An Ope ra t i o n a l L eve l H i s t o r i cal Si m ulati on G am e of Wor ld War I I
D-Day and the Beachhead Battles
Expansion Module for
The Campaign for Normandy, June 6–July 5, 1944
26.0 RULES OF PLAY
OVERLORD: D-Day and the Beachhead Battles 1
Table of Contents
26.1 INTRODUCTION . . . . . . . . . . . . . 3 26.10.6 German Support Points . . . . . . 9 26.19.3 Depot Construction . . . . . . . . 13
26.2 GAME EQUIPMENT . . . . . . . . . . 3 26.10.7 Cherbourg HQ and 26.19.4 Improved Positions . . . . . . . . 13
26.2.1 The Game Map. . . . . . . . . . . . . . 3 Support Points. . . . . . . . . . . . . . . . . . 9 26.19.5 Repairing Bridges . . . . . . . . . 13
26.2.2 New Charts & Tables . . . . . . . . . 3 Receiving Cherbourg Support 26.20 GERMAN SPECIAL RULES. . . 13
Points by Rail . . . . . . . . . . . . . . . . . . 9
26.2.3 New Playing Pieces . . . . . . . . . . 3 26.20.1 German V Panzer Army . . . . . 13
Cherbourg HQ Unit . . . . . . . . . . . . . 9
Breakdown Battalions. . . . . . . . . . . . 3 26.20.2 Panzer-Kampfgruppe
26.11 SUPPLY. . . . . . . . . . . . . . . . . . . . . 10 Units . . . . . . . . . . . . . . . . . . . . . . . . 13
Weapons Nest (WN) Garrison (G) . . 4
26.11.1 Allied Supply . . . . . . . . . . . . . 10 26.20.3 Flak Corps Utilization . . . . . . . .
26.2.4 Unit Types . . . . . . . . . . . . . . . . . 4
Allied Units Tracing Supply during the Build-up. . . . . . . . . . . . . 14
26.2.5 Glossary Additions. . . . . . . . . . . 5 to a Corps HQ . . . . . . . . . . . . . . . . 10 26.20.4 German Isolated Units . . . . . . 14
26.2.6 Game Scale . . . . . . . . . . . . . . . . 5 Tracing Supply to a Beach 26.20.5 German Hidden Reserve . . . . 14
26.2.7 Setting Up the Game . . . . . . . . . 5 Landing Hex . . . . . . . . . . . . . . . . . 10
26.20.6 Fortress Cherbourg. . . . . . . . . 14
26.2.8 Standard Rule Exceptions . . . . 6 Allied Supply Sources . . . . . . . . . . 10
26.20.7 German Units with
26.3 THE SEQUENCE OF PLAY FOR 26.11.2 German Supply. . . . . . . . . . . . 10 Special Restrictions . . . . . . . . . . . . 14
THE BUILD-UP . . . . . . . . . . . . . . . 6 German City Supply . . . . . . . . . . . . 10 26.21 GAME-TURN INDICATION . . . .
26.3.1 The Game-Turn . . . . . . . . . . . . . 6 Cherbourg and Supply . . . . . . . . . . 10 RULES . . . . . . . . . . . . . . . . . . . . . 14
26.3.2 Ending the Build-up 26.12 OPERATIONS . . . . . . . . . . . . . . . 10 VICTORY SEGMENT . . . . . . . . . . . . 14
Sequence of Play . . . . . . . . . . . . . . . 6
26.14 WEATHER . . . . . . . . . . . . . . . . . . 10 26.21.1 Victory Conditions . . . . . . . . . 14
26.4 MOVEMENT . . . . . . . . . . . . . . . . . 6
26.14.1 Weather Patterns and Storms . 10 TRANSITION SEGMENT. . . . . . . . . 15
26.4.1 Sea Landing Segment. . . . . . . . . 6
26.15 AIR POWER . . . . . . . . . . . . . . . . 10 26.21.2 Transfer from the Build-up to
26.4.2 Mulberry Landing Boxes . . . . . . 6 The Killing Ground Standard
26.15.1 Supply Interdiction. . . . . . . . . 10
26.4.3 German Rail Movement. . . . . . . 7 Rules . . . . . . . . . . . . . . . . . . . . . . . . 15
26.15.2 Rail Interdiction . . . . . . . . . . . 10
26.4.4 German Rail Interdiction . . . . . . 7 26.21.3 Extending Expansion to . . . . . .
26.15.3 Movement Interdiction. . . . . . 10
26.4.5 Additional Terrain . . . . . . . . . . . 7 July 6 Killing Ground Start . . . . . . 15
26.15.4 Targeted Air Interdiction
26.4.6 Allied Beach Abandonment . . . . 7 26.21.4 Single Map to Multi Map . . . . .
in OMM Boxes . . . . . . . . . . . . . . . . 11
Conversion Procedure. . . . . . . . . . . 15
26.4.7 OMM Boxes and 26.16 REINFORCEMENTS . . . . . . . . . 11
Transit Display . . . . . . . . . . . . . . . . . 8 22.0 SCENARIOS . . . . . . . . . . . . . . . . . 16
26.16.1 Allied Reinforcements . . . . . . 11
26.8 COMBAT. . . . . . . . . . . . . . . . . . . . . 8 22.6 Operation Overlord: D-Day and
26.16.2 German Reinforcements . . . . 11 the Battle of the Build-up . . . . . . . . 16
26.8.1 Combat Results . . . . . . . . . . . . . 8
26.17 REPLACEMENTS . . . . . . . . . . . 11 22.7 Cherbourg and Caen: Securing
26.8.2 Naval Fire Protection . . . . . . . . . 8
26.17.1 Recombining Breakdown the Beachead. . . . . . . . . . . . . . . . . . 19
26.8.3 Naval Bombardment of . . . . . . . . Battalions . . . . . . . . . . . . . . . . . . . . 11 26.23 OPTIONAL RULES . . . . . . . . . . 21
German Weapons Nests . . . . . . . . . . 8
26.17.2 Allied Recombination . . . . . . 11 26.23.1 1st Airborne Division . . . . . . . 21
26.8.4 Allied Artillery . . . . . . . . . . . . . . 8
26.17.3 German Recombination . . . . . 12 26.23.2 Early German Reinforcement
26.9 HEADQUARTERS. . . . . . . . . . . . . 8
26.17.4 Returning Eliminated Allied . . . Release . . . . . . . . . . . . . . . . . . . . . . 21
26.9.1 Allied Beaches as Headquarters. 8 Armor Units to the Map . . . . . . . . . 12 26.23.3 German Set-up . . . . . . . . . . . . .
26.10 SUPPORT POINTS . . . . . . . . . . . . 8 26.17.5 Allied Replacement Points . . . 12 Alternatives. . . . . . . . . . . . . . . . . . . 21
26.10.1 Allied Support Points . . . . . . . . 8 26.17.6 German Mech Replacement 26.23.4 Using Designated Beach
SPs for Supporting Corps HQs. . . . . 8 Points . . . . . . . . . . . . . . . . . . . . . . . 12 Landing Hexes . . . . . . . . . . . . . . . . 22
26.10.2 Receiving Support Points. . . . . 9 26.17.7 Resting Regiments . . . . . . . . . 12 26.23.5 Separate Supply for
1. Depot Support Points. . . . . . . . . . 9 26.18 BRITISH/U.S. ARMY . . . . . . . . . . . Omaha and Utah . . . . . . . . . . . . . . . 22
2. Beach Landed Support Points. . . . 9 BOUNDARIES . . . . . . . . . . . . . . . 12 26.23.6 82nd Airborne Original
26.18.1 Army Boundary Rules Drop Zone. . . . . . . . . . . . . . . . . . . . 22
26.10.3 Allied Daily Corps
Support Levels . . . . . . . . . . . . . . . . . 9 during the Build-up. . . . . . . . . . . . . 12 26.23.7 Alternative German Army
26.19 ENGINEERING. . . . . . . . . . . . . . 13 Assignments for Corps . . . . . . . . . . 22
26.10.4 Landing Additional
Allied HQs . . . . . . . . . . . . . . . . . . . . 9 26.19.1 Beach Obstruction . . . . . . . . . 13 DESIGNER’S NOTES. . . . . . . . . . . . . . 22
26.10.5 Allied Corps HQ 26.19.2 Mulberry Construction . . . . . 13 PLAYER’S NOTES . . . . . . . . . . . . . . . . 23
Support Radius . . . . . . . . . . . . . . . . . 9
A Word About the Numbering System for the OVERLORD Rules
OVERLORD: D-Day and the Beachhead Battles is, in effect, an expanded scenario that is added at the end of the rules for
The Killing Ground. As such, the rules for OVERLORD are additions and /or exceptions to the rules for The Killing Ground. The
numbering of the major rule sections in OVERLORD are therefore the same as the major rule sections in The Killing Ground rules
with the addition of the prefix number 26. For example, in the OVERLORD rules, [26.8.0] Combat, corresponds to the same
section as [8.0] Combat, in The Killing Ground standard rules.
2 OVERLORD: D-Day and the Beachhead Battles
D-Day and the Beachhead Battles
The rules for the expansion module, OVERLORD: D-Day and the Beachhead Battles should be read as additions
Caution! and exceptions to the rules for The Killing Ground. They are incomplete and not meant to be a stand-alone set of
rules and require an appreciation of the rules for The Killing Ground in order to make sense of them.
BREAKDOWN BATTALIONS
[26.1] Introduction [26.2] Game Equipment
OVERLORD: D-Day and the Beachhead Bat-
tles is an expansion module for The Killing [26.2.1] The Game Map
Ground that covers the period from June 6, to The OVERLORD map extends the coverage
July 5, 1944. This 30 game-turn module links of the original The Killing Ground maps to in-
directly to The Killing Ground with an addi- Breakdown battalions are smaller size units
clude the Cotentin Peninsula and Normandy
tional map, playing pieces and rules. It may made up of elements of regiments and support
coastline. This North Map is double-sided; one
also be played as a single map, stand alone battalions. Breakdown battalions are identi-
side is an expansion to the original Killing
game. In either case, the original The Killing fied by a color in the unit type symbol and by
Ground maps and is used as part of the larger
Ground game is required to use this module. a parent divisional emblem. They function as
campaign game. Place the North Map on top of
normal battalions per the original The Killing
OVERLORD: D-Day and the Beachhead Bat- the original maps as shown in 26.2.7. The re-
Ground rules with the following exceptions:
tles (the 30 turn game) is divided into three verse side of the North Map is the Single Map
stages, each with a different sequence of play. and is used as a stand-alone map for playing Zones of Control and Stacking
1. D-Day: June 6, 1944 the D-Day and Build-up scenarios only. • Only battalions with the Battalion ZOC bar
2. The Build-up symbol project a ZOC referred to as a Bat-
[26.2.2] New Charts & Tables talion ZOC
3. The Killing Ground Several new displays, tables, and tracks are • Battalion ZOCs impose no entry/exit move-
D-Day: The Build-up The Killing included on the expansion maps, in the rules, ment costs (see 5.1.2)
June 6, 1944 Ground and on separate cards that cover new game
Turn 1 only Turn 2 until After
• Battalion ZOCs do not mandate attacks
functions not part of the original The Killing
the completion both depots (see 8.1.1)
of both depots are
Ground game. The new charts and tables are
D-Day: June 6, 1944
completed fully explained in the expansion game rules. • One Allied reduced Ranger, Commando or
OVERLORD: D-Day and the Beachhead Battles
Airborne battalion may stack free in a hex
[26.2.3] New Playing Pieces (see 6.0).
The Killing Ground
A countersheet with new combat units and Supply and Replacements
markers is included in the expansion module • Any supported friendly HQ can supply a
D-Day: June 6th, 1944 sequence of play is to recreate the military operations surround- breakdown battalion of the same nationality
used only on Turn 1. OVERLORD: The ing the D-Day invasion and Allied Build-up. (see 11.1)
Build-up (or simply The Build-up) sequence Some counters are new and represent addi-
of play starts on turn 2 and ends the Game- • A breakdown battalion cannot receive Re-
tional units such as the regiments of the U.S.
turn in which both Allied nationalities have placement Points and cannot be returned to
82nd and 101st Airborne Divisions. Some
completed their depots. The Killing Ground play once removed (see 17.0)
new units have special functions like break-
sequence of play starts the turn after the down battalions and Panzer-Kampfgruppen. • Breakdown battalions can be recombined
depots are completed. The rules from the into regiments (see 26.17.1)
In addition, replacement units for The Killing
original Killing Ground game are used Combat
Ground, have been provided and are marked
throughout the Build-up except where noted.
Rpl on the front side of the counter. Players • When attacking with only breakdown bat-
The rules for D-Day and OVERLORD are in
should use these replacement counters for all talions, any unit may be used to satisfy
addition to and supercede the standard Killing
Killing Ground games. Consult the OVER- losses. When attacking with regular units, a
Ground rules until the end of the Build-up.
LORD Replacement Counters Guide for a list breakdown battalion may take the first loss,
of replacement counters (see separate card).
OVERLORD: D-Day and the Beachhead Battles 3
but if it does, it must be the largest battalion WEAPONS NEST (WN)/GARRISON (G) German WN with Coastal Artillery
involved in the attack (see 8.9.6) Weapons Nests (WNs) represent the hardened
• Breakdown battalions cannot help provide emplacements manned by German troops to
Divisional Integrity (see 8.4) protect the Normandy coast. They function as Coastal O
Artillery
• German breakdown battalions are not count- normal battalions per the standard Killing Symbol U
ed for Victory Points for exiting the map Ground rules with the following exceptions:
(see 21.3). Allied breakdown battalions are
ZOC, Movement and Stacking
not counted as eliminated for German VPs letter inside a triangle indicates which beach
• Commonwealth breakdown battalions with • A WN cannot move for any reason or beaches the artillery can target:
the engineering symbol E receive a one- • Only WNs with the Battalion ZOC bar sym- S = Sword; J = Juno; G = Gold; O = Omaha;
column shift advantage when attacking WNs bol project a Battalion ZOC (see Breakdown U = Utah. Those WNs with two letters affect
if not Disorganized. Battalions above) landings on both beaches.
• U.S. Ranger and British Commando battal- • WNs stack as normal battalions (see 6.0)
ions are special units as denoted by a red A [26.2.4] Unit Types
(assault) next to their unit type symbol. They Supply and Replacement
apply a combat shift to the right only when • A WN with a battalion ZOC or a red IP unit New Units in the Counter Mix
attacking (see 8.6.1). type symbol is never isolated, all other Front Back
• During Turn 1 only, breakdown battalions WNs trace supply normally
need not attack as a single combat strength, • German units stacked with or adjacent to a Allied Breakdown
but may attack separately into different WN with a battalion ZOC or a red IP unit Battalion (Infantry type)
hexes or not at all. type symbol are never isolated but may be
• German breakdown battalion step losses are out of supply (see 11.0)
counted as step loss points. • A WN cannot receive Replacement Points German Breakdown
• A breakdown battalion stacked with an ar- or combine with other units (see 17.3.2) Battalion (mech)
mor unit is eligible for the Combined Arms
combat bonus (see 8.5.1). Combat
• A WN is an infantry unit, but it cannot attack
Allied Airborne
Breakdown Battalion Examples • A WN must take the first loss if regular Ger- Breakdown Battalion
man units are in the same hex when attacked. (Infantry Type)
ALLIED • A WN ignores retreat results. German units
Regiment/Division Divisional stacked with a WN treat retreat results nor-
Designation Emblem mally leaving the WN behind. German Weapons Nest:
Front one step (Infantry Type)
Engineer • Allied units ignore retreat results when at- Back: used after front is
Size Bonus or tacking a WN alone in a hex. eliminated
Assault Bonus
Battalion for Ranger/ • Several WNs that are close to the coast have
Designation commando a Destroyer Bonus symbol (blue circle) on German Weapons Nest
Armor the counter. Allied ground units benefit from with artillery symbol:
Combat Superiority a 1 column shift right when attacking these two steps
Strength Value WNs.
Movement Set-up
Allowance Position (Jig • A WN with a ZOC causes only 1 enemy
sub-beach, LP2, German Garrison
attacking stack to Disorganize is a Disorga-
Gold Beach) (Infantry Type): treat as
Back (reduced) nized result occurs. Weapons Nest
• WN step losses are counted as German step
Breakdown Battalion loss points and added to the German Step
Battalion ZOC Bar Loss total starting on Turn 2.
Colored
Unit Symbol German Panzer
German Weapons Nest Example Kampfgruppe (Infantry
Type)
Destroyer
GERMAN WN/Division
Bonus
Front Designation
Symbol
Activation Unit Type Set-up Hex Allied Ranger Battalion
Group (Infantry Type, special
Number unit)
Set-up Hex
Combat Movement
British Tank Battalion CW
Strength Allowance
(Mech): recombines to Floating
Back (reduced) a brigade Reserve
Some WNs have artillery that were prepositioned
to cover the Normandy beaches. These WNs
have one or more artillery symbols (red tri-
angle 왖) and modify the results for units roll- Additional German Bat-
ing on the Allied Beach Landing Table. The talion (Infantry Type)
4 OVERLORD: D-Day and the Beachhead Battles
Front Back Day invasion. The Depots are constructed
German Army Designations during the Build-up. When the Depots are
Naval
U.S. Naval completed, play reverts to the standard Kill-
Bombardment
During OVERLORD all German units at
U.S.
Bombardment Marker
the start of each scenario are considered to ing Ground sequence of play.
be a part of VII Army, regardless of the Holding Boxes: Allied and German display
army designations printed on the HQ units. areas on the Game-Turn Record Track that
Allied Support Points
When V Panzer Army is activated (see hold combat units until needed. Most units are
Landed Marker 2
SP Landed 26.20.1) the original Killing Ground rules
British IP Marker (used the parent regiments/brigades of the break-
with Optional rule 23.2)
CW related to German army organization apply. down battalions that start the game on the
map or artillery (See 26.16.2).
CW Allied Mulberry CW Landing Display: The landing aid to a named
Construction Marker -2 [26.2.5] Glossary Additions beach for staging units and SPs prior to land-
Mulberry B (1 CW and 1 U.S) Mulberry B ing. A Landing Display contains 2 Landing
Active Weapons Nest: A German WN that is
not under Regroup or Disorganized. Boxes.
Allied Depot Airborne Landing Hex: Locations marked on Landing Phase: A game segment that occurs
Construction Marker -2 the map with letters used to determine the ini- during the Turn 1 Activity Stage only. The Al-
U.S. Depot (1 CW and 1 U.S) U.S. Depot lied player brings assault units ashore during
tial target drop locations of Allied airborne
units. each Landing Phase and both players can
Allied Delayed Landing Beach Display: The off-shore group of land- move, conduct combat, and recover units.
Delayed Marker ing aids that connect a named beach’s Land- Mulberry: The Mulberries were the two artifi-
Delayed
Landing German Hidden ing Phase Track, Landing Display and Land- cial harbors constructed by the Allies offshore
Reserve Delayed Marker
ing Boxes and Obstruction Track to its Beach at Arromanches and Omaha Beach and are rep-
Landing Hexes. resented in the game as their own Landing Dis-
German
German Rail Beach (or Landing Beach): A group of Beach plays. The Mulberries are constructed during
Capacity Marker -1 the Build-up using the Mulberry Constuction
Rail Capacity
Landing Hexes connected to a named Beach
Rail Capacity
Landing Display. Track and impact the rate of construction of the
Depots and the number of units and Support
Beach Landing Hex (or Beach Hex): A Points and units the Allies can land during the
German Rail coastal hex connected to a Beach Landing Army Support and Sea Landing Segment.
Interdiction Marker Display where Allied units land from off-
German Rail
Interdiction
shore. Offshore: Refers to any Allied counters not
located on a numbered map hex. A unit in a
Build-up: The portion of the game starting numbered hex is considered on the map for
Not in operation
Operations Operations after Turn 1 until the point that both Allied the purpose of these rules.
German Operations Depots have been constructed. The Build-up
SPs
SP Level Marker SPs Rail Movement: German reinforcements may
In operation uses the additional OVERLORD: The Build-
Up rules and modified sequence of play. move onto the game map using Rail move-
ment. The number of units that can use this
Weather Pattrn WeatherPattrn D-Day: Refers specifically to Turn 1 and the type of movement is controlled by the number
Weather Pattern
Fair Marker Poor special rules used to cover the initial Allied of available German Rail Points and the ef-
5-6
1-4 +1 landings. Scenario specific rules for D-Day are fectiveness of Allied Rail Interdiction efforts.
presented in a separate booklet (see D-Day:
June 6, 1944 Game-turn 1 Playbook). Rail Interdiction: The use of Allied air power
German Cherbourg to affect the ability of the German player to
Cherbourg Support Points Marker
Depot: The two Depots represent the logisti- use Rail movement.
Support cal network of the Allied forces after the D-
Sea Landing Segment: During this segment,
Allied units move from ships located offshore
(the Floating Reserve) to the landing beaches.
[26.2.7] Setting Up the Game The Sea Landing segment is only used during
North Map the Build-up.
Players begin by choosing one of the scenari-
(OVERLORD) Standard Killing Ground Rules or Standard
os and laying out the maps and player aid
cards. The D-Day Invasion and Build-up sce- Game: Reference rules and components from
narios can be played on just the Single map or the original Killing Ground game.
the North map attached to the original Killing
Ground maps for a 3 map game. West Map East Map
[26.2.6] Game Scale
(Killing Ground) (Killing Ground) During Turn 1 only, each Landing Phase rep-
Three-Map Game
The Campaign scenarios utilize all three resents approximately 3 hours. The time scale
maps. The North Map contains charts, ta- for the Build-up is the same as the original
bles, landing displays and some additions to Killing Ground game. Smaller units (break-
terrain. Lay the North map over the East and Single-Map Game down battalions) represent battalion size
West maps as shown in the diagram. The North Map is back-printed for single combat teams that eventually recombine into
After choosing a scenario, players should map play and contains the same charts, ta- standard regiments. The map scale, 2.5 km
place all units and markers on the map ac- bles, and displays except for the Mulberry per hex, is the same as the original The Killing
cording to the set-up instructions (see 22.0 and Depot Tracks. All scenarios may be Ground game.
Scenarios, page 16) played using the single map.
OVERLORD: D-Day and the Beachhead Battles 5
[26.2.8] Standard Rule [26.4] Movement • Units in Landing Box 2 that suffered a
Exceptions Delay result may now be moved to Land-
GENERAL RULE ing Box 1, if that box is not already occu-
The following rules are not in effect during
New rules for Allied Sea Landings and Ger- pied by a ‘Delayed’ unit.
the Build-Up:
man Rail Movement described below are for 2. Advance Units From the Floating
3.0 Sequence of Play
Turn 2 onward. The special movement rules Reserve to the Landing Boxes
4.1.5 US Infantry Truck Markers for Turn 1 are explained in the D-Day: June 6,
After all units in the Landing Boxes have at-
10.1.2 Changing Corps Support Levels 1944, Game-turn 1 Playbook.
tempted to land, and all SP Landed markers
19.2 Entrenchments have been removed, units in the Floating Re-
20.2 Panzergruppe Eberbach [26.4.1] Sea Landing Segment
serves can advance to an empty landing box
20.3 Mandated Attacks The Allied player lands reinforcements dur- of the same nationality. British/Canadian
ing the Allied Sea Landing Segment, which units can only be placed in landing boxes at
20.4 German 25th Corps
occurs in the Army Support and Replacement the Juno, Gold and Mulberry B Beach Land-
21.0 Victory Points Phase. Each turn, Allied reinforcements are ing Displays, and U.S. units may be placed
23.0 Optional Rules (Exception: 23.7 must moved onto a beach hex by conducting the ac- only in Landing Boxes at the Omaha, Utah
be used) tions listed below during the Sea Landing and Mulberry A Beach Landing Displays.
and Allied Reinforcement Segments: Units advanced to the Landing Boxes will
Reinforcement Landing Summary be eligible to land at the start of the next Sea
Landing Segment.
1. Land Units
• The Allied player may advance any unit
Roll one die for each unit in the Landing into any Landing Box of the same
[26.3] The Sequence of Boxes (units that were ‘Delayed’ during the nationality; a maximum of one unit in
previous turn land automatically). Advance each Landing Box.
Play for The Build-up those that succeed to the connected Beach Note: The Corps designations on the
Hex. Place a ‘Delay’ and/or ‘Effectivness’ Beach Landing displays are for historical
GENERAL RULE marker on the ones that receive those results. reference only. Allied units with Corps
The Sequence of Play for OVERLORD: The designations need not land at the beach
Build-up follows the standard Killing Ground 2. Advance Units from the Floating
that is designated to a Corps.
sequence of play with some additions and Reserve to the landing Boxes
modifications. Standard rules 3. Add Reinforcements to the Floating 3. Add Reinforcements to the
See 26,3 apply in all cases except where Floating Reserve
Reserve
OVERLORD:
The Build-Up indicated in the Build-up Se- After all units have been advanced to the
quence of Play and supporting
1. Land Units
Sequence of Landing Boxes, Allied reinforcements arriv-
Play card explanatory rules. Note: The The Allied player can land units at each
ing for the current turn are placed in the
Sequence of Play text shown in landing beach and Mulberry. The Allied
Floating Reserve displays on the map; Brit-
green indicates differences from the standard player must attempt to land any unit cur-
ish/Canadian reinforcements to the Com-
Killing Ground Sequence of Play and rules. rently in a Landing Box.
monwealth Floating Reserve box and U.S.
Note: One unit may land at Sword Beach
Note: Turn 1 uses a special sequence of play reinforcements to the U.S. Floating Reserve
through the Juno Beach Landing Box. Add
which is not used afterward (see D-Day:June box. See the Game-Turn Record Track for
1 to the Juno Obstruction Level when land-
6, 1944 Game-turn 1 Playbook). the Allied reinforcement schedule.
ing a unit on Sword beach.
26.3.1. The Game-Turn Landing Units Procedure 26.4.2 Mulberry Landing Boxes
As in The Killing Ground each game is played When units move from landing boxes to The two Mulberries represent the artificial
in a number of Game-Turns consisting of two the Beach Landing hexes, the Allied player harbors created by the Allies to facilitate the
Player-Turns each (one Allied and one Ger- must roll one die for each landing unit and flow of men and material into Normandy.
man). Each Game-Turn must proceed exactly consult the Beach Landing Table to deter- Mulberry B is under the control of the British
as described in the sequence of play. Refer to mine its status. Modify the die roll as indi- (Commonwealth) army and Mulberry A be-
the OVERLORD: The Build-up Sequence of cated on the table and apply the results. longs to the American army. As the Mulberry
Play card for a detailed Sequence of Play. construction level increases, the Allied player
• Units under a Delay marker, suffered dur-
Within the sequence of play will be references can bring more units and SPs ashore via the
ing the previous turn, must be landed first.
to rules from both the standard Killing Ground Mulberries (see 26.19.2). In game terms,
These units land automatically; no roll is
rules (Second Edition) and this rules booklet. Mulberries act as additional Landing Boxes
required. Delayed units count against the
for the Allied player and are treated in the
two-unit maximum that may be landed at
[26.3.2] Ending the Build-up a beach or Mulberry
same manner with the following exceptions:
Sequence of Play • The current Allied Depot construction • The number of Landing Boxes open to
The Sequence of Play for the Build-up ends combat units and SPs is limited and
levels determine the Disorganization/Re-
upon the completion of both Allied depots indicated on the Mulberry Construction
group status of landed units (see 26.19.3).
Track (see 26.19.2)
(see 26.19.3). Players transition to The Killing The Landing Table die roll determines
Ground Sequence of Play during the Transi- any delay and effectiveness loss. • The SPs and units landed are affected by
tion Segment per 26.21.2. The Killing Ground the Mulberry Landing Modifier (see the
Special: HQ units always land at Regroup
rules and Sequence of Play begins with the Mulberry Construction Track)
status regardless of the Depot level.
next game turn. • The British Mulberry cannot be used for
Remove SP Landed markers after all units landing or construction, until the Mulberry
have attempted to land. B hex (N3139) has been occupied by an
Allied unit
6 OVERLORD: D-Day and the Beachhead Battles
[26.4.3] German Rail Movement • German units use their entire movement al- play, in any German controlled OMM box(es)
The German player has the capa- lowance to move by rail and may not move with a number less than 13 (German player’s
German
bility to move reinforcements the turn they are placed on the map. choice).
onto the map and transfer SPs to Rail Capacity If using all 3 maps, the removed units may be
Cherbourg using Rail Movement.
[26.4.4] German Rail placed in any city hex of the following cities:
The Germans capability to use Rail Move- Interdiction Fougeres, Mayenne and/or Alencon
ment is measured in Rail Points. During the During the Allied Air Segment the In both cases, if the unit is a mech unit, its sup-
German Rail Movement Segment the German Allied player may assign the last air German Rail
Interdiction ply status must be determined (see 26.11.2).
player may move units from the German unit drawn for Supply Interdiction
Rail Reinforcement box onto the map. Ger- to Rail Interdiction instead. (This placement is [26.4.5] Additional Terrain
man reinforcements may be placed into the done before Optional Rule 23.7, is applied, and
The expansion module has two additional
Rail Reinforcement box during the German is not affected by that rule.) Place the air unit
types of terrain features; Beach Hexes and
Replacement Segment. The maximum num- (Interdiction side down) in the Rail Interdiction
Minor Roads.
ber of units allowed in the Rail Reinforcement box; its Interdiction Value is not revealed until
box is equal to the current German Rail Ca- the German Rail Movement Segment. This val- Beach Hexes
pacity (starting German Rail Capacity is noted ue is used as a modifier for each German Rail Beach hexes are treated as clear terrain.
in the scenario set up instructions). Movement die roll. Minor Roads
Minor Roads are treated like Secondary Roads
How German Units Move by Rail Reducing German Rail Capacity
for all purposes except that they may not be
During the German Rail Movement Segment, At the end of the German Rail Movement
used during the Strategic Movement Segment
units may be taken from the German Rail Re- Segment the Allied player rolls two dice. If
and mech units may not use them as a bridge
inforcement box and placed in an eligible hex. the number rolled is equal to or less than the
hexside.
For each unit moving by rail the German current German Rail Interdiction level, reduce
player rolls one die, adding the Interdiction the German Rail Capacity by one. Reset the
value of an air unit assigned to Rail Interdic- Rail Interdiction level to one. [26.4.6] Allied Beach
tion or the bold number result from General If the number rolled is greater than the current Abandonment
Air Interdiction (see 26.15.2) plus other mod- Rail Interdiction level there is no effect to Ger- The Allied player has the option, one time only,
ifiers indicated in the German Rail Reinforce- man Rail Capacity. Advance the German Rail to abandon a beach, including Mulberries. This
ment box (see Map). If the die roll is five or Interdiction level up the track a number of decision is made during the Allied Engineering
less the unit remains in the hex. On a result of spaces equal to the Interdiction Value of the Al- Phase and takes effect the following turn. The
6 or greater, the unit must be returned to the lied air unit assigned to Rail Interdiction or ad- decision is the option of the Allied player, and
German Rail Reinforcements box. vance it 1 space if no air unit was assigned. cannot be forced upon him by events.
• A unit that moves by rail onto the map may At the end of the German Rail Movement If a beach is designated for abandonment the
be placed in any city hex or any town hex Segment, any number of units may be volunta- following take effect or are executed in the or-
with four or more roads leading out of it. raly removed from the Rail Movement box and der presented below:
• The destination hex must be German con- placed on the map. • The Landing process for that beach is re-
trolled, traceable to a German controlled If using the Single Map, the removed units are versed. Units move from the Landing Box-
OMM box, and it must be at least 4 hexes placed on the Off-map Movement Transit Dis- es to the Floating Reserve and from the
from any Allied unit. Beach Hexes to the Landing Boxes. Units
Allied Sea Landing Example (Gold Beach, Turn 6)
Initial conditions are: Land Units:
The Sea Condition is Rough. The Mulberry • Gold Beach Box 1: 131/7Ar automatically The
Construction Track level is at 2; Landing lands due to previous turn Delay marker. 149/49/30
Bonus is -1. The Depot Track level is at 1; moves
• Gold Beach Box 2: 52Hv rolls a 2 with a +4 from the
so Unit Landing Status Game-
modifier (+1 Art WN, 0 WN, 0 Rgt, 0 non-
is Disorganized (DG). Turn
WN, +1 Rough Sea, +1 Box 2, +1 BOL, 0
The Beach Record
Mulberry) for a net 6 with result LAND/E-1. Track
Obstruction Level It ignores the E-1 (as artillery) and lands
(BOL) is 1, and the Disorganized. Place a DG marker on the unit.
Port-en-Bessin WN
with coastal artillery, • Mulberry B Box 1: 70/49/30 rolls a 3 with monwealth Floating Reserve
is still active. a +4 modifier (+1+0+2+0+1+0+1-1) for a
net 7 with result LAND/E-1. It lands and Floating Reserve Box to Landing Box:
receives an Effectiveness -1 marker and a • 147/49/30 moves from the Floating Reserve
DG marker. Box to Mulberry B Box 1.
• Mulberry B Box 2: 44RTR/4AR rolls a 5 • Royal/8Gd/4Ar moves from the Floating
with a +3 modifier (+1+0+0+0+1+1+1-1) Reserve Box to Gold Beach Box 2
for a net 8 with result DELAY. Place a De-
lay Landing marker on the unit. It will land • Gold Beach Box 1 is left vacant to land
automatically next turn. Support Points next turn.
The Allied player could move the unit to Allied Reinforcement Segment:
Box 1 but keeps it in Box 2. • The 149/49/30 moves from the Game-Turn
Commonwealth Floating Reserve
Record Track to the Floating Reserve Box.
OVERLORD: D-Day and the Beachhead Battles 7
automatically move, there is no die roll. • When an OMM box first becomes Allied er’s discretion. WNs west of the Army bound-
• No new units may be landed at the beach controlled, the German player must divert ary line on the map are in the U.S. sector, those
from the moment of declaration onward. units to “cover” the area that that OMM east of the boundary line in the CW sector. In-
box represents. At the end of the German crease the total on the Naval Bombardment
• Units of the nationality that abandoned the
Replacement Segment of the same Game- Track by one for each attack made by each na-
beach may move units from its Floating
turn, the German player must remove 12 tionality. For each attack, the Allied player rolls
Reserve Box to the other Floating Reserve
combat units and 1 HQ from play. one die and consults the German Weapons
Box, maximum of 3 units per turn.
– The units removed may come from the Nest Bombardment Table (see map).
• Once a unit from the other nationality lands, reinforcement schedule, OMM boxes or
the Army boundary must be adjusted so that Die Effect of Bombardment
from the map if they are within their
the landed units may move across the bound- 1-5 no effect
movement allowance from the Allied
ary in compliance with 18.0 and 26.18.1 controlled OMM box. Units from the re- 6 place a Regroup marker on the WN
inforcement schedule are pulled from unit in the hex. If already marked as
Mulberries
the lowest available turn numbers first. Regroup, increase to Disorganized
If a nationality abandons its Mulberry it may
commence a new Mulberry construction at – 6 of the units must be full regiment sized Modifiers
another Beach. Reset the Mulberry marker to units (not cadre strenth) +1 if WN has an artillery symbol on it
0 and continue as normal. There is no longer a +1 if WN is adjacent to a beach-landed
Landing Box for that Mulberry, so the only unit
effect of building the Mulberry now is to com- [26.8] Combat
• The bombardment result affects only the
plete the Depot construction.
[26.8.1] Combat Results WN and not any other units in the hex
German units, except WNs, attacked in a Bo-
[26.4.7] OMM Boxes and Transit cage or Hedgerow hex may convert one combat
[26.8.4] Allied Artillery
Display (Single Map Game Only) loss into a retreat result instead if the loss would An Allied artillery unit may not double its
otherwise result in the elimination of the unit. barrage strength per 8.7.8 until the comple-
OMM Transit Display tion of its nationality’s Depot (see 26.19.3).
When playing the single map game, German [26.8.2] Naval Fire
reinforcements must first transition through the
OMM Transit boxes in the Off Map Movement Protection [26.9] Headquarters
Transit Display (see the single game map). The An Allied occupied hex within
OMM Transit Boxes marked Reinforcements, range of Naval Bombardment may [26.9.1] Allied Beaches as
have the same numbers as the OMM boxes employ Naval Fire Protection (NFP) during the Headquarters
found on the east and west maps of The Killing Allied Naval Bombardment Segment. The hex Each named Beach may act as one supported
Ground. During the Movement Phase, units in under Naval Fire Protection is treated as a Allied HQ even after an HQ unit has landed
an OMM Transit Box may be moved from one hedgerow hex for Allied combat purposes only, (such a Beach is always considered supported).
Transit Box to another or if positioned to do so, i.e., an Allied unit is exempt from the require-
ment to attack enemy units that are adjacent to • A unit may trace supply to any hex of a
move from the Transit Display to one of the
it. However, if it does attack, it does so per beach for supply and support
OMM boxes at the edge of the map (see 4.5.2).
German reinforcements are placed in the OMM standard rule 8.1.4. Place a NFP marker on top • A beach may support only 1 attack (expend
Transit Boxes with the same entry numbers as of the unit(s) in the hex. The marker is removed 1 SP for one combat) each Game-turn
indicated in the reinforcement schedule on the during the Allied Engineering Phase.
Game-Turn Record Track. • Any Allied occupied hexes within 4 hexes
from an all sea hex may be protected at a
[26.10] Support Points
• Units may move only from one OMM
Transit Box to an adjacent OMM box that cost of 2 Naval Bombardment points (per GENERAL RULE
has a connecting arrow. nationality; each nationality protects only During the Build-up, the Allies, instead of
• A mech unit may move into 2 Transit its own units). rolling on the Killing Ground Allied Support
Boxes (even moving into an on-map OMM • A single Allied occupied hex within 8 hex- Table, receive Support Points from a combina-
box), except if any of the following apply: tion of their Depots the Beach Landing Boxes.
es of an all sea hex may receive NFP at the
– there is a non-zero bold numbered result cost of 1 Naval Bombardment point. In addition, Allied Army Reserve SPs are not
from Allied General Air Interdiction allocated to individual Corps. Instead, the
– there is an Air Unit in the Transit Box • Naval Fire Protection is not allowed during
Daily Corps Support Level is a set value of 1
the mech unit starts in or moves into rain or storm turns.
that does not change until both Depots have
– the unit has an Out of Supply, Regroup been completed (see Daily Corps Support Lev-
or Disorganized marker
[26.8.3] Naval Bombardment of
el on the map).
• German units in an OMM box may be
German Weapons Nests
The German player receives a fixed 8 SPs
subjected to Targeted Air Interdiction (see The Allied player may use Naval
per turn until the German V Panzer Army is
26.15.4). Bombardment to attack a German
activated (see 26.20.1). German SPs are sub-
Weapons Nest during the Allied
Allied Control of OMM Boxes ject to Allied Supply Interdiction (see 15.4).
Naval Bombardment Segment. The
The Allied player must have at least 9 units in WN must be within 5 hexes of a beach hex to
an OMM box in order to control it. At least 6 [26.10.1] Allied Support Points
be attacked. A target hex can only be attacked
of the units must be regiment-sized units (see once per turn, and each bombardment can only SPs for Supporting Corps HQs
4.6). Once controlled, at least 9 Allied units be used against a single target hex. One Naval During the Corps and Artillery Support Seg-
must remain in the OMM box. Bombardment is used for each WN attack. ment, all Allied Corps HQs that have landed
• Allied units may not move from one OMM Naval Bombardments can be made on any WN must be supported if possible. Supporting
box to another. within a nationality’s sector at the Allied play- HQs is a 2 part process:
8 OVERLORD: D-Day and the Beachhead Battles
1. The Allied player must spend 1 SP to re- Immediately add any landed SPs to that na- Example: During the Corps and Artillery Sup-
move the Unsupported marker from each HQ tionality’s Army Reserve Support Point total. port Segment, the Allied player consults the
unit that begins the segment marked Unsup- Mulberry Construction Track. The U.S. Mul-
ported. If an army does not have enough SPs [26.10.3] Allied Daily Corps berry Construction marker is at 5, which has a
to do so, the HQs stay unsupported. Support Levels corresponding Corps HQ Support Radius of 3.
2. The Allied player determines if SPs are re- The Daily Corps Support Level is fixed at 1 U.S. Corps HQs can be up to three hexes away
quired for any HQs that are beyond their Ar- during the Build-up and cannot increase until from a U.S. Beach Hex and still be automati-
my’s current HQ Support Radius. The Army’s the depots are built (see Daily Corps Support cally supported. If a HQ were 6 hexes away it
current HQ Support Radius is determined by Level Display printed on the map). The Sup- would cost 1 SP to keep that HQ supported;
the Army’s Mulberry Constuction Level (see port Level Display indicates that each Corps each additional 3 hexes cost 1 extra SP.
26.10.5). can support one combat per turn and no ad-
ditional SPs are available for Artillery resup-
[26.10.6] German Support
• A HQ is automatically supported if it is within
its Army’s current HQ Support Radius. ply. Note: During the Build-up, SPs are not Points
added to the Corps Support Points Track. The rules for German Support Points function
• A HQ that is beyond its current HQ Support
per 10.2 except for the following:
Radius must be given an SP to be supported.
Place an Unsupported marker on any HQ that • The German player receives 8 SPs every
cannot be supported. turn, added to the VII Army SP Total, until
the German V Panzer Army is activated.
• A HQ that is isolated may not receive an SP and
After V Panzer Army is activated the Ger-
is marked Isolated as well as Unsupported.
mans receive 12 SPs per turn (see 26.20.1)
As in The Killing Ground standard rules, SPs Daily Corps Support Level used during the Build-up
used to support Allied HQs precede all other • The German VII Army is the only German
SP expenditures. HQ units located in the army until V Panzer Army becomes active.
Additional Supported Combats for
Landing Boxes or Floating Reserve are con- Therefore, only one Corps HQ each turn
Allied HQs
sidered supported. can be freely supported, and one artillery
Normally each Allied HQ may support only
unit resupplied for free (see 10.2.1).
one combat during an Allied Combat Phase.
[26.10.2] Receiving Support However, a HQ unit may support a second [26.10.7] Cherbourg HQ and
Points combat. But if it does so, at the end of the Com-
bat Phase, the HQ receives an Unsupported Support Points
During the Army Support Segment, the Allied
marker. Any SP used for combat must come The German Cherbourg HQ is an ad hoc com-
player receives Support Points in the follow-
from the appropriate Army Reserve Track. mand that begins each scenario with its own
ing two ways:
number of Support Points. These SPs may be
1. Depot Support Points • An Allied Beach acting as a HQ may not
used normally except they may only be used
support a second attack
The Allied player consults the Allied Depot by the Cherbourg HQ and artillery units that
Track and checks the level for each national- [26.10.4] Landing Additional trace supply to it. SPs may be added to the
ity. The bottom row indicates how many SPs Cherbourg SP total only by Rail.
a nationality receives based on how far along
Allied HQs
it is with the Depot Construction. The indi- The Allied player may Receiving Cherbourg Support
cated number of SPs are added to that na- move a HQ unit from Points by Rail
tionality’s Army Reserve Support Points. the Allied Holding The German player can add addditional Sup-
Box to the appropriate port Points to the Cherbourg SP total using Rail
2. Beach Landed Support Points
Floating Reserve during the Allied Replace- Movement during the German Army Support
The Allied player can attempt
ment Segment by expending 3 SPs from the Segment. One rail point carries up to 2 SPs, and
to land additional SPs at each
Army Reserve Support Points of the HQ’s na- only one rail point per turn may be used. To
Landing Beach and Mulberry
tionality. The HQ is then landed in the same add Cherbourg SPs by rail the German player
display through any open Land-
manner as other units per rule 26.4.1. rolls one die, adding the Interdiction value of
ing Box. A limit of 6 Landing Boxes may
the Allied air unit if one was assigned to Rail
be used to land SPs in any one turn. Any [26.10.5] Allied Corps HQ Interdiction. If the result is 4 or less, 2 SPs are
landed SPs are added to that nationality’s
Support Radius added to the Cherbourg SP total. On a result of
Army Reserve Support Point total.
During the Corps and Artillery Support Seg- 5 or 6, only 1 SP is added and the other is lost.
Landing Support Points ment, the Allied player must determine each On a result greater than 6, none get through,
During the Army Support Segment, the Al- nationality’s current Corps HQ Support Radi- both SPs are lost. Flip the Rail Capacity marker
lied player may land Support Points at any us. The Corps HQ Support Radius is indicated to its -1 side to indicate a Rail Point was used
Landing Box not occupied by a combat on the top row of the Mulberry Construction to add Cherbourg SPs.
unit, up to the 6 per game-turn limit. Place Track. Each nationality’s construction level •Flip the marker back to its front side at the end
a SP Landed marker in each box attemping determines the distance of the Support Radius of the German Rail Movement Segment.
to land SPs,even if no SP actually land. for all its Corps HQs. This distance is how
Landing Box 1 automatically lands one many hexes a HQ can be from an Allied Beach
Cherbourg HQ Unit
SP; no die is rolled. Hex or Mulberry hex (its supply source) and
The Cherbourg HQ unit acts as
Landing Box 2 requires a die roll of the die still be an automatically supported HQ (see
a normal HQ for the Germans
to land SPs. The Allied player rolls one die 26.10.1 and standard rule 10.5.1).
except for the following:
and consults the Support Points Landing • The distance is also the multiple for
• Cherbourg hex N1410 is the only supply
Table. Modify the die roll as indicated and determining the SP cost for HQs that are
source it may trace to for supply and support.
apply the results. beyond their current radius (see 10.5.1)
• It is automatically supported as long as a
OVERLORD: D-Day and the Beachhead Battles 9
supply line can be traced from N1410 to an Cherbourg and Supply +2 if Weather Pattern is Fair
east or south map edge German controlled Any Cherbourg city hex can act as a supply –1 if Weather Pattern is Poor
OMM box (per 11.2.3 and 11.3.1). If a source as noted above – even if it cannot trace
Note: The turn specific Weather and Rain die
supply line cannot be traced from N1410 to a supply line off the south or east mapedge –
roll modifiers from the Current Weather and
a German controlled OMM box, the as long as hex N1410 is German controlled.
Sea Condition Display from the Killing
Cherbourg HQ may be supported using a
• An artillery unit can use N1410 as a supply Ground West map, are applicable only after
Cherbourg SP.
source for SP resupply (see 10.4.1). Turn 30 of the expansion module.
• The Cherbourg HQ unit may not move
beyond 6 hexes of N1511. [26.12] Operations Storms
• If eliminated the Cherbourg HQ unit never If the Weather Pattern marker is in the current
Operations are not available to the Allies dur-
returns to play. turn space and the current weather is Storm no
ing the Build-up. The Allies cannot launch
roll is made. The marker is automatically placed
operations until both Depots have been com-
on the Poor side and advanced to the next turn.
[26.11] Supply pleted and the game has switched to the stan-
dard Killing Ground game sequence of play. During the Build-up, in addition to the stan-
dard storm rules, the following restrictions
[26.11.1] Allied Supply The Germans may not conduct a Major
apply to Allied reinforcements and SPs during
On Turn 1 and 2 all Allied units are automati- Operation until V Panzer Army has been acti-
each storm turn:
cally in supply. Starting on Turn 3 (June 8) vated (see 26.20.1 V Panzer Army Activation).
• Reinforcements from the Game-Turn Re-
until the end of the Build-up, Allied units
must trace supply to a supported HQ or to an [26.14] Weather cord Track are not placed on the map but
instead move to the next turn. If more than 3
Allied controlled Beach Landing hex in order The only adjustment made to the standard units of a nationality occupy the new turn,
to be considered In Supply and receive a Sup- weather rules during the Build-up is the addi- the reinforcements of that turn are displaced
port Point for combat. tion of Weather Patterns to reflect the less fa- to the next turn. No more than 3 units per
vorable weather historically encountered in nationality may be on a turn for the three
Allied Units Tracing Supply to a June compared to July and August. This rule turns following the end of a storm turn. For
Corps HQ is applied to OVERLORD game-turns only multiple storm turns adjust Reinforcement
A combat unit tracing a supply line to an Al- and does not extend to the original Killing Track after each storm turn.
lied HQ cannot exceed 3 hexes, replacing the Ground game starting on July 6th. • Units in Landing Boxes and Floating
6 hex range of the standard rules (see 11.4.1).
Reserves may not land and stay in place.
The 3 hex length of the supply line is counted [26.14.1] Weather Patterns and
per the standard Killing Ground rules (see • Support Points may not be landed or
11.3). Note: The calculation for determining
Storms received from the Allied Depot Track.
isolation remains unchanged (see 11.5). The Weather Pattern marker is placed on the • No Mulberry or Depot construction occurs
Game-Turn Record Track as indicated by the during the Engineering Phase.
Tracing Supply to a Beach scenario set up.
Die roll
Landing Hex The Weather Pattern number to
An Allied unit can trace supply directly to any
beach landing hex it is within 3 hexes of.
sets a general condi- determine
pattern [26.15] Air Power
tion that may modify
the standard weather [26.15.1] Supply Interdiction
Allied Supply Sources die roll for a set num- Modifier
During the Build-up, any Allied controlled to Weather During the Build-up, the Allied player may
ber of days (game- and Rain apply a maximum of 4 Air Points to Supply
Beach/Mulberry Landing hex is considered an die roll
turns). The Weather Interdiction.
Allied Supply source per 11.2 until the Depots
Pattern marker has two sides; FAIR and POOR.
are built. Note: Utah Beach uses only the in-
tended beach hexes as supply sources.
If the FAIR side is showing no modifier is ap- 26.15.2 Rail Interdiction
plied. If the POOR side is showing an addi- When drawing air units for Supply Interdiction
tional +1 modifier applies to the weather die (see 15.2, no. 4 and 26.15.1), the Allied player
[26.11.2] German Supply
roll as well as to rain rolls. This modifier ap- has the option of using the last unit drawn for
German mech units and units with a Corps desig- plies to rain rolls as well.
nation must trace supply to a supported Corps Rail Interdiction. Place the Air unit, Interdic-
HQ (see 11.1.1, 11.2.3). German non-mech units Determining Weather Pattern tion side down, in the Rail Interdiction box.
without a Corps designation may trace supply to During the Weather Segment of the current The interdiction value is not revealed until the
an eligible city hex as described below. game-turn if the Weather Pattern marker on the begining of the German Rail Movement Seg-
Game-Turn Record Track is in the current turn ment (see 26.4.3).
German City Supply space, the Allied player rolls one die. If the roll
During the Build-up, German non-mech units is 1 to 4 the Weather Pattern marker is placed on [26.15.3] Movement Interdiction
without a Corps designation may trace supply to the track with the Fair side up; if a 5 or 6 is rolled General Air Interdiction
a friendly controlled city hex as if that hex were it is placed Poor side with a +1 modifier. This During the Build-up, the Allied player auto-
a supported German HQ. The city hex must be modifier will apply to the upcoming turns’ rolls. matically receives a number of Air Points as-
within 6 hexes (count the length per rule 11.3) Next, the Allied player rolls 1 die to determine signed only to General Air Interdiction. The
and must be able to trace a supply line of any how many turns ahead on the track to advance automatic Air Points available for the weather
length (via roads) off the south or east map edg- the marker. The Weather Pattern is in effect until type is as follows:
es to a German controlled OMM to be able to that turn is reached and the Weather Pattern Clear/Scattered 6 Air Points
act as a supply source. This is for supply status modifier is applied to each weather and rain die
only, and does not affect other HQ related ac- roll for the duration of the Weather Pattern. Light Overcast 4 Air Points*
tions like attachment or Support Point expendi- The Weather Pattern die roll is modified by Heavy Overcast 2 Air Points
tures (e.g. combat and engineering). the current Weather Pattern: *Rain -2 Air Points from the above
10 OVERLORD: D-Day and the Beachhead Battles
If the Allied player wishes to add Air Points to is activated (see 26.20.1). The German player must be combined in the same turn. The number
the General Air Interdiction, he may do so sim- rolls one die for each tank and mechanized of steps of the recombining battalions is totaled
ply by adding them to the automatic number and unit that is placed in an OMM Box as a rein- to determine the starting strength of the regi-
rolling on the Air Interdiction Table normally. forcement. Tank units that arrive as reinforce- ment according to the following:
ments are Out of Supply (OoS) on a roll of 1-
Recombined
[26.15.4] Targeted Air Interdic- 4. Other mechanized units are OoS on a roll of Breakdown
tion in OMM Boxes 1-2. These units remain Out of Supply until Battalion Steps Regiment Builds up to:
During the Targeted Air Interdiction Phase, they can trace supply to an eligible, supported 0 steps cadre (see below)
up to 2 Air units may be placed in a single HQ during any subsequent Supply Segment.
1 step cadre
OMM Transit Box or map edge OMM Box, Die Result 2 steps reduced at Effectiveness
not marked Reinforcements. Interdiction air Unit Type Out of Supply In Supply
Rating –1; draw a
attacks may be applied to units in an OMM Mech 1-2 3-6 strength chit
box assuming a –2 modifier. A Disorganized
Tank 1-4 5-6 3 steps full strength; Effectiveness
result applies only to the unit attacked.
Rating -2
[26.16] Reinforcements German Artillery Reinforcements 4 steps full strength; Effectiveness
Designer’s Note: The majority of German ar- Rating -1
[26.16.1] Allied Reinforcements
tillery available on D-Day to 84th Corps was 5-6 steps full strength
During the Build-up, Allied reinforcements
mostly tied up in beach defenses and lost as
indicated on the Game Turn Track are placed • A regiment that has lost all its breakdown
the Allies advanced inland. Therefore the ac-
in one of the two Floating Reserve boxes (see battalion steps (0 steps) is immediately
cumulation of artillery to support German
map). British and Canadian reinforcements placed on the Game-Turn Record Track as
troops took up valuable transport resources.
are placed in the Commonwealth Floating Re- a cadre sized reinforcement 4 game-turns
To reflect this, some German artillery reinforce-
serve Box. U.S. reinforcements are placed in after the loss of the regiment’s last step.
ments are not put on map when they arrive.
the U.S. Floating Reserve Box.
German artillery reinforcements designated to
British AGRA Artillery Arrival the Holding Box (indicated on the Game-Turn Recombination Example
Designer’s Note: The British AGRA artillery Record Track) are first placed in the German
represents a number of artillery assets that were Holding Box on the turn they arrive. Any Ger-
accumulated over a period of time during the
Allied build-up. Each of the UK heavy regiments
man artillery unit in the Holding Box may be
released onto the map for 1 Support Point each
쒁
was actually part of an AGRA historically. during the German Replacement Segment
British AGRA units begin, or are placed, in the (even ones arriving in the same turn).
Two reduced battalions of 1 step each (the third
Allied Holding Box as they arrive as reinforce- • The artillery unit is placed on or adjacent to battalion was eliminated) build up to a step reduced
ments (Exception: The 9th AGRA arrives as a the HQ it is associated with. Non-Corps ar- regiment with a -1 to its Effectiveness Rating.
normal reinforcement). To release an AGRA tillery may be placed on or adjacent to any
unit to the map, the Allied player must pay SPs German HQ. German Corps designated ar- After Recombination
and remove a Hv artillery unit that is currently tillery, except for the 25th Corps, must have • If any of the battalions are marked with a
on the map, during the Allied Replacement their parent HQ on map before they can be Disorganized marker, the regiment starts
Segment. purchased and placed on the map. Disorganized. Otherwise, place a Regroup
• To release an AGRA unit from the Holding marker on the recombined regiment.
Box, the Allied player pays 3 SPs from the
British Army Reserve Support Points total
[26.17] Replacements • If any of the battalions are marked Out of
Supply, that status is applied to the recom-
and replaces the AGRA unit with an already [26.17.1] Recombining bined regiment.
landed Hv artillery regiment. The AGRA
unit is placed in the Hv artillery unit’s for-
Breakdown Battalions Associated Allied Units
mer hex, at full strength and with a Regroup Begining on Turn 2 (Turn 3 for the Allies), Associated Units are commands that were ini-
marker. The Hv artillery regiment is placed breakdown battalions can be recombined back tially broken out among the Allied breakdown
4 turns later on the Game-Turn Record into their parent regiment during a friendly battalions to give them greater combat capa-
Track to arrive in the CW Floating Reserve Replacement Segment. bility (represented by their higher combat
Box as a normal reinforcement. In order to recombine, all of the battalions strengths). These were mostly tanks, tank
• The released AGRA unit must replace a Hv that will be recombined must be able to trace destroyers, artillery, or engineers.
artillery unit that can trace a supply line to a line of supply of any length to an In Supply Associated Units become available after
the matching HQ of the AGRA. HQ and be within three hexes of each other. component battalions are recombined into reg-
Remove the battalions from the map and re- iments (Regimental Associated Units), and
[26.16.2] German Reinforcements place them with the regiment counter in any after all regiments of a division have been re-
German reinforcements indicated on the Game of the hexes that was occupied by one of the combined (Divisional Associated Units). The
Turn Track can be placed in OMM boxes or recombining battalions. Allied Battalion Build-up Guide lists the As-
placed in the German Rail Reinforcements sociated Units that become available with each
box to be moved in during the Movement [26.17.2] Allied Recombination recombined regiment and division.
Phase using rail movement (see 26.4.3). Allied breakdown battalions may recombine
starting on Turn 3. The Allied Battalion Build- Regimental Associated Units
German Mechanized Reinforcements up Guide shows what regiments become avail- The status of an Associated Unit when it en-
The supply status of German armor and mech- able when their component battalions are re- ters play depends upon the number of steps
anized forces are variable until V Panzer Army combined. All surviving battalions of a regiment used to recombine the regiment.
OVERLORD: D-Day and the Beachhead Battles 11
• If a regiment is recombined using 4 to 6 • German regiments ignore any reductions Turn Record Track indicates the maximum
steps, the Associated Unit is placed with to their Effectiveness Rating. For each number of RPs available for purchase for each
the recombined unit and shares its supply, recombined step over 3, add one German nationality each turn the Depots are built. Once
Regroup or Disorganized status. Replacement Point to the German the Depots are completed, the Allied player re-
• If the regiment is recombined using 3 steps infantry RP total. ceives RPs per the standard KG rules (see 17.1).
or less, a normal roll is made on the Allied • Leftover battalions of a built-up regiment
Tank Replacement Table for the Associated remain on the map until eliminated. A [26.17.6] German Mech
Unit (see rule 17.2.4). Ignore the perma- reduced regiment may accept as an RP any Replacement Points
nent elimination result. The unit is placed step(s) of one of its own breakdown During the Build-up, German mech and mototor-
on the Game-Turn Record Track that many battalions if both units are within 3 hexes of ized infantry Replacement Points are interchang-
turns later (see 26.17.4).
one another and in supply. Place a Regroup able, i.e., a mech unit can use a motorized type RP
• If all the battalions of a regiment are elimi- marker on the receiving unit. as a Replacement Point. In addition, once per
nated prior to recombination, the Asso-ciat- turn, one replacement die roll may be used as a
• A German regiment that has lost all its
ed Unit is automatically lost and placed on mech or motorized Replacement Point.
breakdown battalion steps is considered
the Game-Turn Record Track 6 turns later.
eliminated but may be rebuilt as a cadre by
Divisional Associated Units using an RP of any type and placed on the [26.17.7] Resting Regiments
Divisional Associated Units become available map per 17.3.1. The Allied player does not rest regiments dur-
when the final regiment of a division is recom- ing the Build-up by removing them from the
• At the time of recombination, breakdown
bined. The Associated Units are placed on or map (see 17.5) but instead by expending Sup-
battalions that can no longer trace a line of
adjacent to their HQ unit or a Beach Hex. port Points. During the Replacement Segment,
supply of any length to a German controlled
• If part of the division has recombined, and OMM box, are considered eliminated for a regiment that is at least 3 hexes away from an
then the remaining breakdown battalions purposes of recombination. enemy unit may be rested. The Allied player
are eliminated, place any Divisional Asso- expends a SP from the appropriate army and
ciated Units as described above. 91st Luftlande Division Recombination removes 1 level of negative effectiveness from
• If all the battalions of a division are elimi- Because of its scattered deployment, KG regi- the regiment. Only 1 level of negative effec-
nated before any of the regiments are re- ments of the 91st Lfthlande may be created tiveness may be removed from a unit in a
combined, the Divisional Associated Units using any combination of the division’s break- game-turn (however, there is no limit to the
are considered eliminated as well. Place down battalions (all battalions need not be number of units that may rest). A Disorganized
them on the Game-Turn Record Track 6 recombined or from the same regiment). Also marker is placed on the rested unit.
turns later. a 91st KG may recombine using any number of
• All the conditions of 17.5.2 still apply
Note: Divisional and Regimental Associated remaining 91st battalions, even as few as one.
Units that are lost return to the map from the
Game-Turn Record Track per 26.17.4.
21st Panzer Division Recombination
The 21st Panzer Division uses the following
[26.18] British/U.S.
British Armoured Brigade Recombination special conditions when recombining: Army Boundaries
The 4th & 8th British Armoured brigades and the • If a regiment is recombined using four
22nd Armoured Brigade of 7th Armoured Divi- steps, 1 tank step is added to one of the [26.18.1] Army Boundary Rules
sion have special recombination requirements. 21st Panzer Division’s tank battalions during the Build-up
• These brigades start in the British Armored (player’s choice). There is no British/U.S. boundary line require-
Brigade Build-up Display and are consid- • If a regiment is recombined with 3 or less ment until Turn 4. The boundary set-up indicat-
ered to be in the Holding Box. steps, add 1 tank step loss to the German ed on the map is for historical reference only and
• All three battalions must be available for Tank Step Loss total. units may ignore it (it roughly indicates Allied
recombination, minus any permanently lost D-Day responsibilities). On Turn 4 the Allied
on the Allied Tank Replacement Table. [26.17.4] Returning Eliminated player must establish an initial boundary be-
• If two battalions are used, the brigade, upon Allied Armor Units to the Map tween the two nationalities.
being recombined, has a 1 step loss applied; Allied armor replacements (per 17.2.4) should 1. The north-south boundary line is a straight
if only 1 battalion is available the brigade be placed on the center portion of the Game- line set as the Allied player wishes. He plac-
recombines as a cadre. Turn Record Track to indicate which turn they es one Boundary marker in any hex of his
• If all battalions of a brigade are lost the bri- choice pointing straight south between two
will return to the map. These units are not re-
gade counter is placed on the Game-Turn hexes and marking the selected hex row.
turned to the map as normal reinforcements per
Record Track as a cadre one turn later. 17.2.4 but instead are placed adjacent to any 2. As the north-south hex row is staggered
beach hex of the same nationality. Put a Regroup note that all hexes whose last two hex num-
[26.17.3] German Recombination bers match the numbers selected to define
marker on the unit after it is placed on the map.
Starting on Turn 2, German regiments may the north-south line are considered to be on
recombine from their breakdown battal-ions [26.17.5] Allied Replacement the U.S. side of the boundary. Example:
in the same manner as Allied regiments. N3033 is used to define the boundary. The
However, the following special rules apply
Points line is thus U.S. in N3133, N3233 etc. N3134
recombining German regiments: After Replacement Points (RPs) have been and N3234 are on the British side.
used to augment reduced units during the Re- • The Allied player may adjust the boundary
• All the breakdown battalions of a regiment placement Segment, the Allied player may
are not required in order to build up to their in any following turn. The straight line defi-
“purchase” a number of additional Replace- nition method described above must be used
parent regiment. However, a German
ment Points. Each nationality may purchase until the Depots are completed.
regiment must recombine using at least 2 of
RPs and add them to its Replacement Point to-
its remaining breakdown battalions if 2 or • If none of the Mulberries are completed the
more battalions are available (Exception: see tal at a cost of 1 Support Point per RP. The Al-
cost to change the boundary is 1 SP to each
91st Luftlande Division Recombination). lied Replacement Point schedule on the Game- nationality
12 OVERLORD: D-Day and the Beachhead Battles
• If both Mulberries are completed the cost is [26.19.3.] Depot Construction [26.19.5] Repairing Bridges
1 SP, payable by either nationality. The Allied Depot Track records During the Build-up, initiating bridge repair
• Once both Depots are built and the Build-up the Allied progress made by each over a major river cost the owning player 1 SP to
stage is completed, the boundaries may be nationality in establishing their lo- initiate construction. For the Allies the bridge
set up and adjusted per standard rule 18.0. gistical support, as reflected in The hex must be within 3 hexes of an Allied HQ
Note: The east-west 24xx boundary line, per Killing Ground by each nationality’s Depot lo- (counted like supply). Otherwise, rules19.3.3
18.3, is in play for the duration of the OVER- cation on the original maps (See 11.1.3). The applies.
LORD expansion game track indicates additional SPs that each nation-
ality receives during the Army Support Seg-
ment for reaching various Depot Point levels. [26.20] German Special
[26.19] Engineering The Allied Army Depot markers for each
Rules
nationality are used on this track to record the
[26.19.1] Beach Obstruction Depot creation progress, expressed in Depot [26.20.1] German V Panzer Army
Reducing Beach Obstruction Levels Points. Once the Depot Complete space on
Developer’s Note: V Panzer Army activation
The Allied player rolls two dice for each Beach the track is reached, the Army Depot is con-
actually represents the formation of the Pan-
and consults the Allied Beach Obstruction sidered completed.
zer Corps into Panzer Group West under Gen-
Clearance Table. If the number rolled is equal
Depot Construction Procedure eral Eberbach. Panzer Group West was later
to or less than the calendar date of the current
During the Allied Engineering Phase the Al- redesignated as V Panzer Army in August.
game turn, reduce the Obstruction level by one,
moving the marker to the next lower space. The lied player must roll 1 die, for each nationality.
Activating V Panzer Army
last success (from the No. 1 box) removes the On a modified result of 5 or less advance the
Beginning on Turn 20, during the Game-turn
marker and eliminates the Obstruction Modifier Army Depot marker 1 space on the Depot
Indication Stage (after the Victory Determina-
from that beach’s future beach landing rolls. Track. See Depot Track for die roll modifiers.
tion Segment) the V Panzer Army marker is
Exception: If a German unit occupies a hex a • The Allied player may expend one Support placed in the Turn 4 space on the Game-Turn
Beach Obstuction Track is connected to, the Point from the appropriate nationality to im- Record Track. The German player rolls two
Obstuction level is reset to 3. Obstruction prove the results, after seeing the roll. A dice to determine if V Panzer Army becomes
clearance rolls are not allowed until the appro- maximum of 1 SP per nationality may be active. If the result is less than or equal to the
priate connected Beach Hexes are Allied con- expended. turn number the marker is on, V Panzer Army
trolled once more. • If the die roll attempt fails to advance the is activated. If the number is greater than the
marker, flip the Depot marker to its reverse turn the marker is on, V Panzer Army does not
[26.19.2] Mulberry Construction side (showing a -2). On the subsequent die activate and the marker is advanced 1 space.
The Mulberry Construction rolls on the following turns, an additional - The following happens once V Panzer Army
Track records the Allied process 2 modifier is applied to the die roll until the becomes activated:
in making the two artificial har- marker is advanced. Once advanced, flip the
• Roll one die and place the V Panzer Army
bors at Arromanches and Omaha Depot marker to its front facing side.
Support marker in the space of the German
Beach operational. The track indicates benefits, • The Commonwealth Depot is not considered Support Point Track equal to the number
to the Depot rolls and for landing units and completed and the marker may not be moved shown by the die
SPs, for reaching higher levels of completion. to the Depot Complete space if any AGRA
• 2 HQs and two artillery units (one for each
During the Allied Engineering Phase and un- units are still in the Allied Holding Box.
army) are now supported for free (see 10.2.1)
til the Mulberries are completed, the Allied See Allied Depot Track on the map or Sin-
player rolls 1 die for each nationality and ap- gle Map Supplement Card. • The Germans now get 12 Support Points
plies modifiers; on a modified roll of 5 or less, during each Army Support Segment instead
advance the Mulberry marker 1 space. Completed Depots of 8, for the remainder of the game
Once both the U.S. and Commonwealth De- • German mech units no longer need to roll
See the Mulberry Construction Track on
pots are completed, each Depot marker must for their supply status (see 26.16.2)
the map or Single Map Supplement Card.
be placed on the map during the Transition
Note: Rolls cannot be made for the British • German Hidden Reserve may be used (see
Segment of the Game-turn Indication Stage
Mulberry (B) until the turn hex N3139 is un- 26.20.5)
(see 26.21.2).
der Allied control. • The German may conduct Major Operations
• The hex in which the Depot is placed must
• During the Allied Army Support Segment the be Allied controlled. [26.20.2] Panzer-
Allied player may spend 1 SP to improve the 2ss DR
• The Depot must be placed within 3 hexes Kampfgruppe Units II
result of the die roll (1 SP from the U.S. Army KG
of the appropriate Mulberry Beach Hex.
8
Reserve SPs for Mulberry A and 1 SP from The German player can create a (B)312
When tracing this distance along a road, the Panzer-Kampfguppe unit (PKG)
the Commonwealth Army Reserve SPs for
British count road hexes as 1/2 hex, the U.S. from each German Panzer division during the
Mulberry B). The Mulberry marker for the
as 1/3 hex. German Replacement Segment (these PKG
respective nationality is flipped to its –2 side.
After the construction die roll is made, the units are provided in the Overlord counter
marker is returned to its front side.
[26.19.4] Improved Positions mix). To create a Panzer-Kampfgruppe the
Building Improved Positions is not free dur- German player may use any combination of 3
• The IP Construction markers that begin the
ing the Build-Up, but requires the expenditure steps. The steps may be from any combina-
game in Landing Box 2 of a Mulberry
of 1 SP, the same as is normally applied for tion of 2 infantry type steps and 1 armor type
Landing Display are removed the game-
Entrenchment construction. No entrenchment step. At least 2 of the steps must come from
turn the Mulberry Construction Level
may be built during the Build-up (see 19.1). the Panzer division with the same designation
marker reaches 5. This signifies that both
Landing Boxes may now be used. • A HQ may initiate only one IP per turn. as the PKG.
OVERLORD: D-Day and the Beachhead Battles 13
2 steps Motorized infantry, mech infantry • The Allied player may assign his last Modify rolls for the following:
and/or recon (one of the steps may Supply Interdiction air unit to Rail Inter- +1 for each previous unit rolled for
be any infantry type from any source) diction before the effects of 23.7 are applied
• Each unit successfully rolled for may move
1 step Armor unit (T) up to twice its movement allowance in hexes.
[26.20.4] German Isolated Units
• All the steps must be within 3 hexes of Each hex entered must be south of the hex it
German units Isolated on the North map on
one another and be able to trace a supply moved from. Enemy ZOCs are ignored.
the U.S. side of the Army boundary are placed
line to the same HQ. • Each unit is moved before another attempt
in the West Isolation Box and those on the
• All units providing steps must be able to British side in the East Box. Refer to 20.5. is rolled for. All terrain features are ignored.
trace supply to a valid German supply At the end of its movement, a Regroup
source and may not be Disorganized [26.20.5] German Hidden marker is placed on the unit. If the moving
• Place the created PKG in any one of the unit ends its move in a ZOC of an enemy
Reserve unit, it becomes Disorganized.
hexes that provided a step and place a
There is no German Hidden Reserve for the
Regroup marker on it
North map. When playing the single map [26.20.7] German Units with
Any battalions used to create the PKG are game, Hidden Reserve is not used. In the
placed in the matching Panzer-Kampfgruppe Special Restrictions
Multi-map scenarios, Hidden Reserve may not
space in the German Holding Box until the be used before the activation of V Panzer Army 736/716th Division
PKG is broken down or eliminated. Note: (see 20.1). The 736th Regiment of the 716th
Steps from breakdown battalions may not be Division may never receive Re-
used to create a Panzer-Kampfgruppe. • Units on the map may never be removed to
placement Points. However, as a
Hidden Reserve, or placed on the map from
Once a Panzer-Kampfgruppe is created it acts cadre, it may act as an RP for any other type of
Hidden Reserve, north of the N41xx hexrow.
like any other regiment of a division with the regiment that is reduced and within 3 hexes of
following difference: it (and to which it can trace a line of supply).
[26.20.6] Fortress Cherbourg
• The last step lost (the cadre side) is 711th Division Units
considered an armor step for breaking During the Army Support and Replacement
Phase the German player may declare Fortress Units of the 711th Division are
down and replacement purposes. Thus, a restricted from operating west of
PKG cadre could be removed and a step Cherbourg any time after Turn 12, or must de-
clare it in the turn in which it is impossible to the Dives river. At least one full
be added to a reduced armor battalion (the strength regiment of the 711th Division must
same division only) trace a supply line from N1410 to an OMM sup-
ply source during the Allied Player-Turn. always be east of the Dives river at the end of
Breaking Down a Panzer-Kampfgruppe every German Movement Phase.
• All units that can trace supply only to
A Panzer-Kampfgruppe is broken down in the • Hex number N3553, Cabourg, is considered
N1410 and/or the Cherbourg HQ are
reverse manner that it is built in. Its remaining east of the Dives for this restriction.
considered Cherbourg Units and are the
steps are returned as reduced regiments and • Subtract 10 German VPs at the end of each
only units subject to these rules
battalions and units in the PKG box are placed turn the above condition is not met
in the hex the Panzer-Kampfgruppe occupied. • During combat, defending Cherbourg Units
more than 6 hexes from N1410 may This restriction is removed the instant an
However, units are not placed under a Re-
convert 1 step loss to a retreat, in the same Allied unit moves or advances into a hex east
group marker after breaking down. Place the
manner as per 25.5.3c (Withdrawal from of the Dives.
PKG unit in the Holding Box.
Normandy). This may not be combined
Caution: Players should not confuse these with 26.8.1
special Panzer-Kampfgruppe units with • Breakdown battalions that are designated
other units in the game that are designated Cherbourg Units are considered eliminated [26.21] Game-turn
as kampfgruppen (marked with a KG). for purposes of recombination only (see
26.17.3). Indication Rules
• Step losses of Cherbourg Units are not
[26.20.3] Flak Corps Utilization VICTORY SEGMENT
added to the German Step Loss total; they
during the Build-up are permanently lost. [26.21.1] Victory Conditions
Optional Rule 23.7 is not optional during the • Cherbourg Units are isolated if they cannot Victory Points are tracked during the expansion
Build-up. trace a line of supply to N1410 or the game much as they are in The Killing Ground
• At least six Flak units received as Cherbourg SP level is 0 and the Cherbourg except that there is no set ending turn to the sce-
reinforcements must be deployed by the HQ has been eliminated (Exception: narios. Instead, the scenarios may end at any
German player, once available, per the German WNs; see 26.2.3). agreed upon turn of the player’s choosing, and
Flak Protection Rule. Once six units are in Cherbourg Unit Withdrawal the Victory Point level is a measure of success
position the remaining Flak units may be At the start of the German Tactical Movement for either side at the end of any given turn.
used normally, as may the ones that start Segment of the turn in which Fortress Cher-
on the map on Turn 1
Accumulating Victory Points
bourg was declared, Cherbourg Units may Victory Points are added and subtracted only
• When all maps are used, the normal attempt to withdraw south. to the German Victory Point Total. The Allies
calculation process of rule 23.7 is applied • The German player selects any non-709th never record Victory Points, they start and
• When the single map game is being Division unit that is within 6 hexes of a west remain at ‘0’ throughout the game (to the end
played, the reinforcement Flak units are coast hex and rolls 1 die. A roll of 6 or less is of Turn 30).
placed in the German Flak Protection box a success; another unit may be rolled for. All scenarios begin with a German Victory
and presumed to be in position the turn Once a unit fails, no more rolls may be Points total starting at 120.
after they are received attempted.
14 OVERLORD: D-Day and the Beachhead Battles
Victory Point Schedule – Each Army SP total is increased by 4 [26.21.3] Extending Expansion
At the end of each game-turn, the Germans plus the roll of 1 die
to July 6 Killing Ground Start
apply VPs for the following: • The Corps Support Points mark- To transition to the standard game commenc-
+2 if the Allies failed to capture any German ers for all landed Corps are set at ing July 6 conduct the following activities:
occupied city or town hex during the turn 0 on the appropriate Army Sup-
(and held it at the end of the game-turn) port Point Card. • Replace the OVERLORD Game-Turn
-10 if a German Operation runs less than 3 Record Track with The Killing Ground
• The Army Support
full turns Game-Turn Record Track. The expansion
Level markers for both
At the end of the agreed upon final game-turn, track may be retained to use its boxes to
Allied armies are set in
the Germans apply VPs for the following: store units appropriately.
the 1 space on the Daily Corps Support
-4 for each city hex Allied occupied Level Track on each nationality’s Army • Place the Support Transport marker on
-10 if a line of supply, by road only, can be Support Point Card. Turn 1.
traced from an Omaha beach hex to a • Set up the Victory Point Track at 0 for the
Utah beach hex • Any units in Landing Boxes are placed on
or adjacent to the appropriate Depot marker Allies and whatever the final Victory Point
-12 for each OMM Box that is Allied total is for the Germans per 26.21.1
and a Regroup marker is placed on them.
controlled (Single Map game only)
• Any units in the Floating Reserve Boxes are • Set the Mandated Attacks marker and
+1 for each eliminated Allied (non- Allied Controlled Cities marker at 0 on the
breakdown) battalion placed on the Reinforcement Track starting
from the next turn. No space on the Game- appropriate tracks.
+1 for each Allied regiment/brigade
Turn Track may have more than 6 units on it, • All the units of the 101st US Airborne
reduced to cadre
including those already positioned. A unit al- Division must be removed from play. If
+1 for each Allied cadre eliminated the total number of steps remaining in the
ready on the track may be moved to a later
+2 for each Festung WN (orange IP symbol turn to make way for a unit being added. Division is 5 or less the German gets VPs
WN) still on the map per 21.8.2 for each eliminated regiment of
• Any units in the Allied Holding Box are
+9 for the commitment of the 1st Airborne the division. Treat cadres as eliminated for
placed on the map in exchange for any
(optional rule 26.23.1) this rule.
eligible Allied breakdown battalions per
Determining Victory 26.17.2; but ignoring the “within 3 hexes” • The Allied player may additionally with-
Net Victory Points Level of Victory limitation. If any of the battalions were iso- draw all remaining units of the US 82nd
lated, mark the regiment as isolated. Airborne Division or British 6th Airborne
Less then 0 Allied Decisive Division (or British 1st Airborne Division
• Any units in the German Holding Box are
0 to 25 Allied Substantive placed on the map in exchange for any eli- if optional rule 26.23.1 was employed).
26 to 50 Allied Marginal gible German breakdown battalions per The Allied player receives 1 VP for each
26.17.3 but ignoring the “ within 3 hexes” step withdrawn. All recombination must be
51 to 75 German Marginal done before withdrawal is conducted.
limitation. Keep in mind that some battal-
76 to 99 German Substantive • Remove all remaining Ranger and Com-
ions may remain on the map by choice or be
100 or more German Decisive designated as Cherbourg Units (see 26.20.6). mando units.
Victory Level Shifts
A regiment in the German Holding Box that
cannot build up is considered eliminated and [26.21.4] Single Map to Multi
If the game ends on:
Turns 26 to 30 no shifts set aside. Any German artillery unit is placed Map Conversion Procedure
on the map per 26.1.2, German Artillery If players elect to transition from the Single
Turns 21 to 25 1 shift in Allies favor
Reinforcements. Note: Units in the Panzer- map play to the use of all three maps the follow-
Turns 16 to 20 2 shifts in Allies favor
Kampfgruppe boxes are unaffected. ing should be conducted. It is recommended
Turns 11 to 15 3 shifts in Allies favor
• Units on the Game-Turn track returning that players agree before starting play what they
Turns 1 to 10 2 shifts in Allies favor
from tank losses etc. are now treated as will do if the Allies exit the Single map. Either
normal returns per The Killing Ground make the transition to the Multi-map format in
standard rules. anticipation of an Allied unit exiting or keep
TRANSITION SEGMENT track of the number of exited units. If the latter,
• The Allied player must adjust and extend
the Army Boundary to conform with the mutual agreement must be reached on where to
[26.21.2] Transfer from the deploy any off-map units once the decision to
24xx requirements of rule 18.3.
Build-up to The Killing Ground change over is made.
• German Rail Movement continues until
Standard Rules • Reverse the Single map to the North map
German Rail Capacity reaches 0.
At the end of the turn in which the final Allied side. Relocate markers and counters in the
Depot is completed the following steps are • If a road only supply line of 12 hexes or
same positions they held before the change
followed to conduct the transition from the less cannot be traced from a Utah beach
was made.
Build-up to The Killing Ground standard Se- hex to the U.S. Depot, the Allied player can
continue to use Utah Beach hexes as supply • Adjust the reinforcement arrivals to match
quence of Play and rules. the new turn settings.
sources, with the following restrictions:
• The Depots are placed on map per 26.19.3 • Deploy all Flak units held in the German
A U.S. HQs tracing supply to a Utah
• The current Allied Beach hex cannot conduct an Opperation Flak Protection box to hexes that meet rule
Army SP and Replace- and cannot spend SPs to double the 23.7 requirements.
ment Point totals are barrage strength of U.S. artillery units. • Any German units in OMM boxes are de-
transferred to the appro- ployed within 6 hexes of any city named in
priate Army Support the OMM box they were in.
Point Cards
OVERLORD: D-Day and the Beachhead Battles 15
[22.6] Operation Overlord: stopped by determined resistance. German 7th
[22.0] Scenarios D-Day and the Battle army had requested the release of the Panzer re-
serve at 6:15AM only to be told Hitler would not
The scenarios for OVERLORD follow the of the Build-up be awakened to hear the request. As a result, the
general format of the scenarios in The Killing only complete German armored formation avail-
Ground. Players should read all the sections able to counter attack on the 6th was the 21st
HISTORICAL NOTES
of the scenario fully to insure a complete and Panzer. It was not enough. By the time the Pan-
June 5, 1944 saw the greatest invasion armada
accurate set-up before begining play. zer reserve was released at about 4:30PM, the
ever assembled cooling its keels in the English
Units are listed exactly as in the scenario gen- Channel. D-Day, scheduled for the 5th, had been Allies were not going to be ejected from the pen-
eral rule of The Killing Ground standard rules: undone by the only thing years of planning could insula.
Regiment/Division/Corps (the division in bold). not control – the weather. Eisenhower, who had The link up of the various Allied beachheads
Non-regiment units are identified using the fol- ordered the postponement to the 6th over Mont- was accomplished on the following days as men
lowing abbreviations in parentheses: (T) Tank, gomery’s objections despite the fact that some and material began to pour ashore through the
(TD) Tank Destroyer, (A) Artillery, (AA) Anti- men had been aboard ship for several days, had artificial harbors created on the beaches. Caen,
air Artillery, AT) Anti-Tank, and (R) Recon. composed two statements: one announcing suc- however, would be a bloody wall upon which
A unit listed with numbers or letters in super- cess, one failure. the British would batter themselves until well
In Normandy, many senior German com- into July. The Americans, after linking Omaha
script, indicates some condition of the unit
manders were absent, convinced that the weather and Utah, would re-group and drive for the far
that needs to be applied at time of set-up. Re-
would not permit the invasion they knew was coast of the Carentan. The objective was to iso-
duce the unit and/or place the appropriate
coming. Erwin Rommel himself, the command- late and capture Cherbourg, the deep-water port
marker for one or more of the following con- the Allies needed to sustain the offensive. The
ditions: er of Army Group B was in Germany to celebrate
his wife’s birthday and confer with Hitler. first phase of the battle of Normandy was over.
-1: reduce by 1 step
American and British paratroopers began to [22.6.1] Scenario Length
-E1, -E2: reduce Effectiveness by that level
descend on Normandy shortly after 12:30AM on Operation Overlord: D-Day and the Battle of
Cadre: reduce to cadre level the 6th. Men were scattered all over Normandy, the Build-up begins Turn 1 (June 6). It can be
(D): Disorganized but this only served to heighten confusion played either as a single turn game (D-Day:
(R): Regroup amongst the Germans as to what was going on.
June 6, 1944), to the conclusion of Turn 12
(OOS): Out of Supply The German 7th army was alerted at 1:30AM,
(June 18), or continue on to the full campaign
(Delay): Delayed Landing the battle was on. American troops began to land
scenario going to Turn 30 (July 5). Once be-
at Utah and Omaha beaches at 6:30AM with
gun, the game may end on any game-turn per
vastly different results. At Utah, the current had
CAUTION: Not all units set up on the map. driven the landings a mile south of their intended the Victory Conditions (26.21.1). This sce-
Many units begin the scenario set up as rein- location. This turned out to be a boon for the nario uses the OVERLORD Game-Turn Re-
forcements on the Allied/German Reinforce- men of the 4th division as they came ashore in cord Track when played beyond Turn 1.
ment Schedule or in the Allied and German good order against light opposition. To the east
Holding Boxes found on the Game-Turn Re- [22.6.2] Initial Deployment
at Omaha, all hell had broken loose. The men of
cord Track. (a) This scenario can be played using only the
the 1st and 29th divisions would take a sever
beating but were ashore to stay. The British and OVERLORD Single Map, or the OVER-
Canadians would come ashore at Gold, Juno, LORD expansion map (North Map) combined
and Sword beaches and get half way to Bayeux with the West and East maps from The Killing
Paratroopers of the 101st Airborne division Ground. When playing the single map version
and Caen, their main objectives before being
proudly display a battle trophy. all scenario activity is limited to the Single
Map, and appropriate Single Map boxes,
tracks, charts and tables (Exception see
26.21.4).
(b) Unit Type abbreviations are as in The Kill-
ing Ground rules, 2nd Edition (see 2.3 and
2.4), and the OVERLORD expansion rules
(see 26.2.4 for new unit counters).
(c) Set-up can be simultaneous. All starting
units are set up exactly in the locations listed
below and on the set-up cards. All units start
with their full strength side up (see 2.3.2).
(d) Only the D-Day Sequence of Play (see
27.0 Game-turn 1 Playbook) and the Build-up
Sequence of Play (see 26.3 Overlord: The
Build-up Sequence of Play card) are used in
this scenario.
GERMAN SET-UP
All German units and German track markers
set up exactly as indicated on the Scenario
22.6 German Set-up Card. It is recommend-
ed that the German set-up use the following
procedure:
16
OVERLORD: Playtest 3.0
• Place the expansion game units on the map Airborne Drop Zones (on map): Utah Follow-on Landing Boxes
and the Reinforcement Track by using the British 6th Airborne Division: LB1: 175/29/19, LB2: Empty
hex number or turn number printed on the
(N) N3749: 7 Para, 12 Para, Mulberry A Landing Boxes
counter. Those units from the original Kill-
13 Para/5Para/6AB LB1: Empty
ing Ground game that start on the map do
(V) N3651: 9 Para, 1Cn Para/3Para/6AB LB2: Allied IP Construction marker
not have a hex number printed on them and
(T) N3950: 8 Para 3Para/6AB U.S. Floating Reserve Box
their set-up position is only indicated on
the card. U.S. 82nd Airborne Division: 9/2/5, 23/2/5, 358/90, 357/90, 5 Corps HQ,
• Place all units from the original Killing (T) N2616: 1, 2, 3/507/82 7 Corps HQ
Ground counter mix indicated as reinforce- (O) N2618 1, 2, 3/505/82
[22.6.3] Starting Markers Set-Up
ments on the Game-Turn Record Track. (N) N2816 1, 2, 3/508/82
U.S. 101st Airborne Division: ALLIED TRACKS SET-UP
• When setting up the Activation Group units
and the Independent Units (see 27.2.8), it is (A) N2620: 1, 2, 3/502/101 Set the following Allied markers at the levels
recommended set them up facing east/west. (C) N2820: 3 /501/101; 1, 2/506/101 indicated on the appropriate tracks:
Once activated, rotate the counters to a (D) N3020: 1, 2 /501/101; 3/506/101 Mulberry Construction and Depot Tracks
north/south orientation to show their active Mulberries A and B level 0
status. Landing Displays (on map):
U.S. and CW Depot Points 0
Gold Beach
• Note that the location of the three Kampf- Allied Army Support Points Track
LP1: 1 Hamps/231/50, 1 Dorst/231/50,
gruppe Meyer units is determined by a die 1st U.S. Army Support Points 4
6 Gr Hwrds/69/50, 5 E Yorks/69/50
roll during German set-up. When a modi- 2nd Br Army Support Points 4
LP2: 2 Devn/231/50, 7 G Hwrds/69/50,
fier is to be applied to the group’s roll, you British Replacement Points 0
2 SWB/56, 6 DLI/151/50
can place a blank counter on one of the Canadian Replacement Points 0
LP3: 2 Glstr/56, 2 Essex/56, 8DLI/151/50,
units as a reminder. U.S. Replacement Points 0
9 DLI/151/50
ALLIED SET-UP Gold Follow-on Landing Boxes
Allied Daily Corps Support Level
The set-up positions for all Allied breakdown 2nd Br Army Support Level 1
LB1: 5 RTR/22Ar/7Ar
battalions from the OVERLORD counter mix LB2: 1 RTR/22Ar/7Ar 1st U.S. Army Support Level 1
are indicated on the map and on the units. Units Juno Beach Allied Air Allocation Chart
starting on the map that are needed from the LP1: RWR/7/3, RR/7/3, QORC/8/3, Interdiction Level 0
original The Killing Ground game are indicated NSR/8/3 Ground Support Level 0
in italics. Allied set-up positions are listed be- LP2: 1 CS/7/3, LRdlC/8/3, NNSH/9/3 Non-mech Interdiction marker 0
low for reference. Mech Interdiction marker 0
LP3: HLIC/9/3; S,D&GH/9/3
• Set-up positions on Allied units landing at a Naval Bombardment Tracks
Juno Follow-on Landing Boxes
Beach are indicated as Beach Hex and CW and U.S. Naval Bombardment
LB1: 152/51/1, LB2: 3 CLY/4Ar
Landing Phase. Example: J2 indicates markers 0
that the unit lands at Jig Beach Hex (Gold Sword Beach
beach) on Landing Phase 2. LP1: 1SLan R/8/3, 2E Yorkshr 8/3, 4SS Br Game-Turn Record Track
LP2: 1 Suffolk/8/3, 2 KSLI/185/3, 1SS Br Set the Game Turn marker in the Turn 1
Allied Holding Box space
LP3: 2 Warwick/185/3, 1 Norfolk/185/3;
The following units are placed in the Allied
LP4: 2 Lincolns/9/3, 1 KOSB/9/3, D-Day Game-turn Stages/Phases Track
Holding Box (see Game Turn Record Track):
1 RylUxR/9/3 Set the Turn 1 Activity Stage marker in the
Note: Units listed below in brackets are the
Mulberry B Landing Boxes Preliminary Stage space
historical attachments to the regiments indi-
cated before them (see Breakdown Battalion LB1: 4CLY/22Ar/7Ar
LB2: Allied IP Construction marker [22.6.4] Reinforcements
Build-up Guide card).
See Game-Turn Record Track for arrivals
British Floating Reserve Box
British Units:
8/3/1{13-18Hus/27Ar}, 9/3/1{1ERYeo/27Ar}, Royal 8Gd/4Ar, 44RTR/4Ar, 154/51/1, [22.6.5] Weather/Sea Conditions
153/51/1, 1 Corps HQ, 30 Corps HQ Weather: Heavy Overcast - No Rain
185/3/1{StfrYeo/27Ar},
69/50/30{4/7 RDG/8Ar}, 151/50/30 Utah Beach Sea Condition: Rough
{24 Lancrs/8Ar}, 231/50/30 {NotYeo/8Ar} LP1: 1/8/4, 2/8/4 Weather Pattern: Poor – set the Weather Pat-
LP2: 3/8/4, 1/22/4, 2/22/4 tern marker in the Turn 2 space, Poor side up
22/7Ar, 4Ar Brg, 8Ar Brg, 56 Brg, 3P/6/1,
5P/6/1, 4 AGRA/1, 5 AGRA/30, LP3: 1/12/4, 2/12/4, 3/12/4, 3/22/4
[22.6.6] Special Scenario Rules
8 Corps HQ, 12 Corps HQ LP5: 327/101 Use of OVERLORD: D-Day and the Beach-
Canadian Units: Utah Follow-on Landing Boxes head Battles 26.0 Rules of Play and
7/3/2{6/2Tk}, 8/3/2{10/2Tk}, 9/3/2{27/2Tk} LB1: 359/90, LB2: Empty D-Day: June 6, 1944 27.0
Omaha Beach Game-turn 1 Playbook are See D-Day:
U.S. Units:
required for this scenario. June 6,1944
16/1{741(T)}, 18/1{745(T)}, 26/1{635(TD)}, LP1: 1/116/29, 2/16/1, 1/16/1; 27.0 Game-
102/5(R), 8SP(A) 8/4{70(T)}, 12/4{746(T)}, LP2: 3 116/29, 2/116/29, 3/16/1 D-Day:June 6, 1944 con- turn 1
22/4{749(T)}, 899(TD), 4/7(R), LP3: 1/115/29, 2/115/29, 3/115/29, 1/18/1, tains the D-Day Sequence Playbook
2/18/1, 3/18/1 of Play, embedded with
115/29/19{747(T)}, 116/29/19{743(T)}
LP4: 1/26/1, 2/26/1, 3/26/1 special rules that are used only for playing
505/82, 507/82, 508/82, 501/101, 502/101, Turn 1.
509/101, 8 Corps HQ, 19 Corps HQ continued next page
OVERLORD: Playtest 3.0 17
[22.6.7] Determining Victory Canadian I/1057/91: N3015, II/1057/91: N2814,
The level of victory may be determined at the RWR/7/3-1: N3442, RR/7/3: N3544, III/1057/91: N2815, I/1058/91-1: N2518,
end of any game-turn. 1CS/7/3: N3442, QORG/8/3-1: N3645, II/1058/91: N2317, III/1058/91-1: N3019
Only German Victory Points are tracked; the LRdlc/8/3: N3644, NSR/8/3: N3444, 513/Schnelle 30: N4020, 517/Schnelle 30:
German VP markers are the only ones used. HLIC/9/3(R): N3545, S.D&GH/9/3(R):N3545, N4224, 518/Schnelle 30: N4419
Allied Victory Points are not counted during NNSH/9/3: N3645 17 MG: N1808, 7AOK: N2518
the OVERLORD expansion game.
British KG/716/86: N3842, 854/346/86: N3651
See 26.21.1 for the Victory Point Schedule
and Levels of Victory. 6AL/6/1(R):N3648, 9 Para/3Para/6AB-1: I/920/243: N1908, II/920/243: N2516,
N3750, 1Cn/3Para/6AB-1: N3750, I/921/243: N2614, II/921/243: N2309,
The German VP level is set at 120 at the start
8 Para/3Para/6AB-1: N3850, III/921/243: N2615, I/922/243: N2214,
of the scenario.
7 Para/5Para/6AB-1: N3849, II/922/243: N3008, III/922/243: N2514
12 Para/5Para/6AB-1: N3849, I/729/709: N2120, II/729/709: N1521,
Go to the D-Day: June 6, 1944 – 13 Para/5Para/6AB: N3749 I/739/709: N1809, II/739/709: N1811,
27.0 Game-turn 1 Playbook to 1 SS Br: N3649, 2E Yorkshr/8/3-1: N3548, III/729/709: N1720, II/919/709: N2418,
begin play! 1S Lan R/8/3-1: N3447, 1 III/919/709: N2218
Suffolk/8/3-1(R): N3548, 1 KOSB/9/3(R): I/6FsJg: N3020, II/6FsJg: N3019,
N3648, 2 Lincolns/9/3(R): N3547, III/6FsJg: N3821
[22.6.8] Optional June 7th 1 Ryl UxR/9/3(R): N3647, 2 KSLI/185/3-1(D):
Cherbourg HQ: N1811, 736/716: N3851,
N3747, 2 Warwck/185/3-1: N3747,
Scenario Start 101NW(A): N2012, 456(A): N2515,
1 Norfolk/185/3-1: N3748
Players who wish to forgo the D-Day 457(A): N2211, 84 Corps HQ: N3726
landings may begin the scenario with a June 5 E Yorks/69/50-1: N3441,
7 set-up. Make the following changes to the 6 Gr Hrwds/69/50-1: N3541, 1/1/3Flk(AA): N3331, 2/1/3Flk(AA): N2928,
June 6 set-up and start the game on Turn 2: 7 Gr Hrwds/69/50: N3641, 6 DLI/151/50-1: 3/1/3Flk(AA): N3833, 744/711/86: N3553
N3539, 8 DLI/151/50: N3540, 9 DLI/151/50: Weapons Nest
Allied Set-up N3438, 1 Hamps/231/50-1: N3139, The following WNs/Garrisons are eliminated
U.S. 1 Dorst/231/50-1: N3238, 2 Devn/231/50-1: and deployed to their reverse side locations:
2/116/29-1(D): N3030, 3/116/29-1(D): N3030, N3239, 2 Essex/56: N3238, 2 SWB/56:
N3338, 2 Glostr/56: N3339 16/716 WN, 27/716 WN, 38-39/716 WN,
1/115/29-1(D): N3031, 2/115/29(D): N3031,
40/716 WN, 5/709 WN, 32/716 WN,
3/115/29-1(D): N3031 Gold Follow-on Landing Boxes 21/716 WN, 37/716 WN
1/8/4: N2820, 2/8/4: N2920, 3/8/4: N2919,
LB1: 5 RTR/22Ar/7Ar(Delay) The following WNs are eliminated and
1/12/4: N2620, 2/12/4: N2620,
LB2: RTR/22Ar/7Ar removed from play:
3/12/4: N2620, 1/22/4: N2521,
2/22/4: N2521, 3/22/4: N2522, Juno Follow-on Landing Boxes 35/716 WN, Pt’d’ Hoc WN, 64/352 WN,
1/18/1(R): N2932, 2/18/1(R): N2932, LB1: 3 CLY/4Ar(Delay), LB2: 152/51/1 66/352 WN, 68/352 WN,
3/18/1-1(D): N3132, 2/16/1-1(D): N2932, Mulberry B Landing Boxes St.Marie-du-Mont G, Merville WN,
3/16/1-1(D): N3032 18-14/716 WN, 17/716 WN, 29/716 WN
LB1: 4CLY/22Ar/7Ar
1/26/1: N3032, 2/26/1-1: N3132, LB 2: Allied IP Construction marker The following WNs are under Regroup:
3/26/1(R): N3132, 5 Rgr-1: N2931 British Floating Reserve Box 8-10/709 WN, Port-en-Bessin WN,
1/502/101: N2720, 2/502/101: N2721, Royal 8Gd/4Ar, 44RTR/4Ar, 154/51/1, 26/716 WN
3/502/101-1: N2621, 1/501/101-1: N3021, 153/51/1, 1 Corps HQ, 30 Corps HQ The following WNs are reduced 1 step:
2/501/101: N3021, 3/501/101-1: N2821, 60/352 WN, 62/352 WN, 71/352 WN,
1/506/101-1: N2821, 2/506/101: N2722, The following counters are eliminated and 795Ost/709 G
3/506/101-1: N3121, 327/101(D): N2722 removed from play: The following WNs are unaffected:
1/507/82-1: N2617, 2/507/82: N2616, 4 SS Br, 2 Rgr, 1/16/1, 1/116/29
Fontenay WN, Marcouf WN, La Fiere G,
3/507/82-1: N2617, 1/505/82: N2718,
German Set-up Chef-du-Pont G, KG Egle, Greville WN
2/505/82-1: N2719, 3/505/82-1: N2719,
1/508/82-1: N2716, 2/508/82-1: N2816, I/125/21Pz: N3950, II/125/21Pz-1: N3948,
Destroyed Bridges
3/508/82-1: N2917, 325/82-1(D): N2920 I/192/21Pz-1: N3845, II/192/21Pz: N3846,
N3436/N3337, N3436/N3435, N3436/3437
1/100/21Pz(T)-1: N3845, 2/100/21Pz(T)-1:
Omaha Follow-on Landing Boxes N3846, 21STG/21Pz(T): N3948, ALLIED TRACKS SET-UP
LB1: 175/29/19(Delay), LB2: Empty 9/21Pz(R): N4047 All Allied markers are unchanged and set up
Utah Follow-on Landing Boxes 25/12SS/1SS: N3844, 26/12SS/1ss: N4244, exactly as listed in the June 6 Scenario.
LB1: 359/90(Delay), LB2: Empty 1/12/12SS(T)-1(OOS): OMM13/E4229,
2/12/12SS(T)(OOS): N4350, 12/12SS(AA): GERMAN TRACKS SET-UP
Mulberry A Landing Boxes OMM13/E4113, 1/12SS(R): N3943, 1SS All German markers are unchanged and set
LB1: Empty Corps HQ: N3946 up exactly as listed in the June 6 scenario
LB2: Allied IP Construction marker I/914/352: N2928, II/914/352: N3225, except for the following:
U.S. Floating Reserve Box I/916/352: N3637, II/916/352: N3130, • Set the VII Army Step Loss marker at 3.
9/2/5, 23/2/5, 358/90, 357/90, 5 Corps HQ, I/915/352: N3740, II/915/352: N3231, • Set the German Replacement Points
7 Corps HQ 352 Fus/915/352-1: N3740 marker at 3.
18
OVERLORD: Playtest 3.0
[22.7] Cherbourg and Caen: [22.7.2] Initial Deployment N3836: 30 Corps HQ, 5 AGRA/30,
(a) This scenario may be played either as a 3 52Hv(A); N3737: 22/7Ar-E1,
Securing the map game using the OVERLORD North Map 1L/BHY/30/79(T)
Beachhead with the Killing Ground maps, or as a 1 map With any 30 Corps unit:
game using only the OVERLORD Single 1NYeo/33Tnk(T), 144RAC/33Tnk(T),
HISTORICAL NOTES Map. When playing the single map version 148RAC/33Tnk(T)
see rule 26.21.4.
The 18th of June was the jump off of the Ameri- 8 British Corps
can bid to capture Cherbourg. The 4th, 9th, and (b) Unit type abbreviations are as in The Kill-
ing Ground rules, 2nd Edition (see 2.3 and 2.4) In any hex within 3 hexes of N3139:
79th divisions drove directly for the city. Ini-
tially, good progress was made against the Ger- and the OVERLORD: The Build-up expansion 44/15/8, 46/15/8, 227/15/8, 29/11Ar,
man forces, which were not near the quality the rules (see 26.2.4 for new unit counters). 156/11Ar, 8 Corps HQ, 7 AGRA/8, 2CLY/
British were facing before Caen. By June 21, the 30Arm/79(T), 53Hv(A), 7RTR/31Tnk(T),
(c) Set-up may occur simultaneously. 9RTR/31Tnk(T), 141RAC/31Tnk(T)
Americans were in the outskirts of Cherbourg,
but the resistance was beginning to tighten. It (d) All artillery units start reduced except 1 British Corps
would take nearly a week of hard house to house German artillery listed as reinforcements (but
see also 22.7.6.c). N3841: 7/3/2-E1, 6/2 Tnk(T); N3743: 8/3/2-E1,
fighting before the city would fall on the 27th.
10/2 Tnk(T); N3744: 9/3/2-E1, 27/2 Tnk(T)
Resistance on the peninsula would continue un-
ALLIED SET-UP (3rd Canadian Div. units)
til the 30th, but for all intents and purposes, it
1st U.S. ARMY N3746: 8/3/1-E1; N3747: 9/3/1-E1;
ended in the rubble of Cherbourg. The victory
7 U.S. Corps N3748: 185/3/1-E1 (3rd British Div. units)
was bitter sweet however, as Americans found
the port itself virtually destroyed in a well- N2417: 8/4/-E1; N2318: 12/4/-E1, 70(T); In any hex east of the Orne River and north/
planned and executed demolition. The port, sup- N2219: 22/4/-E1, 801/7(AT); N2220: 4(R)-1 west of Scenario 22.5 Start Line boundary:
posed to be the lifeline of the campaign, would N2613: 313/79; N2615: 315/79; 152/51/1-E1, 153/51/1-E1, 154/51/1-E1, 3/6/1-1,
not be fully operational until September. The N2715: 314/79 5/6/1-1, 6AL/6/1-1, 8Ar Brg
Mulberry harbors on the beaches would have to
do all the heavy lifting for the fight ahead. N2610: 39/9/7-E1, 899(TD); N2809: 188(A); N3446: 1 Corps HQ, 4 AGRA/1, 51Hv(A);
N2709: 47/9/7-E1, 746(T); N2707: 60/9/7-E1, N3546: 4Ar Brg, 22/30/79(T)
The Mulberry at Omaha was flattened by
607(AT); N2815: 7 Corps HQ With any 1 Corps unit:
gales between the 19th and 22nd which also
damaged the one at Gold, heightening Allied 8 U.S. Corps 13-18Hus/27Ar(T), 1ERYeo/27Ar(T),
disappointment at the state of the Cherbourg N2908: 357/90-E1; N2910: 358/90-E1; StfsrYeo/27Ar(T)
harbor when it was finally taken. N2811: 359/90-E1 Improved Positions
Elsewhere in Normandy, the period of the 18- N2912: 507/82-1 -E1; N2913: 325/82-1 -E1; With any 2nd British Army units:
30 June saw the Americans build up and advance N3015: 505/82-1 -E1; N3117: 508/82-1 -E1 8 Improved Positions
into the Bocage in front of St. Lo and wait for
the men released from the Carentan to seriously N3319: 502/101-1 -E1; N3419: 501/101-1 -E1; Allied Reinforcements
resume their offensive. N3320: 506/101-1 -E1; N3322: 327/101-1 -E1;
Allied Reinforcement Track Adjustments
N3222: CCA/2Ar-E1; N2917: 8 Corps HQ
The British and Canadians, meanwhile, would Turn 15: (British) 12 Corps HQ, 147/49/30,
punch and counter punch with the German 1st 19 U.S. Corps
231/50/30; (U.S.) 329/83, 330/83, 331/83
and 2nd SS Panzer Corps around Caen. Each at- N3224: 120/30; N3424: 117/30;
tack seemed to bring only stronger counter at-
Turn 16: (British) 3 AGRA/12(A), 59Hv(A);
N3625: 119/30, 743(T)
tacks as the Commonwealth tanks and infantry (U.S.) 18(A) (per 26.14.1)
N4026: 115/29/19-1 -E1; N4027: 116/29/19-1 -E1;
doggedly stuck their nose to the Caen grinding Optional Reinforcements
N3825: 175/29/19-1 -E1, 747(T)
wheel. 1st British Airborne Division option is
N3325: 19 Corps HQ
By June 30, the front was pretty much where available (see 26.23.1).
it had been for a week and a half. The Mulberries 5 U.S. Corps
Eliminated/Removed Allied Units:
had been churning out men and material into N4028: 28/2/5-1 -E1, 741(T); N4130: 23/2/5-1-E1,
the, by now, firm Allied lodgment in France. The All breakdown battalion, ranger and
759(T); N4331: 9/2/5-1 -E1, 612/5(AT)
Germans had moved every available formation commando units.
they could spare west of the Rhine, including N4332: 16/1-E1, 745(T); N4433: 18/1-E1,
Depot Locations
every Panzer division, into the zone of battle. 635TD(T); N4133: 26/1/5-E1;
N3932: 102/5(R); N3731: 5 Corps HQ U.S. N3224; Commonwealth N3538
For the soldiers of both sides, the combat, sever
as it had been, was nothing compared to what N3331: CCB/2Ar-E1(D)
GERMAN SET-UP
was to come; the armies in Normandy had come Independent Units
to the killing ground.
Single Map/North Map Expansion locations.
Within 3 hexes of any U.S. HQ:
79(A); 8SP(A); 142(A); 190(A); 187(A); Kampfgruppe von Schlieben
406(A); 99(I) N1206: Greville WN; N1216: Cap Levy WN;
[22.7.1] Scenario Length N1406: St.Croix WN; N1309: Afld WN;
Cherbourg and Caen: Securing the Beach- With any US unit:
749(T); 702TD(T); 803TD(T) N1409: Festung WN; N1411: Fort des
head begins on Turn 14 (June 19) and ends at Flamands WN; N1416: Afld WN;
the conclusion of Turn 30 (July 5). This sce- N1509: Hameau du Tot WN; N1512: Festung
nario does not use the OVERLORD: The 2nd British ARMY
WN; N1609: Rdt d’Fourches WN; N1610:
Build-up expansion rules; apply instead the 30 British Corps
Festung WN; N1611: Ft du Roule WN
standard The Killing Ground rules and se- N4434: 131/7Ar-E1; N4335: 56 Brg-E1
N1607: 17 MG with IP; N1809: II/739/709
quence of play, as modified per rule 26.2.9. N4235: 69/50/30-E1, N4036: 151/50/30-E1; with IP; N1912: HQ Cherbourg with IP;
N4038: 70/49/30; N3940: 149/49/30
OVERLORD: Playtest 3.0 19
N1914: I/1049/77 with IP; N1614: I/739/709 German Flak Corps Mech Interdiction marker 0
with IP; N1810: IP only Place the following units in the German Flak Naval Bombardment Tracks
Protection Box if playing the Single Map Commonwealth and U.S. Naval Support
N2019: III/919/709 with IP; N2119:
game or apply 26.21.4, Bullet 3 if playing markers set at 0
I/729/709-1 with IP; N2218: II/919/709-1 with IP
the 3 map game:
N2317: 7AOK-1 with IP; N2016: 101NW(A) GERMAN TRACKS SET-UP
1/3/3Flk(AA), 2/3/3Flk(AA), 3/3/3Flk(AA),
N2316: II/729/709-1 with IP VII Army Support Points 4
1/4/3Flk(AA), 2/4/3Flk(AA), 3/4/3Flk(AA)
N2412: II/921/243-1; N2414: I/922/243-1 Operations SPs 0
N2311: II/1057/91-1; N2410: III/1049/77 German Reinforcements Cherbourg Support Points 4
N2308: I/1050/77-1; N2309: II/1050/77-1 N3612: 902STG(T); N4242: KG/2SS German Rail Capacity 2
N2605: I/921/243-1; N2507: III/921/243-1 VII Army Losses 4
OMM Transit Display–Mortain Flers / within
German Armor Losses 3
VII Army 6 hexes of W2525: 3/1/3Flk(AA),
German Replacements 2
Kampfgruppe Hellmich
2/1/3Flk(AA), 1/1/3Flk(AA)
N3008: 920/243/84-1, 921/243/84(cadre); OMM 15 / within 6 hexes of W3527: [22.7.4] Reinforcements
N3009: Eitner/91/84-1, 922/243/84(cadre); 12/2P(I), 12STG/2P(T) See Game-Turn Record Track for arrivals.
N3010: Lewdwski/91/84-1, 1049/77/84(cadre); OMM Transit Display–La Ferte-Mace
N3113: Klstrkpr/91/84, 1050/77/84(cadre); [22.7.5] Weather/Sea Conditions
Domfront / W2233: 4/2SS-1;
N3109: 456(A); N3110: 457(A) Current Weather: Storm
W1934: 8NW(A)
Sea Condition: Rough
84 Corps German Reinforcement Track Adjustments
Weather Pattern: Poor – set the Weather Pat-
N3014: I/896/265; N3216: II/896/265 Turn 14: 752/84(I) (see Gam-Turn Track for tern marker in the Turn 16 space, Poor side up.
N3313: 115/25(A); N3516: 38/17SS-1; Turn 12 Variable)
N3517: 37/17SS-1, 17STG/17SS(T); N3518: [22.7.6] Special Scenario Rules
KG/17SS; N3618: 6/2FsJg-1 Panzer Kampfgruppen Box
a. OVERLORD Rules Still in Effect:
12/12SS/1SS(R) 26.2.8 Standard Rule Exceptions, 26.4.3 Ger-
N3622: 984/275; N3624: 914/352/2P-1;
N3725: 916/352/2P-1; N3925: 915/352/2P-1; 1/100/21Pz(T)-1, 9/21Pz(R) man Rail Movement, 26.4.4 German Rail
N4025: 943/353/84; N4126: 941/353/84 2/2Pz(R) Interdiction, 26.4.5 Additional Terrain, 26.4.7
OMM Boxes and Transit Display, 26.10.7
N4023: 621/84(A); N3816: 84 Corps HQ 130/PzLr(R)
Cherbourg HQ and Support Points, 26.11.2
2 Parachute Corps 2/2/2SS(T)-1, 2/2SS(R) Cherbourg and Supply, 26.14 Weather,
N4128: 5/3FsJg/2P; N4129: 8/3FsJg/2P, 26.15.2 Rail Interdiction, 26.15.4 Targeted
Eliminated/Removed German Units
17/17SS(R); N4330: 9/3FsJg/2P Air Interdiction in OMM Boxes, 26.20.1 Ger-
All breakdown battalions and WNs not man V Panzer Army, 26.20.2 Panzer-Kampf-
N4426: 2P Corps HQ ; N4427: 118/2P(A)
listed above; 736/716; KG/709; 513, 517, gruppe Units, 26.20.3 Flak Corps Utilization
47 Corps 518/Schnelle 30. during the Build-Up, 26.20.4 German Isolat-
N4431: 2/2Pz/47, 1/3/2Pz/47(T)-1;
Destroyed Bridges: ed Units, 26.20.5 German Hidden Reserve,
N4533/W4730: 304/2Pz/47, 2/3/2Pz/47(T)-1;
N3725/N3726, N3847/N3948 26.20.6 Fortress Cherbourg, 26.20.7 711th
N4535/W4732: KG/2Pz/47, 2Pzjr/2Pz/47(T)
Division Special Restrictions.
N4336: 901/PzLr, 1/130/PzLr(T)-1; N4137: [22.7.3] Starting Markers Set-Up The Germans have declared Fortress Cher-
902/PzLr, 2/130/PzLr(T); N4139: KG/PzLr, Game-Turn Record Track bourg (see 26.20.6). Early German Rein-
130 STG/PzLr(T) Set the Turn marker in the Turn 14 space. forcement Release (26.23.2) has failed and
N4635/W4632: 101H(T)-1; N4438: 130/47(A); can no more be attempted during the game.
N4537/W4734: 47 Corps HQ ALLIED TRACKS SET-UP The 1st Airborne Division optional rule
I SS Corps Set the following Allied markers at the levels (26.23.1) can be used.
N4041: 26/12SS/1SS, 1/12/12SS/1SS(T)-1 indicated on the appropriate tracks: b. Weather
with IP; N3943: KG/12SS/1SS with IP; Corps Support Points On Turns 14, 15 and 16 the weather is
N3844: 25/12SS/1SS, 2/12/12SS/1SS(T)-1 U.S. 7 Corps (OP side up) 1 automatically Storm, Rough and Poor.
with IP; N3846: KG/716/86, All other U.S. Corps 0
c. Artillery Supply
12/12SS/1SS(AA) with IP All British Corps 0
The German player may set up 4 artillery
N4147: 1SS Corps HQ; N4043: 992(A); Army Reserve Support Points
units on their Supported side.
N3945: 1/1SS(A) 1st U.S. Army Support Points: 10
2nd British Army Support Points: 6 The Allied player may set up 5 U.S. artillery
86 Corps Daily Corps Support Levels units, 1 British AGRA and 2 other British
N3948: 125/21Pz, 2/100/21Pz(T) with IP; 1st U.S. Army Support Level 1 artillery units on their Supported side.
N3949: KG/21Pz, 3/2/3Flk(AA) with IP; 2nd British Army Support Level 1 c. Build-up Rules Still in Effect
N3950: 192/21Pz, 21STG/21Pz with IP Allied Replacement Points 1st Airborne 26.23.1; Flak Corps
N3851: 854/346/86, 2/2/3Flk(AA); British Replacement Points 2 Utilization 26.20.3; Rules Exceptions
N3651: 858/346/86, 1/2/3Flk(AA) Canadian Replacement Points 1 26.2.9; German Isolated Units 26.20.4;
U.S. Replacement Points 3 OMM 26.20.5
N3554: 731/711/86; N3553: 744/711/86
N4051: 86 Corps HQ; N4050: 117/86(A); Allied Air Allocation Chart [22.7.7] Determining Victory
N4048: 84/7NW(A); N4047: 83/7NW(A) Interdiction Level 0 The level of victory may be determined at
Ground Support Level 0 the end of any game-turn, as per 22.6.7.
Independent Units
Non-mech Interdiction marker 0
Within 1 hex of any German Corps HQ: 460(A)
20
OVERLORD: Playtest 3.0
never advanced and units are never advanced [26.23.3b] 12th SS is deployed early
[26.23] Optional Rules sooner than the current turn. Only units listed for The 12th SS is given more effective deployment
the range of turns when Early Release is suc- orders early. All 12SS units set up in supply.
[26.23.1] 1st Airborne Division
cessful are advanced.
The Allied player has the option to commit • In the one-map games, all the 12SS units on
the 1st Airborne Division after Turn 3. During • The roll is modified as follows: the German Set-up Card set up in OMM 13.
the Allied Reinforcement Segment of a turn +2 on first attempt The 25/12SS/1SS, 2/12/12SS/1SS(T) and
with Clear or Scattered weather, the Allied +1 on second attempt 12/12SS/1SS(R) are treated as Independent
player moves the 1st Airborne from its loca- +0 on 3rd attempt Units despite being in an OMM box, and can
tion on the Game-Turn Record Track. enter the map when activated by using a
+1 for each Mulberry completed
movement action (see 27.3.4 and 4.5.2).
• The Turn 1 Airborne Landing procedures +1 for each Depot completed
(see 27.1.4) are used to resolve the landing • In three-map games, all the 12SS units can
+2 if the British 1st Airborne has been perform a standard tactical movement (see
of the para battalions and the glider brigade.
committed 4.3) before game start. Afterwards, they must
• The Allies must pay 2 SPs, from either or +1 if the Allied controlled hexes south/ be activated normally as Independent Units.
both nationalities, to represent the lost air- east of the 22.5 scenario start line are
lift diverted to land the division. greater in number than the German [26.23.3c] 21st Panzer in better
• The six breakdown battalions and the glider controlled hexes north/west of the line command on D-Day
brigade must all land in the same turn +3 if the Allies have exited the North Map The +1 activation modifier for Activation
• The drop zone hexes each battalion/ bri- Groups 1 & 2 does not apply.
-2 if Cherbourg hex N1410 is still German
gade is dropped in must be within 5 hexes of controlled. [26.23.3d] Kampfgruppe Meyer is not
a British infantry unit that is in supply. -1 if more than 50% of Caen city hexes given the wrong orders
• The drop zone hexes must be empty of Ger- are German controlled The +1 activation modifier for Activation
man units. -1 for each Allied Beach Hex under Group 3 does not apply.
• Add 1 to the landing roll for each Flak unit, German control
German controlled city hex or German HQ [26.23.3e] The German commanders are
-3 if the Allies have abandoned a Beach
within 3 hexes of the drop hex. not away at Rennes for wargames
per 26.4.6
During Landing Phase 1 a -1 modifier applies
• The Allied player must recombine the to all activation die rolls.
EARLY RELEASE SCHEDULE
surviving batalions of each para brigade as
Turns 2-10
soon as the requirements for recombination [26.23.3f] Hitler wakes up early and
are satisfied. All 2nd Panzer Division units are releases the Panzer reserve
advanced 2 turns on the track.
• The drop of the 1st Airborne will impact Advance all units of Panzer Lehr and 2nd
992(A), 902 STG(T) & 763(A) are Panzer Divisions one turn on the Reinforce-
victory conditions, Airborne troop with- advanced 3 turns on the track.
drawal and German reinforcement release ment Track.
Turns 11-20
(see 26.21.1, 26.23.2 and 26.21.3) [26.23.3g] The 352nd is based at St. Lo
All units not designated part of 84, 2P or
25 Corps are advanced 2 turns on the track. as Allied planners presumed
[26.23.2] Early German Turns 20-30 Place the 352nd units as follows:
Reinforcement Release All units remaining on the track are N4126: I/915/352; II/915/352, N4223: 352Fus
advanced 3 turns. N4226: I/916/352; II/916/352
Allied planning expected the BODYGUARD
deception to only be believed by the Germans N4125: I/914/352; II/914/352
for a couple of weeks at best. The following re- [26.23.3] German Set-up The 6 WNs at Omaha are all flipped to their
flects the fact that release of 15th German Alternatives reduced side.
Army units could have occurred much sooner
The Allied battle plan was very much fixed [26.23.3h] The 21st Panzer is back around
than was the case historically.
and allowed for little or no adjustment once Falaise as Allied planners presumed
Also, had the Allies succeeded in their land- the invasion was started. The Germans had a
ings at a faster pace then was they achieved, • Place all 21st Panzer units in OMM 13 in the
number of variables that could have affected one map game (all 21st Panzer units must
there would have been a need for the German
the initial situation. These optional deploy- enter the map at N4949). In the 3 map game
command to consider releasing some troops
ments allow players to explore these histori- place 21st Panzer units within 2 hexes of Fal-
sooner.
cally considered alternatives. aise (E3715), no more than 1 unit per hex
GENERAL RULE
[26.23.3a] 12th SS is deployed near St. Lo • The 736/716 regiment is no longer marked
During the Build-up the German player may OoS and is part of Activation Group 1
The 12th SS is deployed near St. Lo as Rom-
make an Early German Reinforcement Release
mel requested. They activate as Independent • The KG/716 regiment is no longer marked
attempt on three turns of his choosing. He rolls 2
Units. Place the 12th SS units as follows: OoS and is part of Activation Group 2
dice during the German Replacement Segment
and must roll a 12 or greater to release units. • The units below are attached to 84th Corps [26.23.3i] 352nd is deployed forward
(see 11.1.3) • Remove the 4 battalions that make up
If the attempt is not successful, nothing hap-
N4224: 25/12SS/1SS, 1/12/12SS/1SS(T)-1 914/352 & 916/352. Place Improved Posi-
pens and the German player may attempt
N4225: 26/12SS/1SS, 2/12/12SS/1SS(T)-1 tion markers under all 6 Omaha WNs and
again as early as the following game-turn.
• The units below are the 1SS Corps under WN 37/716; 32/716; 27/716; 21/716
If the attempt is successful, units are released
required Division (see 11.1.2) & 16/716
according to the Early Release Schedule below.
OMM 13: KG/12SS/1SS-1, 12/12SS/1SS • Treat all WNs with IPs as 352nd WNs for the
The next attempt may not be made sooner than
(AA) purposes of 27.3.6
7 turns later. Units from the current turn are
• 12SS PKG Box: 12/12SS/1SS(R)
OVERLORD: Playtest 3.0 21
[26.23.4] Using Designated Ground 5 and 7 Corps Support Points markers May arrival of the German 91st Luftlande and
Beach Landing Hexes to indicate respective Support Points. This op- 243rd Infantry Divisions.
tion may be helpful if the two U.S. beaches do Assume that Allied intelligence did not pick
Allied breakdown battalions must land on
not link up. Use the following modification to up on the arrival of the German 91st Division
Turn 1 in the landing sub-beach they used his-
rule 26.10.2: and move the landing zones as follows:
torically. Each battalion has its Beach Hex
designated on its counter. • Half the supply received from the Allied De- N: N2813, T: N2712, O: N2613.
pot Track goes to each Beach with either • III/1057/91 is moved to hex N2815
Rules 27.2.2 allows a unit to land at any of the
Beach getting the last odd numbered SP.
Beach Hexes connected to its Beach Landing • Victory determination remains the same
Display. Under this optional rule, in each Landing SPs is done per the normal SP land-
Option: A sporting German player will re-
Landing Phase, the unit must land at the hex it ing rules.
move all breakdown battalions of the 91st
is linked to. Example: 2Devn/231/50 battal- Once Depot Construction is complete revert Luftlande Division and roll 2 dice. The total is
ion is marked J2 and must land at Jig Beach to the standard Killing Ground supply rules. the number of game-turns after which those
in Landing Phase 2. units arrive from OMM 10 box as reinforce-
The process given under 27.2.2 for a unit be- [26.23.6] 82nd Airborne ments.
ing unable to land is still followed. Units that Original Drop Zone
are marked Regroup when they displace can Designer’s Note: The following option was [26.23.7] Alternative German
try again or land at any Beach Hex connected not playtested. It is offered to give players an
to their Beach Landing Display. Units that opportunity to experiment with a historical
Army Assignments for Corps
are Disorganized may land at any connected “what if.” The new counter sheet includes optional coun-
Beach Hex. ters for the German 47th and 74th Corps HQs
The original drop zone for the 82nd airborne
that allows these HQs to be assigned to VII
division was intended to isolate the Cotentin
[26.23.5] Separate Supply for Army. The HQ reassignment should be con-
peninsula with landings in the St. Sauveur-le
ducted during the Supply Segment at the same
Omaha and Utah Vicomte area. Allied planners changed the
time that unit attachments are conducted.
The Allies may keep separate track of Utah 82nd drop zones to the Meredet River line on
There is no penalty, the German player simply
and Omaha Support Points. Use the Killing 28 May (D-Day –9) as a result of the mid-
exchanges the counter.
Designer’s Notes
For the original The Killing Ground, Mark movement after landing, so while there was required to leave three maps up for an extended
Hinkle was the lead designer and developer (I plenty of gas and vehicles stockpiling, ammo period of time (an save a lot of players from
was just a humble assistant). For the Overlord shortages were common. backaches!).
expansion, Mark delegated the design task to me We recognized from the start that the standard An inescapable criteria of the design was to
and he wore the developer’s hat. Someone had to system just could not duplicate the D-Day land- make the end of the expansion capable of meld-
keep me in check after all! ings. Those who have played the Sicily version ing smoothly into the beginning of The Killing
The Overlord expansion came about to satisfy of Patton’s Third Army will recall that the land- Ground. It should be kept in mind that the his-
the many players who really enjoyed the original ing phases were divided into two parts. The torical starting lime for July 6th in The Killing
game and what was done with the old Patton’s landing at Normandy, in contrast, was the first Ground, represents a significant Allied failure if
Third Army system. While The Killing Ground is assault against a prepared, fortified defense, so compared to what they had projected and re-
a more complicated version of that system, it is the game design had to account for this differ- quired. We set the victory conditions so that
also more comprehensive and challenging. No ence. Thus, during development, the system we players can end the game at any turn. And yes,
single factor really dominates the action. We also decided on had a preliminary phase, a five seg- when you look at the numbers you will see that
like to think the game is somewhat educational. ment activity phase, and a clean up phase. early on the shifts that modify the level of vic-
Overlord was designed as a prequel to the As with actual amphibious assaults, once the tory will seem to make the outcomes discon-
original game, and as such we had some design beaches are cleared, such operations are much nected from achievement. But in historically,
objectives that were not typical in a standard more a matter of logistics then combat. It was this there was no significant victory until either the
wargame design. The main objective was for the logistical rubber band that held back major ex- Allies broke out or the Germans drove the invad-
Overlord expansion to be able to end at roughly ploitation from the beaches. The need to build up ers back to the sea.
the same point where The Killing Ground begins. the depot/supply source mechanism used in The One area where I think the expansion is an
This was not a simple matter since we set the Killing Ground took time to construct. We also improvement over the original game is in the
original supply numbers for The Killing Ground wanted to simulate the trade-offs the Allied com- variables offered to players. For example, the
at the low end of the scale. Additionally, players manders had to face when deciding what resourc- British 1st Airborne units included in the game
pointed out some minor errors in The Killing es to land (troops, munitions, or infrastructure). are a real gain over many other Normandy offer-
Ground set up that we wanted to address. Players will have more logistical decisions to ings. However, the greatest variability is the al-
Many of the counter inaccuracies have been make during the Build Up stage than they do in ternate starting locations for the Germans. This
corrected in Overlord with some of the new re- the original The Killing Ground. They will also makes playing just the June 6th turn a lot of fun.
placement counters. On the supply end of things need to make the right balance of choices. Delay This also means that even the basic game will
history came to our rescue. In the initial months too long in landing a second HQ, for example, seldom play out the same way. We included sce-
following D-Day, the Allies often did not land and suddenly a supplied advance in all directions nario starts for June 7th and June 19th to allow
the right materials in great quantity. Much of the will be impossible. players to get a fixed position allowing them to
tonnage that was landed was intended for a dif- gage how their own games match up with the
The single-map version should work well for historical achievements.
ferent type of fighting than what the Allies actu- players who don’t have the horizontal real estate
ally encountered. The loads were preset for Gary Moody
22 OVERLORD: D-Day and the Beachhead Battles
borne will need a fixed ZOC by then. Remember the only troops that can get to this area in time to help
Player’s Notes not all airborne units have a ZOC, so plan carefully delay the Americans. Time is on your side! Remem-
for Turn 2. ber the last step rule (retreat instead) to save your
The OVERLORD Turn 1 landings are designed to The Build-up battalions. Utah beach is easily shut down by using
ensure a variety of tactical situations, making for a Once landed, the Allied player will do well to fol- the 91st, 243rd and 709th divisions. Make sure you
high replayability value and enjoyable gameplay. low the strategy set by the 1944 Overlord planners. don’t give the paratroopers a free pass accross the
Players will experience a variety of tactical problems This means he’ll have to secure each individual Douve River and a open back door to Carentan.
to solve with differing alternative tactical solutions beach and next link them up, cut off Cherbourg and Turn 2 –30: The Build-up
that also make solo play a possibility, exploring the capture its port and next drive inland. Pushing in- Let the Allies have their fun on Turn 1. The British
different options available. If things go bad, resist the land will be easiest in front of Bayeux and behind paratroopers are vulnerable early on with no ZOCs
temptation to start all over – events don’t always go Omaha beach. Linking the British beaches is not and the ‘corridor’ exposed. If you can get a regi-
exactly according to plan. History has shown this much of a problem but linking up Omaha and Utah ment next to the bridge, life will be difficult for
time and again, also during the historical landings. beach will be difficult unless the Allied player takes them. If you can eliminate their positions you can
Each game can be an entity unto itself. care and plans ahead. Also protecting the British significantly shorten your defensive front for the
‘corridor’ to the 6th Airborne landing area should remainder of the game. In any event, shoring up the
THE ALLIES be given high priority. Get beach landing units line between Caen and Bayeux in open terrain will
across the Orne River on Turn 2 if possible. How- require most of your attention. Once a couple of
Turn 1: The Landings ever, all is not lost if you lose the ‘corridor’ for
You can plan the landing ahead of time but will Panzer Divisions arrive you can have some fun
some reason. The terrain around Caen is clear and beating the British up.
probably throw it away after the first couple of die ideal for German armored counterattacks. Be very
rolls. You will have to adjust to the situation as it careful around Caen, remember, ZOC’s do not ex- The best tactic in front of Omaha beach is to tena-
develops during play but use the following princi- tend into city hexes. In the Omaha area, the Ger- ciously delay any advance. Defending behind the
ples as a guideline: mans are very thin so there is plenty of room to Seulles and Sure River lines can slow the Allies
1) Clear the beach hexes as soon as possible so that push inland on the early turns. On the Cotentin pen- down for a couple of turns. Sacrificing units (step
follow-on units can land. It’s important to plan your insula you will have to decide to either go for losses) during the early turns is essential to contain
next Landing Phase before you decide to attack, Carentan, cutting the peninsula off, or driving north the Allies in this area. This action might be neces-
move, or recover. along the coast. After you breakout, if you do, plan sary until some reinforcements arrive. You’ll have
on allocating two full divisions to the capture of enough replacements early on to do the job. Don’t
2) Keep a balanced mix of DG and healthy units on forget that the last step of a battalion can be con-
each beach. Avoid attacking with RG units if pos- Cherbourg; more if the Germans defend it heavily.
verted to an extra retreat – one step units can often
sible, but rather let them recover to normal status General Points: delay the Allies several hexes if done carefully.
before using them again. Don’t be afraid to attack unsupported as the Allies
In front of Utah beach you will have plenty of units
3) Try to eliminate as many WN’s on Turn 1 as you will not have enough Support Points to support ev-
to pen in the Allies. Once that’s accomplished, plan
possibly can, but not at the expense of getting several ery action driving for a quick success. Unless the
your next defensive line across the peninsula. When
units a couple of hexes off the beach. Attack one-step German player plays poorly, success will come by
the Allies ultimately break out of Utah beach you
and Regrouped WN’s first, they are easiest to elimi- grinding down each hex. There will however, be oc-
should have your evacuation plan all laid out so that
nate and provide a path off the beach hexes. casional deep gains due to German reorganizing or
no one gets left behind. Cherbourg is worth Victory
losses from counterattacks. So, the Allies will have
4) Create a perimeter on phase 5. Don’t get caught Points so plan for several units to help delaying it’s
to manage their Support Points carefully. You should
with DG units at the end of Turn 1. You’ll see why capture.
plan your Support Point (SP) needs several turns in
on Turn 2 and 3… General Points
advance. Next to this you will have to take care of
5) Keep battalions of the same regiment within 3 the need for AGRAs, additional Corps HQ’s, Here are some short do’s and don’ts. Combine your
hexes of each other so you can combine them start- strongpoints, bridges and Depot and Mulberry con- battalions early. The regimental ZOC’s can keep the
ing on Turn 3. This is however, much harder to do struction. Manage your replacements and unit rest- Allies from attacking you in most situations and even
than it may seem. ing as they can make or break your build-up. This is cause them to back up a hex in clear terrain. Bring on
Specific Beaches – Turn 1 goals attrition warfare at its best so be prepared to use re- your artillery as soon as possible. Build strongpoints
Sword: The toughest beach of them all. The player placements and rest your spent units in time. It’s in clear terrain, especially on the east side of the Orne
must get a unit with a ZOC next to the Pegasus nice to always have an SP or two in pocket for that River. Assess the tactical need before supporting an
Bridge by the end of Turn 1 so it will be able to help special need and plain ahead. The German player HQ. When attacking, use massive armor to over-
6th Airborne on Turn 2. Be prepared to hold both will not have this luxury as the game progresses. whelm the Allies and avoid DG results. Disorga-
sides of the bridge against possible German attacks. Also, the proper allocation of airpower can signifi- nized results can be disastrous and cause your line to
cantly delay the arrival of the German reinforce- fall apart. If you feel an overwhelming urge to attack
Juno: Occupying Balsy is a must because if you
ments as happened historically. Use it to interdict all , make sure that you have a backup plan or that your
don’t the Germans will for sure.
mechanized reinforcements or to reduce German disorganized units can withstand an Allied counterat-
Gold: The easiest beach: Get your units across the Support Points. Delay of German forces reaching tack. Finally, pray for rain.
Seulles River and cover as much territory as possi- the front prevents early counterattacks and makes it
ble in order to stretch the Germans out. Take Arro- difficult for the German player to create a contigu-
manches as soon as you can so the British can start ous line between Caen and Bayeux. Finally, proper SUMMARY
rolling on the Mulberry Table on Turn 2. placement of the Depots is important if the game is Winning the game on either side depends on mak-
Omaha: Attack any WN’s that are RG in Landing to be carried over to include Operation Cobra. ing good decisions, this is especially so for the Al-
Phase 1. You will probably not have eliminated all THE GERMANS lied player. The Allies are not going to walk off the
WN’s by the end of Turn 1, that’s okay, but once map by Turn 10 (or Turn 30). It’s tough going be-
Turn 1: The Landings
you have a gap you’ll need to move out and get cause they don’t have enough Support Points to do
some distance from the beach. Leave a couple of There is not much for you to do during the first cou- everything that they want to do. So, the Allies must
WN’s for the follow-on forces; you need to get off ple of Phases except to watch the Allied tidal wave carefully allocate these SP’s, manage the landing of
that beach! The Germans are spread out behind roll in; but there are some key decisions to be made. supplies, husband their airpower and pray for good
Omaha beach, so put pressure on them by spreading 1) British Sector – Contain the beachhead as tight weather. The German player doesn’t have as many
out and getting depth by the end of Turn 1. as you can with ZOC units. Forget about attacking decisions to make. The biggest decisions being:
Utah: It looks easy but clearing this beach’s WN’s the 6th Airborne with the 21st Panzer Division un- where to deploy the skimpy forces available on the
and Garrisons is a time consuming task. Use the air- less it has a very poor drop or you can cut-off the first few turns and when, and where, to counterat-
borne units to eliminate the Garrisons. While you airborne troops form the beachhead. An attack may tack. Mistakes made will be less forgiving than for
are doing this, the Germans will be closing down on cost you steps from PG battalions, so be sure you the Allied player. One big mistake and the Germans
the beachhead. Your main goal for Turn 1 is to get can afford it. are toast.
one of the 4th Division regiment’s – with a ZOC – 2) American Sector – Activate the Schnelle battal- Milt Janosky
across the Merderet River on Turn 2. The 82nd Air- ions first and send them to Omaha beach. They are
OVERLORD: D-Day and the Beachhead Battles 23
I.C.B. Dear & M.R.D. Foot The Oxford Com- Roland G. Ruppenthal United States Army in
BIBLIOGRAPHY panion to World War II Oxford University World War II - The European Theater of Op-
Press; 1995 erations - Cross Channel Attack US Govern-
Ken Ford D-Day 1944 – Sword Beach & the ment Printing Office; 1953
Designer’s Note: A great many sources, both
large and small, were used (and there are a lot British Airborne Landings (3), Gold & Juno Roland G. Ruppenthal United States Army in
out there). The following is a select list of those Beaches (4) Osprey Publishing; 2002 World War II - The European Theater of Op-
sources, used by one or more members of the erations - Logistical Support of the Armies
Eric Hammel Air War Europa Pacifica Press;
design team, that most influenced our thinking Vol I & II US Government Printing Office;
and the outcome of the game design. Many 1994
1953
sources cited in The Killing Ground were also Max Hastings Das Reich Holt, Rinehart and
used in Overlord, but we did not repeat citing Winston;1981 Roland G. Ruppenthal Utah Beach to Cher-
them here. bourg (6 June-27 June 1944) US Army Cen-
James A. Huston Across the Face of France ter of Military History Online; CMH Edition
Select Sources – Liberation and Recovery, 1944-63 Purdue 1990
Stephen E. Ambrose D-Day June 6 1944: The University Press; 1998
Steven J. Zaloga D-Day 1944 – Omaha Beach
Climatic Battle of World War II Touchstone John Keegan Six Armies in Normandy Pen- (1), Utah Beach & the US Airborne Landings
Books; 1994 guin Books; 1983 (2) Osprey Publishing; 2003-2004
Stephen E. Ambrose The Supreme Com- W. Victor Madej U.S. Army Order of Battle -
mander Banner Book; XXXX European Theater of Operations - 1943– Atlases, Maps and Archive Material
Joseph Balkoski Omaha Beach: D-Day, June 1945 Game Publishing; 1983
Army Map Service, Corps of Engineers.
6, 1944 Stackpole Books; 2004 John Kennedy Ohl Supplying the Troops - France, Series M865 (Scale: 1/25,000)
Joseph Balkoski Utah Beach: D-Day, June 6, General Somervell and American Logistics GSGS, U.S. Army, 1944 (Third Edition, 1952)
1944 Stackpole Books; 2006 in WWII Northern Illinois University Press; USA/National Archives
1994
Donald R. Burgett Currahee! A Screaming Thomas E. Griess West Point Atlas for the
Eagle at Normandy Dell Books; 1967 Ken Wakefield Lightplanes at War - US Liai- Second World War—Europe and the Medi-
son Aircraft in Europe, 1942-1947 Tempus terranean Avery Publishing Group;
Matthew Cooper The German Army 1933- Publishing; 1999
1945 Scarbourgh House, 1990 U.S. Army in World War II Atlas – The Euro-
pean Theater The National Historical Society;
1996
Allied Support Point Cost German Support Point Cost
Summary Summary
Support HQ beyond its 1 Support an HQ Unit 1
Support Radius Increase HQ Support Radius 1
Resupply reduced artillery unit1 1 Resupply reduced artillery unit 1
Make a supported Attack 1 Make a supported Attack 1
Remove HQ Unsupported marker 1 Build an Improved Position (IP) 1
Activate AGRA from Holding Box2 3 Build an Entrenchment* 1
Add 1 Replacement Point 1 Release artillery from Holding Box 1
Rest a regiment/brigade3 1 Not required after the Build-up has ended.
Modify Mulberry construction 1 * May not build an entrenchment during the
Build-up.
Improve Depot construction die roll 1
Release an HQ from Holding Box 3
Build an Improved Position (IP) 1
Not required after the Build-up has ended.
1 AGRAs resupply using 2 SPs
2 Remove a landed HV artillery unit from map
Questions or Damaged/Missing
3 Each SP expended removes 1 level of negative Game Components?
effectivness from the regiment We welcome your comments and suggestions as
well as any questions or problems you might
have about the game.
Write to: New England Simulations
P.O. Box 496
Nashua, New Hampshire 03061
USA Copyright © 2007 New England Simulations, Nashua, NH 03061
Visit our web site for the latest information, OVERLORD: D-Day and the Beachhead Battles and The Killing
rules updates and downloads: Ground are New England Simulations’ trademarks for its World
War II operational games on the Normandy Campaign, 1944.
www.carpatina.com/nes Printed in U.S.A. 10/07 07-004OV
24 OVERLORD: D-Day and the Beachhead Battles