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Omaha Beach Game

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The document discusses the rules of a board game simulating the D-Day invasion of Omaha Beach.

It is a board game that simulates the D-Day invasion of Omaha Beach on June 6, 1944 from the American perspective.

The main components include a map, playing pieces like units and markers, cards, and charts/tables.

D-Day

At

Omaha Beach
Version 2.0

Rules of Play
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Table of Contents

1. INTRODUCTION.................................................................3 14. INTRODUCTION TO THE EXTENDED GAME...........20


2. GAME COMPONENTS........................................................3 14.1 Changes to German Fire...........................................20
2.1 The Map........................................................................3 14.2 Optional Early Implementation of German Actions.20
2.2 The Playing Pieces........................................................4 15. EXTENDED GAME SEQUENCE OF PLAY..................21
2.3 The Cards......................................................................6 16. GERMAN ACTIONS........................................................21
2.4 Charts and Tables..........................................................6 16.1 Re-Occupy Action....................................................22
3. SETTING UP FOR PLAY.....................................................6 16.2 Re-Supply Action......................................................22
4. SEQUENCE OF PLAY..........................................................7 16.3 Redeploy Action.......................................................22
5. US AMPHIBIOUS OPERATIONS.......................................8 16.4 Reinforce Action.......................................................22
5.1 Landing Checks............................................................8 16.5 Mortar Action............................................................22
5.2 Landing US Units.........................................................8 16.6 Patrol Action.............................................................22
5.3 Placing Units in Beach Landing Boxes........................9 16.7 Artillery Fire Action..................................................23
6. GERMAN FIRE....................................................................9 16.8 Advance Action.........................................................23
6.1 Reading the Fire Cards.................................................9 16.9 Ambush Action.........................................................23
6.2 German Fields of Fire.................................................10 17. ADDITIONS TO US ACTIONS........................................24
6.3 Resolving German Fire...............................................10 17.1 Infantry and Leader Two-Hex Movement................24
6.4 Disrupted German Units.............................................10 17.2 Tank Road Movement...............................................24
6.5 German Artillery Fire.................................................11 17.3 Artillery Barrage Action. .........................................24
7. US ACTIONS......................................................................11 18. COMMAND POSTS (CPs)...............................................24
7.1 Free Actions................................................................11 18.1 Establishing a Command Post..................................24
7.2 Conducting Actions....................................................11 18.2 Command Range......................................................24
7.3 Action: Move One Hex ..............................................12 18.3 Capabilities of Command Posts................................25
7.4 Action: Climb a Bluff.................................................13 19. ENGINEER BASES..........................................................25
7.5 Action: Climb a Cliff..................................................13 19.1 Establishing an Engineer Base..................................25
7.6 Stacking Limits...........................................................13 19.2 Engineer Range.........................................................25
7.7 Disrupted US Units.....................................................13 19.3 Capabilities of Engineer Bases.................................25
8. US COMBAT ACTIONS.....................................................13 19.4 Beach Obstacle Demolition......................................26
8.1 Units Eligible to Attack..............................................13 20. WINNING AND LOSING THE EXTENDED GAME.....26
8.2 Attack Weapons..........................................................14 20.1 Catastrophic Loss......................................................26
8.3 Resolving an Attack....................................................14 20.2 First Victory Check...................................................26
8.4 Conducting a Barrage Action......................................15 20.3 Second Victory Check..............................................26
8.5 Naval Fire Markers.....................................................15 21. BEYOND THE BEACH SCENARIO..............................26
9. GERMAN UNITS, DEPTH AND REINFORCEMENTS..16 21.1 Scenario Set-Up........................................................26
9.1 Revealing German Units and Depth Markers.............16 21.2 Scenario Victory.......................................................27
9.2 Adding Depth to German Units..................................16 22. OPTIONAL HISTORICAL VARIANTS..........................28
9.3 German Reinforcements Triggered by Events............16 22.1 Effective Allied Bombardment.................................28
9.4 German Tactical Reinforcements triggered by a WN 22.2 First Wave Tanks Land Safely..................................28
Depth Marker....................................................................17 22.3 Rangers reinforce Pointe du Hoc..............................28
9.5 Releasing Kampfgruppe Meyer..................................17 22.4 Improved German Reaction......................................28
10. US ENGINEER BEACH OBSTACLE DEMOLITION...17 23. OPTIONAL HISTORICAL VARIANT: GERMAN
10.1 Clearing Beach Obstacles.........................................17 ARMOR...................................................................................28
11. US HEROES, HEADQUARTERS AND GENERALS.....18 23.1 German Armor Set-Up..............................................29
11.1 Heroes.......................................................................18 23.2 Armor Reinforcement Appearance...........................29
11.2 Headquarters.............................................................18 23.3 German Armor Field of Fire.....................................29
11.3 Generals....................................................................18 23.4 German Armor Actions.............................................29
11.4 German Fire against Leaders....................................18 23.5 German Armor Movement........................................30
12. CONTROL AND COMMUNICATION............................19 23.6 US Actions Against German Armor.........................30
12.1 US Control................................................................19 23.7 Victory Point Adjustments........................................30
12.2 German Communication...........................................19 EVENT DESCRIPTIONS.......................................................30
12.3 US Communication..................................................19 Designer’s Notes......................................................................31
13. WINNING AND LOSING THE FIRST WAVES.............20 Credits......................................................................................32
13.1 Catastrophic Loss......................................................20 Introductory Scenario: Easy Fox.............................................32
13.2 Determining Victory.................................................20
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1. INTRODUCTION For rules questions send an SASE to Game Questions: Omaha
D-Day at Omaha Beach is a solitaire game simulating the twelve Beach at the above address. We also post errata and rules up-
momentous hours on June 6, 1944, when US amphibious forces dates on our website.
assaulted a stretch of sand held by German forces on the Calva- 2.1 The Map
dos coast of France – a shore that would ever after be known by The game map portrays Omaha Beach, a nine-kilometer stretch
its code name: Omaha Beach. Of the five beaches assaulted by of the Calvados coast of France, where the battle occurred on
the Allies on D-Day, Omaha was the bloodiest and the hardest- June 6, 1944. The map portrays the tidal beach, the pavilion
won. For several hours on that June day, the fate of the invasion (a hard-ground shelf) running along the top edge of the beach,
hung in the balance. Ultimately, despite the failure of the Allied bluffs separating the pavilion from the high ground, four draws
invasion plan, the heroism and initiative of the US soldier pre- (valleys) penetrating the bluffs and leading inland, and the inte-
vailed and a viable beachhead was established. rior high ground of villages and farmland. The beach, pavilion
In D-Day at Omaha Beach, you control the US forces as- and draws are collectively referred to as the low ground. Much
saulting the beach and struggling to gain a foothold on French of the high ground is distinguished by bocage ancient berms
soil against unexpectedly strong German resistance. The game with high hedges dividing the region into small farm fields and
system controls the German forces that oppose you. providing excellent defensive terrain, to the disadvantage of the
D-Day at Omaha Beach features several unique game me- American invaders.
chanics to … The map is presented from the perspective of the invad-
• control the German forces in an unpredictable but coherent ing US forces with north at the bottom edge. A boundary line
strategy, divides the map into east and west sectors – the nominal opera-
• create varying situations every time you play, tional areas of the US 1st and 29th divisions.
• portray the differing battle conditions on the beach and inland A hexagonal grid is superimposed over the terrain features
countryside. to regulate the placement and movement of US units. Each hex
At the start of play, each turn of the game represents fifteen min- represents an area 250 meters across. The map’s terrain is iden-
utes of real time. Then, when the focus shifts from the battle for tified in the map’s Terrain Key.
the beach to the US move inland, the time scale expands to 30
minutes per turn and rules are introduced to allow for additional German Positions. Many hexes contain German positions.
US and German tactics. There are two general types of German positions: Widerstand-
DDOB for two players: D-Day at Omaha Beach also pro- snest positions and reinforcement positions. Every German po-
vides an engaging cooperative simulation for two players. Each sition appears in one of six colors –used with German fire cards
player directs the units of one US division: The 1st Division to determine which German positions fire each turn. German
landing on the eastern half of the beach and the 29th Division units are placed only in these hexes (unless you are playing with
assaulting the western half. the optional variant rule, German Armor).
German Widerstandnests (WN). These prepared defensive
2. GAME COMPONENTS positions are occupied by German WN units at the start of play.
D-Day at Omaha Beach includes the following components: Each WN position has an historical identification number.
• Game map
• 352 playing pieces
Artillery
• One deck of 55 cards Symbol
• Charts and play aid cards
• Rules booklet
• Color example booklet
• Historical Study Booklet • Some of the WNs occupy two hexes (for example WN 62 in
No dice are used in DDOB. hexes 0812 and 0912), separately identified by an N or S with
If your game has any missing or damaged items please their ID number.
contact: Decision Games, Customer Service, PO Box 21598 • WN positions with an artillery symbol or an “88” symbol
Bakersfield CA 93390 or online at www.decisiongames.com. receive WN units capable of artillery fire at the start of play.

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• Most WNs are located along the bluffs and slopes overlook- The Card/Phase Track. As you draw cards during each turn,
ing the beach. Exceptions include WNs 67 and 69 located place each card in the box matching the card’s function, for ref-
inland in the village of St-Laurent; nonetheless they operate erence during the turn. At the end of each turn, remove all cards
as WN positions and not as reinforcement positions. from the track and place them in a discard pile, off-map. The or-
German Reinforcement Positions. These positions may be der of the track outlines the sequence of play for both the basic
occupied by German reinforcement units entering during play. and extended game.
Most reinforcement positions have an ID letter/number consist- Other Tracks and Boxes
ing of a Zone Letter (from A to G) and a Reinforcement Priority • German Artillery boxes hold artillery units in positions off
Number (from 1 to 11), used to determine when and where Ger- the map but within range of Omaha Beach. Each box identi-
man reinforcements appear. fies the on-map German positions that observe for each unit.
• German reinforcement boxes hold German reinforcement
units of three types – tactical, division and Kampfgruppe
Meyer – for selection as called for by game events. A fourth
reinforcement box – German Armor – is used only if playing
with the optional German Armor rules.
• Blank reinforcement positions. Some reinforcement posi- • German depth boxes hold German depth markers of three
tions have no ID (for example, hex 1014). Such positions may types – WN, building, and mobile – for selection during
be occupied by a German unit when a tactical reinforcement is play.
triggered (9.4) or, by a German action in the extended game. • The US Infantry Loss Boxes for the 1st and 29th divisions
• Direction of Advance. Some reinforcement positions have hold US regular infantry units eliminated during play.
an arrow used for the advance action (only in the extended • The US Command Post Track holds markers showing the
game). command range of US regimental command posts (used in
• Unoccupied German positions possess no inherent strength. the extended game only).
However, in the extended game, an unoccupied German rein- • The US Engineer Track holds markers showing the opera-
forcement position may ambush US units. tional range of US engineer bases (used in the extended game
only).
German Fire Dots and Fields of Fire. The hexes surrounding
each German position contain fire dots matching the position’s 2.2 The Playing Pieces
color. All the fire dots emanating from a single German position The 352 playing pieces consist of units, representing specific
are collectively referred to as that position’s field of fire. The fire US and German military forces, and markers, placed on units,
dots represent three levels of fire against US units: tracks or the map to denote information or status. The features
Intense fire of US and German units differ. For example, only US units have
steps and only German units have an unrevealed side.
Steady fire 2.21 US Units
Sample US Infantry Unit
Sporadic fire Front (full strength) Back (reduced strength)

US Beach Landing Boxes. A row of boxes facing the beach Designation Arrival Unit
Turn Type
hold US units about to land at Omaha Beach. Each box is iden-
tified with the initials of its historical beach code name and a Target Beach
Weapons
unique number (such as DW1, for Dog White 1). US units in Symbol Landing
Beach Landing Boxes are committed to land in the beach hex Box
each box points toward. Attack Reduced Attack
Strength Strength
Exit Hexes. Map-edge hexes with roads leading off the map Reduced Attack
are identified with a letter from A to G. German positions trace Sample US Tank UnitStrength
communication to exit hexes. You may earn victory points by Front (full strength) Back (reduced strength)
moving your units off the map through exit hexes.
The Turn Track. You record the passage of turns, and of time, Number of
by moving the turn marker along the turn track at the end of Steps
each turn. The track also indicates game events such as tidal Range
changes and event deck shuffles. You place US units on the
space of the track corresponding to their turn of entry, until it is
time for them to enter play.
• Time Scale: The turn track covers a twelve hour period be-
ginning at 0615 hours on June 6 1944. The first 16 turns each Division. Every US unit is attached to either the 1st or 29th divi-
represent 15 minutes of time. Beginning with turn 17, each sion. Units with the 29th Division are a lighter green color than
turn represents 30 minutes. those with the 1st.

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Designation. The military designation of the unit identifies the the 716th division and grey/brown for the 352nd division. Units in
unit’s formation and parent formations, included primarily for the 352nd division may also be recognized by their regiment (the
historical interest. rightmost number in the unit’s designation). Units designated
Steps. Each US unit possesses one to four steps, indicating the 916, 915 or 352 are in the 352nd division. Units in regiment 726
unit’s overall manpower. US units lose steps as a result of com- are in the 716th division.
bat losses. Units representing regular infantry companies start the Strength. A quantification of the unit’s ability to defend against
game with three steps, units representing artillery battalions start US attacks.
with four steps, while all other formations start with just one or US weapon requirements. A representation of the defensive
two steps. A unit with one or two steps has one counter with one tactics of the German unit, expressed in terms of the weapons
or two printed sides. A unit with three or four steps has two coun- that, if possessed by US units attacking the German unit in-
ters, with two printed sides on one counter and one or two printed crease the liklihood of US success. See the US Weapons Chart
sides on a replacement counter, distinguished by a dark green for explanation of abbreviations.
band. Only one counter for a given unit is in play at one time.
Artillery Caliber. The largest artillery piece possessed by a
Attack Strength. A quantification of the unit’s fire power in WN unit (88, 75 or none), used when conducting an artillery
combat, used when attacking German units. A unit’s strength is fire check.
reduced as it loses steps.
Reinforcement Type (T, D, M, A). Identifies the reinforce-
Weapons. US units possess various weapons and equipment ment pool in which the unit starts the game – tactical, division,
used when attacking German units. Kampgruppe Meyer or armor.
• The US Weapons Chart lists all the weapons and equipment
2.23 Unit Types.
possessed by all full-strength infantry units, and by all other
US units:
US units regardless of strength. Weapons for these units are Infantry Company
not shown on the unit’s counter. Ranger Infantry Company
• An infantry unit that has lost steps loses some of its weapons Tank Company (half company per unit)*
and possesses only those listed on its counter.
Artillery battalion or battery
Range. US units capable of attacking German units from non-ad- Self-Propelled artillery battalion*
jacent hexes have a numerical range, representing the maximum Amphibious artillery battalion (DUKW)
number of hexes from which the unit may fire at a German unit.
Anti-aircraft batteries
A range of U indicates unlimited range – the unit may fire at Ger-
Self-Propelled Anti-aircraft batteries*
man units anywhere on the map (within the restrictions of 8.12).
Anti-Tank Company
● ◆ ▲ Target Symbol. A selector used to randomly determine
Engineer Battalions (two per unit)
which US units are hit by German fire or are the subject of an
Regimental Headquarters
event or other game function. A black target symbol indicates
the unit can control adjacent hexes. A unit with a white target *Tank, self-propelled artillery and self-propelled anti-air
symbol controls only the hex it occupies (see 12.1). units are armored.
Arrival Turn and Location. The turn in which the US unit en- German units:
ters play is shown along with the Beach Landing Box in which WN Crew
to place the unit on its turn of entry. Units without a turn of entry
WN Crew with Artillery
are placed in beach landing boxes during set-up.
2.22 German Units. WN Crew with Rocket Artillery
Sample German WN Unit
Front (revealed) Back (unrevealed) Infantry Company
Off-Map Artillery
Unit Type Artillery
Armor Company (half) Used in op-
Caliber
US Weapon tional variant only
Strength
Requirements
2.24 German Depth Markers. Depth markers are placed beneath
Sample German Reinforcement Unit German units on the map. Together, a unit and its depth marker
Front Back represent a formation at its full strength and fully deployed. A
Designation unit without a depth marker is understrength or is not yet posi-
Reinforcement
Unit Type Type tioned to maximize its combat effectiveness. Depth markers are
placed face down (unrevealed) and are only revealed as required
US Weapon
Strength by US actions against the unit with which it is stacked. When the
Requirements
depth marker is revealed, its strength and attributes are added to
Division. German reinforcement units belong to one of two divi- the unit. German depth markers are never placed on the map on
sions, differentiated by the color of the unit symbol; yellow for their own, they only appear with German units.

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Front (revealed) Back (unrevealed) US Target Symbol and Exploding Sample Card
Results Letter Mine

US Weapons
Requirements
Strength
Depth
Type
} Landing
Results

}
Depth Type. Identifies the type of German unit with which the Turn Range
depth marker is placed:
WN –WN units
Building –reinforcement units in building positions Event
Mobile – reinforcement units in non-building positions
Armor – armor reinforcement units, in the optional vari-
ant only.
German
2.25 Other Markers Position
Color
US Target
Armor Hit Symbol

}
Bonus
Naval Fire Disrupted Smoke Turn German German
Action
Letter Fire
(extended
game only) US Leader Target Symbol Card Number
US HQ Action US US Engineer German Artillery Value Double square indicates German
Command Taken Garrison Operational and required calibers position with depth marker
Post Range Range During play, draw cards from the deck and look at the appropri-
Front Back Front Back ate section:
• The Landing Results section determines how US units are
affected by amphibious landings.
• The Event section generates an event based on the current
game turn.
US Hero Command Transfer • The Fire section is used primarily during the German Fire
Phase to determine which German positions fire at which US
Front Back Front Back units or perform other actions. In addition, the German Fire
section is sometimes referred to during US actions, when re-
solving infiltration moves and barrages against German units.
A single card draw is for only one of these three purposes – ig-
nore the other sections of the card. The rules refer to the cards
German off-map Artillery US General by the purpose for which they are drawn: landing cards, event
Front Back Front Back cards and fire cards.
2.4 Charts and Tables
The following charts and tables are included on player aid
cards:
Climbing Beach Obstacles Cleared Amphibious Landing Tables
German Fire Chart
Terrain Effects Chart
US Weapons Chart
US Attack Chart
US Barrage Table
Phase German Engineer Summaries of Key Priorities and Procedures
Disrupted Base German Action Summary (extended game)
2.3 The Cards German Armor Movement Map (optional)
Every card in the 54-card deck is divided into three sections. A 3. SETTING UP FOR PLAY
55th card summarizes US actions and should be removed from
Lay out the map so you are sitting along the north side, with the
the deck for reference during play.
beach landing boxes near you.

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Choose a scenario to play: Shuffle the cards and place the deck face down beside the
• Easy Fox is an introductory scenario recommended for new map, with room next to the deck for a discard pile.
players, using just the east half of the game map. Refer to the Place all remaining markers aside for use later in the
special set-up and rules on the back cover of this rules book. game.
• The First Waves covers the first four hours of the invasion
across all of Omaha Beach (Turns 1-16) and takes three hours 4. SEQUENCE OF PLAY
to play. Use only rules sections 1-13. DDOB is played in turns. Each turn consists of several phases,
• D-Day at Omaha Beach covers the first twelve hours of the conducted in the following sequence. Move the Phase marker
invasion (Turns 1-32). Turns 1-16 are played with the rules along the Card/Phase track to keep track of the current phase.
in sections 1-13 only. Then, turns 17-32 utilize the additional During the course of the turn you will draw several cards, each
rules in sections 14-20. Playing time ranges from six to eight for a different function. As you draw each card, place it in the
hours. appropriate box of the Card/Phase track, for reference.
• Beyond the Beach covers the 8-hour period beginning at
I. US Amphibious Operations Phase
1000 hours on D-Day (Turns 17-32), when the US invaders
are already ashore and beginning their move inland. Use sec- 1. Draw a landing card and apply its results to US units in
tions 1-20, and the set-up rules in section 21. Playing time is Beach Landing boxes in the East Sector. Then draw a sec-
four to five hours. ond landing card and apply its results to units in Beach
• After you have played through the game a few times, you Landing Boxes the West Sector.
may wish to explore the optional rules and set-ups offered in 2. Land all units remaining in Beach Landing Boxes by mov-
sections 22 and 23. ing each to the corresponding waterline/beach hex.
Set up The First Waves or D-Day at Omaha Beach scenario as 3. Take units in the current turn of the Turn Track and place
follows: them in the Beach Landing Boxes listed on the units.
Prepare the German Widerstandsnests. II. Event Phase (skip on Turn 1)
Mix together the 18 WN depth markers, face down.
• Place an unrevealed depth marker in the following nine Draw an event card and implement the event listed for the cur-
WN positions: 60, 61, 62N, 65N, 66N, 68N, 70, 72N, rent turn.
73. III. German Fire Phase
• Place the remaining WN depth markers face down in Draw a fire card and conduct German fire against US units in the
the WN depth box. East sector, then draw a second fire card and conduct fire in the
Mix together the 18 WN units face down and place them on West Sector. Conduct fire in each sector as follows:
the map unrevealed, as follows: 1. Occupied German positions that match the colors shown
• Place the 2 units marked “88” on WN 61 and WN 72S. on the fire card fire at US units in the position’s field of
Stack units on top of depth markers, if present. fire. Check to see which US units are hit by fire and apply
• Place the 6 units with artillery symbols on WN posi- disruption, step losses or elimination as called for.
tions 60, 62S, 65S, 68S, 70 and 73. 2. Beginning Turn 4: If the fire card includes a German artil-
• Place the rocket unit on WN 69. lery value, check to see if a US unit in the sector is hit by
• Place the remaining nine units on the remaining WN artillery fire.
positions. 3. Remove Disruption markers from eligible German posi-
Place the four German artillery units in their spaces in the Ger- tions.
man artillery boxes.
Separately mix together each of the following types of Ger- IV. US Engineer Phase (skip on Turn 1)
man units and markers, and place them face down in the match- Place Cleared markers in beach hexes with obstacles, to show
ing boxes on the map: that the obstacles there have been cleared by US engineers
• 9 Tactical Reinforcement Units (T) (10.1).
• 11 Divisional Reinforcement units (D)
• 8 Kampgruppe Meyer units (M) and four mobile depth V. US Action Phase
markers in the Kampgruppe Meyer box Perform actions with US units. Actions include movement, at-
• 20 mobile depth markers in the mobile depth box. tack and barrage. In each US division, two units or stacks may
• 8 building depth markers perform actions. In addition, the following units may perform
Place 8 US tank units without a listed entry turn in the Beach actions “for free”:
Landing Boxes listed on their counters. Place all other US units • infantry performing a preservation move action,
(except replacement units) in the spaces of the Turn Track • ranger infantry,
matching the turn of entry shown on each unit. You may want to • units with any of the following markers: hero, inspired, climb
organize the units in each space into two stacks – 1st division and or disrupted,
29th division. If you are playing The First Waves Scenario, US • An HQ unit or General,
units scheduled to enter on or after Turn 16 are not needed. • units in command of an HQ unit or General.
Place the Turn marker in Turn 1 of the Time Track, and the
Phase marker in the first space of the Card/Phase track.
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VI. End of Turn HQ or General may drift with the unit or may stay in its landing
Move all cards from the card track to the discard pile, and move box, at your option.
the Phase marker back to the beginning of the card track. If 5.13 Ranger Infantry Landing Options. As noted on the
the turn track indicates that the cards are to be shuffled, shuffle Landing Table, a ranger infantry unit that receives a “No Effect”
all discards back into the deck. Move the turn marker one turn landing result on turn 4 or later may voluntarily drift one to four
ahead on the Turn Track. hexes east, at your option. This does not apply to the ranger in-
Keep playing turns until either US division suffers cata- fantry unit designated C/R2 scheduled to land on Turn 2.
strophic loss (ending the game) or until the end of the scenario, 5.14 ✹ Submerged Mine Explosions (Turn 7-22). If the land-
at which time you calculate victory points to find if you have ing card you draw includes an Exploding Mine symbol, apply
won or lost. all other landing results, then check to see if one of your units
Beginning with Turn 17, when the time scale shifts from 15 in a beach landing box detonates submerged mines as it lands
to 30 minutes per turn, additional activities are introduced to the in a beach hex that has not been cleared of obstacles. All beach
sequence of play, as described in section 14. obstacles are uncleared at the start of play, and become cleared
as you perform engineer operations (10.1).
5. US AMPHIBIOUS OPERATIONS
All US units enter play via amphibious landing, during the
US Amphibious Operations phase. Each turn, conduct landing
checks for units already in Beach Landing Boxes, then move
units in the boxes to the beach. Finally, place newly arriving
units in the Beach Landing Boxes (they will land next turn).
5.1 Landing Checks
Conduct a landing check in each sector in which units are in
• During Low Tide (Turns 1-6 and 28-32), mines are not sub-
beach landing boxes, beginning with the East sector. This check
merged and are not a hazard; no check is required.
determines if units in Beach Landing Boxes are affected by haz-
• During Mid Tide (Turns 7-15), if any units in the sector will
ards representing cross currents, rough seas, equipment failure,
land in a mid-tide waterline hex with uncleared beach ob-
navigational errors and German mined obstacles.
stacles, you must remove a step from one such unit of your
Procedure: Draw a landing card and apply the results of
choice. All beach obstacles are considered cleared beginning
this single draw to all units in Beach Landing Boxes in the sec-
on Turn 23 of the extended game, and so checks are not re-
tor. The card shows the three US target symbols (◆,▲,●), each
quired during mid-tide turns 23-27.
with a Landing Result letter (A, B, C or D). For each unit, refer
• During high tide (Turns 16-22), if any units will pass through
to the Landing Table for the current turn, cross referencing the
hexes with uncleared beach obstacles to reach their high-tide
unit’s type with the Landing Results letter for the unit’s target
waterline landing hex, you must remove a step from one such
symbol to determine the landing result for the unit. Units may
unit of your choice.
drift east or west of their intended landing location, be delayed,
Leader Exception: If an HQ unit is the only unit avail-
lose steps or be eliminated by a landing result. Apply the result
able to suffer loss due to a mine explosion, it does not
to the unit immediately.
lose a step. Instead it is delayed; place the HQ two
Example: On Turn 2, four infantry units are in Beach Land-
turns after the current turn on the turn track. A General
ing Boxes in the West sector. You draw a card with results of
◆B ●A ▲D. Referring to the Landing Table for Turn 2, you
is not affected by a mine explosion.
find that the infantry unit with the ◆ selector drifts two boxes 5.15 As noted on the Landing Tables, landing results vary with
east (result B), the two infantry units with the ● selector drift the unit type and the turn. Some units are exempt from landing
four boxes east (result A), and the unit with the ▲ selector is checks later in the game. For example, do not conduct landing
not affected (result D). checks for infantry units after turn 14. However, if such units
5.11 Drift Results. If a unit drifts, move the unit the indicated are landing in or through uncleared beach obstacle hexes prior
number of boxes to the left (east) or to the right (west) along the to turn 23, a landing check is still required, to see if the unit hits
row of Beach Landing Boxes. A unit that drifts will land on the submerged mines. If no landing checks are required in a given
beach from the box it drifts to. sector, do not draw a landing card for that sector.
• A unit that drifts beyond the easternmost or westernmost 5.2 Landing US Units
Beach Landing Box on the map is delayed. Place it on the
After determining all landing results, all units still in Beach
Turn track, two turns after the current turn.
Landing Boxes land on Omaha Beach. Move every unit from its
• A unit that drifts to a landing box during a high tide turn that
Beach Landing Box to the waterline hex matching the current
does not point toward a high tide beach hex is delayed.
tide level, in the direction the box points.
5.12 HQ units and Generals are not checked for landing results,
but an HQ may be affected by a submerged mine explosion
(5.14). If an HQ or General is stacked with a unit that drifts, the

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5.33 Only ranger infantry units may be placed in the Charlie
Beach Landing Boxes (CH), although other units may involun-
tarily drift there.
5.34 Voluntary Delay. Beginning on Turn 7, you are not re-
quired to place a unit in a beach landing box on the turn it is
scheduled to arrive. If you choose to delay a unit’s arrival, place
it on the turn track, in the space for any later turn. The unit will
arrive on that turn (unless you delay it again).
• A unit delayed voluntarily or involuntarily that subsequently
enters on or before turn 10 must be placed in its assigned
beach landing box.
• A unit delayed voluntarily or involuntarily that subsequently
enters after turn 10 may be placed in any beach landing box,
in either sector.
• You may not voluntarily delay the arrival of a unit prior to
turn 7.

Example: Units in Beach Landing Box ER1 land in hex 0513 6. GERMAN FIRE
on a low-tide turn, hex 0613 on a mid-tide turn, or in hex
During the German Fire Phase, draw one fire card for the East
0714 on a high-tide turn.
sector to determine which German positions in that sector fire
5.21 Water line hexes. Omaha Beach has three tidal waterlines, at US units, then draw a second fire card for the West sector and
one of which is used at a time to indicate the current level of the resolve all fires there. US units in the field of fire of a German
sea, as noted on the Turn Track. At low tide, all waterline hexes unit may be hit by fire and suffer disruption or step loss. Place
are above the sea and may be occupied by units. At mid tide, hexes the two fire cards in the appropriate boxes of the Card/phase
to the seaside of the mid tide waterline are underwater and may track for reference.
not be occupied by units. At high tide, hexes to the sea side of the All undisrupted occupied German positions may potentially
high tide waterline are underwater. Units that are underwater at fire – whether the units there are revealed or unrevealed. Firing
the end of a turn are removed from play. Thus, any units in low does not cause a German unit to become revealed.
tide beach hexes at the end of Turn 7, when mid-tide begins, are
6.1 Reading the Fire Cards
eliminated. A unit with a climb cliff marker in a low tide hex at
the end of Turn 7 (or a mid tide hex at the end of Turn 16) is not Each fire card identifies German Positions in the sector eligible
eliminated. to fire and US units likely to be hit. Each fire card includes:
Three German Position colors – every non-disrupted German-
5.22 Landing across the sector boundary. A unit landing in a
occupied position matching a color symbol on the card may be
hex outside its assigned sector comes under the command of the
eligible to fire at US units in the position’s field of fire.
other division for the remainder of the game. Jot the unit’s des-
• A single symbol indicates that positions of that color fire
ignation on a piece of scrap paper or place a Command Transfer
if occupied by any German unit, with or without a depth
marker on the unit, as a reminder.
marker.
5.3 Placing Units in Beach Landing Boxes • A double symbol indicates that positions of that color
After landing all units from the Beach Landing Boxes, take all fire only if occupied by a unit and a depth marker.
units in the current turn space of the Turn track and place each • Some position colors on the fire card have a star, indicat-
in the Beach landing Box listed on the unit. ing that a US Hero, HQ or General in the sector may be
• If the unit lists a specific beach box, such as ER3, place the hit by fire from a position of that color (11.4).
unit in that box. • Some position colors on the fire card include an Armor
• If the unit lists a beach but not a specific box (such as ER), Hit Bonus, indicating that fire from positions of that col-
you may place the unit in any Beach Landing Box with those or is more likely to hit US armored units (see 6.36).
letters. • Many position colors on the fire card have Action letters, used
• If the unit lists a division number (1st or 29th) instead of a only during Turns 17-32. Disregard letters in Turns 1-16.
Beach, you may place the unit in any lettered Beach Landing
Box in the unit’s sector (east for 1st, west for 29th). A US target symbol – US units with the target symbol indicated
5.31 One or two units may be placed in a beach landing box. on the fire card are more likely to be hit by German fire.
Generals and HQ units do not count against this limit. A general Some fire cards have a German artillery value, indicating
may not be placed alone in a Beach Landing Box if there are that a US unit on the beach or in a Beach Landing Box in the
any units scheduled to arrive on the same turn with which he sector may be hit by German artillery fire, in addition to fire
could be placed. from German Positions (6.5).
5.32 You may not place a unit in a Beach Landing Box without
ID letters; such boxes may only be entered as a result of drift.

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6.2 German Fields of Fire while a WN with two unit markers and one depth marker may
hit up to three US units. If the number of US units eligible to be
hit exceeds this limit, select the units to take hits in the follow-
The hexes around a German position contain fire dots of the ing priority order.
position’s color. These make up the position’s field of fire. WN • Priority 1: Units in hexes with Intense fire dots. If after
positions have fields of fire extending as far as five hexes dis- checking all Intense fire hexes, the German position has not
tant along the beach, while most reinforcement positions have reached its hit limit proceed to priority 2.
fields of fire extending only one or two hexes in the dense ter- • Priority 2: Units in hexes with Steady fire dots. If after
rain of the high ground. Three types of fire dots represent differ- checking all Steady fire hexes, the German position has not
ent quantities of fire: Intense fire, Steady fire and Sporadic fire. reached its hit limit, proceed to priority 3.
US units in a hex with one or more fire dots are susceptible to • Priority 3:Units in hexes with Sporadic fire dots.
German fire. If you need to select from among units within one of these pri-
6.21 WN positions in two hexes (such as WN62) are consid- orities, select the US unit closer to the firing position, then the
ered one position and have one field of fire, whether one or both unit with the most steps. If a choice still remains, you choose
hexes of the position are occupied. which units receive the hits.
6.22 German positions near the east/west sector boundary may 6.32 Step loss as a result of German Fire. A US unit hit by fire
have fields of fire extending across the boundary, and may fire may suffer a one-step loss, as noted on the German Fire Chart;
across the boundary. flip the unit over to its reduced strength side. The next time the
6.23 In a few places on the map, the proximity of German posi- unit is hit, replace it with a reduced strength unit. If the unit has
tions causes fields of fire from positions of the same color to only one step, remove it from play.
abut, but fields of fire of a single color never overlap. If there is 6.33 Disruption as a result of German Fire. A US unit hit by
a question as to which position projects a given fire dot into a fire may become disrupted instead of or in addition to losing a
hex, note that dots appear on the side of the hex nearest to the step; place a disrupted marker on the unit. An already disrupted
projecting position. unit that incurs another disruption result is not further affected.
A unit may be disrupted by fire from one position and lose a step
See the color section for examples and illustrations of German as a result of fire from another position in the same Fire Phase.
fields of fire. 6.34 Step Loss Limitation. A given US unit may not lose more
6.3 Resolving German Fire than one step in a single German Fire Phase, even if hit by fire
from multiple German positions. Apply the excess hits to other
Upon drawing a fire card for a sector, resolve German fire for targeted US units if available; if not, ignore the excess hits. How-
all positions matching any of the three colors appearing on the ever, you must attempt to hit the most US units possible when
card. assigning hits from multiple positions. For example, if German
A non-disrupted position occupied by a unit with or with position A is limited to hitting two units and three units are eli-
out a depth marker fires if its color appears on the fire gible to be hit, one of which is also hit by position B, assume that
card as a single color symbol. position B hits that unit, and Position A hits the other two.
A non-disrupted position occupied by a unit with a depth
6.35 A hex occupied by US units with a total of five or more
marker fires if its color appears on the fire card as a
steps is a concentrated target, increasing the units’ susceptibil-
double color symbol. In the case of a two-hex WN posi-
ity to German fire. The units in a concentrated target are consid-
tion, at least one unit occupying the position must have
ered to have the target symbol shown on the German Fire card,
a depth marker in order for a double color symbol to
regardless of the actual symbols on the units’ counters.
trigger its fire.
For each German position firing, check each hex in its field of 6.36 When a position color on the fire card includes an armor sym-
fire occupied by US units and refer to the German Fire Chart. bol, firing positions of that color receive the armor hit bonus.
Use the row of the chart for the type of fire dot projected into the All US armored units the position is firing upon are considered
hex by the German Position. Read across that row to the column non-armored when determining hits. Note that per the German Fire
for the type of German position firing: a WN or revealed rein- Chart, US armored units in a hex with an intense fire dot are hit
forcement unit, or an unrevealed reinforcement unit. Read the even if the firing German position does not have the armor bonus.
result in the box to determine if any US units in the hex are hit 6.37 Hits are against units, not stacks. One unit in a stack may
by fire. Factors determining if a US unit is hit include the type be hit while the other is not. If both units in a stack are hit, both
of fire dot in the hex (intense, steady or sporadic), the US unit’s may lose a step.
target symbol (●,◆ or ▲), and the US unit’s type (armored or See the color section for examples and illustrations of German
non-armored). Units hit by fire lose steps and/or become dis- fire.
rupted, as noted on the chart.
6.4 Disrupted German Units
6.31 Hit Limits of German Positions. In a single fire, a Ger-
man position may hit a number of US units up to the number of A German unit with a disrupted marker does not fire and does not
German units and depth markers in the position. For example, a project a field of fire. A German unit remains disrupted until its po-
lone unit in a position may hit just one US unit in a single turn, sition color appears on a fire Card drawn for its sector. After resolv-

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ing all fire in the German Fire Phase, remove disruption markers occupied by a German unit or in German communication, the
from every disrupted German unit in a position matching a color artillery unit for which the position is spotting becomes active
appearing on the fire card. Remove disruption from a German unit again.
if its color appears on the fire card as a single or double symbol, 6.52 WN positions with artillery symbols have fields of fire like
whether or not the unit has a depth marker. all other positions. They may conduct fire and may contribute
6.41 If a two-hex WN position has units in both hexes and one their artillery capability to artillery fire checks in the same Ger-
of those units is disrupted, the unit in the other hex of the posi- man Fire Phase, if called for by a German Fire card draw.
tion still has a field of fire and may fire. However, the disrupted 6.53 The rocket artillery battery in WN69 does not contribute
unit and its depth marker do not contribute in determining if the to German artillery fire checks. This unit fires its rockets when
position is eligible to fire and how many units it can hit. specifically called for by an event.
6.5 German Artillery Fire (beginning Turn 4)
7. US ACTIONS
If you draw a fire card with an artillery result, first resolve all
During the US Action Phase you may conduct actions with US
fire by German positions in the sector, then check to see if Ger-
units. Each turn, you may select two US units or stacks in each
man artillery fire hits a US unit in the sector. German artillery
division, each of which may conduct one action. In addition,
fire does not occur on Turns 1-3.
US units meeting certain requirements may conduct actions for
Procedure: The number on the left of the artillery result is the
free.
artillery value. Count the number of undisrupted artillery units
US units may conduct any of the following actions, if eli-
in the sector, in both WN positions and the Sector Artillery Box.
gible:
Count only those having the calibers listed on the card. If the
• Move one hex (all units)
number of eligible German artillery units equals or exceeds the
• Climb a Bluff (infantry, generals and HQs only)
value, one US unit in that sector with the target symbol shown
• Climb a Cliff (infantry only)
on the fire card is hit.
• Remove disruption (any unit with a disrupted marker)
Artillery value examples: • Attack (all units)
• Barrage (tank units only)
• Naval artillery barrage (naval fire marker only)
If there are three or more undisrupted German units in the
sector with 75, 88 or 105 caliber artillery, a US unit is hit
7.1 Free Actions
by artillery fire. Units may conduct free actions which do not count toward your
limit of two actions per division per turn. However, a unit may
only perform one action per turn, even if that action is free.
If there are two or more undisrupted German units in the Units may conduct free actions in the following situations:
sector with 88 or 105 caliber artillery, a US unit is hit by • Ranger infantry units. Ranger infantry units always per-
artillery fire. German units with 75 caliber artillery do not form actions for free. This ability does not extend to non-
contribute in this case. ranger units stacked with a ranger unit.
Choose a US unit with the target symbol shown on the card to • A unit with a Hero or Inspired marker.
lose a step, in the following priority: • A unit with a climb, climb cliff or disrupted marker.
1. An infantry unit of your choice in a beach landing box. • Headquarters units and Generals.
2. A non-infantry unit in a beach hex. • A unit in command of an HQ unit or General. A unit that
3. A non-infantry unit in a beach landing box. is stacked with or adjacent to an HQ unit or General at the
4. An infantry unit in a beach hex. start of the Action Phase is in command, and may conduct
If you need to select from among units within one of these pri- a free action. Units that are conducting free actions because
orities, select units with the most steps. If a choice still remains, they are in command of an HQ unit or General may conduct
you choose which unit is hit. If no US units with a target symbol different actions. The leaders are ordering and encouraging
matching the card are in a beach hex or beach landing box in the each unit separately.
sector, no unit is hit by artillery fire. • An infantry unit conducting a self-preservation move. An
infantry unit in a beach hex may conduct a self-preservation
6.51 Knocking Out German artillery units. When you elimi-
move as a free action, consisting of moving the unit from the
nate a WN unit with artillery, it no longer contributes to German
beach hex it occupies to an adjacent beach hex that is closer
artillery fire. Artillery units in the German Artillery boxes can-
to a protective hexside. If the destination hex is not a beach
not be eliminated directly, but they are made inactive by gaining
hex, or is equidistant or further from a protective hexside, the
control of the German positions serving as observers for each
move does not qualify as a self-preservation move. Shingle,
artillery unit. The German Artillery boxes list several German
seawall, slope, bluff and scaleable cliff hexsides are protec-
Positions for each artillery unit in the box – these are the artil-
tive hexsides. Sheer cliffs are not.
lery unit’s potential observers. If all the observer positions listed
for a given artillery unit are in your control, flip the artillery unit 7.2 Conducting Actions
to its inactive side – it no longer contributes to German artillery You may have your units perform actions in any order, se-
fire. However, if any of those positions subsequently becomes quencing your two allowed actions and your free actions as you
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In this example, arrows indicate allowed free
preservation moves. Moves into other beach
hexes require the expenditure of one of the di-
vision’s actions.

choose. A given unit may perform no more than one action per the German position and may be immediately fired upon. Upon at-
turn whether that action is free or not. You must complete all ac- tempting the move, make a special draw of a fire card. If it shows
tions for one division before performing actions with the other. both the color of the German position and the target symbol of the
You may place Action Taken markers on units that infiltrating US unit, you must remove a step from the US unit. If
perform actions using the divisional allotment of two the German position has no depth marker the color symbol must
actions, to help you keep track of the expenditure. be a single symbol in order to affect the infiltrating unit.
Remove the markers at the end of the Action Phase. • If the infiltrating US unit loses a step, you may choose to
7.21 Two units in a stack may perform an action together at complete the move or keep the unit in the hex from which
the cost of one action, as long as they perform the same exact it started the move. In either case, the unit has performed an
action; for example, moving into the same hex or attacking the action.
same German position. If you want the units in a stack to move • A unit infiltrating to a hex occupied by a US unit must check
in different directions or perform different actions, you must use for German fire, but is not considered a concentrated target,
two actions. even if the move puts five or more steps in the hex.
• HQ’s and generals may not attempt an infiltration move on
7.22 A unit that you move across the east/west sector boundary
their own, but may move with a regular unit doing so.
(as opposed to landing across the boundary) may be considered
• If infiltrating past two German positions draw one card. If
part of either division when performing actions. You may spend
unit’s target symbol and either position color appears, unit-
an action from either division’s allotment to have the unit per-
loses a step. No additional penalty if both colors appear.
form an action, if an expenditure is required.
• When playing with two players, a unit that moves just one hex
across the boundary remains in its original division’s control.
A unit that moves more than one hex beyond the boundary
comes under the control of the other division.
7.3 Action: Move One Hex
Conduct this action to move a unit of any type one hex in any
direction.
The Terrain Effects Chart lists terrain that restricts or pro-
hibits movement for certain unit types. Units other than infantry,
HQs and Generals are very restricted in the terrain they can en-
ter or cross. In effect, your armor, anti-air and artillery units are
stuck on the beach through turn 16. In the extended game, your
engineers can clear routes off the beach for these units, enabling In this example, a US unit is adjacent to an occupied orange
WN position. Arrows indicate possible infiltration moves by
them to move inland (see 19.3).
the US unit. Moves into other hexes are not infiltration. If the
7.31 You may not move a US unit into a hex occupied by a Ger- unit attempts to infiltrate, it would lose a step if the ensuing
man unit. A US unit may enter an empty German position. fire card draw showed a single orange color symbol and the
7.32 Infiltration Move. If you are moving a US unit from a hex ◆ target symbol.
adjacent to and in the field of fire of an occupied and non-disrupted 7.33 Once you move an HQ unit or General, it no longer provides
German position, to a hex that is also adjacent to and in the field of free actions to units in its command for the rest of the Action
fire of the same position, the US unit is attempting to infiltrate past Phase. Plan the sequencing of your units’ actions accordingly.
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7.4 Action: Climb a Bluff (infantry, HQs and 7.6 Stacking Limits
Generals only) One or two US units may occupy a hex at the end of a US Action
A US infantry or ranger infantry unit in a hex with a bluff hex- Phase. Stacking limits apply only at the end of the US Action
side may move into an adjacent hex across the bluff by conduct- Phase. You may exceed stacking during the US Action Phase
ing two actions over the course of two turns. A bluff must be and during other phases of the turn.
climbed whether going “up” or “down.” In the first turn of the 7.61 HQ units, Generals and Heroes do not count toward stack-
climb, move the unit across the bluff and place a Climb marker ing limits.
on the unit. In the next turn, conduct a free action to remove 7.62 There is no limit per se to the number of steps that may
the climb marker. A unit that begins the US Action Phase with occupy a hex. However, units in a hex occupied by five or more
a climb marker may conduct only one action – the free action steps are considered a concentrated target during German fire
to remove the climb marker. A unit with a climb marker and a (6.35).
disruption marker may conduct only one action – the free action
7.63 If US units are in violation of the stacking limits at the end
to remove the disruption marker.
of the US Action Phase, you must eliminate units until the limits
are met.
7.7 Disrupted US Units
A US unit with a disrupted marker may not perform any action,
except the “free” action of removing the disruption marker. You
may want to wait until all other units have performed their ac-
tions before removing disruption markers from US units, so that
you do not inadvertently perform other actions with those units.
It is possible for a US unit to become disrupted during the
US Action Phase, as a result of an unsuccessful US attack. Such
a disruption may not be removed from the unit in the Action
Phase in which it was incurred, since it has already performed
an action. To aid you in differentiating units disrupted in the Ac-
tion Phase from units disrupted prior to the phase, US disruption
7.41 HQ units and Generals may cross a bluff in one turn; do not markers are provided in two shades.
place a climb marker on an HQ unit or General moving across
a bluff. 8. US COMBAT ACTIONS
7.5 Action: Climb a Cliff (infantry only) During the US Action Phase, your units may attempt to disrupt
and destroy German units via two types of actions:
A US infantry or ranger infantry unit in a hex with a scaleable • Attack a German-occupied hex. An attack must include at
cliff hexside may scale the cliff by conducting three actions over least one infantry unit adjacent to the German-occupied hex.
the course of three turns. In the first turn of the climb, conduct Other units may participate from adjacent hexes and, if ca-
an action to place a Climb Cliff marker on the unit – do not move pable of ranged fire, from non-adjacent hexes.
it. In the next turn, conduct a free action to move the unit into • Barrage a German-occupied hex exclusively from non-adja-
the hex across the scaleable cliff hexside, and flip the marker to cent hexes. Tank units may barrage a German-occupied hex
the Climb side. In the third turn, conduct a free action to remove in range of but not adjacent to the tank itself.
the climb marker.
8.1 Units Eligible to Attack
An attack must include at least one infantry or ranger infantry
unit attacking a German-occupied hex from an adjacent hex.
As long as this requirement is met, any units may join in the
attack against the same German-occupied hex within the fol-
lowing conditions:
Infantry units must be in a hex adjacent to the German-
occupied hex.
Heavy infantry units (those with a printed range of 2) must
be adjacent or one hex away from the German-occupied
hex.
Tank, anti-tank and anti-air units must be within range
7.51 A unit that begins the US Action Phase with a climb cliff
and one or more of the following must be true:
marker may conduct an action for free, but may only conduct
• the unit is adjacent to the target hex, or
one of two actions: continue the climb as described above, or
• the unit is adjacent to an attacking infantry unit, or
remove the marker and stay put.
• the unit is in command of any HQ or General, or

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• at least one attacking infantry unit is in command of reflect differences in equipment lost and abandoned as casual-
any HQ or General. ties mount.
Artillery units (including SP artillery) must be … 8.22 Flanking. Some German reinforcement units and depth
• in range but not adjacent to the target; and markers list flanking (FL) as a weapon requirement. This weap-
• in command of an HQ (not a General) that is also com- on (actually a tactic) is not possessed by any one US unit. In or-
manding at least one infantry unit attacking the posi- der to meet the flanking requirement in an attack, US units must
tion (You will find this condition difficult to meet until be attacking the German-occupied hex from at least two hexes
late in the game); and that are adjacent to the target but not to each other.
• if the artillery unit is not armored, it may not be in the • If both the German unit and its depth marker list the flank-
field of fire of an undisrupted German unit. ing requirement, the US units must be attacking from at least
Naval fire may be included in the attack if you have a naval three hexes adjacent to the German hex to satisfy the require-
fire marker to expend, and at least one attacking infantry ment. The three hexes may be adjacent to each other.
unit has a radio or is in command of an HQ. 8.23 Heroes and Weapons. When a unit with a hero attacks
8.11 Determining Range. A hex is in range of a US unit if the from an adjacent hex, the hero provides a weapon “wild card.”
distance in hexes between them (counting the target hex but not The hero may stand in for any one weapon requirement of your
the firing unit’s hex) is equal to or less than the firing unit’s choice, after all German weapon requirements are revealed.
range. • A hero cannot stand in for the flanking requirement.
• A hero can increase your attack strength by one, instead of
8.12 High Ground Ranged Fire Restriction. A US unit in a
providing a weapon wild card, at your option.
beach or pavilion/draw hex may not conduct ranged fire against
• This benefit is not cumulative. If more than one hero is in-
a German-occupied position on the high ground, unless that po-
volved in an attack, you may only name one wild card weap-
sition projects a field of fire into at least one beach hex (meaning
on.
the position is on the bluff overlooking the beach). This restric-
tion applies to attack actions and barrage actions. 8.24 HQ Radios. US HQ units possess radios, a weapon re-
• The high ground ranged fire restriction does not apply to na- quirement for defeating certain German units. A US unit attack-
val fire. ing a German position from an adjacent hex when in command
of an HQ may include the radio among its weapon capabilities.
8.13 Each unit participating in an attack against a single Ger-
man-occupied hex must conduct an action in order to partici- 8.25 The naval fire weapon requirement can be met by expend-
pate in the attack. A unit unable to conduct an action may not ing a naval fire marker as a part of the US attack (see 8.5). In ad-
attack. dition, a hero’s wild card can satisfy the naval fire requirement.
8.14 HQ units and Generals do not directly participate in an at- 8.26 Heavy Infantry Weapons. Certain infantry units have a
tack, and are not affected by the results of an attack. printed range of 2. When such a unit is attacking from an ad-
jacent hex, it has all the weapon capabilities listed for heavy
8.15 As noted on the Terrain Effects Chart, a unit on the low
infantry on the US Weapons Chart. When participating in an at-
ground (beach or pavilion) may not attack across a bluff or cliff
tack from a non-adjacent hex, or across a bluff or cliff hexside, a
hexside, unless capable of conducting ranged fire. A unit on the
full strength heavy infantry unit can bring fewer of its weapons
high ground may attack across a bluff hexside, but not across a
to bear, as noted on the chart. Once a heavy infantry company
cliff hexside.
loses a step, it loses its ranged fire capability and is like any
• A heavy infantry unit (range of 2) may attack across a bluff or
other regular US infantry unit.
cliff hexside, but only if another infantry unit is attacking the
German position from an adjacent hex through an allowed 8.27 Tank Weapons. As noted on the US Weapon Chart, the
hexside. weapon capabilities of a US tank unit depends on its range from
the target hex. At a range of 1-5 hexes, the tank fulfills the re-
8.16 A German position may only be attacked once in a give US
quirement for artillery (AR) and a bazooka (BZ); and at a range
Action Phase.
of 1-3 hexes, the tank also fulfills the requirement for a brown-
8.2 Attack Weapons ing automatic rifle (BR) and a machine gun (MG).
Design Note: In most wargames, a successful attack requires 8.3 Resolving an Attack
greater numerical strength than the enemy. This is an important
An attack is resolved by comparing the strength and weapons of
factor in US attacks in DDOB, but equally important is employ-
the attacking US units to the strength and weapon requirements of
ing the right weapons and tactics.
the units and markers in the German-occupied hex under attack.
Every US unit possesses one or more weapons, as shown
The German defenders may become disrupted, lose their depth
on the US Weapons Chart. Every German unit and depth marker
marker, gain a depth marker, become unrevealed, or be defeated
lists weapon requirements. US units with the required weapons
as a result of the attack. A defeated German unit is removed from
attack the German unit more effectively than US units without.
play, temporarily or permanently. US units may become disrupt-
8.21 Reduced-Strength US Infantry Weapons. The weapons ed as a result of attacking, and sometimes lose a step.
possessed by reduced-strength infantry units are printed on their Once you have declared an attack action against a German-
counter instead of on the Weapons Chart. The weapons pos- occupied hex and selected all the US units performing actions
sessed by reduced-strength infantry vary from unit to unit; to
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to participate in the attack (including expenditure of a naval fire • The tank unit occupies a hex in the field of fire of the target
marker if you have one), resolve the attack as follows: hex.
1. Reveal the German unit, if not revealed. If the hex has an • An undisrupted infantry unit occupies a hex in the field of fire
unrevealed depth marker, do not reveal it yet. of the target hex. The infantry unit is considered to be observing
2. Add up the total strength of your attacking units and compare it for the tank unit. Observing is not considered an action. If an
to the strength total of the revealed German units and markers in infantry unit is observing for the tank unit, either the tank unit or
the hex. The German strength may be increased by the terrain in the observing unit must be in command of an HQ or General.
the German position’s hex, as noted on the Terrain Effects Chart. If these conditions are met, draw a fire card and refer to the US
3. Check to see if your attacking units possess all the weapons re- Barrage table to determine how the German position is affected
quired to defeat the revealed German units and markers in the hex. If by the barrage. If the fire card does not show the German posi-
a hero is participating, he may stand in for one required weapon. tion’s color or the barraging unit’s target symbol, the barrage
4. Refer to the US Attack Table. Use the upper section of the has no effect.
table if you do not possess the required weapons; use the lower 8.41 A barrage may be conducted by only one unit. You may not
section if you do. Locate the line corresponding to the numeri- combine the strengths of units into one barrage. Draw a separate
cal comparison of your attack strength to the German defense fire card for every barrage you conduct. Do not refer to the fire
strength. Locate the column corresponding to the disposition of cards drawn during the German Fire Phase. A German-occupied
the German units in the target hex – unit alone, unit with unre- hex may be the target of more than one barrage in a single US
vealed depth marker, or unit with revealed depth marker. Cross- action phase, but may not be attacked and barraged in the same
index row with column to find the attack result. Attack results phase. A barrage against a hex in a two-hex WN position affects
are explained on the Attack Table. only the units in the target hex.
5. Apply the attack result to the German unit and marker in the
8.42 Barrage actions against German occupied hexes on the high
target hex, and to US units if called for. If the target hex includes
ground are subject to the restrictions of rule 8.12. An unrevealed
an unrevealed depth marker, the attack result may direct you
reinforcement unit may not be barraged.
to immediately reveal the marker, recalculate the weapon and
strength comparison, and consult the Attack Table again. 8.5 Naval Fire Markers
8.31 An attack by more than one unit against a German-occupied You receive naval fire markers as a result of event card draws.
hex is resolved as a single attack. Add the strengths of all your You may expend a naval fire marker to conduct naval fire as
participating units together to acquire a single strength total, and part of a US attack, or to conduct a separate Naval Artillery
utilize all the weapons of your participating units. If attacking Barrage.
through multiple hexsides, consider the attack happening through 8.51 Naval Fire in US attacks. You may expend a naval fire
the hexside terrain that is least advantageous to the German de- marker to include naval fire in any US attack if an infantry unit
fenders. For example, if attacking across a slope and shingle, use participating in the attack has a radio or is in command of an
shingle to determine the German defensive advantage. HQ (thus having access to the HQ’s radio). If this requirement is
8.32 When attacking a WN position occupying two adjacent met, naval fire contributes to your attack in two ways;
hexes, you attack only one hex at a time. The German units in • the strength of the naval fire marker (9) is added to your at-
the other hex do not aid the defense in any way and are not af- tack strength,
fected by the outcome of the attack. • the weapon requirements for naval fire, artillery and demoli-
8.33 German Withdrawal. When a US attack defeats a Ger- tions are met.
man reinforcement unit of the 352nd Division the unit withdraws 8.52 Naval Fire Barrage. You may expend a naval fire marker
instead of being eliminated, if it can trace German communica- to conduct a naval artillery barrage against any German WN
tion at the moment of attack (see 12.2 and 12.23). Place the position (revealed or unrevealed) or any revealed reinforce-
withdrawn unit face down in the Division Reinforcement Box ment position on the map, as long as at least one undisrupted
(regardless of reinforcement type). Defeated units not eligible US infantry unit with a radio or in command of an HQ is in the
to withdraw are removed from play. The following units are not target’s field of fire. If these requirements are met, the German-
eligible to withdraw: occupied hex is barraged: place a disrupted marker on the unit
• a WN unit, in the hex. If a depth marker is in the hex, remove it from play.
• a reinforcement unit in the 716th division, German units are not eliminated by naval barrage. A reinforce-
• a unit not in German communication. ment position with an unrevealed German unit may not be the
8.34 There is no “advance after combat” when a German unit is target of a naval barrage.
defeated – do not move your attacking units into the vacated hex. 8.53 A naval artillery barrage is considered a free action and may
See the color section for examples and illustrations of US at- be performed at any time during the US Action Phase. However,
tacks. a single German-occupied hex may not be subject to a barrage
and an attack in the same US action phase.
8.4 Conducting a Barrage Action
8.54 You may use a naval fire marker in the turn you receive it,
A tank unit may conduct an action to barrage a German-occu- or you may save it to use in a subsequent turn. Once you use the
pied hex, if the tank unit is in range of but not adjacent to the marker to conduct naval fire, discard the marker.
target hex, and either of the following are true:
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9. GERMAN UNITS, DEPTH AND ID number is considered to have a number of “0” for this
purpose. If two or more positions have the same number,
REINFORCEMENTS place the marker in the position with the lowest letter.
German units occupy German position hexes. A unit may occu- A German unit must be in communication in order to receive a
py a German position hex alone, or with a depth marker stacked depth marker (see 12.2). Disrupted units may receive a depth
beneath it. A unit and its depth marker represent a single Ger- marker. If a sector named in the event has no German unit eli-
man force at the position. gible to receive a depth marker, place the depth marker with a
At the start of play the only German units on the map are WN unit in the other sector. If neither sector has an eligible unit, no
units, occupying WN positions; some WN units start with depth depth marker is placed. A depth marker may only be placed in
markers beneath them, some without. During play additional a German position occupied by a German unit. Depth markers
German units and depth markers enter play in several ways: never occupy a hex on their own.
• WN units without depth markers may gain them as called for
9.21 Placing depth markers. Upon selecting a German unit
by an event card draw or as the result of an unsuccessful US
to receive a depth marker, randomly draw a depth marker from
attack.
the appropriate depth marker pool and place it beneath the unit,
• Reinforcement units may appear in reinforcement positions,
unrevealed.
usually as a result of an event card draw. Initially, reinforce-
• For a WN unit, draw from the WN depth pool;
ments are taken from the Tactical Reinforcement Pool and
• For a reinforcement unit in a building hex, draw from the
placed without a depth marker. When the Tactical Reinforce-
building depth pool;
ment pool is empty, reinforcements are taken from the Divi-
• For a reinforcement unit in any other type of hex, draw from
sion Reinforcement pool and are placed with a depth marker.
the mobile depth pool.
• Reinforcement units on the map without depth markers may
gain them as called for by an event card draw, or as the result 9.22 A depth marker may be placed with a German unit that previ-
of an unsuccessful US attack. ously lost its depth marker due to US attack or barrage. There is no
limit to the number of times a German unit may lose a depth marker
9.1 Revealing German Units and Depth Markers and receive another, as long as it is in German communication.
German units and depth markers are initially placed on the map 9.23 Some events call for the placement of a US Hero and a
face down (unrevealed). The general type of unit or marker is German depth marker. Place the depth marker in the same sector
identified on the back of the counter. An unrevealed unit exerts as the hero, if possible.
a field of fire and may fire.
9.24 Depth marker depletion. Later in the game, one or more
A German unit is revealed as the result of US actions – usu-
depth marker pools may become empty.
ally an attack (see Section 8). When a German unit is revealed,
• If the WN depth pool is empty when a WN depth marker is
its depth marker remains unrevealed until such time as the unit is
called for, choose a unit in a reinforcement position instead.
subject to a sufficiently strong US attack. At that time the unit’s
• If the Building depth pool is empty when a building depth
depth marker is revealed to add to the unit’s defense. Once a
marker is called for, take a mobile depth marker instead.
German unit or depth marker is revealed, it remains revealed
• If the mobile depth pool is empty when a mobile depth mark
until removed from the map, or until a combat result directs the
er is called for, take no depth marker, the Germans have run
unit to become unrevealed.
out of depth.
9.2 Adding Depth to German Units If only one depth marker is available when two are called for,
Depth markers are added to German units during play as a result apply the placement priorities to the entire map, not just one
of event card draws, and sometimes as a result of an unsuccess- sector, to place the marker.
ful US attack (see the US Attack Results Chart). An event may 9.3 German Reinforcements Triggered by Events
call for one depth marker to be added to a unit anywhere on the
German reinforcement units enter play when an event card draw
map, or for a depth marker to be added to a unit in one sector, or
directs you to place German reinforcements in specific German
for depth markers to be added to units in both sectors.
zones. For each reinforcement called for by an event, draw a
Upon drawing a depth marker event, choose one German
German reinforcement unit at random from the Tactical Rein-
unit without a depth marker and place a depth marker beneath
forcement pool. Place the unit face down without a depth mark-
it. If there is more than one German unit without a depth marker
er in an empty German reinforcement position in communica-
(on the map or in the sector indicated in the event), choose a unit
tion in the zone listed in the event. Select the specific position
based on the following priorities:
within the zone using the following priorities:
1. Choose the German unit closest in hexes to a US unit.
1. a position adjacent to a US unit. Place in the lowest num-
2. If two or more units are equidistant choose the unit:
bered position if two or more are adjacent.
a. In a single-hex WN position;
2. a position within two hexes of a US unit. Place in the lowest
b. Then in a two-hex WN position;
numbered position if two or more qualify.
c. Then in a reinforcement position.
3. The lowest numbered position.
3. If there is more than one eligible unit of a given position
type, place the depth marker in the position with the lowest 9.31 If the Tactical Reinforcement pool is empty, draw a unit
ID number. A German reinforcement position without an from the Division Reinforcement pool instead. Division rein-
forcement units enter play with a depth marker. Once you
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have determined the reinforcement unit’s position draw a depth elsewhere by 352nd Infantry Division command. These units are
marker from the appropriate depth pool (building or mobile) available to be taken as reinforcements only if you draw the Kamp-
and place it beneath the reinforcement unit. fgruppe Meyer event. Each time you draw the event, randomly se-
9.32 Reinforcement units entering play via an event draw may lect four units and two depth markers from KG Meyer. Place the
not be placed on German reinforcement positions without an units in the Division Reinforcement pool and the depth markers
ID number. WN positions do not receive reinforcement units. A in the Mobile Depth box. Those units are subsequently eligible to
reinforcement unit may not be placed in a position already oc- enter play as called for by events and actions. If all eight KG Meyer
cupied by a German unit. units are released, subsequent KG Meyer events are ignored.
9.33 A German position must be in communication in order to 10. US ENGINEER BEACH OBSTACLE
receive a reinforcement unit (see 12.2). Note that an unoccupied
German position may be adjacent to US units and still be in DEMOLITION
communication, and thus eligible to receive a reinforcement. If Engineer Demolition teams land with the first waves to destroy
no positions in a given zone can trace communication, the rein- beach obstacles and mines that might threaten US forces land-
forcement unit for that zone does not appear. ing later in the morning during mid and high tide. These teams
are not represented by counters in the game, but their vital mis-
9.34 If the Tactical Reinforcement pool and Division reinforce-
sion to clear the beach is. Most mid-tide waterline beach hexes
ment pool are empty when a reinforcement unit is called for, the
contain beach obstacle symbols. Until engineers clear the ob-
reinforcement does not enter play. If you run out of reinforce-
stacles, units landing in these hexes may suffer loss due to mine
ments during a multiple-reinforcement event, apply the priori-
explosions (5.14).
ties of 9.3 to the entire map to determine which zones receive
the available reinforcement units. 10.1 Clearing Beach Obstacles
9.4 German Tactical Reinforcements triggered by a During the Engineer Phase of each turn beginning with Turn 2,
WN Depth Marker you may clear obstacles in one or two beach obstacle hexes in
each sector, but only in hexes that are not in the field of fire of
A German reinforcement unit enters play when you reveal a WN any non-disrupted German positions whose color appears on the
depth marker reading Tactical Reinforcement. At the moment fire card you drew for the sector for the current turn.
this happens, immediately conduct the following:
Example: The colors on the fire card drawn for the East sec-
1. Remove the depth marker from play.
tor this turn are red, purple and blue, and no WN positions
2. Draw a reinforcement unit from the Tactical Reinforcement are eliminated or disrupted during the Engineer Phase. You
pool and place it in the unoccupied German reinforcement may clear obstacles from hex 0612 – the only beach obstacle
position nearest to the WN position from which you re- hex in the East sector without fire dots of those colors. If the
moved the depth marker, even if that reinforcement posi- same card were drawn when WN 60 (purple) has been elimi-
tion has no ID number. nated or is disrupted, you would be able to clear any two
3. If two or more positions are equidistant, place the reinforce- hexes from hex 0606 to 0612 of beach obstacles
ment in the position closest to a US unit. If still equidistant, 10.11 Cleared Markers. Place a cleared marker to indicate that
place the reinforcement in the lower numbered position. the obstacles in a beach hex have been cleared. As the game
9.41 For purposes of placing a reinforcement triggered by a WN, progresses and you clear several hexes in a row, you may avoid
a reinforcement position without an ID number (for example, in “counter clutter” by using just two markers to indicate an un-
hex 0828) is considered to have an ID number of 0. The restric- interrupted row of cleared hexes: place the two markers in the
tions of 9.33 apply to reinforcements triggered by a WN. hexes at either end of the row and orient them so their arrows
9.42 A reinforcement triggered by a WN may only be taken from point toward each other, as shown in the diagram. This indicates
the Tactical reinforcement pool and is placed without a depth mark- that those two hexes and all the hexes between them have been
er. If the pool is empty, the reinforcement does not enter play. cleared.
9.5 Releasing Kampfgruppe Meyer 10.12 Tidal Limits. During low-tide turns (2-6) engineers may
clear up to two hexes per sector per turn. During mid-tide turns
The Kampfgruppe Meyer box holds German units that were histori- (7-15) engineers may clear just one hex per sector per turn. Dur-
cally available for commitment to Omaha Beach but were diverted ing high tide turns (16-22), no hexes may be cleared.

Rule 10.11
In this example, hexes 0613 and 0615 through 0618 have been
cleared of beach obstacles. Hex 0614 is not cleared.

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11. US HEROES, HEADQUARTERS AND • An HQ commands all US units in the HQ unit’s hex and all
adjacent hexes at the start of the US action phase, regardless
GENERALS of the units’ designations.
Key US individuals and command formations are represented • A unit in command of an HQ may perform an action for
by hero markers, HQ units and General counters. Heroes, HQs free.
and Generals are collectively referred to as leaders. Leaders do • A unit that attacks a German position from an adjacent hex
not count against stacking limits and do not possess steps. Any while in command of an HQ is considered to possess a ra-
number may occupy a given hex. dio.
11.1 Heroes • An HQ may enable tank, anti-tank, anti-air or artillery units
in its command to conduct ranged fire (see 8.1).
Heroes are individual soldiers and low level officers who per-
• Starting with Turn 17, an HQ may establish a command post
formed above and beyond the call of duty, inspiring their fellow
to increase the range of its command.
soldiers with initiative and courage in the face of overwhelming
danger. The story of Omaha Beach includes numerous instances 11.3 Generals
where an individual or small group of soldiers turned the tide. Two US Generals landed at Omaha Beach on the morning of D-
By the actions of such soldiers, the US forces prevailed. DDOB Day, leading, motivating and inspiring units to move and attack
includes counters naming some of these men in each division. their way off the beach. Brigadier General Norman “Dutch”
The names on the Hero counters are included for historical in- Cota, assistant commander of the 29th division landed at 0730
terest only. All hero markers are identical in capability. hours followed an hour later by his 1st division counterpart,
11.11 Hero Entry. A hero enters play each time you draw the Brigadier General Willard Wyman.
Hero event. Place a hero marker on a US unit of your choice in the Each of these leaders and their aides are represented by a
division listed in the event. A hero is considered part of the unit to counter with the following capabilities:
which you assign him and may not be transferred to another unit • A general may move one hex during the US action phase as a
and may not be alone in a hex. Keep a hero’s marker directly on free action, within the restrictions of the terrain effects chart.
top of his assigned unit. When a unit with a hero is eliminated, the • A general commands all US units in his hex and all adjacent
hero (or inspired marker) is also removed from play. hexes at the start of the US action phase, regardless of the
11.12 Hero Free Action. A unit with a hero may perform an ac- unit’s designation.
tion for free in the US action phase. The free action is conferred • A unit in command of a general may perform an action for
only on the individual unit, not all units in the hex. free.
• A general may enable a tank, anti-tank or anti-air unit in his
11.13 Hero Attack Wild Card. A hero with a unit attacking a
command to conduct ranged fire (but not an artillery unit,
German unit from an adjacent hex provides the attack with one
see 8.1).
of the following benefits:
• When checking to see if you have the weapons required to 11.31 A general may be in a hex by himself, or may stack with
defeat the German position the hero counts as one required any US units. The presence of a General alone in a hex does not
weapon of your choice, other than flanking; or inhibit German fire or communication in any way. If a General
• When calculating and comparing your Attack strength to the is the sole occupant of a German position when a German unit is
German defense strength, you may use the hero to increase called to be placed there, place the unit and remove the General
your strength by 1. from play – he has been captured.
11.14 Hero Sacrifice. A hero may be killed by German fire (see 11.4 German Fire against Leaders
11.4). You may also voluntarily sacrifice a hero in the following A hero, general or HQ may be hit by German fire during
circumstances to save a unit: If a hero is with a one-step unit the German Fire phase. If a fire card includes a German
that must take a step loss as a result of German fire, you may position color with a star, a position of that color in the sec-
choose to sacrifice the hero instead of eliminating the unit. tor may hit a leader in its intense or steady field of fire.
11.15 Inspired Units. When a hero is killed by German Fire • If a hero is hit, he is killed; flip his marker to the inspired
or voluntary sacrifice, his marker is flipped over to the inspired side.
side and remains with his unit as long as the unit is in play. • If an HQ is hit, it is disorganized and will take some time to
A unit with an inspired marker may perform an action for free re-establish command. Remove the HQ from the map and
in each US action phase. An inspired unit does not receive the place it two turns later on the turn track. The unit will re-enter
hero’s attack wild card bonus. play via beach landing.
11.2 Headquarters • If a General is hit, he is lightly wounded; flip his counter over.
Being lightly wounded does not affect a General’s capabilities.
The headquarters for each of four infantry regiments are repre- • If a lightly wounded General is hit, he is killed; Remove his
sented by HQ units, each comprising the regiment’s command- counter from play.
er, his staff and equipment.
11.41 Select a leader to take a hit only after assigning hits to
Each HQ unit has the following capabilities:
other eligible US units, regardless of the type of fire in the lead-
• An HQ may move one hex during the US action phase as a free
er’s hex. If the number of other units eligible to be hit equals or
action, within the restrictions of the terrain effects chart (see 7.5).
exceeds the German position’s hit limit, the leader is not hit.
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11.42 Leaders do not become disrupted by German fire, although the 352nd division attempting to withdraw after being defeated
the units they are stacked with may. by US attack. This ability does not apply to WN positions or to
unoccupied reinforcement positions.
12. CONTROL AND COMMUNICATION
Each US unit controls the hex it occupies and some US units
control adjacent hexes. German units do not control hexes per
se; they affect nearby hexes through their fields of fire. US con-
trol affects whether German communication can be traced to a
German position or hex. German fields of fire affect whether US
communication can be traced to a US unit or hex.
12.1 US Control
A US unit of any of the following types controls the hex it oc-
cupies.
• Infantry with one step
• Artillery, anti-tank, and anti-air units
• Headquarters
• Command posts and engineer bases (in the extended game)
A US unit of either of the following types controls the hex it oc-
cupies and the adjacent hexes around it, even if disrupted:
• Infantry with two or three steps
• Armor (of any step level).
Generals and Heroes do not control hexes.
12.11 A US unit in a beach, pavilion or draw hex does not con-
trol adjacent hexes on the high ground. The reverse is not true;
a US unit on the high ground capable of controlling adjacent
hexes controls adjacent beach, pavilion and draw hexes. Example: Although the German reinforcement unit with a
strength of 4 is surrounded by hexes in US control, it is still in
12.2 German Communication communication because it can trace bocage communication
A German position must be in communication in order to: through 1316 (out through 1416). The 3-strength German unit
cannot trace communication – the two bocage hexes adjacent
• receive a reinforcement unit;
to it are themselves surrounded by US control, preventing
• receive a depth marker; tracing of communication beyond the first bocage hex.
• withdraw after being defeated by a US attack;
• perform certain actions in the extended game. 12.24 Communication status of German positions is established
A German position is in communication if you can trace a path at the beginning of the German Fire Phase and does not change
of hexes of any length from the position to any exit hex (A throughout the phase. A position out of communication at the
through G). The path may not pass through any hexes occupied start of the phase remains out of communication throughout the
or controlled by US units. Furthermore, a German communica- phase, even if German fire reduces or eliminates US units that
tion path may not pass through a rough hex, beach hex, or a were blocking communication. During a US attack, German
pavilion hex adjacent to a beach hex. The path may pass through communication status is determined at the moment of attack.
draw or pavilion hexes not adjacent to the beach. 12.3 US Communication
12.21 A German unit in a hex adjacent to a US unit negates US
US units are not affected by being in or out of communication
control of that hex for purposes of tracing German communica-
during the game. At the end of a scenario, US communication is
tion through the hex, including tracing communication for the
required in order to control hexes for victory purposes.
German unit itself.
A hex is in US communication if you can trace a path of
12.22 When tracing communication to an unoccupied German hexes of any length from the hex to any beach hex.
position (for example, to determine if a German reinforcement • The path may not pass through any hexes occupied by or in
may be placed there), the position’s hex itself can be in US con- the field of fire of a German unit.
trol and still be in German communication, if a communication • The path may not be traced through a rough hex or a bluff or
path can be traced. cliff hexside.
12.23 German Bocage Communication. A German reinforce- 12.31 US communication may not be traced into or through a
ment position occupied by a German unit may trace communi- hex in the field of fire of a German unit even if that hex is occu-
cation through one bocage hex adjacent to the position, even if pied by a US unit. A German position’s field of fire extends into
that hex is controlled (but not occupied by) a US unit. This spe- all hexes with fire dots emanating from that position, even if
cial ability applies only to one bocage hex adjacent to the trac- the German unit occupying the position is disrupted. An empty
ing position; thereafter, communication for the position must German position has no field of fire for purposes of tracing US
be traced normally. This ability is especially helpful to units of communication.

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13. WINNING AND LOSING THE FIRST victory point purposes—the hex must also be safe from German
fire.
WAVES • A hex is also considered in US control for victory purposes
Play of the First Waves Scenario continues until one of your US if US communication can be traced to it and German com-
divisions suffers catastrophic loss – ending the game immedi- munication cannot, and the hex is not in a German field of
ately – or until Turn 16, at which point you consult these victory fire – basically, the hex is behind secure US lines.
conditions to determine if you win or lose.
13.1 Catastrophic Loss 14. INTRODUCTION TO THE
Catastrophic loss represents a level of casualties so great that EXTENDED GAME
the division’s fighting capability has been effectively destroyed. If you are playing the scenario D-Day at Omaha Beach or Beyond
Historically, as D-Day unfolded on Omaha Beach, the US high the Beach, use the rules for the extended game (sections 14-20)
command struggled to gather reliable information on US losses beginning on Turn 17. The rules in sections 1-13 remain in force,
(lots of news) and US successes (little news), and came close to unless specifically superceded by the extended game rules.
closing the beach to further landings. In DDOB, catastrophic In the extended game the time scale shifts from 15 minutes
loss is the threshold at which such a decision might have been to 30 minutes per turn, affecting several game functions:
made. • You draw two event cards per turn.
If either US Division suffers Catastrophic loss, you lose the • German units may hit more targets when they fire.
game. Catastrophic loss is defined as eight regular infantry • You may perform three actions per division per turn, instead
units of the division reduced to one-step or eliminated. of two.
During play, each time one of your regular infantry units • US infantry and armor units may sometimes move more than
loses its second step and is replaced with a one-step unit, place one hex in a single action.
the counter for the full-strength unit in the Infantry Loss box • You may eliminate a German unit and its depth marker in a
for the unit’s original division. If the number of infantry units single US attack.
in a division’s loss box reaches eight units, the division suffers German and US forces gain additional capabilities beginning on
catastrophic loss. Turn 17, to reflect the shift in battle from the beach and bluffs to
the villages and bocage of the high ground:
13.11 Eliminated ranger infantry units and non-infantry units
• German positions may perform actions other than firing at
are not placed in the loss box and do not count toward cata-
US units.
strophic loss.
• Unoccupied WN positions may be re-occupied by German
13.12 Later in the game, certain event card draws allow you to units.
add steps to reduced infantry units in play by taking a counter • US artillery units may conduct the barrage action.
from an Infantry Loss box. This event reduces your losses to- • US headquarters units may establish command posts to in-
ward suffering catastrophic loss. crease the range of their command.
13.2 Determining Victory • You may place engineer bases on the beach to clear obstacles
to non-infantry movement and to direct traffic off the beach.
If neither US division has suffered catastrophic loss by the end
of Turn 16, determine if you have won The First Waves by add- 14.1 Changes to German Fire
ing up Victory Points.
14.11 German hit limit doubled when firing. The limits of
You earn Victory Points for the following:
6.31 are doubled in the extended game. For example, the hit
• 1 VP for each WN position you control. A WN position oc-
limit of a German position occupied by a single unit without a
cupying two hexes is worth 2 VP (but is worth no points until
depth marker is two US units, and the hit limit of a position with
you control both hexes).
a unit and a depth marker is four.
• 1 VP for each German reinforcement position you control
(including positions not marked “VP”). 14.12 No US step loss limit. A US unit may lose more than one
• 5 VPs for each draw under your control. step in a single German Fire Phase when hit by fire from more
You win the game if you have 19 or more Victory Points. than one German position. The limits of 6.34 do not apply in the
extended game. However, a US unit may lose no more than one
13.21 Controlling Draws. There are four draws – or small
step by fire from a single position in a single phase.
valleys – leading inland from Omaha Beach. Control of these
draws was vital to the US ability to move vehicles and heavy 14.2 Optional Early Implementation of German
equipment off the beach. You control a draw if all its draw hexes Actions
south (inland) of the anti-tank barrier at the mouth of the draw
Experienced players may wish to implement the following rule
are in US control.
adjustment to increase the realism and challenge of the game.
13.22 A hex is considered in US control for victory point pur- This adjustment is recommended only for players who have
poses if the hex is occupied or controlled by a US unit, and is in won the extended game.
US communication, and is not in the field of fire of a German Implement the rules for German Actions (all of Section
unit, including disrupted German units (see 12.1 and 12.3). Oc- 16) beginning on Turn 12. All other extended game rules com-
cupation or control of the hex by a US unit is not enough for mence on Turn 17.

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15. EXTENDED GAME SEQUENCE OF An occupied reinforcement position may Patrol.
PLAY
The sequence of play in the extended game follows the basic An occupied reinforcement position may Advance; an
structure of the sequence of play in rules section 3, with the unoccupied reinforcement position may Ambush; an
modifications and additions noted below. occupied WN may conduct Artillery Fire.
I. US Amphibious Operations Phase
An occupied reinforcement position with no US units
As in the basic sequence of play. in its field of fire may conduct Mortar Fire.
II. First Event Phase
Draw an event card and implement the event listed for the cur- An occupied reinforcement position with US units in its
rent turn. Skip on Turn 32. field of fire may Re-Supply; an occupied reinforcement
position with no US units in its field of fire may Rede-
III. German Fire Phase ploy; an unoccupied reinforcement position may Reinforce; an
As in the basic sequence of play, with the addition that German unoccupied WN position may Re-occupy.
positions may perform actions other than firing, as indicated by
German action letters on the fire cards. A position color appearing on a fire card
with an F, armor symbol or leader star
IV. Second Event Phase indicates the fire action. The functions of
Draw another event card and implement the event listed for the armor and leader symbols in position colors remain as described
current turn. Skip on Turn 32. in 6.36 and 11.4.
V. US Engineer and HQ Phase Procedure: When you draw a fire card, check all the following
Place engineer bases in eligible beach hexes and increase the op- types of German positions in the sector matching the colors on
erational range of previously placed engineer bases (see 19.1). the fire card to determine if each fires or conducts some other
Place garrison markers (19.3). action:
Convert HQ units to command posts and increase the com- • every occupied WN and reinforcement position,
mand range of previously established command posts (see • every unoccupied WN position in German communication,
18.1). • every unoccupied reinforcement position within two hexes of
a US unit and in German communication.
VI. US Action Phase For each position, refer to the German Action summary, cross-
As in the basic sequence of play, except each division is allowed referencing the type of position with the symbol/letter on the fire
three actions per turn. In addition, the situations in which US card to determine if the position conducts the action represented
units may perform actions for free is expanded to include the by the letter, or if it fires normally, or if it conducts no action. If
following: a check results in fire or action, implement its effects immedi-
• units within the command range of an HQ Command Post, ately, before checking on the next position. You may check the
• units performing a movement action in beach, pavilion or positions within a sector in any order you wish. To make sure
draw hexes within the operational range of a US engineer you miss no positions, a methodical approach is suggested, such
base. as checking occupied positions in one sector from left to right,
then unoccupied positions.
VII. End of Turn German Positions that do not perform actions. The follow-
As in the basic sequence of play. ing German positions do not conduct any type of action, and so
are not listed on the German Action Summary:
16. GERMAN ACTIONS • An unoccupied position not in German communication;
In the extended game, German positions may conduct actions • An unoccupied reinforcement position more than two hexes
other than firing, as called for by action letters appearing with from a US unit;
the position colors on the German Fire cards. Actions may be • A position occupied by a disrupted German unit. If the posi-
performed by German-occupied positions with and without US tion’s color appears on the fire card, the disruption is removed
units in their fields of fire. In some cases, even unoccupied Ger- after resolving German actions.
man positions may perform actions. Action letters stand for a As explained in 6.3, a single color symbol on the fire card indi-
variety of actions, depending on the situation of the German cates that positions of that color perform an action if occupied
position. by a German unit, with or without a depth marker. A double
color symbol indicates that positions of that color perform an ac-
tion only if occupied by a unit and a depth marker (Exception:
16.21).
An unoccupied position may perform an action allowed it
by the German Action Summary, regardless of whether the
color symbol is single or double.

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See the color rules sections for examples of German Action 16.32 A German unit that redeploys does not fire in the same
Determination. German Fire Phase.
Sequencing Actions. In the rare event that the sequencing of 16.33 In the rare event that two German units would redeploy to
German Actions affects play, conduct the action for the higher the same position in the same Fire Phase, the unit in the higher
numbered position first. If the same number, conduct the action numbered position redeploys first.
for the higher lettered position first. For example, if two posi-
16.34 If a unit with a mobile depth marker redeploys to a posi-
tions are eligible to perform the Reinforce Action, and only one
tion with buildings, or if a unit with a building depth marker
reinforcement unit is available, the higher numbered position
redeploys to a position without buildings, swap its depth marker
would receive the reinforcement.
for the other type, if available in the pool.
16.1 Re-Occupy Action 16.4 Reinforce Action
Eligible position: Unoccupied WN position in German commu-
Eligible position: Unoccupied reinforcement position in Ger-
nication.
man communication and within two hexes of a US unit.
If a WN position selected to perform this action is unoccu-
If the position is a VP position, place a reinforcement unit
pied by US and German units and can trace German communi-
with a depth marker in the position.
cation, randomly draw a previously eliminated WN unit without
If the position is not a VP position, and has US units in its in-
artillery and place it on the position face up. If there are no such
tense or steady field of fire, place a reinforcement unit with a depth
units available, the unit does not appear. The WN does not fire
marker. If a non-VP position only has US units in its sporadic field
in the Fire Phase it is re-occupied.
of fire or has no units in its field of fire at all, conduct no action.
16.11 Only one hex of a two-hex WN position need be occupied The unit does not fire in the German Fire Phase in which it
by a US unit to protect the position from re-occupation. If both is placed.
hexes of a two-hex WN position are eligible for re-occupation,
place re-occupying units in both hexes. 16.5 Mortar Action
16.12 If there are more WN positions eligible for reoccupation Eligible position: Occupied position with no US units in its field
than available WN units, place the units in the hexes that are of fire.
closest to US units. The German unit fires mortar shells at US units beyond its
field of fire but within the position’s mortar range.
16.2 Re-Supply Action Reinforcement Position Mortar Range: all hexes within three
Eligible position: Occupied reinforcement position with US hexes of the position may be hit by mortar fire.
units in its field of fire. WN Position Mortar Range: all beach hexes and pavilion hex-
If the position is in communication and the German unit es adjacent to beach hexes within five hexes of the WN position;
there has no depth marker, draw a depth marker for the unit. all draw and high ground hexes within two hexes of the WN
Then conduct fire. Include the depth marker when determining position.
whether the position is eligible to fire. Treat all hexes within the position’s mortar range as if in
If the position is not in communication or already has a the position’s steady field of fire. US units (including armor)
depth marker, conduct fire. with the target symbol indicated on the fire card are hit and lose
16.21 A position with a lone German unit conducts the Re-Sup- a step, but are not disrupted.
ply action even if the action card shows a double color symbol • Mortar fire from a German position with a depth marker may
for the position. hit up to two US units.
• Mortar fire from a position without a depth marker hits just
16.3 Redeploy Action one unit.
Eligible position: Occupied reinforcement position in German • If the number of eligible US target units exceeds the mor-
communication with no US units in its field of fire. tar fire limit, choose units with the most steps. If steps are
The German unit in the position redeploys if an unoccupied equal, you choose the target.
reinforcement position in the same sector has US units in its 16.51 If no US units with the target symbol shown on the Ger-
field of fire and is in German communication. If these condi- man fire card are within mortar range of the position, the posi-
tions are met, move the unit and its depth marker (if any) to the tion conducts no action.
empty reinforcement position. If these conditions are not met,
the position conducts no action. 16.6 Patrol Action
If more than one empty reinforcement position meets the re- Eligible position: Occupied reinforcement position.
quirements, move to a VP position, then to the lower numbered The position does not fire. Instead it conducts probes and
position, then to the position with more US strength points in its quick attacks to scout and harass the enemy. Place disrupted
field of fire. A position with no ID number is considered to be markers on every US unit, regardless of target symbol, in hexes
numbered “0” for this purpose. in the position’s intense and steady field of fire (not in hexes
16.31 A German unit in a VP position may only redeploy to with sporadic fire dots).
another VP position. If no such position is available, do not re- • If there are no US units in the position’s intense or steady
deploy from a VP position. field of fire, place a disrupted marker on just one US unit

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within three hexes of the position. If more than one US unit the unit’s position and the destination position of its advance.
is within this range, disrupt the closest unit, then the unit with All the hexes in the selected diagram make up the German unit’s
the target symbol shown on the fire card, then with the greater route of advance.
attack strength. Your choice if strengths are equal.
• If no US units are within three hexes of the German position,
the position conducts no action.
16.61 HQ units and generals are not disrupted by patrol ac-
tions.
16.7 Artillery Fire Action
Eligible Position: Occupied WN position with no US units in 2. If no US units are in the route of advance (i.e., in any of the
its field of fire. hexes in the selected diagram), the German unit advances; move
If the WN position has artillery (88 or 75 caliber), one US it (and its depth marker) to the destination position. Otherwise, if
unit is hit. Choose a US unit in either sector with the target symbol there are any US units in the route of advance, proceed to step 3.
shown on the fire card to lose a step, in the following priority: 3. Disrupt US defenders. Place disrupted markers on the follow-
1. An infantry unit of your choice in a beach landing box. ing US units in the route of advance:
2. A non-infantry unit in a beach hex. • All units other than infantry and tank units;
3. A non-infantry unit in a beach landing box. • All infantry and tank units with a target symbol matching the
4. An infantry unit in a beach hex. current fire card.
If you need to select from among units within one of these pri- 4. Determine the effective US defense. Add up the strength rat-
orities, select a unit in the WN position’s sector, then select the ings of all non-disrupted US units in the route of advance. Dou-
unit with the most steps. If a choice still remains, you choose ble the strength of US units in building and bocage hexes when
which unit is hit. If there are no US units eligible to be hit, the doing this calculation.
position conducts no action. • If the US strength is seven or more, the German advance is
A WN position need not be in communication to conduct repulsed. The German unit stays in its current position and
this action, but must possess 88 or 75 caliber artillery. The rock- does not fire.
et artillery unit in WN 69 is not eligible. • If the US strength is less than seven, the German advance is
16.8 Advance Action successful. Remove one step from a US unit of your choice in
the route of advance and move the German unit and its depth
Eligible position: Occupied reinforcement position. marker to the destination position. If the destination position
Under certain circumstances a German unit may attempt to is occupied by US units, move the US units to an adjacent
move from the position it occupies to the position pointed to by hex of your choice that is not in the route of advance. Any
the directional arrow in the unit’s position, even if the destina- other US units in the route of advance are not moved.
tion is occupied by US units.
• If an occupied German position has an advance arrow point- 16.83 If a unit with a mobile depth marker advances to a posi-
ing toward a position that is not occupied by a German unit, tion with buildings, or if a unit with a building depth marker
check to see if the unit attempts to advance. advances to a position without buildings, swap its depth marker
• If an occupied German Position does not have an advance for the other type, if available in the pool.
arrow, or if it has an arrow pointing to a position already oc- 16.84 If a US unit defending against a German advance has a
cupied by a German unit, the position fires normally (if US hero marker, increase the strength of the unit by one, after any
units are in its field of fire) or conducts no action (if no US adjustments for terrain.
units are in its field of fire). 16.85 Advance actions are considered to occur after all other
16.81 Advance Attempt Check German actions in the Action Phase. The advancing unit gains
The unit attempts to advance if any of the following apply: the benefit of any disruption or step loss inflicted on US units in
• No US units are in the unit’s field of fire; or its route of advance by other German units in the phase.
• The unit is revealed, and is from the 352nd division, and has 16.86 Position B1 has two advance arrows, pointing to A7 and
a depth marker; or A6. If the Advance action occurs for a German unit in B1, and
• The unit is unrevealed and has a depth marker. either A7 or A6 is German-occupied (but not both), the unit in B1
The unit fires if US units are in its field of fire and either of the attempts to advance to the other position. If neither are occupied
following apply: by German units, the unit in B1 attempts to advance to A7.
• The unit is from the 716th division, or; See the color rules sections for an example of the German
• The unit has no depth marker. Advance Action.
16.82 Advance Procedure. If the conditions for attempting to 16.9 Ambush Action
advance are met, determine if the German unit is able to ad-
vance from its current position to its destination position. Eligible position type: Unoccupied reinforcement position in
1. Determine the route of advance. Choose the diagram from German communication and with US unit in its field of fire.
among these three that corresponds to the relative location of The ambush action is conducted by an unoccupied German
position and represents fire from a reconnoitering force or small
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resistance nest. An ambush is resolved using the Ambush col- 17.23 Artillery, armored artillery, anti-tank, anti-air and armored
umn of the German Fire Chart. An ambush hits one US unit with anti-air may move only one hex per turn.
the indicated target symbol in a hex in the position’s intense
17.3 Artillery Barrage Action.
field of fire; the US unit loses a step. If there are no such units,
the ambush disrupts one US unit with the indicated target sym- An artillery or SP artillery unit may conduct an action to barrage
bol in a hex in the position’s steady or sporadic field of fire. a German-occupied hex, if all the following conditions are met:
• The artillery unit is in range of but not adjacent to the target
16.91 No more than one US unit may be affected by an Ambush
hex.
from a single position. If more than one unit with the indicat-
• The target hex contains a WN unit (revealed or unrevealed)
ed target symbol is eligible to be hit, select the unit closest to
or a revealed reinforcement unit. An unrevealed reinforce-
the German position, then the unit with more steps. If steps are
ment unit may not be barraged.
equal, you choose.
• The artillery unit is in command of an HQ or CP (not a gen-
17. ADDITIONS TO US ACTIONS eral).
• The artillery unit or an undisrupted US infantry unit occupies
The extended game introduces several enhancements to US ca-
a hex in the field of fire of the target hex. This unit is consid-
pabilities:
ered to be observing for the artillery unit.
• Each division may perform three actions per US Action
• The observing infantry unit (if any) is in command of the
Phase, instead of two.
same HQ or CP as the artillery unit.
• US infantry, leaders and tank units may be able to move more
• If the artillery unit is not armored, it may not be in a hex in
than one hex when conducting a movement action.
a German field of fire—meaning that the unit must use an
• US artillery units may barrage German positions.
infantry unit to observe.
17.1 Infantry and Leader Two-Hex Movement • The high ground ranged fire restriction applies to artillery
US infantry and ranger infantry units, HQs and Generals per- barrage (8.12); that is, an artillery unit in a beach, pavilion or
forming a movement action may move two hexes. An infantry/ draw hex may only barrage a German position that projects a
ranger unit may move two hexes as long as it does not enter: field of fire into at least one beach hex.
• a Bocage hex, unless the hex is entered by a road or trail; or If these conditions are met, draw a German Fire card and refer to
• a hex in the intense or steady field of fire of an occupied and the US Barrage table to determine how the German position is
undisrupted German position. affected by the artillery barrage. The limitations of 8.41 apply.
In other words, an infantry/ranger unit entering a bocage hex
(not by road/trail), or a hex in intense or steady fire may only 18. COMMAND POSTS (CPs)
move one hex. An HQ or general may move two hexes without You may convert your HQ units into command posts during the
restriction, but may not enter or cross prohibited terrain. US Engineer and HQ Phase on Turn 17 or after. A CP may not
move but it gains a command range that increases over time,
17.11 An infantry/ranger unit conducting the climb action to
enabling it to command US units up to four hexes away.
cross a bluff hexside does not receive a climb marker. However
the unit may only move that one hex. A leader crossing a bluff 18.1 Establishing a Command Post
may move two hexes. An HQ unit may convert to a CP in any hex that is not in the
17.12 When an infantry/ranger unit conducts the climb action potential field of fire of any German position. If a German-occu-
to climb a cliff, initiate the action by moving the unit across the pied position or an unoccupied position in German communica-
cliff hexside and placing a climb marker on the unit (instead of tion projects any fire dots into the HQ’s hex, the HQ may not
a climb cliff marker). In the next turn, conduct a free action to convert into a CP there.
remove the climb marker. To establish a Command Post, flip an HQ unit to its CP side
during the US Engineer and HQ Phase and place the match-
17.2 Tank Road Movement
ing command range marker in the first space of the Command
Tank units may move more than one hex if moving along Range track. Doing this is not considered an action.
roads.
18.11 Abandoning a Command Post. You may revert a CP to a
• A tank unit beginning its move on a secondary road may
regular HQ unit during the US Action Phase by flipping it over
move up to two hexes along secondary and major roads.
and performing an HQ movement action. If you do so, remove
• A tank unit beginning its move on a major road may move up
the corresponding command range marker from the command
to four hexes along major roads.
range track.
• A tank unit must stop its move upon entering a hex in the in-
tense field of fire of an occupied German position. A tank unit 18.2 Command Range
need not stop in a hex in a steady or sporadic field of fire. When you first establish a CP it commands US units in its hex
17.21 In order to move more than one hex along a road, a tank and any adjacent hexes, like an HQ unit. The initial placement
unit must begin its move in a road hex and enter hexes via a con- of the CP’s command marker on the command track shows this
necting road throughout its move. capability – a command range of one hex. In subsequent turns
17.22 Mined roads and trails may not be entered at all by tanks you may increase the CP’s command range. During the US En-
until they have been cleared by engineer bases (see 19.3). gineer and HQ Phase you may advance the marker for an al-

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ready established CP one space along the command range track, an engineer base on the map, place the matching engineer range
as long as the CP’s hex is not currently in the field of fire of any marker in the “0” space of the Engineer Range track. Once
occupied German position. placed, the base may not be moved.
18.21 As many as four command range markers may occupy the 19.2 Engineer Range
command range track (one for each US HQ in the game), and
When you first place an engineer base it has an engineer range
every marker may be advanced along the track during the US
of “0”, as shown by the initial position of the base’s engineer
Operations Phase, if eligible.
range marker on the engineer track, meaning that the base’s
18.22 Some command range values are repeated on the com- capabilities operate only in the hex it occupies. In subsequent
mand track. For example, command range 3 appears in three turns, you may advance the marker along the track to increase
boxes in a row, meaning that it takes at least three turns to in- the operational range of the engineer base.
crease a CP’s range from 3 to 4. During the US Engineer and HQ Phase you may advance
18.3 Capabilities of Command Posts the engineer range marker for one already established engineer
base per US division one space along the engineer range track,
A CP commands all the US units within its current command
as long as the engineer base’s hex is not currently in the poten-
range. For example, a CP with a range of three commands all
tial field of fire of any German position.
US units within three hexes of its hex. This range is counted by
including the hex occupied by the unit to be commanded but not 19.21 Divisional Engineer Operation Limit. You may only
the CP’s hex. place one engineer base or increase one base’s range per divi-
Units within a CP’s command range receive all the benefits sion per turn. You may not advance an engineer range marker in
of being in command of an HQ including: the same turn you place a new engineer base for that division.
• Free actions 19.3 Capabilities of Engineer Bases
• Radios
An engineer base’s range represents the area in which support
• Tank and artillery ranged fire coordination.
troops are operating and work has been completed to facilitate
18.31 Command range may be counted through hexes in Ger- the safe movement of US troops and vehicles. All the following
man fields of fire but not through German units. benefits are in force within an engineer base’s range of opera-
18.32 A CP in the field of fire of an occupied German position tions:
may not command US units. In such a situation, the CP’s range • Garrisons. You may place a US garrison marker in every
marker retains its current position on the command track, but its unoccupied German position that is in an engineer’s range
range may not be increased. and not in the field of fire of a German unit. Garrisons pre-
18.33 A CP is considered a leader and may be hit by German vent the appearance of German units in unoccupied WN and
fire. If a CP is hit, it immediately reverts to an HQ unit; flip the reinforcement positions, and such positions are in US control
unit to its HQ side and remove its command range marker from for victory purposes at the end of play. Garrisons may not be
the command track. A command post is not eliminated by Ger- the target of mortar fire or artillery fire. They do not impede
man fire. the German advance action and are removed from the map if
the hex they occupy is the destination of a successful advance
19. ENGINEER BASES action.
Beginning with Turn 17, four engineer bases (two per division) • Shingle lanes. Shingle hexsides do not impede movement of
are available to you. Engineer bases represent combat engineers any units.
and Engineer Special Brigades – support troops that facilitate • Road Clearing. German-built obstructions on the pavilion
the movement of units off the beach and up the draws, by direct- and in draws, including anti-tank walls, anti-tank ditches and
ing traffic, garrisoning rear areas, and clearing obstacles such as mined roads are considered cleared. All US units may move
the shingle, anti-tank ditches and walls, and mined roads. through and over the hazards as if they do not exist. Cleared
You may place Engineer bases in beach hexes during the US roads in mined road hexes provide the movement benefits of
Engineer and HQ Phase. Once placed, an engineer base does not normal roads.
move but projects an engineer range that increases over time, fa- • Traffic Management. US units that begin their move in a
cilitating the safe movement of US units off the beach and through beach, pavilion or draw hex in an engineer unit’s range of op-
the draws, and guarding previously taken German positions. erations may perform a movement action for free. A unit you
are moving via traffic management may be moved onto the
19.1 Establishing an Engineer Base high ground. The traffic management benefit does not extend
An engineer base may be placed in any beach hex in its divi- to units beginning their move on the high ground and does
sion’s sector that is not in the potential field of fire of any Ger- not allow combat actions.
man position. If a German-occupied position or an unoccupied 19.31 An engineer base’s range includes all the hexes within its
position in German communication projects any fire dots into a range and the hexsides bordering those hexes.
beach hex, the Engineer base may not be placed there. For example, an engineer base in hex 0711 with a range of
It is suggested that you place each engineer base in a beach 1 has cleared shingle lanes in the hexsides bordering hexes
hex near a different draw, so that each base projects its engineer 0710, 0711 and 0712, and has cleared the antitank ditch hex-
range up a different draw as its range increases. Upon placing sides bordering hexes 0810 and 0811.

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19.32 An engineer’s range of operations does not extend into 1 VP for every non-infantry, non-HQ unit on the high ground at
hexes in the field of fire of a German-occupied position, even the end of play.
if the engineer’s range is sufficient to reach that hex. Engineer 1 VP for each armor or regular infantry step that moves off the map
bases are never the target of German fire and may not be elimi- from a lettered exit hex, but only if you can trace US communica-
nated. tion to the exit hex at the end of play. You can earn VP’s for having
19.33 German artillery fire inhibits engineer operations. An an armored unit on the high ground and for exiting its steps.
engineer base may not increase its range or provide traffic man- 1 VP for each ranger infantry step that moves off the map from exit
agement during a turn in which German artillery fire occurs in F or G, even if you cannot trace communication to the exit hex.
its sector. This includes artillery fire as a result of an event or a Subtract 1 VP for each WN hex you do not control.
fire card. Subtract 1 VP for each German unit in the Kampfgruppe Meyer
box (no subtraction for Depth markers).
19.34 Engineer bases do not affect seawall hexsides. The move-
You win the game if you have 40 or more Victory Points:
ment restrictions listed on the Terrain Effects Chart for seawall
• 19 or fewer VPs: Decisive US defeat. US high command
hexsides apply even if in range of an engineer base.
closes Omaha Beach to further landings.
19.4 Beach Obstacle Demolition • 20 to 29 VPs: Operational US defeat. A slim US Beachhead
All beach obstacles in mid-tide waterline hexes are considered is holding against strong German resistance. Subsequent
cleared beginning on Turn 24 and remain cleared for the rest of landings and operations are delayed.
the game, whether or not engineer bases are present. • 30-39 VPs: Tactical US defeat. The beachhead is secure but
the battle for the high ground rages.
20. WINNING AND LOSING THE • 40-49 VPs: Tactical US victory (historical result). A costly
victory but the beachhead is secure and German resistance
EXTENDED GAME on the high ground is weakening. Should be mopped up on
Play of the D-Day at Omaha Beach scenario continues until one June 7.
of your US divisions suffers catastrophic loss – ending the game • 50-59 VPs: Operational US victory. A safe and secure
immediately – or until either of two Victory check points, one at beachhead supports US forces moving inland.
the end of Turn 16 and one at the end of Turn 32. • 60 or more VPs: Decisive US victory. Despite the failures of
20.1 Catastrophic Loss the US plan, the initiative of the landing forces established a
secure beachhead, destroyed the enemy and is breaking into
You lose the game immediately if one of your divisions suffers
the Normandy interior.
catastrophic loss.
See 13.22 for definition of control relative to awarding victory
Catastrophic loss limits
points.
Turns 1-16: eight infantry units in either division’s loss box.
Turns 17-32: fourteen infantry units in either division’s loss 21. BEYOND THE BEACH SCENARIO
box.
20.2 First Victory Check Beyond the Beach covers the 8-hour period beginning at 1000
At the end of Turn 16, total up your Victory Points as described in hours on D-Day (Turns 17-32), when the US invaders are al-
13.2. Compare your total to the following victory point levels: ready ashore and beginning their move inland.
25 or more victory points: The game ends in a decisive US 21.1 Scenario Set-Up
victory. Your forces have overcome the German defenses and
Set up Beyond the Beach as follows (instead of rules section 3):
quickly established a secure presence on the high ground.
Prepare the surviving German Widerstandsnests.
11 to 24 Victory Points: Continue play. The battle for the
Mix together the 18 WN units face down and place them on
beach and the high ground still hangs in the balance.
the map randomly, as follows:
10 or fewer Victory Points. The game ends in a decisive US
• Place one unit marked “88” on WN72S. Remove the
defeat. Your forces are holding just a few isolated spots of high
other “88” WN unit from play.
ground while still under fire on the beach. German forces are
• Place the rocket WN unit on WN 69.
building up a strong line of defense just beyond the beach.
• Place 3 units with artillery symbols on the following
20.3 Second Victory Check three WN artillery positions: 62S, 65S, 68S. Remove
At the end of Turn 32, total up your victory points to determine all other WN artillery units from play
if you win or lose. You earn victory points for the following (use • Place eight of the remaining WN units in the following
these awards instead of those in 13.2): WN positions: 62N, 65N, 67, 66N, 66S, 68N, 71, 72N.
1 VP for each German reinforcement position you control in a Remove all other WN units from play.
hex on or adjacent to a major road, or a minor road leading off Mix together the 18 WN depth markers, face down.
the south edge of the map. There are a total of 42 such hexes and • Place an unrevealed depth marker beneath each WN
all are marked with a VP symbol. unit in the following eight positions: 62S, 65S, 66S,
4 VPs for each draw you open to US traffic. A draw is open to 67, 68S, 69, 72N, 72S.
traffic if you control every hex of the draw and your engineers • Place one WN depth marker face down in the WN depth
have completely cleared the draw of German obstacles. box. Remove all other WN depth markers from play.

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Separately mix together each of the following types of Ger- C/2R 0533 2
man units and markers, and place them face down in the AB/2R 0728 3
matching boxes on the map: AB/5R 1125 5
• 8 Kampfgruppe Meyer units CD/5R 1026 5
• 20 mobile depth markers EF/5R 1028 5
• 4 mobile depth markers in the Kampfgruppe Meyer For each one-step regular infantry unit placed on the map,
box. place the matching full strength unit in the infantry loss box
• 8 building depth markers – a total of four units in the 1st Division Loss Box and five in
Place German reinforcement units and depth markers on the 29th Division Loss Box (including A/1/116, which has been
the map as follows: completely eliminated).
• Mix together the nine tactical reinforcement units face- Place the following US units in any high tide line beach hex
down and draw six to place on the map. Remove the in their assigned sector, within stacking limits.
remaining tactical reinforcement units from play. East Sector
• Mix together the eleven divisional reinforcement units Tank 1/B/741 2
facedown and draw six to place on the map. Place the Tank 2/A/741 2
remaining five divisional reinforcement units in the Tank 1/A/741 2
Divisional Reinforcement box, face down. Anti-Air 1•2/397 2
• Randomly place the twelve units drawn for map place- Artillery 7FA 4
ment in the following German Reinforcement Po- Armored Anti-Air A•B/197 1
sitions. If the position is followed by a “D”, draw a West Sector
depth marker of the appropriate type (from the mobile Tank 1/A/743 2
or building box) and place it face down beneath the Tank 1/B/743 4
unit. A3(D), A4(D), A7, C2(D), C4(D), C6, D1(D), E5, Tank 2/B/743 2
F1(D), G1, G2(D), G6 Tank 2/C/743 4
Place the four German artillery units in their spaces in the Ger- Anti-Air 5•6/397 2
man artillery boxes, active side up. Artillery 58FA 6
Place the following US infantry units, heroes, HQ units and Armored Anti-Air C•D/467 1
Generals: Place the 62nd FA battalion on turn 26 of the turn track (it is
delayed).
Designation Hex Strength Remove from play all US units scheduled to enter prior to
A/1/16 1115 6 turn 16 not listed above.
B/1/16 1114 6 Place all US units scheduled to enter play on Turn 16 in
C/1/16 0916 4 any beach landing boxes of your choice in their assigned sector,
D/1/16 0814 4 within the restrictions of 5.3.
E/2/16 1213 2 with Spalding Place all US units schedule to enter on Turn 17 or later on
F/2/16 1110 2 with Strojny the spaces of the Turn Track matching the turn of entry shown
G/2/16 1313 2 on each unit.
H/2/16 0813 2 Place cleared markers to indicate that nine beach hexes
I/3/16 1008 6 have been cleared of obstacles: 0612-0616, 0523-0525, 0426.
K/3/16 0807 4 Place the Turn marker in Turn 17 of the Time Track.
L/3/16 0908 4 with Montieth Shuffle the cards and place the deck face down beside the
M/3/16 0809 4 map, with room next to the deck for a discard pile. Consider the
16 HQ 1014 event calling for WN 69 to fire its rocket artillery (Screaming
Wyman 0814 Meemies!) to have occurred once.
B/1/116 1028 2
21.2 Scenario Victory
C/1/116 0830 6
D/1/116 0726 4 Play of the Beyond the Beach scenario continues until one of
E/2/116 1113 2(command switch your US divisions suffers catastrophic loss – ending the game
to 1st Division) immediately – or until the end of Turn 32, at which point victory
F/2/116 1119 2 with Thompson is assessed in accordance with Rules Section 20. However, all
G/2/116 0926 2 victory levels are adjusted as follows:
H/2/116 0819 4 • 24 or fewer VPs: Decisive US defeat.
I/3/116 1020 6 • 25 to 34 VPs: Operational US defeat.
K/3/116 0920 6 • 35-44 VPs: Tactical US defeat.
L/3/116 1119 6 • 45-54 VPs: Tactical US victory.
M/3/116 0919 7 with Smith • 55-64 VPs: Operational US victory.
116 HQ 0926 • 65 or more VPs: Decisive US victory.
Cota 0830
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22. OPTIONAL HISTORICAL VARIANTS tended to be launched from LCT’s (Landing Craft Tank) offshore
After playing the game several times, you may wish to explore and make their way to the beach on their own power. The rough
the optional historical variants in this section, each positing a seas doomed this plan. Historically most lead tanks of the 741st
plausible “what-if” situation on D-Day at Omaha Beach. You battalion sank. The 743rd battalion to the west was more for-
can use these individually or in combination. Each has a victory tunate as their officers recognized the difficulty and drove the
point adjustment to be added to or subtracted from your Victory LCTs to shore. What if an across-the-board decision was made
Point total at the end of the game. Variants 22.1, 22.2 and 22.3 to bring all DD tanks to shore via LCT?
can be used with any scenario; variant 22.4 only with the D-Day To play this variant, use the Turn 2 Landing Hazard Table
at Omaha Beach or Beyond the Beach scenarios. A variant intro- for tank units landing on turn 1.
ducing German armor is presented in rules section 23. Victory Point adjustment: -5

22.1 Effective Allied Bombardment 22.3 Rangers reinforce Pointe du Hoc


Prior to the US Landings, the German positions at Omaha The rangers of the 2nd and 5th battalions played a pivotal role
Beach were subjected to aerial and naval bombardment, intend- in the success of the western assault on Omaha Beach, but, ex-
ed to neutralize the defense. As it turned out the bombardments cept for C company/2nd Rangers, they were actually scheduled
were largely ineffective. The B24 bombers of the 8th Airforce to reinforce the assault on Pointe du Hoc several miles to the
dropped their bombs far inland of the defenses, for fear of hit- west. As it turned out, the rangers did not receive the signal to
ting Allied landing craft approaching the beach. And the naval reinforce and so executed their back-up plan: landing on Dog
bombardment, though of spectacular intensity, was too brief to sector of Omaha Beach. What if the Rangers did not land at
wear away and penetrate the defensive structures overlooking Omaha Beach?
Omaha Beach. The Navy wanted more daylight time for their To play this variant, remove all rangers from the game ex-
bombardment, but the army’s landing timetable would not al- cept for the C/2R unit scheduled to enter on Turn 1.
low it. What if the air bombardment had hit the beach defenses? Victory Point adjustment: +5
What if the naval bombardment had more time to build up? 22.4 Improved German Reaction
To play this variant, make all the following adjustments: The slow and confused German response to the Allied land-
Delay the start of play. The game starts on Turn 4 (0700 hours). ings on D-Day contributed to the operation’s success. South of
Delay all US units entering prior to turn 16 by three turns – place Omaha Beach, the 352nd Division’s key reserve – Kampfgruppe
each three turns ahead on the turn track (e.g., place Turn 1 units Meyer – wasted hours on a wild goose chase before being or-
in the Turn 4 space of the Turn Track). Place US tank units with dered to Omaha and Gold beaches piecemeal. What if the Ger-
no turn number in the landing boxes. Delay all units entering on man divisional and corps commanders received and acted on
Turn 16 or later by just one turn. Place the Game turn marker in accurate reports of the initial landings?
the Turn 4 space. To play this variant, make the following adjustments:
Pre-Invasion Bombardment. Draw two fire cards. Place a dis- • Place all KG Meyer units in the Division Reinforcement
rupted marker on every WN of a color indicated on either card, Pool, and all mobile depth markers in the Mobile Depth box.
and remove its depth marker from play, if it has one. If a WNs Disregard events calling for the moving of KG Meyer units to
color appears on both cards, it is knocked out, remove the unit the Division Reinforcement Pool.
and its depth marker from play. Place the two cards in the dis- • When a reinforcement is taken from the Tactical Reinforce-
card pile. ment Pool, place it with a depth marker (change to 9.3)
Start the game on Turn 4, and draw an event card for that turn. • When Mobile depth markers are exhausted for the first time,
• On turns 4 and 5, use the landing table for Turns 2 and 3. draw five at random from among those eliminated and return
Starting Turn 6, use the landing table for the current turn. them to the Mobile Depth Pool. Do this only once.
• German units may not become undisrupted on Turn 4, even Victory Point adjustment: +5
if selected to fire.
• Engineer obstacle clearing begins on Turn 5. 23. OPTIONAL HISTORICAL VARIANT:
• German artillery becomes activated to fire on Turn 5 (instead
of Turn 4).
GERMAN ARMOR
• The game still ends on Turn 16, if playing The First Waves, The 352nd division included two armor companies stationed
or Turn 32 if playing other scenarios. south of Omaha Beach. One composed of Marder III’s was or-
The definition of the free infantry preservation move is ex- dered to Omaha Beach, but due to Allied air attacks, it did not
panded to also include a one-hex move into any beach, pavilion arrive until the morning of the 7th. The other, composed of StuG
or draw hex that is not in the field of fire of any German unit. III assault guns, was diverted to Gold Beach. What if elements
Disrupted units exert a field of fire for this purpose. The basic of these companies had made their way through Allied air inter-
definition also applies. diction to reach Omaha Beach on D-Day?
Victory Point adjustment: -10. This variant allows German armored reinforcement units
to enter play, beginning on Turn 17. Unlike other German units,
22.2 First Wave Tanks Land Safely German armor need not occupy specific positions on the map.
The Tanks of the 741st and 743rd tank battalions scheduled to An armor unit is its own German position with its own position
land on Turn 1 were outfitted with duplex drives and were in- color. When selected to perform an action, a German armor unit
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may move, fire or a combination of both. German armor moves To determine a German armor unit’s field of fire, first estab-
by primary and secondary road only and may occupy any hexes lish the intensity of fire in the hexes adjacent to the unit:
along such roads. If an undisrupted German armor unit reaches Terrain in adjacent hex Intensity of fire in hex
certain pavilion hexes adjacent to the beach, you immediately
lose the game. Clear or Woods Intense Fire

Armor position color Bocage or Building Steady Fire


A clear hex is any hex on the high ground, beach or pavilion
with no terrain features other than a road or a trail.
Then establish the intensity of fire in every hex two hexes
23.1 German Armor Set-Up away from the armor unit and adjacent to a hex with intense fire
from the armor unit:
If playing the D-Day at Omaha Beach or Beyond the Beach sce-
narios, place the four armor units and four armor depth markers Clear or Woods, not across a hedge hexside Intense Fire
in the Optional Armor Box at the start of play, unrevealed side
up. German Armor is not available in the First Waves scenario. Bocage, Building, or across a hedge hexside Steady Fire
Hedge hexsides affect fire into hexes two away from the armor
23.2 Armor Reinforcement Appearance unit, but not into hexes adjacent to the unit. German obstacles
Beginning on Turn 17, a German armor unit enters play as a have no effect on field of fire. German Armor does not project
reinforcement if all the following apply: sporadic fire.
• There are no units in the Tactical Reinforcement Pool. Ger- See the color rules sections for examples of German Armor
man armor may not enter until the Tactical reinforcement Fields of Fire.
pool is empty. 23.4 German Armor Actions
• A reinforcement event is drawn as the second event draw of
the turn. German armor may not enter on the first event draw A German armor unit performs an action when its color appears
of the turn. on the German Fire card drawn for its sector. The action letter
• The reinforcement position indicated by the event card is in a (if any) appearing with the color symbol determines the type of
hex with a primary or secondary road (based on the reinforce- action conducted by the armor unit, as listed below and on the
ment placement priorities of 9.3), and a path of connected German Action Summary. As with other units, an armor unit
road hexes can be traced from the position to entry/exit hex with a depth marker conducts an action on a single or double
B, C, D or E. This path may not pass through a hex occupied color symbol, while an armor unit without a depth marker con-
by or in control of a US unit. Hexes that can only trace to ducts an action only on a single color symbol.
entry/exit hexes A, F or G do not qualify. Action: Fire or Move
If the above situation applies, draw an armor unit and depth F • Fire, if any US units are in the unit’s field of fire.
marker from the armor reinforcement pool, instead of drawing • If no US units in field of fire, move up to four hexes (see
from the Division Reinforcement Pool. Place the armor unit in 23.5)
the selected reinforcement position revealed side up with the
depth marker unrevealed beneath. Action: Move or Fire
Example: You draw event card #19 as the second event card
M • Move up to 4 hexes (see 23.5).
on Turn 23, indicating that reinforcements enter in Zones C • If no movement at all is possible and US units are in the
and G. In Zone G, the priorities of 9.3 result in the selection unit’s field of fire, fire.
of position G5 – not a road hex, so a normal reinforcement
is placed there. In Zone C, position C6 is selected. This is a Action: Overrun
road hex from which German communication can be traced R • Move up to 4 hexes. If the first, second or third hex of
to Entry hex C, so an armor reinforcement is placed there the move is occupied solely by non-armored US units,
instead of a regular reinforcement.
move through that hex. All the units in the hex moved
23.21 No more than one armor reinforcement may appear in a through become disrupted. Stop if a hex occupied by US
single turn. If more than one is called for (or if only one is avail- armor is encountered, or if a second US occupied hex is
able), place the armor unit in the lower numbered reinforcement encountered, or if the fourth hex of the move is occupied
position. by any type of US unit. The German unit may not end its
move in a US-occupied hex.
23.3 German Armor Field of Fire • If no movement at all is possible and US units are in the
A German armor unit projects a field of fire into all adjacent unit’s field of fire, fire.
hexes and most hexes within two hexes of the unit, depending
on the terrain. The field of fire moves with the unit and affects Action: Aimed Fire
A • Fire if any US units are in adjacent hexes. If fire is con-
US movement, US communication and the armor unit’s fire,
like the field of fire of a normal German unit. Fire dots printed ducted, all targets in the unit’s field of fire are eligible to
on the map do not apply to German armor, even if in a hex with be hit (not just adjacent units).
a printed German position.

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• If no US units are in adjacent hexes, move up to four German units but may not end its move in a hex with another
hexes. German unit. If directed to do so, move the armor unit one hex
further if possible. If this is not possible, move the armor unit
Action: Position and Fire one hex less.
P • Move up to three hexes. After completing movement,
23.52 German armor units may only move along primary and
fire if any US units are in adjacent hexes. If fire is con-
secondary roads. Under no circumstances may an armor unit
ducted, all targets in the unit’s field of fire are eligible to
enter a hex not connected to the unit’s current hex by primary or
be hit (not just adjacent units).
secondary road. German armor may not move along trails.
• If no movement at all is possible and US units are in the
unit’s field of fire, fire. 23.53 A German armor unit may not enter a hex occupied by a
US unit, unless conducting the Overrun Action (see 23.4). If di-
23.41 Once in play, a German armor unit is always revealed
rected to enter a US occupied hex when not conducting an over-
– use the column of the German Fire Chart for a revealed rein-
run, the unit stops moving adjacent to the US unit. US engineer
forcement position when resolving German armor fire. All fire
bases and garrison markers have no effect on German armor
by German armor may hit US armor; the appearance of the ar-
movement. German armor may move on mined roads.
mor bonus on a fire card has no additional effect.
23.42 German armor on the high ground may fire at targets on 23.6 US Actions Against German Armor
the low ground only if the armor unit is adjacent to a low ground German armor may be attacked like any other German position,
hex (not necessarily the target hex). Armor on the low ground and may suffer disruption and defeat. A defeated German armor
may not fire at targets on the high ground at all. unit does not withdraw – remove it from play.
23.43 When a German position is occupied by a German armor No terrain defense benefit. German armor units receive no
unit, only the armor unit is eligible to perform an action. benefit from terrain – do not double an armor unit’s strength
when attacked in a woods, bocage or building hex.
23.5 German Armor Movement Infantry vs Armor Self Preservation Move. A US infantry
When an action directs a German armor unit to move, move the unit adjacent to and in the intense field of fire of a German ar-
unit the indicated number of hexes along connecting primary mor unit at the start of the US Action Phase may conduct a self
and secondary roads if possible, within the following priorities: preservation move as a free action. The move must be a one-hex
• If a US unit is in a road hex within three connecting road move into a hex not adjacent to the armor unit and not in its
hexes of the armor unit, the armor unit moves toward that intense field of fire.
US unit. If US units meet the above condition in more than
23.7 Victory Point Adjustments
one direction from the armor unit, move the armor unit in the
direction indicated by its movement orders. For each German Armor unit that enters the map, you gain 1
• If no US units are within three connecting road hexes of the victory point, even if subsequently eliminated. If all four enter,
armor unit, move the armor unit in the direction indicated by add 4 VP’s total.
its movement orders.
Movement Orders. The German Armor Movement Map shows
the movement orders for all German armored movement. When EVENT DESCRIPTIONS
directed to move an armor unit according to its movement or- Events that are not fully explained on the event cards or else-
ders, locate the unit’s hex on the German Armor Movement where in the rules are listed here, with necessary rule details.
Map and move the unit in the direction indicated. German Artillery Limits Engineer Operations. Engineer op-
Road Junctions. Each road junction on the German Armor erations are inhibited for the turn as follows:
Movement Map is labeled with the hex a German armor unit • You may not place new engineer bases,
moves to from that junction. A unit in a hex with a road junction • you may not increase the operational range of engineer units
may have a choice of directions to move, as indicated on the in play,
map. If a choice is offered, the unit moves in the direction indi- • you may not move units for free using the engineer’s traffic
cated for the target selector shown on the current fire card. management ability.
For example, a German armor unit in hex 1321 (D4) moves This event does not occur if there are no WN artillery units in play
to 1322 if the ● target selector shows on the fire card, to and all four German off-map artillery markers are inactive.
1320 if ◆ is on the card, and to 1220 if ▲ is on the card. German Plunging Fire. All sporadic fire dots in beach hexes
Movement Termination. The German Armor Movement Map bordering a protective hexside (shingle, seawall, slope, bluff or
calls out movement end points in three pavilion hexes adjacent scaleable cliff) are considered steady fire dots in the upcoming
to the beach. A German armor unit that enters any of these hexes German Fire Phase.
stops moving for the remainder of the game. It may continue • In the extended game, if this event is drawn after the German
to fire as called for by action results. If an undisrupted German Fire Phase (in the Second Event Phase), no event occurs.
armor unit occupies a movement end point at the end of a turn, German Prisoner Talks. Reveal an unrevealed German unit
you lose the game decisively. and depth marker of your choice in the sector listed in the event
23.51 When a German armor unit moves, its depth marker card. If there are none in that sector, you may choose one in the
moves with it. A German armor unit may move through other other sector.
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• If a WN is revealed in this manner, and its depth marker calls Leaders are not affected. This fire does not cost you a naval fire
for a Tactical Reinforcement, place the reinforcement per 9.4, marker.
but face up. US Patrol Report. Reveal the unrevealed German unit and depth
German Rocket Artillery destroyed. If the Screaming Mee- marker closest to a US unit in the indicated sector, even if the
mies event has occurred at least once, the German rocket artil- position is across the sector boundary. If two or more unrevealed
lery unit in WN 69 is destroyed by US Naval fire. Remove the units are the same distance from US units, you choose one.
unit and its depth marker (if any) from play. If Screaming Mee- • If a WN is revealed in this manner, and its depth marker calls
mies has not occurred, or if the rocket artillery unit is already for a Tactical Reinforcement, place the reinforcement per 9.4,
eliminated, no event occurs. but face up.
Germans Concealed.  Disrupt all US units with either of the
indicated target symbols adjacent to any unrevealed German re-
Designer’s Notes
inforcement unit. This event does not affect US units adjacent to D-Day at Omaha Beach did not start out as a solitaire game.
WN units or revealed reinforcement units. In 2005, Joe Balkoski’s masterful book on the battle, Omaha
Beach: D-Day, June 6, 1944, inspired me to think about a game
Hero. Place a hero marker on any US unit in the named Divi-
on the topic. After reading his work and some other histories of
sion. Some hero events also call for adding a depth marker to
the battle, themes for the design emerged. I envisioned a game
one German unit. Place the depth marker in the same sector as
that evoked the great sacrifice and heroism expended by “the
the hero, in accordance with 9.2.
greatest generation” on the beach that day. The game would
Lost boat teams catch up and Soldiers from support unit join show how the initiative of the US soldier and field commanders
infantry. Add a step to a 1-step regular infantry unit of your overcame disaster to achieve victory. The movement and com-
choice in the division named in the event. Do so by replacing the bat systems of the game should not just be about numbers – the
one-step unit with the two-step unit with the same designation, mechanics should incorporate intangibles such as leadership,
taken from the infantry loss box. tactics and improvisation. I also wanted the tactical experience
• If there are no 1-step infantry units in the division, you may to transform as the day progressed through phases –the blood-
choose a 1-step unit in the other division. If there are no bath of the first wave landings, closing with the enemy on the
1-step infantry units at all, disregard this event. bluffs, and taking the battle into the unfamiliar terrain of the
Screaming Meemies! If WN 69 is occupied by the German rock- bocage on the high ground.
et artillery unit, a US unit is hit by a nebelwerfer barrage. Choose In thinking about the themes and systems of the game it
one US unit to lose a step within the following restrictions: became clear that there would be no upside to playing the Ger-
• The unit must be in a beach or pavilion/draw hex. mans. A German player would spend the first several turns us-
• The unit must be at least three hexes away from WN 69 and ing his static WN units to shoot at everything the system would
not more than seven hexes away. allow him to. If the US forces managed to survive and penetrate
• If more than one unit is eligible, choose the unit with the most the static crust, the German Player would then attempt to stem
steps. Among units with the most steps, you choose. the tide with a handful of reserve units, restricted by “fog of
If the rocket artillery unit is eliminated or disrupted, disregard war” rules imposed to prevent him from deploying those units
this event. with historical hindsight.
Smoke obscures beach. The WN positions listed in the event It was obvious to me that the game system should control
do not fire this turn, even if their color appears on the fire card. the German response, but I still envisioned a game for two play-
Place smoke markers on the positions as a reminder. Remove ers – a cooperative effort with one player controlling the 16th
the smoke markers at the end of the turn. regiment and attached forces, and the other the 116th regiment.
• If a US unit attempts an infiltration move against a WN posi- I designed the game to support this two-player solitaire concept
tion affected by smoke, a fire card is still drawn to see if the with a system that splits the action down the middle. Early ver-
infiltrating unit suffers a step loss. sions of the design had detailed rules for adjudicating action at
the “seam” and it even had each player making some decisions
Snipers target runners.  The command radius for the indicated
for German deployment and actions in the other player’s sec-
Command Post is limited to one hex this turn.
tor. However, I dropped these rules as it became clear that they
Unexpected US naval fire hits position. Draw a fire card to subverted the overall themes and spirit of the game. Playtesters
randomly determine which of three positions is hit by a barrage found the sense of cooperation and camaraderie inherent in the
of US naval artillery fire. The position listed on the event card gravity of the situation. Detailed rules were not required.
with the target selector shown on the fire card is hit.
• If a German unit is in the position it is disrupted and its depth Some notes on specific mechanics:
marker (if any) is eliminated. Weapons and weapon requirements. US infantry companies
• If US units are in the position, draw a second fire card. land with a full complement of weapons and equipment useful
One US unit in the position with the target symbol on the in taking German positions. However as the early landing waves
second card must lose a step. If no units in the position lose steps, they lose some of these weapons, retaining only the
have the target symbol on the second fire card, the fire has equipment shown on their counters. The defenses of the German
no effect. positions vary, requiring US forces to employ various weapons
• If no units are in the position, the fire has no effect.
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to do the job. Will C company have the demo charges needed to much of their firepower from fixed fortifications and emplace-
take out that tobruk or were they left on the beach? ments, easy for US forces to spot.
German Fire. The first wave landings suffered constant fire Diceless Combat. The combat system combines weapon re-
from WN positions. Even so, there were moments when fire quirements and strength comparisons with a procedure for re-
abated and opportunities presented themselves for maneuver, vealing the attributes of a German position gradually, depending
regrouping and advance. To represent this in the time scale of on the effectiveness of the US attack (simply put, if you conduct
the game, German positions fire on an unpredictable basis in- an attack that fails, you don’t even find out how strong the en-
stead of every turn; but when fire occurs, it can take a high toll emy position is). There are so many variables built into US at-
– modeling historical loss rates. tacks and German defenses that the dice variable is not needed.
German Depth Markers. This design evolution combines the John H. Butterfield
concept of a strength chit and an unknown unit. Each German unit Credits
is built of two markers, each adding a strength element and a tacti- Game Design and Development: John H. Butterfield
cal element (the weapon requirements) to provide a highly variable Research Assisance: Joseph Balkoski
mix of German opposition. A German unit without its depth mark- Playtesting: Charles Budzinksi, Allen Hill, Nathan Hill, Bill
er is either still forming up into defensive positions, or has suffered Watkins, James Terry, David Spangler, Roger Taylor, Dave
losses. The depth marker system also simulates the German habit Rohde, Paul van Etten, Jim Miller
of assembling ad hoc formations, and reinforcing critical positions Graphics – Map, counters and cards: Joe Youst
with elements from other formations. The US player will some- Rules Layout: Larry Hoffman
times eliminate a unit’s depth marker only to have another take its Rules Editing: Christopher Schall, Patrick Hildreth, Ricky Gray
place before the whole unit can be taken out. The Germans lose Production: Callie Cummins
their overall depth as the day progresses – while defeated German Box Design: Lise Patterson and Chris Dickson
units may return to play, eliminated depth does not. © 2013 Decision Games
German forces on the high ground. An unrevealed German PO Box 21598
reinforcement unit represents a mobile force whose location has Bakersfield CA 93390
not yet been pinpointed by US forces, even though the position www.decisiongames.com
may be firing on US units. Unrevealed reinforcement units are Made & Printed in the USA
a tough enemy: A US unit suffering a step loss due to fire from If any parts are missing or damaged, please write to:
the position becomes disrupted; the unit may not be the target of Decision Games
an artillery or naval barrage; and certain events disrupt US units P.O. Box 21598, Bakersfield, CA 93390-1598
adjacent to unrevealed German reinforcement units. Unrevealed You can also register this game purchase on-line at: www.deci-
German WN positions do not share these advantages. WNs gain siongames.com
Introductory Scenario • 8 building depth markers
Easy Fox • Reinforcement units marked D and M are not used.
This quick scenario introduces the mechanics of the game and The only US units in this scenario are attached to the 1st Division –
uses just the eastern half of the map – the area to the left of the sector the darker green US units. Place 4 US tank units without a listed entry
line. You control the 16th regiment/1st Division and its attached units. turn in the Beach Landing Boxes listed on their counters. Place the
The scenario covers the first four hours of the invasion (Turns 1-16) 24 dark green US units scheduled to enter on or before turn 10 in the
and plays in under two hours. Rules sections 4 to 13 apply. Set up the spaces of the Turn Track matching the turn of entry shown on each
scenario as follows, instead of using rules section 3. unit.
Set-Up Place the Turn marker in Turn 1 of the Time Track, and the Phase
Prepare the German Widerstandsnests. marker in the first space of the Card/Phase track. Shuffle the cards and
Mix together the 18 WN depth markers, face down. place the deck face down beside the map, with room next to the deck
• Place an unrevealed depth marker in the following four WN posi- for a discard pile.
tions: 60, 61, 62N, 65N. Special Scenario Rules
• Place four of the remaining WN depth markers face down in the Playing Area. Only the east sector is used. The Sector dividing
WN depth box and remove the others from play. line is the west edge of the playing area. All hexes and beach approach
Mix together the 18 WN units face down and randomly select seven boxes to the west (to the right) of the line are out of play. Do not draw
of the units to place on the map unrevealed, as follows: landing cards or German fire cards for the west sector.
• 1 unit marked “88” on WN 61, stacked atop the depth marker. Event Cards. Treat the following events as No Event:
• 3 units with artillery symbols on WN positions 60, 62S and 65S. • Any event stated to occur to the 29th Division.
• 3 non-artillery WN units on WN positions 62N, 64 and 65N. • Any event involving WN 69.
• The remaining 11 WN units are not used. • Smoke obscures beach, if the affected WNs are #66 or higher.
Place two German artillery units in their spaces in the east sector Ger- • Any event involving Kampfgruppe Meyer.
man Artillery box. Modify the following events:
Separately mix together each of the following types of German • Treat “Add a depth marker to one German unit in each sector” as
units and markers, and place them face down in the matching boxes “Add a depth marker to one German unit.”
on the map: • Disregard German reinforcements called for in Zones E, F and G.
• 9 Tactical Reinforcement Units (marked with a T) Victory. You win the scenario if you avoid catastrophic loss and
• 10 mobile depth markers (14 are not used). have 9 or more VPs at the end of turn 16, as defined in Section 13.

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D-Day at Omaha Beach 2.0

Omaha Beach 2.0.indd 32 5/14/13 10:23 AM

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