1. INTRODUCTION France '44 is intended to help explore the battle for France in 1944. Players are encouraged to adjust the transport and supply restrictions if they feel that one side has a decided advantage. Simply adding or subtracting the number of truck available to the allies can change the whole balance of the game. Extra truck counters are provided in one of the unused forcepools, and trucks may also be flipped over to change nationality. The victory conditions are designed to encourage the players to do better than their real-life counterparts did. If the game is played historically, it should end in a draw. Throughout the rules, designers comments will be indicated by being enclosed in brackets [] 1. MAPBOARD The Mapboard shows the theater of operations for the 1944-45 Battle for France from the Normandy beaches to Rhine River. It includes most of France, Belgium, Holland, Luxembourg and part of Germany. Terrain features are as follows: 1) SEA HEX- Any blue hex. 2) LAND HEX-Any non-sea hex. 3) RIVERS-Solid blue lines running between land hexes. 4) NAVIGABLE RIVER - Solid blue running through the center of land hexes. 5) CITY HEX- Any hex completely covered by grey and black mottling 6) TOWN HEX- Any hex with a small area of grey and black mottling in the center. 7) MAJOR PORT - Any city with an anchor symbol 8) MINOR PORT - Any town with an anchor symbol 9) FORTIFIED HEX-Any hex with blue hashmarks. 10) MOUNTAIN HEX-Any brown hex. 11) FOREST HEX-Any green hex. 12) NEUTRAL COUNTRIES- Gray areas (Switzerland, Italy and Spain). 13) BEACH HEX-Any hex containing yellow/brown mottling The navigable river running from the sea south to Switzerland is the Rhine River. 2. VICTORY CONDITIONS 2.1 The game is played for 47 turns. At the end of the game, the Victory points are totalled for both sides. The side with the most points wins. 2.2 The German player receives 1 victory point for each V unit which attacks London. 2.3 The Allied Player receives 1 victory point per turn for each City hex east of the Rhine River under Allied control. Cities on Rhine River hexes do not count towards this total. 3. UNIT COUNTERS 3.1 The unit counters represent the military formations and support units which took part in the Invasion of France and the campaign that followed. Green are US, Yellow are British, blue are French, dark grey are German. Trucks and supplies may flipped to represent both sides. 3.2 Information on a unit counter: TYPES: Headquarters (HQ) - Generally associated with the name of a General, these represent artillery and air support assets not organic to any particular unit. Reserve Infantry (German only) represented by an empty box, are associated with garrison, training or reserve units. These units were often under-strength, undertrained and under-equipped. Infantry are represented by an "X" Armored/Panzer are represented by an oval. Panzer Grenadier are represented by an infantry symbol overlaid on an armor symbol. These are mechanized infantry. (German only-most American and British infantry units were comparable to the German mechanized at this point, although the German formations often had heavier equipment.) Airborne are represented by wings. These are parachute trained infantry. Tactical Air units are represented by a fighter silhouette. Naval gunfire units are represented by a ship outline. Trucks are represented by a truck silhouette. These represent overland supply lines. Trucks are generic and may be flipped over to represent either allied or german. Transport are represented by a transport ship silhouette. These represent the naval transport assets for moving combat units over water. Strategic weapons - V rockets and SAC Bombers. These units, while rarely directly involved in combat operations in the campaign, may have a significant indirect impact. Supply dumps are represented by a depot symbol and a number showing the value. Supply markers are generic, and can be switched from allied to German by flipping them over. IDENTIFICATION: Identifies unit for historical reference. LW-Luftwaffe ground support troops. SS Schutzstaffel, German elite troops. COMBAT FACTOR-The first number is the basic combat strength for attacking and defending. MOVEMENT FACTOR-The second number is the maximum number of hexes a unit may normally move in one turn. 4. PREPARE TO PLAY 4.1 Load the savegame file named "F44.Setup" 4.2 The German player first places all his units,then the allied player places his units. Units may be placed anywhere on the mapboard, subject to the following restrictions: 4.21 No German units may be placed in England or Corsica. Allied units starting in England may be placed anywhere in England. Allied units starting in Corsica may be placed anywhere in Corsica. [Units in Corsica represent allied units available in the mediterranean theater at large.] 4.22 No units which are in the forcepool boxes in the "F44.Setup" may be placed on the map. These will be released from the forcepools through replacement during play. 4.23 49th and 51st SS Panzer Brigade (3-6), 3rd, and 15th SS Panzer Grenadier Divisions (5-5) and 106th Panzer Brigade (2-6), must be placed on any hex east of the Rhine river hexes 4.24 Allied naval support units must be placed in a port or all-sea hex. 4.24 No more than two units may be placed on the same hex. 4.25 No units may placed in Neutral Countries. 4.26 All air units must be placed on cities or towns. 4.27 The German player may distribute up to 100 supply points anywhere on the map. 4.28 Each side receives 18 trucks. 5. SEQUENCE OF PLAY 5.1 ALLIED TURN 5.11 Weather phase: The Allied player throws a die and adds the weather modifier from the turn chart to determine the weather conditions for the turn. 5.12 Allied replacement phase: Allied replacements are computed from accumulated replacement points. The Allied player may expend these points to resurrect units from the dead or new unit force pools, or reconstitute half strength units. Resurrected units are placed in England or Corsica. 5.13 Allied Support Phase: Allied air units are returned a maximum of 20 hexes to friendly towns or cities. The Allied player checks all his units for their isolation and supply status. The total supply capacity for this turn is determined and recorded. 5.14 Allied Invasion Phase: If he is invading this turn, the Allied player places his invading units on invasion hexes (see section 12 INVASIONS). 5.15 Airborne/sea transport Phase: The Allied player moves all of his units by sea transport that he wishes, lands invading units that are unopposed, and performs airborne drops. 5.16 Allied Movement Phase: The Allied player announces all his attacks, specifying air/naval support. He then resolves the attacks one at a time in the order in which they were announced. 5.17 Allied Tactical Air Phase: the Allied player places all his remaining air counters and strategic bombers that were not used in attack. 5.2 GERMAN TURN 5.21 German replacement phase: German replacements are computed from accumulated replacement points and strategic bombing results. The german may expend these points to resurrect units from the dead force pool, or reconstitute half strength units. Resurrected units are placed on the east edge of the mapboard. 5.22 German support Phase: German air units are returned a maximum of 20 hexes to friendly towns or cities. The German player checks all of his units for isolation and supply status. 5.23 German Movement Phase: The German player now moves all of his units on the mapboard that he wishes, and places new units on the east edge of the map if appropriate. New units may be moved on the turn of placement. 5.24 German Combat Phase: The German announces all his attacks, specifying air support. He then resolves the attacks one at a time in the order in which they were announced. 5.25 German Tactical Air Phase: the German player places all his remaining air counters that were not used in attack or interdicted. 5.3 END OF TURN 5.31 The allied player determines the number of allied units which moved or participated in combat (attack or defense). If this number is less than the total supply capacity for the turn, a number of supply counters equal to the difference may be placed on any allied controlled port. 5.32 The German player checks off one Turn on the Time Record Card and the players repeat steps 5.1 through 5.3 for the remainder of the game. 5.4 An Allied Turn and the following German Turn together represent one week. Turn 1, the first invasion turn is the first turn of the game. The game ends at the end of Turn 47, or when one side has surrendered. 6. MOVEMENT 6.1 In the movement portion or your turn you may move as many of your own units as you wish; all, some, or none. 6.2 Units are moved one at a time in any direction or combination of directions up to the limit of their movement factors. The die has nothing to do with movement, it is only used to resolve combat. 6.3 Each unit may move any number of hexes up to its movement factor, subject to terrain, supply, and the presence of enemy units. 6.4 Movement factors are not transferable from one unit to another, nor can they be accumulated from one turn to another. 6.5 Units may move over or stack on top of friendly units, but may never enter a hex occupied by an enemy unit. 6.6 Units may never move into neutral countries off the board.German units may not move into sea hexes. Allied units may moving into sea hexes subject to sea transport limitations. 7. STACKING 7.1 A player may stack two units in a hex, or two units and a HQ unit. Trucks, ships, supplies, mulberries, air and strategic warfare units do not count against stacking. 7.2 Units may move over friendly stacks, as long as at the end of the movement and at the end of combat no stack is in excess of the limits prescribed in 7.1. 7.3 Players may break up or recombine units into different stacks at any time during the movement phase or as a result of combat. 8. ZONES OF CONTROL 8.1 A unit's Zone of Control (ZOC) normally consists of its own hex and all six adjacent hexes: 8.2 ZOC does not extend across river hex sides, out of Rhine river hexes, or out to sea. 8.3 A unit must end its movement as soon as it enters an enemy ZOC, even if that hex is also in the ZOC of another friendly unit. 8.4 Units starting their turn in an enemy unit's ZOC may not move directly to another hex in that same unit's ZOC and then reenter that unit's ZOC. 8.5 A unit may move from a hex of an enemy unit's ZOC directly into a hex belonging to a second enemy unit's ZOC, providing that it does not remain in the ZOC of any unit whose ZOC it was in the start of movement. 8.6 The presence of a friendly unit in a ZOC does not negate the ZOC of an adjacent enemy unit under any circumstances. The ZOC of the enemy unit still serves to block movement, retreat routes, and cut off supply lines. 9. SPECIAL UNITS 9.1 Tactical air units may be alloted to attacks in the player movement phase. The number of air units allotted to an attack may not exceed the number of friendly divisions in the attack. Each air unit adds a combat factor of 1 to the attack. 9.12 Air units may not be placed further than 20 hexes from their position at the start of the turn. 9.121 2 air units may be stacked at the start of the turn in a town hex, and 4 air units in a city hex. Air units may not stack in any other hexes at the start of the turn. 9.13 Air units which do not support attacks may be placed in the tactical air phase. The presence of enemy air units in a hex negates the effect of friendly air units on a 1 for 1 basis. A unit placed in the tactical air phase has the following effects, assuming there are more friendly air units in that hex than enemy: 9.131 Enemy supply may not be traced through that hex. 9.132 Enemy units must expend an additional movement point to enter or leave that hex. 9.133 Defenders in that hex receive an additional combat factor for each air unit in the hex, not to exceed the number of divisions in the hex. 9.134 Enemy air and V-1 (after turn 9) units may not leave that hex. 9.14 Allied air units which are not used in a turn may be transferred between Corsica and England at the end of the turn. 9.2 The Allied strategic bomber unit is one unit with a factor of twenty. The strategic bomber is used to alter the german replacement rate. German replacements are reduced by one combat factor for each two unopposed strategic bomber factors devoted to bombing. The strategic bomber and escorting fighters are designated by placing them in the "Bomb" box in the upper left of the map. 9.21 Each German air unit within 5 hexes of the east edge of the mapboard may reduce the strategic bomber by one if it is not used for anything else in the turn, and has no allied air units placed on it. Allied tactical air units may negate German air units on a one for one basis if devoted to strategic bombing with the bombers. 9.22 Strategic bombers may also be used in a direct support role, adding it's factors to any attack. Note that if this is done, the German will receive its full replacement rate that turn. Strategic bombers may not be used against any City hex west of the Rhine river. Strategic Bombers may not be used in conjunction with amphibious assaults. Strategic bombers may be used against town hexes. [This rule is meant to provide the Allied player with a "carpet bombing" capability, but at the cost of reducing the strategic industrial bombing campaign, and a resulting surge in German replacements.] 9.23 Strategic bomber factors are reduced by half during any weather condition except clear. 9.3 German V units generate victory points for the German player. Beginning on Turn 2 the German receives one V-1 unit per turn. Beginning on turn 14, the German receives 1 V-2 unit per turn. 9.31 The German receives one victory point for each V unit delivered to London. V units have a range of 20. V units may be placed in any German controlled hex which can trace a supply line to the east edge of the mapboard. V units may be moved to London the turn after placement. Once moved to London, the V unit is removed and may reappear in a following turn per 9.3. 9.32 V-1 units may not pass through Allied air units after turn 9. V-2 units may always pass through Allied air units. 9.33 The number of V units is limited to the available counters. V units may not move once placed, and may not be used on the turn of placement. 9.4 Allied naval gunfire units may add their combat factor to any allied attack against units which are adjacent to a sea hex. 10. COMBAT 10.1 Whenever units end the movement phase adjacent to an enemy unit they may attack. Units that are in enemy ZOC may attack adjacent enemy units but do not have to attack. During each player turn the player moving his units is the attacker; his opponent is the defender. 10.2 Before resolving combat the attacker may move as many units as he wishes into attack positions, subject to stacking and movement restrictions. The attacker may make as many attacks as he wishes, but each attacking unit may only attack once per turn, and each defending unit may only be attacked once per turn. 10.3 After all movement is completed the attacker states which attacks he is making. He must commit himself for all attacks and allocate Air/Naval Support before any attacks are resolved. 10.4 The attacker resolves his attacks in the order in which they were declared, with the attacker executing each advance or retreat as each attack is resolved. Thus, an advance resulting from one attack may serve to cut retreat routes in a subsequent attack. 10.5 When two or more units attack one defending unit the attack factors of the attacking units are totaled into one combined attack factor. 10.6 When one unit attacks two or more defending units, the combat factors of the defending units are totaled into one combined defense factor. 10.7 When several units attack several defending units the attacker has the choice of how to divide combat, provided each attacking unit is adjacent to the specific defending unit that it is attacking. 10.8 Attacking units in the same hex may make separate attacks against different defending units. 10.9 If there is more than one unit defending a hex, the defending combat factors are added together. The attacker may not divide combat against stacked units on the same hex into more than one attack. 10.10 The attacker cannot split any one unit's attack factor and apply it to more than one attack. Similarly, a defending unit's defense factor cannot be split. 10.11 Odds may not be worse than 1-4. 10.12 No unit may attack more than once per turn. Similarity, no defending hex may be attacked more than per turn. 11. RESOLVING COMBAT 11.1 Once he has decided how to divide all combat, the attacker resolves each attack one at a time. The attacker totals the combat factors of all attacking units taking part in this attack including any adjustments to the defense strength due to terrain; then he totals the combat factors of all defending units being attacked in that attack, including any adjustments to the defense strength due to terrain. The "odds" of the attack must be reduced to the basic odds shown on the Combat Results Table (CRT). To so this, divide the smaller factor total into itself and into the larger factor total, The resulting two numbers (one of which is "1") are expressed as a strength ratio, placing the number which represents the attacker first in the ratio. Fractions of any size are rounded either up or down to the whole number most favorable to the defender. For example: 2-4 becomes 3-1;11-4 becomes 2-1;4-12 become 1-3; 4-11 becomes 1-3. 11.2 The odds thus determined, the attacker rolls the die and cross-indexes the result with the proper odds column of the CRT to the result of the attack. 11.3 The various combat results are explained below: A X - X attacking units are flipped to half strength by the attacker. If the unit(s) are already half strength, they are eliminated. A unit which has not been flipped can be flipped and removed, which counts for two. D X - X defending units are flipped to half strength by the defender. If the unit(s) are already half strength, they are eliminated. A unit which has not been flipped can be flipped and removed, which counts for two. AR - All attacking units involved in the attack are retreated, as determined by the attacker. DR - All defending units involved in the attack are retreated, as determined by the attacker. 11.31 Air and naval support units are never eliminated as a result of combat. Defending air units do not prevent advance after combat. 11.4 Units may not retreat into or through enemy ZOC, sea hexes, neutral countries, or off the board. A unit may not end its retreat in violation of stacking limits, in a hex yet to be attacked this phase, or in its original hex. A unit will continue to retreat until it is no longer adjacent to any enemy units. Units that cannot retreat are eliminated. Any losses are taken before retreats are accomplished. 11.5 If the defender's hex is vacated due to a combat result, surviving attacking units making that attack may advance into the defender's vacated hex immediately after the attack is resolved, providing stacking limits are not exceeded. The ZOC of defending units are ignored during advance after combat. 11.6 Units attacked at odds of 7-1 or greater are automatically eliminated. 12. AMPHIBIOUS OPERATIONS 12.1 The Allied player may perform amphibious operations (invasions) on any turn prior to turn 20 in which there is clear weather. 12.2 Only units which begin their turn in a port may be eligible for sea-transport. One sea transport point is required to transport an infantry division three hexes towards a proposed invasion hex, fractions rounded up. One sea transport point is required to transport an armor division two hexes towards a proposed invasion hex, fractions rounded up. For example, 4 transport points would be required to transport a single infantry unit from it's port of embarkation across eleven sea-hexes to it's proposed invasion site. The same trip would take 6 sea transport points for an armor unit. [Although the allies weren't lacking in maritime assets, transporting organic combat units required a more specialized type of ship. This rule is intended to show how the transport assets are taxed harder if the round trip takes longer. A single transport could conceivably make three or four or more round trips at the narrowest point of the channel in one turn, but that would drop to less than 2 if the destination is south of the Brittany peninsula.] 12.3 The invading units are placed on sea hexes adjacent to the beach hex to be attacked. Up to two units may be placed on each sea hex. No more than two land units may be used to attack a single beach hex from the sea. 12.4 Airborne Divisions may be dropped in any playable land hex not occupied be German units (see 18). Airborne Divisions may use sea transport and invade like Infantry Divisions, but they must consume sea transport points if used in this manner. 12.5 Units that are placed on sea hexes adjacent to vacant beach hexes must be moved onto those hexes, even if such movement places them in German ZOC. They may attack any adjacent German units. They may not move farther inland on the turn of invasion. 12.6 Units placed in sea hexes adjacent to beach hexes occupied by German units must attack those German units. German units may be attacked simultaneously both from sea and land hexes, which would be resolved as one attack. 12.7 Combat results requiring a retreat by the attacker may be ignored by the attacker. If a retreat is required, the attacking unit is automatically flipped over to half strength. The attacker may then return the reduced unit to England/Corsica or attack again using the new reduced value as the combat factor. Air/Naval support given to the first attack may be used in the second, but no new support may be added. 13. ALLIED REINFORCEMENTS 13.1 On all non-invasion turns Allied units in Britain or Corsica may be sea transported to Mulberry units or controlled port hexes. 13.11 A Mulberry unit may be placed on any beach hex which was successfully invaded by the Allies (an Allied unit advanced to that hex from a sea hex during an invasion) immediately after the combat phase. Once placed, a Mulberry unit may not move. If a German unit occupies the hex, the Mulberry unit is removed from play. A Mulberry unit is treated as a minor port after placement. A Mulberry unit may only be placed in a hex which can show a continuous line of sea hexes from it's starting position. [Mulberry units represent the barges that the allies used to create ad hoc harbors at the invasion site. These were code- named "Mulberries."] 13.12 A port is controlled if it has been occupied by an Allied unit. 13.13 Some ports may be accessible from the sea only by a navigable waterway. Sea transport may arrive in these ports only if there are no German units adjacent to the waterway between the port and the sea. 13.2 To be used for sea transport a minor port must be controlled during Allied supply phase of that turn. A Major port may not be used for sea transport if it has not been repaired. A Major port repaired to a supply level of 5 may accept one sea-transport unit. A Major port repaired to a supply level of 10 may accept two sea-transport units. 13.3 After sea-transport, units may not move further in that turn. This reflects the period required to assemble, offload and organize each unit. Only two units and an HQ may land in a port in any turn. 13.4 Sea-transported units placed adjacent to a German may attack in the same turn. 13.5 One sea transport point is required to transport any non-HQ division three hexes from a port hex to a port hex, fractions rounded up. For example, 4 transport points would be required to transport any unit from it's port of embarkation across eleven sea-hexes to it's proposed invasion site. HQ's may be placed on any port hex if they start their turn on a port hex, without consuming Sea Transport points. 13.6 Units may be brought ashore through any number of ports, subject to sea transport availability. 13.61 For each unit being sea transported, it must show a continuous path of transport points originating in the hex of embarkation, not more than three hexes apart, to the point of debarkation. One transport point may only transport one division per turn. 13.62 Parachute units that land by air drop do not consume sea-transport points; air dropping parachute units have their own limit: no more than 3 units may air drop in any one turn. Parachute units that land by sea consume sea-transport like infantry divisions. 13.7 The number of units that can be brought ashore is also limited by the Allied supply capacity (see 16.8, below). 14. SEA MOVEMENT 14.1 German unit may not move anywhere by sea transport. Allied units may move by sea transport only between England/Corsica and the continent. Movement from England/Corsica to the continent is governed by rule 13, Allied Reinforcements. 14.2 Allied units on the continent may move to England/Corsica by beginning their movement on any controlled port or Mulberry hex (see 13.1). They may then move to England/Corsica by expending sea transport points like any other sea-transport action. 14.3 Sea transport from one continental port to another on the same turn is not allowed. Sea transport between Britain and Corsica is not allowed. 15. REPLACEMENTS 15.1 One the 2nd turn and on every turn thereafter, the German player receives replacements from previously eliminated German units. 15.2 The German replacement rate is 10 combat factors per turn. Replacements may be taken from any type of unit except HQ units. The German replacement rate may be reduced by strategic bombing (see 10.2). 15.3 German replacement units are placed on the board at the start of the German player's turn. They may only be placed on any east-edge land hex north of Switzerland. If placed in an Allied ZOC, they may not move. Otherwise they may move and attack normally on the turn of placement. 15.4 From turn 4 on, the Allies may receive replacements from the dead or unused force pools. French units may not be used as replacements under this rule. Airborne units may not be selected as replacements before turn 20. 15.5 Units which have been reduced to half strength may be reconstituted to full strength using replacement factors. A unit may not be reconstituted if there are enemy units within two hexes at the start of the allied turn. A unit which is reconstituted may not move or attack in it's turn. 15.6 From turn 26 on, the Allies may receive French reinforcements if they control Paris. On the first turn the allies receive French reinforcements, they may receive one combat factor for each City on the continent controlled by the allies. Thereafter, the allies receive one French combat factor per turn. The allies may defer this as long as desired if they seek to capture more cities. French replacement units arrive in Paris. 15.7 Non-French replacement units are placed in Britain or Corsica and may be used normally on the same turn. 15.8 Unused replacement factors may be accumulated from turn to turn. Record accumulated replacement factors in the appropriate column in the Time Record Card. 16. ISOLATION AND SUPPLY CAPACITY 16.1 ISOLATION: A unit that cannot trace an unbroken path of hexes from the unit back to a source of friendly supply is isolated. 16.12 The path cannot pass through any enemy zone of control, any sea hex, any neutral country, nor the edge of the board. 16.13 For the Germans, all supply lines must be traced to the east edge of the board north of Switzerland or to a supply counter. 16.14 For the Allies, each supply line must go to some controlled port or to a supply counter. 16.15 Note that a unit not in supply is not necessarily isolated. 16.2 EFFECTS OF ISOLATION: 16.21 Units that are isolated at the beginning of their turn are automatically out of supply for the rest of that turn (see 16.6 below). 16.22 Units that are isolated both at the beginning and at the end of their turn are automatically flipped at the end of their turn to show they are at half strength. Units already at half strength are eliminated. 16.3 SUPPLY CAPACITY: In addition to avoiding isolation, Units must also meet supply capacity limitations. 16.31 Each minor port has a capacity to supply up to five divisions per turn, if controlled. Each major port has a capacity to supply a number of units from 0 up to 25 based on the repair condition of that port. A supply counter has a one-time capacity to supply the number shown on the counter. 16.311 If supply is drawn from a supply counter, that counter is reduced by the number of units which drew supply from it. 16.312 Major ports are considered to be damaged beyond use for the first two turns after they are captured by allied forces, and may not be used for supply or sea-transport. 16.313 The allied player may repair one port per turn. A port must have been in allied control for at least two turns to be eligible for repair. 16.3131 When a major port is repaired, it's supply capacity is increased by 5. A port may be repaired a total of five turns, for a maximum supply capacity of 25. Counters are provided to show the condition of repaired ports. 16.32 Supplies are transported by truck or by train. The allied player may not transport supplies by train. A truck may supply any number of units within 3 hexes, including other trucks, if that truck is in supply. In effect a supply line is a series of trucks no more than 3 hexes apart. [The main problem facing the allied commanders after the breakout from Normandy was insufficient trucks to maintain a long supply line. No ports east of Normandy were liberated until well into September, and those required some repair to be functional again. These problems were exacerbated by weather when the rain started.] 16.321 No more units may be supplied than the supply capacity of the source from which trucks draw their supply. 16.33 Rail lines may provide supply to German units if they can trace an unbroken line to the east edge of the mapboard, free of allied air units. The east edge has no limit on supply capacity. 16.336 Units in the same hex with a supply source are automatically supplied, and automatically count towards the supply capacity of that hex. 16.4 Units that cannot trace a supply line to a supply source that has the capacity to supply them are out of supply. Units that are out of supply at the beginning of their turn (when supply lines are traced) may not attack for the rest of that turn and have a movement factor of 1 that turn. 16.5 Units that start a turn in Britain are automatically supplied for the rest of that turn, even if they air drop, invade or land on the continent. 16.6 At the end of a turn, the allied player tallies the total number of units which either moved or participated in combat or both. If this number is less than the total supply capacity for the beginning of that turn, the allied player may place a number of supply counters on the continent equal to the difference. These counters may be used as one-time supply sources. A truck supply line must still be traced to the supply counter. [This rule is intended to allow the Allied player to build up a supply reserve on the continent without a port prior to launching an offensive by keeping his units out of action and relatively immobile.] 16.7 At the beginning of the game, the German player receives a number of supply counters. He may place these in cities and thus make them invulnerable to isolation as a result. Note that supply points are not consumed if a unit does not move or fight, therefore a unit holed up in a city with a supply counter could conceivably deny that city to the enemy indefinitely if they were never attacked. 17. STRATEGIC MOVEMENT 17.1 Supplied units may use strategic movement to double their available movement factors, provided that they are not adjacent to enemy units, including enemy air units, at any time during the turn. 17.2 All Allied units may use strategic movement. German reserve divisions may not use strategic movement. 17.3 German replacements may use strategic movement on the turn of placement. 18. AIRBORNE UNITS [German airborne units at this stage of the war were airborne in name only. After the disaster at Crete, airborne operations fell out of favor with the German high command. On the other hand, Allied airborne divisions had very real airborne capacities, as demonstrated at Normandy, Arnhem, Wesel. 18.1 Allied airborne divisions starting in any town or city in Britain may drop onto any hex on the Continent, within 20 hexes of their start hex. Airborne division drop before land movement, but after amphibiously invading units are placed to sea. 18.2 They may not drop onto hexes occupied by German units, mountain hexes, forest hexes, neutral countries, or sea hexes. They may land in German ZOC. 18.3 No more than 3 airborne divisions may drop on any one turn. 18.4 They may not move any father on the turn of drop. 18.5 There is no limit to the number of drops an airborne division may make in a game. 18.6 An airborne division is considered supplied during the turn that if makes a drop. 19. HEADQUARTERS UNITS [Headquarters represent theater assets such as close air support and artillery in addition to the organic assets of individual units.] 19.1 A HQ unit may lend its combat factor to any attack directed at a hex within two hexes of the HQ, and may lend its combat factor to any units defending within two hexes of the HQ. 19.11 HQ units cannot lend support to actions that do not contain at least one division that is the same nationality as the HQ unit. For the purposes of this rule, the British, Canadians, and Polish are considered to be the same nationality. 19.2 HQ units have a ZOC and enemy units entering it must stop and attack them as if they were attacking regular combat units. 19.3 Headquarters units do not count as normal units for stacking. Only one HQ may be present in any hex. 19.4 Only one HQ may lend it's support to any given combat. A single HQ can lend support to as many combats as take place within 2 hexes. 20. MOUNTAINS/FORESTS 20.1 Movement through Mountain and forest hexes is naturally slower than normal. Thus all land units expend 3 movement factors to move into a mountain hex, and 2 movement factors to move through a forest hex. 20.2 The defense factor of all units doubles while on a mountain or forest hex, even if attacked from another mountain or forest hex. 20.3 Zones of control may not extend into or out of forest hexes. 21. RIVERS 21.1 All land units expend 3 movement factors to cross a river, unless the unit is moving into or out of a town or city, or is following a rail line across the river. 21.2 ZOC do not extend across river hexsides. Thus, units may pass right by enemy units on the opposite side of a river without stopping. 21.3 If a unit attacks across a river, it's combat factor is halved, fractions rounded down. Combat factors are halved individually for each unit, thus two 5-factor units attacking across a river would have a total of four attacking factors. 21.4 Units must stop upon entering or leaving a Navigable river hex, unless it enters another navigable river hex or is moving into or out of a city hex. 21.5 Units may not attack out of a Navigable river hex into a non-navigable-river hex unless one of those hexes is a city or town. [Some rivers and estuaries in the theater presented formidable obstacles, most notably the Rhine river, which is extremely wide and flanked along much of it's length by steep bluffs. Three kids armed with slingshots could create a noticeable deterrent to crossing this terrain.] 22. CITIES 22.1 Cities are treated as normal land hexes for movement purposes. 22.2 The defense factor of all units triples when attacked while in a city. 22.3 All cities are considered to have rail lines through them for purposes of German supply. 23. TOWNS 23.1 Towns are treated as normal land hexes for movement purposes. 23.2 The defense factor of all units doubles when attacked while in a town. 24. FORTIFIED HEXES [This line of hexes running along the traditional German border west of the Rhine represents the Seigfried line, the German fortified area which they fell back to after the close of the Falaise gap.] 24.1 Fortified hexes are treated as normal land hexes for movement purposes. 24.2 The defense factor of German units (but not Allied) doubles when attacked while in a fortified hex. 25. BEACH HEXES 25.1 Beach hexes are doubled on defense from any attack from the sea, except on turns 1,5, 9 and 14. Beach hexes are treated as clear hexes otherwise. [Amphibious assault is a very difficult thing to accomplish under the best of circumstances. This rule reflects the vulnerability of German defenses during low-tide turns] 26. NEUTRAL COUNTRIES 26.1 Switzerland, Italy and Spain are neutral countries. [Of course, Italy was not neutral, but was not a significant factor in the Battle for France, as the French Alps combined with allied air power presented an effective barrier to movement] 26.2 No units may enter or pass through neutral countries, whether during their movement phase of as a result countries. 26.3 Supply lines may not be traced through neutral countries. TURN RECORD CHART You should print this chart out and use it to record accumulated reinforcements, weather results, and passage of turns. TURN CHART / REPLACEMENT RECORD Turn Date Weather Remarks 1 J 6-12 +1 1 2 U 3-19 0 5 WEATHER RESULTS: 3 N 20-26 0 1 Clear 4 27-3 0 2 2 Clear 5 J 4-10 0 1 3 Clear 6 U 11-17 0 4 Clear 7 L 18-24 0 5 Clear 8 25-31 0 6 Clear 9 A 1-7 0 1 7 Mud 10 U 8-14 0 8 Mud 11 G 15-21 0 9 Mud 12 22-28 0 10 Mud 13 29-4 0 11 Snow 14 S 5-11 0 1 12 Snow 15 E 12-18 +1 13 Snow 16 P 19-25 +1 14 Snow 17 26-2 +2 15 Blizzard 18 O 3-9 +2 19 C 10-16 +3 20 T 17-23 +3 3 21 24-30 +4 Mud: 22 31-6 +5 All movement halved (FRU). 23 N 7-13 +5 Supply ranges reduced to two for 24 O 14-20 +5 all trucks and combat units. 25 V 21-27 +9 Strategic bombers halved. 26 28-4 +9 4 No amphibious operations. 27 D 5-11 +9 28 E 12-18 +9 Snow: 29 C 19-25 +9 Only armor and mechanized exert 30 26-1 +9 ZOC. 31 J 2-8 +9 Supply range reduced to two for 32 A 9-15 +8 all trucks and combat units. 33 N 16-22 +7 Strategic Bombers halved. 34 23-29 +6 Number of allied TAC available 35 30-5 +6 equal to the result of two dice. 36 F 6-12 +5 37 E 13-19 +5 Blizzard: 38 B 20-26 +5 All units double defense 39 27-5 +4 All movement halved (FRU). 40 M 6-12 +4 Only armor and mechanized exert 41 A 13-19 +4 ZOC. 42 R 20-26 +4 Supply range reduced to two for 43 27-2 +3 all trucks and combat units. 44 A 3-9 +3 No Airborne drops. 45 P 10-16 +3 Strategic bombers, tactical 46 R 17-23 +3 air cannot be used. 47 24-30 +3 Notes: 1 Beach hexes not doubled against amphibious assault (25.1) 2 Begin Allied replacement rate. 3 Amphibious Invasion no longer possible. 4 French reinforcements available at Paris (see 15.6) Allied may select airborne units for replacements. 5 Begin German replacement rate. COMBAT RESULTS Die | 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 1 | A3R A3R A3R A3R A3R A2/D1 A1/DR A1/D2 A1/D2 2 | A3R A3R A2R A2R A2R A1/DR A1/D1R D1R D1R 3 | A3 A2 A1 A2 A1R/D1 A1/D1R D1R D2 D2R 4 | A2R A1R AR A1/D1 A1/D1R D1R D2R D2R D3R 5 | A1 AR A1/D1 A1/D2R D2 D2R D3R D3R D4 6 |A2/D1 A1/D1 A1/D2R D2R D3R D3R D4R D4R D4R A X - X attacking units are flipped to half strength by the attacker. If the unit(s) are already half strength, they are eliminated. A unit which has not been flipped can be flipped and removed, which counts for two. D X - X defending units are flipped to half strength by the defender. If the unit(s) are already half strength, they are eliminated. A unit which has not been flipped can be flipped and removed, which counts for two. AR - All attacking units involved in the attack are retreated, as determined by the attacker. DR - All defending units involved in the attack are retreated, as determined by the attacker.