Event Information Common Rules Missions
Lion-sur-Mer - Allies Attacking

The Lion-sur-Mer mission uses the Paralysed Command, D-Day Reserves, Naval Gun Fire Support, Delayed Reserves (page 269), Ambush (266) and Prepared Positions (page 264) special rules.

Your Orders

Allies
The assault landings have been succesful, now is the time to push inland. You must push through any remaining Axis forces and advance on Caen.

Axis
The allies have landed and are advancing on your position. Hold your ground until reinforcements arrive to push the Allies back into the Channel.

Lion-sur-Mer Map

Preparing for battle

  1. The Axis deployment zone is within 70cm from the table edge opposite the beaches. The Allied deployment zones are 40cm from the Axis deployment zone and 60cm from either short table edge.
  2. Starting with the Axis players, both sides now place one Objective within the Axis deployment zone at least 20 cm from the short table edges, 10cm from the long table edge and 40cm from the table centre.
  3. The Axis players nominate at least half of their platoons to be held off the table in Delayed Reserves.
  4. The Axis players may then nominate up to two of the remaining platoons to be held in Ambush.
  5. The Axis players deploy their remaining platoons in their deployment zone.
  6. The Axis players now deploy their entire force in their deployment zones, with at least one platoon in both zones.
  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. The Allied players have the first turn.

Ending the Battle

The battle ends on or after turn eight when either:
  • the Allied have taken any of the Objectives at the start of their turn, or
  • the Axis starts their turn with no Allied teams within 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 broken through the Axis defences and are free to push for Caen.

Otherwise the Axis players win. The Allied attack has been stopped and the beaches are now open to a counter-attack in strength.

Calculate your Victory Points using the Victory Points Table below.













Mission Special Rules

The Lion-sur-Mer mission uses the Paralysed Command, D-Day Reserves, Naval Gun Fire Support, Delayed Reserves (page 269), Ambush (266) and Prepared Positions (page 264) special rules.

Paralysed Command
The permission to release the panzer reserve has not yet been granted, and no other forces are available for a counter-attack on the beaches.
Determine which side will be the Attacker and Defender.
If the Axis force contains at least one tank company and does not contain a Fortifed Company, the Axis players will Attack. Otherwise the Allies attack.

Play this mission if the Allied players become the attackers. Otherwise play the Mission Lion-sur-Mer - Axis Attacker.

D-Day Reserves
Allied platoons with at least four infantry teams are placed in D-Day Reserves when destroyed. When you would normally roll for reserves, you roll one die for each platoon in D-Day Reserves, on a roll of 4+ it will arrive anywhere on the beach. Keep track of how many times platoons are destroyed, as each destruction will count as a platoon destroyed for Company Morale.

Naval Gun Fire Support
The allies gain one Confident Trained NGFS Observer team spotting for a Light Cruiser, and no other team can spot for that Light Cruiser. A Light Cruiser is a 4-gun battery with Anti-tank 5 and Firepower 2+.

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.