OPERATION SEALION: 24 SEPTEMBER, 1940.

STRATEGIC OVERVIEW

Herr Hitler has decided, in light of the illogical Britischer refusal to come to peace terms, to proceed with the invasion of England. Generalfeldmarschall Gerd von Runstedt has been appointed as Commander-in-Chief (CIC) of Heeresgruppe A , which is to land on the south-east coast of England, establish a bridgehead, capture at least two workable ports and airfields, eliminate all military opposition, and advance as far as the Second Operational Objective shown on the map below. The and will lend their support to the Army’s efforts…

STRATEGIC MAP This is the overall picture of the general invasion area of Heeresgruppe A , consisting of 9 Armee & 16 Armee :

In addition, you will be given more detailed maps (Ordnance Survey (OS) Series, 1 square = 1 kilometre) which are used to plan your deployments and attacks in more detail.

ORDER OF BATTLE (see separate sheet for detailed orbats – all army units are elite , some are fanatics ): • 16.Armee — Ernst Busch (Demarcation Area East = Folkestone to Hastings) First Wave • XIII.Armee-Korps — General Heinrich-Gottfried von VietinghoffgenanntScheel . o 17.Infanterie-Division o 35.Infanterie-Division o Luftwaffe II./Flak-Regiment 14 • VII.Armee-Korps — Generaloberst Eugen Ritter von Schobert o 1.Gebirgs-Division o 7.Infanterie-Division o Luftwaffe I./Flak-Regiment 26 • Independent tank units: o Amphibious Tank Battalion A o Amphibious Tank Battalion B o Tank Detachment 100 (3 flammpanzer companies) o 4 StugIII panzerjaeger batteries o 4 Panzerjaeger I AT companies (1 per Division) o 1st Battalion Bau-Lehr-Regiment z.b.V. 800 Brandenburg (fanatics) Second Wave • V.Armee-Korps — General o 12.Infanterie-Division o 30.Infanterie-Division • XXXI.Armee-Korps — General der Panzertruppen Georg-Hans Reinhardt o 8.Panzer-Division o 10.Panzer-Division o 29.Infanterie-Division (mot.) o Infanterie-Regiment (mot.) Großdeutschland (fanatics) o Infanterie-Regiment Leibstandarte SS (mot) (fanatics) Third Wave • IV. Armee-Korps — General Viktor von Schwedler o 24.Infanterie-Division o 58.Infanterie-Division • XXXII.Armee-Korps — General Walter Kuntze o 45.Infanterie-Division o 164.Infanterie-Division

• 9.Armee — Generaloberst (Demarcation Area West = Hastings to Rottingdean) First Wave • XXVIII.Armee-Korps — General o 26.Infanterie-Division o 34.Infanterie-Division • VIII.Armee-Korps — General o 6.Gebirgs-Division o 8.Infanterie-Division o 28.Infanterie-Division • Independent tank units: o Amphibious Tank Battalion C o Amphibious Tank Battalion D o 4 StugIII panzerjaeger companies o 5 Panzerjaeger I AT companies (1 per Division) o 3rd Battalion Bau-Lehr-Regiment z.b.V. 800 Brandenburg (fanatics) Second Wave • XV.Armee-Korps — Generaloberst o 4.Panzer-Division o 7.Panzer-Division o 20.Infanterie-Division (mot.) Third Wave • XXIV.Armee-Korps General Leo FreiherrGeyr von Schweppenburg o 15.Infanterie-Division o 78.Infanterie-Division

In addition, the airborne troops of the 7 th Fliegerdivision are available to support the first wave landings: o 7.Flieger-Division (Major-General )  Division HQ  1st Parachute Rifle Regiment  2nd Parachute Rifle Regiment  3rd Parachute/Glider Rifle Regiment  Paratroop Machine Gun Battalion 7  Paratroop Artillery Detachment 7  Paratroop Engineer Battalion 7 (4 companies)  Paratroop Anti-tank Detachment 7 o 22.Infanterie-Division (Luftlande)  Infanterie-Regiment 16  Infanterie-Regiment 47  Infanterie-Regiment 65  Artillerie-Regiment 22  Panzerabwehr-Abteilung 22 (anti-tank)  Aufklärungs-Abteilung 22 (reconnaissance)  Pionier-Bataillon 22

7 Flieger-Division is dropped by parachute; there are also enough gliders available to land the fighting companies of one Parachute Regiment if preferred. 22 Division must be held over to land at an airfield (once captured). The Division HQ can be attached to any landing.

AIR SUPPORT – LUFTWAFFE (Generalfeldmarschall Albert Kesselring) The Luftwaffe was fully committed to the invasion, and was tasked with three strategic objectives: 1. Attack British ships, harbours and economic centres; 2. Neutralise the RAF, then destroy economic and communications centres; 3. Provide air cover and support for the invasion. The task of dealing with the first objective fell largely to Luftflotte 5 , as it was experienced in these types of operations. The other two objectives were to be achieved by Luftflotte 2 and 3 respectively; Luftflotte 2 was assigned to assist and protect 16 Armee , and Luftflotte 3 was assigned to assist and protect 9 Armee . In addition, the Luftwaffe also controlled the airborne forces assigned to the invasion.

LUFTFLOTTE 2 (assisting 16 Armee) : JG3 (9), JG26 (9), JG51 (9), JG52 (6), JG54 (9): 42 x Me109E/F superior fighter squadrons (3 flights/squadron) ZG26 (9), ZG76 (6): 15 x Me110 fighter squadrons (3 flights/squadron) StG1 (6), StG2 (6), StG77 (9): 21 x Ju87 dive-bomber squadrons (2 flights/squadron) KG2 (9), KG3 (9): 18 x Do17 medium bomber squadrons (2 flights/squadron) KG4 (6), KG53 (9): 15 x He111 medium bomber squadrons (2 flights/squadron) KG4 (3), KG76 (3): 6 x Ju88 medium bomber squadrons (2 flights/squadron) 4 x reconnaissance squadrons (mixed aircraft) (3 flights/squadron), plus: Erprobungsgruppe 210 (3 x squadrons of ’special’ Me110’s armed with Seilbomben to be dropped on enemy power lines immediately before an invasion. These were designed to disrupt electricity power grids over South-east England, thereby sowing confusion and panic, and disrupting communications.) Seilbomben can be dropped on any daylight turn, or on turn 2 of a day if desired (in which case the Me110 is at risk of crashing (10 on a UD10) – it was a distinctly hazardous mission!): on 3+ on a UD6, communications into/from the area covered by the aircraft counter (7 x 7 squares) are disrupted for 24 hours.

LUFTFLOTTE 3 (assisting 9 Armee) : JG2 (9), JG27 (9), JG53 (9): 27 x Me109E/F superior fighter squadrons (3 flights/squadron) ZG2 (9): 9 x Me110 fighter squadrons (3 flights/squadron) StG3 (6): 6 x Ju87 dive-bomber squadrons (2 flights/squadron) KG76 (6): 6 x Do17 medium bomber squadrons (2 flights/squadron) KG1 (9), KG27 (9), KG55 (9): 27 x He111 medium bomber squadrons (2 flights/squadron) KG51 (9), KG54 (6): 15 x Ju88 medium bomber squadrons (2 flights/squadron) 4 x reconnaissance squadrons (mixed aircraft) (3 flights/squadron)

All Luftwaffe units (ground and air) are Regular troops for morale and combat purposes.

GAME MECHANICS

The game is played in two ways, which are interlinked using a top-down approach:

The Strategic Game , played on the original OS maps with counters representing the units. Where contact is made between opposing forces, battles are resolved either using the Combat Results Tables (CRT) , or ...

A Tactical Battle is fought on a wargames table with miniatures representing the units involved. The results are then fed back up to the relevant Commanders by the Umpire.

Linking both of these methodologies together means that ultimate flexibility can be employed regarding where and how the battles/engagements are fought, ranging from PBEM (Play by e-mail) campaigns through to mega games between opposing teams cloistered away somewhere for the week...!

The Umpire has a very active role, which is quite intentional, in order to simulate the historical and technical realities and limitations that existed at the time. It also means the Umpire should enjoy the game as much as the players do!

THE STRATEGIC GAME

INTRODUCTION The Strategic Game is played on copies of the original Ordnance Survey (OS) maps (New Popular Edition, published 1940 - 1947), using counters to represent the historical units involved (down to company level, or where necessary down to platoon level). Battles can be resolved using the Combat Results Tables (CRT) or by setting up a Tactical Battle on a wargames table with miniatures and an appropriate quick play rule set. We have a favourite set called Quick Fire (which we developed, of course!), which dovetails perfectly with the Strategic Game using 6mm figures.

MAP SCALE / TIME FRAME: Each square on the OS maps is 1 kilometre square, and is equivalent to a 24” x 24” square on a wargames table. The map reference of each square is a 4 digit number; the first 2 digits refer to the line running to the left of the square, and the second 2 digits refer to the line running along the bottom of the square, e.g.: Dymchurch is in square 1029 of OS map 173 (East Kent).

The invasion commences on 24 September 1940, with the option of the Luftwaffe conducting ‘softening up’ sorties from 21 September onwards. Each day is divided into Day Segments of approx. 3 hours each; each Day Segment = 1 Game Turn. There is a handy Game Turn Record at the end of these Strategic Game Rules.

STRATEGIC GAME TURN SEQUENCE Each Day Segment follows this Sequence of Play. Most phases are intentionally simultaneous, except in cases where this is impossible (e.g. attack/defence battles):

Command & • Players write orders for their units & submit them to the Umpire. Phase 1: Control • Umpire checks for random events that may affect play. • Umpire moves units as per players’ orders, resolves potential movement Phase 2: First Movement conflicts, and feeds back to the players observed enemy units and contact situations, as well as any random events that may affect them. • Players react to contact situations by issuing Withdraw, Hold or Attack orders, and perform any actions required by any random events. • Umpire resolves players’ reactions, feeds back the new unit positions and Phase 3: Reaction declares battles; players decide whether to fight Tactical Battles or resolve them as Map Battles using these Strategic Rules. • Players issue orders for Air Support , Smoke Screens , and fire orders for units that are ordered to Hold /not involved in any other attacks. • AA fire/air combat is resolved using the Air Combat Table (ACT) by the players involved if practicable, otherwise by the Umpire. • Fire fights for units (ordered to Hold ) are resolved using the Fire Results Table Air Combat/ Phase 4: (FRT) by the players involved if practicable, or by the Umpire. Fire is considered Fire Fights to be simultaneous, so both sides get to fire before fire damages are applied. • All units targeted by aircraft, nebelwerfers and medium/heavy artillery in this phase take an immediate morale check (irrespective of casualties). • Tactical Battles are fought by arrangement between opposing players and the results given to the Umpire, who feeds them back to the Commanders. • Map Battles are resolved using the Combat Results Table (CRT) by the players Phase 5: Battles involved if practicable, otherwise by the Umpire, in this sequence: a. Attack/defence battles; b. Encounter battles. • Umpire feeds back to the players fire fight and battle results, and advises them Phase 6: Results of any compulsory actions required next turn due to morale checks . • Ground units that have not moved yet may now move (e.g. to exploit any Phase 7: Final Movement breakthroughs as a result of victory in battle). • Aircraft are removed from the maps (they are returning to base to re-fuel). Phase 8: End of Turn • Umpire checks and advises players of units that will be out of supply next turn.

STRATEGIC OBJECTIVES Victory is determined as follows: • German Decisive Victory – reach and secure the Second Operational Objective on the Strategic Map. • German Minor Victory – reach and secure the First Operational Objective on the Strategic Map. • German Marginal Victory – establish the bridgehead as indicated on the Strategic Map, with at least 2 useable airfields and 2 useable ports.

There are useable airfields (RAF forward bases [FB]/RAF emergency landing grounds [EL]/civil airfields [CA]) at Lympne [FB](OS map 173 sq. 1135), Hawkinge [FB](OS map 173 sq. 2039/ 2139), Manston [FB](OS map 173 sq. 6633), Friston Hill [EL](OS map 183 sq. 5297/5398), Arlington [EL/CA](OS map 183 sq. 5305), Pebsham (Bulverhythe, Hastings) [CA](OS map 184 sq. 7708), and Ringmer [RNAS/CA](OS map 183 sq. 4814, south side of A265).

There are useable ports at Dover (OS map 173 sq. 3240/3341), Folkestone (OS map 173 sq. 2335), Newhaven (OS map 183 sq. 4401), and Rye (OS map 184 sq. 9419).

COMMAND & CONTROL: A copy of each Commander’s battle plan and deployments must be submitted to the umpire prior to start of play. This plan can only be changed by: • A Commander successfully requesting a change of orders (by radio to the CIC, 3+ on a D6), and/or • CIC successfully sending a change of orders to the Commander (by radio, 3+ on a D6).

Companies of an infantry battalion/ batteries of an artillery regiment must end each movement phase in one of these three conditions (platoons of a tank company in one of two): • Close order , i.e. stacked in the same square (use the battalion markers where provided); • Open order , i.e. in adjacent squares to their HQ; • Extended order , i.e. within 2 squares of their HQ (this option is not available to tank platoons).

GROUND UNITS Ground units are represented by unit counters ; each black/white counter represents a company (unless otherwise specified – see Unit types ). The counters in grey italics represent the special weapons/platoons in that company; the counters in red are half-strength units. N.B.: infantry battalions have a battalion counter (tank companies a company counter) which can be used for ease of movement and control, which is black/grey. The counter moves at the speed of the slowest element of the battalion.

KEY TO COUNTERS:

Unit Name Unit Type (infantry, armour, artillery, engineers, recce etc) 21/1 or gun calibre/tank type Range (firing or observation) 1 X A Company number/army rank/ 1-0-1-9 weapon type/calibre HE attack value AT attack value Movement allowance Defence/Supply point value (armour platoon = 1 supply point)

NB: HE and AT attack values in brackets means the unit can attack targets of that type if used in a direct fire role (typically artillery units), or if there are no primary targets in range of that unit (typically AA units, that may engage enemy ground targets if no enemy air targets are within range).

UNIT TYPES Black/black = full strength company/artillery battery/armoured platoon, black/red = half strength company/artillery battery/ armoured platoon, grey/grey = full strength platoon/artillery troop/armoured troop, grey/red = half strength platoon/artillery troop/armoured troop:

X X X Infantry companies/ half-strength companies /platoons E E E Engineer companies/ half-strength companies /platoons R R R Reconnaissance (recce) companies/ half-strength companies /platoons α α α α Artillery batteries/ half-strength batteries /troops /½-strength troops AT AT AT AT Anti-tank Gun batteries/ half-strength batteries /troops /½-strength troops AA AA AA AA Anti-aircraft Gun batteries/ ½-strength batteries /troops /½-strength troops

Static batteries/ troops

Motorised companies/ platoons

Armoured platoons/ troops

INFANTRY BATTALION BREAKDOWN:

21/1 21/1 21/1 21/1 21/1 21/1 21/1 21/1 21/1 21/1 1 X II = 1 X HQ 1 X 1 1 X 2 1 X 3 1 X mg 2 X gun 1 X HQ = 3 X HQ 1 X atr 9-3-8-9 0-1-1-9 1-0-1-9 1-0-1-9 1-0-1-9 4-0-2-9 2-2-2-12 0-1-1-9 0-0-½-9 0-1-½-9

21/1 21/1 21/1 21/1 21/1 21/1 21/1

1 X mg = 1 X mg 1 X mg 2 X hm 2 X gun = 2 47 AT 4 75 IG 4-0-2-9 1-0-½-9 1-0-½-9 2-0-½-9 2-2-2-12 1-2-1-12 1-0-1-12

NB: the grey counters in the Recce and Engineer Companies are always stacked with their respective company counters instead of replacing them, as they represent the special weapons sections that were added to those companies.

AIRCRAFT:

TYPE RANGE in ATTACK DESCRIPTION SQUARES POINTS

Superior Fighter Me109 3 4xD6 JG3/1 JG3/1 JG3/1 JG3/1 Squadron/Flights

Me110 Fighter Flight 3 3xD6 ZG26/1

Ju87B Dive-bomber Flight 3 1xD6 StG1/1

Do17/Ju88/ Bomber Flight 3 3xD6 He111 KG2/1 Reconnaissance Fieseler Storch 4 - AkG2/1 Aircraft Flight

Transport Ju52 3 - Ju52- 1 Aircraft Flight

ARMY ORGANISATION:

XXX Korps XX Division X Regiment II Battalion I Company/battery (also labelled 1, 2, 3, mg [machine gun], gun, HQ) •• Platoon/troop (also numbered, or showing weapon type/gun calibre)

OBSERVATION: Most ground units can ‘see’ 2 squares ahead where terrain permits (HQ’s, OP’s, and recce units – 3 squares), except in conditions of poor visibility (e.g. forests, towns, fog, mist, heavy rain) and at night, when they can only see into the next square. Note that enemy ground units block observation by friendly ground units (but not by friendly aircraft) through the squares they occupy.

STACKING LIMITS: The normal stacking limit in a square is a maximum of one infantry battalion plus one armoured company (13½ supply points) at the end of a movement phase. Except for armoured units, the counter’s defence value = supply points. Armoured platoons with a defence value>1 = 1 supply point (½ supply point at ½ strength); armoured company supply points = sum of platoons.

You may move and inter-penetrate your units freely (ignoring stacking limits) during a movement phase, except units moving by road or on a railway track, who must observe the stacking limit (of 13½ supply points) at all times whilst they are on the road/railway (and must therefore remain in convoy). They can still pass through other friendly units occupying a road/rail square (the other units are considered to be off the road/railway), but may not end the turn over-stacked in that square.

You may not have more than 13½ supply points in a square, plus up to two aircraft counters, at the end of your movement phase. N.B.: OP’s and single Brandenburger platoons (see Special Rules) in a square do NOT count towards stacking limits.

STACKING ORDER: The top unit in a stack is considered to be the lead unit . This becomes important in the following cases: • When moving in convoy along a road (also tanks along a railway track); the convoy can only move either at the pace of the lead unit or the pace of the slowest unit, whichever is lower. • When firing, as only the top two units may fire, plus any indirect fire units stacked in the same square. • When combat occurs, as casualties will have to be taken from the lead unit first.

MOVEMENT: Ground units expend Movement Points (MP) to move through squares on the map. MP costs per square per turn are as follows, rounding fractions down :

Unit Type Movement MP cost: Cross- Difficult Flooded Rivers Allowance (on) roads Country Going areas Manhandled Guns 2 MP 1 MP 1 MP 2 MP impassable Bridge only Horse-drawn guns/equipment 9 MP 1 MP 2 MP 3 MP impassable Bridge only Vehicle-towed guns 12 MP 1 MP 2 MP 3 MP impassable Bridge only Troops on foot/cycles 9 MP 1 MP 2 MP 3 MP impassable Full move Cavalry/mounted troops 12 MP 1 MP 2 MP 3 MP 4 MP Full move Slow vehicles 12 MP 1 MP 2 MP 3 MP impassable Bridge only Normal vehicles 18 MP 1 MP 2 MP 3 MP impassable Bridge only Fast vehicles/motorcycles 24 MP 1 MP 2 MP 3 MP impassable Bridge only N.B.: 1. Tanks may treat railway lines as roads. 2. Railway cuttings are uncrossable by vehicles and horses; infantry treat as difficult going. 3. Mountain troops have special movement & combat capabilities; see Terrain Types & Effects table. 4. At night, all MP costs are doubled.

ZONES OF CONTROL (ZOC): Ground units of company level and above ( armour – platoon level and above) exert a Zone of Control (ZOC) into the eight squares surrounding the square they occupy ( except at night, when no ZOC is exerted). Friendly ground units may pass freely through friendly ZOC’s, but enemy ground units may not; they must stop upon entering a friendly ZOC, and are considered to be in contact . If friendly units are ordered or forced to move through an enemy ZOC (i.e. from one enemy ZOC directly into another, whether from the same enemy unit or another), and there are no friendly units in that square, they are eliminated. If there are friendly units in that square, they may move into that square, but must observe the stacking limit; excess units (of the owning player’s choice) that would exceed the stacking limit are eliminated.

The only exception to this rule (apart from smoke screens) is units that successfully attack an enemy-held square; they may advance into the square vacated by the enemy, and any combination of friendly units in adjacent squares (up to the stacking limit) may be placed into the square the successful attacker has vacated as a follow-up force.

Aircraft have no ZOC; however, they do block the movement of enemy ground units attempting to pass through the square they occupy if no enemy fighters are within range (see Aircraft ).

CONTACT WITH OPPOSING GROUND UNITS: When friendly ground units enter an enemy zone of control, they are considered to be in contact , and can move no further . The commander of each side must immediately choose whether to withdraw, hold, or attack the enemy: • Withdraw – unit/s retreat 2 squares directly away from the enemy and/or towards friendly units/cover. • Hold – unit/s must stay where they are, and may fire on any observed enemy units in range. Units that are not given any orders are presumed to be holding. • Attack – unit/s attack the enemy. This happens automatically if the opposing forces are attempting to occupy the same square when contact is made.

If both forces hold, they remain in place, and may fire on any observed enemy units in range in the Fire Phase (4) . If one attacks and the other holds, an attack/defence battle ensues. The defender may fire in the Fire Phase (4) ; the attacker may also fire (non-attacking) support weapons/artillery in the Fire Phase (4), then attacks with adjacent units in contact in the Combat Phase (5) . If both forces attack, an encounter battle ensues with both sides firing (non-attacking) units in the Fire Phase (4) , and the Germans having the initiative in the Combat Phase (5) – meaning they can choose to be either the attacker or the defender. If one force withdraws and the other attacks, the attacker moves into the first square vacated by the withdrawer.

UNIT FIRING RANGES/STRENGTHS: These are the general guidelines used; the attack strengths printed on the counters always take precedence. • Infantry companies/MG’s/light mortars have a range of 1 square, strength 1. • Light (20mm) & medium (37mm) AA batteries have a range of 1 square, strength 1 vs ground, 1 or 2 x D6 vs air. • Heavy AA batteries (88mm+) have a range of 2 squares, strength 2 vs ground, 3 x D6 vs air. • Flamethrower platoons have a range of 1 square, strength 2. • Panzer II/armoured car platoons have a range of 1 square, strength 1. • Panzer III/Panzer 38(t) platoons and AT guns have a range of 2 squares, strength 2. • Panzer IV platoons and Heavy Mortars have a range of 2 squares, strength 2. • Flammpanzer platoons have a range of 1 square, strength 3. • Mortars have a range of 2 squares, strength 1. • Battalion Infantry Guns (HQ spots for them) have a range of 4 squares, strength 1. If used in the direct fire role, they also have an AT value of 1, range 2 squares. • Nebelwerfers (OP spots for them) have a range of 4 squares, strength 2. • Light Artillery troops (e.g. Guns < 80mm/3”) have a range of 6 squares, strength 1. • Medium Artillery troops (e.g. Guns > 80mm/3”) have a range of 10 squares, strength 2. • 105mm artillery guns used in the direct fire role also have an AT value of 2, range 2 squares. • Heavy Artillery troops (e.g. Guns 150mm/6”+) have a range of 20 squares, strength 3.

Artillery Artillery units can fire on any targets they or their OP’s/HQ’s can see in the Fire Phase (4) . One OP/HQ can control up to 2 batteries; each battery of a regiment can fire on a different target if desired, provided the OP/HQ can see each target square.

Air Support Bombers/dive bombers perform Tactical Air Support (TAS) missions in support of friendly ground troops who are either attacking or defending. They must be ordered in phase 3 to appear over an enemy-occupied square that is engaged in battle with friendly troops. They are placed on the ordered squares, engage in any air combat that is required as a result, and if they survive they are added as a CRT modifier . Ground combat is then resolved using the Combat Results Table (CRT) in the Combat Phase (5) .

Smoke Screens Artillery and bombers/dive bombers may be ordered in phase 3 to lay smoke screens at the rate of one smoke screen per square per battery/bomber/dive bomber. Smoke screens block observation and firing into/from/through that square and negate enemy ZOC’s ; friendly units may therefore move into a friendly smoke screen square that is next to but does not contain enemy units.

FIRE RESULTS TABLE (FRT) Use this table to resolve fire fights on the map in the Fire Phase (4). Remember that in cases where both sides are firing on each other, fire is considered to be simultaneous, so fire results are only applied after both sides have fired.

Total up the fire values of the top two companies/armoured platoons/batteries (plus all indirect fire weapons) in each square that are firing against the target square, remembering to choose the correct fire value vs the type of target units (AT fire vs armoured, HE fire vs non-armoured). In the case of mixed unit types in the target square, the following rules apply:

1. In the case of the top two units being different types, you may choose which type to fire on (AT fire vs armoured, HE fire vs non-armoured). Fire results are applied to all units of that type in the square, starting with the top one and working down.

2. In the case of the top two units being the same type, you must use the corresponding fire values (AT fire vs armoured, HE fire vs non-armoured), even if there are other unit types in the square. Fire results are applied to all units of that type in the square, starting with the top one and working down.

Next, apply any column shift fire modifiers to the fire value. Firer rolls a D6, modifies the die roll if applicable, and applies the result (number of company counters reduced to half-strength/half-strength counters eliminated):

TOTAL FIRE VALUE: ½ 1 2 3 4 5 - 6 7 - 9 10+

die roll: 1 - - - 1 1 2 3 4

2 - - 1 1 1 2 3 4

3 - - 1 1 2 3 4 5

4 - 1 1 2 2 3 4 5

5 - 1 1 2 3 4 5 6

6 1 1 2 2 3 4 5 6 FRT MODIFIERS (cumulative) SHIFT I COLUMN LEFT: SHIFT 1 COLUMN RIGHT: - 1 TO DIE ROLL: + 1 TO DIE ROLL: All poor troops firing All elite troops firing Defender in soft cover Flamethrower in attack Defender in hard cover Air support for firer ≥50% firers poor (not if all) ≥50% firers elite (not if all) Defender in prepared Firers out of supply (+ shift) defences (+ hard cover) Firers are pinned down Firers out of supply

COMBAT RESULTS TABLE (CRT) Use this table to resolve contacts and battles on the map in the Combat Phase (5) .

Total up the number of companies/armoured platoons/batteries attacking and defending, and derive a basic combat ratio (rounding fractions down ). Example: attacker has 3 companies plus battalion support weapons (MG’s/mortar/gun company), giving him a total of 7 points. Defender has 2 companies, giving him a total of 2 points. The basic combat ratio is 7:2 = 3.5:1, rounded down to 3:1.

Next, apply any CRT modifiers to the ratio. Attacker rolls a D6, modifies the die roll if applicable, and applies the result (remember that fractions are always rounded down ):

ODDS (ATTACKER : DEFENDER) > 1 : 4 1 : 3 1 : 2 1 : 1 2 : 1 3 : 1 4 : 1 die roll: DE = defender dies; attacker may 1 EX AR DR DR EX DE DE advance into vacated square DR = defender retreats; attacker 2 EX EX AR DR EX DE DE may advance into vacated square EX = smaller force dies; winner 3 EX EX AR ½EX DR EX DE loses same value, may advance ½EX = smaller force loses up to 4 AE EX EX ½EX DR EX EX ½, larger force loses same value AR = attacker retreats; defender 5 AE AE EX AR AR DR EX may advance into vacated square AE = attacker dies; defender may 6 AE AE AE AR AR DR EX advance into vacated square CRT MODIFIERS (cumulative) SHIFT I COLUMN LEFT: SHIFT 1 COLUMN RIGHT: +1 TO DIE ROLL: -1 TO DIE ROLL: All poor troops attacking All elite troops attacking Defender in soft cover Flamethrower in attack All elite troops defending All poor troops defending ≥50% defenders elite ≥50% defenders poor Air support for defender Air support for attacker ≥50% attackers poor ≥50% attackers elite Defender in hard cover Attackers out of supply Defenders out of supply Defender in prepared defences (+ hard cover)(ignore DR ) Attackers are pinned down Defenders pinned down N.B.: 1. All friendly units must attack all enemy units they are in contact with. This may be done in any order and with any combination of units (e.g. friendly units in multiple adjacent squares attacking enemy units in a single square, or vice versa), provided that: a. Attacking units in a square in contact with the enemy may not split their attacks. b. No friendly unit may attack more than once in that attack phase. c. No enemy unit may be attacked more than once in that attack phase. 2. Units in prepared defences (e.g. hedgehog defences, pillboxes, gun casemates, Martello towers, nodal points etc.) get a column shift to the left ( in addition to the hard cover benefit), and may ignore DR results. 3. Units on beaches that suffer an AR or DR result that would place them in an all-sea square do not retreat, but are automatically pinned down instead.

Attacking at odds of 5:1 or more (or 1:5 or less) In either of the movement phases, units that encounter enemy units in their way at modified odds of 5:1 or better (exception : units in prepared defences ) automatically eliminate the defenders, losing 2 movement points in the process, and may continue to move if originally ordered to do so until their movement orders have been completed (or they are stopped by other enemy units/ZOC’s/defences in the way). Units that attack at modified odds of 1:5 or less are automatically eliminated.

TERRAIN TYPES & EFFECTS EFFECT ON: TERRAIN TYPE MOVEMENT OBSERVATION FIRE & COMBAT CLEAR • Cross-country • None • None ROADS • Road • None • None (tanks – also on railways) • Fire: -1 to die roll WOODS/FORESTS • Difficult going • Into halved (round up) • Combat: +1 to die roll • Fire: -1 to die roll STREAMS/SMALL RIVERS • Difficult going • None • Combat: +1 to die roll • Vehicles: bridge only • Fire: -1 to die roll RIVERS/CANALS • None • Inftry/Cvlry: 1 move • Combat: not allowed BUILT-UP AREAS • Fire & Combat: column • Difficult going • Into halved (round down) (villages & larger) shift left FLOODED AREAS • Flooded areas • None • None HILLTOPS/HIGH POINTS • Other terrain in square • From doubled • None • Fire & Combat: 2 x FORTIFICATIONS/ • Difficult going • Into halved (round down) column shifts left PREPARED DEFENCES • Ignore DR results • Impassable to all • Fire: column shift left CLIFFS/MOUNTAINOUS except Mountain • Combat (Mountain • Into halved (round down) TERRAIN Troops, who treat it as Troops only): extra Difficult going column shift in favour of

AIRCRAFT Each black/white aircraft counter represents a flight (of 3-4 fighters, or 6-8 bombers). Up to 2 aircraft counters may be placed in any one map square per turn (they do not have to follow a movement path except transports), and they must be ordered in phase 1 (fighters, reconnaissance & transports) and phase 3 (bombers/dive-bombers). They may remain in that square for one turn only then must return to base to refuel. They may re-appear in any square the following turn.

Your superior fighters (Me109’s) could only carry enough fuel for approximately 20 minutes of operational time over English airspace; therefore, in order to provide CAP for an entire day segment, an entire Me109 squadron must be committed to a square. You may use the (black/grey) squadron markers supplied for this purpose, which still counts as just a single aircraft counter for combat. This restriction does not apply to Me109’s conducting CEM missions.

You may ‘base’ one Me109 squadron (3 aircraft counters) at every English airfield you capture; by doing this the above requirement falls away, and you can allocate 1 aircraft counter per square for CAP (as they can land at the airfield, re-arm and re-fuel, just like the English fighters). They do not count towards stacking limits on the ground.

AIRCRAFT MISSIONS: • Fighters/Superior Fighters may perform Combat Air Patrol (CAP) missions (which involves providing fighter cover for bombers/dive-bombers/transports within their patrol range of 3 squares), or Close Escort (CEM) missions (they arrive stacked with the aircraft they are escorting in the same phase). • Bombers/Dive-bombers may perform Tactical Air Support (TAS) missions supporting ground units or Smoke Screen (SSM) missions (see Air Support ). • Transports perform Air Supply (ASM) missions, transporting troops and supplies to captured airfields. • Reconnaissance aircraft supply detailed information on enemy units and positions in their patrol areas.

AIRCRAFT OBSERVATION: Aircraft have an observation range of 3 squares (reconnaissance aircraft – 4 squares), and will react to enemy units they can see. Generally speaking, the (2 – 3)flights of a squadron should be in squares that are in sight of at least 1 of them, e.g. 3 Me110 counters of the same squadron in line abreast, 3 squares away from each other, would fulfil this condition, as the middle counter can see the other 2.

CONTACT WITH OPPOSING AIRCRAFT: When a friendly aircraft can see an enemy aircraft, they are considered to be in contact . The commander of each side must immediately choose whether to withdraw, hold, or attack the enemy: • Withdraw – the aircraft’s counter is removed, and the aircraft returns to base. This is the only option available to reconnaissance aircraft that do not have a fighter escort. • Hold – if the aircraft is a bomber/dive bomber/transport/reconnaissance (with fighter escort) , it may stay in its square and continue with its mission unless attacked by enemy fighters. Fighters may not hold; they can only withdraw or attack. • Attack – fighters must advance to attack enemy aircraft. This happens automatically if opposing aircraft were ordered to occupy the same square. Bombers/dive bombers/transports may not attack, and if ordered into the same square as an enemy fighter they have to Hold (they cannot withdraw).

If both aircraft hold, no air combat takes place, and the aircraft continue with their respective missions. If one attacks and the other holds, the attacker moves into the holder’s square, and air combat takes place. If both aircraft attack, they immediately move towards each other one square at a time until they both occupy the same square (with Germans having movement initiative except vs Spitfires, who always have movement initiative), and air combat takes place.

FIGHTERS Fighters/superior fighters must conduct their attacks in the following order: 1. The nearest enemy fighter they can see . If by doing so they come within range of other enemy fighters, they will react by intercepting it. There is (theoretically!) no limit to how many fighters may end up in the same square doing battle with each other – but then, that’s what dogfights were all about...! Dogfights are resolved as follows: a. Fighters attack each other simultaneously on a one-to-one basis. Fighters that are stacked in the same square may combine their attack dice for greater effect if they outnumber the enemy, provided that all enemy fighters are attacked. b. Fighters that are driven off/shot down are removed from the square. If there are still fighters from both sides left in the square they are locked in combat and may do nothing else this turn. If there are only fighters from one side left in the square, they may continue to point 2 below. 2. The nearest enemy aircraft they can see . Any fighters that have successfully driven off/shot down their opponents in the fighter v fighter phase above may continue on to attack the nearest enemy aircraft they can see. Combat is resolved as above. Aircraft that are not driven off/shot down are locked in combat until the end of the turn, and can do nothing else. 3. Enemy ground units they can see . If there are no enemy aircraft in range (or they have successfully driven off/shot down enemy fighters and there are no other aircraft available as targets) fighters may elect to strafe any ground target they can see that is in the open. The defenders roll the same number of D6 as the attacker to cancel hits; if one or more hits get through, the defender loses ½ strength on one counter (of the attacker’s choice) in the square. If there is only one ½ strength counter in the square, it is eliminated.

AA (Anti-aircraft) FIRE: AA fire is resolved during phase 4 using the Air Combat Table (ACT) , and may be conducted at any point along an enemy aircraft’s flight path, e.g. before enemy fighters reach a square occupied by friendly aircraft.

Each AA unit in range of the target may fire at it; this means that an aircraft may come under AA fire several times along its flight path. Note that an AA unit can only fire once against an enemy aircraft in a turn, but may fire at all enemy aircraft that come within range. All AA units within range of the same square may also combine their fire for greater effect, if desired.

If AA fire is conducted against enemy aircraft engaged in combat with friendly aircraft (i.e. in the same square), all aircraft in the square are attacked.

AIR COMBAT TABLE (ACT) Use this table for all AA fire and air-to-air combat, which is conducted per counter in the target square. Combat is also considered to be simultaneous, so combat results are only applied at the end of the phase. Aircraft targeted by AA fire do not get to attack back, unless they are bombers/dive bombers providing air support for a ground attack against the AA unit, in which case the CRT is used.

Each unit rolls the number of D6 indicated; a 6 = a hit . 1 hit = driven off ( except dive-bombers); 2 hits = shot down.

UNIT No. of D6 Superior Fighter (Me109, Spitfire, Hurricane) 4 Fighter (Me110) 3 Bomber (Ju88, Do17, He111, Blenheim) 3 Dive Bomber (Ju87B) 1 Transport (Ju52) - Reconnaissance (Fieseler Storch) - Light AA (20mm) (cannot target bombers) 2 Medium AA (37/40mm) (cannot target bombers) 3 Heavy AA (88mm/3”/3.7”/4.5”) 4 + 1 x D6 if elite - 1 x D6 if poor

TRANSPORT AIRCRAFT: You have 125 flights of Ju52 transport aircraft available to you, which can be used initially to airdrop 7 Flieger Division, then airlift 22 Luftlande Division to a captured airfield/s, and thereafter for supply purposes. Each Ju52 flight can transport 1 company; you may land up to 3 x Ju52’s at a captured airfield in any one turn (they do not count towards stacking limits). Transports need to be ordered 1 turn in advance and operate as follows: • Turn 1 (can be a night turn): order Ju52’s (by number), who embark troops at friendly airfields in France. • Turn 2: Ju52’s trace a movement path to their airfields from a map edge (avoiding enemy AA units and fighters if possible), land, and offload. If they have to fly within range of an enemy AA unit or enemy fighter, they may be subject to attack. • Turn 3: empty Ju52’s take off from airfields, tracing a movement path back to the same map edge start square, subject to attack as above. • Turn 4: repeat the above 3-turn procedure. Ju52’s cannot fly at night; if they are on an airfield and they would have to take off at night, they stay on the airfield overnight instead, along with any fighter escort.

Once you have completed the airlift of 22 Luftlande Division , the number of Ju52’s you have left x 6 = the number of companies you can supply from the airfields per turn.

CAP for Transport Aircraft Ju52’s were slow and vulnerable, and attrition rates were high. To counter this you may provide a fighter escort (one counter per Ju52, stacked with it), which will peel off and counter-attack any enemy fighters that attempt to attack the Ju52’s. N.B. : a fighter escort needs to be allocated per trip , i.e. 1 x fighter outbound, 1 x fighter inbound, unless the fighter escort lands with the Ju52’s and re-fuels/re-arms, taking off with them for the return trip.

AIRCRAFT ON THE GROUND: Aircraft on the ground have no combat or defence value, are not affected by DR or AR results, and are destroyed if enemy ground units occupy the square they are in.

SUPPLY Supply was critical to the ongoing success of the invasion. All first wave units have sufficient supplies to last three days; thereafter, they (and all subsequent units) must be able to trace an uninterrupted line of supply (to the nearest road, then by a road route), free of enemy ZOC’s and aircraft, to a friendly beach, airfield, supply dump or port. There is also a chance (from day 4 onwards) that your units may run out of supplies (the Umpire will let you know!). Units that are out of supply suffer as follows: • 1st turn – all units suffer a firing penalty. All vehicles move at ½ speed. If the last daytime turn, no night-time re-supply. • Each consecutive turn – all units suffer a firing penalty and move at ½ speed. If the last daytime turn, no night-time re-supply.

SOURCES OF SUPPLY: Once you have landed all your troops, the number of barges you have left x 6 plus the number of Ju52’s you have left x 6 = the number of companies you can supply per turn from any combination of friendly beaches, airfields & ports. SUPPLY DUMPS: You may build forward supply dumps (from Day 3 onwards) to supply frontline troops, at the rate of 1 supply dump counter per regiment per turn. You may stack as many supply dump counters in a square as you like. A supply dump counter will supply up to 1 battalion/tank company (that is within normal vehicle range of it, and free of enemy ZOC’s) for 1 turn; simply remove the counter from play.

Enemy aircraft over a supply dump will prevent the use of that dump for supply in that turn. Dumps may be targeted by artillery and/or bombers, who will destroy the supply dump on a D6 roll of 6. Supply dumps that are attacked by enemy ground troops are automatically destroyed, and the counters removed from play.

BRITISH SUPPLY British units have to be able to trace a supply path free of German units and ZOC’s in a general north-westerly direction; if they cannot do this (e.g. they are surrounded) they are out of supply.

NIGHT All battles cease at night (unless you specifically want to conduct night moves) and all units stand where they are, except units that are given withdraw orders, which must move at least 2 squares away from the enemy. In addition, the following special rules apply: • Re-supply – all units are re-supplied with fuel and ammunition; supply dumps may continue to be built. • Rest and refit – all units may be re-grouped (i.e. their finishing strength on day one becomes their full/starting strength on day two) and/or re-organised (i.e. companies/platoons may be detached/cross- attached to make up full/reduced strength batteries/battalions). These become the new unit starting strengths for the next day when calculating casualties for morale purposes. • Recovery and repairs – destroyed tank counters and special weapons counters (in squares that you still own) may be recovered and repaired (on a D6 roll of 4+ per counter) from Day 4 onwards. Submersible tanks that got stuck can be recovered as soon as the beach is cleared and the tide has gone out.

MORALE Unit morale is an important factor in any war. Infantry battalions and armoured companies test for morale at 50% casualties, and every turn in which they receive further casualties (unless they have been re-organised). Artillery, AA, AT units and fanatics do not test for morale; they will fight on to the last man...

In addition, infantry and armoured units in a square that has been targeted by enemy aircraft or medium/heavy artillery must take an immediate morale check, regardless of casualties. Use this table to test for the effects of morale: MORALE TESTS (all except artillery/AA/AT/fanatics) Infantry test by battalion @ 50% casualties, armour by company. Roll D6 (Armoured: D10) and modify as follows: + 2 If infantry in prepared defences/bunkers + 1 If infantry in hard cover, or vehicles in cover + 1 If unit is elite - 1 If no battalion/armoured company HQ, or if independent Armoured unit - 1 If unit is poor - 1 If unit is unsupported (no friendlies in view, except airborne troops & fanatics) - 1 For each following turn’s test due to additional casualties (any gaps in testing reset this modifier back to 0) MORALE EFFECTS: 4 +: No effect. No offensive action . All units in cover must stay there; all units in the open must retire up to one move 3: towards the nearest cover (or friendly unit if no cover). Units may fire as normal. Pinned down . All units in cover must stay there, and may fire with reduced effect (firing penalty on CRT). All 2: units in the open must withdraw up to one move towards the nearest cover/friendly unit, and may not fire. Retreat . All units must either retreat one full move away from the enemy/towards friendly units, or 1: surrender if no retreat is possible, and may not fire. Rout . All units either surrender or rout two full moves directly away from the enemy, thereafter moving one 0: full move each turn until they reach a friendly beach, port or airfield, or are rallied by a Regimental or higher HQ. They may not fire. NB: airborne troops and all German units on beaches treat all scores<2 as 2.

Routing troops may be rallied by a Regimental or higher HQ by the HQ moving into the same square as the routing unit; the unit is rallied in the next Command & Control phase, unless it is attacked and suffers further casualties, in which case it stays where it is until rallied.

AMPHIBIOUS LANDINGS The invasion fleet consisted of a wide variety of large Transport Ships (TS’s), converted ocean liners, some converted ferries, some purpose-built pontoons, rafts and ferries (including Siebel Ferries), converted river barges called Landing Barges (LB’s), assorted tugs and pusher boats for the LB’s (most of them were unpowered), coasters and other motor fishing vessels converted to carry troops and supplies, assorted motor boats, and Leichte Pionier- sturmboot 39’s (Engineer Assault Boats). Basically anything that was considered seaworthy was commandeered!

Each army wave was sent off separately from its embarkation ports, having been loaded onto Transport Ships (TS’s) as well as directly onto Landing Barges. Each wave was further sub-divided into three echelons , as there were not enough barges to land the whole wave in one go. The first echelon of the first wave, which was loaded directly onto the barges, was landed first; the barges then returned to the TS’s to load and land the second and third echelon troops and supplies until the TS’s were empty, the whole lot then returning to their embarkation ports to load the next wave, a round trip of 4-5 days.

For ease of play, the various types of landing craft have been rationalised into barges, motorboats and assault boats. In addition, the ships and boats that are required to handle various logistics and supply tasks have already been deducted from the totals, leaving you with the numbers and carrying capacities of the various landing craft available to you per Armee per wave as shown in the chart below:

TYPE No. CAPACITY ARMAMENT A1 Barge 72 1 infantry company 20mm AA (+ gun if carried) A2 Barge 48 1 infantry company, gun battery or tank platoon 20mm AA (+ gun if carried) AS1 Barge 6 1 infantry company (armoured barge - hard cover) 20mm AA AS2 Barge 3 1 infantry coy, gun bty or tank pltn (armoured barge, hard cover) 20mm AA B Barge 25 1 tank platoon (use for 1 st wave PzIII/PzIV submersibles) 20mm AA C Barge 6 1 PzII amphibious tank platoon (for 1 st wave only) 20mm AA Motorboat 10 1 infantry company MMG in bow Assault boat 10 1 infantry company MMG in bow N.B.: 1. There aren’t enough boats to land each wave in one go; you will need to split them into echelons .

Amphibious Landing Zones The Kriegsmarine had enough capability to support two landing zones per Demarcation Area; the landing zones for 16 Armee were labelled Landing Zones B and C ; the landing zones for 9 Armee were labelled Landing Zones D and E . Each landing zone can be no more than 16-20 squares wide; you can choose either to use the (historically) allocated zones, or you can select your own. N.B.: you may ignore stacking limits for all landings; however, you must spread out as soon as possible to meet stacking limits.

AMPHIBIOUS LANDINGS PROCEDURE: • Select your amphibious landing zones, and which Divisions/ Regiments will land in each zone, and in what order (i.e. 1 st echelon, 2 nd echelon, 3 rd echelon). • Next, decide when you will land each echelon, taking note of the information below. • For each landing zone, allocate companies to barges and boats, using the handy Orders Sheets . • Barges that are landed on a turn with a rising tide can be re-floated on any subsequent turn up to and including a high tide turn; barges landed at any other time will have to wait for the next rising tide. • Alternatively, barges may remain beached (to provide AA support) and be re-floated on any rising tide turn, return to the TS’s waiting off-shore, load up again and re-beach 4 – 6 turns later. • Motorboats and assault boats may land in any turn, unload and immediately re-float, return to the TS’s, load up again and re-beach 2 – 3 turns later. They may also remain beached to provide MG fire. • High tides are at the following times: 24 September: 02h20, 14h36. 25 September: 02h45, 15h01. 26 September: 03h10, 15h26. 27 September: 03h35, 15h51. 28 September: 04h00, 16h16. 29 September: 04h25, 16h41. 30 September: 04h50, 17h06. 1 October: 05h15, 17h31. 2 October: 05h40, 17h56. 3 October: 06h05, 18h21. 4 October: 06h20, 18h46. 5 October: 06h55, 19h11. 6 October: 07h20, 19h36. 7 October: 07h45, 20h01. 8 October: 08h10, 20h26. 9 October: 08h35, 20h51. 10 October: 09h00, 21h16. 11 October: 09h25, 21h41. 12 October: 09h50, 22h06. 13 October: 10h15, 22h31. 14 October: 10h40, 22h56. 15 October: 11h05, 23h21. 16 October: 11h30, 23h46. 17 October: 11h55. 18 October: 00h09, 12h20. 19 October: 00h34, 12h45. 20 October: 00h59, 13h10. 21 October: 01h24, 13h35. 22 October: 01h49, 14h00. 23 October: 02h14, 14h25. 24 October: 02h39, 14h50. 25 October: 03h04, 15h15. 26 October: 03h29, 15h40. 27 October: 03h54, 16h05. 28 October: 04h19, 16h30. 29 October: 04h44, 16h55. 30 October: 05h09, 17h20. • Beached barges are available for supporting fire with their AA guns; in addition, barges transporting infantry guns, AT guns and 88’s may elect to have them mounted on temporary platforms, thereby making them available for supporting fire. The platforms do not provide any sort of cover for the guns, and it takes an extra turn to offload them from the barges. • All units and barges/boats are placed on their designated beach squares on the designated turn of arrival. There is a 5% chance that a barge has been ‘lost at sea’, together with its load (due to foundering, collisions or enemy action); the Umpire will roll a D20 for each barge (UD20: 20 = lost at sea) , and will advise you of any losses. Motorboats, assault boats and Brandenburgers do not have to take this test. • Surviving units that land at high tide on uncleared beaches are subject to a 10% casualty test (UD10: 10 = 50% losses) , to simulate the effects of barbed wire and minefields; units that land at low tide take an additional 10% casualty test, as they have more beach to cover. • Units may move 1 square away from the square in which they land, and fire/attack as normal; if they do this, each unit is subject to a further 10% casualty test to simulate crossing more beach obstacles, barbed wire and minefields. Once a beach has been cleared (see below), this test falls away. • A beach square may be cleared by 1 engineer or 2 infantry companies in the turn they arrive. The companies concerned may not move or fire, and must be placed at the bottom of the stack of units in that square. • The PzII amphibious tanks had twin floats strapped to their hulls, and reached the beach under their own power after being launched from their barges. Once on land, they must stop at some point to remove their floats; simulate this by ordering a half-move in that turn. N.B. : floats can be retained for later use on these tanks, if desired… • The PzIII and PzIV submersible tanks were to leave their barges just off-shore and ‘drive’ underwater onto the beach. There is a 5% chance they may get ‘stuck’ (to simulate them hitting an underwater obstacle and stopping; UD20: 20 = stuck ). They are also subject to the usual casualty test when they hit the beach, unless the beach has been cleared. They may not move any further or fire in the turn they land, as they are removing their waterproofing. N.B. : waterproofing can be retained for later use on these tanks, if desired… • In order to re-load a barge, motorboat or assault boat with fresh troops it must rendezvous with a TS, which is situated off-shore: o It takes 2 turns (3 turns if at least 1 turn is at night) for a motor/assault boat to rendezvous with a TS, pick up fresh troops, and return. o It takes 4 turns (6 turns if at least 1 turn is at night) for a barge to rendezvous with a TS, pick up fresh troops, and return. • Once a Port has been captured, TS’s may dock at the quayside and unload their troops. Unloading takes 3 turns; thereafter the TS’s may return to France to pick up more troops, returning to offload 4-5 days later.

Barge Losses Barge losses are treated as follows: • First Wave : barges lost in each echelon are not replaced, i.e. there will be progressively fewer barges available to transport the second and subsequent echelons to the beaches. • Second Wave: barges lost in the First Wave are replaced, i.e. you start with a full complement of barges for the Second Wave. Barges then lost in each echelon are not replaced, i.e. there will be progressively fewer barges available to transport the second and subsequent echelons to the beaches. • Third Wave : barges lost in the Second Wave are not replaced (your replacements have all been used up). In addition, barges lost in each echelon are not replaced either.

Whilst all this is going on, there are additional craft landing supplies (these have already been deducted from the barge totals available to you). Once all the Waves have been landed, the number of barges (of all types) you have left x 6 = how many (full strength company/tank platoon) counters you can supply per turn.

AIR LANDINGS You may pick as many separate squares as you have paratroop battalions for air-landing zones (minimum 1 battalion per zone), each of which represents a landing area of nine squares. N.B.: you may ignore stacking limits for all landings; however, you must spread out as soon as possible to meet stacking limits. • Air landings may only be conducted during daylight turns. • Paratroop battalions are transported by Ju52’s (see Transport Aircraft for procedure) and drop by company into the target square; for each company dropped the Umpire will roll a D10 ( UD10 ) for drift , place the company in the relevant square, and advise you accordingly. The Ju52’s are subject to enemy AA fire and air attacks, so protect them well! • If there are any obstacles in the landing square (e.g. woods, buildings, rivers, enemy troops etc.), umpire will roll a D6 for casualties; on a 5 or 6 the company takes 50% casualties. • One of your paratroop battalions may be landed by gliders (one glider per company) in an air-landing zone that is clear and flat. Gliders are not subject to drift, but have to trace a straight flight path from a southern/ eastern map edge to the target square, and are consequently subject to AA fire/air attack if applicable. • See the section on Transport Aircraft with regard to landing 22 Luftlande Division . • All air landed troops may move up to a ½ move in the turn that they land, and fire as normal.

BRANDENBURGERS: The Brandenburger battalions were highly trained and motivated commando-style units (for game purposes they are elite fanatics ), expert at infiltration and sabotage. They were typically landed in advance of the main invasion forces (often in enemy military/police uniforms!) to capture strategic bridges, road junctions and other targets, and prevent their demolition/sabotage by the enemy.

The Brandenburgers may be used in one of two ways: • By company – just like regular troops. As they are fanatics, they don’t take morale tests. • By platoon – they have no combat value and no ZOC, but essentially become invisible to all enemy units except the Home Guard (HG) , one of whose tasks was to weed out and detain enemy saboteurs, spies and fifth columnists. • This means that single platoons can be moved at will (they may not be stacked with other platoons: if they are, they immediately become companies ), ignoring enemy units and ZOC’s; if they are next to/in the same square as a strategic target that is subject to demolition/sabotage, they will prevent that happening by rolling 4+ on a D6 ( UD6 if necessary). If there is an enemy unit in the same square when they do this, they may be subject to detection (6 on a D6: UD6 if necessary) and will be eliminated if detected. • However, if they are next to/with a HG unit at any time , the HG unit will eliminate them on a 4+ on a D6 (UD6 if necessary).

Brandenburgers landed by platoons are landed by sea in a mixture of motorboats and/or fishing vessels (no counters necessary), and they may land anywhere in any turn (even at night, and even in a Port!), as they are in disguise. If landed on a beach they do not test for minefield casualties, but treat their entire move that turn as difficult going.

Brandenburgers landed by company are equipped with motorcycles (A1 barges can be used) unless landed by assault boat/motorboat, in which case they are on foot. They test for minefield casualties as per normal troops.

Brandenburgers have an observation range of 3 squares, and move as mounted troops (unless equipped with motorcycles).

GARRISONS Once you have occupied anything larger than a village you will need to garrison it to prevent insurgents rising up and disrupting your supply lines. Garrison sizes are as follows: • Small towns – 1 company or 1 AA battery; • Minor towns – 1 company + 1 AA battery/support company, or 2 companies; • Major towns – 2 companies + 1 AA battery/support company, or 3 companies. Battalions may be split up to meet this requirement, as long as all companies of a battalion are as close to each other as is geographically possible.

AIRFIELDS/PORTS You may need to repair airfields and ports before you can use them, as they may have been sabotaged by the vacating defenders ( exception: Brandenburgers – on a 4+, demolitions have been defused ): To repair: Airfield Port Light damage 1 engineer company, 1 day 2 engineer companies, 2 days Medium damage 2 engineer companies, 2 days 3 engineer companies, 4 days Heavy damage 2 engineer companies, 3 days 3 engineer companies, 6 days N.B.: you may substitute 2 infantry companies for 1 engineer company, so long as you have a minimum of 1 engineer company for every 2 infantry companies. You may also use additional troops to shorten the overall repair time, as long as you maintain the correct ratios of engineers to infantry; however, you cannot shorten the repair time below the minima shown (i.e.: 1 day for an airfield, 2 days for a port).

GAME TURNS: (grey blocks = night (no air operations); orange blocks = high tide; yellow blocks = low tide)

21 SEPTEMBER (OPTIONAL: air reconnaissance, air operations, air landings) 1 2 3 4 5 6 7 8 00h00-04h00 04h00-07h00 07h00-10h00 10h00-12h00 12h00-15h00 15h00-19h00 19h00-22h00 22h00-01h00 HT 01h05 night Low tide HT 13h21 Low tide night 22 SEPTEMBER (OPTIONAL: air reconnaissance, air operations, air landings) 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-22h00 22h00-01h00 HT 01h30 night Low tide HT 13h46 Low tide night 23 SEPTEMBER (OPTIONAL: air reconnaissance, air operations, air landings) 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-22h00 22h00-01h00 HT 01h55 night Low tide HT 14h11 Low tide night 24 SEPTEMBER (first viable date for the amphibious landings) 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-22h00 22h00-01h00 HT 02h20 night Low tide HT 14h36 Low tide night 25 SEPTEMBER 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-14h00 14h00-17h00 17h00-19h00 19h00-22h00 22h00-02h00 HT 02h45 night Low tide HT 15h01 Low tide night 26 SEPTEMBER 1 2 3 4 5 6 7 8 02h00-05h00 05h00-07h00 07h00-10h00 10h00-14h00 14h00-17h00 17h00-19h00 19h00-22h00 22h00-02h00 HT 03h10 night Low tide HT 15h26 Low tide night 27 SEPTEMBER 1 2 3 4 5 6 7 8 02h00-05h00 05h00-07h00 07h00-11h00 11h00-15h00 15h00-18h00 18h00-19h00 19h00-23h00 23h00-03h00 HT 03h35 night Low tide HT 15h51 Low tide night 28 SEPTEMBER 1 2 3 4 5 6 7 8 03h00-06h00 06h00-07h00 07h00-11h00 11h00-15h00 15h00-18h00 18h00-19h00 19h00-23h00 23h00-03h00 HT 04h00 night Low tide HT 16h16 Low tide night 29 SEPTEMBER 1 2 3 4 5 6 7 8 03h00-06h00 06h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-22h00 22h00-01h00 HT 04h25 night Low tide HT 16h41 night Low tide 30 SEPTEMBER 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-23h00 23h00-01h00 HT 04h50 Low tide HT 17h06 night Low tide 1 OCTOBER 1 2 3 4 5 6 7 8 01h00-04h00 04h00-07h00 07h00-10h00 10h00-13h00 13h00-16h00 16h00-19h00 19h00-23h00 23h00-02h00 HT 05h15 Low tide HT 17h31 night Low tide 2 OCTOBER 1 2 3 4 5 6 7 8 02h00-05h00 05h00-07h00 07h00-11h00 11h00-13h00 13h00-17h00 17h00-19h00 19h00-23h00 23h00-02h00 HT 05h40 Low tide HT 17h56 night Low tide

3 OCTOBER 1 2 3 4 5 6 7 02h00-05h00 05h00-07h00 07h00-11h00 11h00-14h00 14h00-18h00 18h00-20h00 20h00-00h00 HT 06h05 Low tide HT 18h21 night 4 OCTOBER 1 2 3 4 5 6 7 8 00h00-02h00 02h00-05h30 05h30-07h30 07h30-11h00 11h00-14h00 14h00-18h00 18h00-21h00 21h00-00h00 Low tide HT 06h30 Low tide HT 18h46 night 5 OCTOBER 1 2 3 4 5 6 7 8 00h00-02h00 02h00-05h30 05h30-07h30 07h30-12h00 12h00-14h00 14h00-18h00 18h00-21h00 21h00-01h00 Low tide HT 06h55 Low tide HT 19h11 night 6 OCTOBER 1 2 3 4 5 6 7 8 00h00-03h00 03h00-07h30 07h30-09h30 09h30-12h30 12h30-14h30 14h30-18h00 18h00-21h00 21h00-01h00 Low tide HT 07h20 Low tide HT 19h36 night 7 OCTOBER 1 2 3 4 5 6 7 8 00h00-03h00 03h00-07h30 07h30-09h30 09h30-12h30 12h30-14h30 14h30-18h00 18h00-21h00 21h00-01h00 Low tide HT 07h45 Low tide HT 20h01 night 8 OCTOBER 1 2 3 4 5 6 7 8 01h00-03h00 03h00-07h30 07h30-09h30 09h30-13h30 13h30-15h30 15h30-18h00 18h00-21h00 21h00-01h00 Low tide HT 08h10 Low tide HT 20h26 night 9 OCTOBER 1 2 3 4 5 6 7 8 01h00-03h30 03h30-07h30 07h30-09h30 09h30-13h30 13h30-15h30 15h30-18h00 18h00-22h00 22h00-02h00 Low tide HT 08h35 Low tide HT 20h51 night 10 OCTOBER 1 2 3 4 5 6 7 8 02h00-04h00 04h00-07h30 07h30-10h00 10h00-14h00 14h00-16h00 16h00-18h00 18h00-22h00 22h00-01h00 Low tide HT 09h00 Low tide HT 21h16 night