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Summary of Game Play 2 I. Scenario Selection 2 II. Airborne Drops 3

This document provides an overview and briefing for Operation Overlord, the Allied invasion of Normandy. It outlines the Allied and enemy forces involved, the logistics of the amphibious assault and air/naval support. It then summarizes the scenario details, including force composition, unit abilities, supply and fuel requirements, infiltration rules, and objectives to breach the Axis beach fortifications along the Normandy coast. Victory will depend on the commander's ability to successfully execute this massive operation.

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Mark Ballinger
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0% found this document useful (0 votes)
33 views11 pages

Summary of Game Play 2 I. Scenario Selection 2 II. Airborne Drops 3

This document provides an overview and briefing for Operation Overlord, the Allied invasion of Normandy. It outlines the Allied and enemy forces involved, the logistics of the amphibious assault and air/naval support. It then summarizes the scenario details, including force composition, unit abilities, supply and fuel requirements, infiltration rules, and objectives to breach the Axis beach fortifications along the Normandy coast. Victory will depend on the commander's ability to successfully execute this massive operation.

Uploaded by

Mark Ballinger
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TABLE OF CONTENTS

OVERLORD BRIEFING 1
OVERVIEW 1
ALLIED FORCES 1
ENEMY FORCES 1
LOGISTICS 2
AMPHIBIOUS ASSAULT 2
AIR AND NAVAL SUPPORT 2
COMBAT 2
SUMMARY OF GAME PLAY 2
I. Scenario Selection 2
II. Airborne Drops 3
III. Supply Allocation 3
IV. Air Interdiction 3
V. Movement 3
VI. Combat 3
CHARTS 4
TRANSPORT AVAILABILITY 4
WEATHER FORECAST % PROBABILITY 4
AMPHIBIOUS SUPPLY EXPENDITURE 4
COMBAT SUPPLY EXPENDITURE 4
FUEL EXPENDITURE 4
GENERAL SUPPLY EXPENDITURE 4
AIR NAVAL BOMBARDMENT LOSSES 4
INFILTRATION 5
COMBAT RESULTS RESOLUTION 5
VICTORY POINTS 5
STRATEGY LEVEL DESCRIPTIONS 5
VICTORY CONDITIONS 5
SUGGESTED TRANSPORT ALLOCATION 5
TERRAIN EFFECTS 6
INTERDICITON EFFECTS 6
DIFFICULTY LEVELS 6
OPTIONAL RULES 6
HISTORICAL ANALYSIS 7
CREDITS ......................................................................................................................................7
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British
American Commonwealth
OVERLORD BRIEFING 3 airborne divisions 2 1
A dispatch reaches your headquarters in London, England. 15 infantry divisions 9 6
You tear it open and find a file labeled, "OPERATION OVER- 4 armored divisions 2 2
LORD", with a message attached: 4 armored brigades 0 4
4 armored cavalry regiments 4 0
YOU ARE HEARBY PLACED IN COMMAND OF THE 1 ranger battalion 1 0
EXECUTION OF OPERATION OVERLORD. ATTACHED IS 2 commando brigades 0 2
A BRIEFING PREPARED BY THE PLANNING STAFF OF
THIS TOP SECRET OPERATION DESIGNED TO BREACH 18 15
THE AXIS BEACH FORTIFICATIONS ALONG THE Your combat formations have abilities which they all have in
NORMANDY COASTLINE. THIS OPERATION IS CRUCIAL common and some which only a few possess. All formations
TO THE ALLIED CAUSE. ITS SUCCESS IS IN YOUR have their performance modified by the unit's leadership and
HANDS. fatigue level To assist you in evaluating a unit an effectiveness
- ALLIED COMMAND HEADQUARTERS rating is also available (The effectiveness rating in « »
multiplied by the combat strength gives you the modified
strength of a unit). Leadership varies from unit to unit but is
generally good. A formation gains fatigue while moving and
OVERVIEW performing combat Fighting less intensely or not fighting at
all or being relieved to rest behind the lines reduces fatigue.
As you now know, Commander, the code name of this We are geared to provide considerable replacements to the
operation is "OVERLORD". Your forces will be landing on the combat formations. Resting behind the lines allows more
beaches of France along the Normandy peninsula between the replacements to enter the unit
towns of Cherbourg and Caen. Five locations have been Units advanced beyond supply lines and units deprived of
designated as beachheads. They have been named Utah, general supply will lose strength and gain fatigue rapidly.
Omaha, Gold, Juno, and Sword beaches. Please refer to the Infiltration (moving past or along the positions of enemy
enclosed operations map for the exact locations of these formations) is not possible for almost all of the units under
beachheads. your command. The four armored divisions, however, we are
You have the largest armada of war and transport ships ever confident will be able to infiltrate almost all of the time. The
to be assembled in history. These vessels will provide you with armored divisions and armored brigades and cavalry regi-
naval bombardment and transport capability to land combat ments consume fuel at a rate of 50% more than other units.
troops and supplies. You are in command of 33 American and Your three airborne units will be dropped behind the enemy
British combat formations. Depending on the weather, you beaches at your discretion. We do warn you, however, that the
should be able to land 12-15 of these formations on D-Day. units may drift from their designated drop zones.
The numerous fighter and bomber aircraft available to you The ranger and commandos have increased strength attacking
will provide excellent ground support and serve to slow down the beaches and have more latitude in where they are able to
the movement of enemy combat formations. land on the coastline.
The logistics problem of supporting this massive cross-
channel assault is considerable. We have been preparing for
this day for many months and have laid plans in fine detail.
Weather is a very limiting factor on our careful planning to
provide you with maximum transport We will need from you, ENEMY FORCES
Commander, your desired priorities of the four transport Intelligence reports that the Germans have seven divisions in
categories: amphibious (landing units), combat supply, the immediate area of your invasion. Overall, the Germans
general supply (unit maintenance), and fuel. have some 60 divisions on the Western Front with 11 of these
France has been under the yoke of German occupation since being panzer. By pulling off some deceptive maneuvers, we
May 1940. Your objective is to establish a firm foothold and hope to pin down the majority of the German forces along
supply base from which France and Western Europe can be other coastal areas in anticipation of another amphibious
liberated. To accomplish this you must: invasion. Also, due to our bombing of the transportation
1. Take and occupy the port of Cherbourg as quickly as system of France and of moving German formations, we
possible. expect to slow the arrival of reinforcements into the Nor-
2. Occupy the town of Caen and its immediate vicinity. mandy area
3. Occupy the important road net of St. Lo. You can expect, Commander, that the leadership of individual
4. Penetrate as deeply as possible into the continent enemy formations will be better than ours. We also predict
5. Destroy and disrupt enemy formations. that their ability to infiltrate is superior to ours. For that
Territorial objectives will only be considered as met if occupied reason we recommend that you assign as many aircraft as is
by units in supply. feasible in the area of operations on interdiction missions
You have until 1200 hours on June 30th to complete your which will slow the movement of enemy formations.
objectives. At that time your position on the continent will be Intelligence reports that German manpower reserves will
evaluated. (See Victory Conditions chart). allow limited replacements for combat units. We predict that
replacements will be put into units which have lost a third or
more of their original strength.
ALLIED FORCES Rommel is in command of the forces opposing you. Intelligence
reports that his hands are tied to directives of higher German
As mentioned, Commander, you have at your disposal 33 command. We hope to fool the German High Command, but
combat formations as listed below (see the attached order of Rommel is another matter. If he has any chance at all, he will
battle for more detail): push you back into the sea.
1
LOGISTICS amphibious landing. You'll need to support your advance with
reinforcing units at appropriate times.
The success or failure of your invasion may very well hinge
upon the proper allocation and use of supply. Ship transport
is the only way to move units and supply onto the beaches.
Allocation of transport is divided into four categories:
AIR AND NAVAL SUPPORT
1. Amphibious (unit transport) The air and naval forces under your command are the most
2. Combat Supply massive in number ever brought together. At your command
3. General Supply (unit maintenance) these forces will add their support to your combat units to
4. Fuel reduce opposing enemy units. Take note of the naval range
You must give us your shipping priorities 2 days in advance. shown on the operation's map. Also, see the attached chart
See the attached chart for suggested transport allocations. which gives estimated losses inflicted according to the amount
The number of transports available will vary considerably of bombardment
according to the weather. See the charts attached for transport You may also allocate aircraft to fly interdiction missions. We
availability and weather. recommend that you allocate the maximum possible since
Units transported across will also bring with them a certain this significantly reduces German movement Poor weather
amount of the three types of supply which will be added to the will affect the effectiveness of the interdiction missions (see
overall supply pools. Every two days, units require a portion interdiction table).
of the general supply available for maintenance. Units Our planners agree that properly placed naval and air
consume fuel when they move and combat supply when they bombardment will allow your combat formations to push past
fight (see attached charts for estimated amounts). even the toughest enemy stronghold. We therefore recommend
Supply lines are extended from the beaches by depot units that you allocate maximum support to those key positions
which trace their supply to the beachhead markers. Beach- whose downfall will allow significant advances by your
head markers are very vulnerable to enemy assault If combat units.
destroyed, that beach assault area will be closed to amphibious
transport In addition, overall supply availability will be
reduced. By all means, Commander, protect your beachheads!
COMBAT
Units deprived of general supply or units beyond the estab- In order to achieve the objectives you must make heavy
lished supply lines will suffer strength loss and fatigue. (Units assaults toward key enemy positions. Extreme use of air/naval
must be within three map positions of a depot or beachhead bombardment will be necessary to reduce the enemy. Use of
marker to be within supply lines). A chain of depots three armor divisions to infiltrate the enemy line and cut retreat
hexes apart may be formed to extend supplies as long as at routes will speed the advance. Attacks by as many units as
least one of the depots is within three hexes of a beachhead possible along different approaches will force the German
marker. unit to thin his position which may lead to a breakthrough.
American units may only draw supply from U.S. depot units or Heavy assaults should be made whenever you can achieve at
Utah or Omaha beach. British Commonwealth units may least 2.5 to 1 odds over the enemy, otherwise, heavy losses
draw supply from the remaining beaches or their depot units. may result If an enemy unit can be eliminated or forced to
adopt a retreat strategy while you engage in breakthrough or
blitzkrieg strategies, you will be able to advance and attack
AMPHIBIOUS ASSAULT again
Fatigue and leadership affect a unit's combat capabilities. If
Each assault beach will have a beachmarker to aid your units the fatigue is at a high level and leadership is low, then the
to land at the correct locations. The markers are essential for unit's effective strength is reduced and its ability to perform at
landing supplies and units. A destroyed marker results in that the more intense strategies will be curtailed Therefore, units
assault area being closed off to future landings. with high fatigue will have to be relieved to rest behind the
Combat units will attack the German coastal defense units lines for a few days.
until they clear an area large enough for them to move The lack of combat supply will prevent your combat formations
through. We estimate, Commander, that it will take 1 or 2 from launching assaults. Defending without combat supply
divisions to clear out the coastal defense units within each will greatly reduce your strength.
assault area. Study carefully, Commander, the terrain your units will be
Time is of the essence. Your assaulting formations must land fighting in. Attacking the enemy from a river position will
and quickly overcome the German defenses. You must advance reduce your effective strength. Towns, swamps and especially
onto the continent and establish your position before the the bocage terrain will provide excellent cover for the
enemy can react Air support and naval bombardment will aid defending German units (see the Terrain Effects Chart).
you in accomplishing this. Also, take note of the fuel remaining in the supply pool. The
Pay careful attention to the amount of transport allocated to lack of fuel will stop your advances into areas that cost dearly
in assault.

SUMMARY OF GAME PLAY


I. Scenario Selection
You will be required to answer a series of questions regarding the Germans will not be allowed to move on D-Day. If you
the game you wish to play. If you answer no to the question answer yes. then you will choose the players (computer as
which asks if you wish to change any ratings or players, the German or human as German — there is no computer as
scenario will be set to the Campaign Game, the computer Allied): set the ratings for combat points, leadership, trans-
will play the side of the German, all ratings will be set to port, airpower, naval power, coastal defense, and German
historical, the display time delay will beset to 3 seconds, and reinforcement arrival: decide if the German will be allowed

2
to move on D-Day: and select the time delay for the displays other is eliminated (see combat). When the German unit is
(when you become familiar with the game you should choose eliminated then the unit will land and may continue its
a time delay of "1" to speed up play). movement. Note that the quicker you eliminate the German
II. Airborne Drops unit the more movement you will be allowed after landing.
Be sure to land U.S. units at Utah and Omaha beaches and
After you have answered the questions concerning the the British Commonwealth at Gold. Juno, or Sword. They
scenario you will be asked to drop your three parachute will be unsupplied (not within supply lines) if you don't.
divisions. The map will indicate a possible drop zone for the Each unit is given a movement allowance. Points are
82nd airborne. If you input "Y" for yes then the unit will subtracted from this each time you enter a new position (see
attempt to land there (it may drift). If you input "N" for no the Terrain Effects Chart for more details). Your movement
then a series of possible landing sites will be indicated to will automatically end when you move next to an enemy
you as you continue to answer no. This will recycle until you unit. Infiltration is defined as being next to an enemy unit
input a yes answer. You will land the 101st and 6th airborne and moving directly to a position next to an enemy unit.
following the same process. Infiltration is not always possible (see infiltration chart).
III. Supply Allocation The U.S. and British forces have depot units which are used
Next you will be required to give your priorities for the four to establish supply lines from the beachhead markers to
types of transport across the channel: fuel, general, combat, combat units on the continent. A unit is in supply if it is
and amphibious. You will be required to input two digits. 00 within three positions of a beachhead marker or a depot
to 99, for each. The digits represent the percentage of the which is in supply (in supply is defined as being 3 or less
total transport capacity available that will go towards that positions from another depot which itself is in supply or
category of transport. The digits that you input in the four within three positions of beachmarker). Supply for the
transport categories must add up to 100. Any sum more or entire turn is determined at the beginning of each turn
less than that will result in a repeat of the allocation input. starting with June 8th during the logistics phase.
Please note that this allocation is for the following turn and
not the current turn. VI. Combat
IV. Air Interdiction Enemy units eligible to be attacked by your units will be
You must now input the number of air points which you wish flashed one by one on the map. If you wish to attack a unit
to expend for interdiction. This must be inputed as two press "Y" (Apple users should refer to the Apple data card for
digits from 00 to 99. Note that this phase is skipped the first differences in the way combat is handled on the Apple).
turn for the Allies, if the German does not move on D-Day. When you do. eligible attacking units will flash one by one.
(See attached charts for effects on German movement). You may include them in the attack by pressing"V. You will
be required to input naval and air support. Offensive
V. Movement bombardment causes additional enemy losses while defen-
A unit which is eligible to move will flash on the map while sive bombardment causes less friendly losses than expected.
its name and statistics are displayed below. The Atari and You now will input your attack or defense levels. Thecombat
Apple versions require you to use a movement cursor. See result swill be displayed (see charts for display explanations,
the appropriate Atari or Apple card. If you wish to skip this level descriptions, and combat results).
unit for now, press "F'. If you wish to end your entire The defending unit may be required to retreat. If you desire
movement phase press "E". To move the unit press keys"1-6" to retreat press keys" 1 -6" to indicate the direction. Press"F'
which will move the unit in the direction indicated (see if you refuse to retreat. Refusing the retreat or retreating
compass). next to an enemy unit will result in more casualties. If the
Apple TRS-8O & Atari defender retreats, an attacking unit may advance into its
vacated position. Press "F" if the indicated attacking unit is
not desired to advance or press keys "1-6" to indicate the
advance directions. An enemy unit eliminated or one which
chose defense levels 1 or 2 while the attacking chose attack
levels 8 or 9 will result in a situation where the attacking
units will be eligible to attack again. Eliminated German
units immediately form into cadre units which will retreat
When finished moving the unit for now, press "F". You may one map position, unless they were eliminated due to
also press "E" to end the movement phase completely. The retreating next to an enemy unit (or refusing to retreat).
program will allow you to cycle through your units 5 times
and then will automatically end the movement phase. You The program will cycle through eligible defending units
will be allowed to return to moving units which previously twice and then automatically end the combat phase. You may
"F" keyed their movement if eligible for further movement. end the combat phase during unit selection by pressing "E".
See the attached card of your computer version for an
explanation of the unit and movement display.
A unit whose location is in the ocean is waiting to be
transported across the channel at your convenience. To land
such a unit move it using keys "1-6" until you have it placed
over a beachhead marker. When you do. press "1-6" in the
direction of the beach location where you wish to land.
Ranger and commando units have the option of being
placed on or adjacent to a beachhead marker before
indicating their landing. If the assault area has been cleared
of German coastal defense (100 or more combat points have
previously landed at this beach) then the unit will move on
to the indicated beach position and may continue Its
movement. If not cleared, then the unit will be required to
attack the German unit again and again until one or the
3
CHARTS

TRANSPORT AVAILABILITY
Turn Weather
Clear Cloudy Overcast Storm
D-Day 712-764 641-687 N/A N/A
6/6 1460-1566 1314-1410 1180-1268 419-478
6/8 1561-1674 1404-1507 1261-1355 448-511
6/10 1668-1789 1501-1610 1348-1448 479-546
6/12 1784-1914 1606-1723 1442-1549 512-585
6/14 1911-2050 1720-1845 1544-1660 549-626
6/16 2051-2200 1846-1980 1657 1781 589-672
6/18 2100-2253 1890-2028 1697-1824 603-688
6/20 2152-2308 1936-2078 1739-1868 618-705
6/22 2205-2365 1984-2129 1782-1915 633 723
6/24 2261-2425 2034-2183 1827-1963 649-741
6/26 2319-2487 2086-2239 1874-2013 666-760
6/28 2379-2552 2141-2297 1923 2066 683-780
Note: When pitted against another human as the German the above points are
increased by 8%. Also the Air and Naval points are increased by 40%.

WEATHER FORECAST - AMPHIBIOUS SUPPLY


Percent Probability EXPENDITURE
When a unit lands it expends amphibious supply points
Turn Clear Cloudy Overcast Storm equal to its combat strength.
D-Day 52% 48% 0% 0%
6/6
6/8
51%
51%
35%
35%
12%
12%
2%
2%
COMBAT SUPPLY
6/10 51% 35% 12% 2% EXPENDITURE
6/12 51% 35% 12% 2% Attack Strategy
6/14 51% 35% 12% 2% 1 2 3 4 5 6 7 8 9
6/16 51% 35% 12% 2% 1 3 6 8 1 1 13 16 18 21 23
6/18 36% 21% 10% 33% 2 6 1 1 16 21 26 31 36 41 46
6/20 36% 21% 10% 33% 3 8 16 23 31 38 46 53 61 68
6/22 36% 21% 10% 33% 4 1 1 21 31 41 51 61 71 81 91
6/24 51% 35% 12% 2% 5 13 26 38 51 63 76 88 101 113
6/26 51% 35% 12% 2% 6 16 31 46 61 76 91 106 121 136
6/28 51% 35% 12% 2% 7 18 36 53 71 88 1O6 123 141 158
8 21 41 61 81 101 121 141 161 181
NOTE: At the end of each turn you will see a percentage 9 23 46 68 91 113 136 158 181 203
displayed in regards to weather. This is a percentage
of the average weather for the entire game at that NOTE: Table is based on Allied units attacking/defending
point. For example a percentage of-11% means that with 100 CP overall. Less (or more) than that will
you are having 11 % less than average weather for the result in proportionate costs.
entire game up to this point.
AIR/NAVAL BOMBARDMENT
FUEL EXPENDITURE LOSSES
Infantry, airborne, commando, and ranger units expend 10 Air/ Naval Additional Losses Reduced
fuel points per movement point. All other units expend 15 Points Inflicted on Losses on
fuel points per movement point. These costs are based on Allocated German Defender Allied Defender
a unit having 100 combat points. A unit having less than 100 0-7 0 additional losses 0 less losses
CP will expend proportionately less fuel points when moving. 8-29 0-1 0
30-52 12 0-1
53-74 1-3 0-2
GENERAL SUPPLY 75-96 2-4 1-2
EXPENDITURE 97-119 2-5 1-3
120-142 3-6 2-4
A unit on the map at the beginning of its movement will 143-164 3-7 2-4
expend one half of its Combat Strength in general supply 165-187 4-8 25
points if within an enemy ZOC. If not it will expend 1/4 of its
combat strength in general supply. 188-198 4-9 2-6

4
INFILTRATION VICTORY POINTS
Moving next to an enemy unit costs 4 additional movement Allied German
points and the ending of the movement phase for that unit. Cherbourg 10 per turn. 150 0
Infiltration, or the movement from a position next to an on June 30 (per
enemy unit to a position also next to an enemy unit, costs 8 hex) (no points
additional movement points and the ending of the move- awarded if
ment phase for that unit. Not all units can infiltrate or German unit is
infiltrate with the same degree of success. adjacent to occupy-
Mech. Infantry ing Allied u n i t )
Allied 90% Human-German 70% 40% Caen and St. Lo 5 per turn.75 on 0
Armored chance Computer-German 80% 70% June 30 (per hex)
(no points awarded
COMBAT RESULTS if German unit is
adjacent to occup-
RESOLUTION ing Allied unit)
Strategies Odds Ocean side of 0 2 per unit
1-2 1-1 2-1 3-1 4-1 5-1 Naval range on June 8
Att. Def. excluding area One more additional
9 vs 1 15/8 12/10 11/11 11/11 10/12 9/13 east of Caen point per unit each
8 vs 2 13/7 11/9 10/10 10/10 9/11 8/12 (see map) turn thereafter,
7 vs 3 12/7 10/8 10/9 9/10 8/10 8/11 (side nearest (ie.. June 14 5 pts
6 vs 4 12/7 10/8 9/8 8/9 8/10 7/11 Great Britain) per German u n i t )
5 vs 5 12/6 10/8 9/8 8/9 8/10 7/10 Continent side Per formula: 0
4 vs 6 12/7 10/8 9/8 8/9 8/10 7/11 of Naval range CP of Allied unit/60
3 vs 7 12/7 10/8 10/9 9/10 8/10 8/11 (side nearest times
2 vs 8 13/7 11/9 10/10 10/10 9/11 8/12 French interior) horizontal line
1 vs 9 15/8 12/10 11/11 11/11 10/12 9/13 per unit per turn of map position of
unit (0-11 where 0 =
Att./Def. Losses above Cherbourg
Notes: and 11 = southern
1. Obviously the above chart does not give all possible edge of map) (on
combinations of strategies and odds. It's provided to give Apple. Cherbourg
you an idea of what you ran expect. is on line 0)
2. For every attacking u n i t greater than one add 10% to the Eliminated Units 10/German u n i t 20/Allied unit
defender's losses.
3. A random loss of up to 3 is added to both the attacker and Casualties 1/Germ an 1/Allied casualty
defender separately. casualty point point
4. No movement or combat is permitted on the last turn Casualties per 0 1/2/Allied casualty
of each scenario. out of general point
supply
STRATEGY LEVEL
DESCRIPTIONS
Defense VICTORY CONDITIONS
1 - Full retreat (automatic retreat) (possible trigger of Campaign Game First Two Week Scenario
second combat)
2 - Delaying action (automatic retreat) (possible trigger of Score Level of Victory Score
second combat) 1300 or more Allied Strategic 390 or more
3 - Fighting withdrawal (automatic retreat) 800 to 1299 Allied Operational 240 to 389
4 - Hold positions 600 to 799 Allied Marginal 180 to 239
5 - Standfast 250 to 599 German Marginal 75 to 179
6 - Hold at all costs 0 to 249 German Operational 0 to 74
7 - Limited counterattack less than 0 German Strategic less than 0
8 - Counterattack
9 — Heavy counterattack
Attack SUGGESTED TRANSPORT
1 - Recon
2 - Probe
ALLOCATION
3 - Light attack Turn
4 - Limited attack Allocated for Fuel General Combat Amphibious
5 - Medium attack 6/6 35 23 27 15
6 - Heavy attack 6/8 35 30 25 10
7 - Major attack 6/10 30 30 30 10
8 - Breakthrough attack (possible trigger of second combat) 6/12 25 30 35 10
9 - Blitzkrieg attack (possible trigger of second combat)
Note: An attacker will be allowed to attack again if: Note: You allocate supply one turn in advance. Allocation
1) the enemy is eliminated after 6/12 will be dependent on your needs and
or 2) an "8" or "9" attack strategy was chosen and a "1" situation. Prepare with stockpiling general supply for
or "2" defense strategy was chosen. the turns with good chance of storm weather.

5
INTERDICTION EFFECTS

Air Points Decrease in German


Allocated Movement Points Per Unit
0 0
1-3 0-1
4-15 0-2
16-35 0-3
36-63 0-4
64-99 0-5

Note: Interdiction effects are modified by weather. Cloudy


weather reduces inputed air points by 20%. overcast
by 40%. and interdiction not possible during storm
weather.

Difficulty Levels Optional Rules


The ratings provided in the program allow you. as player, to Rommel's Plan: Rommel was restrained by t h e German
adjust several factors of the game. What the designers feel to higher command. Had he been given more a u t h o r i t y , he
be historical is a rat ing of "5" for all factors (except German would have implemented his plan in full which was to crush
leadership which is 7) and no German movement on D-Day. the invasion at the beaches.
Feel free to deviate from these ratings. Players should follow Coastal Defenses :8
the schedule below as it pertains to their skill level. Reinforcements : 3
Novice: German leadership 7 No German Movement
Amphibious Supply Rating 7 on D-Day
Tactical Air Power Rating 6 Patton replaces Montgomery: Alt hough, politically, a poor
Coastal Defense Rating 3 example, George Patton was a driven and ambitious military
Naval Power Rating 6 commander.
All Others 5 Amphibious Supply : 6
No German Movement Leadership (US)
on D-Day
Weather score adjustment: If you feel t h a t weather has
Experienced: German Leadership : 7 cheated you or has been overly kind to you adjust your score
Amphibious Supply Rating : 6 by using the formula below.
Tactical Air Power Rating :6
All Others : 5 Adjusted Score = Score - (Score x Weather %)
No German Movement EXAMPLE 1:
on D-Day Score = 800
Expert: No Changes To Ratings Weather= 11%
(You may want to set the Adjusted Score = 800 - (800 X .11) = 712
delay loop to 1) EXAMPLE 2:
No German Movement Score = 600
on D-Day Weather = -4%
Adjusted Score = 600 - (600 X -.04) = 624

TERRAIN EFFECTS

Terrain Type Movement Point Cost Defense Modifier Attack Modifier


Clear 1 1 1
Town 1 2 1
Bocage 3 2.5 1
Swamp 4 2 .75
River 2 1 .5
Beach 2 1 1
Ocean 0 1 .5
Note: There is a 30% chance that one movement point cost will be added to the above
(except ocean). Rangers and commandos are not halved when attacking from ocean.
Moving next to an enemy unit costs 4 additional movement points. Moving directly
from a position next to an enemy unit to a position next to an enemy unit costs 8
additional movement points.

6
TERRAIN EFFECTS

Terrain Type Movement Point Cost Defense Modifier Attack Modifier


Clear 1 1 1
Town 1 2 1
Bocage 3 2.5 1
Swamp 4 2 .75
River 2 1 .5
Beach 2 1 1
Ocean 0 1 .5
Note: There is a 30% chance that one movement point cost will be added to the above
(except ocean). Rangers and commandos are not halved when attacking from ocean.
Moving next to an enemy unit costs 4 additional movement points. Moving directly
from a position next to an enemy unit to a position next to an enemy unit costs 8
additional movement points.

WEATHER FORECAST -
Percent Probability
Turn Clear Cloudy Overcast Storm
D-Day 52% 48% 0% 0%
6/6 51% 35% 12% 2%
6/8 51% 35% 12% 2%
6/10 51% 35% 12% 2%
6/12 51% 35% 12% 2%
6/14 51% 35% 12% 2%
6/16 51% 35% 12% 2%
6/18 36% 21% 10% 33%
6/20 36% 21% 10% 33%
6/22 36% 21% 10% 33%
6/24 51% 35% 12% 2%
6/26 51% 35% 12% 2%
6/28 51% 35% 12% 2%
NOTE: At the end of each turn you will see a percentage
displayed in regards to weather. This is a percentage
of the average weather for the entire game at that
point. For example a percentage of-11% means that
you are having 11 % less than average weather for the
entire game up to this point.
HISTORICAL ANALYSIS
Operation Overlord, the codename for the amphibious the 50th Br. Infantry. 7th Br. Armored, 3rd Can. Infantry.
invasion of the Normandy beaches in France, was initially 51st Br. Infantry, 3rd Br. Infantry. 6th Br. Airborne, and
scheduled for June 5.1944. However, due to extremely poor numerous brigades.
weather conditions the planned invasion was set for June 6. The next phase in Operation Overlord was to sever the
Since 1940 the Germans had constructed a fortified wall of Cherbourg peninsula from Carentan to Carteret and then
defenses all along the coastline. Against minefields, barbed attack Cherbourg, a large port which was badly needed in
wire, underwater obstacles, and flooded inland areas, the order to increase the amount of men, material, and supplies
Allies stormed the beaches during the early morning hours being landed on the continent. By June 17th the 82nd
of June 6. Prior to the amphibious assault three airborne Airborne and the 9th Infantry Divisions had punctured a 2-3
divisions landed behind the beaches. The U.S. 82nd and mile hold across the peninsula cut ting off the German units
101st Airborne Divisions landed around St. Mere-Eglise in the north. On June 21st the 4th. 9th. and 79th Infantry
while the British 6th Airborne parachuted northeast of Divisions finally reached Cherbourg and began assaulting
Caen securing valuable bridge sites. the outer defenses of the fortified port. Cherbourg fell on
On Utah beach the 4th Infantry Division moved 3-5 June 27th but not before the Germans had completely
miles inland during the first day. The two airborne divisions destroyed all of the port's facilities.
had effectively put up a screen to prevent German reinforce- By the end of June the Allies were far from their original
ments from interfering with the build up on the beaches. objectives. Although Cherbourg had been captured, the U.S.
Omaha beach encountered withering fire from the veteran line only ran from Carteret to Carentan to two miles north of
352nd Infantry Division. The first 24 hours resulted in a St. Lo to Caumont. The British line was from Caumont to
beachhead expanded less than a mile. Three British and Tilly to Caen to Troarn to Ouistreham. The Germans still
Canadian infantry divisions supported by three armored managed to hang onto Caen, which was surrounded on the
brigades and two commando brigades assaulted Gold. Juno, east, north, and west by Allied units. The Americans had not
and Sword beaches. Under intense fire they rapidly pushed yet captured La Haye-du-Puits. Lessay. Periers. and St. Lo.
forward over eight miles the first day suffering heavy The advance had been slower than anticipated due to
casualties. By 2400 hours on D-Day none of the beachheads the easily defended bocage country which required the
had yet attained their objectives. Omaha beach was the only attacker to develop special tactics and equipment to move
one which had not yet secured a firm beachhead. through the hedgerows, the necessity of capturing Cherbourg
By June 10th all the beachheads were linked up. In the which drew off a full three divisions, and the storm on the
Utah beach area the 4th and 9th Infantry Divisions held the night of June 19th which greatly damaged the artificial
north and northwest flanks near Quineville and Montebourg. Mulberry harbors. Bradley had only three days of ammo left
The west and south flanks were secured by the 101st and while Montgomery was three divisions behind in his buildup.
82nd Airborne Divisions. The south flank from Carentan to On July 25th Operation Cobra was launched in the
a few miles south of Isigny was held by the 2nd and 3rd American sector near St. Lo. The Allied army finally managed
Armored Divisions. The 1 st. 2nd. and 29th Infantry Divisions to breakout of the Normandy bocage country and with the
held the line from south of Isigny to Trevieres to Bayeux. U.S. Third Army's famous General George S. Patton in
From Bayeux towards Caen and then to Ouistreham stood command of the breakthrough forces, the Allies began to
pursue the German forces across France.

CREDITS
Game Design/Rules — David Landrey
Game Development — Charles Kroegel. Jr.
Apple & TRS 80 Versions - David Landrey
Atari Version — Dale Disharoon
Art & Graphic Design - Louis Saekow. Kevin Heney
and Don Woo
Typesetting - Abra Type
Printing — A&a Printers and Lithographers
Customized Disc Operating System — Roland Gustafsson
TTLE FOR NORMANDY
UNIT ROSTER (For All Versions)

GETTING TOUR DISKETTE READY: Battle For Normandy will run


under PC-DOS Versions 1.0 through 2.0. Due to the size of the 2.0 op-
erating system, a minimum of 128K is needed to load the programs.
To make your diskette self-loading, start your system using your
DOS diskette. When the A> prompt is displayed, remove the write
protect tab from the right side of the diskette and insert your game
diskette in the left side diskette drive. Next, type INSTALL and press
the enter key (If you have DOS 2.0. you will need to type in INSTALL2). game (computer as German) with historical player settings. The
You will then see the following instructions: default scenario is D-Day through June 20. When settings are final
(or not changed), the Allied player will see the beach units landed
INSTALL FOR DOS VERSIONS 1.0, 1.05, & 1.1 (or version 2.0) and start landing airborne units.
FOR
BATTLE FOR NORMANDY SAVING A GAME IN PROGRESS: At the end of each turn, you will be
given a chance to save the game in progress. You will need a diskette
If you have one drive, insert Game Diskette when the that has already been formatted for use with PC-DOS. If you decide
system asks for drive A and insert the DOS diskette
that you do not wish to save the game after the option has been se-
when the system asks for drive B.
lected, type DATA as the name of the game to be saved; you will then
If you have two drives, insert the DOS diskette be asked If you wish to return to the game.
into drive B.

After inserting the diskettes when prompted, the diskette drive


will whirl for a short period and the system will then reboot itself
SPECIAL NOTES
and the game will automatically start When you wish to play again, MAP SCROLL: The game map is larger than one screen. Moving
simply boot the diskette. units or the cursor will automatically cause the map to scroll.
STARTING THE GAME: After the title page is displayed, press any MOVEMENT: During the movement phase, a white cursor will ap-
key to continue. You will be asked if you want to start a new game. If pear on the screen. You may move this cursor by pressing 1,2.3.7.8 or
you have previously saved a game, the computer will instruct you to 9 to move in the direction shown in the lower right of the screen. To
load the game diskette. After the game is selected, monochrome dis- move a unit, place the cursor over the unit and press the "G" key. You
play users will be asked If they would like to use a color display if also can now move the unit as you did the cursor. When a unit is being
attached. COMPAQ owners note that color display is used when you moved, the "5" key will center the screen on the units being moved.
press CTRL-ATL-<. The program then asks if any ratings or player Pressing the "F" key will end the movement for that unit for now (you
status is to be changed. The default of the program is a solitaire can return to It later). During the movement phase, pressing the "U"

COMPAQ is a trademark of COMPAQ Computer Corporation. IBM is a registered trademark of International Business Machines Corporation.
key will place the cursor at the United States entry hex and pressing and the question "ATTACK WITH THIS UNIT?" will be asked. When all
the "B" key will place the cursor at the British/Canadian entry point units have been shown, the Allied player is asked to allocate Air
Pressing the "G" at the hexes will bring up the next eligible unit to and/or Naval support. Combat is then resolved and the following
be brought onto the beach, provided there are sufficient amphibi- screen is presented:
ous points. You may decide to skip this unit by pressing"F". If the "S"
DEFENDER LEVEL: 4 COMBAT ATTACK LEVEL: 9
key is pressed, five available units in the order of battle will be
DEFENDER LOST: 15 ATTACKER LOST: 14
skipped. The order of these units is the same as found on the Order
AIR/NAVAL: (0) BATTLE ODDS: .21
Of Battle card. Pressing the "D" key will display information about
current levels of supplies, weather, tactical air and naval support This display shows the total results of the battle. The AIR/NAVAL
remaining, and scores. The "T" key will temporarily erase the units number. If positive, indicates the number of CPs lost (out of the total
from the screen and display only the terrain. losses) due to the bombardment of the German defender. If the num-
ber is negative, it indicates the number of CPs subtracted from the
COMBAT: After all movement has taken place, the cursor will be original losses due to Allied air/naval support of the defending unit.
placed at the US entry point. To attack a specific enemy unit, place
the cursor over that unit and press"A". The program will display the
eligible units for attack, asking if you wish to use them in the battle. MOVEMENT:
While in the cursor mode, the "D" key will display current Informa- MOVEMENT PHASE [ Combat: 65 Leader: 5 Fatigue: 4 ] 789
tion and "T" will display the terrain. US 82 AIRB DIV [ SUPPLIED EFF: .72 <.36> ] 5
[ TERRAIN: RIVER * MP LEFT: 10 * ] 123
ENDING A PHASE: To end a phase, simply press the "E" key.
The above display tells you that the 82nd airborne division
currently has a combat strength of 65 points. Its leader is rated a 5
DISPLAY DESCRIPTIONS (out of 9). its fatigue is rated 4 (out of 9). it is currently supplied, and
the combination of the factors provide an effectiveness ratio of .72
COMBAT: When a unit is selected for combat by a player or the times the combat strength. Because It occupies a river hex. the
computer, the defending unit and its display are shown on the left overall attacking effectiveness in "< >" is halved (see terrain effects
side of the screen and the attacker(s) are shown on the right. If more chart). The numbers to the right are a compass to Indicate the
than one unit is available for attack. each will be shown in sequence desired direction of movement

NORTH

WEST EAST

SOUTH
TERRAIN KEY
CLEAR CITY SWAMP BEACH NAVAL BOMBARDMENT LINE

VILLAGE BOCAGE RIVER OCEAN R1 REINFORCEMENT ENTRY HEX

UNIT SYMBOLS BRITISH AIRBORNE DIVISION

GERMAN FALLSCHIRMJAGER DIVISION


GERMAN PANZER DIVISION (ARMORED)
(PARACHUTE)
BRITISH/CANADIAN DEFENDER US INFANTRY DIVISION

GERMAN SS PANZER DIVISION GERMAN FALLSCHIRMJAGER BRITISH/CANADIAN INFANTRY


US BEACH UNIT
(ARMORED) REGIMENT DIVISION

GERMAN SS PANZER GRENADIER GERMAN DEFENDER BRITISH/CANADIAN BEACH UNIT US RANGER BATTALION
(ARMORED INFANTRY)

GERMAN ASSAULT GUN BRIGADE US CAVALRY REGIMENT US DEPOT BATTALION BRITISH COMMANDO BRIGADE

GERMAN INFANTRY DIVISION BRITISH/CANADIAN ARMOURED BRIGADE BRITISH/CANADIAN DEPOT BATTALION US ARMORED DIVISION

GERMAN INFANTRY REGIMENT US DEFENDER US AIRBORNE DIVISION BRITISH ARMOURED DIVISION

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