Omaha Beach Game
Omaha Beach Game
Omaha Beach Game
At
Omaha Beach
Version 2.0
Rules of Play
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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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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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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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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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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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