PLAY BOOK Table of Contents

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PLAY BOOK Table of Contents PLAY BOOK Table of Contents 20.0 Examples of Play ................................................... 2 23.0 Tips and Strategies ................................................. 21 21.0 Linking Scenarios into a “Grand Campaign” ........ 19 24.0 Unit Abbreviations ................................................. 24 22.0 Key Differences from Red Winter ......................... 20 25.0 Counter Manifest ................................................... 25 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com 2 Operation Dauntless Play Book 20.0 Examples of Play We have used two methods for the illustra- tions appearing in this book. For examples that required stacking of three or more units in a single hex, we have displayed the coun- ters at their true size relative to the hexes. For all other examples, we opted to display the counters as oversized in order to make their stats more visible. This seemed like the best way to present the information. I apologize if the two side-by-side methods are at first a bit jarring for the reader. All of the following examples assume it is a day turn with unlimited LOS. 20.1 Loading and Movement In the German Action Phase, the German panzergrenadier infantry company in 0718 wishes to move to 0411 (indicated by British control marker) but does not have enough MPs. The half-track unit in 0315 is an inde- pendent transport that qualifies to move this panzergrenadier infantry company (and note that it does not have to belong to the same company as the infantry to qualify, per 4.5.2). However, the half-track unit does not wish to enter 0411 itself because it could be fired upon by the British tank troop to the north (ARC via Movement Trigger) that has LOS to that hex. The solution is as follows: The half-tracks move via road to 0718 (paying 3 MPs) and load the infantry (+2 MPs). They proceed to move to 0312 via road (+5 MPs), while remaining out of LOS of the British tanks be- cause the waterway hexside blocks LOS (per 10.6.1). The half-tracks unload the infantry in 0312 (+2 MPs) and now have spent 12 of their 18 MPs. Next, they return via road to their starting hex of 0315 (+2 MPs). They have spent a total of 14 MPs. The panzergrenadier infantry in 0312 may move a total of one hex during the turn in which they were transported, per 4.5.3. They move to 0411. 20.2 Transport Pool Losses The British Transport Pool starts at 2. After taking two transport losses, the marker is at zero. When a third loss occurs, the marker is flipped over and moved upward one cell to 1. The German player is awarded a total of 4 VPs for these losses at the end of the scenario—1 VP each for the two losses prior to depletion and 2 VPs for the one loss following depletion. SdKfz 251/1 Transport half-track © 2015 GMT Games, LLC Operation Dauntless Play Book 3 20.3 Stacks and Movement This example involves tracking move- ment by class. It is the British Action Phase and the British stack wishes to move to Le Montoir (0916) while avoid- ing the ZOC of all German units. It first enters the adjacent field hex with each unit paying 1 MP (see yellow arrows). As it enters the woods just north of the German panzers (recall that ZOC does not extend into close terrain) the infantry and mortars—both leg units—each pay 2 MPs, while the tanks—tracked—pay 6 MPs. Since the panzers’ ZOC does extend into light bocage, the next hex the stack enters must be another woods hex. As this would cost the tanks another 6 MPs, the stack cannot enter; they have already expended 7 of their 11 MPs. If the tanks were not present in the stack, it still could not enter because the mortars would be out of MPs after arriving in the woods hex, having spent 3 of their 3 MPs. If the British infantry moved alone, it could reach the second woods hex by expending all 5 of its MPs. If the tanks moved alone, they could reach Le Manoir in a single move by using the road bonus, ignoring the eZOC of the German infantry and spending 10.5 of their 11 MPs (see green arrows and black numerals). 20.4 Adjacent Defensive Support 20.4.1 Example #1 In the following illustration, it is the British Combat Phase and the British are performing a Combat against the German infantry company in 1211, contributing CS from all four adjacent British in- fantry companies. The German pioneer platoon in 1313 can perform Adjacent Defensive Support against the stack in field hex 1312, but the German MG in 1311 cannot provide Adjacent Defensive Sup- port because it is in an eZOC apart from that originating from the target hex (in this case, from the Carrier Platoon). The German IG in 1111 can provide Adjacent Defensive Support against the stack in field hex 1210 because an eZOC (of the British MG platoon, in this case) does not extend into close terrain. The German Stummels in 1209 can also provide Adjacent Defensive Support because they are AFVs and ignore eZOC. SdKfz 251/9 “Stummel” SP gun half-track © 2015 GMT Games, LLC 4 Operation Dauntless Play Book 20.4.2 Example #2 In the illustration below, the British units are performing a Combat against the German infantry company in 0513, contributing CS from all adjacent British units. The German MG platoon in 0413 can perform Adjacent Defensive Sup- port against the British stack in field hex 0412 because the MG platoon is not in an eZOC apart from that of its target. The German pioneer platoon in 0613 cannot perform Adjacent Defensive Support vs. the British MG platoon in field hex 0612 because the German unit is in an eZOC of the British Carrier Platoon in 0713. The German mortars in 0312 can perform Adjacent Defensive Support against the British stack in field hex 0412, despite the presence of the adjacent Sherman troop in 0411, because an eZOC does not extend into a Strongpoint. 20.5 RAT Results It is the British Combat Phase. British infantry companies stacked in field hex 1315 declare a Combat against an ad- jacent German unit in 1215. The German player declares defensive support from two units: a MG platoon in 1317, two hexes away from the British attackers, and a mortar unit in 1518, four hexes away. The MGs have a RAS of 4 and the following DRMs apply: field +1 and two infantry companies in target hex +2. The German player rolls a 7, which is modified to 14. This results in the placement of a Suppressed marker that will shift the impending Combat 1 column left in favor of the defender. The mortars (RAS 5) are in a position to self-spot. DRMs: As above, and addition- ally, +1 for self-spotting. An 8 is rolled, modified to a 17. A second Suppressed marker is placed. Additionally, the British player must suffer a step reduction to one of his attacking units (British player’s choice). Panzergrenadiers of the 12th SS Panzer Division. German Heavy Machine Gun (MG34) © 2015 GMT Games, LLC Operation Dauntless Play Book 5 A brown (British) Sup- pressed marker is placed near the target hex. The defensive support is resolved. The follow- ing DRMs apply to all three firing units: Close terrain (–1) and two company-sized infan- try units in target hex (+2), so the net DRM is +1. The pioneer pla- toon (RAS 3) rolls a 10, which is modified to a 14 = Suppressed. A gray (German) Suppressed marker is placed near the British stack. The Stummel section (RAS 4) rolls a 9, which is modified to a 14 = Sup- pressed, so a second marker is placed. The IGs (RAS 2) roll a 6, which is modified to a 9 = No Effect. Note that the IGs could use the German MGs as an ad- jacent spotter. The IGs are rotated 90 degrees counter-clockwise so that their Fired arrow is on top. The other two German units are rotated 20.6 Combat with Support 90 degrees clockwise as they fire, to indicate that they have taken their one action for the It is the British Combat Phase. The British player declares a Combat Combat Phase. The support nets out at one German Suppressed against German hex 1108 with the British stack in 1008. He declares marker, for a shift of 1L to the Combat Ratio. offensive support from the MG platoon in 0907 and Sherman tank troop in 0908. The German player declares defensive support from The Combat is now resolved by using the CRT. There are 13 total the pioneer platoon in 1107, IGs in 1206, and Stummels in 1209. CS points attacking vs. 4 defending (black-box CS units have their Note that the German recon platoon in 1208 cannot provide sup- CS doubled when defending) for base odds of 3:1. The following port because it cannot make a Ranged Attack from an eZOC—this Combat Ratio modifiers apply: net Support (1L), close terrain (1L), does not apply to the Stummels because they are AFVs, and AFVs Dug-In (1L), Armor Bonus (1R). The net shift is 2L, for a final ignore eZOC. Note that the German recon half-tracks in 1009 cannot Combat Ratio of 3:2. The British player rolls 2d6, which yield a contribute support because they are adjacent to the target hex, and result of 8, for a result of 0/2.
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