
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.