Allied Sequence of Play: Bodyguard-Overlord

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Bodyguard-Overlord

Allied Sequence of Play


1. REINFORCEMENTS

 Roll for each US unit arriving in the UK


 Announce Invasions

2. MOVEMENT (move up to 15 combat units each turn) & COMBAT

 Army units have 4 MPs and unlimited stacking


 Sea movement consumes all movement points
 Army units entering area solely occupied by enemy units must engage in combat
 Units may not move directly from one enemy occupied area to another (except
paratroops)
 Partisans may move to an adjacent area (1 in a coastal area, 2 elsewhere and 4 in
Norway)
 Air units have unlimited movement for Recon, Interdiction, Air Attack, Partisan
Creation
 Paratroops must drop within three areas of a friendly unit
1st Invasion
 Units must begin on correct port and must adhere to beach limits (left-hand number)
 ‘+’ sign indicates unlimited use of paratroops not requiring use of air
 Rangers and commandos may ignore any limits imposed by a landing site
 Turn marker is NOT moved after first invasion – there is an extra turn
 No limit to the number of units moved on a ‘1st Invasion’ Turn
 Mark area with 1st Invasion counter
2nd Invasion (planned after 1st Invasion – place chits in container)
 ‘+’ sign indicates unlimited use of paratroops BUT requiring air transportation
 The Allied player must invade with at least 1 non-FUSAG unit
 Units must begin on correct port and must adhere to beach limits (right-hand number)
Combat
 Resolve air combat (1d10< # committed air units = 1 randomly chosen German unit)
 Retreated units may not combat
 Resolve partisan combat as per army combat (partisans are doubled in mountain areas)
 No more than 1 German unit may be lost to partisans (+2 indict marker for extra hits)
 Resolve combats (1:1 both lose unit: >1:1 loser D1; 2:1 loser D2; 3:1 loser D3)
 Units not revealed until after combat – losses removed randomly
 If active player loses no units they may require the lose of additional units or retreat
 Allied Continental Supply Check – units must supply through areas with Allied Control
Marker – OOS units are eliminated
3. INTELLIGENCE & SABOTAGE

 Draw Intelligence Card and carry out actions


 Draw Intelligence Chit if double agents are play (Option: draw chits for each double
agent)
 Resolve Air Recon
 Partisans may scout
 Non-scouting partisans may attack

4. ALLIED BROADCAST

 Allied player broadcasts one of the 15 allied phrases


 Invasion Warning Phrase must be broadcast the turn before the invasion
 Partisan Trigger Phrase may be broadcast prior to the Invasion Warning, allowing
one attack on a following turn
Bodyguard-Overlord

Axis Sequence of Play


5. REINFORCEMENTS

 Reinforcements are placed in any area in Germany

6. MOVEMENT (move up to 10 non-static units each turn) & COMBAT

 Army units have 4 MPs and unlimited stacking


 Units may not move directly from one enemy occupied area to another
 Army units entering area solely occupied by enemy units must engage in combat
 Agents may be activated to be placed anywhere on the map or move
 Roll die for Agents entering UK/Eire or North Africa
 One static unit may be moved strategically
 The single withdrawn static unit my be strategically moved at no cost when it returns
1st Invasion
 All German units may move in response to an invasion
 The turn marker is not moved at the end of the first invasion turn
Combat
 Retreated units may not combat
 Resolve combats (1:1 both lose unit: >1:1 loser D1; 2:1 loser D2; 3:1 loser D3)
 Units not revealed until after combat – losses removed randomly
 If active player loses no units they may require the lose of additional units or retreat
 Axis Continental Supply Check – units must supply through areas without Allied Control
Marker – OOS units are eliminated

7. INTELLIGENCE & SABOTAGE

 Draw Intelligence Card and carry out actions (Optional Rule: for play balance, the
first time a card is drawn requiring the Allied player to announce the invasion beach, they only
indicate the invasion zone)
 Draw Intelligence Chit as follows – 2 chits for each agent and 1 chit for each double-
agent in UK/Eire and North Africa, 1 chit for any other agents)
 All agents may scout

8. END OF TURN

 Move turn marker (unless 1st invasion has just occurred)


 If on 1st Invasion turn, conduct another normal turn and deploy German ‘D+1’
reinforcements. On conclusion of this extra turn, move the marker.

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