Event Information Common Rules Missions
Caen

The Caen mission uses the Close-In Fighting, Combined Arms Bombardment, Ambush (page 266), Delayed Reserves (page 266) and Prepared Positions (page 264) special rules.

Your Orders

Allied
You must capture the city of Caen, as a vital road-hub, its capture will greatly aid us in breaking out of our beachhead. The combined might of the allied air forces, navy and artillery have prepaed the battlefield for you.

Axis
Caen is vital to our defence of Normandy. Pick up your weapons and reorganise for a staunch defence of this city.

Caen Map

Preparing for battle

  1. The Axis deployment zone is indicated on the map.
  2. Starting with the Axis players, both sides now place one Objective in the Axis Deployment Zone, at least 10 cm from the long table edges and 20cm from the table centre and short table edge.
  3. Next the Axis players nominate at least half of their platoons to be held off the table in Delayed Reserve. These Reserves will arrive along the short table edge in the Axis players’ table half.
  4. The Axis players may then nominate one of the remaining platoons to be held in Ambush.
  5. Finally, they Deploy the remaining platoons.
  6. The Allied deploys all of their platoons at least 25cm from any Axis team.
  7. Both sides now deploy any Warrior teams that are not part of a platoon, and all Independent teams. Warriors and Independent teams may also be held in reserve, providing that at least one platoon that they can legally join held in reserve, in this case, they will arrive from reserve with that platoon.

Beginning the Battle

  1. Starting with the Axis players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
  2. Apply the Combined Arms Bombardment mission rule.
  3. The Allied players have the first turn.
  4. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

Ending the Battle

The battle ends on or after turn eight when either:
  • the Allied players have taken any of the Objectives at the start of their turn, or
  • the Axis players starts their turn with no Allied teams in the Axis deployment zone.

Deciding Who Won

The Allied players win if the game ended because they started one of their turns holding an Objective. They have secured the northern part of Caen.

Otherwise the Axis players win. They have stopped the Allied attack and kept the vital road-hub open for troop movement.

Calculate your Victory Points using the Victory Points Table below.







Mission Special Rules

The Caen mission uses the Close-In Fighting, Combined Arms Bombardment, Ambush (page 266), Delayed Reserves (page 266) and Prepared Positions (page 264) special rules.

Close-In Fighting
The standard table for street-fighting battles is half a normal table size (in our case this means a normal table).

Combined Arms Bombardment
Hundreds of strategic bombers, Royal Artillery guns and even battleships were used to soften defenders and delay reserves prior to operations Charnwood and Goodwood. Soldiers were thoroughly shaken and tanks buried in dirt and rubble, occasionally even turned downside up.
After deployment, place two "Pinned Down" markers with each Axis platoon (including those in reserve). Roll one die for unpinning, for each platoon in the starting step as normal (including those in reserve). Each successful roll removes one "Pinned Down" marker, and both must be removed for the platoon to unpin.
Likewise, place two "Bailed Out" markers with each tank team (including those in reserve), and roll one die for unbailing, for each team in the starting step as normal (including those in reserve). Each successful roll removes one "Bailed Out" marker. Platoons entering from reserve with teams still "Bailed Out" will leave those teams off table until the markers are removed. The teams will then arrive from the same table edge as the rest of the platoon entered from. Teams left of table are counted as operational for the purpose of platoon morale check only.

Victory Point Table
The winning players has lost one or no platoons - Stunning Victory 6:1
The winning players has lost two or three platoons - Major Victory 5:2
The winning players has lost four or more platoons - Minor Victory 4:3
If a winning player started the game with nine or more platoons in the player's own company (not including transport platoons), the first destroyed platoon from that company is ignored when determining the victory points above.