Event Information Common Rules Missions
St. Gilles

The St. Gilles mission uses the Preliminary air bombardment, Ambush (page 266), Delayed Reserves (page 269), and Prepared Positions (page 264) special rules.

Your Orders

Allied
With most of the enemy forces tied up on the eastern sector, this is our time to break out of Normandy. Once our Air Force have dropped their bombs on the enemy, we will fight our way out of this bocage country.

Axis
The Allies are attacking, your orders are simple, hold your ground at all cost, if the Allies push through your positions, we will lose the advantages of the defensive terrain.

St. Gilles Map

Preparing for battle

  1. The Axis deployment zone is all of the table excluding the area within 80cm of the northern table edge.
  2. Two Objectives are placed by default on the road junctions indicated on the map.
  3. The Axis players nominate at least half of their platoons to be held off the table in Reserve. These Reserves will arrive along the southern table edge.
  4. The Axis players may then nominate up to two of the remaining platoons to be held in Ambush.
  5. Finally, they Deploy the remaining platoons.
  6. The Allied players now deploy their entire force anywhere within 40cm of the northern table edge.
  7. Starting with the Axis Players, 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 make any Reconnaissance Deployment moves for any Recce teams they have on table.
  2. The Allied players may make Spearhead Deployment (page 261) move for any platoons in their force.
  3. As both sides are in Prepared Positions, all platoons that have not made Reconnaissance Deployment or Spearhead Deployment move may begin the game Dug In.
  4. Perform the Preliminary air bombardment on any teams between 40cm and 120cm of the northern table edge.

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 Allied players starts any of their turn, with no Allied teams within 120cm of the southern table edge.

Deciding Who Won

The Allied players win if the game ended because they started one of their turns holding an Objective. The road is open and the breakout have been achieved.

Otherwise the Axis players win. The Allied forces have been contained and many more soldiers will lose their lives in the bocage country.

Calculate your Victory Points using the Victory Points Table below.





Mission Special Rules

The St. Gilles mission uses the Preliminary air bombardment, Ambush (page 266), Delayed Reserves (page 269), and Prepared Positions (page 264) special rules.

Preliminary air bombardment
Approximately 3000 aircraft performed a preliminary bombardment on a concentrated area on the morning of the Cobra breakout. Unfortunatly some bombs fell short, and the US armies suffered aruond 600 casualties to their own Air Force. The air bombardment also roughed up the terrain, delaying the Allied forces in their breakout.
Once all Reconnaissance Deployment and Spearhead Deployment moves have been resolved, the Allied players rolls a die per team in the area between 40cm and 120cm from the northern table edge.
For each roll of 4+ that team is hit by an artillery bombardment with anti-tank 6 and firepower 2+, with all their normal saves.
All Axis platoons with teams in the bombardment zone start the game pinned down, regardless of being hit or not. Any allied platoons hit will not be pinned down.

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.