Core Game Rules

Table of Contents

Core Game Rules
Terrain Tiles
Forests
Hedgerows
Hills
Towns & Villages
Rivers & Waterways
Oceans
Beaches
Obstacles
Bunkers
Hedgehogs
Sandbags
Wire
The core game rule book is available from the official site:
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Core Game Rules Book 4.4MB

Terrain Tiles

Forests

forests.png
Air Check: 2
  • Movement: A unit that enters a Forest hex must stop and may move no further on that turn.
  • Battle: A unit may not battle the turn it moves onto a Forest hex.
  • When battling an enemy unit that is on a Forest hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced.
  • Line of Sight: A Forest blocks line of sight.
Turn #1: Allied player moves into the woods: the unit must stop and cannot battle this turn
forests01.png

Turn #2: Axis player moves closer and battles, but rolling 2 dice instead of 3, because the Allied Infantry is protected by the woods.
forests02.png
Turn #3: Time for revenge! The Allied player can now battle, with 3 dice.
forests03.png

Hedgerows

hedgerow.png
Air check: 2
Hedgerows are a landscape typical of Normandy: small grass fields separated by tall rows of shrubs, tree lines or fences. This
proved to be very difficult terrain for the Allies as they would never know what danger lay hidden behind the next hedgerow.

  • Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex.
  • Battle: A unit may not battle the turn it moves onto a Hedgerow hex.
  • When battling an enemy unit that is on a Hedgerow hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and artillery Battle dice are not reduced.
  • Line of Sight: A Hedgerow blocks line of sight.
Turn #1: move and stop next to the Hedgerow hex
hedge01.png

Turn #1: move and stop next to the Hedgerow hex
hedge03.png
Turn #2: you may now enter the Hedgerow hex
hedge02.png

Turn #2: you may now move normally
hedge04.png

Hills

hills.png
Air check: 1
  • Movement: No movement restrictions.
  • Battle: When battling an enemy unit that is up a Hill, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction.
  • Line of Sight: A Hill blocks line of sight for units trying to look over the Hill. Line of sight is not blocked when units are at the same height and on the same Hill (plateau effect).
Allies attack from a lower elevation, rolling 2 dice
instead of 3
hills01.png
But if they are on a hill too,
they roll 3 dice
hills02.png
Allies can battle because they are on the same height
hills03.png

Towns & Villages

towns.png
Air check: 2
  • Movement: A unit that enters a Town hex must stop and may move no further on that turn.
  • Battle: A unit may not battle the turn it moves onto a Town hex.
  • When battling an enemy unit that is on a Town hex, infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. Armor on a Town hex will reduce the number of Battle dice it rolls by 2.
  • Line of Sight: A Town blocks line of sight.
Other town and village hexes:
towns01.pngtowns03.png
towns02.png
towns04.png

Rivers & Waterways

rivers.png
rivers01.png rivers02.png
Air check: 1
  • Movement: A River is impassable terrain. A unit may only enter a River hex when the hex has a bridge.
  • Battle: A unit on a River hex with a bridge battles as normal.
  • Line of Sight: A River does not block line of sight.
The Armor unit must take the bridge to cross the River
rivers03.png
The Infantry unit an fire over the River
rivers04.png

Oceans

oceans.png
Air check: 2
  • Movement: A unit that moves onto an Ocean hex may move a maximum of 1 hex. Units are assumed to be on landing craft or in shallow waters until they move onto a Beach hex. An Ocean hex is impassable terrain for retreat moves.
  • Battle: A unit on an Ocean hex may not battle.
  • Line of Sight: An Ocean does not block line of sight.
Amphibious "DD" Sherman tank unit moves only one hex while in water
oceans01.png
On the next turn, it drops its flotation device, and moves 2 hexes onto the sand
oceans02.png

Beaches

beaches.png
Air check: 0
  • Movement: A unit that moves onto a Beach hex may only move 2 hexes.
  • Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat.
  • Line of Sight: A Beach does not block line of sight.
Axis Infantry rolled an Infantry and a Flag
symbol
beaches01.png
The Allies unit cannot retreat, and so takes 2 casualties instead of 1
beaches02.png

Obstacles

When an obstacle is on a Terrain hex, the Battle dice reductions of the two are not cumulative. The best protection is the only one that matters. For example, a bunker on a hill reduces the number of dice rolled by a tank attacking from a lower elevation by 2, not 2+1 (bunker protection is 2, hill is 1). Another example: a sandbag on a village does not add anything to the village
protection (village defense is 2/1, sandbag defense is 1), though it does provide an additional feature: any unit in the village may ignore the first flag rolled against it, due to the sandbags.

Bunkers

bunker01.png
bunker02.png
bunker03.png
Air check: 2
  • Movement: An Infantry unit may battle the turn it moves onto a Bunker hex. An Armor or Artillery unit may not move onto a Bunker hex. Artillery units that start on a Bunker hex may not move from the hex.
  • Battle: Only the side noted in the briefing notes may claim a Bunker as a defensive position.
  • When battling an enemy unit that is on a Bunker hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced.
  • Remove one Artillery figure for each retreat Flag rolled against an artillery unit in a bunker.
  • A unit in a bunker may ignore the first flag rolled against it.
  • Line of Sight: A Bunker blocks line of sight.

Hedgehogs

hedgehog01.png
hedgehog02.png
Air check: 1
Hedgehogs were obstacles against tanks and landing craft. They were usually made of steel rails assembled together. They could also be made of wood, with an anti-tank mine at their top. Unexpectedly, the Allied infantry troops used them for cover while moving on beaches.

  • Movement: Only Infantry units may enter a Hedgehog hex. No movement restrictions.
  • Battle: No combat restrictions. A unit on a Hedgehog hex may ignore the first Flag rolled against it.
  • Line of Sight: A Hedgehog does not block line of sight.
hedgehog03.png

Sandbags

sandbags01.png
sandbags02.png
Air check: 1
  • Movement: No movement restrictions. When a unit leaves a hex with Sandbags, the Sandbags are removed.
  • Battle: A unit in a hex with Sandbags is protected on all sides, not just along the hex-sides where the Sandbags are placed. When a unit does not benefit from any protection for its terrain, the sandbags reduce the number of Battle dice rolled by 1 when attacked by Infantry or Armor. As usual, Artillery Battle dice are not reduced.
  • A unit hidden behind sandbags may ignore the first flag rolled against it.
  • Line of Sight: A Sandbagged hex does not block line of sight.

Wire

wire01.png
wire02.png
Air check: 1
  • Movement: A unit that enters a hex with Wire must stop and may move no further on that turn.
  • Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle.
  • Line of Sight: Wire does not block line of sight.