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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.
INDEX
A L
Activation: 9.1 Landings: 8 .6
Approach Exception: 7.5 Land Zones : 3. 1
Area: 3. 11 Long Range Fire: 11 .51
Armored Car 2. 17 , 9.5, 10.5, [Exit of Enemy Area: 10.3], [Fire vs: 11.3]
M
B-C Markers : 2.2
Beam: 2 .22 MC (Multiple Casualties): 7.13
Boats: 2.11 Mortar Fire: 11 .52
C (Casualty): 7 . 15 Movement (Land: 10, Naval: 8)
Campbeltown: 8.2, [Crew loss effect on gunnery: 7.182], [Dead In Water
Exception: 7. 13], [Demolition: 12.6], [Explosion Exception: 12.6] N-O
Commandos : 2.12 Naval Movement: 8 [Costs: 8 . 1]
Consolidation: 10.6 Open Sea (Combat: 7.4 , Entrance: 8. 1)
Covering Fire: 7 .2, [Searchlight targets: 6 .5] Over-Water Area: 3.12, 12.5

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Damaged : 2.28, 12.4 Passengers: 7. 183
Dead In Water: 2.25 [Mc: 7.13] Power Station : 6 .4
Delayed Action Torpedos : 8.42 Preparation : 12.2
Demolition Attacks: 12 Prepared Charges: 2 .29 , 12 .2
Destroyed: 2.28 Primary Target: 12.1
Discovery : 12.21
R
Dockside Defensive Fire: 7.3
Remnants : 2.14
Dockside Guns: 2 .26
Remnant Consolidation: 10.6
E-F Restoration: 6. 1 [Activation: 9.4] [Power Station: 6 .4]
Evacuation: 8 .3 , [MF cost: 8 . 1]
Evade: 2.24, 7.17
s
Scenarios : 16
Fire: 7.12
Scuttling : 8 .21
Fire Combat: 11 . I
Searchlights: 2.16 [Attacks vs: 11.4] [Restoration: 6.1]
Fire DoCtrine: 11.31
Sea Zones: 3.2
Flak Towers: 11.5
Sequence of Play : 4
Forced Landings: 8.5
Setup (British: 5 .2 ; German : 5 .3)
G Ships : 13
Game Log: 2 .3 , 5.1 Stacking : 10. 1
Grenade Attacks: 11.6 Stosstruppen: 2 . 13 [Draw: 5.4]
Guns : 2.15 [Restoration : 6. 1], [Attacks vs: 11.4] Sunk 2 .27 [C : 7 . 181], [Sinking : 7.11]

H-K T-Z
Harbor Defense Table: 7. I Torpedo Attack: 8 .4
Hexagonal Areas: 14. 1 Turn Away: 2.24 , 7. 16
Identification Number: 3. 131 U-Boat Pens : 14
Illumination : 6.2 Units: 2. 1
KO (Knocked Out) : 7 . 14 Victory 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 at- DR/Selective DR . The Triad concept is used as a single three-dice roll
tempting to play the game. only to speed play.
adjacent: Directly connected to an Area by a common fire/movement line. Selection DR: A roll of two dice with the results always read as a two-
dr: (die roll). A roll of one die. digit number with each digit ranging from 1 to 6 ; the colored dr being
read first. For example : a colored 4 dr and a white 3 dr is a Selective
DR: (dice roll). A roll of two dice with the results of each added to form DR of 43 . If that Selective DR is not acceptable, the closest applicable
one combined number; e.g . , a colored dr of 4 and a white dr of 3 equals Selective Number is substituted with ties being resolved by the player's
a DR of7 . choice. 11 is considered the next higher Selective Number following 66
drm: (die roll modifier) . An artificial addition to an original die roll due for this purpose; 21 is the next higher Selection Number after 16, etc.
to an applicable rule or condition; e .g ., a dr of 3 and a + 1 drm equals Example: A Selective DR of 26 is closer to 31 (one less), than to 24 (two more) . Therefore.
a final dr of 4 . if a Selective DR of 26 is made to determine whether a boat with a Selective Number of 31
or a boat with a SeJe~tive Number of 24 is hit . the boat wi th Selective Number 31 is struck .
DRM: (dice roll modifier). An artificial addition to an original dice roll
due to an applicable rule or condition; e .g ., a DR of 7 and a -1 DRM MF: (Movement Factor) . The maximum number of points a unit may
equals a final DR of 6 . expend in moving from one point on the board to another point in any
Triad: A roll of three dice with the red die always being read as a separate one turn .
dr and the roll of the other two dice being read (depending on rule > : Greater Than
application) as either a DR or a Selection DR. The result is always given
2: : Greater Than or Equal to
as a three-digit number. For example; a red 4 , a colored 3, and a white
5 would be read as 435 (if a Selection DR) or 408 (if a normal DR). < : Less Than
Alternately, a Triad could be resolved by making a separate dr and s : Less Than or Equal to

2
RAID ON ST. NAZAIRE
Rules Manual
2. GAME PIECES:
2.1 UNITS: The following colored pieces (hereafter referred to as units) 2.16 SEARCHLIGHTS: Each gray unit bearing a yellow Searchlight
represent the various forces that participated in the battle. silhouette represents a Searchlight which starts play in the Area listed on
that unit. Each Searchlight unit contains information listingits Setup Area,
2.11 BOATS: All British vessels will be referred to as boats (although the
Land Combat Strength, and the Zones it may illuminate. The flip side shows
Campbeltown is technically a ship) and are individually represented by
the Searchlight in a blackened condition to be used when the Power Station
green units containing the name/type of boat, its commander, Gun Strength,
has been destroyed/damaged until auxiliary power has been restored (6.4).
Target Selection Number, and MF. The flip side of each unit represents
Searchlights are immobile and cannot be removed until destroyed.
the same boat after having sustained sufficient damage to reduce its
maximum speed. These units are moved only among the seven sea Zones. FRONT BACK
The Campbeltown is represented by two pieces moved together as a
single unit.
Setup Area ~2
€)A
Z}-- Illuminatio n
Setup A rea ~12
G!'~ . .
Reactivation
Land Combat 2 3 Code Land Co mbat 2 i DR ReqUired
FRONT BACK Strength Stre ng th
Target Selection Number

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2.17 ARMORED CARS: Stosstrupp units bearing a
Gun .....I -- - -Commander - - - -¥ ~ silhouette of an Armored Car have their strength (5)
Strength Gun rID contained inside a box symbol to signifY their armored
Strength MF status. Armored Cars do not suffer fractional losses. The flip side of this
Type
unit contains only reminders of its special movement limitations (four MF
ML: Motor Launch MGB: Motor Gun Boat DD: Destroyer along single lines).
TML: Torpedo Motor Launch MTB : Motor Torpedo Boat
2.2 MARKERS: The following pieces (hereafter referred to as markers)
2.12 COMMANDOS: The tan units represent the British Commando teams are informational only and used to represent the status of actual units.
which went ashore to destroy dock installations. Each unit lists the leader

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• ~. 2.21 TURN: The Game Turn marker is placed in the
of that Commando unit, its MF, and whether it is an Assault or Demoli-
TURN T~RN 01~8 ~ox of the Turn Record Chart at the start of play
tion Party. Demolition units also list their Primary Target Area (although to indicate the current Game Turn . DUrIng the Move-
this can be ignored if it differs from that entered on the Game Log for ment and Combat Phases of each Game Turn the player should flip the
that unit) . The flip side of each unit represents the same unit printed in Turn marker to its respective nationality symbol-side as a reminder of which
a lighter hue with a lessened MF due to being encumbered with wounded . side is currently firing or moving .
These units are kept offboard until landed by their respective transport ;
their status being recorded on the Game Log. 2.211 GERMAN MOVEMENT: The German Movement marker
FRONT is placed on the German Movement Track to record the German
Movement dr and movement capabilities for that turn (10.2).
Primary 331
~~ 3 ~3 MF
~

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Target T ype 2.212 TARGET: The Target marker is placed on the boat which
Bradley Newman Name
has just been hit to mark the target while resolving the Effect of
Demolition Assault
that hit.
2.13 STOSSTRUPPEN: The blue units represent German " Stosstruppen "
(thrust troops) who defended the port. Each unit represents a makeshift 2.213 SHOTS TAKEN: The Shots Taken marker is placed on the

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infantry force of varied size composed primarily of naval shore personnel , Turn Record Track and moved along the numbered spaces to keep
ship crews, and anti-aircraft troops. Only in the latter stages do actual L..;.;';';';=J track of the number of shots during each Harbor Defense Fire

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infantry of the 679th Infantry Brigade appear. Each unit lists its relative and Dockside Defensive Fire series.
strength at bottom and an Alarm Level in the upper right-hand corner inside 1 2.22 SEARCHLIGHT BEAM: A Searchlight Beam
a white circle. The flip side of each unit represents the same unit at a reduced TH THmarker is placed in the Zone illuminated by its func-
strength. Prior to play these units are sorted into five separate groups 342 tioning Searchlight at the start of the Searchlight Phase.
342
according to their Alarm Level (I, 2, 3, 4 , 5) to await entry into play The marker contains the Setup Area of the Searchlight as identification
through the German Activation process (9). and the - I drmlDRM that it bestows upon German To Hit dr attacks in
FRONT BACK that Zone when effective. The flip side shows an ineffective Searchlight
Alarm Level Beam (6 .2).
2.23 OUT OF ACTION/DISRUPTED: These markers are placed on
*--i----- Strength ----il~_-.J Gun/Searchlight units to reflect damage/intimidation inflicted by British fire.
2.14 REMNANTS: Stosstrupp units printed in a lighter blue and without FRONT BACK
an Availability Code triangle are Remnants. They enter play only as replace- OUT OF .
ACTION Reactivation DR
ments for Stosstrupp units (or as "change" for Remnant Consolidation;
10.6) which have suffered partial losses. The flip side of each Remnant Required ---*
shows a weaker version of the same Remnant.
FRONT BACK

* -1I-- - - - Strength -----'-t~_J


GJ mOE
-1MF
2.24 TURN AWAY/EVADE: These markers are placed
on boats to reflect relative MF-Ioss due to fire on the
Harbor Defense Table . Once a boat contains sufficient
MF-Loss markers to reduce its MF for that Game Turn to 0, no additional
MF-Ioss markers are placed on that boat. Two "Evade" results are the
2.15 GUNS: Each gray unit bearing a Gun silhouette represents a manned equivalent of one "Turn Away" result. If a boat already marked with an
Gun which starts play in the Area listed on that unit. Each Gun unit con- Evade marker suffers another "Evade" result, flip the current "Evade"
tains information regarding its Setup Area, assigned Sea Zones (if any), marker to its " Turn Away" side.
and Land Combat Strength. In addition, the silhouette identifies the size a.·a~~i';i 2.25 ON FIRE/DEAD IN WATER: These markers are
of that Gun although these sizes have no effect on the play of the game. . ~ ~: .
placed on boats to reflect their status as a result of
The flip side is an "Already Fired" marker which is used whenever the ·1TH attacks resolved on the Harbor Defense Table . Once
OMF -1TH
Gun uses Dockside Defensive Fire during that turn. Gun units are immobile the Campbeltown rams the Southern Caisson it is considered " Dead in
and cannot be removed until destroyed.

--=
Water" .
FRONT BACK
---
20mm

4-
37mm
20mm Quad

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88mm
~
.w~
4
-- •
~ 2.26 DOCKSIDE GUNS: These markers are placed in
~~ those sea Zones contai~ng 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

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phase. Each marker indicates the number of onboard Guns firing into that 3.12 OVER-WATER AREAS: All caissons , gates, bridges, and moored
specific Zone during Dockside Defensive Fire (up to a maximum of 5) German ships are considered temporary land Areas because they can be

Is::1
during that Game Turn.

• ,~'<
,..r~
i$"b<
2.27
SUNK/ WITHDRAWN: These markers show the
status of the printed German ship Locations (triangular
Areas). Whether withdrawn or sunk , these markers
eliminated if destroyed/sunk by the Commandos or if the ship is With-
drawn. Such temporary land Areas are marked with the appropriate
Destroyed/Sunk/Withdrawn markers as the occasion warrants.
3.13 AREA INFORMATION: Areas may contain the following information:
eliminate that triangular area for further movement/fire purposes (13.2) . 3.131lDENTIFICATION NUMBER: Each Area contains a three-digit num-
Sunk markers are also temporarily used with sinking British boats until ber unique to that Area which is used to identify that point on the map-
removed at the end of the Naval Movement Phase. board . For example, the Southern Caisson is Area #111. The first digit

'_ '2used
.28 toDESTROYED/DAMAGED: is the Zone Number. The second and third digits compose the Activation

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' These markers are Number used to determine the activation of Stosstrupp units in that Area
. show the status of Victory Point target Areas (see 9). For example, the Power Station in Area #315 has an Activation
I) P as a result of Commando Demolition/torpedo attacks . Number of 15. Some Areas contain two three-digit Identification Numbers
Such Areas can still be entered normally [EXCEPTION: certain over-water because they are more likely sources to activate Stosstrupp. Only those
Areas; 12 .5]. Areas whose Identification Numbers are printed in red can activate
Char~es
atRIsk
2.29 PREPARED CHARGES: The Prepared Charges
marker is placed on any Victory Point target after a
Stosstrupp units.
3.132 VICTORY POINTS: Any Area containing a Demolition target worth
+1 drm Demolition unit has passed its Placement dr (12 .2). If Victory Points will contain the name of that target and a circled red number
a Demolition attack results in a "No Effect" , or the placing Demolition which is the amount of Victory Points awarded for the destruction of that
unit is eliminated/leaves the Area, the marker is flipped to its "Charges target. For example, destruction of the Southern Caisson (Area #111) is
at Risk " side which lists the + I Demolition Attack drm that is applicable worth 12 Victory Points.
to future attacks by that set of charges . 3.133 GUN/SEARCHLIGHT: Areas containing a Gun or Searchlight have
their depiction printed inside the Area in black .
2.3 GAME LOG: One Game Log sheet is filled out prior to the start of
each game to record the designated Landing Area for each Commando 3.14 CONNECTING LINES: There are four types of lines connecting the
unit and Primary Target of each Commando demolition unit. Any Area various Areas:
containing a red Victory Point Number can be selected as the Primary
Target of a Demolition unit, but no Area can be the Primary Target of 3.141 SINGLE LINES: Single lines allow movement between connecting
more than one Demolition unit. In addition, blocks are provided for each Areas at a cost of one MF per Area entered as well as fire combat between
boat to check off Crew casualties as they are sustained, Passengers as they those connecting Areas.
are taken aboard , and Gun Strength as it is lost . To the right of each boat
section, blocks are provided to check off casualties for any Commando
unit on that boat and the number of grenade/demolition attacks it has re- 3.142 DOUBLE LINES: Double lines allow movement between connect-
maining. The British should also keep a running tally of the number of ing Areas at a cost of two MF per Area entered as well as fire combat
Victory Points earned on the Victory Point Display of the Game Log , and between those connecting Areas.
the 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 Approach
Zones) on the Flotilla Gun Display . The historic Landing Area and Primary 3.143 TRIPLE LINES: Triple lines allow movement (only) between the
Targets of the Commandos are printed in gray in the corresponding Holding Zones and an adjacent Area at a cost of three MF. Fire is not
columns. These assignments can be changed during Prepare For Play ; they allowed across Triple lines .
are provided for convenience and historical reference only.
3.144 DASHED LINES: Dashed lines allow fire combat (only) between
connecting 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) . All
boats start play in the Approach Zone and are limited to movement among
3. THE MAPBOARD these seven Sea Zones . No other units may enter these Sea Zones except
3.1 LAND ZONES: The gameboard has four land Zones (I , 2 , 3, or 4); as inherent boat Passengers. Sea movement is not allowed in the Normandy
each of which is separated by water from the others. In addition , there Dock , Penhouet Basin, or St. Nazaire Basin (except for German ship with-
are two offboard Holding Zones (5 and 6) used only for purposes of German drawal in the St . Nazaire Basin to the U-Boat Pens ; 13.2).
unit Activation and British Withdrawal. Units in these offboard Holding
Zones have no effect on the movement/fire of units in connecting Areas ,
nor can they attack or be attacked in combat.
3.11 LAND AREAS: Superimposed over each land Zone is a pattern of
circular, square, triangular, or hexagonal shapes called Areas connected
by lines of different types. It is over these connected Areas that the ground
units of each side will move and fire. There are four different types of Areas : 4. SEQUENCE OF PLAY
3.111 CIRCLES: Circular Areas represent generally open During each Game Turn, play proceeds in the following order:

O
ground lacking good defensive terrain to protect an attacked 4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHT
unit. Areas depicted as double circle (336, 366, Ill) are the ILLUMINATION (6.2) PHASE
designated Landing Zones; they are no more vulnerab~e to at-
tack than other circular Areas. 4.2 NAVAL ATTACK PHASE
4.21 Germans attack using Harbor Defense Table (7.1).

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3.112 SQUARES: Square Areas represent buildings offering
good defensive terrain. 4.22 British boats attack using the Covering Fire Table (7.2).
4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con-
taining boats covered by functioning Guns (7.3). Flip firing Gun units to
3.113 TRIANGLES: Triangular Areas represent moored ships their " Already Fired" side as their Sea Zone's Dockside Defensive Fire
offering good defensive terrain with special rules for the move- is resolved .
ment of German units (13.1) . 4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move-
ment may move/make Torpedo attacks . Flip "Already Fired" markers

o 3.114 HEXAGONS: Hexagonal Areas represent the heavily


fortified U-Boat Pens which offer good defensive terrain and
special rules for the activation and movement of German units
(14.2) .

4
back to their Gun unit side. Starting with the 0222 turn, roll for German
ship 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 Landing
Area may load Passengers/unload Commandos .
4.5 GERMAN ACTIVATION PHASE: Make a DR on the German Unit
Activation Table to determine the number of German units to be activated
mm 1
TH
142
1T:2
6.2 ZONE ILLUMINATED: At the start of each Game
Turn (following any necessary Searchlight Restoration
DR ; 6. 1), a dr is made for each functioning Search-
light. [EXCEPTION : Searchlight 412 automatically illuminates the
(9. 1); that many Triads are then required to determine where they will Approach Zone at game start and Searchlight 342 automatically illuminates
the Approach Zone during the Covering Fire and Dockside Defensive Fire
be activated .
Phase of the first Game Turn.] Each Searchlight unit has an alpha-numeric,
4.6 LAND MOVEMENT PHASE: three-digit Illumination Code listing the three possible Zones that Search-
4.61 Commando units may move (10 . 1) . light can illuminate. A dr of 1-3 illuminates the first , a dr of4-5 illuminates
the middle , and a dr of 6 illuminates the third Zone listed in that code.
4.62 Make the German Movement dr and mark the result on the German [EXCEPTION: All land Zones are ineligible for illumination until the turn
Movement Track . Eligible German units must move (10.2). after Commandos have landed. Once all boats have been sunk or removed
4.7 LAND COMBAT PHASE (II) : from all Sea Zones except the " Open Sea", all Sea Zones are ineligible
for illumination. A Searchlight which has rolled an ineligible Zone
4.71 Commandos may fire . illuminates the first eligible Zone listed in its Illumination Code instead.
4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers dr
(11.52). 142 0- 1-3
@C 4·5
4.72 German units must fire (11.31). 2 B 6
4.721 Eligible Flak Towers must engage in Long Range Fire (11.51). If none of the Zones in its Illumination Code are eligible, it illuminates
4.8 DEMOLITION PHASE: its own Zone.] Upon determining the Zone illuminated by each Search-
light for that turn, place its Searchlight Beam marker in the affected Zone
4.81 Demolition units wishing to set charges vs Victory Point targets make and make a dr to determine its effect. A dr > the number of boats or
a Preparation dr (12.2). Commando units in a given Zone means that the Searchlight has not located
4.82 Qualified units resolve Demolition attacks (12 .3) or German units a target in that Zone and has no beneficial effect that turn so the Search-
discover/remove charges (12.21). light Beam marker is flipped to its 0 DRM side. However, that Search-
light is still considered to be functioning .
4.9 END OF TURN: Consolidate German units (10.6). Advance the Turn
marker one space on the Turn Record Chart and return to step 4. I . 6.3 ILLUMINA TION EFFECT: The To Hit dr of German attacks can be
modified by -1 in any Zone containing an effective Searchlight Beam
marker. A Beam drm is considered to have been used only if applying
it is the only way to change a Miss result to a hit. This drm is not cumula-
tive with other Searchlight modifiers, but is cumulative with the - I To
Hit drm for a burning/ Dead-in-Water boat. Once the Searchlight Beam
drm has been used to secure a hit, it has trapped that target unit in its
5. PREPARE FOR PLAY Beam for the remainder of its Game Turn (unless the boat enters a Zone
5.1 GAME LOG: The player fills out the Game Log . The transport of all that the Searchlight cannot illuminate). Place the Beam marker on that unit ,
Commandos has been predetermined . The player need only list the one and flip the Beam over to its ineffective side for the remainder of the Game
designated Primary Target and planned Landing Area of each Commando Turn . Any other attack vs that same unit during that Game Turn will still
unit in their respective columns . The historical Primary Targets/ Landing be subject to a Beam - I To Hit drm . It is not possible for a Beam to
Areas are listed in gray and are used unless altered by the player before cause a hit vs a boat , and for that same Beam to cause more hits vs any
play commences . Commandos in that Landing Area during the same turn. A Beam can trap
only one unit per turn .
5.2 BRITISH SETUP: All 18 British boats are placed in the Approach Zone

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in numerical order based on their Target Selection Numbers. The 42 6.4 POWER STATION: If the Power Station (Area #315) is
::.
Commando units are NOT stacked on top of them ; they are assumed or destroyed or damaged , all Searchlight Beam markers are immedi-
inherently present in their assigned transport until landed (which is signi- 2 ! ately removed , and all Searchlight units are flipped to their dark
fied by checking the "Landed" box for that Commando on the Game Log). side (although still capable of fire as an immobile unit with a strength
Any casualties the Commandos incur while being transported are recorded of2). Two turns later and in all subsequent turns , those Searchlights must
on the Game Log (as they are throughout the game) by checking off the make a Restoration DR of :5 7 to restore power with their auxiliary
proper number of sections for that Commando from left to right. The generators. Each functioning Searchlight must make one Restoration attempt
Commando units are not placed on the mapboard until they are "landed". DR per turn during the Searchlight Restoration Phase until successful or
eliminated. A Searchlight which begins a Game Turn either "Disrupted"
5.3 GERMAN SETUP: All Gun/Searchlight units are placed in their speci- or " Out of Action " may not make a Restoration dr during that Game Turn ,
fied Areas. During the first turn only , Searchlight Beam 412 is placed in although it still makes a DR in an attempt to flip or remove its " Out of
the Approach Zone. During the ensuing Covering Fire and Dockside Defen- Action" /"Disrupted" marker .
sive Fire Phases, Searchlight Beam 342 is also placed in the Approach
Zone and all Guns capable of Dockside Defensive Fire vs Zone A 6.5 COVERING FIRE TARGETS: A Searchlight can be the target of a
(maximum of five) are allowed to fire on the Approach Zone. Covering Fire attack only if it is currently illuminating (regardless of effect)
a Zone containing a boat with functioning armament. A Searchlight unit
5.4 STOSSTRUPPEN: The Stosstrupp (not Remnant) units are sorted into attacks/defends in land combat as a 2-Strength Stosstrupp but may be elimi-
five groups based on the number in their Alarm Level circle. All the Alarm nated only by a successful Grenade/Demolition attack, although it can be
Level " I" Stosstrupp units are placed in an opaque cup to be randomly put " Out of Action" by any hit whose Effect dr is ~ 3, or " Disrupted"
drawn during the German Activation Phase. The other groups are kept by any hit whose Effect dr = 2 .
separate until the Draw Cup is empty , and then are placed one group at
a time in the Random Draw Cup to be replaced, in turn, when the supply
of the previous Alarm Level group is exhausted; Alarm Level 2 following
Alarm Level I, etc.

7. NAVAL ATTACKS
~'J" 7.1 HARBOR DEFENSE TABLE: The Harbor Defense Table
represents the cumulative effect of all German offboard and

I
SHOTS
6. SEARCHLIGHT ILLUMINATION
- TC
I
~;tt 0 ~32
4 6.1 GUN/SEARCHLIGHT RESTORATION: A DR must
@ 3 be made for each non-functioning Gun/Searchlight
TAKEN onhoard Guns and Searchlights in the greater harbor area, and
may affect any boat(s) in any Sea Zone except the Avant Port and Open
Sea Zones. Boats in Landing Areas (including Forced Landings ; 8.5) are
4 0 2 2 marked with an " Out of Action" or "Disrupted" still considered in their respective Sea Zones and can be sunk by Harbor
marker. A DR of2 or 3 removes an " Out of Action" marker, and a DR Defense/Dockside Defensive Fire. Fire using the Harbor Defense Table
of 4-7 flips an " Out of Action" marker to its "Disrupted" side. A DR is resolved as an indeterminate number of "shots" . Each shot is resolved
of2-7 removes a " Disrupted" marker. Once " Out of Action" and " Dis- by the player making a To Hit dr as part of a Triad. Any To Hit dr :5
rupted " markers are removed from a Gun/Searchlight unit, that 5 results in a Hit. A To Hit dr of 6 is a Miss . [EXCEPTION: Starting
Gun/Searchlight is considered functioning again. on the 0146 Game Turn and thereafter, any Harbor Defense Fire To Hit

5
dr ~ 4 results in a Hit, and any Final dr > 4 is a Miss .] As part of each 7.15 C: Mark off one section of the boat's Crew or Commando section
Triad, a Selection DR is made to determine the boat hit by that shot. If (player's choice). If no Commandos are on board, mark off one Crew
that boat has already been removed from play/scuttled or removed from section.
a Zone in which it can be hit, a boat with the nearest Target Selection 7.16 TURN AWAY: The boat is forced to alter course and Turn
Number of all the boats present is hit instead. [EXCEPTION: As long r~~~, Away from enemy fire and loses two MF in the upcoming MPh.
as the Campbeltown has Crew aboard, the first shot of each Game Turn
on the Harbor Defense Table is directed at the destroyer as a predesignat-
--2MF Place a Turn Away marker on the boat.

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ed shot. Thereafter, each burning boat (inclusive of the destroyer if ap- 7.17 EVADE: The boat is forced to alter course to Evade enemy
plicable) is subject to one predesignated shot before normal Target EYAOE fire and loses one MF in the upcoming MPh. Place an Evade
Selection/To Hit Triads are rolled; therefore, if the Campbeltown is burning -lMF marker on the boat. If the boat is subjected to another "Evade"

it will be the subject of two predesignated shots. No To Hit dr is made result, flip the Evade marker to the "Turn Away " side. Evade and Turn
for a predesignated shot, so Misses are not possible, nor is a predesignat- Away effects are cumulative until they equal or exceed a boat's total MF
ed shot counted against the maximum of 12 shots allowed per Phase .] The capability for that Game Turn. All Evade and Turn Away markers are
Germans continue to fire using the Harbor Defense Table until an origi- removed at the end of the Naval Movement Phase regardless of how many
nal Miss result which is not modified to a final Hit occurs, or they have MF the boat lost during that turn.
made 12 To Hit attempts (whichever occurs first). Record the number of 7.18 C CONSEQUENCES: Crew losses can have the following con-
To Hit attempts made during the current phase by moving the " Shots sequences:
Taken" marker along the Turn Record Chart. The To Hit dr is subject
to a - I drm for each of the following causes: 7.181 SUNK: Any boat (including the Campbeltown) which has lost all
of its Crew sections due to attack or Evacuation (8.3) is sinking (as per
• Effective Searchlight Beam in the target's Zone or target boat 7.11 ), temporarily marked with a Sunk marker, and removed at the end
under a Searchlight Beam (see 6.3) of the Naval Movement Phase.
• Target boat is on fire 7.182 CAMPBELTOWN: The destroyer loses one Gun factor for every
• Target boat is Dead-In-Water crew section loss sustained (in addition to any Gun losses caused by "KO"
Mark the boat which has been hit by placing the " Target " marker on results) to a minimum of O. Mark the Flotilla Gun Display accordingly.
it while resolving/recording the effect of that hit. The effect of each 7.183 PASSENGERS: Passengers consist solely of evacuated Crews and
hit vs the applicable target is resolved by making a DR on the Harbor Commandos from other boats (8.3). Whenever a boat suffers losses to
Defense Table. its Commandos (by a C or MC result)-whether actually present or not-
DR RESULT any Passengers on board suffer losses equal to those that should have been
2 Sinking @ inflicted on the Commandos. Once a boat picks up Crew/Commandos,
3 Fire. MC the only function of that Crew/Commando is as a Passenger to be trans-
4 Fire. KO ported back to Bmain for Victory Points . Evacuated Crews cannot man
5 Turn Away·. MC • Not Applicable the boats that pick them up, nor can evacuated Commandos be landed to
6 Turn Away·. KO to Campbeltown fight again. Each boat is limited to 12 Passenger sections (minus any
7 Evade*, MC unlanded Commando sections still present).
@ Treat as "Fire. MC"
8 Evade* , C
instead vs CampbellOwn EXAMPLE: A Triad roll of 443 has been made (4 on the red dr. and a Selective DR of 43 (4
9 Evade·
10 MC on the colored dr). ML 192 has been hit. A subsequent Effects DR of 7 on the Harbor Fire
Table results in an "Evade. Me". An Evade marker is placed on the boat costing it one MF
II KO in the ensuing Movement Phase . The MC DR is an II (6 colored dr). Three creW sections of
12 C

I~·~r·l1
I
SINKING: Half (fractions rounded down) of all remaining
Crew/Commando/Passengers are lost. All remaining Crew/
ML 192 are checked off as casualties. Two of Burns Commando sections are likewise removed.
The boat is flipped to its " I MF'-side due to the speed loss caused by the 6 colored dr. Had
the boat been carrying any Passengers, two sections of them would have been eliminated whether
Burns' Commandos were aboard or not. If the boat was carrying neither Burns' Commandos
nor any Passengers, the casualties would have been limited to the three Crew sections .
. - .'" -'-~ Commandos/Passengers of that boat not picked up during that
Game Turn are eliminated . Mark the boat temporarily with a Sunk marker,
subtract all remaining Gun factors of that boat from the Flotilla Gun Dis- 7.2 COVERING FIRE: British boats may return fire vs on-board Guns/
play, ar:d remove the boat at the end of the Naval Movement Phase. A Searchlights by selecting an eligible target, rolling a Triad, and consult-
Sinking boat may not move in the ensuing Movement Phase, but can still ing the Covering Fire Table. The red dr determines the effect of any hit
be the target of additional fire during that Player Turn, and any Fire on resulting from the DR of the colored and white dice. The British may con-
board is still in effect. tinue to fire until they roll an "End of Phase" DR (i.e., a final DR of
8 - 12), but there is a cumulative + 1 DRM for each subsequent Cover-
On ..Flre ' 7.12 FIRE: The target boat is afire. Mark it with an " On Fire" ing Fire shot taken during the same Game Turn. The British may not fire
marker and flip it to its reduced-speed side [EXCEPTION: The at an Out of Action/Disrupted Gun/Searchlight but are otherwise free to
1,·,."...·-~1T~HrlCampbeltown loses speed only by the "MC" (7.13) method]. All predesignate any GUn/Searchlight unit as their target provided they currently
subsequent shots vs it receive a - 1 To Hit drm . Any subsequent " Fire" have a boat with functioning armament in a Zone which can be affected
result vs the same boat will cause that burning boat [EXCEPTION: by that target (See 7.5: 0128 Turn Approach Exception). There is also
Campbeltown] to explode with no survivors . A boat that explodes is a DRM to the Covering Fire To Hit DR based on the number of Gun Factors
immediately removed and cannot be a target of subsequent fire. remaining on the Flotilla Gun Display. The applicable DRM is listed above
Dead in ; 7.13 MC: Multiple Casualties have been incurred. Make a sub- the remaining Gun Factors of the Flotilla .
Waler if. sequent DR and rriark off the resulting number of Crew and Com- COVERING FIRE TABLE
OMF :1rH mando sections shown on the white dr by splitting the white dr DR RESULT
number evenly between Crew and Commandos with any remainder checked 2-7 Target Hit
off from the Crew section. If no Commandos (or Passengers; 7.183) are ~ 8 End of Phase
on board, the Commando casualties are ignored. [To determine which Com-
mando unit aboard the Campbeltown takes casualties, make a Triad instead 7.21 HIT EFFECTS: Any hit obtained on the Covering Fire Table is
of a DR. Casualties are determined by the white dr and the Commando resolved by the red dr of the Triad as follows:
suffering those losses is determined by the red dr. Example: A Triad dr
of 342 would cause one Crew casualty plus one Commando casualty to dr EFFECf
be taken from Roderick. If that Commando has already been eliminated, I Target Destroyed; remove the target unit
no Commando losses are inflicted by that hit.] If the colored dr (not the 2-3 Target Out of Action; mark accordingly
red dr of a Triad) is a 6, the boat has suffered a loss of speed and is flipped 4-6 Target Disrupted; mark accordingly
to 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 further 2' 7.3 DOCKSIDE DEFENSWE FIRE: Any still-functioning onboard
~~ Guns must fire vs boats in their assigned Sea Zones using the
movement of that boat. [EXC: Speed loss results never reduce the
Campbeltown to less than one MF.] ' - -" .. Harbor Defense Table to resolve any hits achieved. [EXCEP-
TION: Those Guns stacked with/adjacent to Commandos may not use Dock-
7.14 KO: One Gun on the boat is Knocked Out. Mark off a Crew section side Defensive Fire; 11.4.] Such a Gun must fire on the closest Sea Zone
and Gun section of the boat as well as a Gun section on the Game Log's of its assigned Zones which contains a boat. The closest assigned Zone
Flotilla Gun Display. If no Gun section remains unmarked, check off the for each Gun is listed in order of proximity on each Gun unit (read from
torpedo section. If neither Gun or Torpedo section remains, just check top to bottom as Primary, Secondary, and Tertiary Zones). Dockside Defen-
off one Crew section. sive Fire is used in each Zone containing a boat provided there is at least

6
one Gun firing into that Zone. The player totals the number of Guns firing 8. NAVAL MOVEMENT
into 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 Dock- 65·66 8.1 MF: Each boat unit has a printed MF which is the maximum
side Defensive Fire are flipped over to their •• Already Fired" side and ~ number of points it can expend every turn in movement.
that Zone is temporarily marked with an appropriate To Hit Number Dock- 3TMTB4 [EXCEPTION: During the first two turns, no boat can expend
side Guns marker. These Guns may not attack boats in other Zones dur- more than two MF per turn , so if the MTB suffe rs a single "Turn Away"
ing that Game Thm-but can attack Commandos in land combat. All eligible result it cannot move during that Game Turn .] This MF can be reduced
Guns must fire into their Primary Zone if it contains a boat. Guns will temporarily by enemy fire (" Turn Away "/"Evade" markers), or perma-
fire into their Secondary Zone only if their Primary Zone does not con- nently by damage (7.13). Movement costs are as follows :
tain a boat, and so on for Tertiary Zones . There is no obligatory pre- One MF to enter a connecting Zone [EXCEPTION: it costs two MF to
designated shot vs the Campbeltown or burning boats when using Dockside move from the Approach Zone to the Open Sea; boats with only one MF
Defensive Fire. Dockside Defensive Fire continues in each Zone until a remaining must use it to enter the "Near Approach " section of the
To Hit dr > the Zone's current To Hit Number results in a Miss which Approach box instead-from where onl y one MF will be required on the
is not modified to a hit or 12 Dockside Defensive Fire shots have been next turn to enter the Open Sea].
taken during that Game Turn in that Zone (whichever occurs first) . Mark
each shot as it is taken by sliding the Shots Marker along the Turn Record One MF to enter or leave a Landing Area in the same Zone.
Chart. To Hit drrn and Effects are the same as for the Harbor Defense ~ per boat/ Area stopped at to pick up/transfer survivors in the same
Table; only the applicable To Hit Numbers change based on the number Zone .
of firing Guns in each target's Zone. Dockside Defensive Fire doesn 't end
until a final Miss has been recorded in each eligible Zone. One MF to make a torpedo attack vs a target in the same Zone.
EXAMPLE: It is the Dockside Defensive Fire Phase of the 0134 turn and all German Guns are One MF to ram Southern Caisson (CampbeltolVll only) in the same Zone.
still functi oning except for 336 so Zone A has a Dockside Defensive Fire To Hit Number of
5 (Guns 411 ,3 11 , 312 . 300A, 300B) and Zone B has a Dockside Defensive Fire To Hit Number
All MF to attempt a landing (entering only if successful) in a non-designated
of 4 (Guns 344. 222A. 222B. 11 3). Docks ide Defensive Fire is resolved first in Zone A . The Landing Area (8 .5 ) of the same Zone .
first Triad is 62 1. The target boat is ML 447 (Target Selection Number 21-22) which is in Zo ne
A. The red To Hit dr of 6 results in a Miss and the end of the Dockside Defensive Fire Phase camPb: 11.12 8.2 CAMPBELTOWN: The destroyer must move to the
in Zone A unless ML 447 is on fire . or Dead-in-Water. or beneath a Searchlight Beam marker. <&' .-.--t> '"> Southern Caisson (Area #111) as quickly as possible
or there is an effec tive Searchlight Beam in Zone A. Since none of these conditions are present. Beattie ; 12 DO 2 and ram it. It will remain there immobile thereafter,
the Dockside Defensive Fire is over in Zone A and play now proceeds to resolution of Dockside
Defensive Fire vs any boats in Zone B. Had ML 447 been in another Zone instead. the target but any of its remaining Guns may continue to fire on the Covering Fire
would have been the boat in Zone A whose Target Selection Number is closest to 21. Table until the ship is scuttled or sunk. All Commandos aboard may land
on the Southern Caisson, and any remaining Crew may be picked up as
survi vors in any fo llowing turn-even several turns after being scuttled .
7.4 OPEN SEA COMBAT: Boats withdrawing from play must spend one
Check off the number of remaining Crew sections of the destroyer when
Game Turn in the Open Sea Zone before moving off the board to Britain
adding them as Passengers to an evacuating boat. The CampbeltolVfI will
and safety. During the Harbor Defense Fire Phase (4.21) each boat in the
continue to draw fire on the Harbor Defense Table and Dockside Defen-
Open Sea must make a DR on the Open Sea Encounter Table. If it meets
sive Fire until its crew is eliminated or the ship is abandoned. The
opposition , it is attacked on the Harbor Defense Table accordingly . If not ,
CampbeltolVfI may not pick up survivors.
or if it survives thi s turn's attack by the Harbor Defense Table with any
MF remaining, it is immediately withdrawn to the Britain box. If, after 11·12 8.21 SCUTTLING: The player may scuttle the destroyer (i n order
any resulting attack, a boat has no MF remaining for that Game Turn, . . to improve the Demolition Attack dr; 12.6) during the Demoli-
it must remain in the Open Sea box for another Game Turn and chance 12 DO 2 tion Phase of any turn after the ramming turn , provided there is
the Open Sea Encounter Table again. Any attacks using the Harbor Defense still any Crew aboard, but scuttling eliminates all remaining Gun strength
Table as a result of an Open Sea Encounter result in a hit with a final on the destroyer and the Flotilla Gun Display must be marked accordingly.
To Hit dr !> 5 . Check the " Scuttled " box for the Campbeitowfl on the Game Log and
remove the rear half of the boat to reflect its scuttled status .
OPEN SEA ENCOUNTER TABLE
8.3 EVACUATION: A boat may pick up departing Commandos from a
DR RESULT Landing Area or survivors from any boat (regardless of condition) in the
2 Anacked by Destroyers of 5th Torpedo Boat Flotilla (7.4 1) same Sea Zone by checking off a number of Passenger spaces on the boat
3 Anacked by Patrol Boat (7.42)
4 Anacked by Aircraft (7 .43)
equal to the number of sections of the Crew/Commandos being picked
~ 5 Withdraw Safely up and expending the necessary naval MF.
,,1~a&- 8.4 TORPEDO ATTACKS: Each of the four Torpedo Motor
7.41 DESTROYERS: German destroyers attack with the Harbor Defense Irwin Launches may make one torpedo attack per game during it's Move-
Table normally, and after sinking the initial target boat may randomly select 1TTMl2 ment Phase vs any Lock Gate or Sperrbrecher 137 if it expends
another boat currently in the Open Sea Zone to attack until it sinks, and a MF for that purpose in the Zone containing that target. Mark off the
so on until it makes a final Miss To Hit dr or all boats currently in the torpedo expenditure on the Game Log, and make a dr on the Torpedo Attack
Open Sea Zone are sunk or withdrawn. Table after you finish moving that boat. A torpedo attack that destroys
Sperrbrecher 137 elirninates Gun positions 300A and 300B. A " Damaged"
7.42 PATROL BOAT: A patrol boat attacks with the Harbor Defense Table result vs Sperrbrecher makes the ship easier to sink; it does not directly
but must limit its attack to one boat per Open Sea encounter. There is a affect the Guns in any way.
+ I drm to the German To Hit dr for each functioning Gun (not torpedo)
section on the target boat. TORPEDO ATTACK TABLE
7.43 AIRCRAFT: German aircraft attack with the Harbor Defense Table dr EFFECT
but are limited to a maximum of three To Hit dr. A Miss To Hit dr cancels 5-6 No Effect
any remaining To Hit attempt in that Game Turn. 3-4 Damaged
1-2 Destroyed
7.5 APPROACH EXCEPTION: During the 0128 turn only, all boats in 8.41 drm: There is a -1 drm to the Torpedo Attack Table if the target
the Approach Zone are subject to Dockside Defensive Fire from any Gun has already been damaged. Otherwise, there is no effect for mUltiple
capable of firing on Zone A. The boats , in turn, can use Covering Fire Damage results vs the same target.
vs all Guns with Primary/Secondary Zone coverage in Zone A as well 65·66 8.42 DELAYED ACTION TORPEDOS: MTB 74 was equipped
as Searchlights 342/412.
~ with special delayed-action torpedos. This boat can therefore attack
3TMTB4 only Lock Gates and regardless of when they are fired, the torpedo
attack is not resolved until game end . Record the target on the Game Log
after checking off the torpedo section when the attack is made.
Fairmile "e" type Motor Gun Boat
8.5 FORCED LANDINGS: Commandos can be landed/picked up in any
Area whose circular depiction touches the Sea Zone containing the trans-
porting boat. However, if the Area is not one of the two designated Land-
ing Areas #336 and #366 (or #111 for the Campbeltown) , the attempt costs
ALL of the boat's naval MF and is successful only on a dr of 1 or 2. A
failed Forced Landing/pick up attempt still costs all the boat's naval MF
even though no one is landed/boarded. A boat may not attempt a landing

7
at other than its designated Landing Area prior to the 0152 turn. Picking 10. LAND MOVEMENT
up Commandos from a non-designated Landing Area requires the boat

~
to pay ALL of its remaining MF in an attempt to make a Forced Landing f ,d...2 10.1 BRITISH MF: The Commandos rehearsed their
and is successful only on a dr of I or 2 . 1'\ raid under flight condltlons and memonzed a scale
f'.

Roy model of the site. Consequently , they were more


familiar with the terrain than the occupying Germans. Commando units
8.6 LANDINGS: There is no limit to the number of boats that can occupy with a Strength of four or more have three MF. Commando units reduced
a Landing Area. Although the boats are placed in that Landing Area, they
to a Strength of three or less are encumbered by wounded and have only
are still considered in the connected Water Zone , and therefore subject
two MF. The player may move as many or as few Commando units as
to Harbor Defense Fire/Dockside Defensive Fire and immune to attacks he wishes . There is no limit to how many units may occupy each Area.
by Stosstruppen.

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 German
Movement marker to that space on the Movement Track. All Stosstrupp/
Remnants with a strength < the Move Number may not move during that
9. GERMAN ACTIVATION turn . All Stosstrupp/Remnants with a strength equal to the Move Number
have one MF during that turn . All Stosstrupp/Remnants with a strength
9.1 TURN RECORD CHART: Although the harbor defenses were fully one> the Move Number have two MF during that turn . All Stosstrupp/
manned and alert at the ~tart of the game, organizing infantry into assault Remnants with a strength two or more > the Move Number have three
groups to repel the surprise landing took longer . Only as the game MF during that turn.
progresses does the German infantry become a growing menace to the
Commandos . The Turn Record Chart contains an Activation DRM for
10.3 MF COSTS: Units move between connected Areas at a cost of one
each turn of the game. During the German Activation Phase, a DR is made, MF per Area along the single connecting lines, and two MF per Area along
modified by the applicable DRM for that Game Turn , and the Activation the double connecting lines . It costs one extra MF to enter an Area con-
Table is consulted to determine the total number of possible Stosstrupp taining an enemy unit. Only Commandos or Armored Cars may leave an
units activated that Game Turn. enemy-occupied Area and must pay an additional MF to do so. MF can-
not be accumulated for use in later turns, nor transferred to other units .
ACTIVATION TABLE Commandos have one less MF during the turn they are landed.
Final DR <2 2 3 4 5 6 7 8 9 10 11 12 > 12
# Units 1 2 3 4 455677 88 9
10.4 GERMAN MOVEMENT: During the German Movement Phase, all
EXAMPLE : On the 0128 turn . the origi nal Activation DR is an 8 whi ch is modified by the - 3 German units capable of movement must move towards the closest
Acti vat ion DRM for that turn resulting in a final Activation DR of 5 . Th is yields the possi ble (measured in MF) landed Commando unit by the shortest, most direct route
Acti vation of four Slosstrupp units.
in an attempt to enter the same Area. If several equidistant Areas each
qualify as the " closest" , the German units will move towards the Area
9.2 UNIT SELECTION: Each Stosstrupp unit activated is randomly drawn containing the most Commando Strength points. If this is not sufficient
from an opaque cup containing all of the available unused Stosstrupp units to determine the route, settle the matter with a random dr. If there are
bearing the current Alarm Level. The next-higher Alarm Level group is currently no landed Commandos, German units will not move during that
added to the cup automatically when the cup is empty . If the 5th Alarm turn .
Level group is exhausted , add all eliminated Alarm Level 3, 4 , and 5 units
to the Draw Cup . 10.41 EXCEPTIONS: There are three exceptions to the rules for German
movement:
9.3 ZONE/AREA SELECTION: For each activated Stosstrupp unit, a Triad A. German units may not enter hexagonal Areas unless such entry will
DR is made to determine where it will appear. The red dr determines the leave them in a British-occupied Area, or adjacent to one (14.2) .
land Zone it will appear in (1 , 2 , 3, or 4) . If the red dr is a 5 or 6, the
unit will appear oftboard in either the North (6) or South (5) Holding Zones . B. A German unit will not move closer to a Commando unit if it is capable
Stosstrupp units in Holding Zone 6 go to the 2nd Works Company Hold- of firing on a Commando unit from its present Area and it cannot enter
ing Zone box if their Selection DR is 11-36; otherwise they go to the 4th an Area containing a Commando unit during that turn.
Works Company Holding Zone box. Stosstrupp units in Holding Zone C . A German unit will not move towards the closest Commando unit if
5 go to the 705th Bn Holding Zone box if their Selection DR is 11-36; it is unable to enter/move adjacent to that Commando's Area this turn and
otherwise they go to the 703rd Bn Holding Zone box . The Selection DR it can reach an Area from where it can fire on a Commando instead (e .g.,
of each Triad determines which Activation Area in that Zone will receive entering 462 to fire on 254 or 261). In this case the German unit will move
the activated unit. If the Area selected already contains a Commando unit, to the Area affording it the shot.
or is a Withdrawn ship/destroyed Over-water Area or is in a Zone where
due to destroyed Over-water Areas it cannot possibly reach a Commando
4MF 10.5 ARMORED CARS: Regardless of the German Move Number,
unit, that Stosstrupp unit is not received and is returned to the Draw Cup,
~:~:~.Armored Cars may move 4 MF per turn, but only along single-
although it still counts against the total number of German units to be
only line movement connections [EXCEPTION: An Armored Car ml,lst
activated that Game Turn . enter the game from Zone 5 via a Triple Line at a cost of three MF1.
9.4 GUNS/SEARCHUGHTS: Whenever a Stosstrupp is activated in an
Area containing an "Out of Action "/"Disrupted " Gun/Searchlight, the 10.6 REMNANT CONSOLIDATION: At the end of each Game Turn, any
strength of that Stosstrupp is reduced by one (flipped over) and the Area or Holding Zone containing no Commandos and two or more German
Gun/Searchlight is automatically restored by removing the "Out of units whose combined strength does not exceed 6 must combine into one
Action"/"Disrupted" marker. However, the Searchlight is not illuminated larger unit whose total strength equals that of the two replaced unil$ provided
until the start of the following Searchlight Illumination Phase (6.2). there are sufficient replacement units available in the " dead" or Remnant

I~19.5 ARMORED CARS: If the Final Activation DR (after modifi-


rF1 cation) is 2: 12 , the first resulting Stosstrupp unit received dur-
pile to accommodate the switch. Any excess Strength Points after the switch
remain as excess Remnants . Only two such units in each Area or Holding
Zone may consolidate per turn and the consolidation must create the
tfu ing that Game Turn is replaced by an Armored Car which must strongest possible unit from the available Remnants .
appear in offboard Holding Zone 5. The replaced Stosstrupp unit remains EXAM PL E: T wo 4-Stre ngth Stosstrupp units occupy the 705th Sn Holding Zone box at the
in the Draw Cup for later activation . end of the Game T urn . T hey are exchanged for a 6-Strength and a 2-Strength Stosstrupp un it.

PSW 232 (Heavy Armored Car)

8
Range hits result in only one Casualty section loss. German Long Range
11. LAND COMBAT Fire target selection follows normal German Fire Doctrine (11.31) except
11.1 FIRE COMBAT: Land Fire combat occurs between opposing land that such attacks may not be made vs an Area also containing a German
units in the same or adjacent (Le. , connected) Areas. Only two units per unit. Two Areas (434 & 464) containing several Guns have two distinct
side may attack from each Area per turn. The Commandos always resolve colors making up their Area Square to indicate the field of fire of their
their attacks first. Only those German Strength points remaining after any respective Guns . Each Gun may use Long Range Fire only vs Areas with
British attacks may return fire. the same color as its respective side of the Square.
lli~3111.52 MORTAR FIRE: The Commandos' only means of engaging
11.2 ORDER OF RESOLUTION: All combat between units in the same M!§ in Long Range Fire is by an Assault unit in an Area color-coded
Area must be resolved before other units may fire into that Area. A unit Moss the same as the target Flak Tower using 2" mortars vs Flak Towers
may not attack an adjacent Area if there are currently enemy units in its at the end of the British Fire Phase. Long Range Fire cannot be attempted
own Area. by a unit which has already fired during that turn , or which is presently
in an enemy-occupied Area. Only a dr of 1 results in a hit (with no
11.3 FIRE ATTACKS: Each unit attacks separately; units never add their applicable drm). Mortar hits are resolved in the same manner as Cover-
strength together to form a better combined attack. Each attack is fully ing Fire Hit Effects (7.21). Only Flak Tower Guns can be affected, other
resolved before the next is declared . Each unit may attack only once per German units in the same Area (including the different Guns in Areas 434
turn and must declare the target unit before resolving the attack. Each firing and 464) are not hit.
unit makes a To Hit dr (unless , of course, applicable To Hit drm make
the results automatic). If the To Hit dr is :S its strength, the firing unit 11.6 GRENADE ATTACKS: Only Commando Assault units may make
has scored a hit. The following cumulative drm affect the To Hit dr: Grenade attacks , and only against enemy units in the same Area as the
drm CAUSE attacking unit. A Grenade attack must be predesignated and takes the place
- I Firer is Commando Assault unit of that unit 's normal Fire attack for that turn . A Grenade attack dr of I.
- I Target is in same Area as Firer 2 , or 3 eliminates all enemy units in that Area [EXCEPTION: A Grenade
- I German firer in Hexagonal Area and/or vs Zone containing effective attack vs a Gun will eliminate only that Gun, even if there are two Guns
Searchlight Beam marker in the same Area (2.22). See also hexagonal Areas; 14.2]. A Grenade attack
- I Target is under a Searchlight Beam marker dr of 4 , 5, or 6 has no effect. Grenade attacks vs a " Disrupted" /" Out
+I Target is in square. triangular. or hexagonal Area of Action " Searchlight/Gun eliminate that Searchlight/Gun without need
of a dr (11.4). There are no drm to a Grenade attack. Each Assault unit
+I Firer is Commando Demolition unit
is limited to a maximum of three Grenade attacks per game. Check off
Once a hit is achieved, an Effects dr is made to determine the number one Ammo box fo r the attacking Assault unit on the Game Log after each
of Strength Points lost by the defending unit [EXCEPTION: Armored Cars Grenade attack whether successful or not.
are immune to Fire combat; they are affected only by Grenade attacks;
11.6. Guns/Searchlights are immune to partial losses; they can only be 11.7 LOSSES: Commando losses are recorded on the Game Log by check-
put "Out of Action" / "Disrupted"]. To speed play, the player may prefer ing off one Strength section for each Strength point loss and flipping the
to make a DR instead; treating the colored dr as the To Hit dr, and the Commando unit to its 2 MF-side when it is reduced to :S 3 Strength.
white dr as the effect of any resulting hit. Any casualties in excess of the German losses are exacted by flipping Stosstrupp units over to their reduced
defending unit's strength are forfeit; they are not applied as a carry-over Strength side for a loss of one Strength Point , or replacing tliem with a
loss to other friendly units in the same Area. Remnant unit of the proper strength . Eliminated/ replaced German units
11.31 GERMAN FIRE DOCTRINE: If order of resolution makes a differ- are placed in the Remnant pile for future use as Remnants or Remnant
ence, German attacks are resolved in numerical order based on the num- Consolidation (10 .6). The player should realize that eliminated units do
ber of the Areas they occupy; i.e., if German units in Areas 407 and 410 not necessarily represent casualties. Any action sufficient to break the fight-
could both attack Commandos in Area 313 , the German units in Area 407 ing spirit of a unit such that it does not aggressively seek combat is con-
attack before the German units in Area 410. Within each Area, German sidered elimination in game terms.
units attack in order of their strength with the larger strength unit attack-
ing first. German units in range of more than one Commando unit, select 11.8 AMMO LOSSES: Every time a Commando loses one or more Strength
their targets based on the following priorities: Points (even while being transported), it must make an Ammo dr. If the
Ammo dr is > its current strength . it loses one Grenade/Demolition Charge
A. Commando in illuminated Area attack capability and must check off this loss on the Ammo section of the
B. Commando in circular Area Game Log.
C. Commando is Assault unit
D. Commando unit with most Strength
E. Random dr

11.4 GUNS/SEARCHLIGHTS: Land Fire attacks will not destroy a


Gun/Searchlight. However, a Fire attack resulting in a hit with effect equal 12. DEMOLITION ATTACKS
to the strength of the Gun/Searchlight will "Disrupt" it, and a Fire attack 216 3 12.1 GENERAL: Only Commando Demolition units can make
hit with effect> the strength of the Gun/Searchlight will put it "Out of ~ Demolition attacks. Demolition attacks can only be made against
Action". Besides Covering Fire, only a successful Grenade/Demolition Smalley Victory Point objectives , Guns, or Searchlights in the same Area.
attack will destroy a Gun/Searchlight. However, any Grenade/Demolition A Demolition unit can make only one Demolition attack per turn , but its
Attack vs a Gun in an Area containing only a "Disrupted" /"Out of Action" Demolition attack can be in addition to a normal fire combat attack. A
Gun/Searchlight (and no other German units) will automatically be suc- Demolition unit can make a maximum of three successful Demolition attacks
cessful (although Demolition attacks vs Victory Point targets in the same per game-check off one Ammo box for each Gun/Searchlight destroyed
Area must still be Prepared and rolled for separately). A Gun which was by that unit and for each " Charges Set" marker placed by that unit. When
marked as having" Already Fired" during the Naval Attack Phase of that all the Ammo boxes of that unit have been checked off, that unit may no
Game Turn may still attack Commandos. Any Gun which is in the same longer attempt Demolition attacks. Demolition attacks are resolved by
Area or adjacent to Commandos during the Naval Attack Phase will not making a dr on the Demolition Attack Table. Mark Damaged/Destroyed
take part in Dockside Defensive Fire (7 .3). targets accordingly (2.28) , and record Victory Points earned for destroyed
targets on the Victory Point Display. A "No Effect " result simply means
11.5 FLAK TOWERS: The five Gun positions in Zone 4 are elevated Flak that the unit was not yet ready to attempt Demolition. No Ammo is lost,
Towers. The three northernmost Flak Guns cannot fire at boats, but, unlike and the unit may attempt another Demolition attack vs the same or another
other Guns, all Flak Towers can engage in Long Range Fire at the end target in the following turn [EXCEPTION: Campbeftown] . A Demolition
of the German Fire Phase. Otherwise, Flak Towers are treated the same unit cannot make a Demolition attack vs a Victory Point target until AFTER
as other Guns. it has destroyed its Primary Target.
11.51 LONG RANGE FIRE: Any functioning Flak Tower Gun which has Charges 12.2 PREPARATION: Before a Demolition unit can
not yet fired during that Game Turn may do so provided there is currently at Risk attempt a Demolition attack vs a Victory Point target
a Commando unit in an Area which is color-coded the same as the firing +1 drm (not Guns/Searchlights) it must make a Preparation dr
Gun 's Area. However, Long Range Fire scores a hit only on a dr :s; " 2 " :s; its current Strength. Once this Preparation dr has been passed, the target
(although this can be modified by an effective Searchlight Beam) , and Long is marked with a " Prepared Charges" marker which will allow that Demo-

9
lition unit to make a Demolition Charge attack vs that target in any sub-
sequent Demolition Phase in which it occupies that Area . If it fails to roll 13. GERMAN SHIPS
:5 its current Strength , it cannot make a Demolition attack vs that target The German vessels in the harbor proved to be an unexpected source
during that Game Turn. If a Demolition Charge attack results in of effective resistance to the landed Commandos-accounting for a
" Damaged", the Preparation dr must be passed again (using more Ammo) significant amount of German firepower in the early stages of the raid .
before that target can be the subject of another Demolition attack by that All German vessels are referred to as "ships ", although technically their
unit. Only one "Prepared Charges " marker may be placed on the same size may not warrant that term.
target at the same time, although more than one Demolition unit may attempt
13.1 TRIANGULAR AREAS: The triangular Water Areas represent moored
a Preparation dr for the same target in the same turn . If the placing Demo-
German ships. German units in a triangular Area may not leave that Area
lition unit is eliminated or leaves the target Area before the Demolition unless they leave an equal strength or stronger German unit remaining
Attack is resolved or if the result of the Demolition Attack is " No Result", in that Area or they leave with the ship when it is Withdrawn (13 .2). A
the " Prepared Charges " marker is flipped to its " Charges at Risk " side Stosstrupp unit cannot split into smaller units in order to allow such move-
which adds a + 1 drm to any subsequent Demolition Attack dr by that set
ment other than by normal Remnant Consolidation (10.6).
of charges. No other "Prepared Charges" marker may be placed in a Target
Area until the " Charges at Risk " marker has been removed by a success- 13.2 SHIP WITHDRAWAL: Beginning with the 0222 turn, German ships
ful Demolition attack or German Discovery (12.21). Any unit in the same in the St. Nazaire Basin will begin to withdraw from their moorings to
Area can make a Demolition Attack dr once the Prepared Charges marker the U-Boat Pens . A dr is made during the Naval Movement Phase to
is in place. The Preparation dr is subject to the following cumulative drm: determine which white bracketed shipes) with that white number will with-
draw that turn. If those ships have already been withdrawn , sunk, or
drm : Cause: damaged , no additional Withdrawal is made during that turn . Mark the
+ 2 The Illacing Demolition unit entered target Area this turn Area of Withdrawn ships with a " Withdrawn " marker. The tugs do not
+ 1 The placing Demolition unit was attacked this turn withdraw.
+ 1 The lacing Demolition unit attacked Germans this tum
13.21 SHIPBOARD UNITS: If one or more Commando units board a ship
+1 (except Tugs), a Stosstrupp unit will automatically be activated in that Area
-I and the Commando unit may move no further during that turn. All German
units on a Withdrawn ship are moved to hexagonal Area 11443. All Com-
12.21 GERMAN DISCOVERY: Any Stosstrupp unit in an Area containing mandos on a Withdrawn ship are immediately placed in the nearest con-
a "Charges at Risk " marker and no Commandos may remove that marker nected land Area to that ship' s Mooring Area. Each ship Withdrawn to
by making a DR :5 its current Strength during the Demolition Phase (4.82). the U-Boat Pens results in one additional Stosstrupp unit being drawn and
added to hexagonal Area #443.
12.3 DEMOLITION ATTACK TABLE: Demolition Attacks are resolved 13.3 TARGETS OF OPPORTUNITY: Ships may not be designated as the
by a dr on the Demolition Attack Table. The following cumulative drm Primary Targets of Demolition units on the Game Log (5 . 1) .
apply to any applicable Demolition Attack dr.

dr RESULT drm Cause


1-3 Destro ed -I Target was previously Damaged
4 Damaged +1 Target is orthernl Southern Caisson*
5-6 No Effect +1 Charges at Risk
+1 Detonated by Assault unit 14. U-BOAT PENS
• Not Applicable to Campbe lro wlJ
The U-Boat Pens were so stoutly fortified that the Commandos couldn ' t
hope to destroy them outright. However, it was not beyond the realm of

~
12.4 DAMAGE: The British are awarded hal f Victory Points (frac- possibility that should they gain entrance, the Commandos could destroy
~'6 tions rounded down) for a Damaged target. However , this award some of the facilities and U-Boats therein (nine U-Boats were present during
Q'fi - 1 is not granted until the end of the game to prevent multiple awards the raid).
for subsequently Destroyed targets . Victory Points are never awarded more
than once for the same target , and multiple Damage results vs the same 14.1 HEXAGONAL AREAS: The hexagonal Areas represent the U-Boat
target have no additional effect. A Damaged target which is subsequently Pens . " Destroyed" markers are never placed in hexagonal Areas. Each
destroyed thereby removes that Damage marker. successful Demolition attack vs hexagonal Areas #441 and #443 is worth
five Victory Points . Each successful Demolition attack vs hexagonal Area
#444 (still under construction) is worth three Victory Points. These attacks
12.5 OVER-WATER AREAS: Any Demolition/torpedo attack vs a ship , may be repeated (one per Demolition unit per turn per Area) as long as
gate, bridge, or caisson in an Area over water which destroys that target , there are qualifying Demolition units therein . The U-Boat Pens Victory
eliminates that Area for the rest of the game- making movement through Points can be earned over and over again for each successful Demolition
it or into it impossible. Commandos in such an Area must exit it in their attack in that Area. Any Damage result drm must be applied to the next
next Movement Phase or be eliminated. German units in such an Area Demolition attack in that Area-with a " Destroyed" result eliminating
would be eliminated. that Damage marker.
14.2 INHERENT U-BOAT PEN DEFENSE: The first time a Commando
12.6 CAMPBELTOWN: The Campbeltown attacks the Southern Caisson unit moves adjacent to a hexagonal Area, all three hexagonal Areas each
at game end as a special Demolition attack with a -2 drrn . This drrn is immediately receive two Stosstrupp units from the Activation Draw Cup.
decreased to -1 if the destroyer has not been scuttled (8 .21) during a pre- This can happen only once per game. German units may move from one
vious Demolition Phase. Sinking is not a substitution for scuttling . This hexagonal Area to another but may not leave the confines of the three hex-
drm is also reduced by one (to 0 or -1 ) if the destroyer 's speed had been agonal Areas. A successful British Grenade attack inside a hexagonal Area
reduced to 1 (7. 13) before it rammed the Southern Caisson . Record the will destroy only one German unit of the player 's choice-not all German
destroyer 's speed at impact and scuttling status on the Game Log for units in the Area. Any German unit in a hexagonal Area may deduct one
reference during the final Demolition Phase . from its To Hit dr.

HMS Campbelrown
(after overhaul for Sr. Nazaire raid)

..............

10
15. VICTORY POINTS
15.1 HOW TO WIN: The game ends when the last British unit is eliminated
or withdrawn from the board. All delayed Demolition/torpedo attacks are
then resolved and any resulting Victory Points (plus those for any Damage THE GENERAL
results) are recorded on the Victory Point Display. The game is won by Now that you know how to play the game, the next problem is prob-
amassing 70 Victory Points. Historically, the British earned 53 Victory ably who to play it with and how to win. We can help you with that
Points; although their raid was considered a " victory", it accomplished problem. and many others. through your subscription to our bi-monthly
less than they set out to do. Indeed, before the delayed explosion of the gaming journal, The GENERAL. In The GENERAL you'll not only
Campbeltown, the Germans were congratulating themselves on having won read all there is to know about this game, but will also learn about our
the battle. Alternately, the player may wish to have to better his previous dozens of other exciting simulation games of skill. Every full-color. issue
high score for a win. is crammed full of the best articles on the strategy and tactics of the games
from The Avalon Hill Game Company. Just look at what The GENERAL
15.2 SURVIVORS: In addition to Victory Points awarded for successful offers:
Demolition attacks, the British earn fractional Victory Points for safely
withdrawing their men. Score .2 Victory Points for each Crew/Passenger Advertising: Our OPPONENTS WANTED COLUMN allows you
section withdrawn to Britain. Score . 1 Victory Point for each Commando to advertise, for a minimal fee, for opponents, discontinued games or
section exited into land Holding Zones 5 or 6. competition of any sort . Each issue contains dozens of ads which are
seen by our many readers worldwide. The restest way to fmd an opponent
for this game, whether it is across the street or across the Atlantic Ocean,
is in the pages of The GENERAL.

Contests: In every issue. we pose challenging game situations which


you can enter to win free games by utilizing your playing skills for this
or any of The Avalon Hill Game Company's many other simulations.
16. SCENARIOS
Players may vary play of the historical scenario by experimenting with Thctics & Strategy: Learn why you lose or how to win. The nation's
different Primary Targets and Landing Areas. In addition, players may best players and our design staff members write many thought-provoking
experience the possibilities of several hypothetical "what if" situations articles on the entire gamut of games by The Avalon Hill Game Company.
by playing the following scenarios featuring slightly different rules. Many issues contain a SERIES REPLAY in which an actual move-
by-move game by master players, profusely illustrated and with com-
16.1 NO BOMBING RAID: The Germans had been alerted to the possibility mentary by a recognized expert, is printed.
of a raid by the highly erratic and suspicious behaviour of British aircraft
immediately preceding the raid. In this scenario, no Bombing raid is con- History: Curious why one side always seems to win? Each issue con-
ducted and the alert status of the harbor defenses is accordingly less. There- tains historical material to enhance your enjoyment of the game situation.
fo re, there is a + I DRM to the Effects DR of all hits on the Harbor Defense
Table for the first three Game Turns. In addition, the maximum number Game Design: Wonder why this game was designed the way it was'>
of To Hit attempts allowed for the Harbor Defense Table is 10 per turn- Read The GENERAL and find out! Our regular DESIGN ANALYSIS
not 12. Lastly , modify the German Activation by adding -1 to the printed column features explanatory treatises by our designers and play testers .
Activation DRM for each game turn.
Variants: Tired of the same old game? Play tested variant rules and
16.2 U-593 INCIDENT: The British flotilla had been spotted at sea dur- scenarios by dedicated experts for this game, and dozens of others, are
ing its approach to St. Nazaire by U-593. However, in the confusion of printed regularly in The GENERAL. These bring many more hours of
escaping from the resulting depth charge efforts of the escortmg British enjoyment, and often serve to highlight the finer points of strategy and
destroyers, the U-Boat was unable to trail the flotilla and consequently tactics.
thei r sighting signal gave only the last known and very misleading course
of the flotilla. Consequently, the 5th TBD Flotilla consisting of five 800-ton Questions Answered: In our QUESTION BOX in each issue, you'll
destroyers was dispatched from St. Nazaire to intercept the British on the find the only official source of rules interpretations and changes for this
""Tong course. Had no message been sent and they been present in the and our other games.
harbor on the night of the raid, the results may have been far different.
When playing this scenario, the ships of the 16th Minesweeper Flotilla
are instead considered to be the destroyers Seeacller, Falke, Kondor, Jaguar, Product Reviews: Interested in other titles from The Avalon Hill
and Itis. Each destroyer starts the game with an 8-strength Stosstrupp unit Game Company? Check them out in the READER'S BUYERS GUIDE.
a board (take from Alarm Level 5 group). The Victory Points awarded The RBG is a game review compiled by our subscribers at large-the
the destruction of each ship in this classification is doubled to two . people who play the games- not a self-appointed critic. Realism, com-
other rules remain the same. plexity, components, play-balance and game time are only a few of the
categories rated in the RBG .

What's Happening: Most gamers like to know what's going on


in the gaming hobby. Each issue contains an installment of AH
CREDITS PHILOSOPHY where we discuss developments in the industry and
DESIGN: hobby, and generally strive to keep you informed. Full-page ads an-
Based on an original submission nounce new titles from The Avalon Hill Game Company . In addition,
by Rob Markham and Mark Seaman the INFILTRATOR'S REPORT keeps you abreast on tournaments, con-
DEVELOPMENT: ventions, club news, awards and unusual happenings.
Don Greenwood
PLAYTESTING: Value: In every issue you'll find a value coupon to be applied
Rex Martin, Bruce Shelley, against the cost of postage when purchasing games directly from
Charles Kibler, Craig Taylor The Avalon Hill Game Compa;ty.
COVER ART:
George Parrish
Since its inception in 1964, The GENERAL has stood the test of
MAPBOARD & INTERIOR ART:
Charles Kibler time. It remains the oldest and most-respected periodical devoted to
simulation gaming on the market. And its subscription rates remain the
COMPOSITION:
Colonial Composition best value. Increase your enjoyment of this and the entire line of games
from The Avalon Hill Game Company many-fold with a subscription.
PREP DEPT. COORDINATOR
Elaine Adkins If you're convinced, send your check for a two-year subscription. See
the PARTS LIST enclosed with your new game for prices.
PRINTING:
Monarch-Avalon

11
4. SEQUENCE OF PLAY RECOMMENDED READING
During each Game Turn , play proceeds in the following order: Players looking for pertinent material on this subject should purchase
Volume 24, No. 4 of THE GENERAL magazine (available approximately
4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHT April 1988) which will feature an historical account of this action, a com-
ILLUMINATION (6.2) PHASE plete sample game replay, a contest, and tips on strategy and tactics for
THE RAID ON ST. NAZAIRE. See the accompanying GENERAL adver-
4.2 NAVAL ATTACK PHASE tisement for ordering information.

4.21 Germans attack using Harbor Defense Table (7.1).


4.22 British boats attack using the Covering Fire Table (7.2).
OTHER SOLITAIRE GAMES
While virtually all two-player wargames are frequently played solitaire
4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con-
by the simple expedient of playing each side in tum to the best of one's
taining boats covered by functioning Guns (7.3). Flip firing Gun units to
abilities, a few- such as RAID ON ST. NAZAIRE have been specially
their " Already Fired" side as their Sea Zone' s Dockside Defensive Fire
is resolved. designed for solitaire play. Those interested in other excellent games
designed exclusively for solitaire play are urged to look into PATTON'S
BEST and B-1 7; QUEEN OF THE SKY-as well as these fine solitaire games
4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move- by our sister company Victory Games: AMBUSH, SILVER STAR, MOVE
ment may move/make Torpedo attacks. Flip " Already Fired" markers OUT, PURPLE HEART, BATTLE HYMN, and MOSBY'S RAIDERS.
back to their Gun unit side. Starting with the 0222 turn , roll for German Merely send your request for a current Price List for the game of your
ship withdrawal (13.2). choice to : Monarch-Avalon, 4517 Harford Rd., Baltimore, MD 21214
4.31 After all boats are moved, remove sinking boats , " Turn Away ", or place your order by phone with any major credit card by calling toll
and " Evade" markers. free 1-800-638-9292 .

4.4 LOADING/UNLOADING PHASE: All boats currently in a Landing


Area may load Passengers/unload Commandos . QUESTIONS ON PLAY
We regret that we cannot answer game questions by phone. However, we
4 .5 GERMAN ACTIVATION PHASE: Make a DR on the German Unit will try to answer all reasonable queries provided you observe the follow-
Activation Table to determine the number of German units to be activated ing requests:
(9.1); that many Triads are then required to determine where they will
be activated . I. All questions must be accompanied by a stamped, self-addressed envelope
bearing uncancelled U. S. postage sufficient for first class mail. Foreigners
4.6 LAND MOVEMENT PHASE: unable to secure U.S. postage may purchase an International Reply Coupon
sufficient for return postage from their local Post Office. Questions can-
4.61 Commando units may move (10. 1). not be returned inside other ordered merchandise-keep your questions
4.62 Make the German Movement dr and mark the result on the German separate from orders.
Movement Track. Eligible German units must move (10.2). 2. Do not ask questions for more than one game. If your letter has to go
from one designer to another, the chances of it being lost or delayed are
4.7 LAND COMBAT PHASE (11) : greatly increased.
4.71 Commandos may fire. 3 . Do not ask questions on design or historical subjects. This type of
4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers material is best covered in our magazine;' THE GENERAL. Purchase of
(11.52). the recommended special feature issue of THE GENERAL covering that
game is recommended .
4.72 German units must fire (11.31) .
4. Do not quote map references. You must provide us with a diagram of
4.721 Eligible Flak Towers must engage in Long Range Fire (11.51). any question requiring reference to the board.
5. Do not ask us to rewrite a rule for you or to explain it in other terms.
4.8 DEMOLITION PHASE: We cannot take the time to write individual essay responses to vague ques-
4.81 Demolition units wishing to set charges vs Victory Point targets make tions , nor can we possibly do so with any better results than the version
a Preparation dr (12.2). you currently possess which underwent several carefully prepared drafts .
Therefore, please phrase your questions in a Yes/No format and refer to
4.82 Qualified units resolve Demolition attacks (12 .3) or German units the proper rule numbers when posing a question.
discover/remove charges (12.21) .
6. Please take the time to see if you can answer your own questions. Most
questions we receive are clearly answered in the rules. When writing to
4.9 END OF TURN: Consolidate German units (10.6). Advance the Turn us , pose your questions carefully- most that we receive are so ambiguously
marker one space on the Turn Record Chart and return to step 4.1. worded that it is impossible to give a precise answer.

The Avalon Hill Game Company


Division of Monarch Avalon, Inc.

©1987 The Avalon Hill Game Company. Printed in USA

8740001
B·5088 6187 17131·4
12

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