12/4/02

RULES

2.3 THE PLAYING PIECES

[2.34] Correction: There are not 2 different colored strength chits; the same strength chits are used for both sides.

4.0 MOVEMENT
[4.27] Correction, last sentence: An Allied mech unit (in supply) may cross a river hexside if it . . .
[4.67] Addition: An Allied unit is considered out of supply in an OMM box unless the OMM box it occupies has a supported HQ unit of the same army.

7.0 LIMIED INTELLIGENCE
General Rule
Correction, second sentence should read: Upon a unit's first combat, its combat strength will be determined by drawing a "strength chit" from an appropriate EFFECTIVENESS rating pool (1, 2, or 3) and using the combat value corresponding to the unit's Combat CLASS (A, B, or C).

8.0 COMBAT
[8.23] Correction: All units in a given hex must attack and defend as a single, combined combat strength.

10.0 SUPPORT
[10.41] Addition: An Allied HQ unit that is off-map (i.e., in the Brittany and Loire exit displays and/or in any OMM box) simply uses 3 support points to be considered supported. It must be able to trace a supply line to a supply source from the OMM box it occupies and may trace through other Allied controlled OMM boxes. HQs off-map must be supported first. Note: Strategic Movement may be used when calculating an HQ's support distance to a supply source even if the HQ is within 3 hexes of an enemy unit.

11.0 SUPPLY
[11.14] Addition: An Allied unit (on the map) that traces to a supported HQ in an OMM box is considered out of supply. A unit that traces to an unsupported HQ in an OMM box is considered isolated. Note: A unit, on map, that traces to an HQ in an OMM box is always considered to be more than 6 hexes away from the HQ.
[11.81] Clarification: Independent units must be within 6 of a supported HQ unit to be in supply.

12.0 OPERATIONS
[12.21] Clarification: The German player must have at least 6 Support Points total, from both armies, in order to declare an operation. The SPs that are transferred to the German Operation may be taken from any German army.
[12.53] Correction, sentence should read: The German player subtracts 2 from any Surprise Assault die roll on the first declared German Operation of the game.

15.0 AIR POWER
[15.53] Add: In addition, any bold number result increases the cost of movement for German non-mech units from 1 to 11/2 into a bocage hex.
[15.54] Targeted Air Interdiction
Addition: German mech units entering a bocage or forest hex and not using a road to negate the terrain, does not add 1 (for the interdiction penalty) to its movement cost for those type of hexes.
[15.54] Interdiction Air Attacks
Addition: If the unmodified Air Attack die roll number is a 1 or 2, the air unit is removed from the map. Any other result, the air unit remains in the attacked hex until the end of the German Player turn.

19.0 ENGINEERING
[19.21] Clarification: Only German units can build Entrenchments.
[19.22] Clarification: Armor units in an Entrenchment and clear terrain are tripled, not doubled and doubled again.

20.0 GERMAN SPECIAL RULES
[20.51] Addition: A cadre from the Isolated German Units box should be returned to the map where it was isolated. A unit in the Isolated German Units box may move from one map section to the other during the movement phase. Note: Rule 17.31 is not affected by this rule, however, only one regiment may be pulled from a isolated box map section at a time. Units in the Isolated German Units box should be kept separate from other eliminated units.

21.0 VICTORY POINTS
[21.2] Victory Point Schedule Accrued During Play (German)
Correction: ­2 for each Mandated Attack not made (the map is correct)
[21.41] Clarification: In all scenarios, the Allied player counts as VPs only those city hexes that are Allied controlled south of the 22.5 scenario start line. City hexes north of the 22.5 scenario line are never counted for Allied VPs.

OPTIONAL RULES

OPTIONAL VICTORY POINTS
The following rules are for the campaign scenarios only.

Divisions to the Seine
In the battle to close the pocket, a number of Allied divisions were sent racing for Paris and the bridges across the Seine. As it is now, the victory conditions lack any incentive for the Allied player to go for this "long envelopment" rather then concentrate to close the door on the Germans at Falaise/Argentan. The following rule attempts to recreate this historical option for the Allied player and is highly recommended.
The Allied player adds the following VPs to the Allied Victory Point Schedule:
+ 5 for each division group sent to the Seine, counted at the end of each Allied Victory Point Check Game-Turn
· A division group must consist of all 3 regiments of the division (none of which may be reduced to cadre) and one armor unit and one artillery unit. No more than 5 division groups may be sent to the Seine.
· Divisions to the Seine may be removed only from the Everon and Le Mans OMM boxes and once removed are never return to the map.
· Divisions to the Seine may be removed only after all required units to exit to Brittany and the Loire have been completed.
· 1 SP must be used to supply each division group every Game-turn (expended during the Corps and Artillery Support Segment). For each division group that does not receive an SP, the Allied player must subtract 1 VP from the Allied Victory Point total.

Eliminated Allied Units
The German player receives 3 VPs for each permanently eliminated Allied unit. Points are counted at the end of the scenario.

SCENARIOS
General Rule
Clarification: Distribution of losses within a division is invalid, losses have all been indicated for specific units. Likewise, there are no units that start affected with both (­E) and (­1).
Map Note: For all single map scenarios, half hexes are playable.

[22.1] Steel Inferno
[22.11] and [22.21] Both scenarios end on turn 28 (August 2).
[22.12] Allied Setup
Correction: All regts. of British 6Abn Div. start with a 1 step loss (­1).
[22.17] Special Rules
d. Addition: The German player receives 7 Support Points each game-turn instead of 12 and subtracts half (rounded down) of the indicated Interdiction Values from Allied Supply Interdiction.
[22.18] Determining Victory
Addition: The German player receives 2 VPs for each city hex controlled at the end of the scenario, not 6.

[22.2] Breakout!
[22.22] Initial Deployment
Allied Set-up
The following units begin the scenario on the map and set up on or adjacent to any U.S. unit: 803TD(T), 629TD(T), 654TD(T), 644TD(T), 745(T), 709(T).
[22.27] Special Rules
e. Correction: Should read; . . . any hex on the scenario start line.
[22.25]
Correction: Reinforcements
Allied: Only U.S. units scheduled as reinforcements, between turns 13 and 28 (inclusive), may be used.
German: Only German units entering from Brittany and South OMM areas and independent units scheduled as reinforcements between turns 13 and 28 (inclusive) may be used. Independent units from eastern OMM areas enter 2 turns later from the east map edge south of the German front line.
[22.26] The sea condition is calm.
[22.27] Special Rules
d. Addition: The German player receives 5 Support Points each game-turn instead of 12 and subtracts half (rounded down) of the indicated Interdiction Values from Allied Supply Interdiction.

[22.3] Operation Luttich
[22.33] Addition: The German player receives 9 Support Points (minus the effect of Allied Air Interdiction) each game turn.
[22.37] h. Clarification: If the German declares an operation, it is considered the first operation of the game.

[22.5] Into the Cauldron
[22.52] Initial Deployment
German
· 12 pzJg/12ss/1ss enters on turn 9.
· 894/275/25 should be 984/275/25
Change: The remaining 5 units of 3 Flk Corps may set up adjacent to enemy units.
Allied
British Units
­ 4CldStm/6Gds, 4SctsGds/6Gds, 4GrnGds/6Gds (British) do not set up on the,map, they arrive on turn 5 as reinforcements.
­ British 214/43/8 should not be reduced; it starts at full strength.
U.S. Units
­ 2nd Inf. division sets up in hex W5026 not W3026.
­ 90th Inf. division sets up in hex W6013.
­ 82nd Abn. division sets up in hex W6010.
­ 4th Inf. Div. (8/4/7, 8/4/7, 8/4/7,) sets up in hex W5815; it does not enter as reinforcements on turn 8.
­ 8th Inf. Div. (13/8/8, 28/8/8, 121/8/8) does not set up on the map, it arrives on turn 6 as reinforcements.
­ 101st Abn. should be removed; it is not used in the game.
­ The following units begin the scenario on the map and set up as independent units: 803TD(T), 629TD(T), 745(T).


CHARTS/TABLES
Allied Air Allocation Chart
The Allied Air Interdiction Table on the original Allied Air Allocation Chart is incorrect. A 2nd edition Allied Air Chart with an updated Interdiction Table has been reprinted and should be used. Contact NES for a new chart or download the new chart (as a PDF) from the NES web site: www.carpatina.com/nes

REINFORCEMENT SCHEDULE
U.S.
Turn 6; add 13/8/8, 28/8/8, 121/8/8.
Turn 43; 402(A) change from turn 19.
The 182(A) is listed twice, it should enter turn 39.
The 12(A) and 20(A) should enter turn 23 not 41.
The 15(A) should enter turn 7 not turn 41.
German
Turn 18; add 116/116Pz(R).
Turn 44; should be turn 45.

REPLACEMENT SCHEDULE
Add 2 Canadian RPs Game-turns 4, 24 and 32.

MAPS
When using both maps, it is best for the East map to overlap the West Map. When using one map, the following hexes have the indicated type of terrain:
W0635/E0602 ­ Clear W1136/E1103 ­ Hedgerow
W1235/E1202 ­ Clear W1336/E1303 ­ Clear
W2235/E2202 ­ Woods W2336/E2303 ­ Hilltop
W4536/E4503 ­ Hedgerow

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