Bombardment Table

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

 

UK Naval Gunfire

# 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+

 


 

US Air Factors available

FB x 18

LB-1 x 3

MB-2 x 8

HB x 6


 

UK Air Factors available

FB x 18

LB-1 x 2

MB-3 x 2


Railroad Interdiction Table

 

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

 

 

Weather Table

 

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.

 


Weather Cycle

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


 

Weather Effects Chart

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 and Mulberry Logistics Table

 

Port Construction

Mulberry Storm Damage

Cherbourg Status

 

Die Roll

Mulberry Construction

Minor Port Clearance

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.

CHERBOURG STATUS: German player rolls one die at beginning of each turn on the German Demo column and subtracts the result obtained from the current Cherbourg Port Capacity, until that Capacity equals –4 maximum. After capture, the Allied player rolls one die at beginning of each turn and adds the result to the current Cherbourg Port Capacity. Maximum capacity is 36. Cherbourg Port Capacity starts at “12.”

 

Fortification Clarification Table (Supplement to Fortifications Chart)

 

Units in Fort

On Fort

Defense Value

CAM Type

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.