Operation jubilee 0 Introduction 1 Operation Jubilee: Dieppe, August 1942



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OPERATION JUBILEE
1.0 Introduction
1.1 Operation Jubilee: Dieppe, August 1942

(OJ) is a solitaire game simulating the disastrous Commonwealth (CW) raid against the German-held French port of Dieppe on 19 August 1942. A mixed force of Canadian troops and tanks and British Commandos landed on several beaches along a 16 mile stretch of coast, with a variety of objectives. While the commando raids on the flanks met with some success, the major action against Dieppe was a costly failure. It didn’t come close to achieving its objectives, and over 75 percent of that landing force were killed or captured.


1.2

In OJ, you control the CW forces assaulting the beaches and struggling to achieve their objectives against intense German resistance. The game system controls the German forces that oppose you.


2.0 Components
2.1

A complete game of OJ includes the following components: the game map, 176 die-cut playing pieces, and this rules set. To play you will need to provide yourself with a standard (six-sided) die.


2.2 Game Map.

The overall game map actually consists of three sector maps: the main map showing the French port of Dieppe and surrounding areas, and two smaller maps portraying coastal areas east and west of the main map. The main Dieppe map is divided into four areas: Blue Beach, Dieppe town, Green Beach and Rear. The two outlying maps are identified by their Beach code names: Yellow and Orange. The map should be used by you oriented to match the perspective of the raiding CW forces, with you sitting off its north edge and facing south. A hexagonal grid is superimposed over the terrain features to regulate the placement and movement of units. Each hex represents 400 meters (438 yards) across. The map’s terrain types are identified on the Terrain Key printed on it.


2.3 German Positions.

Many hexes contain German positions, noted by a colored hexagonal outline. German units are placed only in those hexes. Unoccupied German positions possess no inherent strength. German positions may have any of the following features.

• One of six colors, used with the “Op Chits” to determine which German positions perform actions.

• A placement letter, indicating a German unit of the indicated type occupies the position at the start of the game.

• An objective symbol, such as a radar tower or artillery. Specific symbol types have no effect on play, and are differentiated only for historical interest. Each position with an objective also has a victory point (VP) value, indicating you earn two to five VP if a CW unit destroys that objective.

• One or two movement arrows pointing toward a nearby German position, which are used when a German unit in that position conducts a movement check. If a position has two movement arrows, the primary arrow is solid and the secondary arrow is an outline.


2.4 German Fire Dots & Fields of Fire.

The hexes surrounding each German position contain “fire dots” matching that position’s color. All the fire dots emanating from a single German position are collectively referred to as that position’s “field of fire.” CW units in a hex with a fire dot may be the target of fire by the German position projecting that fire dot. Many hexes contain fire dots from several nearby German positions projecting overlapping fields of fire into that hex.


2.5 Beach Landing Boxes.

A row of boxes facing each beach hold CW units about to land. Each box is identified with the initials of its historic beach code name and a unique number (such as “R1” for “Red 1”). CW units in Beach Landing boxes are committed to land in the beach hex toward which each box points.


2.6 Turn Track.

You record the passage of turns by moving the Turn marker one box along the Turn Track at the end of each turn. The track also lists game milestones. When setting up, place CW units in the space of the track corresponding to their turn of entry, and keep them there until it is time for them to enter play.


2.7 Sequence of Play/Op Chit Track.

As you draw op chits each turn, place each in a box of this track.


2.8 Transport Point Tracks.

Each landing beach has a track holding a transport point marker indicating how many transport points are currently available at that beach for evacuating CW units to England.


2.9 The German Depth Box

holds German depth markers that have not yet entered play.


2.10 The CW Eliminated Units Box

holds CW units eliminated during play.


2.11 The CW Evacuated Units Box

holds CW units evacuated safely back to England.


2.12 Playing Pieces.

The 176 playing pieces consist of units (representing specific CW and German military forces) along with “OP chits,” and markers, which are placed on units, tracks or the map to display information or status. The characteristics of CW and German units differ. For example, only CW units have steps and only German units have an unrevealed side.


2.13 CW Units
Sample CW Infantry Units & Tank Units

Front (full strength)

Back (reduced strength)
Historic ID — (top row of numbers & letters)

Step Strength — (dots)

Attack Strength — (big number)

Heavy Weapons — (HW)

Engineers — (E)

Range — (second big number; only on tanks)

Target Type — (diamond, triangle, circle)

Arrival Turn — (small number to right of unit-type box)

Location — (alpha-numeric beneath arrival turn)
Historic Identity.

The military designation of the unit identifies the unit’s formation and parent formations, and are included primarily for historical interest.


Steps.

Each CW unit possesses one to three steps, indicating the unit’s overall manpower. CW units lose steps as a result of combat losses. Units representing regular infantry companies start the game with three steps, while units representing tank and commando companies start with two steps. A unit with one or two steps has one counter with one or two printed sides (respectively). A unit with three steps has two counters, with two printed sides on one counter and one printed side on a replacement counter. All replacement counters are single step infantry units, and can be recognized by their lack of designation and entry data. Replacement counters are generic; they may replace any infantry unit with the same target symbol. Only one counter for a given unit is in play at one time.


Attack Strength.

A quantification of the unit’s firepower in combat, used when attacking German units. A unit’s strength is reduced as it loses steps.


Heavy Weapons (HW).

Full-strength CW infantry units possess HW, as noted on their counter. Heavy Weapons are often helpful in defeating German units in attack actions. As an infantry unit loses steps, it may lose its HW capability.


Engineers (E).

Certain full-strength CW infantry units scheduled to land at Dieppe on Turn 3 contain engineers, useful when the “Destroy Dieppe Tank Wall” random event occurs (see section 8.0).


Range.

CW units capable of attacking German units from non-adjacent hexes have a numeric range, representing the maximum number of hexes from which the unit may fire at a German unit. When counting range, count the straightest hex path possible from the firing unit to its target. Don’t count the firing unit’s hex; do count the target’s hex.


Target Symbol.

Used to randomly select which CW units are hit by German fire or are the subject of an event or other game function.


Arrival Turn & Location.

The turn in which the CW unit enters play is shown along with the Beach Landing Box in which to place the unit on its turn of entry.


2.14 German Units

Sample German Unit

Front (revealed)

Back (unrevealed)
Defense Strength — (large black number)

CW Tactical Requirements — (“HW” or “FL”)

Area — (large letters on back sides)
Strength.

A quantification of the unit’s ability to defend against CW attacks.


CW tactical requirements.

A German unit may list heavy weapons (HW) or flanking (FL) as defensive tactics. CW units must possess the tactic in order to successfully attack the German unit.


Area.

Identifies the map and beach area in which the unit starts the game — Yellow, Orange, Blue, Dieppe, Green, rear and coastal.


2.15 Unit Types
CW Units

Infantry Company

Commando Company

Tank Company


German Units

Coastal Detachment

Infantry Company

Artillery Battery

Anti-Tank Company

Engineer Company

Headquarters Company
2.16 German Depth Markers

are placed beneath German units occupying German positions on the map. Together, a unit and its depth marker represent a formation at full strength and fully deployed. A unit without a depth marker is under-strength or isn’t yet otherwise ready to maximize its combat effectiveness. Depth markers are placed face down (unrevealed) and are only revealed as required by CW attacks against the unit with which it’s stacked. When a depth marker is revealed, its strength and attributes are added to the unit with which it’s stacked. German depth markers are never placed on the map on their own, they only appear with German units.

Front (revealed)

Back (unrevealed)


2.17 Operation (OP) Chits

are drawn randomly from a cup during each turn in order to trigger game events. There are several types of Op Chits, each triggering a different action or event.


German Action chits trigger fire and movement by German units.
German Depth Placement chits trigger the placement of German depth markers.
German Artillery chits trigger fire by a German coastal artillery batteries.
Commando chits trigger a special round of actions by CW commando units.
Random Event chits trigger an event from the Random Events Table, but only beginning on Turn 4.

2.18 Other Markers
Disrupted / Attacker Disrupt (see section 6.0)

Turn / Evacuation (see section 12.0)

Transport Points (see section 12.0)

Objective Destroyed (see section 14.0)

Tank Wall Destroyed (see section 8.0)
3.0 Set Up
3.1

Lay out the map so you are sitting along the north side, with the beach landing boxes near you. Turn revealed side down all 32 German units and mix them. Then randomly place (without looking at their revealed sides) each unit face down on the map, each in a German position marked with a starting letter matching that on the back of the German unit. For example, place a unit with a “C” on its backside in any German starting position marked with a “C” on the map. Place all 32 units in that manner.


3.2 CW Pre-Landing Aerial Attack.

Place disrupted markers on three German units in positions 0517, 0620 and 0522.


3.3

Place all CW units in the spaces of the Turn Track corresponding to each unit’s turn of entry, except for the 10 Commando units scheduled to enter on Turn 1. A total of 31 units should be placed. Set aside the 15 CW replacement units. Place the five CW transport markers in the highest-numbered boxes of their respective tracks. Place the Turn marker in the first space of the Turn Track. Place the 37 Op Chits in an opaque wide-mouth container, such as a coffee mug.

Place the 20 German depth markers face down in the Depth box. Determine your commando forces for the raid as described below.

3.4 CW Commando Disposition.

Historically, the ships transporting the commando force to Yellow Beach ran into a German coastal convoy, resulting in the majority of that Allied force aborting their mission. In the game, then, one or the other of your two commando forces will encounter the convoy. Roll a die and consult the following table to determine how many commando units and transport points you receive at Yellow and Orange beaches. Place the Transport marker for each beach in the box indicated. If you receive fewer than five commandos at a given beach, select your assigned number randomly and place them in the Turn 1 space of the Turn Track. Place the unselected commandos in the Evacuated Units box. Place all five commandos for the other beach in the Turn 1 space. Place all remaining markers aside for use later in the game. (On the table below, “1” was the historic result. A larger version of this table is on page R13)


(see attached chart)
4.0 Sequence of Play
4.1

OJ is played in turns, each consisting of several phases conducted in the following sequence.


I. CW Amphibious Transport Phase (skip if in Evacuation Mode)
1. Unit Transport.

Take units from the current turn of the Turn Track and place them in the Beach Landing boxes listed on the units (5.2).



2. Landing Check.

Conduct a separate landing check for each unit now in a beach landing box, except for commando units (5.5).


II. Operations Phase.
Draw three Op Chits, one at a time. Place each on the Op Chit Track as you draw it. Carry out the operation indicated by each chit before drawing the next. (Exception: On Turn 1, draw just one chit.) The operation conducted depends on the type of chit drawn.
German Action Chit.

For each German-occupied position matching a color shown on the Action chit conduct one of the following.

• If undisrupted, with CW units in its field of fire, the unit fires at CW units (see section 6.0).

• If undisrupted and no CW units are in the position’s field of fire, conduct a movement check for the unit (see section 6.0).

• If disrupted, remove the disruption marker from the unit in the position.
German Depth Placement Chit.

Place a Depth marker beneath one German unit in each area listed on the chit (see section 9.0).


CW Commando Chit.

Conduct actions with any or all of your undisrupted commando units (see ---10.19). Remove Disruption markers from disrupted commando units. If the Commando chit says “Remove,” remove that chit from play.


German Coastal Battery Chit.

If the coastal battery listed on the chit is active, you lose one CW transport point (7.0).


Event Chit.

Starting Turn 4, roll a die and refer to the event list (8.0). Implement the resulting event. If drawn before Turn 4, treat as “no event.”


III. Commonwealth Action Phase
1. Beach Landings & Evacuation.

Land all CW units in Beach Landing boxes by moving each to the corresponding beach hex (5.8). If “CW evacuation” has been declared (12.0), instead remove all CW units in Beach Landing boxes to the Evacuation box.


2. CW Actions.

Conduct actions with all undisrupted CW units. Actions include movement, attack, barrage, destroy objectives, and board transports.



3. Recovery.

Remove disrupted markers from all CW units. Flip Attack Disruption markers to the Disrupted side.


IV. End of Turn
1. If there are no CW units on the map, or you’ve just completed Turn 24, the game is over. Check the victory conditions to determine your level of victory or defeat (14.0)

2. Remove all Op Chits from the Op Chit track. If indicated on the Turn Track, return all Op chits to the Op Chit pool; otherwise leave them aside.

3. Move the Turn marker one box ahead on the Turn Track and start the next turn.
5.0 CW Amphibious Operations
5.1

All CW units enter play via amphibious landing. During the CW Amphibious Transport Phase, place units in Beach Landing boxes and conduct landing checks for those units. During the CW Action Phase, move units in the Beach Landing boxes onto the beach.


5.2 Transporting Units.

Take all units in the space for the current turn on the Turn Track and place each in the Beach Landing Box listed on the unit. If the unit lists a specific beach box, such as R2, place the unit in that box. If the unit lists a beach but not a specific box, such as R, you may place the unit in any Beach Landing Box with that letter. Units that do not list any beach may be placed in any Beach Landing Box on the Dieppe map.


5.3

One or two units may be placed in each Beach Landing box.


5.4

You may not place a unit in a Beach Landing box without ID letters; such boxes may only be entered as a result of drift (see below).


5.5 Landing Checks.

Conduct a landing check to determine if CW units in Beach Landing boxes, other than commando units, are effected by hazards such as cross currents, rough seas, equipment failure and navigational errors. For each unit being checked, roll a die and locate the result on the CW Landing Table. As noted on the table, landing outcomes vary by unit-type and turn.


5.6 Drift Results.

If a unit drifts, move the unit one box to the left (east) or to the right (west) along the row of Beach Landing boxes. A unit that drifts will subsequently land on the beach of the box into which it drifts. If there’s no box for the unit to drift into, it’s delayed instead.


5.7 Delay Results.

If a unit is delayed, return it to the Turn Track, one game turn ahead of the current turn. Starting on Turn 8, if a unit is delayed you may instead place the unit in the Evacuated box, at your option.


5.8 Landing CW Units.

CW units placed in Beach Landing boxes stay there throughout the Operations Phase, and they may be subject to German fire during that time. Then, at the start of the CW Action Phase, all units still in Beach Landing boxes land, even if disrupted. Move every unit from its Beach Landing box to the corresponding beach hex, in the direction indicated by the box’s arrow. Units may exceed stacking limits in this move. An undisrupted unit may perform an action in the same CW Action Phase in which it lands.


6.0 German Actions
6.1

Each time you draw a German Action chit during the Operations Phase, all undisrupted occupied German positions matching a color on the chit may potentially fire at CW units in that position’s field of fire. If no CW units are in the position’s field of fire, the unit in the position may potentially move to another position. Exception: German coastal units don’t move. Revealed and unrevealed German units may perform actions, and performing an action doesn’t cause a German unit to become revealed.


6.2 Reading German Action Chits.

Each German Action chit shows two or three colors and a target symbol. All occupied German positions matching the colors shown are eligible to act. Each chit includes:

• Two or three German position colors (red, blue, green, purple, brown or orange) are shown. Every non-disrupted German unit in a position matching a color on the chit fires at CW units in its position’s field of fire. Some colors on an Action chit include an “Armor Hit Bonus,” indicating fire from positions of that color is more likely to hit CW tank units. If no CW units are in the position’s field of fire, the German unit in the position conducts a movement check instead of firing. Some colors on Action chits include an “A,” for “Assault,” indicating that unit may conduct an assault movement check instead of a regular movement check.

• A target symbol (triangle, diamond or circle) is shown. CW units with the target symbol on the chit are the primary target of that German unit’s fire.


6.3 German Fields of Fire.

The hexes around a German position contain fire dots in that position’s color, indicating that position’s field of fire. Fields of fire extend one to three hexes in all directions from the position. Fields of fire of German positions adjacent to a beach may also extend into Beach Landing boxes. CW units in a hex or Beach Landing box with one or more fire dots are susceptible to German fire.


6.4

In a few places on the map, the proximity of German positions causes fields of fire from positions of the same color to abut, but fields of fire of a single color never overlap. If there is a question as to which position projects a given fire dot into a hex, note that dots appear on the side of the hex nearest to the projecting position.


6.5 German Fire.

Upon drawing a German Action chit, resolve German fire for positions on all maps matching any of the colors appearing on that chit, if that position is occupied by a non-disrupted German unit with one or more CW units in its field of fire. CW units in the field of fire of a firing German unit may be hit, suffering disruption or step loss.


6.6

For each German position firing, check each hex in its field of fire occupied by CW units. Factors determining if a CW unit is hit include the unit’s location, it’s target symbol, and type (armored or non-armored) as defined in the German Fire Priority Summary (see 15.1). CW units with the target symbol indicated on the action chit are more likely to be hit than CW units without the symbol.


6.7 Hit Limits.

Fire from a German position occupied by a unit without a depth marker may hit one CW unit. Fire from a German position occupied by a unit with a depth marker may hit up to two CW units.


6.8 Multiple Targets.

If there are more CW units in the German position’s field of fire than the position can hit, apply the hits in accordance with the German Fire Priorities Summary (see 15.1).


6.9

CW unit hit by fire may suffer a one-step loss, as noted in the German Fire Priorities Summary; flip over such units so their reduced-strength side shows upward. The next time such a unit suffers a step loss, replace it with a reduced-strength substitute unit, and place the original unit in the eliminated units box. If a unit has only one step when hit, it’s eliminated. If placing a replacement unit, make sure the replacement has the same target symbol as the unit it’s replacing. Place eliminated CW units in the Eliminated Units box. Exception: return eliminated one-step replacement infantry units to the pool of replacement units.


6.10

When a CW unit is disrupted by fire; place a disrupted marker on the unit. A disrupted CW unit is still eligible to be hit by fire. An already disrupted unit may not be given another disruption marker. A unit may be disrupted by fire from one position and lose a step as a result of fire from another position in the same German Action Phase.


6.11 Step Loss Limitations.

A given CW unit may not lose more than one step via fire from a single German Action chit, even if eligible to be hit by fire from multiple German positions. Apply the excess hits to other targeted CW units if available; if not, ignore the excess hits. You must, however, attempt to hit the most CW units possible when assigning hits from multiple positions. For example, if German position A is limited to hitting two units, and three units are eligible to be hit, one of which is also hit by position B, assume position B hits that unit and Position A hits the other two.


6.12

A hex occupied by CW units with a total of six or more steps is a “concentrated target,” and that status increases those units’ susceptibility to German fire. That is, all units in a concentrated target are considered to have the target symbol shown on the German Action chit, regardless of the actual symbol on those counters.


6.13

When a position color on the German Action chit includes an anti-armor symbol, firing positions of that color receive the “armor hit bonus,” thereby increasing the situations in which they may inflict step losses on CW tank units. Without an armor hit bonus, a firing position only affects tank units in fire priority situations 1, 5 or 6, as noted on the German Fire Priorities Summary Table. Also note the two German anti-tank units always receive the armor hit bonus when firing.


6.14

Hits are against units, not stacks. One unit in a stack may be hit while the other is not. If both units in a stack are hit, both may lose a step.


6.15 German Movement Check.

Each time you draw a German Action chit, conduct a movement check for every German position matching a color on the chit, provided that each checked position is occupied by a non-coastal unit and doesn’t have CW units in its field of fire. If the color symbol has an “A,” and the German unit is unrevealed with a depth chit, the movement check becomes an “Assault Move Check,” as described below in 6.18. To conduct a movement check, find the situation listed below that applies to the German position being checked.

A. If the position has no movement arrow, the German unit stays put.

B. If the position has just one movement arrow, and that arrow points to an unoccupied position, move the German unit and its depth marker (if it has one) to that unoccupied position.

C. If the position has just one movement arrow, and that arrow points to a position occupied by a German unit, the German unit stays put.

D. If the position has just one movement arrow, and that arrow points to a position occupied by a CW unit, the German unit stays put (exception: Assault Move, 6.18).

E. If the position has two movement arrows, and both point to occupied positions, the German unit stays put (exception: Assault Move, 6.18).

F. If the position has two movement arrows, one of which points to an unoccupied position, move the German unit and its depth marker to that position.

G. If the position has two movement arrows, and both point to unoccupied positions, move the German unit and its depth marker to the position that has CW units in its field of fire. If neither or both destination positions have CW units in their fields of fire, move the German unit and its depth marker to the position in the primary direction.
6.16

A German unit may not move to a position from which it can’t trace communication (exception, Assault Move, 6.18).


6.17

When more than one German unit is eligible to conduct a movement check, conduct the checks in the order their position colors appear on the Op Chit.


6.18 Assault Movement Checks (AMC).

If the position color on the German Action chit shows an “A,” conduct an AMC for each unrevealed German unit with a depth marker in a position of that color (instead of a movement check). The “A” is disregarded for German units with CW units in their field of fire, or that are revealed, or that don’t have a depth marker. An AMC is performed like a regular movement check with the following adjustments.

• The unit may move to an unoccupied destination position from which German communication can’t be traced (exception to 6.16).

• If situation D or E described above applies (that is, the start position’s movement arrow points to a position occupied by one or more CW units), roll a die. If the result is greater than the total attack strength of the CW units in the destination hex, the German unit has successfully assaulted the CW units; disrupt all CW units in the hex and move them to an adjoining hex that is farther in hexes from the start position of the assaulting German unit. Don’t move the German units into the vacated position following a successful assault. If the die result is equal to or less than the total CW strength in the hex, the German unit does nothing.


6.19 Objective Hex Garrisons.

A German unit in a position with an objective doesn’t perform the movement action if there is a CW unit within two hexes of its position, even if that CW unit isn’t in the position’s field of fire.


6.20 Batteries Hess & Goebbels Provisional Movement Arrows.

The movement arrows for the German positions in hexes 1706 and 1738 are considered not to exist until an Objective Destroyed marker is placed in the hex. Prior to the objective in either hex being destroyed, German units in that undestroyed hex don’t move.


6.21 Coastal Position Movement Arrows.

Even though German coastal units don’t perform movement checks, many coastal positions have movement arrows. Those arrows function only if the coastal unit in the position has been eliminated and another German unit eligible to move has moved into the position.


6.22 Disrupted German Units.

A German unit with a disrupted marker doesn’t fire or move, and it doesn’t project a field of fire. A German unit remains disrupted until its position color appears on a German Action chit. After conducting all fire and movement in that German Action Phase, remove disruption markers from every disrupted position matching a color appearing on the Action chit.





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