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Raid on St Nazaire Rules

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1. INTRODUCTION: The lights came on in the harbor as the small flotilla approached. Leading signalman Pike had been trained for this job, and he now flashed the codenames of several German torpedo boats. For the next few minutes, the ruse seemed to work as the searchlights went off and the British force narrowed the gap to its objective. Then a shot from shore rang out across the bow of the lead ship. Pike flashed back frantically . The German fire paused, but a real German force would have slowed. This flotilla gained speed. The bluff was wearing thin! The searchlights came up again and Beattie on the Campbeltown gave the order to fire, as the German ensign was struck and the Union Jack hoisted up . It was 1:28 AM, March 28, 1942. The raid on St. Nazaire had begun. RAID ON ST. NAZAIRE is a solitaire simulation of the commando raid on the French port that challenges the player to better the amazing exploits of the British commando force.
Transcript
Page 1: Raid on St Nazaire Rules

1. INTRODUCTION: The lights came on in the harbor as the small flotilla approached. Leading signalman Pike had been trained for this job, and he now flashed the codenames of several German torpedo boats. For the next few minutes, the ruse seemed to work as the searchlights went off and the British force narrowed the gap to its objective.

Then a shot from shore rang out across the bow of the lead ship. Pike flashed back frantically . The German fire paused, but a real German force would have slowed. This flotilla gained speed. The bluff was wearing thin!

The searchlights came up again and Beattie on the Campbeltown gave the order to fire, as the German ensign was struck and the Union Jack hoisted up. It was 1:28 AM, March 28, 1942. The raid on St. Nazaire had begun.

RAID ON ST. NAZAIRE is a solitaire simulation of the commando raid on the French port that challenges the player to better the amazing exploits of the British commando force.

Page 2: Raid on St Nazaire Rules

A INDEX

L Activation: 9.1

Approach Exception: 7.5

Area: 3 . 11

Armored Car 2. 17, 9.5, 10.5, [Exit of Enemy Area: 10.3], [Fire vs: 11.3]

B-C Beam: 2 .22

Boats: 2.11 C (Casualty): 7 . 15

Campbeltown: 8.2, [Crew loss effect on gunnery: 7.182], [Dead In Water Exception: 7.13], [Demolition: 12.6], [Explosion Exception: 12.6]

Commandos : 2.12 Consolidation: 10.6

Covering Fire: 7 .2, [Searchlight targets: 6 .5]

D Damaged: 2.28, 12.4

Dead In Water: 2.25 [Mc: 7.13]

Delayed Action Torpedos : 8.42 Demolition Attacks: 12

Destroyed: 2.28

Discovery : 12.21

Dockside Defensive Fire: 7.3

Dockside Guns: 2 .26

E-F Evacuation: 8 .3 , [MF cost: 8 . 1]

Evade: 2.24, 7.17

Fire: 7.12

Fire Combat: 11 . I

Fire DoCtrine: 11.31

Flak Towers: 11.5

Forced Landings: 8.5

G Game Log: 2 .3 , 5.1

Grenade Attacks: 11.6

Guns : 2.15 [Restoration : 6 . 1], [Attacks vs: 11.4]

H-K Harbor Defense Table: 7. I Hexagonal Areas: 14. 1

Identification Number: 3 . 131 Illumination : 6.2

KO (Knocked Out) : 7 . 14

Landings: 8 .6 Land Zones : 3 . 1

Long Range Fire: 11 .51

M Markers : 2.2 MC (Multiple Casualties): 7.13

Mortar Fire: 11 .52 Movement (Land: 10, Naval: 8)

N-O Naval Movement: 8 [Costs: 8 . 1]

Open Sea (Combat: 7 .4 , Entrance: 8. 1) Over-Water Area: 3.12, 12.5

p Passengers: 7. 183

Power Station: 6 .4

Preparation : 12.2 Prepared Charges: 2 .29 , 12 .2

Primary Target: 12.1

R Remnants : 2.14 Remnant Consolidation: 10.6

Restoration: 6. 1 [Activation: 9.4] [Power Station: 6 .4]

s Scenarios : 16

Scuttling: 8 .21 Searchlights: 2.16 [Attacks vs: 11.4] [Restoration: 6.1]

Sea Zones: 3 .2 Sequence of Play : 4

Setup (British: 5 .2 ; German : 5 .3)

Ships : 13

Stacking: 10. 1

Stosstruppen: 2 . 13 [Draw: 5.4] Sunk 2 .27 [C : 7 . 181], [Sinking : 7.11]

T-Z Torpedo Attack: 8 .4 Turn Away: 2.24 , 7. 16

U-Boat Pens : 14

Units: 2. 1 Victory Points : 3.132 (15)

Withdrawn: 2.27 [German Ship Withdrawal : 13.2]

GLOSSARY: The player should read and understand all of the terms herein before at­tempting to play the game.

adjacent: Directly connected to an Area by a common fire/movement line.

dr: (die roll). A roll of one die.

DR: (dice roll). A roll of two dice with the results of each added to form one combined number; e.g . , a colored dr of 4 and a white dr of 3 equals a DR of7 .

drm: (die roll modifier) . An artificial addition to an original die roll due to an applicable rule or condition; e .g . , a dr of 3 and a + 1 drm equals a final dr of 4 .

DRM: (dice roll modifier). An artificial addition to an original dice roll due to an applicable rule or condition; e .g ., a DR of 7 and a -1 DRM equals a final DR of 6 .

Triad: A roll of three dice with the red die always being read as a separate dr and the roll of the other two dice being read (depending on rule application) as either a DR or a Selection DR. The result is always given as a three-digit number. For example; a red 4 , a colored 3, and a white 5 would be read as 435 (if a Selection DR) or 408 (if a normal DR). Alternately, a Triad could be resolved by making a separate dr and

2

DR/Selective DR. The Triad concept is used as a single three-dice roll only to speed play.

Selection DR: A roll of two dice with the results always read as a two­digit number with each digit ranging from 1 to 6; the colored dr being read first. For example : a colored 4 dr and a white 3 dr is a Selective DR of 43 . If that Selective DR is not acceptable, the closest applicable Selective Number is substituted with ties being resolved by the player's choice. 11 is considered the next higher Selective Number following 66 for this purpose; 21 is the next higher Selection Number after 16, etc.

Example: A Selective DR of 26 is closer to 31 (one less), than to 24 (two more) . Therefore. if a Selective DR of 26 is made to determine whether a boat with a Selective Number of 31 or a boat with a SeJe~tive Number of 24 is hit . the boat wi th Selective Number 31 is struck .

MF: (Movement Factor) . The maximum number of points a unit may expend in moving from one point on the board to another point in any one turn .

> : Greater Than

2: : Greater Than or Equal to < : Less Than s : Less Than or Equal to

Page 3: Raid on St Nazaire Rules

RAID ON ST. NAZAIRE Rules Manual

2. GAME PIECES: 2.1 UNITS: The following colored pieces (hereafter referred to as units) represent the various forces that participated in the battle.

2.11 BOATS: All British vessels will be referred to as boats (although the Campbeltown is technically a ship) and are individually represented by green units containing the name/type of boat, its commander, Gun Strength, Target Selection Number, and MF. The flip side of each unit represents the same boat after having sustained sufficient damage to reduce its maximum speed. These units are moved only among the seven sea Zones. The Campbeltown is represented by two pieces moved together as a single unit.

Gun Strength

FRONT BACK Target Selection Number

..... I----Commander ----¥

Type

Gun Strength MF

ML: Motor Launch MGB: Motor Gun Boat MTB : Motor Torpedo Boat

DD: Destroyer TML: Torpedo Motor Launch

2.12 COMMANDOS: The tan units represent the British Commando teams which went ashore to destroy dock installations. Each unit lists the leader of that Commando unit, its MF, and whether it is an Assault or Demoli­tion Party. Demolition units also list their Primary Target Area (although this can be ignored if it differs from that entered on the Game Log for that unit) . The flip side of each unit represents the same unit printed in a lighter hue with a lessened MF due to being encumbered with wounded . These units are kept offboard until landed by their respective transport ; their status being recorded on the Game Log.

FRONT

Primary ~~ 331 3 ~3 MF Target ~ Type

Bradley Newman Name

Demolition Assault

2.13 STOSSTRUPPEN: The blue units represent German " Stosstruppen" (thrust troops) who defended the port. Each unit represents a makeshift infantry force of varied size composed primarily of naval shore personnel , ship crews, and anti-aircraft troops. Only in the latter stages do actual infantry of the 679th Infantry Brigade appear. Each unit lists its relative strength at bottom and an Alarm Level in the upper right-hand corner inside a white circle. The flip side of each unit represents the same unit at a reduced strength. Prior to play these units are sorted into five separate groups according to their Alarm Level (I, 2, 3, 4 , 5) to await entry into play through the German Activation process (9).

FRONT BACK Alarm Level

*--i----- Strength ----il~_-.J

2.14 REMNANTS: Stosstrupp units printed in a lighter blue and without an Availability Code triangle are Remnants. They enter play only as replace­ments for Stosstrupp units (or as "change" for Remnant Consolidation; 10.6) which have suffered partial losses. The flip side of each Remnant shows a weaker version of the same Remnant.

FRONT BACK

* -1I-----Strength -----'-t~_J

2.15 GUNS: Each gray unit bearing a Gun silhouette represents a manned Gun which starts play in the Area listed on that unit. Each Gun unit con­tains information regarding its Setup Area, assigned Sea Zones (if any), and Land Combat Strength. In addition, the silhouette identifies the size of that Gun although these sizes have no effect on the play of the game. The flip side is an "Already Fired" marker which is used whenever the Gun uses Dockside Defensive Fire during that turn. Gun units are immobile and cannot be removed until destroyed.

FRONT BACK --- --= 20mm 20mm Quad

4- ~ 37mm 88mm

3

2.16 SEARCHLIGHTS: Each gray unit bearing a yellow Searchlight silhouette represents a Searchlight which starts play in the Area listed on that unit. Each Searchlight unit contains information listingits Setup Area, Land Combat Strength, and the Zones it may illuminate. The flip side shows the Searchlight in a blackened condition to be used when the Power Station has been destroyed/damaged until auxiliary power has been restored (6.4). Searchlights are immobile and cannot be removed until destroyed.

FRONT BACK Setup Area ~2 Z}-- Setup A rea~12 ~ . .

€)A Illumination G!' Reactivation Land Combat 2 3 Code Land Combat 2 i DR ReqUired

Strength Streng th

~ silhouette of an Armored Car have their strength (5) ~ 2.17 ARMORED CARS: Stosstrupp units bearing a

rID contained inside a box symbol to signifY their armored status. Armored Cars do not suffer fractional losses. The flip side of this unit contains only reminders of its special movement limitations (four MF along single lines).

2.2 MARKERS: The following pieces (hereafter referred to as markers) are informational only and used to represent the status of actual units.

~• ~. 2.21 TURN: The Game Turn marker is placed in the

TURN T~RN 01~8 ~ox of the Turn Record Chart at the start of play to indicate the current Game Turn . DUrIng the Move­

ment and Combat Phases of each Game Turn the player should flip the Turn marker to its respective nationality symbol-side as a reminder of which side is currently firing or moving .

2.211 GERMAN MOVEMENT: The German Movement marker is placed on the German Movement Track to record the German Movement dr and movement capabilities for that turn (10.2).

~ 2.212 TARGET: The Target marker is placed on the boat which has just been hit to mark the target while resolving the Effect of that hit.

2.213 SHOTS TAKEN: The Shots Taken marker is placed on the Turn Record Track and moved along the numbered spaces to keep

L..;.;';';';=J track of the number of shots during each Harbor Defense Fire and Dockside Defensive Fire series.

m1 m 2.22 SEARCHLIGHT BEAM: A Searchlight Beam TH TH marker is placed in the Zone illuminated by its func-342 342 tioning Searchlight at the start of the Searchlight Phase.

The marker contains the Setup Area of the Searchlight as identification and the - I drmlDRM that it bestows upon German To Hit dr attacks in that Zone when effective. The flip side shows an ineffective Searchlight Beam (6 .2).

2.23 OUT OF ACTION/DISRUPTED: These markers are placed on Gun/Searchlight units to reflect damage/intimidation inflicted by British fire.

FRONT BACK OUT OF . ACTION Reactivation DR

Required ---*

GJ 2.24 TURN AWAY/EVADE: These markers are placed mOE on boats to reflect relative MF-Ioss due to fire on the -1MF Harbor Defense Table . Once a boat contains sufficient

MF-Loss markers to reduce its MF for that Game Turn to 0, no additional MF-Ioss markers are placed on that boat. Two "Evade" results are the equivalent of one "Turn Away" result. If a boat already marked with an Evade marker suffers another "Evade" result, flip the current "Evade" marker to its " Turn Away" side.

a.·a~~i';i 2.25 ON FIRE/DEAD IN WATER: These markers are . ~~: . placed on boats to reflect their status as a result of ·1TH OMF -1TH attacks resolved on the Harbor Defense Table . Once

the Campbeltown rams the Southern Caisson it is considered " Dead in Water" .

~4 ~ 2.26 DOCKSIDE GUNS: These markers are placed in

.w~ ~~ those sea Zones contai~ng boats that are being attacked -- • '--.. by on-board Guns dUrIng the DockSide DefenSive Fire

Phase as a reminder of the Base To Hit Number for that Zone during that

Page 4: Raid on St Nazaire Rules

phase. Each marker indicates the number of onboard Guns firing into that specific Zone during Dockside Defensive Fire (up to a maximum of 5) during that Game Turn. Is::1 ,..r~ 2.27 SUNK/ WITHDRAWN: These markers show the

i$"b< status of the printed German ship Locations (triangular • ,~'< Areas). Whether withdrawn or sunk , these markers

eliminate that triangular area for further movement/fire purposes (13.2) . Sunk markers are also temporarily used with sinking British boats until removed at the end of the Naval Movement Phase.

~' '_ '2.28 DESTROYED/DAMAGED: These markers are . used to show the status of Victory Point target Areas I) P as a result of Commando Demolition/torpedo attacks .

Such Areas can still be entered normally [EXCEPTION: certain over-water Areas; 12 .5].

Char~es 2.29 PREPARED CHARGES: The Prepared Charges at RIsk marker is placed on any Victory Point target after a +1 drm Demolition unit has passed its Placement dr (12 .2) . If

a Demolition attack results in a "No Effect" , or the placing Demolition unit is eliminated/leaves the Area, the marker is flipped to its "Charges at Risk" side which lists the + I Demolition Attack drm that is applicable to future attacks by that set of charges .

2.3 GAME LOG: One Game Log sheet is filled out prior to the start of each game to record the designated Landing Area for each Commando unit and Primary Target of each Commando demolition unit. Any Area containing a red Victory Point Number can be selected as the Primary Target of a Demolition unit , but no Area can be the Primary Target of more than one Demolition unit. In addition, blocks are provided for each boat to check off Crew casualties as they are sustained, Passengers as they are taken aboard , and Gun Strength as it is lost . To the right of each boat section, blocks are provided to check off casualties for any Commando unit on that boat and the number of grenade/demolition attacks it has re­maining. The British should also keep a running tally of the number of Victory Points earned on the Victory Point Display of the Game Log , and the functioning Gun Strength of its flotilla as a whole by checking off losses (and the Gun Strength of boats Withdrawn to the Open Sea and Approach Zones) on the Flotilla Gun Display . The historic Landing Area and Primary Targets of the Commandos are printed in gray in the corresponding columns. These assignments can be changed during Prepare For Play ; they are provided for convenience and historical reference only.

3. THE MAPBOARD 3.1 LAND ZONES: The gameboard has four land Zones (I , 2 , 3, or 4); each of which is separated by water from the others. In addition , there are two offboard Holding Zones (5 and 6) used only for purposes of German unit Activation and British Withdrawal. Units in these offboard Holding Zones have no effect on the movement/fire of units in connecting Areas , nor can they attack or be attacked in combat.

3.11 LAND AREAS: Superimposed over each land Zone is a pattern of circular, square, triangular, or hexagonal shapes called Areas connected by lines of different types. It is over these connected Areas that the ground units of each side will move and fire. There are four different types of Areas :

3.111 CIRCLES: Circular Areas represent generally open

O ground lacking good defensive terrain to protect an attacked unit. Areas depicted as double circle (336, 366, Ill) are the designated Landing Zones; they are no more vulnerab~e to at­tack than other circular Areas.

D

o

3.112 SQUARES: Square Areas represent buildings offering good defensive terrain.

3.113 TRIANGLES: Triangular Areas represent moored ships offering good defensive terrain with special rules for the move­ment of German units (13.1) .

3.114 HEXAGONS: Hexagonal Areas represent the heavily fortified U-Boat Pens which offer good defensive terrain and special rules for the activation and movement of German units (14.2) .

4

3.12 OVER-WATER AREAS: All caissons , gates, bridges, and moored German ships are considered temporary land Areas because they can be eliminated if destroyed/sunk by the Commandos or if the ship is With­drawn. Such temporary land Areas are marked with the appropriate Destroyed/Sunk/Withdrawn markers as the occasion warrants.

3.13 AREA INFORMATION: Areas may contain the following information:

3.131lDENTIFICATION NUMBER: Each Area contains a three-digit num­ber unique to that Area which is used to identify that point on the map­board . For example, the Southern Caisson is Area #111. The first digit is the Zone Number. The second and third digits compose the Activation Number used to determine the activation of Stosstrupp units in that Area (see 9). For example, the Power Station in Area #315 has an Activation Number of 15. Some Areas contain two three-digit Identification Numbers because they are more likely sources to activate Stosstrupp. Only those Areas whose Identification Numbers are printed in red can activate Stosstrupp units.

3.132 VICTORY POINTS: Any Area containing a Demolition target worth Victory Points will contain the name of that target and a circled red number which is the amount of Victory Points awarded for the destruction of that target. For example, destruction of the Southern Caisson (Area #111) is worth 12 Victory Points.

3.133 GUN/SEARCHLIGHT: Areas containing a Gun or Searchlight have their depiction printed inside the Area in black .

3.14 CONNECTING LINES: There are four types of lines connecting the various Areas:

3.141 SINGLE LINES: Single lines allow movement between connecting Areas at a cost of one MF per Area entered as well as fire combat between those connecting Areas.

3.142 DOUBLE LINES: Double lines allow movement between connect­ing Areas at a cost of two MF per Area entered as well as fire combat between those connecting Areas.

3.143 TRIPLE LINES: Triple lines allow movement (only) between the Holding Zones and an adjacent Area at a cost of three MF. Fire is not allowed across Triple lines .

3.144 DASHED LINES: Dashed lines allow fire combat (only) between connecting Areas, but not movement.

3.2 SEA ZONES: There are seven Sea Zones in the game (Open Sea, Approach, A, B, C, D and Avant Port (also referred to as Zone Z) . All boats start play in the Approach Zone and are limited to movement among these seven Sea Zones . No other units may enter these Sea Zones except as inherent boat Passengers. Sea movement is not allowed in the Normandy Dock , Penhouet Basin, or St. Nazaire Basin (except for German ship with­drawal in the St . Nazaire Basin to the U-Boat Pens ; 13.2).

4. SEQUENCE OF PLAY During each Game Turn, play proceeds in the following order:

4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHT ILLUMINATION (6.2) PHASE

4.2 NAVAL ATTACK PHASE

4.21 Germans attack using Harbor Defense Table (7.1).

4.22 British boats attack using the Covering Fire Table (7.2).

4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con­taining boats covered by functioning Guns (7.3). Flip firing Gun units to their " Already Fired" side as their Sea Zone's Dockside Defensive Fire is resolved .

4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move­ment may move/make Torpedo attacks . Flip "Already Fired" markers back to their Gun unit side. Starting with the 0222 turn, roll for German ship withdrawal (13 .2) .

4.31 After all boats are moved , remove sinking boats, "Turn Away", and " Evade" markers .

Page 5: Raid on St Nazaire Rules

4.4 LOADING/UNLOADING PHASE: All boats currently in a Landing Area may load Passengers/unload Commandos .

4.5 GERMAN ACTIVATION PHASE: Make a DR on the German Unit Activation Table to determine the number of German units to be activated (9. 1); that many Triads are then required to determine where they will be activated .

4.6 LAND MOVEMENT PHASE:

4.61 Commando units may move (10 . 1) .

4.62 Make the German Movement dr and mark the result on the German Movement Track . Eligible German units must move (10.2).

4.7 LAND COMBAT PHASE (II) :

4.71 Commandos may fire .

4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers (11.52).

4.72 German units must fire (11.31).

4.721 Eligible Flak Towers must engage in Long Range Fire (11.51).

4.8 DEMOLITION PHASE:

4.81 Demolition units wishing to set charges vs Victory Point targets make a Preparation dr (12.2).

4.82 Qualified units resolve Demolition attacks (12 .3) or German units discover/remove charges (12.21).

4.9 END OF TURN: Consolidate German units (10.6). Advance the Turn marker one space on the Turn Record Chart and return to step 4. I .

5. PREPARE FOR PLAY 5.1 GAME LOG: The player fills out the Game Log . The transport of all Commandos has been predetermined . The player need only list the one designated Primary Target and planned Landing Area of each Commando unit in their respective columns . The historical Primary Targets/Landing Areas are listed in gray and are used unless altered by the player before play commences .

5.2 BRITISH SETUP: All 18 British boats are placed in the Approach Zone in numerical order based on their Target Selection Numbers. The Commando units are NOT stacked on top of them ; they are assumed inherently present in their assigned transport until landed (which is signi­fied by checking the "Landed" box for that Commando on the Game Log). Any casualties the Commandos incur while being transported are recorded on the Game Log (as they are throughout the game) by checking off the proper number of sections for that Commando from left to right. The Commando units are not placed on the mapboard until they are "landed".

5.3 GERMAN SETUP: All Gun/Searchlight units are placed in their speci­fied Areas. During the first turn only , Searchlight Beam 412 is placed in the Approach Zone. During the ensuing Covering Fire and Dockside Defen­sive Fire Phases, Searchlight Beam 342 is also placed in the Approach Zone and all Guns capable of Dockside Defensive Fire vs Zone A (maximum of five) are allowed to fire on the Approach Zone.

5.4 STOSSTRUPPEN: The Stosstrupp (not Remnant) units are sorted into five groups based on the number in their Alarm Level circle. All the Alarm Level " I" Stosstrupp units are placed in an opaque cup to be randomly drawn during the German Activation Phase. The other groups are kept separate until the Draw Cup is empty , and then are placed one group at a time in the Random Draw Cup to be replaced, in turn, when the supply of the previous Alarm Level group is exhausted; Alarm Level 2 following Alarm Level I, etc.

6. SEARCHLIGHT ILLUMINATION I ~;tt 0 I ~32 4 6.1 GUN/SEARCHLIGHT RESTORATION: A DR must - TC @ 3 be made for each non-functioning Gun/Searchlight 4 0 2 2 marked with an " Out of Action" or "Disrupted"

marker. A DR of2 or 3 removes an " Out of Action" marker , and a DR of 4-7 flips an " Out of Action" marker to its "Disrupted" side. A DR of2-7 removes a " Disrupted" marker. Once " Out of Action" and " Dis­rupted " markers are removed from a Gun/Searchlight unit , that Gun/Searchlight is considered functioning again.

5

m1 m 6.2 ZONE ILLUMINATED: At the start of each Game TH 1T:2 Turn (following any necessary Searchlight Restoration 142 DR; 6.1), a dr is made for each functioning Search-

light. [EXCEPTION : Searchlight 412 automatically illuminates the Approach Zone at game start and Searchlight 342 automatically illuminates the Approach Zone during the Covering Fire and Dockside Defensive Fire Phase of the first Game Turn.] Each Searchlight unit has an alpha-numeric, three-digit Illumination Code listing the three possible Zones that Search­light can illuminate. A dr of 1-3 illuminates the first , a dr of4-5 illuminates the middle , and a dr of 6 illuminates the third Zone listed in that code. [EXCEPTION: All land Zones are ineligible for illumination until the turn after Commandos have landed. Once all boats have been sunk or removed from all Sea Zones except the " Open Sea", all Sea Zones are ineligible for illumination. A Searchlight which has rolled an ineligible Zone illuminates the first eligible Zone listed in its Illumination Code instead.

dr 142 0 - 1-3

@C 4·5 2 B 6

If none of the Zones in its Illumination Code are eligible, it illuminates its own Zone.] Upon determining the Zone illuminated by each Search­light for that turn, place its Searchlight Beam marker in the affected Zone and make a dr to determine its effect. A dr > the number of boats or Commando units in a given Zone means that the Searchlight has not located a target in that Zone and has no beneficial effect that turn so the Search­light Beam marker is flipped to its 0 DRM side. However, that Search­light is still considered to be functioning .

6.3 ILLUMINATION EFFECT: The To Hit dr of German attacks can be modified by -1 in any Zone containing an effective Searchlight Beam marker. A Beam drm is considered to have been used only if applying it is the only way to change a Miss result to a hit. This drm is not cumula­tive with other Searchlight modifiers, but is cumulative with the - I To Hit drm for a burning/Dead-in-Water boat. Once the Searchlight Beam drm has been used to secure a hit , it has trapped that target unit in its Beam for the remainder of its Game Turn (unless the boat enters a Zone that the Searchlight cannot illuminate) . Place the Beam marker on that unit , and flip the Beam over to its ineffective side for the remainder of the Game Turn . Any other attack vs that same unit during that Game Turn will still be subject to a Beam - I To Hit drm . It is not possible for a Beam to cause a hit vs a boat , and for that same Beam to cause more hits vs any Commandos in that Landing Area during the same turn. A Beam can trap only one unit per turn .

~42 ::. 6.4 POWER STATION: If the Power Station (Area #315) is or destroyed or damaged , all Searchlight Beam markers are immedi-

2 ! ately removed , and all Searchlight units are flipped to their dark side (although still capable of fire as an immobile unit with a strength of2). Two turns later and in all subsequent turns , those Searchlights must make a Restoration DR of :5 7 to restore power with their auxiliary generators. Each functioning Searchlight must make one Restoration attempt DR per turn during the Searchlight Restoration Phase until successful or eliminated. A Searchlight which begins a Game Turn either "Disrupted" or " Out of Action" may not make a Restoration dr during that Game Turn , although it still makes a DR in an attempt to flip or remove its " Out of Action" /"Disrupted" marker .

6.5 COVERING FIRE TARGETS: A Searchlight can be the target of a Covering Fire attack only if it is currently illuminating (regardless of effect) a Zone containing a boat with functioning armament. A Searchlight unit attacks/defends in land combat as a 2-Strength Stosstrupp but may be elimi­nated only by a successful Grenade/Demolition attack, although it can be put " Out of Action" by any hit whose Effect dr is ~ 3, or " Disrupted" by any hit whose Effect dr = 2.

7. NAVAL ATTACKS ~'J" 7.1 HARBOR DEFENSE TABLE: The Harbor Defense Table SHOTS represents the cumulative effect of all German offboard and TAKEN onhoard Guns and Searchlights in the greater harbor area, and

may affect any boat(s) in any Sea Zone except the Avant Port and Open Sea Zones. Boats in Landing Areas (including Forced Landings ; 8.5) are still considered in their respective Sea Zones and can be sunk by Harbor Defense/Dockside Defensive Fire. Fire using the Harbor Defense Table is resolved as an indeterminate number of "shots" . Each shot is resolved by the player making a To Hit dr as part of a Triad. Any To Hit dr :5

5 results in a Hit. A To Hit dr of 6 is a Miss . [EXCEPTION: Starting on the 0146 Game Turn and thereafter , any Harbor Defense Fire To Hit

Page 6: Raid on St Nazaire Rules

dr ~ 4 results in a Hit, and any Final dr > 4 is a Miss .] As part of each Triad, a Selection DR is made to determine the boat hit by that shot. If that boat has already been removed from play/scuttled or removed from a Zone in which it can be hit , a boat with the nearest Target Selection Number of all the boats present is hit instead. [EXCEPTION: As long as the Campbeltown has Crew aboard, the first shot of each Game Turn on the Harbor Defense Table is directed at the destroyer as a predesignat­ed shot. Thereafter, each burning boat (inclusive of the destroyer if ap­plicable) is subject to one predesignated shot before normal Target Selection/To Hit Triads are rolled; therefore, if the Campbeltown is burning it will be the subject of two predesignated shots. No To Hit dr is made for a predesignated shot, so Misses are not possible, nor is a predesignat­ed shot counted against the maximum of 12 shots allowed per Phase .] The Germans continue to fire using the Harbor Defense Table until an origi­nal Miss result which is not modified to a final Hit occurs, or they have made 12 To Hit attempts (whichever occurs first). Record the number of To Hit attempts made during the current phase by moving the " Shots Taken" marker along the Turn Record Chart. The To Hit dr is subject to a - I drm for each of the following causes:

• Effective Searchlight Beam in the target's Zone or target boat under a Searchlight Beam (see 6.3)

• Target boat is on fire • Target boat is Dead-In-Water

Mark the boat which has been hit by placing the " Target" marker on it while resolving/recording the effect of that hit. The effect of each hit vs the applicable target is resolved by making a DR on the Harbor Defense Table.

DR RESULT 2 Sinking @ 3 Fire . MC 4 Fire. KO 5 Turn Away·. MC 6 Turn Away·. KO 7 Evade*, MC 8 Evade* , C 9 Evade·

10 MC II KO 12 C

• Not Applicable to Campbeltown

@ Treat as "Fire. MC" instead vs CampbellOwn

I ~·~r·l1 SINKING: Half (fractions rounded down) of all remaining I Crew/Commando/Passengers are lost. All remaining Crew/

. - .'" -'-~ Commandos/Passengers of that boat not picked up during that Game Turn are eliminated . Mark the boat temporarily with a Sunk marker, subtract all remaining Gun factors of that boat from the Flotilla Gun Dis­play, ar:d remove the boat at the end of the Naval Movement Phase. A Sinking boat may not move in the ensuing Movement Phase, but can still be the target of additional fire during that Player Turn, and any Fire on board is still in effect.

On .. Flre ' 7.12 FIRE: The target boat is afire. Mark it with an " On Fire" marker and flip it to its reduced-speed side [EXCEPTION: The

1,·,." ... ·-~1T~HrlCampbeltown loses speed only by the "MC" (7.13) method]. All subsequent shots vs it receive a - 1 To Hit drm . Any subsequent " Fire" result vs the same boat will cause that burning boat [EXCEPTION: Campbeltown] to explode with no survivors . A boat that explodes is immediately removed and cannot be a target of subsequent fire.

Dead in ; 7.13 MC: Multiple Casualties have been incurred. Make a sub­Waler if. sequent DR and rriark off the resulting number of Crew and Com­OMF :1rH mando sections shown on the white dr by splitting the white dr number evenly between Crew and Commandos with any remainder checked off from the Crew section. If no Commandos (or Passengers; 7.183) are on board, the Commando casualties are ignored. [To determine which Com­mando unit aboard the Campbeltown takes casualties, make a Triad instead of a DR. Casualties are determined by the white dr and the Commando suffering those losses is determined by the red dr. Example: A Triad dr of 342 would cause one Crew casualty plus one Commando casualty to be taken from Roderick. If that Commando has already been eliminated, no Commando losses are inflicted by that hit.] If the colored dr (not the red dr of a Triad) is a 6, the boat has suffered a loss of speed and is flipped to its reverse side. Two speed loss results will leave a boat with no speed; mark it with a "Dead in the Water" marker which prevents any further movement of that boat. [EXC: Speed loss results never reduce the Campbeltown to less than one MF.]

7.14 KO: One Gun on the boat is Knocked Out. Mark off a Crew section and Gun section of the boat as well as a Gun section on the Game Log's Flotilla Gun Display. If no Gun section remains unmarked, check off the torpedo section. If neither Gun or Torpedo section remains, just check off one Crew section.

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7.15 C: Mark off one section of the boat's Crew or Commando section (player's choice). If no Commandos are on board, mark off one Crew section.

7.16 TURN AWAY: The boat is forced to alter course and Turn r~~~, Away from enemy fire and loses two MF in the upcoming MPh. -2MF Place a Turn Away marker on the boat.

GJ--7.17 EVADE: The boat is forced to alter course to Evade enemy EYAOE fire and loses one MF in the upcoming MPh. Place an Evade -lMF marker on the boat. If the boat is subjected to another "Evade"

result , flip the Evade marker to the "Turn Away" side. Evade and Turn Away effects are cumulative until they equal or exceed a boat's total MF capability for that Game Turn. All Evade and Turn Away markers are removed at the end of the Naval Movement Phase regardless of how many MF the boat lost during that turn.

7.18 C CONSEQUENCES: Crew losses can have the following con­sequences:

7.181 SUNK: Any boat (including the Campbeltown) which has lost all of its Crew sections due to attack or Evacuation (8.3) is sinking (as per 7.11 ), temporarily marked with a Sunk marker, and removed at the end of the Naval Movement Phase.

7.182 CAMPBELTOWN: The destroyer loses one Gun factor for every crew section loss sustained (in addition to any Gun losses caused by "KO" results) to a minimum of O. Mark the Flotilla Gun Display accordingly.

7.183 PASSENGERS: Passengers consist solely of evacuated Crews and Commandos from other boats (8.3). Whenever a boat suffers losses to its Commandos (by a C or MC result)-whether actually present or not­any Passengers on board suffer losses equal to those that should have been inflicted on the Commandos. Once a boat picks up Crew/Commandos, the only function of that Crew/Commando is as a Passenger to be trans­ported back to Bmain for Victory Points . Evacuated Crews cannot man the boats that pick them up, nor can evacuated Commandos be landed to fight again. Each boat is limited to 12 Passenger sections (minus any unlanded Commando sections still present).

EXAMPLE: A Triad roll of 443 has been made (4 on the red dr. and a Selective DR of 43 (4 on the colored dr). ML 192 has been hit. A subsequent Effects DR of 7 on the Harbor Fire Table results in an "Evade. Me". An Evade marker is placed on the boat costing it one MF in the ensuing Movement Phase . The MC DR is an II (6 colored dr). Three creW sections of ML 192 are checked off as casualties. Two of Burns Commando sections are likewise removed. The boat is flipped to its " I MF'-side due to the speed loss caused by the 6 colored dr. Had the boat been carrying any Passengers, two sections of them would have been eliminated whether Burns' Commandos were aboard or not. If the boat was carrying neither Burns' Commandos nor any Passengers, the casualties would have been limited to the three Crew sections .

7.2 COVERING FIRE: British boats may return fire vs on-board Guns/ Searchlights by selecting an eligible target, rolling a Triad, and consult­ing the Covering Fire Table. The red dr determines the effect of any hit resulting from the DR of the colored and white dice. The British may con­tinue to fire until they roll an "End of Phase" DR (i.e., a final DR of 8 - 12), but there is a cumulative + 1 DRM for each subsequent Cover­ing Fire shot taken during the same Game Turn. The British may not fire at an Out of Action/Disrupted Gun/Searchlight but are otherwise free to predesignate any GUn/Searchlight unit as their target provided they currently have a boat with functioning armament in a Zone which can be affected by that target (See 7.5: 0128 Turn Approach Exception). There is also a DRM to the Covering Fire To Hit DR based on the number of Gun Factors remaining on the Flotilla Gun Display. The applicable DRM is listed above the remaining Gun Factors of the Flotilla .

COVERING FIRE TABLE DR RESULT 2-7 Target Hit ~ 8 End of Phase

7.21 HIT EFFECTS: Any hit obtained on the Covering Fire Table is resolved by the red dr of the Triad as follows:

dr EFFECf I Target Destroyed; remove the target unit

2-3 Target Out of Action; mark accordingly 4-6 Target Disrupted; mark accordingly

~2 ' 7.3 DOCKSIDE DEFENSWE FIRE: Any still-functioning onboard ~~ Guns must fire vs boats in their assigned Sea Zones using the ' - -" .. Harbor Defense Table to resolve any hits achieved. [EXCEP­

TION: Those Guns stacked with/adjacent to Commandos may not use Dock­side Defensive Fire; 11.4.] Such a Gun must fire on the closest Sea Zone of its assigned Zones which contains a boat. The closest assigned Zone for each Gun is listed in order of proximity on each Gun unit (read from top to bottom as Primary, Secondary, and Tertiary Zones). Dockside Defen­sive Fire is used in each Zone containing a boat provided there is at least

Page 7: Raid on St Nazaire Rules

one Gun firing into that Zone. The player totals the number of Guns firing into each Zone to determine the applicable To Hit Number for that Zone (to a maximum of 5). All functioning Guns participating in a Zone's Dock­side Defensive Fire are flipped over to their •• Already Fired" side and that Zone is temporarily marked with an appropriate To Hit Number Dock­side Guns marker. These Guns may not attack boats in other Zones dur­ing that Game Thm-but can attack Commandos in land combat. All eligible Guns must fire into their Primary Zone if it contains a boat. Guns will fire into their Secondary Zone only if their Primary Zone does not con­tain a boat, and so on for Tertiary Zones . There is no obligatory pre­designated shot vs the Campbeltown or burning boats when using Dockside Defensive Fire. Dockside Defensive Fire continues in each Zone until a To Hit dr > the Zone's current To Hit Number results in a Miss which is not modified to a hit or 12 Dockside Defensive Fire shots have been taken during that Game Turn in that Zone (whichever occurs first) . Mark each shot as it is taken by sliding the Shots Marker along the Turn Record Chart. To Hit drrn and Effects are the same as for the Harbor Defense Table; only the applicable To Hit Numbers change based on the number of firing Guns in each target's Zone. Dockside Defensive Fire doesn 't end until a final Miss has been recorded in each eligible Zone.

EXAMPLE: It is the Dockside Defensive Fire Phase of the 0134 turn and all German Guns are sti ll functioning except for 336 so Zone A has a Dockside Defensive Fire To Hit Number of 5 (Guns 411 ,3 11 , 312 . 300A, 300B) and Zone B has a Dockside Defensive Fire To Hit Number of 4 (Guns 344. 222A. 222B. 11 3). Dockside Defensive Fire is resolved first in Zone A. The first Triad is 62 1. The target boat is ML 447 (Target Selection Number 21-22) which is in Zone A. The red To Hit dr of 6 results in a Miss and the end of the Dockside Defensive Fire Phase in Zone A unless ML 447 is on fire . or Dead-in-Water. or beneath a Searchlight Beam marker. or there is an effec tive Searchlight Beam in Zone A. Since none of these conditions are present. the Dockside Defensive Fire is over in Zone A and play now proceeds to resolution of Dockside Defensive Fire vs any boats in Zone B. Had ML 447 been in another Zone instead. the target would have been the boat in Zone A whose Target Selection Number is closest to 21.

7.4 OPEN SEA COMBAT: Boats withdrawing from play must spend one Game Turn in the Open Sea Zone before moving off the board to Britain and safety. During the Harbor Defense Fire Phase (4.21) each boat in the Open Sea must make a DR on the Open Sea Encounter Table. If it meets opposition , it is attacked on the Harbor Defense Table accordingly . If not , or if it survives this turn's attack by the Harbor Defense Table with any MF remaining, it is immediately withdrawn to the Britain box. If, after any resulting attack, a boat has no MF remaining for that Game Turn, it must remain in the Open Sea box for another Game Turn and chance the Open Sea Encounter Table again. Any attacks using the Harbor Defense Table as a result of an Open Sea Encounter result in a hit with a final To Hit dr !> 5.

OPEN SEA ENCOUNTER TABLE DR RESULT 2 Anacked by Destroyers of 5th Torpedo Boat Flotilla (7.4 1) 3 Anacked by Patrol Boat (7.42) 4 Anacked by Aircraft (7 .43) ~ 5 Withdraw Safely

7.41 DESTROYERS: German destroyers attack with the Harbor Defense Table normally, and after sinking the initial target boat may randomly select another boat currently in the Open Sea Zone to attack until it sinks, and so on until it makes a final Miss To Hit dr or all boats currently in the Open Sea Zone are sunk or withdrawn.

7.42 PATROL BOAT: A patrol boat attacks with the Harbor Defense Table but must limit its attack to one boat per Open Sea encounter. There is a + I drm to the German To Hit dr for each functioning Gun (not torpedo) section on the target boat.

7.43 AIRCRAFT: German aircraft attack with the Harbor Defense Table but are limited to a maximum of three To Hit dr. A Miss To Hit dr cancels any remaining To Hit attempt in that Game Turn.

7.5 APPROACH EXCEPTION: During the 0128 turn only, all boats in the Approach Zone are subject to Dockside Defensive Fire from any Gun capable of firing on Zone A. The boats , in turn, can use Covering Fire vs all Guns with Primary/Secondary Zone coverage in Zone A as well as Searchlights 342/412.

Fairmile "e" type Motor Gun Boat

7

8. NAVAL MOVEMENT 65·66 8.1 MF: Each boat unit has a printed MF which is the maximum ~ number of points it can expend every turn in movement. 3TMTB4 [EXCEPTION: During the first two turns, no boat can expend more than two MF per turn , so if the MTB suffe rs a single "Turn Away" result it cannot move during that Game Turn .] This MF can be reduced temporarily by enemy fire ("Turn Away"/"Evade" markers), or perma­nently by damage (7.13). Movement costs are as follows :

One MF to enter a connecting Zone [EXCEPTION: it costs two MF to move from the Approach Zone to the Open Sea; boats with only one MF remaining must use it to enter the "Near Approach " section of the Approach box instead-from where only one MF will be required on the next turn to enter the Open Sea].

One MF to enter or leave a Landing Area in the same Zone.

~ per boat/ Area stopped at to pick up/transfer survivors in the same Zone .

One MF to make a torpedo attack vs a target in the same Zone.

One MF to ram Southern Caisson (CampbeltolVll only) in the same Zone.

All MF to attempt a landing (entering only if successful) in a non-designated Landing Area (8 .5) of the same Zone .

camPb: 11.12 8.2 CAMPBELTOWN: The destroyer must move to the <&'.-.--t> '"> Southern Caisson (Area #111) as quickly as possible Beattie ; 12 DO 2 and ram it. It will remain there immobile thereafter ,

but any of its remaining Guns may continue to fire on the Covering Fire Table until the ship is scuttled or sunk. All Commandos aboard may land on the Southern Caisson, and any remaining Crew may be picked up as survivors in any fo llowing turn-even several turns after being scuttled . Check off the number of remaining Crew sections of the destroyer when adding them as Passengers to an evacuating boat. The CampbeltolVfI will continue to draw fire on the Harbor Defense Table and Dockside Defen­sive Fire until its crew is eliminated or the ship is abandoned. The CampbeltolVfI may not pick up survivors.

11·12 8.21 SCUTTLING: The player may scuttle the destroyer (in order . . to improve the Demolition Attack dr; 12.6) during the Demoli-

12 DO 2 tion Phase of any turn after the ramming turn, provided there is sti ll any Crew aboard, but scuttling eliminates all remaining Gun strength on the destroyer and the Flotilla Gun Display must be marked accordingly. Check the " Scuttled " box for the Campbeitowfl on the Game Log and remove the rear half of the boat to reflect its scuttled status .

8.3 EVACUATION: A boat may pick up departing Commandos from a Landing Area or survivors from any boat (regardless of condition) in the same Sea Zone by checking off a number of Passenger spaces on the boat equal to the number of sections of the Crew/Commandos being picked up and expending the necessary naval MF.

,,1~a&- 8.4 TORPEDO ATTACKS: Each of the four Torpedo Motor Irwin Launches may make one torpedo attack per game during it's Move-

1TTMl2 ment Phase vs any Lock Gate or Sperrbrecher 137 if it expends a MF for that purpose in the Zone containing that target. Mark off the torpedo expenditure on the Game Log, and make a dr on the Torpedo Attack Table after you finish moving that boat. A torpedo attack that destroys Sperrbrecher 137 elirninates Gun positions 300A and 300B. A " Damaged" result vs Sperrbrecher makes the ship easier to sink; it does not directly affect the Guns in any way.

TORPEDO ATTACK TABLE dr EFFECT 5-6 No Effect 3-4 Damaged 1-2 Destroyed

8.41 drm: There is a -1 drm to the Torpedo Attack Table if the target has already been damaged. Otherwise, there is no effect for mUltiple Damage results vs the same target.

65·66 8.42 DELAYED ACTION TORPEDOS: MTB 74 was equipped ~ with special delayed-action torpedos. This boat can therefore attack 3TMTB4 only Lock Gates and regardless of when they are fired, the torpedo attack is not resolved until game end . Record the target on the Game Log after checking off the torpedo section when the attack is made.

8.5 FORCED LANDINGS: Commandos can be landed/picked up in any Area whose circular depiction touches the Sea Zone containing the trans­porting boat. However, if the Area is not one of the two designated Land­ing Areas #336 and #366 (or #111 for the Campbeltown) , the attempt costs ALL of the boat's naval MF and is successful only on a dr of 1 or 2. A failed Forced Landing/pick up attempt still costs all the boat's naval MF even though no one is landed/boarded. A boat may not attempt a landing

Page 8: Raid on St Nazaire Rules

at other than its designated Landing Area prior to the 0152 turn. Picking up Commandos from a non-designated Landing Area requires the boat to pay ALL of its remaining MF in an attempt to make a Forced Landing and is successful only on a dr of I or 2 .

8.6 LANDINGS: There is no limit to the number of boats that can occupy a Landing Area. Although the boats are placed in that Landing Area, they are still considered in the connected Water Zone , and therefore subject to Harbor Defense Fire/Dockside Defensive Fire and immune to attacks by Stosstruppen.

9. GERMAN ACTIVATION 9.1 TURN RECORD CHART: Although the harbor defenses were fully manned and alert at the ~tart of the game, organizing infantry into assault groups to repel the surprise landing took longer . Only as the game progresses does the German infantry become a growing menace to the Commandos . The Turn Record Chart contains an Activation DRM for each turn of the game. During the German Activation Phase, a DR is made, modified by the applicable DRM for that Game Turn , and the Activation Table is consulted to determine the total number of possible Stosstrupp units activated that Game Turn.

ACTIVATION TABLE Final DR <2 2 3 4 5 6 7 8 9 10 11 12 > 12

# Units 1 2 3 4 455677 88 9

EXAMPLE : On the 0128 turn . the origi nal Activation DR is an 8 which is modified by the - 3 Activat ion DRM for that turn resulting in a final Activation DR of 5 . This yields the possible Activation of four Slosstrupp units.

9.2 UNIT SELECTION: Each Stosstrupp unit activated is randomly drawn from an opaque cup containing all of the available unused Stosstrupp units bearing the current Alarm Level. The next-higher Alarm Level group is added to the cup automatically when the cup is empty . If the 5th Alarm Level group is exhausted , add all eliminated Alarm Level 3, 4 , and 5 units to the Draw Cup .

9.3 ZONE/AREA SELECTION: For each activated Stosstrupp unit, a Triad DR is made to determine where it will appear. The red dr determines the land Zone it will appear in (1 , 2 , 3, or 4) . If the red dr is a 5 or 6, the unit will appear oftboard in either the North (6) or South (5) Holding Zones . Stosstrupp units in Holding Zone 6 go to the 2nd Works Company Hold­ing Zone box if their Selection DR is 11-36; otherwise they go to the 4th Works Company Holding Zone box. Stosstrupp units in Holding Zone 5 go to the 705th Bn Holding Zone box if their Selection DR is 11-36; otherwise they go to the 703rd Bn Holding Zone box . The Selection DR of each Triad determines which Activation Area in that Zone will receive the activated unit. If the Area selected already contains a Commando unit , or is a Withdrawn ship/destroyed Over-water Area or is in a Zone where due to destroyed Over-water Areas it cannot possibly reach a Commando unit , that Stosstrupp unit is not received and is returned to the Draw Cup, although it still counts against the total number of German units to be activated that Game Turn .

9.4 GUNS/SEARCHUGHTS: Whenever a Stosstrupp is activated in an Area containing an "Out of Action"/"Disrupted" Gun/Searchlight, the strength of that Stosstrupp is reduced by one (flipped over) and the Gun/Searchlight is automatically restored by removing the "Out of Action"/"Disrupted" marker. However, the Searchlight is not illuminated until the start of the following Searchlight Illumination Phase (6.2).

I ~19.5 ARMORED CARS: If the Final Activation DR (after modifi-rF1 cation) is 2: 12 , the first resulting Stosstrupp unit received dur-tfu ing that Game Turn is replaced by an Armored Car which must

appear in offboard Holding Zone 5. The replaced Stosstrupp unit remains in the Draw Cup for later activation .

8

10. LAND MOVEMENT

~ f ,d...2 10.1 BRITISH MF: The Commandos rehearsed their f'. 1'\ raid under flight condltlons and memonzed a scale

Roy model of the site. Consequently , they were more familiar with the terrain than the occupying Germans. Commando units with a Strength of four or more have three MF. Commando units reduced to a Strength of three or less are encumbered by wounded and have only two MF. The player may move as many or as few Commando units as he wishes . There is no limit to how many units may occupy each Area.

10.2 GERMAN MF: At the start of each turn's German Movement Phase, a Movement dr is made and the result recorded by moving the German Movement marker to that space on the Movement Track. All Stosstrupp/ Remnants with a strength < the Move Number may not move during that turn . All Stosstrupp/Remnants with a strength equal to the Move Number have one MF during that turn . All Stosstrupp/Remnants with a strength one> the Move Number have two MF during that turn . All Stosstrupp/ Remnants with a strength two or more > the Move Number have three MF during that turn.

10.3 MF COSTS: Units move between connected Areas at a cost of one MF per Area along the single connecting lines, and two MF per Area along the double connecting lines . It costs one extra MF to enter an Area con­taining an enemy unit . Only Commandos or Armored Cars may leave an enemy-occupied Area and must pay an additional MF to do so. MF can­not be accumulated for use in later turns, nor transferred to other units . Commandos have one less MF during the turn they are landed.

10.4 GERMAN MOVEMENT: During the German Movement Phase, all German units capable of movement must move towards the closest (measured in MF) landed Commando unit by the shortest, most direct route in an attempt to enter the same Area. If several equidistant Areas each qualify as the " closest" , the German units will move towards the Area containing the most Commando Strength points. If this is not sufficient to determine the route, settle the matter with a random dr. If there are currently no landed Commandos, German units will not move during that turn .

10.41 EXCEPTIONS: There are three exceptions to the rules for German movement:

A. German units may not enter hexagonal Areas unless such entry will leave them in a British-occupied Area, or adjacent to one (14.2) .

B. A German unit will not move closer to a Commando unit if it is capable of firing on a Commando unit from its present Area and it cannot enter an Area containing a Commando unit during that turn.

C . A German unit will not move towards the closest Commando unit if it is unable to enter/move adjacent to that Commando's Area this turn and it can reach an Area from where it can fire on a Commando instead (e .g., entering 462 to fire on 254 or 261). In this case the German unit will move to the Area affording it the shot.

4MF 10.5 ARMORED CARS: Regardless of the German Move Number, ~:~:~. Armored Cars may move 4 MF per turn, but only along single­only line movement connections [EXCEPTION: An Armored Car ml,lst

enter the game from Zone 5 via a Triple Line at a cost of three MF1.

10.6 REMNANT CONSOLIDATION: At the end of each Game Turn, any Area or Holding Zone containing no Commandos and two or more German units whose combined strength does not exceed 6 must combine into one larger unit whose total strength equals that of the two replaced unil$ provided there are sufficient replacement units available in the " dead" or Remnant pile to accommodate the switch. Any excess Strength Points after the switch remain as excess Remnants . Only two such units in each Area or Holding Zone may consolidate per turn and the consolidation must create the strongest possible unit from the available Remnants .

EXAM PLE: Two 4-Strength Stosstrupp units occupy the 705th Sn Holding Zone box at the end of the Game Turn . They are exchanged for a 6-Strength and a 2-Strength Stosstrupp unit.

PSW 232 (Heavy Armored Car)

Page 9: Raid on St Nazaire Rules

11. LAND COMBAT 11.1 FIRE COMBAT: Land Fire combat occurs between opposing land units in the same or adjacent (Le. , connected) Areas. Only two units per side may attack from each Area per turn. The Commandos always resolve their attacks first. Only those German Strength points remaining after any British attacks may return fire.

11.2 ORDER OF RESOLUTION: All combat between units in the same Area must be resolved before other units may fire into that Area. A unit may not attack an adjacent Area if there are currently enemy units in its own Area.

11.3 FIRE ATTACKS: Each unit attacks separately; units never add their strength together to form a better combined attack. Each attack is fully resolved before the next is declared . Each unit may attack only once per turn and must declare the target unit before resolving the attack. Each firing unit makes a To Hit dr (unless , of course, applicable To Hit drm make the results automatic). If the To Hit dr is :S its strength, the firing unit has scored a hit. The following cumulative drm affect the To Hit dr:

drm CAUSE - I Firer is Commando Assault unit - I Target is in same Area as Firer - I German firer in Hexagonal Area and/or vs Zone containing effective

Searchlight Beam marker - I Target is under a Searchlight Beam marker + I Target is in square. triangular. or hexagonal Area + I Firer is Commando Demolition unit

Once a hit is achieved, an Effects dr is made to determine the number of Strength Points lost by the defending unit [EXCEPTION: Armored Cars are immune to Fire combat; they are affected only by Grenade attacks; 11.6. Guns/Searchlights are immune to partial losses; they can only be put "Out of Action" / "Disrupted"]. To speed play, the player may prefer to make a DR instead; treating the colored dr as the To Hit dr, and the white dr as the effect of any resulting hit . Any casualties in excess of the defending unit's strength are forfeit; they are not applied as a carry-over loss to other friendly units in the same Area.

11.31 GERMAN FIRE DOCTRINE: If order of resolution makes a differ­ence, German attacks are resolved in numerical order based on the num­ber of the Areas they occupy; i.e., if German units in Areas 407 and 410 could both attack Commandos in Area 313 , the German units in Area 407 attack before the German units in Area 410. Within each Area, German units attack in order of their strength with the larger strength unit attack­ing first. German units in range of more than one Commando unit , select their targets based on the following priorities:

A. Commando in illuminated Area B. Commando in circular Area C. Commando is Assault unit D. Commando unit with most Strength E. Random dr

11.4 GUNS/SEARCHLIGHTS: Land Fire attacks will not destroy a Gun/Searchlight. However, a Fire attack resulting in a hit with effect equal to the strength of the Gun/Searchlight will "Disrupt" it , and a Fire attack hit with effect> the strength of the Gun/Searchlight will put it "Out of Action". Besides Covering Fire, only a successful Grenade/Demolition attack will destroy a Gun/Searchlight. However, any Grenade/Demolition Attack vs a Gun in an Area containing only a "Disrupted" /"Out of Action" Gun/Searchlight (and no other German units) will automatically be suc­cessful (although Demolition attacks vs Victory Point targets in the same Area must still be Prepared and rolled for separately). A Gun which was marked as having" Already Fired" during the Naval Attack Phase of that Game Turn may still attack Commandos. Any Gun which is in the same Area or adjacent to Commandos during the Naval Attack Phase will not take part in Dockside Defensive Fire (7 .3).

11.5 FLAK TOWERS: The five Gun positions in Zone 4 are elevated Flak Towers. The three northernmost Flak Guns cannot fire at boats, but, unlike other Guns, all Flak Towers can engage in Long Range Fire at the end of the German Fire Phase. Otherwise, Flak Towers are treated the same as other Guns.

11.51 LONG RANGE FIRE: Any functioning Flak Tower Gun which has not yet fired during that Game Turn may do so provided there is currently a Commando unit in an Area which is color-coded the same as the firing Gun 's Area. However, Long Range Fire scores a hit only on a dr :s; " 2" (although this can be modified by an effective Searchlight Beam) , and Long

9

Range hits result in only one Casualty section loss. German Long Range Fire target selection follows normal German Fire Doctrine (11.31) except that such attacks may not be made vs an Area also containing a German unit. Two Areas (434 & 464) containing several Guns have two distinct colors making up their Area Square to indicate the field of fire of their respective Guns . Each Gun may use Long Range Fire only vs Areas with the same color as its respective side of the Square.

lli~3111.52 MORTAR FIRE: The Commandos' only means of engaging M!§ in Long Range Fire is by an Assault unit in an Area color-coded

Moss the same as the target Flak Tower using 2" mortars vs Flak Towers at the end of the British Fire Phase. Long Range Fire cannot be attempted by a unit which has already fired during that turn, or which is presently in an enemy-occupied Area. Only a dr of 1 results in a hit (with no applicable drm). Mortar hits are resolved in the same manner as Cover­ing Fire Hit Effects (7.21). Only Flak Tower Guns can be affected, other German units in the same Area (including the different Guns in Areas 434 and 464) are not hit.

11.6 GRENADE ATTACKS: Only Commando Assault units may make Grenade attacks , and only against enemy units in the same Area as the attacking unit. A Grenade attack must be predesignated and takes the place of that unit 's normal Fire attack for that turn . A Grenade attack dr of I. 2 , or 3 eliminates all enemy units in that Area [EXCEPTION: A Grenade attack vs a Gun will eliminate only that Gun, even if there are two Guns in the same Area (2.22). See also hexagonal Areas; 14.2]. A Grenade attack dr of 4 , 5, or 6 has no effect. Grenade attacks vs a " Disrupted"/"Out of Action" Searchlight/Gun eliminate that Searchlight/Gun without need of a dr (11.4). There are no drm to a Grenade attack. Each Assault unit is limited to a maximum of three Grenade attacks per game. Check off one Ammo box fo r the attacking Assault unit on the Game Log after each Grenade attack whether successful or not.

11.7 LOSSES: Commando losses are recorded on the Game Log by check­ing off one Strength section for each Strength point loss and flipping the Commando unit to its 2 MF-side when it is reduced to :S 3 Strength. German losses are exacted by flipping Stosstrupp units over to their reduced Strength side for a loss of one Strength Point , or replacing tliem with a Remnant unit of the proper strength . Eliminated/ replaced German units are placed in the Remnant pile for future use as Remnants or Remnant Consolidation (10 .6). The player should realize that eliminated units do not necessarily represent casualties. Any action sufficient to break the fight­ing spirit of a unit such that it does not aggressively seek combat is con­sidered elimination in game terms.

11.8 AMMO LOSSES: Every time a Commando loses one or more Strength Points (even while being transported), it must make an Ammo dr. If the Ammo dr is > its current strength . it loses one Grenade/Demolition Charge attack capability and must check off this loss on the Ammo section of the Game Log.

12. DEMOLITION ATTACKS 216 3 12.1 GENERAL: Only Commando Demolition units can make ~ Demolition attacks. Demolition attacks can only be made against Smalley Victory Point objectives , Guns, or Searchlights in the same Area.

A Demolition unit can make only one Demolition attack per turn , but its Demolition attack can be in addition to a normal fire combat attack. A Demolition unit can make a maximum of three successful Demolition attacks per game-check off one Ammo box for each Gun/Searchlight destroyed by that unit and for each " Charges Set" marker placed by that unit. When all the Ammo boxes of that unit have been checked off, that unit may no longer attempt Demolition attacks. Demolition attacks are resolved by making a dr on the Demolition Attack Table. Mark Damaged/Destroyed targets accordingly (2.28) , and record Victory Points earned for destroyed targets on the Victory Point Display. A "No Effect " result simply means that the unit was not yet ready to attempt Demolition. No Ammo is lost, and the unit may attempt another Demolition attack vs the same or another target in the following turn [EXCEPTION: Campbeftown] . A Demolition unit cannot make a Demolition attack vs a Victory Point target until AFTER it has destroyed its Primary Target.

Charges 12.2 PREPARATION: Before a Demolition unit can at Risk attempt a Demolition attack vs a Victory Point target +1 drm (not Guns/Searchlights) it must make a Preparation dr

:s; its current Strength. Once this Preparation dr has been passed, the target is marked with a " Prepared Charges" marker which will allow that Demo-

Page 10: Raid on St Nazaire Rules

lition unit to make a Demolition Charge attack vs that target in any sub­sequent Demolition Phase in which it occupies that Area . If it fails to roll :5 its current Strength , it cannot make a Demolition attack vs that target during that Game Turn. If a Demolition Charge attack results in " Damaged", the Preparation dr must be passed again (using more Ammo) before that target can be the subject of another Demolition attack by that unit. Only one "Prepared Charges" marker may be placed on the same target at the same time, although more than one Demolition unit may attempt a Preparation dr for the same target in the same turn. If the placing Demo­lition unit is eliminated or leaves the target Area before the Demolition Attack is resolved or if the result of the Demolition Attack is " No Result", the " Prepared Charges " marker is flipped to its " Charges at Risk" side which adds a + 1 drm to any subsequent Demolition Attack dr by that set of charges. No other "Prepared Charges" marker may be placed in a Target Area until the " Charges at Risk" marker has been removed by a success­ful Demolition attack or German Discovery (12.21). Any unit in the same Area can make a Demolition Attack dr once the Prepared Charges marker is in place. The Preparation dr is subject to the following cumulative drm:

drm: Cause: + 2 The Illacing Demolition unit entered target Area this turn + 1 The placing Demolition unit was attacked this turn

+ 1 The lacing Demolition unit attacked Germans this tum

+ 1 -I

12.21 GERMAN DISCOVERY: Any Stosstrupp unit in an Area containing a "Charges at Risk" marker and no Commandos may remove that marker by making a DR :5 its current Strength during the Demolition Phase (4.82).

12.3 DEMOLITION ATTACK TABLE: Demolition Attacks are resolved by a dr on the Demolition Attack Table. The following cumulative drm apply to any applicable Demolition Attack dr.

dr RESULT drm Cause 1-3 Destro ed -I Target was previously Damaged

4 Damaged +1 Target is orthernlSouthern Caisson* 5-6 No Effect + 1 Charges at Risk

+ 1 Detonated by Assault unit

• Not Applicable to Campbelro wlJ

~ 12.4 DAMAGE: The British are awarded hal f Victory Points (frac­

~'6 tions rounded down) for a Damaged target. However , this award Q'fi - 1 is not granted until the end of the game to prevent multiple awards for subsequently Destroyed targets . Victory Points are never awarded more than once for the same target , and multiple Damage results vs the same target have no additional effect. A Damaged target which is subsequently destroyed thereby removes that Damage marker.

12.5 OVER-WATER AREAS: Any Demolition/torpedo attack vs a ship , gate, bridge, or caisson in an Area over water which destroys that target , eliminates that Area for the rest of the game- making movement through it or into it impossible. Commandos in such an Area must exit it in their next Movement Phase or be eliminated. German units in such an Area would be eliminated.

12.6 CAMPBELTOWN: The Campbeltown attacks the Southern Caisson at game end as a special Demolition attack with a -2 drrn . This drrn is decreased to -1 if the destroyer has not been scuttled (8 .21) during a pre­vious Demolition Phase. Sinking is not a substitution for scuttling . This drm is also reduced by one (to 0 or -1) if the destroyer 's speed had been reduced to 1 (7. 13) before it rammed the Southern Caisson . Record the destroyer 's speed at impact and scuttling status on the Game Log for reference during the final Demolition Phase .

HMS Campbelrown (after overhaul for Sr. Nazaire raid)

10

13. GERMAN SHIPS The German vessels in the harbor proved to be an unexpected source

of effective resistance to the landed Commandos-accounting for a significant amount of German firepower in the early stages of the raid . All German vessels are referred to as "ships", although technically their size may not warrant that term.

13.1 TRIANGULAR AREAS: The triangular Water Areas represent moored German ships. German units in a triangular Area may not leave that Area unless they leave an equal strength or stronger German unit remaining in that Area or they leave with the ship when it is Withdrawn (13 .2). A Stosstrupp unit cannot split into smaller units in order to allow such move­ment other than by normal Remnant Consolidation (10.6).

13.2 SHIP WITHDRAWAL: Beginning with the 0222 turn, German ships in the St. Nazaire Basin will begin to withdraw from their moorings to the U-Boat Pens . A dr is made during the Naval Movement Phase to determine which white bracketed shipes) with that white number will with­draw that turn. If those ships have already been withdrawn , sunk, or damaged, no additional Withdrawal is made during that turn . Mark the Area of Withdrawn ships with a " Withdrawn " marker. The tugs do not withdraw.

13.21 SHIPBOARD UNITS: If one or more Commando units board a ship (except Tugs), a Stosstrupp unit will automatically be activated in that Area and the Commando unit may move no further during that turn. All German units on a Withdrawn ship are moved to hexagonal Area 11443. All Com­mandos on a Withdrawn ship are immediately placed in the nearest con­nected land Area to that ship' s Mooring Area. Each ship Withdrawn to the U-Boat Pens results in one additional Stosstrupp unit being drawn and added to hexagonal Area #443.

13.3 TARGETS OF OPPORTUNITY: Ships may not be designated as the Primary Targets of Demolition units on the Game Log (5 .1) .

14. U-BOAT PENS The U-Boat Pens were so stoutly fortified that the Commandos couldn ' t hope to destroy them outright. However, it was not beyond the realm of possibility that should they gain entrance, the Commandos could destroy some of the facilities and U-Boats therein (nine U-Boats were present during the raid).

14.1 HEXAGONAL AREAS: The hexagonal Areas represent the U-Boat Pens . " Destroyed" markers are never placed in hexagonal Areas. Each successful Demolition attack vs hexagonal Areas #441 and #443 is worth five Victory Points . Each successful Demolition attack vs hexagonal Area #444 (still under construction) is worth three Victory Points. These attacks may be repeated (one per Demolition unit per turn per Area) as long as there are qualifying Demolition units therein . The U-Boat Pens Victory Points can be earned over and over again for each successful Demolition attack in that Area. Any Damage result drm must be applied to the next Demolition attack in that Area-with a " Destroyed" result eliminating that Damage marker.

14.2 INHERENT U-BOAT PEN DEFENSE: The first time a Commando unit moves adjacent to a hexagonal Area, all three hexagonal Areas each immediately receive two Stosstrupp units from the Activation Draw Cup. This can happen only once per game. German units may move from one hexagonal Area to another but may not leave the confines of the three hex­agonal Areas. A successful British Grenade attack inside a hexagonal Area will destroy only one German unit of the player 's choice-not all German units in the Area. Any German unit in a hexagonal Area may deduct one from its To Hit dr.

..............

Page 11: Raid on St Nazaire Rules

15. VICTORY POINTS 15.1 HOW TO WIN: The game ends when the last British unit is eliminated or withdrawn from the board. All delayed Demolition/torpedo attacks are then resolved and any resulting Victory Points (plus those for any Damage results) are recorded on the Victory Point Display. The game is won by amassing 70 Victory Points. Historically, the British earned 53 Victory Points; although their raid was considered a " victory", it accomplished less than they set out to do. Indeed, before the delayed explosion of the Campbeltown, the Germans were congratulating themselves on having won the battle. Alternately, the player may wish to have to better his previous high score for a win.

15.2 SURVIVORS: In addition to Victory Points awarded for successful Demolition attacks, the British earn fractional Victory Points for safely withdrawing their men. Score .2 Victory Points for each Crew/Passenger section withdrawn to Britain. Score . 1 Victory Point for each Commando section exited into land Holding Zones 5 or 6 .

16. SCENARIOS Players may vary play of the historical scenario by experimenting with different Primary Targets and Landing Areas. In addition, players may experience the possibilities of several hypothetical "what if" situations by playing the following scenarios featuring slightly different rules.

16.1 NO BOMBING RAID: The Germans had been alerted to the possibility of a raid by the highly erratic and suspicious behaviour of British aircraft immediately preceding the raid. In this scenario, no Bombing raid is con­ducted and the alert status of the harbor defenses is accordingly less. There­fo re, there is a + I DRM to the Effects DR of all hits on the Harbor Defense Table for the first three Game Turns. In addition, the maximum number of To Hit attempts allowed for the Harbor Defense Table is 10 per turn­not 12. Lastly , modify the German Activation by adding -1 to the printed Activation DRM for each game turn.

16.2 U-593 INCIDENT: The British flotilla had been spotted at sea dur­ing its approach to St. Nazaire by U-593. However, in the confusion of escaping from the resulting depth charge efforts of the escortmg British destroyers, the U-Boat was unable to trail the flotilla and consequently thei r sighting signal gave only the last known and very misleading course of the flotilla. Consequently, the 5th TBD Flotilla consisting of five 800-ton destroyers was dispatched from St. Nazaire to intercept the British on the ""Tong course. Had no message been sent and they been present in the harbor on the night of the raid, the results may have been far different. When playing this scenario, the ships of the 16th Minesweeper Flotilla are instead considered to be the destroyers Seeacller, Falke, Kondor, Jaguar, and Itis. Each destroyer starts the game with an 8-strength Stosstrupp unit a board (take from Alarm Level 5 group). The Victory Points awarded

the destruction of each ship in this classification is doubled to two . other rules remain the same.

CREDITS DESIGN:

Based on an original submission by Rob Markham and Mark Seaman

DEVELOPMENT: Don Greenwood

PLA YTESTING: Rex Martin, Bruce Shelley,

Charles Kibler, Craig Taylor COVER ART: George Parrish

MAPBOARD & INTERIOR ART: Charles Kibler

COMPOSITION: Colonial Composition

PREP DEPT. COORDINATOR Elaine Adkins PRINTING:

Monarch-Avalon

11

THE GENERAL Now that you know how to play the game, the next problem is prob­

ably who to play it with and how to win. We can help you with that problem. and many others. through your subscription to our bi-monthly gaming journal , The GENERAL. In The GENERAL you'll not only read all there is to know about this game, but will also learn about our dozens of other exciting simulation games of skill. Every full-color. issue is crammed full of the best articles on the strategy and tactics of the games from The Avalon Hill Game Company. Just look at what The GENERAL offers:

Advertising: Our OPPONENTS WANTED COLUMN allows you to advertise, for a minimal fee, for opponents, discontinued games or competition of any sort . Each issue contains dozens of ads which are seen by our many readers worldwide. The restest way to fmd an opponent for this game, whether it is across the street or across the Atlantic Ocean, is in the pages of The GENERAL.

Contests: In every issue. we pose challenging game situations which you can enter to win free games by utilizing your playing skills for this or any of The Avalon Hill Game Company's many other simulations.

Thctics & Strategy: Learn why you lose or how to win. The nation's best players and our design staff members write many thought-provoking articles on the entire gamut of games by The Avalon Hill Game Company. Many issues contain a SERIES REPLAY in which an actual move­by-move game by master players, profusely illustrated and with com­mentary by a recognized expert, is printed.

History: Curious why one side always seems to win? Each issue con­tains historical material to enhance your enjoyment of the game situation.

Game Design: Wonder why this game was designed the way it was'> Read The GENERAL and find out! Our regular DESIGN ANALYSIS column features explanatory treatises by our designers and play testers .

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What's Happening: Most gamers like to know what's going on in the gaming hobby. Each issue contains an installment of AH PHILOSOPHY where we discuss developments in the industry and hobby, and generally strive to keep you informed. Full-page ads an­nounce new titles from The Avalon Hill Game Company. In addition, the INFILTRATOR'S REPORT keeps you abreast on tournaments, con­ventions, club news, awards and unusual happenings.

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Since its inception in 1964, The GENERAL has stood the test of time. It remains the oldest and most-respected periodical devoted to simulation gaming on the market. And its subscription rates remain the best value. Increase your enjoyment of this and the entire line of games from The Avalon Hill Game Company many-fold with a subscription. If you're convinced, send your check for a two-year subscription. See the PARTS LIST enclosed with your new game for prices.

Page 12: Raid on St Nazaire Rules

4. SEQUENCE OF PLAY During each Game Turn , play proceeds in the following order:

4.1 GUN/SEARCHLIGHT RESTORATION (6.1) & SEARCHLIGHT ILLUMINATION (6.2) PHASE

4.2 NAVAL ATTACK PHASE

4.21 Germans attack using Harbor Defense Table (7.1).

4.22 British boats attack using the Covering Fire Table (7.2).

4.23 Germans attack using Dockside Defensive Fire in each Sea Zone con­taining boats covered by functioning Guns (7.3). Flip firing Gun units to their " Already Fired" side as their Sea Zone ' s Dockside Defensive Fire is resolved.

4.3 NAVAL MOVEMENT PHASE (8): All remaining boats capable of move­ment may move/make Torpedo attacks. Flip " Already Fired" markers back to their Gun unit side. Starting with the 0222 turn , roll for German ship withdrawal (13.2).

4.31 After all boats are moved, remove sinking boats , " Turn Away", and " Evade" markers.

4.4 LOADING/UNLOADING PHASE: All boats currently in a Landing Area may load Passengers/unload Commandos .

4 .5 GERMAN ACTIVATION PHASE: Make a DR on the German Unit Activation Table to determine the number of German units to be activated (9.1); that many Triads are then required to determine where they will be activated .

4.6 LAND MOVEMENT PHASE:

4.61 Commando units may move (10.1).

4.62 Make the German Movement dr and mark the result on the German Movement Track. Eligible German units must move (10.2).

4.7 LAND COMBAT PHASE (11) :

4.71 Commandos may fire.

4.711 Eligible Assault units may attempt Long Range Fire vs Flak Towers (11.52).

4.72 German units must fire (11.31) .

4.721 Eligible Flak Towers must engage in Long Range Fire (11.51).

4.8 DEMOLITION PHASE:

4.81 Demolition units wishing to set charges vs Victory Point targets make a Preparation dr (12.2).

4.82 Qualified units resolve Demolition attacks (12 .3) or German units discover/remove charges (12.21) .

4.9 END OF TURN: Consolidate German units (10.6). Advance the Turn marker one space on the Turn Record Chart and return to step 4.1.

RECOMMENDED READING Players looking for pertinent material on this subject should purchase Volume 24, No. 4 of THE GENERAL magazine (available approximately April 1988) which will feature an historical account of this action, a com­plete sample game replay, a contest, and tips on strategy and tactics for THE RAID ON ST. NAZAIRE. See the accompanying GENERAL adver­tisement for ordering information.

OTHER SOLITAIRE GAMES While virtually all two-player wargames are frequently played solitaire by the simple expedient of playing each side in tum to the best of one's abilities, a few- such as RAID ON ST. NAZAIRE have been specially designed for solitaire play. Those interested in other excellent games designed exclusively for solitaire play are urged to look into PATTON'S BEST and B-1 7; QUEEN OF THE SKY-as well as these fine solitaire games by our sister company Victory Games: AMBUSH, SILVER STAR, MOVE OUT, PURPLE HEART, BATTLE HYMN, and MOSBY'S RAIDERS. Merely send your request for a current Price List for the game of your choice to : Monarch-Avalon, 4517 Harford Rd., Baltimore, MD 21214 or place your order by phone with any major credit card by calling toll free 1-800-638-9292 .

QUESTIONS ON PLAY We regret that we cannot answer game questions by phone. However, we will try to answer all reasonable queries provided you observe the follow­ing requests:

I. All questions must be accompanied by a stamped, self-addressed envelope bearing uncancelled U. S. postage sufficient for first class mail. Foreigners unable to secure U.S. postage may purchase an International Reply Coupon sufficient for return postage from their local Post Office. Questions can­not be returned inside other ordered merchandise-keep your questions separate from orders.

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4. Do not quote map references. You must provide us with a diagram of any question requiring reference to the board.

5. Do not ask us to rewrite a rule for you or to explain it in other terms. We cannot take the time to write individual essay responses to vague ques­tions , nor can we possibly do so with any better results than the version you currently possess which underwent several carefully prepared drafts . Therefore, please phrase your questions in a Yes/No format and refer to the proper rule numbers when posing a question.

6. Please take the time to see if you can answer your own questions. Most questions we receive are clearly answered in the rules. When writing to us , pose your questions carefully- most that we receive are so ambiguously worded that it is impossible to give a precise answer.

The Avalon Hill Game Company Division of Monarch Avalon, Inc.

©1987 The Avalon Hill Game Company. Printed in USA

12

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