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D-Day

D-DAY FORTIFICATIONS

The German defences along the Atlantic Wall were formidable. They included bunkers with the latest and heaviest anti-tank guns to out-dated captured weapons in open gun-pits and even emplaced tank turrets.

Use the Fortifications rules on page 217 of the rulebook to determine the amount and type of fortifications available with the following changes.

Fortification Points

Table Width
Fortification Points
4’/120cm
40 points
5’/150cm
50 points
6’/180cm
60 points

The following PDF of Enclosed and Open Bunkers expands on the selection of bunkers available for Hit the Beach Mission (page 16-17 D-Day).

In the Hit the Beach Mission (Pages 16-17 D-Day) bunkers can be split into two main categories, enclosed and open. Within these categories are several different types of bunkers.

Defilade bunker
HMG Open Bunker

These all still count as bunkers, just with different weapons. Remember, you can only spend half of your points on bunkers of all types. In addition, you may not have more than two bunkers of any one type, or more than a single 8.8cm PaK bunker, although you can mix different bunker types freely.

Download Expanded D-Day Fortifications PDF... 

Open Bunkers

Many of the bunkers defending the beaches are incomplete, lacking overhead cover and open to the sky.

Open bunkers follow the rules for Bunkers (page 210 in the rulebook) in all respects, except that:

• When a hit Pins Down an open bunker, the shooting player immediately makes a second Firepower Test for the shooting weapon:
~ A successful test will Destroy the open bunker.
~ A failed test leaves the open bunker Pinned Down, but otherwise unharmed.
However, guns with No HE cannot Destroy an open bunker. 
28cm sWG41 rocket launcher

Static Rocket Launchers

Heavy rocket batteries are emplaced behind some of the beaches, sited to fire on the Allied troops as they land.

28cm sWG41 rocket launchers use the Stuka zu Fuss special rules (page 167 of the rulebook), but have only 4 rockets instead of 6.  As a result, they have only four attempts to range in. Treat them as Trained troops when rolling to hit after ranging in. Once fired, the entire team is removed from the game.

Static rocket launchers may use any Command team as a Spotter, provided that the Command team has not moved since the start of the game. As none of these teams are trained artillery observers, they receive the same +1 penalty to range in as a Company Command team.

Rules for fielding Static Rocket Launchers in other missions... 


Last Updated On Friday, May 28, 2010 by Wayne at Battlefront