequence is played out there is
To make a landing, do the following: an extra Armor Landing Sequence as well.
1. Roll a Die: ​Roll the die and then
subtract any weather modifiers from During this sequence, the player will
the result. -1 for Overcast and -2 for attempt to safely land their armor units on
Storms. the beach. They will do this for EACH ARMOR
2. Result:​ Find the result on the table UNIT within EACH SECTION of the map using
under the infantry column and apply the Landing Table from the Player’s Aid. The
it. player should start with the Armor unit in
the Fox Green Section and move right from
Each result is as follows: there.
● 3C: The Unit takes 3 casualties.
● 2C: The Unit takes 2 casualties.
To make a landing, do the following:
3. Roll a Die: ​Roll the die and then
subtract any weather modifiers from
the result. -1 for Overcast and -2 for In the example above, the player has just
Storms. finished landing all armor units in Fox
4. Result:​ Find the result on the table Green. He rolled a “2C” for the armor unit.
under the armor column and apply it.
NOTE THAT during Turn 3, Armor units don’t
Each result is as follows: get a chance to do anything during the
● 3C: The Unit takes 3 casualties. Activation Sequence since they haven’t
● 2C: The Unit takes 2 casualties. landed yet.
● C: The Unit takes 1 casualty.
● L: The Unit landed safely with no 8.0 ACTIVATION SEQUENCE:
casualties. After a unit has landed, it is eligible for
Activation during the Activation Sequence.
Landing armor is more difficult. The Activation Sequence has three segments:
Historically, most of the tanks floundered ● Infantry Activation
and sank due to bad weather conditions and ○ Starting on Turn 3
poor timing. ● Armor Activation
○ Starting on Turn 4
When applying casualties to an Armor Unit, ● Engineer Activation
always mark off the topmost unmarked box ○ Starting on Turn 3
first and work your way down.
8.1 Infantry Activation:
Infantry Units activate first. They can
choose one of two options:
● Advance
● Attack
Engineer units, while considered infantry 2. MODIFY: ​Modify the strength by the
themselves, never activate during the weather modifiers. -1 for overcast
infantry phase. However, when a normal and -2 for storm.
infantry unit is activated using the 3. ROLL:​ Find the column pertaining to
“Advance” action, it is assumed that the the modified Strength and roll a die.
Engineers are also coming along. Engineers Cross reference to find the final
do not add their strength for advance or result. (Note, a Strength lower than
attacks as it is assumed they are busy -1 on the table is treated as -1).
clearing the beach of obstacles for the
tanks to come through.

The two infantry units in Sector Easy Red


always act independently of one another.
However, when one successfully advances, it
is assumed the other also advances (but they
never add their strengths together). Since
they both get an independent activation,
however, they have better chances of
advancing more quickly.

8.2 Armor Activation: The table results are as follows:


Armor Units activate second. They can ● 3C: The unit takes 3 casualties
choose one of two options: ● 2C: The unit takes 2 casualties
● Advance ● C: The unit takes 1 casualty
● Attack. ● -: The advance maneuver fails as your
unit is pinned down under heavy fire.
NOTE THAT an armor unit MAY NOT advance ● A: The unit advances 1 space.
into a space where the beach hasn’t been ● 2A: The unit advances 2 spaces.
cleared of obstacles. ● 3A: The unit advances 3 spaces.

8.3 Engineer Activation​: 9.1 Marking Advancement:


Engineer Units activate third. They can Infantry and Armor each have their own
choose one of three options: track for advancing up the beach. Each beach
● Attack section has an Infantry advancement track
● Clear (on the left) and an Armor advancement track
● Bomb (Only while in the last space (on the right).
closest to a stronghold).
When you successfully advance, mark off the
9.0 ADVANCE ACTION: number of boxes moving up the track to show
When a unit wishes to take the ADVANCE the advancement. You can never advance
action it means they are trying to press up farther than the last space (adjacent to the
the beach toward the enemy. To do this, the German strongholds).
player must do the following:
1. STRENGTH: ​Check the Unit’s CURRENT In the following example, the player
strength. This is whatever number in managed to roll a 2A advancement result for
the unit’s column is highest and not his Infantry, thus checking off 2 boxes.
checked off as a casualty.
spaces in between the attacker
and the enemy stronghold.
c. Defense:​ -X where X is the
number of unmarked Stronghold
spaces (barbed wire) in the
current map section.
6. ROLL:​ Find the column pertaining to
the modified Strength and roll a die.
Cross reference to find the final
result. (Note, a Strength lower than
-1 on the table is treated as -1).

The table results are as follows:


● 3C: The unit takes 3 casualties
● 2C: The unit takes 2 casualties
● C: The unit takes 1 casualty
● -: The attack fails.
● X: The unit deals 1 hit.
● 2X: The unit deals 2 hits.
● 3X: The unit deals 3 hits.

10.0 ATTACK ACTION: 10.1 Marking Hits:


When a unit wishes to take the ATTACK action When applying hits to a Section of the map,
it means they are trying to attack the you always hit the Stronghold first. The
enemy. To do this, the player must do the Stronghold is represented by the 3 barbed
following: wire boxes in each section. Following that,
4. STRENGTH: ​Check the Unit’s CURRENT you may also mark off the German Units.
strength. This is whatever number in
the unit’s column is highest and not
checked off as a casualty.
5. MODIFY: ​Modify the strength by the
following modifiers.
a. Weather:​ -1 for overcast and -2
for storm.
b. Distance:​ -X where X is the
number of EMPTY unmarked
In the above example, the Infantry unit has
already managed to advance 2 spaces. On the
Engineer’s activation, it chooses to clear
the first space on the beach by connecting
the two boxes with a line. The armor units,
if any, are free to move up the armor track
to that spot.

Armor units may never move past or through


any spot that hasn’t been cleared
first--even if they roll a higher
advancement result.
11.0 CLEAR ACTION: 12.0 BOMB ACTION:
An Engineer unit may take a Clear Action to A bomb action works in exactly the same way
clear the beach for Armor to make its as a normal attack action with the two
advance. Engineer units are always following exceptions:
considered to be advanced the same amount ● It can only be performed by an
of spaces as the infantry track. engineer after the infantry have
filled the entire advancement column
During a Clear Action, the Engineer may for their section.
make a mark between two adjacent spaces of ● This attack automatically receives +4
the Infantry and Armor advancement tracks. to the Engineer’s Attack Strength.
This can be any space in which the Infantry
have advanced into. This mark indicates the 13.0 NAVAL BOMBARDMENT:
area has been cleared of anti-tank obstacles Each time you mark an allied casualty, also
and Armor is now free to move into the mark a box on the Casualties Track.
connected space on the track.

After the casualty track reaches 10, the


allies will receive Naval Support which can
be used during the Naval Bombardment
Sequence of the turn. Historically, the
allies sent in the navy to bombard the
German lines, despite the possible risk of
running aground.

The player will roll a die on the


Bombardment Table for EACH SECTION of the
map and adjust the result using the current
weather modifiers.
Follow the same procedure as on the other
Landing Sequences with the following
differences to the results from the Landing
Table.

● L: The unit receives 3 reinforcements.


Erase up to 3 casualty marks from that
unit.
● C: The unit receives 2 reinforcements.
Erase up to 2 casualty marks from that
unit.
● 2C: The unit receives 1 reinforcement.
Erase 1 casualty mark from that unit.
● 3C: The unit receives NO
reinforcements.

15.0 VICTORY CHECK:


At the end of each full turn of the game, the
The results of a bombardment are as follows: player will make a Victory Check.
● Run Aground. A modified roll of 1 or First, the player will count up the number
less means the navy has Run Aground. of map sections which still have Germans. A
The player immediately erases all section where all the German boxes have
casualty markers and thus loses Naval been crossed out is considered “Broken.” Any
Support. section with at least 1 German unit
● X: The navy inflicts 1 hit on the remaining is not broken.
target. Reduce the casualty track by
1. Roll the die. If the number is HIGHER than
● 2X: The navy inflicts 2 hits on the the number of remaining unbroken sections,
target. Reduce the casualty track by the allies have successfully stormed the
2. beach and won.
● 3X: The navy inflicts 3 hits on the
target. Reduce the casualty track by Copyright © 2020 Noah Patterson
3. Micro RPG

When the casualty track reaches 0, either


through regular bombardments or through
running aground, the player loses naval
support until the track can be brought back
up to 10 again.

14.0 WAVE 2 REINFORCEMENTS:


On turn 10, the second wave of units arrives
on the beach. During this turn, much like in
turn 2, the Activation Sequence is replaced
with another Landing Sequence of Infantry,
Armor, and Engineers.

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