|
Die Roll |
Total Strength Points
Applied to Target Hex:
1-3
4-9
10-15
16-22
23-30
31+ |
Each Rocket |
Die Roll |
|||||
|
£1 |
-- |
-- |
-- |
-- |
-- |
D |
-- |
£1 |
|
2 |
-- |
-- |
-- |
-- |
D |
D |
-- |
2 |
|
3 |
-- |
-- |
--- |
D |
D |
D |
-- |
3 |
|
4 |
-- |
-- |
D |
D |
D |
D |
-- |
4 |
|
5 |
-- |
D |
D |
D |
D |
D |
-- |
5 |
|
6+ |
D |
D |
D |
D |
D |
D |
D |
6+ |
Notes:
1.
This table is
used for naval bombardment, air bombardment, and coastal artillery fire
resolution.
2.
For air and
naval bombardment: “--“ is No Effect, “D” is Disrupted
3.
Naval Bombardment:
Allocate the desired strength points from the Naval Gunfire units
available. No
target hex may be fired on by naval bombardment more than once per
turn.
Exception: during the June 6 turn, the Allied player may expend up to
TWO
rocket attacks in each coastal hex, regardless of other naval
bombardment fire.
Rocket fire may only be used on targets in coastal hexes. Each rocket
attack is
resolved separately. Fortification bombardment modifiers do not apply
to rocket
attacks.
4.
Air
Bombardment: The Allied player allocates light (LB) and medium bomber
(MB)
units by placing them on an enemy occupied hex and resolving the
bombardment in
the Air/Naval Phase. Friendly units are not required to be adjacent to
target
hexes. Each hex may be air bombarded once per turn.
5.
Coastal
Artillery Fire: German coastal artillery units
fire at
Allied units in beach or port landing boxes during the Air/Naval Phase
(Except
June 6: Beach Assault, Follow-up, and Build-up Phases). Each coastal
artillery
may fire at all landing/port boxes within range. Each landing/port box
is
attacked once per turn. Total all strength points firing at a
landing/port box
before resolving. “D” result means each unit in the target hex loses
one step
AND is disrupted.
Naval Gunfire
|
US Naval Gunfire |
|||
|
# of units |
Type |
Factors/unit |
Range |
|
1 |
BB |
5 |
12 |
|
3 |
CA |
6 |
7 |
|
19 |
DD |
2 |
6 |
|
4* |
Rocket |
Special |
Coastal hex only |
|
|
|||
|
# of units |
Type |
Factors/unit |
Range |
|
3 |
BB |
5 |
12 |
|
20 |
CA |
4 |
8 |
|
34 |
DD |
2 |
5 |
|
6* |
Rocket |
Special |
Coastal hex only |
*
Rockets available
on June 6 turn only
Allied
Air Force Control Chart
|
Interdiction Radius |
Air Points Needed |
|
1 (Same hex) |
1-2 |
|
2 |
3-4 |
|
3 |
5-7 |
|
4 |
8-11 |
|
5 |
12+ |
FB
x 18
LB-1
x 3
MB-2
x 8
HB
x 6
FB
x 18
LB-1
x 2
MB-3
x 2
|
|
Interdiction Points
Allocated |
|
|||||
|
DIE ROLL |
6-10 |
11-15 |
16-23 |
24-27 |
28-31 |
32+ |
DIE ROLL |
|
1 |
0 |
0 |
0 |
3 |
4 |
5 |
1 |
|
2 |
0 |
0 |
3 |
4 |
5 |
6 |
2 |
|
3 |
1 |
3 |
4 |
6 |
7 |
9 |
3 |
|
4 |
2 |
4 |
5 |
7 |
8 |
10 |
4 |
|
5 |
3 |
5 |
6 |
8 |
9 |
12 |
5 |
|
6 |
3 |
6 |
7 |
9 |
10 |
15 |
6 |
|
|
# of cuts and amount of
accumulated damage |
|
|||||
|
|
June |
July |
August |
|
|||||||||
|
Die Roll |
7 |
6-15 |
16-22 |
23-30 |
1-7 |
8-15 |
16-22 |
23-31 |
1-7 |
8-15 |
16-22 |
23-31 |
Die Roll |
|
£0 |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
£0 |
|
1 |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
1 |
|
2 |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
F |
2 |
|
3 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
F |
F |
F |
F |
OV-1 |
3 |
|
4 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-2 |
4 |
|
5 |
OV-2 |
OV-1 |
OV-2 |
OV-1 |
OV-1 |
OV-2 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-1 |
OV-2 |
5 |
|
6 |
- |
ST |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
OV-2 |
ST |
6 |
|
7+ |
- |
ST |
ST |
ST |
ST |
ST |
ST |
ST |
ST |
ST |
ST |
ST |
7+ |
Key:
F = Fair
OV-1
= Overcast 1
OV-2 = Overcast
2
ST = Storm
Note: On the first turn that weather is ST (Storm), it is treated as “Storm-1.” Weather for the turn following the Storm-1 turn will automatically be “Storm-2”. On the third turn, the weather die roll is modified by adding 2. Once two turns of Storm have elapsed, there are only two possibilities for any subsequent weather: If an “ST” result is rolled, the weather is Storm-2 again, and 2 is added to the next turn’s weather die roll. If any result other than “ST” is rolled, the weather is automatically “Fair.” Note: after six consecutive turns of Storm, the weather automatically becomes Fair without the die being rolled.
|
F |
OV-1 |
OV-2 |
ST-1 |
ST-2 |
|
« |
« |
« |
® |
Auto |
Weather Modifier Chart
|
If Previous Turn’s Weather
is: |
Modify Weather Die Roll by: |
|
FAIR |
-1 |
|
OVERCAST |
0 |
|
OVERCAST |
+1 |
|
STORM |
Auto ST-2 |
|
STORM |
+2 |
|
FAIR |
·
No Effect |
|
OVERCAST–1 |
·
No air operations except
rail interdiction, strategic interdiction, and air supply |
|
OVERCAST-2 |
·
No air operations except
strategic interdiction ·
Subtract “1” from naval
bombardment die rolls on Bombardment Table ·
Beach Landing Capacity
HALVED (round down). Ports and Mulberries normal |
|
STORM 1 & 2 |
·
No air operations of any
type ·
No naval bombardment ·
Beach Landing Boxes may
not be used ·
Mulberries may not be used ·
Ports are normal |
|
|
Port Construction |
Mulberry Storm Damage |
|
|
||||
|
Die Roll |
Mulberry Construction |
|
2-3 Days |
4-5 Days |
6 Days |
German Demo |
Allied Repair |
Die Roll |
|
1 |
0 |
0 |
- |
- |
- |
- |
- |
1 |
|
2 |
0 |
0 |
- |
- |
D |
-1 |
- |
2 |
|
3 |
0 |
add 2 turns |
- |
- |
D |
-1 |
+1 |
3 |
|
4 |
add 2 turns |
add 4 turns |
- |
D |
D |
-1 |
+1 |
4 |
|
5 |
add 3 turns |
add 6 turns |
- |
D |
D |
-1 |
+1 |
5 |
|
6 |
add 4 turns |
add 8 turns |
D |
D |
D |
-2 |
+1 |
6 |
PORT CONSTRUCTION: Minimum of 14 turns to
construct a Mulberry or clear a
minor port. Place proper type of port marker on the Turn Record Track
indicating earliest turn of availability. After 14 turns, roll one die
on Port
Construction Table. Check the appropriate column if a Mulberry or port.
If “0”
is result is rolled, the Mulberry or port becomes operational that
turn. If additional turns are required, advance
marker to appropriate
date. The Mulberry or port becomes operational on that turn
without a
further die roll needed.
MULBERRY STORM DAMAGE: At the beginning of a
second Storm turn and for each
consecutive storm turn thereafter, roll one die for each Mulberry. If a
“D”
result is obtained on a completed Mulberry, the Mulberry is damaged. If
a
second “D” result is rolled on a later turn, the Mulberry is removed.
If a
Mulberry is still under construction when the die is rolled, add five
turns to
construction time for each “D” rolled. Damaged Mulberries have their
landing
capacity reduced to 8.
Fortification
Clarification Table (Supplement to
Fortifications Chart)
|
Units in Fort |
On Fort |
Defense Value |
|
|
None |
INF |
INF |
INF |
|
None |
ARM |
ARM |
ARM |
|
None |
ART |
ART |
ARM |
|
Yes (a) |
INF |
(a*)+INF |
INF |
|
Yes (b) |
ARM |
(b*)+ARM |
ARM |
|
Yes (c) |
ART |
(c*)+ART |
ARM |
|
Yes (d) |
INF+ARM |
(d*)+INF+ARM |
INF+ARM |
|
Yes (e) |
INF+ART |
(e*)+INF+ART |
INF+ART |
|
Yes (f) |
ARM+ART |
(f*)+ARM+ART |
ARM |
|
None |
INF+ART |
INF+ART |
INF+ART |
|
None |
None |
2 |
ARM |
The
letter represents
the unit(s) in the fort, regardless of unit type.
*
= units in the Fort have their value adjusted by the Defense Strength
Modifier
(X2 or x3 for Minor Forts or Fortified Areas) or 2 added (if
Landfronte).
Notes:
1.
Landfrontes
have a ZOC to three front hexsides.
2.
Field
Fortifications have a ZOC to three front hexsides.
3.
Units UNDER a
fortification can ignore retreat unless disrupted.
4.
Units on top
of a Fortified Area, Minor Fort, or Field Fortification must retreat if
called
for by combat results.
5.
If no units
are under a Landfronte and all units on top retreat, the Landfronte is
destroyed.
6.
Vacant
Fortified Areas and Minor Forts are not destroyed unless an Allied unit
advances into the hex.
7.
Units
defending under Landfrontes are halved when unsupplied.
8.
Units
defending under Minor Forts and Fortified Areas are not halved when
unsupplied.
9.
Coastal
Strongpoints are always in supply.