Breakout: Normandy player notes

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Zones: May only be entered if the unit starts the impulse in an adjacent area/zone. A unit starting in a zone may move to an adjacent area at normal cost and may continue, if able. There are no movement restrictions in contested zones. Field artillery may not bombard or support into adjacent zones. Fortifications: Are permanently removed when any allied fresh or spent unit contests that fortified area. Are permanently removed if the allies control that fortified area. Weather: Clear: - no effect on play procedures. Overcast: - German movement increased by 1mp; no air bombardment; no interdiction; no air support mods. Effects on supply for German depots: For every 3 (or fraction thereof) impulses of overcast during a clear day turn, each depot is worth 1 additional supply point. For every 3 (or fraction thereof) impulses of clear during an overcast day turn, each depot is worth 1 less supply point. Reinforcements: Allied: - Maximum of 5 units may land at a beach area each impulse. Beaches may not become overstacked. Reinforcements may move normally on entry to a beach area and pay MF costs for moving on to the beach and any additional costs to an adjacent area, if able. Allied reinforcements may land on German controlled contested beach areas, but not on uncontested ones. Coastal Artillery Interdiction: - Interdiction value on a beach area = total fresh CA units in or adjacent. If allied interdiction dr for each landing unit = interdiction area value then unit becomes spent. If allied interdiction dr for each landing unit is less than interdiction area value then unit becomes disrupted 1. CA units do not become spent for interdicting during allied landing impulses or allied regrouping at night. Breakout: Normandy –player notes. Impulse Track: Advantage marker = Impulse marker Turn Marker (static) marks impulse & weather start. The first DR roll made by the allied player each allied impulse is also used as the ‘Sunset DR’ (place the drawn chit on the track). Day ends when: (i) Advantage marker moves off impulse track. (ii) Sunset DR is < current impulse number4. Note: Sunset DR may be modified by the position of the drm marker on the impulse track up or down depending which side the marker is on. Weather during the day changes when: Sunset DR = impulse number (weather changes on next impulse). The advantage marker is moved up the impulse track when: Sunset DR current impulse number. Note: The advantage and turn markers may be adjusted from the zero starting location during the refit phase for the following day by each player expending 10 supply points from reserves to move the markers one box either way on the impulse track (to a maximum of 30 supply points). The Sunset DRM marker is only moved on the impulse track when: (i) Each time the allied player has one or more units eliminated in an impulse. For each unit, the German player may decide which side the sunset drm marker is flipped to and may then move the marker up or down the impulse track as many spaces equal to the allied losses ( to a maximum of 3) unless the allied player has the tactical advantage, in which case the first loss taken gains the Tac Adv for the German player instead. (ii) Each time the German has three or more units eliminated in an impulse. For each unit, the Allied player may decide which side the sunset drm marker is flipped to and may then move the marker up or down the impulse track as many spaces equal to the German losses ( to a maximum of 3) unless the German player has the tactical advantage, in which case the first three losses taken gains the Tac Adv for the Allied player instead. What the Sunset DRM marker does: Depending of which side the marker is on and in which impulse track box it rests on, it will affect the dice rolls for ending the day (ie. Sunset DR) by modifying that roll as plus or minus the number the drm marker is on. If the tactical advantage is used to re-roll any allied DR that doubles as a Sunset DR, then the new DR becomes the effective Sunset DR. Bridge & River/Flooded boundaries: Repair dr: (First step in an assault impulse). If a player controls the area (which can be contested at the time of repair) and holds a spare construction marker, an attempt may be made to repair the bridge. Note: A bridge under repair may be made the primary target of a bombardment attack.

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Breakout: Normandy player notes

Transcript of Breakout: Normandy player notes

  • Zones: May only be entered if the unit starts the impulse in an adjacent area/zone. A unit starting in a zone may move to an adjacent area at normal cost and may continue,

    if able. There are no movement restrictions in contested zones. Field artillery may not bombard or support into adjacent zones.

    Fortifications:

    Are permanently removed when any allied fresh or spent unit contests that fortified area. Are permanently removed if the allies control that fortified area.

    Weather: Clear: - no effect on play procedures. Overcast: - German movement increased by 1mp; no air bombardment; no interdiction; no air support mods. Effects on supply for German depots:

    For every 3 (or fraction thereof) impulses of overcast during a clear day turn, each depot is worth 1 additional supply point.

    For every 3 (or fraction thereof) impulses of clear during an overcast day turn, each depot is worth 1 less supply point.

    Reinforcements: Allied: - Maximum of 5 units may land at a beach area each impulse. Beaches may not become overstacked. Reinforcements may move normally on entry to a beach area and pay MF costs for moving on to the beach and any additional costs to an adjacent area, if able. Allied reinforcements may land on German controlled contested beach areas, but not on uncontested ones. Coastal Artillery Interdiction: - Interdiction value on a beach area = total fresh CA units in or adjacent. If allied interdiction dr for each landing unit = interdiction area value then unit becomes spent. If allied interdiction dr for each landing unit is less than interdiction area value then unit becomes disrupted 1. CA units do not become spent for interdicting during allied landing impulses or allied regrouping at night.

    Breakout: Normandy player notes. Impulse Track: Advantage marker = Impulse marker Turn Marker (static) marks impulse & weather start. The first DR roll made by the allied player each allied impulse is also used as the Sunset DR (place the drawn chit on the track). Day ends when:

    (i) Advantage marker moves off impulse track. (ii) Sunset DR is < current impulse number4.

    Note: Sunset DR may be modified by the position of the drm marker on the impulse track up or down depending which side the marker is on. Weather during the day changes when: Sunset DR = impulse number (weather changes on next impulse). The advantage marker is moved up the impulse track when: Sunset DR current impulse number. Note: The advantage and turn markers may be adjusted from the zero starting location during the refit phase for the following day by each player expending 10 supply points from reserves to move the markers one box either way on the impulse track (to a maximum of 30 supply points). The Sunset DRM marker is only moved on the impulse track when:

    (i) Each time the allied player has one or more units eliminated in an impulse. For each unit, the German player may decide which side the sunset drm marker is flipped to and may then move the marker up or down the impulse track as many spaces equal to the allied losses ( to a maximum of 3) unless the allied player has the tactical advantage, in which case the first loss taken gains the Tac Adv for the German player instead.

    (ii) Each time the German has three or more units eliminated in an impulse. For each unit, the Allied player may decide which side the sunset drm marker is flipped to and may then move the marker up or down the impulse track as many spaces equal to the German losses ( to a maximum of 3) unless the German player has the tactical advantage, in which case the first three losses taken gains the Tac Adv for the Allied player instead.

    What the Sunset DRM marker does: Depending of which side the marker is on and in which impulse track box it rests on, it will affect the dice rolls for ending the day (ie. Sunset DR) by modifying that roll as plus or minus the number the drm marker is on. If the tactical advantage is used to re-roll any allied DR that doubles as a Sunset DR, then the new DR becomes the effective Sunset DR. Bridge & River/Flooded boundaries: Repair dr: (First step in an assault impulse). If a player controls the area (which can be contested at the time of repair) and holds a spare construction marker, an attempt may be made to repair the bridge. Note: A bridge under repair may be made the primary target of a bombardment attack.

  • Seizure dr: (Before movement). The active area must be free and costs the seizing unit one MP (also all others that used the seized bridge this impulse). Demolition dr: (As final step in an activated area). Bridge must be on the activated area and need not be controlled or occupied by the players units. However, the bridge(s) must be controlled by the player attempting demolition and the enemy must control or contest one of the adjacent bridge boundaries. Night repair: Use supply as per a spent unit during refit. Bridge capacity: = 5 units Flooded Boundaries: May not be crossed except via bridges. Enemy held bridges and river boundaries may not be crossed from a contested area. Bridge dr modifiers are reckoned for each adjacent area on the bridged boundary. Non-Standard movement costs: Contested activated area assault costs: For each friendly unit moving after assaults by other friendly units, the costs for moving out of that area are: 1mp if all enemy units are spent or disrupted 2mp if any enemy units are fresh Assault after movement is manditory when:

    (i) Entering an enemy occupied area not contested at the impulse start. (ii) Entering a contested area across an enemy held bridge or river line. (iii) Landing on a beach area with an undestroyed fortification.

    Bombardment: Artillery support: Field artillery may only be used for support in its own area if contested. One or more fresh artillery may support an assault by being adjacent to the assault area and then becomes spent. Artillery may move with assaulting (point) units but may not provide AS. Divisional artillery may only support assaults containing at least one other unit of the same division. Bombardment: Choose the primary target in the area to be bombarded (enemy field artillery may not be chosen unless the only type present). Important: A unit may not be eliminated due to bombardment when disrupted 2 units are required to take attrition. Further, a unit may only lose one level of attrition due to bombardment. Nebelwerfers: May only bombard by itself in the area it is in. It does not increase the DV in case G (see chart 9.3). It does not increase the DV in case C (see chart 10.3). It may not be chosen as a primary target unless alone. Flak/Pak: May not be chosen as a point unit, but may be used as forward defence. Coastal Artillery (fresh): Interdict allied units/supply when in or adjacent to the beach they land on (cumlative). Naval Bombardment: Must target areas occupied or adjacent to units of the same nationality. Air Bombardment: Must target areas occupied or adjacent to units of the same nationality. Bombing does not advance the impulse marker, however, a sunset DR is still made.

    Zones may not be attacked. If the target area is contested and both players DRs (before mods) are the same number then the allied player must also take attrition casualties to the value of 50% of that DR (unmodified) rounded up. The German player may select the allied primary target in this mistaken attack. Refit & Supply: Disrupted units may not recover more than one level per day. Supply lines may be traced through contested areas that are friendly controlled. Friendly bridges are need to trace supply through area bounded by rivers or flooded perimeters. Depots: (may have multiples in an area). Units require the following depot supply points to refit;

    1pt to refit in same area as depot 1pt additional for disruption 1pt additional each boundary crossed 1pt additional each contested intervening area between unit & depot

    Supply may not be traced into or through enemy controlled areas. Depots in contested area cannot refit units outside that area or contribute reserves for the supply track. Reserves: Unspent supply points may be placed in reserve on the supply point track to eventually purchase impulse advances and retractions valued at 10pts per impulse space if required. Reserve points may not be used to augment depot supply. German sources of supply:

    German controlled zones (units in those zones automatically refit). Cherbourg units in that area may attempt refit without resorting to depot supply (see

    table 12.62 on board). Units are not required to make a surrender dr if able to trace supply to Cherbourg.

    Allied sources of supply: Beaches when contested only supply that area. When retaken by Germans, can only

    be used for allied supply the day after it is re-taken back. Fresh coastal artillery lowers allied depot capacity by one for each in or adjacent area occupied.

    Air Allied units can never be isolated (they are deemed supplied from the air). However, to refit by airdrop, the allied player may pick up to 4 units in any one area (not zone) to receive refit via table 12.9 on chart.

    German isolation; German units must make a successful isolation dr to avoid removal due to surrender (see table 12.8 on board) Regrouping (night):

    Bridge limits (5) must be observed. May not cross boundaries normally not allowed by day. Allied units in beach approach boxes may land if area is free (although adjacent coastal

    artillery still interdicts), otherwise they go to offshore box and come in as reinforcements the next day.