Special Rules |
PRE-GAME AMERICAN PARADROP To simulate the confused and fluid nature of this action, I have added the following rules to determine how badly the American paratroopers scattered. • German units setup first. • American player now conducts his paradrop as follows: - The American player places the North Directional Marker in any hex on any game board with the North arrow aligned with the long, straight, road down the center of the game map. The hex with the North Directional Marker is the center of the intended American drop zone and American squads can appear within six hexes in any direction of this Marker, depending on die rolls (see below). - The American player then rolls one die for each building hex. A roll of 6 indicates that that particular building hex is on fire (from falling hot German antiaircraft shrapnel). To show that a building hex is on fire, place a Smoke marker on it. Any German squad in a building hex that is now on fire immediately relocates to the nearest adjacent non-building hex without loss. - Finally, the American player makes his paradrops, one squad at a time. Roll one red die and one black die for each American squad. The red die indicates the direction as shown on the North Directional Marker, that the squad drifts, and the black die indicates how many hexes away from the North Directional Marker that the squad lands. For example, a red 4 and black 2 would mean the squad lands in the hex two hexes straight South from the Marker. • American squads all paradrop onto the game board at the same time in this pre-game turn as follows: - Any squad that lands in a burning building hex is immediately eliminated and removed from the game. - If a squad lands in a hex with a German unit, that squad surrenders and is removed from the game. (This is exactly what happened to most of the paratroopers that landed in the town square. They were later rescued by other paratroopers when the town was captured by the Americans.) - If a squad lands in a woods. building, or pond hex, roll one die for possible losses. On a roll of 1 or 2 the squad has no loss. on a roll of 3 or 4 the squad lose' one Regular Infantry figure, and with a roll of 5 or 6 the squad loses two Regular Infantry figure' or the Machine Gun or Mortar crew if it has one of those fig instead. If a squad lands off the edge 01 a hoard. it cannot attempt to enter that board edge until the not game Round. On each of the following game Rounds, nil one die for each "lost" squad: on a roll of I or 2 the squad mil \ enter on that game board edge in its action phase; on a roll of 3 or 4 it is still lost but may try again next Round: on a roll of 5 or 6 the squad is completely lost and removed from the game. - In any other hex. the squad makes a safe landing without any losses. - After all American squads land. remove the North Directional Marker as it is no longer needed. • The above paradrop is not a game Round. Once they are placed on the boards, American squads may make no further movement, and there is no combat. • The game now begins with Round 1. Americans start with initiative and both players perform all three phases as per standard TOI rules, except there are no command points. Operations cards, or Strategy cards.
NIGHT LIMITED VISIBILITY • In Rounds I and 2, maximum rnahil ity is limited to two Ilexes, and firing is not allowed against targets farther than two hexes away. •In Rounds 3 and 4, maximum visibility increases to three hexes (early dawn light). • In Rounds 5-8, use the standard TOI Line of Sight (LOS) rules. • Exception: Any squad in a hex directly adjacent to a burning building hex is considered to be fully illuminated and shooting at that squad uses standard TOI Line of Sight rules. The squad in the illuminated hex is still limited by the night visibility range unless it fires at another squad in an illuminated hex.
NIGHT FIGHTING • In Rounds I and 2, only squads in the same hex may use Combined Fire. • In Rounds 3 and 4. only squads in the same or in adjacent hexes may use Combined Fire. • In Rounds 1-4, the American Mortar crew is limited to direct fire only — it must be able to see the target with an unblocked LOS. • In Rounds 5-8, use the standard TOI rules for all firing and combat.
BUILDINGS ON FIRE • No squad or vehicle may enter a building that is on tire. • At the end of Round 3 all Smoke markers are removed. These hexes are no longer considered to be build ing hexes place a Rough terrain overlay on these hews. When a building hex becomes a Rough terrain hex it no longer has any victory point value to either player.
GERMAN COUNTERATTACK During the (ierman Status Elms,. 01 Round 2. the ierman player determines the approximate site of his COLIIItrf .111.tt ik I, Ice, and decides when and whet': it will appear as II )1141W S. • First. the Gentian player secretly selects one of the German numbered Off-Board Indicator Tokens along with two other tokens of identical size and shape such as the Concealed Squad markers. • The number on the token indicates the Round when the counterattack will start (for example. a 3 means Round 3). • The number on the token also indicates how many points the German player has to spend to make up his counterattack force (a token of 3 means he has 3 points to spend). • Units cost the following number of points: 1 = One squad with four Regular Infantry 2 = One squad with one Officer, one Elite Infantry, and either a Machine Gun or Mortar crew 2 = One SdKfz 251 Half-Track 3 = One Panzer IV 4= One Tiger I • The Gem= player then places all three tokens upside down. one each next to the North, the West. and the South board edges. Make sure that the American player does not see w hies token is the one With the number (as this is the map edge where the counterattack units must enter). • The German player to the numbered token during any of his Action Phases during the round Ctirrespi,mdmg to the number on that token. For example, if the token number is 5, the units enter in Round 5. The German player then uses 5 points to choose his counterattack force.
|