Atlantic Wall Change Notes
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ATLANTIC WALL CHANGE NOTES I am doing away with the term “exclusive rules” Each game will now come with GOSS and “Scenario” Rules. Term change is meant to reduce confusion and do away with the idea that every game has a long set of exclusive rules. Good example are the Airborne and Assault modules. While included in the AW scenario rules, they will show up again in future games. Atlantic Wall Version 4.0 should be played using GOSS Version 17. The rules have been extensively reorganized. While the primary case numbers remain the same, the topics within each primary case have been reorganized to clarify the rule process. Most of the changes in case and wording are simple clarifications; however, there are changes within the rules. Major changes from the original rules are noted with red type in the Developer’s Notes. Some rules have been put into one case. In earlier versions those rules were spread throughout the rules and hard to piece together, now everything pertaining to things like “Bocage & Hedgerows” and “Cherbourg Garrison/Landefront” are in one place. In addition, errata for displays is also noted in the rules. Some rules have been moved into GOSS and a few such as the Bocage and Hedgerow rules have been placed entirely within AW. The standard is now: If a rule is specific to one game, it goes in the scenario rules, if applicable to more than one, or all games it goes in GOSS. The PDF version of the rules are linked to the Table of Contents so that players may download a copy and if reading the rules electronically, may click on the case number in the table and go directly to the case number within the rules. To keep the file size to a reasonable level, the set up diagrams and amphibious fire example diagram are not included in this update. Use the set up diagrams from the original published AW rules. As stated in the rules, if the set up information provided in the scenarios differ from the set up diagrams, use the starting positions as listed in the rules. 1.3.0 Game Charts & Tables Amphibious supply and other charts that are specific to AW have been removed from the GOSS charts and placed on separate charts. 3.0 THE GAME TURN The sequence of play has been modified. Some segments have been renamed or moved (Combat Reserve Designation Segment), while some (Demolition Segment) have been added. 15.0 ALLIED FULL LOGISTICS & 16.0 GERMAN FULL LOGISTICS To ease the pain (and words) in tracking logistics the standard GOSS rule numbering has been ignored so that the information can be listed in a reasonable manner. I have consolidated both GenS and logistic rules. Having the full logistic rules all in one place should make it easier for players to follow the timelines and procedures. Simplified logistics are included in each scenario. AMPHIBIOUS MODULE 42.2.3 Conversion to Standard Units Note red text: some divisional engineer battalions are represented by amphibious assault units. 42.10.3 Tracking Invasion Unit Losses Major change was made for tracking losses when converting to standard units. Change reflects loss distribution across all units. 42.11.7 Exiting the Beach Display Major change was made to procedure. Change reduces confusion and makes it easier for players to consolidate units. 42.13.1 Allied Assault Procedure Major change to procedure. New procedures are more intuitive; results are exactly the same as old procedure. 4.5.10b WN & StP Artillery........................... 9 20.1.1a Battlefield Map Air Sectors .......... 15 ATLANTIC WALL SCENARIO RULES 4 4.5.11 German Artillery Batteries .................. 9 20.1.1b Strategic Map Air Sectors ............. 15 CREDITS .................................................4 4.5.11a Transferring STP/WN Artillery ..... 9 20.1.1c Allied Air Effort ............................... 15 OVERVIEW .............................................4 4.5.12 French Armored Division .................... 9 20.2.1 Conducting GS Missions ................... 16 5.0 UNIT MODES ................................. 10 20.2.2e GS on the Strategic Map ................ 16 1.0 GAME COMPONENTS ....................4 5.8.0 Fog of War Units ................................ 10 20.3.0 Ground Interdiction (GI) .................. 16 1.1.0 Game Rules ......................................... 4 20.3.1e Strategic Map GI Missions ............. 16 1.2.0 Game Map ........................................... 4 7.0 MOVEMENT ................................... 10 20.4.0 Supply Interdiction (SI) Missions ..... 16 1.2.1 Roads ............................................................ 4 7.9.5 Delay Markers .........................................10 20.5.0 Air Supply Missions ......................... 16 1.2.1a Railroads (RR) ....................................... 4 7.9.6 Enter & Exit Beach Displays ..............10 20.5.2c AmP & Fuel ...................................... 16 1.2.1b Trails leading off Beaches ................. 4 9.0 COMMAND ..................................... 10 20.6.0 Air Superiority (ASup) ..................... 16 1.2.2 Rivers & Streams ...................................... 4 9.2.0 Command Boundaries ........................ 10 20.8.0 Carpet Bombing Missions ................ 16 1.2.5 Marsh Hexes ............................................... 4 9.2.1 US Army Boundaries ............................10 20.8.1 CB Mission Planning .......................... 16 1.2.6 Cherbourg .................................................... 4 9.2.2 CW Army Boundaries ...........................10 20.8.2 CB Mission Limits .............................. 16 1.2.6a Cherbourg Garrison ............................. 4 9.2.3 German Boundaries ...............................10 20.8.3 CB Mission Conduct ........................... 16 1.2.6b Landefront Defenses ............................ 4 11.0 FIRE SUPPORT MISSIONS ........ 10 20.8.4 CB Volley Strength ............................. 16 1.2.6c Cherbourg Supply Path ....................... 4 11.4.3 Air FS Mission Points .........................10 20.8.5 CB Mission Resolution ...................... 16 1.2.6d Landefront Cherbourg ......................... 4 11.9.0 Naval Unit Availability .................... 10 20.8.6 CB Missions & AP Availability ...... 16 1.2.6e Cherbourg Morale ................................ 4 11.9.1 Task Force Sectors & Range.............10 21.0 REINFORCEMENTS ................... 16 1.2.6f Allied Use of Cherbourg ..................... 4 14.0 FATIGUE ...................................... 10 21.1.3 German Reinforcements .................... 17 1.2.7 Bocage & Hedgerow ................................ 5 14.1.2 Fatigue Due to ENA ............................10 21.1.3a Map Entry on Roads ....................... 17 1.2.7a Movement & Observation .................. 5 15.0 ALLIED FULL LOGISTICS ........ 10 21.1.3b Map Entry via Railroad ................. 17 1.2.7b Combat .................................................... 5 15.1.0 GenS & Arriving Units ..................... 11 21.1.4 Allied Reinforcements ........................ 17 1.2.7c Construction ........................................... 5 15.2.0 Amphibious Logistics ....................... 11 21.3.0 Activation Lists ................................ 17 1.2.7d Hedgerow Cutter Tanks ...................... 5 15.2.1 Reduction of Available TP ................11 21.3.3 Allied Activation Lists ....................... 17 1.2.8 High Vantage Point Hexes ..................... 5 15.2.1a Embarked Units ................................11 21.3.4 German Activation List ...................... 17 1.3.0 Game Charts & Tables ........................ 5 15.2.1b Weather Reduction ..........................11 th 21.3.5 15 Army Activation .......................... 17 1.3.7 Beach Displays .......................................... 5 15.2.2 Determine Delivery Results ..............11 21.4.0 Withdrawal of US Airborne ............. 17 1.3.8 Strategic Map ............................................. 5 15.2.3 Distribution of AmP & Fuel ..............11 21.4.1 Withdrawal Procedure ........................ 17 1.4.0 The Playing Pieces .............................. 5 15.3.0 June 6 Game Day ............................. 11 21.5.0 Scenario Reinforcements .................. 17 1.4.2 Unit Nationalities & Sides...................... 5 15.4.0 June 7 Game Day ............................. 11 21.6.0 Allied Naval Transit System ............. 17 1.4.3 Airborne Assault Counters ..................... 6 15.5.0 June 8 & 9 Game Days ..................... 12 21.6.1 Transit & Embarkation Boxes.......... 17 1.4.4 Amphibious Invasion Counters ............ 6 15.6.0 June 10 Game Day ........................... 12 21.6.2 Landing Sequence ................................ 18 1.4.5 Battlefield Map Counters........................ 6 15.6.1 Activation of Corps HQ .....................12 22.0 REPLACEMENTS ........................ 18 1.6.0 Terms & Abbreviations ....................... 6 15.7.0 June 11 to Army Activation .............. 12 22.1.1 Replacement Table .............................. 18 1.8.0 Inventory of Game Parts ...................... 6 15.8.0 Army HQ Activation ........................ 12 22.1.3 Recycling Step Losses ........................ 18 2.0 SETTING UP THE GAME ...............6 15.8.1 US Army Activation ............................12 st 22.1.6 Allied Daily ReP Limits ..................... 18 3.0 THE GAME TURN ...........................6 15.8.1a US 1 Army Activation ..................12 rd 22.1.7 Luftwaffe ................................................ 18 3.2.0 Sequence of Play ................................. 6 15.8.1b US 3 Army Activation