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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.
N-O
Naval Movement: 8 [Costs: 8.1]
Open Sea (Combat: 7.4, Entrance: 8.1)
Over-Water Area: 3.12, 12.5
M
Markers: 2.2
MC (Multiple Casualties): 7.13
Mortar Fire: 11.52
Movement (Land: 10, Naval: 8)
INDEX
L
Landings: 8.6
Land Zones: 3.1
Long Range Fire: 11.51
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]
A
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: 11.1
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]
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
SearchlighlS: 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)
H-K
Harbor Defense Table: 7. I
Hexagonal Areas: 14.1
Identification Number: 3.131
Illumination: 6.2
KO (Knocked Out): 7.14
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 at-
tempting to piny 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 + I 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
a ~ 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
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 two-
digit number with each digit ranging from I 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. II 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 Selective Number of 24 is hit. me boat with 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
~ : Greater Than or Equal to
<: Less Than
;5;: Less Than or Equal to
2
RAID ON ST. NAZAIRE
Rules Manual
2. GAME PIECES:
Reactivation
DR Required
DISRUPT
Reactivation DR
Required ..... 2.7 re,urne
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 listing its 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 SClUp Arca
12 Z }-lI1Uminalion
Land Combat 2 Code Land Combat
Strength Strength
2.17 ARMORED CARS: Stosstrupp units bearing a
silhoueue of an Armored Car have their strength (5)
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 mnrkers)
are informational only and used to represent the status of actual units.

2.21 TURN: The Game Turn marker is placed in the


TURN TURN 0128 box of the Turn Record Chart at the start of play
to Indicate the current Game Turn. Dunng 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).
G]
2.24 TURN AWAY/EVADE: These markers are placed
IIAII =', on boats to reflect relative MF-loss due to fire on the
-lMF -2MF 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. Ifa boat already marked with an
Evade marker suffers another "Evade" result, flip the current "Evade"
marker to its "Turn Away" side.
2.25 ON FIRE/DEAD IN WATER: These markers are
placed on boats to reflect their status as a result of
:1TH OIlF -1TH attacks resolved on the Harbor Defense Table. Once
the Campbeltown rams the Southern Caisson it is considered "Dead in
Water".

2.26 DOCKSIDE GUNS: These markers are placed in
those sea Zones containing 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
iEf)1
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
TAKEN track of the number of shots during each Harbor Defense Fire
and Dockside Defensive Fire series.
m
1 m2.22 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 drm/DRM that it bestows upon German To Hit dr anacks in
that Zone when effective. The flip side shows an ineffective Searchlight
Beam (6.2).
2.23 OUT OF ACTIONIDISRUPTED: These markers are placed on
Gun/Searchlight units to reflect damage/intimidation inflicted by British fire.
FRONT BACK
OUT Of
ACTlOII
23 resume
41 diuupt
MF
DD: Destroyer
BACK
BACK
+--
--=
20mm 20mm Quad
4-
)(-
37mm 88mm
Gun
Strength
Already
Fired
MGB: Motor Gun Boat
MTB: Motor Torpedo Boat
Target Selection Number .....,..-_--,
Alarm Level
Assigned
Sea Zones
IH----- Slrength ----"It:!S!:......::..J
......I----Commander ----+
4..-1------ Slrength ---....
Type
FRONT
FRONT
ML: Mowr Launch
TML: Torpedo Motor Launch
Gun
Strength
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 bonom 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
2.14 REMNANTS: Stosstrupp units printed in a lighter blue and without
an Availability Code triangle are Remnants. They enter play only as replace-
ments 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.
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 boa/s (although the
CampbellOwn 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.
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 Demoli-
tion Party. Demolition units also list their Primary Target Area (ahhough
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 BACK
.ffl/
Newman
Demolition Assaul, Demolition Assault
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 con-
tains 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 tum. Gun units are inunobile
and cannot be removed until destroyed.
FRONT BACK
3
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.
ISi;I 2.27 SUNK/WITHDRAWN: These markers show the
.'$'1>'" 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.

DESTROYED/DAMAGED: These markers are


. used to show the status of Victory Point target Areas
as a result of Commando Demolition/torpedo attacks.
Such Areas can still be entered normally [EXCEPTION: certain over-water
Areas; 12.5).
Charges 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 re-
maining. 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 (1,2, 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 Gennan
unii 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 anacked 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, III) are the
designated Landing Zones; they are no more to at-
tack than other circular Areas.
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 With-
drawn. 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:
3.131lDENTIFlCATlON NUMBER: Each Area contains a three-digit num-
ber unique to that Area which is used to identify that point on the map-
board. 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 # II I) 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 connect-
ing 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 Gennan ship with-
drawal 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
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 move-
ment 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 Gennan units
(14.2).
4
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 con-
taining 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 move-
ment 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 musl 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 (11.5).
4.8 DEMOLITION PHASE:
4.81 Demolition units wishing 10 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 roRN: Consolidate German units (10.6). Advance the Turn
marker one space on the Turn Record Chart and return to step 4.1.
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 signi-
fied 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 SEroP: All Gun/Searchlight units are placed in their speci-
fiedAreas. During the first turn only, Searchlight Beam 412 is placed in
the Approach Zone. During the ensuing Covering Fire and Dockside Defen-
sive 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 Alann 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; Alann Level 2 following
Alarm Level I, etc.
6. SEARCHLIGHT ILLUMINATION
6.1 GUN/SEARCHUGHT RESTORA770N: A DR must
be made for each non-functioning Gun/Searchlight
marked with an "Out of Action" or "Disrupted"
marker. A DR of 2 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 "Dis-
rupted" markers are removed from a Gun/Searchlight unit, that
Gun/Searchlight is considered functioning again.
5
m
1 m6.2 ZONE IUUMINATED: At the start of each Game
TH 1
T
t2 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 Search-
light 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
-I:)
C 4-5
-6
If none of the Zones in its Illumination Code are eligible, it illuminates
its own Zone.) Upon determining the Zone illuminated by each Search-
light 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 Search-
light Beam marker is flipped to its 0 DRM side. However, that Search-
light is still considered to be functioning.
6.3 IUUMINATION EFFECT: The To Hit dr of German attacks can be
modified by -I 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 cumula-
tive 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 thaI 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.
1Al.::' 6.4 POWER STATION: If the Power Station (Area #315) is
__ , destroyed or damaged, all Searchlight Beam markers are immedi-
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 s 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 elimi-
nated 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
7.1 HARBOR DEFENSE TABLE: The Harbor Defense Table
represents the cumulative effect of all German offboard and
onboard 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 s
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
dr oS 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 Campbelrown has Crew aboard, the first shot of each Game Turn
on the Harbor Defense Table is directed at the destroyer as a predesignat-
ed shot. Thereafter, each burning boat (inclusive of the destroyer if ap-
plicable) is subject to one predesignated shot before normal Target
Selection/To Hit Triads are rolled; therefore, if the CampbellOwn is burning
it will be the subject of two predesignated shots. No To Hit dr is made
for a predesignared shot, so Misses are not possible, nor is a predesignat-
ed shot counted against the maximum of 12 shots allowed per Phase.] The
Germans continue to fire using the Harbor Defense Table until an origi-
nal 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.
.. Not Applicable
10 Campb(/toun
@ Treat as "Fire, Me"
instead vs Campbt'!rown
o
II
12......,..,....._
s:;:J7.11 SINKING: Half (fractions rounded down) of all remaining
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 Dis-
play, 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.
kir.12 FIRE: The target boat is afire. Mark it with an "On Fire"
marker and flip it to its reduced-speed side [EXCEPTION: The
Campbelrown 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:
CampbellOwn] to explode with no survivors. A boat that explodes is
immediately removed and cannot be a target of subsequent fire.
O.ad in; 7.13 MC: Multiple Casualties have been incurred. Make a sub-
Waler It sequent DR and mark off the resulting number of Crew and Com-
QlIIIi' -1T11 mando sections shown on the white dr by splitting the white dr
number evenly between Crew and Conunandos with any remainder checked
off from the Crew section. If no Commandos (or Passengers; 7.183) are
on board, the Conunando casualties are ignored. [To determine which Com-
mando unit aboard the Campbelrown 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 (nor rhe
red dr ofa 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
Campbelrown 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.
6
7.15 C: Mark off one section of the boat's Crew or Conunando section
(player's choice). If no Commandos are on board, mark off one Crew
se,ction.
[iJ
7.16 WRN AWAY: The boat is forced to alter course and Turn
:. Away from enemy fire and loses two MF in the upcoming MPh.
-211F Place a Turn Away marker on the boat.
Gl
o- 7.17 EVADE: The boat is forced to alter course to Evade enemy
. _ fire and loses one MF in the upcoming MPh. Place an Evade
-l11F 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 Tum. 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 con-
sequences:
7.181 SUNK: Any boat (including the Campbelrown) 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 not-
any 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 trans-
ported back to Bntain 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 'he red dr. and a Sel""'ive DR of 43 (4
on the colored dr). ML 192 has been hit. A subsequent Effects DR of 7 on Ihe Harbor Fire
Table resuhs in an "Evade. Me". An Evade marker is placed on lhe boal costing it one MF
in the ensuing Movement Phase. The Me DR is an 11 (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 nipped to its "\ MF" -side due to the speed loss caused by the 6 colored dr. Had
[he boat been carrying any Passengers. two sections of them would have been eliminated whether
Burns' Commandos were aboard or noC If the boat was carrying neilher Burns' Commandos
nor any Passengers. the casualties would have been limited 10 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 consult-
ing 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 con-
tinue to tire until they roll an "End of Phase" DR (i.e., a final DR of
8 - 12), but there is a cumulative + I DRM for each subsequent Cover-
ing 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 thaI 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.
7.21 HIT EFFECTS: Any hit obtained on the Covering Fire Table is
resolved by the red dr of the Triad as follows:
'r!__ U
mark accordin I)'

7.3 DOCKSIDE DEFENSIVE 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 Dock-
side 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 Teniary Zones). Dockside Defen-
sive Fire is used in each Zone containing a boat provided there is at least
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 Dock-
side Defensive Fire are flipped over to their "Already Fired" side and
that Zone is temporarily marked with an appropriate To Hit Number Dock-
side Guns marker. These Guns may not attack boats in other Zones dur-
ing 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 con-
tain a boat, and so on for Tertiary Zones. There is no obligatory pre-
designated 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 drm 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 lhe 0134 turn and all German Guns are
SItU functiontng e:JI.cept for 336 so Zone A has a Dockside Defensive Fire To Hit Number of
5 (Guns 411. 311. 312. 300A. 300B) and Zone B has a Dockside Defensive Fire To Hil Number
of 4 (Guns 344, 222A. 2228. 113). Dockside Defensive Fire is resolved first in Zone A. The
first Triad is 621. The largel boat is ML 447 (TaTgel Selection Number 2122) which is in Zone
A. The red To Hit dr of 6 resulls in a Miss and the end of the Dockside Defensive Fire Phase
in Zone A unless ML 447 is on fire. or Dcad-in-Waler. or beneath a Searchlight Beam marker,
or there is an effective Searchlighl Beam in Zone A. Since none of lhese conditions are prescn!.
the Dockside Defensive Fire is over in Zone A and play now proceeds to resolution of Dockside
Defensive Fire vs any boalS in Zone B. Had ML 447 been in anolher 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 :s 5.
OPEN SEA ENCOUNTER TABLE
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 altack 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 wilh Primary/Secondary Zone coverage in Zone A as well
as Searchlights 342/412.
Fainnile "C" type MOlOr Gun Baal
7
8. NAVAL MOVEMENT
.6566 8.1 MF: Each boat unit has a printed MF which is the maximum
~ number of points it can expend every lurn in movement.
3TMTB4 [EXCEPTION: During the first two turns, no boat can expend
more than two MF per turn, so if the MTB suffers a single "Turn Away"
result it cannot move during that Game Turn.) This MF can be reduced
temporarily by enemy fire ("Turn Away"I"Evade" markers), or perma-
nently 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.
One MF per boatlArea stopped at to pick upltransfer 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 (Campbeltown only) in the same Zone.
All MF to allempt a landing (entering only ifsuccessful),in a non-designated
Landing Area (8.5) of the same Zone.
Campb 1112 8.2 CAMPBELTOWN: The destroyer must move tothe
<?Z ~ . J O O '3- Southern Caisson (Area #111) as qUickly as pOSSible
B<alli. ! 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 following 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 Campbeltown will
continue to draw fire on the Harbor Defense Table and Dockside Defen-
sive Fire until its crew is eliminated or the ship is abandoned. The
Campbeltown may not pick up survivors.
1112 8.21 SCUITLING: 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
still 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 Campbeltown on the Game Log and
remove the rear hal f of the boat to reflect its scuttled status.
8.3 EVACUA110N: 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.
~ > 8.4 TORPEDO A7TACKS: Each of the four Torpedo Motor
Irwin Launches may make one torpedo attack per game during it's Move-
1TTML 2 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 eliminates 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.
8.41 drm: There is a -I 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.
6566 8.42 DELAYED ACTION TORPEDOS: MTB 74 was equipped
~ with special delayed-action torpedos. This boat can therefore attack
3Thin4 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 trans-
porting boat. However, if the Area is not one of the two designated Land-
ing 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
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.
10. LAND MOVEMENT
1 " ~ 3 1 1 til) 1
10
.
1
BRITISH MF: The Commandos rehearsed their
M!!i ,. ~ p\ raid under night conditions and memorized a scale
Roy 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.
9. GERMAN ACTIVATION
9.1 TURN RECORD CHART: Although the harbor defenses were fully
manned and alert at the start 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
EXAMPLE: On (he 0128 turn. the original Activation DR is an 8 which is modified by !he -3
Activation DRM for thaI turn resuhing in a final Activation DR of 5. This yields the possible
Activation of fOUT Stosslrupp 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.
Final DR
# Units
<2 2
2
3
3
4
4
5
4
6
5
7
5
8
6
9
7
10 II
7 8
12 > 12
8 9
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 con-
taining an enemy unit. Only Commandos or Annored Cars may leave an
enemy-occupied Area and must pay an additional MF to do so. MF can-
not 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:
9.3 ZONE/AREA SELECTION: For each activated Stosstrupp unit, a Triad
DR is made todetermine where it will appear. The red dr determines the
land Zone it will appear in (I, 2, 3, or 4). If the red dr is a 5 or 6, the
unit will appear offboard in either the North (6) or South (5) Holding Zones.
Stosstrupp units in Holding Zone 6 go to the 2nd Works Company Hold-
ing 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/SEARCHLIGHTS: 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).
9.5 ARMORED CARS: If the Final Activation DR (after modifi-
cation) is 2: 12, the first resulting Stosstrupp unit received dur-
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
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.
e. 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.
10.5 ARMORED CARS: Regardless of the German Move Number,
=Armored Cars may move 4 MF per turn, but only along single-
.., line movement connections [EXCEPTION: An Armored Car ml,lst
enter the game from Zone 5 via a Triple Line at a cost of three MF].
10.6 REMNANT CONSOLIDATION: At the end of each Game Turn, any
Area or Holding Zone containing no Comrilandos 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 u n i ~ 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.
EXAMPLE: Two 4-Strenglh Slosslrupp unils occupy the 7051h Bn Holding Zone box al Ihe
end of (he Game Turn. They are exchanged for a 6-Strength and a 2-Slrength Stosstrupp unit.
PSW 232 (Heavy Annored Car)
11. LAND COMBAT
11.1 FIRE COMBAT: Land Fire combat occurs between opposing land
units in the same or adjacent (i.e., connected) Areas. Only two units per
side may auack from each Area per tum. 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 A7TACKS: 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
Firer is Commando Assault unit
Targe! is in same Area as Firer
German firer in Hexagonal Area and/or vs Zone eomaining effective
__.-=Sea=rchlight Beam marker
_...,.........,T".a...;rg:;.e_! is under a Searchlight Beam marker
Target is in square. t . W. or Area
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 differ-
ence, German attacks are resolved in numerical order based on the num-
ber 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 attack-
ing first. German units in range of more than one Commando unit, select
their targets based on the following priorities:
A. eo'iftIttli"do ilf ilTuminated Area
B. Commando in circular Area
C. C lido is Assauh unit
D. Commando unit with most Strength
E. RMiIoiR 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 suc-
cessful (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.
1 1 I ~ 3 1 1 1 . 5 2 MORTAR FIRE: The Commandos' only means of engaging
M.5 in Long Range Fire is by an Assault unit in an Area color-coded
Moss the same as the target Flak Tower using 2" monars 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 I results in a hit (with no
applicable drm). Mortar hits are resolved in the same manner as Cover-
ing 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 A7TACKS: Only Commando Assault units may make
Grenade allacks, and only against enemy units in the same Area as the
allacking unit. A Grenade allack 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 allack. Each Assault unit
is limited to a maximum of three Grenade allacks per game. Check off
one Ammo box for the allacking Assault unit on the Game Log after each
Grenade allack whether successful or not.
11.7 LOSSES: Commando losses are recorded on the Game Log by check-
ing 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.
Gennan losses are exacted by flipping Stosstrupp units over to their reduced
Strength side for a loss of one Strength Point, or replacing them 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 fight-
ing spirit of a unit such that it does not aggressively seek combat is con-
sidered elimination in game terms.
11.8 AMMO LOSSES: Every time a Commando loses one or more Strength
Points (even while being transponed), 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
1j
6 3 12.1 GENERAL: Only Commando Demolition units can make
Demolition attacks. Demolition attacks can only be made against
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 allacks. Demolition allacks 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: Campbeltown]. A Demolition
unit cannot make a Demolition atuuk 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-
lition unit to make a Demolition Charge attack vs that target in any sub-
sequent 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 Demo-
lition 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 success-
ful 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:
+ I The placing Demolition unit was allacked this turn
+ I Per functioning enemy unit in same Area
.......~ f
_.. . .- ~ - . . . " ~
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.
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 move-
ment other than by normal Remnant Consolidation (10.6).
13.2 SHIP WlmDRA WAL: 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 ship(s) with that white number will with-
draw 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. #443. All Com-
mandos on a Withdrawn ship are immediately placed in the nearest con-
nected 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).
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.
~
12.4 DAMAGE: The British are awarded half Victory Points (frac-
tions rounded down) for a Damaged target. However, this award
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.
12.6 CAMPBELTOWN: The Campbeltown attacks the Southern Caisson
at game end as a special Demolition attack with a -2 drm. This drm is
decreased to -1 if the destroyer has not been scuttled (8.21) during a pre-
vious 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.
14. V-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" resuh 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 hex-
agonal 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.
* Not Applicable 10 Campbelfown
- I Target was previously Damaged
+ I Target is Northern/Soulhern Caisson'
+ 1 Charges at Risk
+ I DelOnated by Assault unit
drm Cause
4 Damaged
dr
HMS Campbellown
(after overhaul for 51. Nazaire raid)
10
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
resulls) 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
Campbelrown, 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. I 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 BOMBfNG 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 con-
ducted and the alert status of the harbor defenses is accordingly less. There-
fore, 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 turn-
not 12. Lastly, modify the German Activation by adding -I to the printed
Activation DRM for each game turn.
16.2 U-593 INCIDENT: The British flotilla had been spotted at sea dur-
ing its approach to SI. 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
their 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
wrong course. Had no message been sent and they been present in the
harbor on the night of the raid, the resulls may have been far different.
When playing this scenario, the ships of the 16th Minesweeper Flotilla
are instead considered to be the destroyers Seeadler, Falke, Kondor, JagUlr,
andllis. Each destroyer starts the game with an 8-strength Stosstrupp unit
on board (take from Alarm Level 5 group). The Victory Points awarded
for the destruction of each ship in this classification is doubled to two.
All other rules remain the same.
CREDITS
DESIGN:
Based on an original submission
by Rob Markham and Mark Seaman
DEVELOPMENT:
Don Greenwood
PLAYTESTING:
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
ContesIa:-hl every you can enler to win
or any of The Avalon aiR ;1
4. SEQUENCE OF PLAY
J..}uring 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 con-
taining 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 move-
ment 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 (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 4.1.
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 com-
plete sample game replay, a contest, and tips on strategy and tactics for
THE RAID ON ST. NAZAIRE. See the accompanying GENERAL adver-
tisement 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 turn 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
BESTand B-1 7; QUEEN OFTliESKY-as well as these fine solitaire games
by our sister company Victory Games: AMBUSH, SILVER STAR, MOVE
OUT, PURPLE HEART, BAnLE 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 follow-
ing 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 can-
not be returned inside other ordered merchandise-keep your questions
separate from orders.
2. Do not ask questions for more than one game. If your letter has to go
from one designer to another, the chances of it being lost or delayed are
greatly increased.
3. Do not ask questions on design or historical subjects. This type of
material is best covered in our magazine; THE GENERAL. Purchase of
the recommended special feature issue of THE GENERAL covering that
game is recommended.
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 ques-
tions, 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
Divjsion of Monarch Avalon, Inc.
1987 The A\'lIIon HIll Game Company Printed in USA
8740001
85088 6187 171314
12

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