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Overlord: The Mission

Posted: Sat Aug 13, 2016 1:27 pm
by Primarch
Please excuse my shoddy MS Paint skills, but I've put together a simple plan for the gaming area to enable you to plan your assault/defence of Normandy.
Image

There is a lot of info to follow. I would suggest looking for your own particular section and reading up on that rather than trying to keep track of everything.

Victory
The allied stars on the map represent objectives on the table. For each turn a team holds an objective, they will gain 1 Victory Point. The team with the most Victory Points at the end of the game will be the winner.

Important Rule Change - No Order Tests to enter from Reserve!

Entry Points
ALLIES
The British and American troops will come ashore on the beaches at the bottom end of the table. (Now that I think about it, the map should have the beaches at the top/north, D'oh!) Each force will (fingers crossed I can get them built and painted) 1 Landing Craft Infantry and 1 Landing Craft Tank which will allow them to deploy 1 Platoon of Infantry and 1 Vehicle per turn. In addition, each force may deploy 1 DD Sherman.
Reserves
For the duration of the beach assaults, any Infantry models removed as casualties may be recycled into the Allied Reserve pool. Once enough models have been built up to form a full unit, the unit may be brought on from the following turn.
Commandos and Rangers
2 Rifle Squads, an Lt. and 1 Support Team may be placed into a special Reserve by a Commando or Ranger commander. These troops automatically become available on turn 3 and enter on the cliff tops above the German positions.

ALLIED AIRBORNE
Before the game begins, each Airborne commander places a Rifle Squad (Pathfinders) on the table where they would like their landing area to be. They then deploy 3 Gliders (assuming Yellowstreak gets them assembled in time). Each Glider will scatter (see below). Once the Gliders are deployed, the 1st Wave of Airborne Troops will deploy by Parachute (see below). Again, each unit will scatter.
Scatter
To scatter a unit/glider, nominate a point on the table where you would like the unit to land and roll a scatter die. If a hit is rolled on the scatter die, put the glider/first model of the unit onto the table at the nominated point. Then lay out the rest of the unit in a straight line as you wish.
If an arrow is rolled, move the glider/first model of the unit 2d6" directly away from the Pathfinder's NCO model. For a unit, lay out the rest of the unit in a straight line from the first model in the direction shown on the scatter die. For a glider, point it in the direction of the arrow shown on the scatter die.
Rough Landing
Any model(s) landing on a building or within 3" of an enemy unit is removed from play and will add 1 pin marker to the unit.
Any model(s) landing on any other terrain will add 1 pin marker to the unit.
If a glider would land on a building or within 3" of an enemy unit, move the glider an additional 6" in the direction it is facing. If this is still not enough to allow the glider to land safely, remove it from play.
Parachutes
All units landing by Parachute receive d3-1 Pin Markers.
Gliders
All units landing by Gliders receive d3 Pin Markers.
Reserves
2nd Wave units will include airborne Jeeps, Anti-tank guns, Glider Infantry and other support units. These units will become available to deploy from Turn 4. These units will deploy via Glider. When they are deployed, place them within 3" of one of your Gliders and then allocate them pin markers as above.
3rd Wave units (British only) will be the Tetrachs of the Airborne Armoured Recon and will become available to deploy from Turn 6. These units will deploy via Glider.

GERMANS
716th & 352nd Infantry Divisions
Rifle Sections, Field Artillery and Support Teams will be assigned to pre-determined positions overlooking the coast. These will be a mix of standard Heer troops and Ost-truppen.
Infantry Reserves
Additional infantry, transports and mobile anti-tank units will be placed in reserve back from the coastal defences. From the start of turn 2 these units will be able to activate and move up to support the defences.

21st Panzer Division and 6th Fallschirmjager Division
Each Division may deploy 1 Rifle Squad and 1 Support Team (Mortar, MMG, Light Howitzer, Sniper or Panzer Shrek) within 6" of the battery near their deployment location. All remaining units in the Division will go into Reserve.
Reserves
Reserves will become available at random. When an order die is assigned to a unit in the Reserve, roll 1d6 and add the current turn number. On a roll of an 8 or higher, the unit may enter the table.
Armoured Cars, Motorcycles, Trucks, Kubelwagens, Kettenkrads and Half-Tracks (unless towing artillery pieces) add an extra +1 to the die roll. Reserves may enter from where the road meets the table edge or from up to 12" either side of the road.

Panzer Lehr and 12th SS Panzer Division
All units from these Divisions go into Reserve.
Reserves
Reserves will become available at random. When an order die is assigned to a unit in the Reserve, roll 1d6 and add the current turn number. On a roll of a 9 or higher, the unit may enter the table.
Armoured Cars, Motorcycles, Trucks, Kubelwagens, Kettenkrads and Half-Tracks (unless towing artillery pieces) add an extra +1 to the die roll. Reserves may enter from where the road meets the table edge or from up to 12" either side of the road.


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That's all for now, I'll post up more about Beach Defences, Engineers, AA Emplacements and Batteries later.

Re: Overlord: The Mission

Posted: Sat Aug 13, 2016 1:55 pm
by job
looks good.

Re: Overlord: The Mission

Posted: Mon Aug 15, 2016 2:06 am
by komura
Great senario! I'm looking forward to play it.

Re: Overlord: The Mission

Posted: Mon Aug 15, 2016 8:54 am
by Primarch
Beach Defences
The beaches of Normandy were well protected by thousands of kilometres of barbed wire and tank traps blocking routes off the beaches.
Barbed Wire is impassable for infantry units. Tracked Vehicles passing over barbed wire will remove that section from play at the end of their move. Barbed wire does not provide cover for any units.
Tank traps are impassable for all vehicles. Infantry may move past tank traps freely. Tank traps provide soft cover for eligible units.

Engineers
Engineer units that finish an Advance or Fire order in contact with a section of barbed wire or a tank trap, may automatically remove it from the table. Each unit of Engineers may only remove one such section per turn, regardless of how many sections it is in contact with.

AA Emplacements and Radar Station
The AA Emplacements on the table function as a standard Flakvierling AA Gun under the command of the 716th/352nd Infantry Division.
On the turn immediately following the destruction of an AA Emplacement and/or the Radar Station, the Allied Players gain one Airstrike. This Airstrike can be called in on any target visible to any Allied Forward Air Observer. If there is more than one eligible observer, the Airstrike will be allocated by SHAEF. If no Air Observers remain in play, the Airstrike may instead be called in by any officer, at a -1 to the die roll for the effect of the Airstrike.

Re: Overlord: The Mission

Posted: Mon Aug 15, 2016 9:15 am
by Primarch
Batteries
The Germans have two Medium Howitzer Batteries, one at Brecourt Manor and another at Merville. The firing of these batteries will be under the control of the 6th Fallschirmjager and 21st Panzer Division respectively. These howitzers have established firing patterns on the beach, this allows them to fire on targets on the beach even if they do not have Range/Line of Sight. They will still need to range in as usual. The Howitzers may be used to fire directly, but may not change facing or position under any circumstances.

Re: Overlord: The Mission

Posted: Mon Aug 15, 2016 12:30 pm
by kojibear
Will be a great day of history and action.

The British Airborne will need to avoid the gerries' tunes from their devil's piano stacatto and get those Merville guns out of action.

Re: Overlord: The Mission

Posted: Mon Aug 22, 2016 7:56 am
by Primarch
ORDER DICE
There will probably be close to 200 units in play at this event, so the standard method of pulling order dice won't work so well. To keep things moving at a fair pace and to facilitate game play, we will be using a slightly different system.
Limited Dice
On turn one, the Germans will have 30 order dice and the Allies 35. From turn 2 and onwards, both sides will have 60 order dice each.
The dice will be split between 5 bags, with an equal number of dice in each bag. (Though not necessarily an even split between Axis and Allies). On the first 'dice pull' of turn 1 the Allies will get all 5 dice (hence their higher number on turn 1). On every subsequent dice pull, whichever side has the majority dice gets priority for that round.

e.g.
5 dice are pulled. 3 Allied and 2 Axis. Players then activate their units. If two opposing units wish to activate and one unit doing so would have an impact on the other, the Allied player would have priority.

Down, Ambush and Dead Units
Units which go Down do not use an Order Die from your pool. This means that any units that have not yet activated can go Down without reducing your pool.
One unit per player which receives an Ambush order may retain it into the following turn and the Order Die goes back into the bag. If you wish to put a second unit into Ambush, that WILL require one of your Order Dice.
Destroyed units do not remove Order Dice from your pool.

Dice Allocation
I am not sure if Warlord have produced enough different colours for everyone to use something different. Instead of having different colours per player, we will use different colours by team. Dice will be allocated by SHAEF (Yellowstreak) or OKW (Primarch) to their teams. Ideally these will be 10 per player to the 6 Allied commanders and 12 per player to the 5 Axis commanders. It is up to SHAEF and OKW to see these dice given out in a fair and timely fashion. Divisional commanders requiring an Order Die as a priority should make their cases clearly and concisely, but should bear in mind that resources might not be immediately available to them. Divisional commanders who receive an Order Die should use it to activate one of their own units, (or one of the shared units in the case of the German Defenders). If they have no units to activate or nothing of any priority, they may use their die to assist a teammate.
First, see if you can spot any crisis point on the table. Then ASK your teammate for permission to activate one of their units. IF they say yes (they are under no obligation to do so), THEY choose which unit you activate and they can give you a simple command e.g. Assault that building, Dismount those riflemen etc. or freedom to act on your own initiative. You then activate the unit with your die and do your best to follow your orders.
Players are asked not to be too worried about who activates which units, but if you don't want to relinquish command, you don't have to.

Extra Order Dice
Depending on events during the game, SHAEF and OKW may have extra Order Dice to allocate. These will not change which side has priority and will not be put back into the bags. Once they are used, they are gone for good. Some of these Order Dice will be for use by a specific player or type of unit, so pay attention if you are issued one!

Re: Overlord: The Mission

Posted: Tue Aug 23, 2016 6:39 am
by komura
@Prim
Before starting translation this scenario, I'd like to clarify several points as below.

How many turns will we play?

How to treat tank crew quality at pinning?

How to bring allied support team? Is part of infantry platoon or single unit?

How many unit or tank can allied bring onto beach? One infantry and one tank?

Is troop quality of ost trooper inexperieced with shirinker?

(My thought) Troop quality for 12th SS panzer division should be inexperieced.

Is there no mine field?

When engineer remove wire or teeth, can they shoot their small arms?

About order dice matter, I'll write my question in this thread.

Re: Overlord: The Mission

Posted: Tue Aug 23, 2016 8:38 am
by Primarch
Good questions.

Turns
A lot depends on how quickly we can get through a turn with this many players. I am hoping for 1 turn per hour, so maybe 8 turns. If we play faster, maybe more, if slower, maybe less.

Tank crews will be regular, except Panzer Lehr, which was an elite tank division.

Allied troops deploying from landing craft will be a mix of squads and teams. Players will be informed closer to the date specifically about how they will deploy.

Allied forces will need to disembark from their landing craft. I should have one infantry boat and one tank boat available for the British players and the same for the American players. In addition, the British and the Americans will be able to deploy an extra DD Sherman. Again, I will send you the information once I have it sorted out. (I'm still waiting on a few army lists).

Yes, Osttruppen will be Inexperienced and Shirkers. They will be dug in with bunkers and trenches though, so will be harder to kill.

Good point about the 12th. I will look at their unit entry in the campaign book.

German High Command can neither confirm nor deny the presence of mine fields along the Normandy coast.

When Engineers disable an obstacle, one model will be unable to fire. Other models may shoot normally.

Re: Overlord: The Mission

Posted: Tue Aug 23, 2016 10:55 pm
by komura
@Prim
Thank you for answering my question.
I have just two more question.

About allied amphibious landing, there will be no amphibious rules mentioned various campaign book.
Each landing craft have already landed at beginning of turn. Infantry platoon or tank will disembark from LCT at beginning of turn. Is my understanding right?

We will apply 1st edition rule at this event. So, armored vehicles or tank will receive pin marker if they are hit by heavy weapon. Is my understanding right?

Let me know.