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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.