1. introduction - grognard

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1. INTRODUCTION: The lights came on in the harbor as the small flotilla approached. Leading signalman Pike had been trained for this job, and he now flashed the codenames of several German torpedo boats. For the next few minutes, the ruse seemed to work as the searchlights went off and the British force narrowed the gap to its objective. Then a shot from shore rang out across the bow of the lead ship. Pike flashed back frantically. The German fire paused, but a real German force would have slowed. This flotilla gained speed. The bluff was wearing thin! The searchlights came up again and Beattie on the CampbeLtown gave the order to fire, as the German ensign was struck and the Union Jack hoisted up. It was 1:28 AM, March 28, 1942. The raid on St. Nazaire had begun. RAID ON ST. NAZAIRE is a solitaire simulation of the commando raid on the French port that challenges the player to better the amazing exploits of the British commando force.

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1. INTRODUCTION:The lights came on in the harbor as the small flotilla approached. Leading signalman Pike had been trained for this job,and he now flashed the codenames of several German torpedo boats. For the next few minutes, the ruse seemed to workas the searchlights went off and the British force narrowed the gap to its objective.

Then a shot from shore rang out across the bow of the lead ship. Pike flashed back frantically. The German fire paused,but a real German force would have slowed. This flotilla gained speed. The bluff was wearing thin!

The searchlights came up again and Beattie on the CampbeLtown gave the order to fire, as the German ensign was struckand the Union Jack hoisted up. It was 1:28 AM, March 28, 1942. The raid on St. Nazaire had begun.

RAID ON ST. NAZAIRE is a solitaire simulation of the commando raid on the French port that challenges the player to betterthe amazing exploits of the British commando force.

N-ONaval Movement: 8 [Costs: 8.1]

Open Sea (Combat: 7.4, Entrance: 8.1)

Over-Water Area: 3.12, 12.5

MMarkers: 2.2

MC (Multiple Casualties): 7.13

Mortar Fire: 11.52Movement (Land: 10, Naval: 8)

INDEXLLandings: 8.6Land Zones: 3.1

Long Range Fire: 11.51

Activation: 9.1Approach Exception: 7.5

Area: 3.11Armored Car 2.17,9.5, 10.5, [Exit of Enemy Area: 10.3], [Fire vs: 11.3]

A

B-CBeam: 2.22

Boats: 2.11

C (Casualty): 7.15

Campbeltown: 8.2, [Crew loss effect on gunnery: 7.182], [Dead In WaterException: 7.13], [Demolition: 12.6], [Explosion Exception: 12.6]

Commandos: 2.12Consolidation: 10.6

Covering Fire: 7.2, [Searchlight targets: 6.5]

DDamaged: 2.28, 12.4

Dead In Water: 2.25 [Mc: 7.13]

Delayed Action Torpedos: 8.42Demolition Attacks: 12

Destroyed: 2.28

Discovery: 12.21

Dockside Defensive Fire: 7.3

Dockside Guns: 2.26

E-FEvacuation: 8.3, [MF cost: 8.1]

Evade: 2.24, 7.17

Fire: 7.12

Fire Combat: 11.1

Fire Doctrine: 11.31

Flak Towers: 11.5

Forced Landings: 8.5

GGame Log: 2.3, 5.1

Grenade Attacks: 11.6

Guns: 2.15 [Restoration: 6.1], [Attacks vs: 11.4]

pPassengers: 7. 183

Power Station: 6.4

Preparation: 12.2

Prepared Charges: 2.29, 12.2

Primary Target: 12.1

RRemnants: 2.14

Remnant Consolidation: 10.6

Restoration: 6.1 [Activation: 9.4] [Power Station: 6.4]

sScenarios: 16

Scuttling: 8.21SearchlighlS: 2.16 [Attacks vs: 11.4] [Restoration: 6.1)

Sea Zones: 3.2

Sequence of Play: 4

Setup (British: 5.2; German: 5.3)

Ships: 13

Stacking: 10.1

Stosstruppen: 2.13 [Draw: 5.4]Sunk 2.27 [C: 7.181], [Sinking: 7.11)

H-KHarbor Defense Table: 7. I

Hexagonal Areas: 14.1

Identification Number: 3.131

Illumination: 6.2

KO (Knocked Out): 7.14

T-ZTorpedo Attack: 8.4

Turn Away: 2.24, 7.16

U-Boat Pens: 14

Units: 2.1Victory Points: 3.132 (15)

Withdrawn: 2.27 [German Ship Withdrawal: 13.2]

GLOSSARY:The player should read and understand all of the terms herein before at­tempting to piny the game.

adjacent: Directly connected to an Area by a common fire/movement line.

dr: (die roll). A roll of one die.

DR: (dice roll). A roll of two dice with the results of each added to formone combined number; e.g., a colored dr of 4 and a white dr of 3 equalsa DR of7.

drm: (die roll modifier). An artificial addition to an original die roll dueto an applicable rule or condition; e.g., a dr of 3 and a + I drm equalsa final dr of 4.

DRM: (dice roll modifier). An artificial addition to an original dice rolldue to an applicable rule or condition; e.g., a DR of 7 and a -1 DRMequals a final DR of 6.

Triad: A roll of three dice with the red die always being read as a separatedr and the roll of the other two dice being read (depending on ruleapplication) as either a DR or a SeLection DR. The result is always givena~ a three-digit number. For example; a red 4, a colored 3, and a white5 would be read as 435 (if a Selection DR) or 408 (if a normal DR).Alternately, a Triad could be resolved by making a separate dr and

DR/Selective DR. The Triad concept is used as a single three-dice rollonly to speed play.

SeLection DR: A roll of two dice with the results always read as a two­digit number with each digit ranging from I to 6; the colored dr beingread first. For example: a colored 4 dr and a white 3 dr is a SelectiveDR of 43. If that Selective DR is not acceptable, the closest applicableSelective Number is substituted with ties being resolved by the player'schoice. II is considered the next higher Selective Number following 66for this purpose; 21 is the next higher Selection Number after 16, etc.

Example: A Selective DR of 26 is closer to 31 (one less), than to 24 (two more). Therefore.if a Selective DR of 26 is made to determine whether a boat with a Selective Number of 31or a boat with a Selective Number of 24 is hit. me boat with Selective Number 31 is struck.

MF: (Movement Factor). The maximum number of points a unit mayexpend in moving from one point on the board to another point in anyone turn.

>: Greater Than~: Greater Than or Equal to

<: Less Than

;5;: Less Than or Equal to

2

RAID ON ST. NAZAIRERules Manual

2. GAME PIECES:

ReactivationDR Required

DISRUPTReactivation DRRequired ..... 2.7 re,urne

2.16 SEARCHLIGHTS: Each gray unit bearing a yellow Searchlightsilhouette represents a Searchlight which starts play in the Area listed onthat unit. Each Searchlight unit contains information listing its Setup Area,Land Combat Strength, and the Zones it may illuminate. The flip side showsthe Searchlight in a blackened condition to be used when the Power Stationhas been destroyed/damaged until auxiliary power has been restored (6.4).Searchlights are immobile and cannot be removed until destroyed.

FRONT BACKSetup Area~ SClUp Arca

12 Z }-lI1Uminalion

Land Combat 2 ~ Code Land CombatStrength Strength

2.17 ARMORED CARS: Stosstrupp units bearing asilhoueue of an Armored Car have their strength (5)contained inside a box symbol to signify their armored

status. Armored Cars do not suffer fractional losses. The flip side of thisunit contains only reminders of its special movement limitations (four MFalong single lines).

2.2 MARKERS: The following pieces (hereafter referred to as mnrkers)are informational only and used to represent the status of actual units.

~• ~:: 2.21 TURN: The Game Turn marker is placed in the

TURN TURN 0128 box of the Turn Record Chart at the start of playto Indicate the current Game Turn. Dunng the Move­

ment and Combat Phases of each Game Turn the player should flip theTurn marker to its respective nationality symbol-side as a reminder of whichside is currently firing or moving.

2.211 GERMAN MOVEMENT: The German Movement markeris placed on the German Movement Track to record the GermanMovement dr and movement capabilities for that turn (10.2).

G] 2.24 TURN AWAY/EVADE: These markers are placedIIAII =', on boats to reflect relative MF-loss due to fire on the-lMF -2MF Harbor Defense Table. Once a boat contains sufficient

MF-Loss markers to reduce its MF for that Game Turn to 0, no additionalMF-Ioss markers are placed on that boat. Two "Evade" results are theequivalent of one "Turn Away" result. Ifa boat already marked with anEvade marker suffers another "Evade" result, flip the current "Evade"marker to its "Turn Away" side.

2.25 ON FIRE/DEAD IN WATER: These markers areplaced on boats to reflect their status as a result of

:1TH OIlF -1TH attacks resolved on the Harbor Defense Table. Oncethe Campbeltown rams the Southern Caisson it is considered "Dead inWater".

~~2.26 DOCKSIDE GUNS: These markers are placed in

~ ~ those sea Zones containing boats that are being attacked---."",- --- - - by on-board Guns during the Dockside Defensive Fire

Phase as a reminder of the Base To Hit Number for that Zone during that

iEf)12.212 TARGET: The Target marker is placed on the boat whichhas just been hit to mark the target while resolving the Effect ofthat hit.

2.213 SHOTS TAKEN: The Shots Taken marker is placed on theTurn Record Track and moved along the numbered spaces to keep

TAKEN track of the number of shots during each Harbor Defense Fireand Dockside Defensive Fire series.

m1 m2.22 SEARCHLIGHT BEAM: A Searchlight BeamTH TH marker is placed in the Zone illuminated by its func-342 342 tioning Searchlight at the start of the Searchlight Phase.

The marker contains the Setup Area of the Searchlight as identificationand the - I drm/DRM that it bestows upon German To Hit dr anacks inthat Zone when effective. The flip side shows an ineffective SearchlightBeam (6.2).

2.23 OUT OF ACTIONIDISRUPTED: These markers are placed onGun/Searchlight units to reflect damage/intimidation inflicted by British fire.

FRONT BACK

OUT OfACTlOII2·3 resume4·1 diuupt

MF

DD: Destroyer

BACK

BACK

+-- --=20mm 20mm Quad

4- )(-37mm 88mm

GunStrength

AlreadyFired

MGB: Motor Gun Boat

MTB: Motor Torpedo Boat

Target Selection Number .....,..-_--,

Alarm Level

AssignedSea Zones

IH----- Slrength ----"It:!S!:......::..J

......I----Commander----+

4..-1------ Slrength ---....

Type

FRONT

FRONT

ML: Mowr LaunchTML: Torpedo Motor Launch

GunStrength

2.13 STOSSTRUPPEN: The blue units represent German "Stosstruppen"(thrust troops) who defended the port. Each unit represents a makeshiftinfantry force of varied size composed primarily of naval shore personnel,ship crews, and anti-aircraft troops. Only in the latter stages do actualinfantry of the 679th Infantry Brigade appear. Each unit lists its relativestrength at bonom and an Alarm Level in the upper right-hand corner insidea white circle. The flip side of each unit represents the same unit at a reducedstrength. Prior to play these units are sorted into five separate groupsaccording to their Alarm Level (I, 2, 3, 4, 5) to await entry into playthrough the German Activation process (9).

FRONT BACK

2.14 REMNANTS: Stosstrupp units printed in a lighter blue and withoutan Availability Code triangle are Remnants. They enter play only as replace­ments for Stosstrupp units (or as "change" for Remnant Consolidation;10.6) which have suffered partial losses. The flip side of each Remnantshows a weaker version of the same Remnant.

2.1 UNITS: The following colored pieces (hereafter referred to as units)represent the various forces that participated in the battle.

2.11 BOATS: All British vessels will be referred to as boa/s (although theCampbellOwn is technically a ship) and are individually represented bygreen units containing the name/type of boat, its commander, Gun Strength,Target Selection Number, and MF. The flip side of each unit representsthe same boat after having sustained sufficient damage to reduce itsmaximum speed. These units are moved only among the seven sea Zones.The Campbeltown is represented by two pieces moved together as asingle unit.

2.12 COMMANDOS: The tan units represent the British Commando teamswhich went ashore to destroy dock installations. Each unit lists the leaderof that Commando unit, its MF, and whether it is an Assault or Demoli­tion Party. Demolition units also list their Primary Target Area (ahhoughthis can be ignored if it differs from that entered on the Game Log forthat unit). The flip side of each unit represents the same unit printed ina lighter hue with a lessened MF due to being encumbered with wounded.These units are kept offboard until landed by their respective transport;their status being recorded on the Game Log.

FRONT BACK

p;~~::;~] ~~~---ffi2l .ffl/~ ~Nam~~ Newman

Demolition Assaul, Demolition Assault

2.15 GUNS: Each gray unit bearing a Gun silhouette represents a mannedGun which starts play in the Area listed on that unit. Each Gun unit con­tains information regarding its Setup Area. assigned Sea Zones (if any),and Land Combat Strength. In addition, the silhouette identifies the sizeof that Gun although these sizes have no effect on the play of the game.The flip side is an "Already Fired" marker which is used whenever theGun uses Dockside Defensive Fire during that tum. Gun units are inunobileand cannot be removed until destroyed.

FRONT BACK

3

phase. Each marker indicates the number of onboard Guns firing into thatspecific Zone during Dockside Defensive Fire (up to a maximum of 5)during that Game Turn.ISi;I ~~ 2.27 SUNK/WITHDRAWN: These markers show the

.'$'1>'" status of the printed German ship Locations (triangular~' Areas). Whether withdrawn or sunk, these markers

eliminate that triangular area for further movement/fire purposes (13.2).Sunk markers are also temporarily used with sinking British boats untilremoved at the end of the Naval Movement Phase.

~1~12.28 DESTROYED/DAMAGED: These markers are

. ~ used to show the status of Victory Point target Areasas a result of Commando Demolition/torpedo attacks.

Such Areas can still be entered normally [EXCEPTION: certain over-waterAreas; 12.5).

Charges 2.29 PREPARED CHARGES: The Prepared Chargesat Risk marker is placed on any Victory Point target after a+1 drm Demolition unit has passed its Placement dr (12.2). If

a Demolition attack results in a "No Effect", or the placing Demolitionunit is eliminated/leaves the Area, the marker is flipped to its "Chargesat Risk" side which lists the + I Demolition Attack drm that is applicableto future attacks by that set of charges.

2.3 GAME LOG: One Game Log sheet is filled out prior to the start ofeach game to record the designated Landing Area for each Commandounit and Primary Target of each Commando demolition unit. Any Areacontaining a red Victory Point Number can be selected as the PrimaryTarget of a Demolition unit, but no Area can be the Primary Target ofmore than one Demolition unit. In addition, blocks are provided for eachboat to check off Crew casualties as they are sustained, Passengers as theyare taken aboard, and Gun Strength as it is lost. To the right of each boatsection, blocks are provided to check off casualties for any Commandounit on that boat and the number of grenade/demolition attacks it has re­maining. The British should also keep a running tally of the number ofVictory Points earned on the Victory Point Display of the Game Log, andthe functioning Gun Strength of its flotilla as a whole by checking off losses(and the Gun Strength of boats Withdrawn to the Open Sea and ApproachZones) on the Flotilla Gun Display. The historic Landing Area and PrimaryTargets of the Commandos are printed in gray in the correspondingcolumns. These assignments can be changed during Prepare For Play; theyare provided for convenience and historical reference only.

3. THE MAPBOARD3.1 LAND ZONES: The gameboard has four land Zones (1,2, 3, or 4);each of which is separated by water from the others. In addition, thereare two offboard Holding Zones (5 and 6) used only for purposes of Gennanunii Activation and British Withdrawal. Units in these offboard HoldingZones have no effect on the movement/fire of units in connecting Areas,nor can they attack or be anacked in combat.

3.11 LAND AREAS: Superimposed over each land Zone is a pattern ofcircular, square, triangular, or hexagonal shapes called Areas connectedby lines of different types. It is over these connected Areas that the groundunits of each side will move and fire. There are four different types of Areas:

3.111 CIRCLES: Circular Areas represent generally open

O ground lacking good defensive terrain to protect an attackedunit. Areas depicted as double circle (336, 366, III) are thedesignated Landing Zones; they are no more vulnerab~e to at­tack than other circular Areas.

3.12 OVER-WATER AREAS: All caissons, gates, bridges, and mooredGerman ships are considered temporary land Areas because they can beeliminated if destroyed/sunk by the Commandos or if the ship is With­drawn. Such temporary land Areas are marked with the appropriateDestroyed/Sunk/Withdrawn markers as the occasion warrants .

3.13 AREA INFORMATION: Areas may contain the following information:

3.131lDENTIFlCATlON NUMBER: Each Area contains a three-digit num­ber unique to that Area which is used to identify that point on the map­board. For example, the Southern Caisson is Area #111. The first digitis the Zone Number. The second and third digits compose the ActivationNumber used to determine the activation of Stosstrupp units in that Area(see 9). For example, the Power Station in Area #315 has an ActivationNumber of 15. Some Areas contain two three-digit Identification Numbersbecause they are more likely sources to activate Stosstrupp. Only thoseAreas whose Identification Numbers are printed in red can activateStosstrupp units.

3.132 VICTORY POINTS: Any Area containing a Demolition target worthVictory Points will contain the name of that target and a circled red numberwhich is the amount of Victory Points awarded for the destruction of thattarget. For example, destruction of the Southern Caisson (Area # II I) isworth 12 Victory Points.

3.133 GUN/SEARCHLIGHT: Areas containing a Gun or Searchlight havetheir depiction printed inside the Area in black.

3.14 CONNECTING LINES: There are four types of lines connecting thevarious Areas:

3.141 SINGLE LINES: Single lines allow movement between connectingAreas at a cost of one MF per Area entered as well as fire combat betweenthose connecting Areas.

3.142 DOUBLE LINES: Double lines allow movement between connect­ing Areas at a cost of two MF per Area entered as well as fire combatbetween those connecting Areas.

3.143 TRIPLE LINES: Triple lines allow movement (only) between theHolding Zones and an adjacent Area at a cost of three MF. Fire is notallowed across Triple lines.

3.144 DASHED LINES: Dashed lines allow fire combat (only) betweenconnecting Areas. but not movement.

3.2 SEA ZONES: There are seven Sea Zones in the game (Open Sea,Approach, A, B, C, D and Avant Port (also referred to as Zone Z). Allboats start play in the Approach Zone and are limited to movement amongthese seven Sea Zones. No other units may enter these Sea Zones exceptas inherent boat Passengers. Sea movement is not allowed in the NormandyDock, Penhouet Basin, or St. Nazaire Basin (except for Gennan ship with­drawal in the St. Nazaire Basin to the U-Boat Pens; 13.2).

4. SEQUENCE OF PLAYDuring each Game Turn, play proceeds in the following order:

4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHTILLUMINATION (6.2) PHASE

4.2 NAVAL ATTACK PHASE

D

o

3.112 SQUARES: Square Areas represent buildings offeringgood defensive terrain.

3.113 TRIANGLES: Triangular Areas represent moored shipsoffering good defensive terrain with special rules for the move­ment of German units (13.1).

3.114 HEXAGONS: Hexagonal Areas represent the heavilyfortified U-Boat Pens which offer good defensive terrain andspecial rules for the activation and movement of Gennan units(14.2).

4

4.21 Germans attack using Harbor Defense Table (7.1).

4.22 British boats attack using the Covering Fire Table (7.2).

4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con­taining boats covered by functioning Guns (7.3). Flip firing Gun units totheir "Already Fired" side as their Sea Zone's Dockside Defensive Fireis resolved.

4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move­ment may move/make Torpedo attacks. Flip "Already Fired" markersback to their Gun unit side. Starting with the 0222 turn, roll for Germanship withdrawal (13.2).

4.31 After all boats are moved, remove sinking boats, "Turn Away",and "Evade" markers.

4.4 LOADING/UNLOADING PHASE: All boats currently in a LandingArea may load Passengers/unload Commandos.

4.5 GERMAN ACTIVATION PHASE: Make a DR on the German UnitActivation Table to determine the number of German units to be activated(9.1); that many Triads are then required to determine where they willbe activated.

4.6 LAND MOVEMENT PHASE:

4.61 Commando units may move (10.1).

4.62 Make the German Movement dr and mark the result on the GermanMovement Track. Eligible German units musl move (10.2).

4.7 LAND COMBAT PHASE (II):

4.71 Commandos may fire.

4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers(11.52).

4.72 German units must fire (11.31).

4.721 Eligible Flak Towers must engage in Long Range Fire (11.5).

4.8 DEMOLITION PHASE:

4.81 Demolition units wishing 10 set charges vs Victory Point targets makea Preparation dr (12.2).

4.82 Qualified units resolve Demolition attacks (12.3) or German unitsdiscover/remove charges (12.21).

4.9 END OF roRN: Consolidate German units (10.6). Advance the Turnmarker one space on the Turn Record Chart and return to step 4.1.

5. PREPARE FOR PLAY5.1 GAME LOG: The player fills out the Game Log. The transport of allCommandos has been predetermined. The player need only list the onedesignated Primary Target and planned Landing Area of each Commandounit in their respective columns. The historical Primary Targets/LandingAreas are listed in gray and are used unless altered by the player beforeplay commences.

5.2 BRITISH SETUP: All 18 British boats are placed in the Approach Zonein numerical order based on their Target Selection Numbers. TheCommando units are NOT stacked on top of them; they are assumedinherently present in their assigned transport until landed (which is signi­fied by checking the •. Landed" box for that Commando on the Game Log).Any casualties the Commandos incur while being transported are recordedon the Game Log (as they are throughout the game) by checking off theproper number of sections for that Commando from left to right. TheCommando units are not placed on the mapboard until they are "landed".

5.3 GERMAN SEroP: All Gun/Searchlight units are placed in their speci­fied·Areas. During the first turn only, Searchlight Beam 412 is placed inthe Approach Zone. During the ensuing Covering Fire and Dockside Defen­sive Fire Phases. Searchlight Beam 342 is also placed in the ApproachZone and all Guns capable of Dockside Defensive Fire vs Zone A(maximum of five) are allowed to fire on the Approach Zone.

5.4 STOSSTRUPPEN: The Stosstrupp (not Remnant) units are sorted intofive groups based on the number in their Alann Level circle. All the AlarmLevel .. I " Stosstrupp units are placed in an opaque cup to be randomlydrawn during the German Activation Phase. The other groups are keptseparate until the Draw Cup is empty, and then are placed one group ata time in the Random Draw Cup to be replaced, in turn, when the supplyof the previous Alarm Level group is exhausted; Alann Level 2 followingAlarm Level I, etc.

6. SEARCHLIGHT ILLUMINATION6.1 GUN/SEARCHUGHT RESTORA770N: A DR mustbe made for each non-functioning Gun/Searchlightmarked with an "Out of Action" or "Disrupted"

marker. A DR of 2 or 3 removes an "Out of Action" marker, and a DRof 4-7 flips an "Out of Action" marker to its "Disrupted" side. A DRof2-7 removes a "Disrupted" marker. Once "Out of Action" and "Dis­rupted"· markers are removed from a Gun/Searchlight unit, thatGun/Searchlight is considered functioning again.

5

m1 m6.2 ZONE IUUMINATED: At the start of each GameTH 1Tt2 Turn (following any necessary Searchlight Restoration142 DR; 6.1), a dr is made for each functioning Search-

light. [EXCEPTION: Searchlight 412 automatically illuminates theApproach Zone at game start and Searchlight 342 automatically illuminatesthe Approach Zone during the Covering Fire and Dockside Defensive FirePhase of the first Game Turn.] Each Searchlight unit has an alpha-numeric,three-digit Illumination Code listing the three possible Zones that Search­light can illuminate. A dr of 1-3 illuminates the first, a dr of4-5 illuminatesthe middle, and a dr of 6 illuminates the third Zone listed in that code.[EXCEPTION: All land Zones are ineligible for illumination until the turnafter Commandos have landed. Once all boats have been sunk or removedfrom all Sea Zones except the "Open Sea", all Sea Zones are ineligiblefor illumination. A Searchlight which has rolled an ineligible Zoneilluminates the first eligible Zone listed in its Illumination Code instead.

dr-I:)

C 4-5-6

If none of the Zones in its Illumination Code are eligible, it illuminatesits own Zone.) Upon determining the Zone illuminated by each Search­light for that turn, place its Searchlight Beam marker in the affected Zoneand make a dr to determine its effect. A dr > the number of boats orCommando units in a given Zone means that the Searchlight has not locateda target in that Zone and has no beneficial effect that turn so the Search­light Beam marker is flipped to its 0 DRM side. However, that Search­light is still considered to be functioning.

6.3 IUUMINATION EFFECT: The To Hit dr of German attacks can bemodified by -I in any Zone containing an effective Searchlight Beammarker. A Beam drm is considered to have been used only if applyingit is the only way to change a Miss result to a hit. This drm is not cumula­tive with other Searchlight modifiers, but is cumulative with the - I ToHit drm for a burning/Dead-in-Water boat. Once the Searchlight Beamdrm has been used to secure a hit, it has trapped that target unit in itsBeam for the remainder of its Game Turn (unless the boat enters a Zonethat the Searchlight cannot illuminate). Place the Beam marker on thaI unit,and flip the Beam over to its ineffective side for the remainder of the GameTurn. Any other attack vs that same unit during that Game Turn will stillbe subject to a Beam - I To Hit drm. It is not possible for a Beam tocause a hit vs a boat, and for that same Beam to cause more hits vs anyCommandos in that Landing Area during the same turn. A Beam can traponly one unit per turn.

1Al.::' 6.4 POWER STATION: If the Power Station (Area #315) is__ , destroyed or damaged, all Searchlight Beam markers are immedi-

ately removed, and all Searchlight units are flipped to their darkside (although still capable of fire as an immobile unit with a strengthof2). Two turns later and in all subsequent turns, those Searchlights mustmake a Restoration DR of s 7 to restore power with their auxiliarygenerators. Each functioning Searchlight must make one Restoration attemptDR per turn during the Searchlight Restoration Phase until successful oreliminated. A Searchlight which begins a Game Turn either "Disrupted"or "Out of Action" may not make a Restoration dr during that Game Turn,although it still makes a DR in an attempt to flip or remove its "Out ofAction"/" Disrupted" marker.

6.5 COVERING FIRE TARGETS: A Searchlight can be the target of aCovering Fire attack only if it is currently illuminating (regardless of effect)a Zone containing a boat with functioning armament. A Searchlight unitattacks/defends in land combat as a 2-Strength Stosstrupp but may be elimi­nated only by a successful Grenade/Demolition attack, although it can beput "Out of Action" by any hit whose Effect dr is ~ 3, or "Disrupted"by any hit whose Effect dr=2.

7. NAVAL ATTACKS7.1 HARBOR DEFENSE TABLE: The Harbor Defense Tablerepresents the cumulative effect of all German offboard andonboard Guns and Searchlights in the greater harbor area, and

may affect any boat(s) in any Sea Zone except the Avant Port and OpenSea Zones. Boats in Landing Areas (including Forced Landings; 8.5) arestill considered in their respective Sea Zones and can be sunk by HarborDefense/Dockside Defensive Fire.· Fire using the Harbor Defense Tableis resolved as an indeterminate number of "shots". Each shot is resolvedby the player making a To Hit dr as part of a Triad. Any To Hit dr s5 results in a Hit. A To Hit dr of 6 is a Miss. [EXCEPTION: Startingon the 0146 Game Turn and thereafter, any Harbor Defense Fire To Hit

dr oS 4 results in a Hit, and any Final dr > 4 is a Miss.] As part of eachTriad, a Selection DR is made to determine the boat hit by that shot. Ifthat boat has already been removed from play/scuttled or removed froma Zone in which it can be hit, a boat with the nearest Target SelectionNumber of all the boats present is hit instead. [EXCEPTION: As longas the Campbelrown has Crew aboard, the first shot of each Game Turnon the Harbor Defense Table is directed at the destroyer as a predesignat­ed shot. Thereafter, each burning boat (inclusive of the destroyer if ap­plicable) is subject to one predesignated shot before normal TargetSelection/To Hit Triads are rolled; therefore, if the CampbellOwn is burningit will be the subject of two predesignated shots. No To Hit dr is madefor a predesignared shot, so Misses are not possible, nor is a predesignat­ed shot counted against the maximum of 12 shots allowed per Phase.] TheGermans continue to fire using the Harbor Defense Table until an origi­nal Miss result which is not modified to a final Hit occurs, or they havemade 12 To Hit attempts (whichever occurs first). Record the number ofTo Hit attempts made during the current phase by moving the "ShotsTaken" marker along the Turn Record Chart. The To Hit dr is subjectto a - I drm for each of the following causes:

• Effective Searchlight Beam in the target's Zone or target boatunder a Searchlight Beam (see 6.3)

• Target boat is on fire• Target boat is Dead-In-Water

Mark the boat which has been hit by placing the "Target" marker onit while resolving/recording the effect of that hit. The effect of eachhit vs the applicable target is resolved by making a DR on the HarborDefense Table.

.. Not Applicable10 Campb(·/toun

@ Treat as "Fire, Me"instead vs Campbt'!rown

oII12......,..,....._

~s:;:J 7.11 SINKING: Half (fractions rounded down) of all remainingCrew/Commando/Passengers are lost. All remaining Crew/

- Commandos/Passengers of that boat not picked up during thatGame Turn are eliminated. Mark the boat temporarily with a Sunk marker,subtract all remaining Gun factors of that boat from the Flotilla Gun Dis­play, ar.d remove the boat at the end of the Naval Movement Phase. ASinking boat may not move in the ensuing Movement Phase, but can stillbe the target of additional fire during that Player Turn, and any Fire onboard is still in effect.kir.12 FIRE: The target boat is afire. Mark it with an "On Fire"

marker and flip it to its reduced-speed side [EXCEPTION: TheCampbelrown loses speed only by the "MC" (7.13) method]. All

subsequent shots vs it receive a -1 To Hit drm. Any subsequent "Fire"result vs the same boat will cause that burning boat [EXCEPTION:CampbellOwn] to explode with no survivors. A boat that explodes isimmediately removed and cannot be a target of subsequent fire.

O.ad in; 7.13 MC: Multiple Casualties have been incurred. Make a sub­Waler It sequent DR and mark off the resulting number of Crew and Com­QlIIIi' -1T11 mando sections shown on the white dr by splitting the white drnumber evenly between Crew and Conunandos with any remainder checkedoff from the Crew section. If no Commandos (or Passengers; 7.183) areon board, the Conunando casualties are ignored. [To determine which Com­mando unit aboard the Campbelrown takes casualties, make a Triad insteadof a DR. Casualties are determined by the white dr and the CommandoSUffering those losses is determined by the red dr. Example: A Triad drof 342 would cause one Crew casualty plus one Commando casualty tobe taken from Roderick. If that Commando has already been eliminated,no Commando losses are inflicted by that hit.] If the colored dr (nor rhered dr ofa Triad) is a 6, the boat has suffered a loss of speed and is flippedto its reverse side. Two speed loss results will leave a boat with no speed;mark it with a "Dead in the Water" marker which prevents any furthermovement of that boat. [EXC: Speed loss results never reduce theCampbelrown to less than one MF.]

7.14 KO: One Gun on the boat is Knocked Out. Mark off a Crew sectionand Gun section of the boat as well as a Gun section on the Game Log'sFlotilla Gun Display. If no Gun section remains unmarked, check off thetorpedo section. If neither Gun or Torpedo section remains, just checkoff one Crew section.

6

7.15 C: Mark off one section of the boat's Crew or Conunando section(player's choice). If no Commandos are on board, mark off one Crewse,ction.

[iJ 7.16 WRN AWAY: The boat is forced to alter course and Turn:. Away from enemy fire and loses two MF in the upcoming MPh.-211F Place a Turn Away marker on the boat.

Glo- 7.17 EVADE: The boat is forced to alter course to Evade enemy. _ fire and loses one MF in the upcoming MPh. Place an Evade

-l11F marker on the boat. If the boat is subjected to another "Evade"result, flip the Evade marker to the "Turn Away" side. Evade and TurnAway effects are cumulative until they equal or exceed a boat's total MFcapability for that Game Tum. All Evade and Turn Away markers areremoved at the end of the Naval Movement Phase regardless of how manyMF the boat lost during that turn.

7.18 C CONSEQUENCES: Crew losses can have the following con­sequences:

7.181 SUNK: Any boat (including the Campbelrown) which has lost allof its Crew sections due to attack or Evacuation (8.3) is sinking (as per7.11), temporarily marked with a Sunk marker, and removed at the endof the Naval Movement Phase.

7.182 CAMPBELTOWN: The destroyer loses one Gun factor for everycrew section loss sustained (in addition to any Gun losses caused by "KO"results) to a minimum of O. Mark the Flotilla Gun Display accordingly.

7.183 PASSENGERS: Passengers consist solely of evacuated Crews andCommandos from other boats (8.3). Whenever a boat suffers losses toits Commandos (by a C or MC result)-whether actually present or not­any Passengers on board suffer losses equal to those that should have beeninflicted on the Commandos. Once a boat picks up Crew/Commandos,the only function of that Crew/Commando is as a Passenger to be trans­ported back to Bntain for Victory Points. Evacuated Crews cannot manthe boats that pick them up, nor can evacuated Commandos be landed tofight again. Each boat is limited to 12 Passenger sections (minus anyunlanded Commando sections still present).

EXAMPLE: A Triad roll of 443 has been made (4 on 'he red dr. and a Sel""'ive DR of 43 (4on the colored dr). ML 192 has been hit. A subsequent Effects DR of 7 on Ihe Harbor FireTable resuhs in an "Evade. Me". An Evade marker is placed on lhe boal costing it one MFin the ensuing Movement Phase. The Me DR is an 11 (6 colored dr). Three crew sections ofML 192 are checked off as casualties. Two of Burns Commando sections are likewise removed.The boat is nipped to its "\ MF" -side due to the speed loss caused by the 6 colored dr. Had[he boat been carrying any Passengers. two sections of them would have been eliminated whetherBurns' Commandos were aboard or noC If the boat was carrying neilher Burns' Commandosnor any Passengers. the casualties would have been limited 10 the three Crew sections.

7.2 COVERING FIRE: British boats may return fire vs on-board Guns/Searchlights by selecting an eligible target, rolling a Triad, and consult­ing the Covering Fire Table. The red dr determines the effect of any hitresulting from the DR of the colored and white dice. The British may con­tinue to tire until they roll an "End of Phase" DR (i.e., a final DR of8 - 12), but there is a cumulative + I DRM for each subsequent Cover­ing Fire shot taken during the same Game Turn. The British may not fireat an Out of Action/Disrupted Gun/Searchlight but are otherwise free topredesignate any Gun/Searchlight unit as their target provided they currentlyhave a boat with functioning armament in a Zone which can be affectedby thaI target (See 7.5: 0128 Turn Approach Exception). There is alsoa DRM to the Covering Fire To Hit DR based on the number of Gun Factorsremaining on the Flotilla Gun Display. The applicable DRM is listed abovethe remaining Gun Factors of the Flotilla.

7.21 HIT EFFECTS: Any hit obtained on the Covering Fire Table isresolved by the red dr of the Triad as follows:

'r!__~~~~ta"'!~U

mark accordin I)'acCOrd~

~2, 7.3 DOCKSIDE DEFENSIVE FIRE: Any still-functioning onboard~ Guns must fire vs boats in their assigned Sea .Zones using the- - - . Harbor Defense Table to resolve any hits achieved. [EXCEP­

TION: Those Guns stacked with/adjacent to Commandos may not use Dock­side Defensive Fire; 11.4.] Such a Gun must fire on the closest Sea Zoneof its assigned Zones which contains a boat. The closest assigned Zonefor each Gun is listed in order of proximity on each Gun unit (read fromtop to bottom as Primary, Secondary, and Teniary Zones). Dockside Defen­sive Fire is used in each Zone containing a boat provided there is at least

one Gun firing into that Zone. The player totals the number of Guns firinginto each Zone to determine the applicable To Hit Number for that Zone(to a maximum of 5). All functioning Guns participating in a Zone's Dock­side Defensive Fire are flipped over to their "Already Fired" side andthat Zone is temporarily marked with an appropriate To Hit Number Dock­side Guns marker. These Guns may not attack boats in other Zones dur­ing that Game Thm-but can attack Commandos in land combat. All eligibleGuns must fire into their Primary Zone if it contains a boat. Guns willfire into their Secondary Zone only if their Primary Zone does not con­tain a boat, and so on for Tertiary Zones. There is no obligatory pre­designated shot vs the Campbeltown or burning boats when using DocksideDefensive Fire. Dockside Defensive Fire continues in each Zone until aTo Hit dr > the Zone's current To Hit Number results in a Miss whichis not modified to a hit or 12 Dockside Defensive Fire shots have beentaken during that Game Turn in that Zone (whichever occurs first). Markeach shot as it is taken by sliding the Shots Marker along the Turn RecordChart. To Hit drm and Effects are the same as for the Harbor DefenseTable; only the applicable To Hit Numbers change based on the numberof firing Guns in each target's Zone. Dockside Defensive Fire doesn't enduntil a final Miss has been recorded in each eligible Zone.

EXAMPLE: It is the Dockside Defensive Fire Phase of lhe 0134 turn and all German Guns areSItU functiontng e:JI.cept for 336 so Zone A has a Dockside Defensive Fire To Hit Number of5 (Guns 411. 311. 312. 300A. 300B) and Zone B has a Dockside Defensive Fire To Hil Numberof 4 (Guns 344, 222A. 2228. 113). Dockside Defensive Fire is resolved first in Zone A. Thefirst Triad is 621. The largel boat is ML 447 (TaTgel Selection Number 21·22) which is in ZoneA. The red To Hit dr of 6 resulls in a Miss and the end of the Dockside Defensive Fire Phasein Zone A unless ML 447 is on fire. or Dcad-in-Waler. or beneath a Searchlight Beam marker,or there is an effective Searchlighl Beam in Zone A. Since none of lhese conditions are prescn!.the Dockside Defensive Fire is over in Zone A and play now proceeds to resolution of DocksideDefensive Fire vs any boalS in Zone B. Had ML 447 been in anolher Zone instead, the targetwould have been the boat in Zone A whose Target Selection Number is closest to 21

7.4 OPEN SEA COMBAT: Boats withdrawing from play must spend oneGame Turn in the Open Sea Zone before moving off the board to Britainand safety. During the Harbor Defense Fire Phase (4.21) each boat in theOpen Sea must make a DR on the Open Sea Encounter Table. If it meetsopposition, it is attacked on the Harbor Defense Table accordingly. If not,or if it survives this turn's attack by the Harbor Defense Table with anyMF remaining. it is immediately withdrawn to the Britain box. If, afterany resulting attack, a boat has no MF remaining for that Game Turn.it must remain in the Open Sea box for another Game Turn and chancethe Open Sea Encounter Table again. Any attacks using the Harbor DefenseTable as a result of an Open Sea Encounter result in a hit with a finalTo Hit dr :s 5.

OPEN SEA ENCOUNTER TABLE

7.41 DESTROYERS: German destroyers attack with the Harbor DefenseTable normally, and after sinking the initial target boat may randomly selectanother boat currently in the Open Sea Zone to attack until it sinks, andso on until it makes a final Miss To Hit dr or all boats currently in theOpen Sea Zone are sunk or withdrawn.

7.42 PATROL BOAT: A patrol boat attacks with the Harbor Defense Tablebut must limit its attack to one boat per Open Sea encounter. There is a+ I drm to the German To Hit dr for each functioning Gun (not torpedo)section on the target boat.

7.43 AIRCRAFT: German aircraft altack with the Harbor Defense Tablebut are limited to a maximum of three To Hit dr. A Miss To Hit dr cancelsany remaining To Hit attempt in that Game Turn.

7.5 APPROACH EXCEPTION: During the 0128 turn only. all boats inthe Approach Zone are subject to Dockside Defensive Fire from any Guncapable of firing on Zone A. The boats, in turn, can use Covering Firevs all Guns wilh Primary/Secondary Zone coverage in Zone A as wellas Searchlights 342/412.

Fainnile "C" type MOlOr Gun Baal

7

8. NAVAL MOVEMENT.65·66 8.1 MF: Each boat unit has a printed MF which is the maximum~ number of points it can expend every lurn in movement.3TMTB4 [EXCEPTION: During the first two turns, no boat can expendmore than two MF per turn, so if the MTB suffers a single "Turn Away"result it cannot move during that Game Turn.) This MF can be reducedtemporarily by enemy fire ("Turn Away"I"Evade" markers), or perma­nently by damage (7.13). Movement costs are as follows:

One MF to enter a connecting Zone [EXCEPTION: it costs two MF tomove from the Approach Zone to the Open Sea; boats with only one MFremaining must use it to enter the "Near Approach" section of theApproach box instead-from where only one MF will be required on thenext turn to enter the Open Sea].

One MF to enter or leave a Landing Area in the same Zone.

One MF per boatlArea stopped at to pick upltransfer survivors in the sameZone.

One MF to make a torpedo attack vs a target in the same Zone.

One MF to ram Southern Caisson (Campbeltown only) in the same Zone.

All MF to allempt a landing (entering only ifsuccessful),in a non-designatedLanding Area (8.5) of the same Zone.

Campb¢ 11·12 8.2 CAMPBELTOWN: The destroyer must move tothe<?Z§ ~.JOO '3- Southern Caisson (Area #111) as qUickly as pOSSibleB<alli. ! 12 DO 2 and ram it. It will remain there immobile thereafter,

but any of its remaining Guns may continue to fire on the Covering FireTable until the ship is scuttled or sunk. All Commandos aboard may landon the Southern Caisson, and any remaining Crew may be picked up assurvivors in any following turn-even several turns after being scuttled.Check off the number of remaining Crew sections of the destroyer whenadding them as Passengers to an evacuating boat. The Campbeltown willcontinue to draw fire on the Harbor Defense Table and Dockside Defen­sive Fire until its crew is eliminated or the ship is abandoned. TheCampbeltown may not pick up survivors.

11·12 8.21 SCUITLING: The player may scuttle the destroyer (in order• . to improve the Demolition Attack dr; 12.6) during the Demoli­12 DO 2 tion Phase of any turn after the ramming turn. provided there is

still any Crew aboard, but scuttling eliminates all remaining Gun strengthon the destroyer and the Flotilla Gun Display must be marked accordingly.Check the "Scuttled" box for the Campbeltown on the Game Log andremove the rear hal f of the boat to reflect its scuttled status.

8.3 EVACUA110N: A boat may pick up departing Commandos from aLanding Area or survivors from any boat (regardless of condition) in thesame Sea Zone by checking off a number of Passenger spaces on the boatequal to the number of sections of the Crew/Commandos being pickedup and expending the necessary naval MF.

~> 8.4 TORPEDO A7TACKS: Each of the four Torpedo MotorIrwin Launches may make one torpedo attack per game during it's Move­

1TTML 2 ment Phase vs any Lock Gate or Sperrbrecher 137 if it expendsa MF for that purpose in the Zone containing that target. Mark off thetorpedo expenditure on the Game Log, and make a dr on the Torpedo AttackTable after you finish moving that boat. A torpedo attack that destroysSperrbrecher 137 eliminates Gun positions 300A and 300B. A "Damaged"result vs Sperrbrecher makes the ship easier to sink; it does not directlyaffect the Guns in any way.

8.41 drm: There is a -I drm to the Torpedo Attack Table if the targethas already been damaged. Otherwise, there is no effect for multipleDamage results vs the same target.

65·66 8.42 DELAYED ACTION TORPEDOS: MTB 74 was equipped~ with special delayed-action torpedos. This boat can therefore attack3Thin4 only Lock Gates and regardless of when they are fired, the torpedoattack is not resolved until game end. Record the target on the Game Logafter checking off the torpedo section when the attack is made.

8.5 FORCED lANDINGS: Commandos can be landed/picked up in anyArea whose circular depiction touches the Sea Zone containing the trans­porting boat. However, if the Area is not one of the two designated Land­ing Areas #336 and #366 (or #111 for the Campbeltown), the attempt costsALL of the boat's naval MF and is successful only on a dr of 1 or 2. Afailed Forced Landing/pick up attempt still costs all the boat's naval MFeven though no one is landed/boarded. A boat may not attempt a landing

at other than its designated Landing Area prior to the 0152 turn. Pickingup Commandos from a non-designated Landing Area requires the boatto pay ALL of its remaining MF in an attempt to make a Forced Landingand is successful only on a dr of I or 2.

8.6 LANDINGS: There is no limit to the number of boats that can occupya Landing Area. Although the boats are placed in that Landing Area, theyare still considered in the connected Water Zone, and therefore subjectto Harbor Defense Fire/Dockside Defensive Fire and immune to attacksby Stosstruppen.

10. LAND MOVEMENT1"~311 til) 110.1 BRITISH MF: The Commandos rehearsed theirM!!i ,. ~ p\ raid under night conditions and memorized a scale

Roy Roy model of the site. Consequently, they were morefamiliar with the terrain than the occupying Germans. Commando unitswith a Strength of four or more have three MF. Commando units reducedto a Strength of three or less are encumbered by wounded and have onlytwo MF. The player may move as many or as few Commando units ashe wishes. There is no limit to how many units may occupy each Area.

9. GERMAN ACTIVATION9.1 TURN RECORD CHART: Although the harbor defenses were fullymanned and alert at the start of the game, organizing infantry into assaultgroups to repel the surprise landing took longer. Only as the gameprogresses does the German infantry become a growing menace to theCommandos. The Turn Record Chart contains an Activation DRM foreach turn of the game. During the German Activation Phase, a DR is made,modified by the applicable DRM for that Game Turn, and the ActivationTable is consulted to determine the total number of possible Stosstruppunits activated that Game Turn.

ACTIVATION TABLE

EXAMPLE: On (he 0128 turn. the original Activation DR is an 8 which is modified by !he -3Activation DRM for thaI turn resuhing in a final Activation DR of 5. This yields the possibleActivation of fOUT Stosslrupp units.

9.2 UNIT SELECTION: Each Stosstrupp unit activated is randomly drawnfrom an opaque cup containing all of the available unused Stosstrupp unitsbearing the current Alarm Level. The next-higher Alarm Level group isadded to the cup automatically when the cup is empty. If the 5th AlarmLevel group is exhausted, add all eliminated Alarm Level 3,4, and 5 unitsto the Draw Cup.

Final DR# Units

<2 2

2

33

44

54

6

57

586

97

10 II

7 812 > 128 9

10.2 GERMAN MF: At the start of each turn's German Movement Phase,a Movement dr is made and the result recorded by moving the GermanMovement marker to that space on the Movement Track. All Stosstrupp/Remnants with a strength < the Move Number may not move during thatturn. All Stosstrupp/Remnants with a strength equal to the Move Numberhave one MF during that turn. All Stosstrupp/Remnants with a strengthone> the Move Number have two MF during that turn. All Stosstrupp/Remnants with a strength two or more > the Move Number have threeMF during that turn.

10.3 MF COSTS: Units move between connected Areas at a cost of oneMF per Area along the single connecting lines, and two MF per Area alongthe double connecting lines. It costs one extra MF to enter an Area con­taining an enemy unit. Only Commandos or Annored Cars may leave anenemy-occupied Area and must pay an additional MF to do so. MF can­not be accumulated for use in later turns, nor transferred to other units.Commandos have one less MF during the turn they are landed.

10.4 GERMAN MOVEMENT: During the German Movement Phase, allGerman units capable of movement must move towards the closest(measured in MF) landed Commando unit by the shortest, most direct routein an attempt to enter the same Area. If several equidistant Areas eachqualify as the "closest", the German units will move towards the Areacontaining the most Commando Strength points. If this is not sufficientto determine the route, settle the matter with a random dr. If there arecurrently no landed Commandos, German units will not move during thatturn.

10.41 EXCEPTIONS: There are three exceptions to the rules for Germanmovement:

9.3 ZONE/AREA SELECTION: For each activated Stosstrupp unit, a TriadDR is made todetermine where it will appear. The red dr determines theland Zone it will appear in (I, 2, 3, or 4). If the red dr is a 5 or 6, theunit will appear offboard in either the North (6) or South (5) Holding Zones.Stosstrupp units in Holding Zone 6 go to the 2nd Works Company Hold­ing Zone box if their Selection DR is 11-36; otherwise they go to the 4thWorks Company Holding Zone box. Stosstrupp units in Holding Zone5 go to the 705th Bn Holding Zone box if their Selection DR is 11-36;otherwise they go to the 703rd Bn Holding Zone box. The Selection DRof each Triad determines which Activation Area in that Zone will receivethe activated unit. If the Area selected already contains a Commando unit,or is a Withdrawn ship/destroyed Over-water Area or is in a Zone wheredue to destroyed Over-water Areas it cannot possibly reach a Commandounit, that Stosstrupp unit is not received and is returned to the Draw Cup,although it still counts against the total number of German units to beactivated that Game Turn.

9.4 GUNS/SEARCHLIGHTS: Whenever a Stosstrupp is activated in anArea containing an "Out of Action"/"Disrupted" Gun/Searchlight, thestrength of that Stosstrupp is reduced by one (flipped over) and theGun/Searchlight is automatically restored by removing the "Out ofAction"/"Disrupted" marker. However, the Searchlight is not illuminateduntil the start of the following Searchlight Illumination Phase (6.2).

9.5 ARMORED CARS: If the Final Activation DR (after modifi­cation) is 2: 12, the first resulting Stosstrupp unit received dur­ing that Game Turn is replaced by an Armored Car which must

appear in offboard Holding Zone 5. The replaced Stosstrupp unit remainsin the Draw Cup for later activation.

8

A. German units may not enter hexagonal Areas unless such entry willleave them in a British-occupied Area, or adjacent to one (14.2).

B. A German unit will not move closer to a Commando unit if it is capableof firing on a Commando unit from its present Area and it cannot enteran Area containing a Commando unit during that turn.

e. A German unit will not move towards the closest Commando unit ifit is unable to enter/move adjacent to that Commando's Area this turn andit can reach an Area from where it can fire on a Commando instead (e.g.,entering 462 to fire on 254 or 261). In this case the German unit will moveto the Area affording it the shot.

10.5 ARMORED CARS: Regardless of the German Move Number,= Armored Cars may move 4 MF per turn, but only along single­.., line movement connections [EXCEPTION: An Armored Car ml,lst

enter the game from Zone 5 via a Triple Line at a cost of three MF].

10.6 REMNANT CONSOLIDATION: At the end of each Game Turn, anyArea or Holding Zone containing no Comrilandos and two or more Germanunits whose combined strength does not exceed 6 must combine into onelarger unit whose total strength equals that of the two replaced uni~ providedthere are sufficient replacement units available in the "dead" or Remnantpile to accommodate the switch. Any excess Strength Points after the switchremain as excess Remnants. Only two such units in each Area or HoldingZone may consolidate per turn and the consolidation must create thestrongest possible unit from the available Remnants.

EXAMPLE: Two 4-Strenglh Slosslrupp unils occupy the 7051h Bn Holding Zone box al Iheend of (he Game Turn. They are exchanged for a 6-Strength and a 2-Slrength Stosstrupp unit.

PSW 232 (Heavy Annored Car)

11. LAND COMBAT11.1 FIRE COMBAT: Land Fire combat occurs between opposing landunits in the same or adjacent (i.e., connected) Areas. Only two units perside may auack from each Area per tum. The Commandos always resolvetheir attacks first. Only those German Strength points remaining after anyBritish attacks may return fire.

11.2 ORDER OF RESOLUTION: All combat between units in the sameArea must be resolved before other units may fire into that Area. A unitmay not attack an adjacent Area if there are currently enemy units in itsown Area.

11.3 FIRE A7TACKS: Each unit attacks separately; units never add theirstrength together to form a better combined attack. Each attack is fullyresolved before the next is declared. Each unit may attack only once perturn and must declare the target unit before resolving the attack. Each firingunit makes a To Hit dr (unless, of course, applicable To Hit drm makethe results automatic). If the To Hit dr is :s its strength. the firing unithas scored a hit. The following cumulative drm affect the To Hit dr:

drm CAUSEFirer is Commando Assault unitTarge! is in same Area as Firer

German firer in Hexagonal Area and/or vs Zone eomaining effective__.-=Sea=rchlight Beam marker

_...,.........,T".a...;rg:;.e_! is under a Searchlight Beam markerTarget is in square. t . W. or AreaFirer is Commando Demolition unit

Once a hit is achieved. an Effects dr is made to determine the numberof Strength Points lost by the defending unit [EXCEPTION: Armored Carsare immune to Fire combat; they are affected only by Grenade attacks;11.6. Guns/Searchlights are immune to partial losses; they can only beput "Out of Action"/"Disrupted"]. To speed play, the player may preferto make a DR instead; treating the colored dr as the To Hit dr, and thewhite dr as the effect of any resulting hit. Any casualties in excess of thedefending unit's strength are forfeit; they are not applied as a carry-overloss to other friendly units in the same Area.

11.31 GERMAN FIRE DOCTRINE: If order of resolution makes a differ­ence, German attacks are resolved in numerical order based on the num­ber of the Areas they occupy; i.e., if German units in Areas 407 and 410could both attack Commandos in Area 313, the German units in Area 407attack before the German units in Area 410. Within each Area, Germanunits attack in order of their strength with the larger strength unit attack­ing first. German units in range of more than one Commando unit, selecttheir targets based on the following priorities:

A. eo'iftIttli"do ilf ilTuminated AreaB. Commando in circular Area

C. C lido is Assauh unitD. Commando unit with most Strength

E. RMiIoiR dr

11.4 GUNS/SEARCHLIGHTS: Land Fire attacks will not destroy aGun/Searchlight. However, a Fire attack resulting in a hit with effect equalto the strength of the Gun/Searchlight will "Disrupt" it, and a Fire attackhit with effect> the strength of the Gun/Searchlight will put it •'Out ofAction". Besides Covering Fire, only a successful Grenade/Demolitionattack will destroy a Gun/Searchlight. However, any Grenade/DemolitionAttack vs a Gun in an Area containing only a "Disrupted"/"Out of Action"Gun/Searchlight (and no other German units) will automatically be suc­cessful (although Demolition attacks vs Victory Point targets in the sameArea must still be Prepared and rolled for separately). A Gun which wasmarked as having" Already Fired" during the Naval Attack Phase of thatGame Turn may still attack Commandos. Any Gun which is in the sameArea or adjacent to Commandos during the Naval Attack Phase will nottake part in Dockside Defensive Fire (7.3).

11.5 FLAK TOWERS: The five Gun positions in Zone 4 are elevated FlakTowers. The three northernmost Flak Guns cannot fire at boats, but, unlikeother Guns, all Flak Towers can engage in Long Range Fire at the endof the German Fire Phase. Otherwise, Flak Towers are treated the sameas other Guns.

11.51 LONG RANGE FIRE: Any functioning Flak Tower Gun which hasnot yet fired during that Game Turn may do so provided there is currentlya Commando unit in an Area which is color-coded the same as the firingGun's Area. However, Long Range Fire scores a hit only on a dr :s "2"(although this can be modified by an effective Searchlight Beam), and Long

9

Range hits result in only one Casualty section loss. German Long RangeFire target selection follows normal German Fire Doctrine (11.31) exceptthat such attacks may not be made vs an Area also containing a Germanunit. Two Areas (434 & 464) containing several Guns have two distinctcolors making up their Area Square to indicate the field of fire of theirrespective Guns. Each Gun may use Long Range Fire only vs Areas withthe same color as its respective side of the Square.

11I~3111.52MORTAR FIRE: The Commandos' only means of engagingM.5 in Long Range Fire is by an Assault unit in an Area color-coded

Moss the same as the target Flak Tower using 2" monars vs Flak Towersat the end of the British Fire Phase. Long Range Fire cannot be attemptedby a unit which has already fired during that turn. or which is presentlyin an enemy-occupied Area. Only a dr of I results in a hit (with noapplicable drm). Mortar hits are resolved in the same manner as Cover­ing Fire Hit Effects (7.21). Only Flak Tower Guns can be affected, otherGerman units in the same Area (including the different Guns in Areas 434and 464) are not hit.

11.6 GRENADE A7TACKS: Only Commando Assault units may makeGrenade allacks, and only against enemy units in the same Area as theallacking unit. A Grenade allack must be predesignated and takes the placeof that unit's normal Fire attack for that turn. A Grenade attack dr of I.2. or 3 eliminates all enemy units in that Area [EXCEPTION: A Grenadeattack vs a Gun will eliminate only that Gun, even if there are two Gunsin the same Area (2.22). See also hexagonal Areas; 14.2]. A Grenade attackdr of 4. 5, or 6 has no effect. Grenade attacks vs a "Disrupted"/"Outof Action" Searchlight/Gun eliminate that Searchlight/Gun without needof a dr (11.4). There are no drm to a Grenade allack. Each Assault unitis limited to a maximum of three Grenade allacks per game. Check offone Ammo box for the allacking Assault unit on the Game Log after eachGrenade allack whether successful or not.

11.7 LOSSES: Commando losses are recorded on the Game Log by check­ing off one Strength section for each Strength point loss and flipping theCommando unit to its 2 MF-side when it is reduced to :s 3 Strength.Gennan losses are exacted by flipping Stosstrupp units over to their reducedStrength side for a loss of one Strength Point, or replacing them with aRemnant unit of the proper strength. Eliminated/replaced German unitsare placed in the Remnant pile for future use as Remnants or RemnantConsolidation (10.6). The player should realize that eliminated units donot necessarily represent casualties. Any action sufficient to break the fight­ing spirit of a unit such that it does not aggressively seek combat is con­sidered elimination in game terms.

11.8 AMMO LOSSES: Every time a Commando loses one or more StrengthPoints (even while being transponed), it must make an Ammo dr. If theAmmo dr is > its current strength, it loses one Grenade/Demolition Chargeattack capability and must check off this loss on the Ammo section of theGame Log.

12. DEMOLITION ATTACKS

1j6 3 12.1 GENERAL: Only Commando Demolition units can makeDemolition attacks. Demolition attacks can only be made againstVictory Point objectives, Guns, or Searchlights in the same Area.

A Demolition unit can make only one Demolition attack per turn, but itsDemolition attack can be in addition to a normal fire combat attack. ADemolition unit can make a maximum of three successful Demolition attacksper game-check off one Ammo box for each Gun/Searchlight destroyedby that unit and for each "Charges Set" marker placed by that unit. Whenall the Ammo boxes of that unit have been checked off, that unit may nolonger attempt Demolition allacks. Demolition allacks are resolved bymaking a dr on the Demolition Attack Table. Mark Damaged/Destroyedtargets accordingly (2.28), and record Victory Points earned for destroyedtargets on the Victory Point Display. A "No Effect" result simply meansthat the unit was not yet ready to attempt Demolition. No Ammo is lost,and the unit may attempt another Demolition attack vs the same or anothertarget in the following turn [EXCEPTION: Campbeltown]. A Demolitionunit cannot make a Demolition atuuk vs a Victory Point target until AFTERit has destroyed its Primary Target.

Charges 12.2 PREPARATION: Before a Demolition unit canat Risk attempt a Demolition attack vs a Victory Point target+1 drm (not Guns/Searchlights) it must make a Preparation dr

:s its current Strength. Once this Preparation dr has been passed, the targetis marked with a "Prepared Charges" marker which will allow that Demo-

lition unit to make a Demolition Charge attack vs that target in any sub­sequent Demolition Phase in which it occupies that Area. If it fails to roll:5 its current Strength, it cannot make a Demolition attack vs that targetduring that Game Turn. If a Demolition Charge attack results in"Damaged", the Preparation dr must be passed again (using more Ammo)before that target can be the subject of another Demolition attack by thatunit. Only one "Prepared Charges" marker may be placed on the sametarget at the same time, although more than one Demolition unit may attempta Preparation dr for the same target in the same turn. If the placing Demo­lition unit is eliminated or leaves the target Area before the DemolitionAttack is resolved or if the result of the Demolition Attack is "No Result",the "Prepared Charges" marker is flipped to its "Charges at Risk" sidewhich adds a + 1 drm to any subsequent Demolition Attack dr by that setof charges. No other "Prepared Charges" marker may be placed in a TargetArea until the "Charges at Risk" marker has been removed by a success­ful Demolition attack or German Discovery (12.21). Any unit in the sameArea can make a Demolition Attack dr once the Prepared Charges markeris in place. The Preparation dr is subject to the following cumulative drm:

drm: Cause:

+ I The placing Demolition unit was allacked this turn

+ I Per functioning enemy unit in same Area• • .......~f

_.. . .- ~ - . . ."~

12.21 GERMAN DISCOVERY: Any Stosstrupp unit in an Area containinga "Charges at Risk" marker and no Commandos may remove that markerby making a DR :5 its current Strength during the Demolition Phase (4.82).

12.3 DEMOLITION ATTACK TABLE: Demolition Attacks are resolvedby a dr on the Demolition Attack Table. The following cumulative drmapply to any applicable Demolition Attack dr.

13. GERMAN SHIPSThe German vessels in the harbor proved to be an unexpected source

of effective resistance to the landed Commandos-accounting for asignificant amount of German firepower in the early stages of the raid.All German vessels are referred to as "ships". although technically theirsize may not warrant that term.

13.1 TRIANGULAR AREAS: The triangular Water Areas represent mooredGerman ships. German units in a triangular Area may not leave that Areaunless they leave an equal strength or stronger German unit remainingin that Area or they leave with the ship when it is Withdrawn (13.2). AStosstrupp unit cannot split into smaller units in order to allow such move­ment other than by normal Remnant Consolidation (10.6).

13.2 SHIP WlmDRA WAL: Beginning with the 0222 turn, German shipsin the St. Nazaire Basin will begin to withdraw from their moorings tothe U-Boat Pens. A dr is made during the Naval Movement Phase todetermine which white bracketed ship(s) with that white number will with­draw that turn. If those ships have already been withdrawn, sunk, ordamaged, no additional Withdrawal is made during that turn. Mark theArea of Withdrawn ships with a "Withdrawn" marker. The tugs do notwithdraw.

13.21 SHIPBOARD UNITS: If one or more Commando units board a ship(except Tugs), a Stosstrupp unit will automatically be activated in that Areaand the Commando unit may move no further during that turn. All Germanunits on a Withdrawn ship are moved to hexagonal Area. #443. All Com­mandos on a Withdrawn ship are immediately placed in the nearest con­nected land Area to that ship's Mooring Area. Each ship Withdrawn tothe U-Boat Pens results in one additional Stosstrupp unit being drawn andadded to hexagonal Area #443.

13.3 TARGETS OF OPPORTUNITY: Ships may not be designated as thePrimary Targets of Demolition units on the Game Log (5.1).

12.5 OVER-WATER AREAS: Any Demolition/torpedo attack vs a ship,gate, ·bridge, or caisson in an Area over water which destroys that target,eliminates that Area for the rest of the game-making movement throughit or into it impossible. Commandos in such an Area must exit it in theirnext Movement Phase or be eliminated. German units in such an Areawould be eliminated.

~12.4 DAMAGE: The British are awarded half Victory Points (frac­tions rounded down) for a Damaged target. However, this awardis not granted until the end of the game to prevent multiple awards

for subsequently Destroyed targets. Victory Points are never awarded morethan once for the same target, and multiple Damage results vs the sametarget have no additional effect. A Damaged target which is subsequentlydestroyed thereby removes that Damage marker.

12.6 CAMPBELTOWN: The Campbeltown attacks the Southern Caissonat game end as a special Demolition attack with a -2 drm. This drm isdecreased to -1 if the destroyer has not been scuttled (8.21) during a pre­vious Demolition Phase. Sinking is not a substitution for scuttling. Thisdrm is also reduced by one (to 0 or -1) if the destroyer's speed had beenreduced to 1 (7.13) before it rammed the Southern Caisson. Record thedestroyer's speed at impact and scuttling status on the Game Log forreference during the final Demolition Phase.

14. V-BOAT PENSThe U-Boat Pens were so stoutly fortified that the Commandos couldn'thope to destroy them outright. However, it was not beyond the realm ofpossibility that should they gain entrance, the Commandos could destroysome of the facilities and U-Boats therein (nine U-Boats were present duringthe raid).

14.1 HEXAGONAL AREAS: The hexagonal Areas represent the U-BoatPens. "Destroyed" markers are never placed in hexagonal Areas. Eachsuccessful Demolition attack vs hexagonal Areas #441 and #443 is worthfive Victory Points. Each successful Demolition attack vs hexagonal Area#444 (still under construction) is worth three Victory Points. These attacksmay be repeated (one per Demolition unit per turn per Area) as long asthere are qualifying Demolition units therein. The U-Boat Pens VictoryPoints can be earned over and over again for each successful Demolitionattack in that Area. Any Damage result drm must be applied to the nextDemolition attack in that Area-with a "Destroyed" resuh eliminatingthat Damage marker.

14.2 INHERENT U-BOAT PEN DEFENSE: The first time a Commandounit moves adjacent to a hexagonal Area, all three hexagonal Areas eachimmediately receive two Stosstrupp units from the Activation Draw Cup.This can happen only once per game. German units may move from onehexagonal Area to another but may not leave the confines of the three hex­agonal Areas. A successful British Grenade attack inside a hexagonal Areawill destroy only one German unit of the player's choice-not all Germanunits in the Area. Any German unit in a hexagonal Area may deduct onefrom its To Hit dr.

* Not Applicable 10 Campbelfown

- I Target was previously Damaged+ I Target is Northern/Soulhern Caisson'+ 1 Charges at Risk+ I DelOnated by Assault unit

drm Cause

4 Damaged

dr

HMS Campbellown(after overhaul for 51. Nazaire raid)

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15. VICTORY POINTS15.1 HOW TO WIN: The game ends when the last British unit is eliminatedor withdrawn from the board. All delayed Demolition/torpedo attacks arethen resolved and any resulting Victory Points (plus those for any Damageresulls) are recorded on the Victory Point Display. The game is won byamassing 70 Victory Points. Historically, the British earned 53 VictoryPoints; although their raid was considered a "victory", it accomplishedless than they set out to do. Indeed, before the delayed explosion of theCampbelrown, the Germans were congratulating themselves on having wonthe battle. Alternately, the player may wish to have to better his previoushigh score for a win.

15.2 SURVIVORS: In addition to Victory Points awarded for successfulDemolition attacks, the British earn fractional Victory Points for safelywithdrawing their men. Score .2 Victory Points for each Crew/Passengersection withdrawn to Britain. Score. I Victory Point for each Commandosection exited into land Holding Zones 5 or 6.

16. SCENARIOSPlayers may vary play of the historical scenario by experimenting withdifferent Primary Targets and Landing Areas. In addition, players mayexperience the possibilities of several hypothetical "what if" situationsby playing the following scenarios featuring slightly different rules.

16.1 NO BOMBfNG RAID: The Germans had been alerted to the possibilityof a raid by the highly erratic and suspicious behaviour of British aircraftimmediately preceding the raid. In this scenario, no Bombing raid is con­ducted and the alert status of the harbor defenses is accordingly less. There­fore, there is a + I DRM to the Effects DR of all hits on the Harbor DefenseTable for the first three Game Turns. In addition, the maximum numberof To Hit attempts allowed for the Harbor Defense Table is 10 per turn­not 12. Lastly, modify the German Activation by adding -I to the printedActivation DRM for each game turn.

16.2 U-593 INCIDENT: The British flotilla had been spotted at sea dur­ing its approach to SI. Nazaire by U-593. However, in the confusion ofescaping from the resulting depth charge efforts of the escortmg Britishdestroyers, the U-Boat was unable to trail the flotilla and consequentlytheir sighting signal gave only the last known and very misleading courseof the flotilla. Consequently, the 5th TBD Flotilla consisting of five 800-tondestroyers was dispatched from St. Nazaire to intercept the British on thewrong course. Had no message been sent and they been present in theharbor on the night of the raid, the resulls may have been far different.When playing this scenario, the ships of the 16th Minesweeper Flotillaare instead considered to be the destroyers Seeadler, Falke, Kondor, JagU£lr,and ·llis. Each destroyer starts the game with an 8-strength Stosstrupp uniton board (take from Alarm Level 5 group). The Victory Points awardedfor the destruction of each ship in this classification is doubled to two.All other rules remain the same.

CREDITSDESIGN:

Based on an original submissionby Rob Markham and Mark Seaman

DEVELOPMENT:Don Greenwood

PLAYTESTING:Rex Martin, Bruce Shelley,

Charles Kibler, Craig TaylorCOVER ART:George Parrish

MAPBOARD & INTERIOR ART:Charles Kibler

COMPOSITION:Colonial Composition

PREP DEPT. COORDINATORElaine AdkinsPRINTING:

Monarch-Avalon

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ContesIa:-hl every ilUe.M~'IIVe;"';ia6~you can enler to win friDI~ .~~;~;~~or any of The Avalon aiR ;1

4. SEQUENCE OF PLAYJ..}uring each Game Turn, play proceeds in the following order:

4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHTILLUMINATION (6.2) PHASE

4.2 NAVAL ATTACK PHASE

4.21 Germans attack using Harbor Defense Table (7.1).

4.22 British boats attack using the Covering Fire Table (7.2).

4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con­taining boats covered by functioning Guns (7.3). Flip firing Gun units totheir "Already Fired" side as their Sea Zone's Dockside Defensive Fireis resolved.

4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move­ment may move/make Torpedo attacks. Flip"Already Fired" markersback to their Gun unit side. Starting with the 0222 turn, roll for Germanship withdrawal (13.2).

4.31 After all boats are moved, remove sinking boats, "Turn Away",and "Evade" markers.

4.4 LOADING/UNLOADING PHASE: All boats currently in a LandingArea may load Passengers/unload Commandos.

4.5 GERMAN ACTIVATION PHASE: Make a DR on the German UnitActivation Table to determine the number of German units to be activated(9.1); that many Triads are then required to determine where they willbe activated.

4.6 LAND MOVEMENT PHASE:

4.61 Commando units may move (10.1).

4.62 Make the German Movement dr and mark the result on the GermanMovement Track. Eligible German units must move (10.2).

4.7 LAND COMBAT PHASE (II):

4.71 Commandos may fire.

4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers(11.52).

4.72 German units must fire (11.31).

4.721 Eligible Flak Towers must engage in Long Range Fire (11.51).

4.8 DEMOLITION PHASE:

4.81 Demolition units wishing to set charges vs Victory Point targets makea Preparation dr (12.2).

4.82 Qualified units resolve Demolition attacks (12.3) or German unitsdiscover/remove charges (12.21).

4.9 END OF TURN: Consolidate German units (10.6). Advance the Turnmarker one space on the Turn Record Chart and return to step 4.1.

RECOMMENDED READINGPlayers looking for pertinent material on this subject should purchaseVolume 24, No.4 of THE GENERAL magazine (available approximatelyApril 1988) which will feature an historical account of this action, a com­plete sample game replay, a contest, and tips on strategy and tactics forTHE RAID ON ST. NAZAIRE. See the accompanying GENERAL adver­tisement for ordering information.

OTHER SOLITAIRE GAMESWhile virtually all two-player wargames are frequently played solitaireby the simple expedient of playing each side in turn to the best of one'sabilities, a few-such as RAID ON ST. NAZAIRE have been speciallydesigned for solitaire play. Those interested in other excellent gamesdesigned exclusively for solitaire play are urged to look into PATTON'SBEST and B-1 7; QUEEN OFTliE SKY-as well as these fine solitaire gamesby our sister company Victory Games: AMBUSH, SILVER STAR, MOVEOUT, PURPLE HEART, BAnLE HYMN, and MOSBY'S RAIDERS.Merely send your request for a current Price List for the game of yourchoice to: Monarch-Avalon, 4517 Harford Rd., Baltimore, MD 21214or place your order by phone with any major credit card by calling tollfree 1-800-638-9292.

QUESTIONS ON PLAYWe regret that we cannot answer game questions by phone. However, wewill try to answer all reasonable queries provided you observe the follow­ing requests:

I. All questions must be accompanied by a stamped. self-addressed envelopebearing uncancelled U. S. postage sufficient for first class mail. Foreignersunable to secure U.S. postage may purchase an International Reply Couponsufficient for return postage from their local Post Office. Questions can­not be returned inside other ordered merchandise-keep your questionsseparate from orders.

2. Do not ask questions for more than one game. If your letter has to gofrom one designer to another, the chances of it being lost or delayed aregreatly increased.

3. Do not ask questions on design or historical subjects. This type ofmaterial is best covered in our magazine; THE GENERAL. Purchase ofthe recommended special feature issue of THE GENERAL covering thatgame is recommended.

4. Do not quote map references. You must provide us with a diagram ofany question requiring reference to the board.

5. Do not ask us to rewrite a rule for you or to explain it in other terms.We cannot take the time to write individual essay responses to vague ques­tions, nor can we possibly do so with any better results than the versionyou currently possess which underwent several carefully prepared drafts.Therefore, please phrase your questions in a Yes/No format and refer tothe proper rule numbers when posing a question.

6. Please take the time to see if you can answer your own questions. Mostquestions we receive are clearly answered in the rules. When writing tous, pose your questions carefully-most that we receive are so ambiguouslyworded that it is impossible to give a precise answer.

The Avalon Hill Game CompanyDivjsion of Monarch Avalon, Inc.

© 1987 The A\'lIIon HIll Game Company • Printed in USA

87400018·5088 6187 17131·4

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