
An Operational Level Historical Simulation Game of World War II The Campaign for Normandy, July-August, 1944 RULES OF PLAY 2nd Edition Living Rules v2.0 NEW ENGLAND SIMULATIONS 2nd Edition – Living Rules v 2.0 1 Table of Contents 1.0 INTRODUCTION 3 8.11 Retreats and Advances .................. 13 16.0 REINFORCEMENTS 22 After Combat 16.1 Entry of Reinforcements............... 23 2.0 GAME EQUIPMENT 3 8.12 Disorganization and Regrouping .. 14 16.2 Restrictions ................................... 23 2.1 The Game Map ............................... 3 2.2 Charts and Tables ............................ 3 9.0 HEADQUARTERS UNITS 14 17.0 REPLACEMENTS 23 2.3 The Playing Pieces ......................... 3 9.1 Headquarters Units .......................... 14 17.1 Receiving Replacements Points ... 23 2.4 Unit Types ....................................... 4 17.2 Applying Replacements................ 23 2.5 Glossary of Game Terms ................ 5 10.0 SUPPORT POINTS 15 Points to Reduced Units 2.6 Game Scale ..................................... 5 10.1 Allied Support Points .................... 15 17.3 Rebuilding German Infantry ......... 24 Regiments 2.7 Inventory of Game Parts ................. 5 10.2 German Support Points ................. 15 17.4 Dissolving a British Division ....... 24 2.8 Setting Up the Game ...................... 5 10.3 Expending Support Points for ...... 15 Combat 17.5 Resting Regiments ........................ 24 10.4 Support Points for ......................... 16 17.6 Allied Additional Replacements ... 24 3.0 SEQUENCE OF PLAY 5 Artillery Resupply 3.1 The Game-Turn .............................. 5 10.5 Support Points for Supporting ..... 16 18.0 U.S./BRITISH ARMY BOUNDARY 24 3.2 Game-Turn Sequence Outline ........ 5 Headquarters 10.6 The Effects of Being ..................... 16 19.0 ENGINEERING 25 4.0 MOVEMENT 6 Unsupported 19.1 Improved Positions ....................... 25 4.1 How Units are Moved ..................... 6 19.2 Entrenchments .............................. 25 4.2 Movement Restrictions ................... 7 11.0 SUPPLY 16 19.3 Bridges .......................................... 25 4.3 Tactical Movement ......................... 7 11.1 Supply Determination of .............. 16 4.4 Strategic Movement ........................ 7 Combat Units 4.5 Off-Map Movement Areas .............. 7 11.2 HQs Tracing Supply to a .............. 17 20.0 GERMAN SPECIAL RULES 25 4.6 Allied Controlled OMM Areas ....... 7 Supply Source 20.1 Hidden Reserve ............................ 25 4.7 Artillery Movement ........................ 7 11.3 Supply Lines ................................. 17 20.2 Panzergruppe Eberbach ................ 26 11.4 Out of Supply ............................... 17 20.3 Mandated Attacks ......................... 26 11.5 Isolation ........................................ 17 5.0 ZONES OF CONTROL 7 20.4 German 25th Corps ....................... 26 11.6 Automatic Supply ......................... 17 20.5 Isolated German Units .................. 26 5.1 The Effects of Zones of .................. 7 Control on Units 11.7 Attached Units .............................. 17 5.2 Special Terrain Effects on ............... 8 11.8 Independent Units ......................... 17 21.0 VICTORY POINTS 27 Zones of Control 11.9 Special Support for ....................... 18 21.1 Accumulating Victory Points........ 27 Increased HQ Supply 21.2 Victory Points Accrued ................. 27 6.0 STACKING 8 During Play 6.1 Movement Stacking Conditions ..... 8 12.0 OPERATIONS 18 21.3 Victory Points Added at ................ 27 the End of the Game 6.2 Combat Stacking Conditions .......... 8 12.1 Allied Operations .......................... 18 21.4 Allied Victory Points for ............... 27 6.3 Retreat Stacking Conditions ........... 8 12.2 German Operations ....................... 18 12.3 An Operation’s Effect on .............. 19 Capturing Cities and Exiting Units Combat and Movement 21.5 Withdrawal from Normandy ......... 28 7.0 LIMITED INTELLIGENCE 8 12.4 Reserve Movement ....................... 19 21.6 Determining Victory ..................... 28 7.1 Combat Class and Effectiveness..... 8 12.5 Surprise Assault ............................ 19 21.7 Ending the Game .......................... 28 7.2 Strength Chits ................................. 9 12.6 Ending an Operation ..................... 19 21.8 Optional Victory Points ................. 28 7.3 Cadre Units and Units without ....... 9 Strength Chits 22.0 SCENARIOS 29 7.4 Play Restrictions ............................. 9 13.0 U.S. 3RD ARMY AND 20 CANADIAN 1ST ARMY 22.1 Steel Inferno: ............................... 29 13.1 U.S. 3rd Army Activation ............. 20 Operation Goodwood and the 8.0 COMBAT 9 13.2 Canadian 1st Army Activation ...... 20 Drive to Falaise 8.1 Which Units May Attack ................ 9 22.2 Breakout! ..................................... 30 8.2 Multi-unit and Multi-hex .............. 10 Operation Cobra: St Lo to Brittany 14.0 WEATHER 20 Combat 22.3 Operation Luttich ....................... 32 8.3 Effects of Terrain on Combat ....... 10 14.1 Cloud Cover and Rain .................. 20 Hitler Strikes Back 8.4 Divisional Integrity ....................... 11 14.2 Sea Conditions .............................. 20 22.4 The Killing Ground ..................... 33 8.5 Combined Arms ............................ 11 The Campaign for Normandy 8.5.5Armor Superiority ........................ 11 15.0 AIR POWER 20 22.5 Into the Cauldron ........................ 34 8.6 Special Units Effect on Combat ... 11 15.1 Air Units ....................................... 21 The Battle for the Hedgerows 8.7 Artillery Units ............................... 12 15.2 Air Point Determination and ........ 21 8.8 High and Low Combat Ratios ...... 12 Allocation Sequence ERRATA 35 and Rounding Rule 15.3 Carpet Bombing ............................ 21 23.0 OPTIONAL RULES 36 8.9 Combat Resolution ....................... 12 15.4 Supply Interdiction ....................... 22 8.10 Attritional Losses and ................... 13 15.5 Movement Interdiction ................. 22 24.0 PLAYER’S NOTES 37 Accelerated Effort 15.6 Interdiction Air Attacks ................ 22 25.0 DESIGNER’S NOTES 39 15.7 Combat Air Support ...................... 22 2 2nd Edition – Living Rules v 2.0 [1.0] Introduction [2.2] Charts and Tables ARMOR BATTALION (German) A number of visual aids are provided in the game Front (Full Strength) The Killing Ground is a World War II simula- to facilitate and display many of the game func- tion of the battle for Normandy during the months tions. These visual aids are printed in the rules, Division/Corps Designation of July and August, 1944. A month after the D- on the map, or on a separate card. The use of Day landings, the U.S. and British Allied forces these charts and displays is explained in the ap- Battalion were only a few miles from the beaches and 116 Pz propriate rules sections. Designation 2/16 floundering in the thick hedgerow country of the Normandy region of France. Despite huge ad- Unit Type [2.3] The Playing Pieces Armor vantages in men and material, as well as total air The 900 cardboard playing pieces are provided Superiority 2-14 superiority, the Allies were being ground to a in the game in four die-cut sheets. These playing Value (ASV) standstill by a well orchestrated and tenacious pieces are referred to as counters. Some repre- Combat Movement German defense. The Germans, with their low sent the actual military units that took part in the Strength Allowance numbers and dwindling resources, used the ter- campaign while others are simply markers used Back (Reduced) rain to great effect making the Allies pay for ev- to facilitate certain game mechanics. ery yard in blood. As the losses were mounting, 116 Pz each army had reason for concern. The Allied [2.31] How to Read the Counters 2/16 leaders had become fearful of a World War I style The Killing Ground counter mix includes forces stalemate. But on the other side, the Germans from various nationalities and armies. Each Movement knew that the numbers game was against them, nationality and army is indicated by a color 1-14 Allowance but to give up Normandy was to give up France. unique to that force. Players should take note that Reduced Combat Strength The Killing Ground is a regiment/battalion level the units are not of uniform size. While most units game of the critical campaign in Normandy in in the game are regiments or brigades, many are the summer of 1944. Players will mostly be not, and the size of a unit is important in some ARTILLERY UNIT (German) aspects of the game. concerned with the problems of corps and army Front (full) levels of operations – moving infantry, artillery and armored formations for attacks, choosing de- Corps Designation [2.32] Example of Units Range fensive lines, allocating supply, and assigning air (in hexes) units to ground support and interdiction missions. 84 INFANTRY REGIMENT (U.S.) 4 Size The rules to The Killing Ground are presented Artillery Unit Designation 621 Unit Type in sets of major sections, each section divided Front Division/Corps Designation into numerous major and secondary cases. The (Pre-August 1st) Corps 5•3-6 Designation Movement Offensive Sequence of Play (Section 3.0) regulates the or- after August Allowance Size Barrage der of the action in the game, while providing a 1st (U.S. Strength Defensive brief summary of how these actions are under- Battalion/ only) Barrage Strength taken. The rest of the rules are more detailed, Regiment Designation Turn of Entry explaining
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages40 Page
-
File Size-