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Game Specific Rules - MMP Gamers Archive

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Multi-Man Publishing, Inc.German InformationEntry Zone 3, 4 and/or 5 as per 4.1i:•I/26 SS PzGren Regt•10/III/26 SS PzGren Regt [2 x SdKfz251]716th Infantry Division:Set Up as per CC 3.4 in any hexes south ofxx.13 outside any CDB but not closer than5 hexes from any Canadian unit.Reinforcements: As per reinforcementchart.Artillery:•II/12 SS Pz Arty Regt•2/12 SS Flak BnRule CC 3.2a applies.Ammunition:•88mm: 20 HE•105mm: 40 HE, 5 SmokePre-Plotted Barrages: None at start.12 SS Flak Bn:When available, the German player maychoose to bring 12 SS Flak Bn on map. Theymay enter through Zones 3–6 and may notfire artillery missions the turn they enter.They must be part of an implemented OpSheet to move on map. The German playercan send batteries back off map via Op Sheetor failure instructions. After moving offmap, they must wait one game hour beforethey may fire artillery missions.Historical Set-Up:Players may elect to use the historicalCanadian set-up below.Canadian Information:Set Up:Regina Rifles:Set up inside Norrey CDB:w/i 5 of 39.12:•C Coy RR•AT RR [4 x AT]w/i 3 of any C Coy RR Inf:•3 Minefieldsw/i 4 of 37.11 and/or 43.10:•A Coy CHLO [2 x MG]Set up inside Bretteville CDB:w/i 3 of 32.25:•A Coy RR (-3 steps)•Pio RR•Mtr RRw/i 3 of 41.23:•B Coy RR•AT RR [2xAT]•2xMinefieldw/i 3 of 30.18:•D Coy RR (-7 steps)•Bren RRw/i 3 of 28.28:•D Coy CHLOAnywhere inside Bretteville CDB:•D Troop 62 ATw/i 5 of 32.25:•G Troop 3 ATRoyal Winnipeg Rifles4.19: A Coy RWR [1 x Inf] (-1 step)5.20: A Coy CHLO [2 x MG]6.18: A Coy RWR [1 x Inf] (-1 step)6.20: A Coy RWR [1 x Inf ] (-1 step)9.19: B Coy RWR [1 x Inf] (-2 steps)10.20: B Coy RWR [1 x Inf] (-2 steps)10.21: H Troop 3 AT [2 x AT]10.23: H Troop 3 AT [2 x AT]11.19: C Coy RWR [1 x Inf]12.20: C Coy RWR [1 x Inf] (-1 step)12.23: Pio RWR13.19: C Coy RWR [1 x Inf] (-1 step)14.20: AT RWR [2 x AT]14.23: Mtr RWR15.19: D Coy RWR [1 x Inf]15.23: AT RWR [2 x AT]w/i 1 of 16.34:•E Troop 62 AT•J Troop 3 ATw/i 1 of 10.24 and/or 12.22:•Bren RWR17.19: AT RWR [2 x AT]17.20: D Coy RWR [1 x Inf]19.19: D Coy RWR [1 x Inf]Minefields: 6.17, 7.19, 10.18, 14.18 and15.18Reinforcements: As per reinforcementchart.Victory determination:Victory is determined by German control ofkey Victory Villages modified by Germantank losses and commitment of Canadianreserve troops.Victory Villages:Norrey, Brettevill, PutotVictory level VillagesGerman Overwhelming *German Major 3German Minor 2Canadian Minor 1Canadian Major 0Canadian Overwhelming -*If the Germans achieve a Major victoryby 0600 Jun 09, it becomes an Overwhelmingvictory.Cdn Emergency Reserves: Shift up onelevel40+ Ger. vehicle steps lost: Shift downone levelGerman vehicle losses: Count the numberof vehicle steps eliminated. Any vehiclesthat are replaced via replacement do NOTcount as eliminated.Replacements. Each night at 2400 at theend of the Command Phase both playersroll a single die for each company orsquadron of the following formations: RR,RWR, CS, QOR and 1 Hussars; I/26 SSPzGren, II/26 SS PzGren, I/12 SS Pz andII/12 SS Pz. Halve the number rolled andround up normally: this is the number ofsteps that can be replaced. If all countersof a company or squadron are currently offmap, do not halve the die roll (i.e. use thefull value of the die)Replacement steps may be added to anyremaining infantry platoons or vehiclecounters, but no infantry platoon can berestored to full strength in this fashion (theymust have at least one step loss remaining).Eliminated infantry platoons may not bereplaced. Vehicle replacement steps canbe added to existing counters or rebuiltby returning eliminated counters to playstacked with another counter from the samecompany (as long as one exists). Weaponsor Carrier steps may not be replaced.German reinforcements. German reinforcementsare listed on the German ReinforcementChart. German reinforcements mayNOT have Op Sheets written for them(implemented or unimplemented) untilthey become available via the ReinforcementChart. Note that this is only for theCampaign game; German reinforcements inall other scenarios may have implementedOp Sheets written for them at game start asper TCS 4.01 rules (6.13e).Canadian reinforcements: All Canadian reinforcementsmay enter through Zones A–Dand are treated as per TCS 4.01 rule 6.13e.Canadian operational reserve: In additionto the listed reinforcements, the Canadianplayer may be able to bring in reinforcementsfrom the operational reserve, whichwas kept to meet German threats both arroundNorrey and in areas not covered inthe play area.The Canadian Operational Reserve Chartlists the times that certain reinforcing formationsbecome available. Starting at 0300 onMulti-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108© 2013 All Rights Reserved.Page 11

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