The Battles for France

D-Day Variants

by Ty Bomba



The following three games are all D-Day variants which can be played without having to add new components to the game other than the Anzio "Unit Elimination Table" (players may opt to chuck the UET, but the author strongly suggests its use).

Except where herein added to or amended all Avalon Hill rules for Tournament Game D-Day apply.

SET UP

All three games start with the following set-up.

German

Place a 1-2-2 on each of the following hexes:

    F13, G14, H15, J17, K19, L20, L21, N21, M23, 025,Q27,Q28, R29, R30, V43, X42, EE42, FF41, LL44, QQ44, LL27, SS27, TT29, TT31, SS31.

Place two 1-2-2's in each of the following hexes: N24, T32, T35.

Place an 0-1-4 in each of the following hexes: 0030, HH30, BB40, V36, V31, T30, U26, L17.

Place a 3-4-3 on each of the following hexes: SS36, SS37, TT38, 0046, AA41, M22.

Place a 4-4-3 on each of the following hexes: 025, S28, V38.

Place two 4-4-3's on T33. Place a 4-4-4 on QQ32, II40, U32, T32.

Place a 7-7-4 on T33 and U33. Place a 6-6-4 on U33, U34, U35.

Place a 1-1-3 on T35. Place a 3-3-3 on U34. Place a 5-5-3 on U35. Place a 5-5-4 on U34 and U35.

Allied

The Allies select 11 infantry, 5 armor and 4 HQ units, and place them within the perimeter, formed by the German units, in the Normandy Peninsula. They may set up in German zones of control.

GERMAN RESERVES:

The 9SS is no longer considered part of the reserves (it is one of the 6-6-4's in the above set up). Take the rest of the reserves and put them out of the game; they will not appear until later. Any German unit which is not in the above set-up or in the reserves is considered to be in the dead pile.

REPLACEMENTS:

Germans may replace static and HQ units at the cost of their defense factors rather than their attack factors (that is, it now costs two replacement factors to bring back a destroyed static division).

FORTRESSES:

German units which start the game in fortresses west of Avranches may not move from them. As soon as the Allied player is able to he must attack those units or keep the fortress perimeters surrounded. ("As soon as possible" means as soon as German units, themselves not in the fortresses, no longer block Allied movement into Brittany.)

TIME

All of the games start on Turn 7.

SAC

The Allies have only one Strategic Air Strike available throughout any of the games.

SECOND INVASION

A second invasion may only be landed in the South of France. If no second invasion has been launched by turn 21, deduct six infantry and one armor units from the Allied Units Available Chart.

PARATROOP DROPS

The Allied Player may only drop paratroops on two turns in the game (they may be consecutive). At the start of the desired turn(s) he simply announces to the German Player that he will drop paratroops that turn, thus using up one of his drop turns.

HEADQUARTERS

The four Allied HQ units on the board at the start of the game may never be withdrawn. The Allied must always maintain at least four in supply HQ units on the continent. The Allied player may land troops in any invasion hex in Normandy. If the Allied player does not comply with the Headquarters and Fortresses rules section it results in the immediate loss of the game for him.

OPTIONALS

1. Use the Anzio Unit Elimination Tableto resolve combat. On turn 7, the first of every game, the Allied Player may use the "First Turn Surprise Table."

2. Combat becomes voluntary. Units do not have to attack adjacent enemy units. As soon as they move into an enemy zone of control they must stop and may move no further that turn. They may move on the next turn but the first hex they move into may not contain enemy zones of control.

The above rules apply to all three games.

GAME ONE, COBRA, SPECIAL RULES

Time Limit - Turn 7 to 11 inclusive.

How to Win - Allies win by capturing all three Paris squares and having them in supply, or by destroying German units whose combined attack factors total at least 65 points, while keeping their own losses at less than 60.

The Germans win by preventing the Allied Player from achieving either of his victory conditions.

GAME TWO, DRAGON'S TEETH, SPECIAL RULES

Time Limit - Turns 7 to 21 inclusive.

How to Win - The Allies win by

    1) getting and holding in supply at the end of the game, at least two hexes of the Siegfried Line, or

    2) having at least 65 German attack factors in that player's dead pile at the end of the game while having less than 60 in his own dead pile.

The Germans win by preventing the Allied Player from achieving either of his victory conditions.

GAME THREE, GRAND SLAM, SPECIAL RULES

Time Limit - Turns 7 to 31 inclusive.

How to Win - The Allies win marginally by clearing all German units from the west side of the Rhine/Ijssel River by the last turn of the game. They win strategically by having at least two divisions in supply on the east bank of the Rhine/Ijssel River at the end of the game. They win decisively if they can exit at least nine divisions off the east edge of the board, north of Switzerland, and have them in supply at the end of the game. Units once exited may not re-enter the board. For every division the Allies succeed in exiting, the German Player must remove one combat unit (a unit with an attack factor greater than zero) from the board, it may never re-enter the board.

The Germans win marginally if they prevent the Allies from achieving the Allied Decisive victory. The Germans win strategically if they can prevent the Allied Player from achieving either the Allied Decisive or Strategic victories. The Germans win decisively if they prevent the Allied Player from achieving any of his victory conditions. (Marginal is the lowest level of victory and Decisive is the highest.)

Counterstrike

On turn 22 the remaining six reserve units plus 24 bonus replacement factors become available to the German Player. The 24 replacement factors are in addition to any the German may have accumulated normally. These forces may be held back if desired and are brought on the board in any German held area which is in supply.

Shock Rules

Any time between turns 22 and 28 inclusive, the German Player may announce that "Shock Rules" are in effect. These rules last one complete turn (that is, if the German announced shock rules were going into effect when he began his portion of turn 23, they would last until the Allies were done making their turn 24 move). Shock Rules have the following effects:

    1. All units lose their zones of control.
    2. Allied movement rates are halved.
    3. The Allied Player may not drop paratroops or make an SAC attack.
    4. German units may voluntarily move out of supply.
    5. The German may use the "First Turn Surprise Table" for four attacks.
    6. The German Reserves and bonus replacements must appear on the board.

These variants were based largely on material gathered from Paul Carrell's book, Invasion, They're Coming!, and Chester Wilmot's The Struggle for Europe.


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