V For Victory Reference Manual PDF
V For Victory Reference Manual PDF
V For Victory Reference Manual PDF
Victory PAKTM
Reference Manual
Detailed game d osr-rt p uon .
I)
V FOR VICTORyTM
Victory PAKTM
"\ T
Victory
V
Reference Manual
Published by:
Monday - FrIday
Table of Contents
Table of Contents i
Terrain 1
Clear Terrain 1
Beach 2
Invasion Beach 2
Swamp 3
!3ocage 4
Polder 4
Forest 5
Village 5
City 6
Bunkers 6
Beach Bunkers 6
Fortress 6
Secondary Roads 7
Primary Roads 7
Railroads 7
Streams 8
Major Rivers 9
Lakes 9
Ocean 10
Hills 10
Dikes 10
Bridges 11
Ferries 11
Unit Colors 12
Units - Market Garden. .............. ........ ...... ....... ....... ....... ...... 17
Organization 17
Assessment. ,.'" 19
German Wehnnacht 20
Organization 21
Assessment 22
Organization 24
Assessment 26
Gennan Wehrmacht 30
Organization 30
Assessment 31
U.S. Army 35
Organization 35
Assessment 37
German Wehrmacht. 38
Organization ,. 38
Assessment , 39
Movement , 42
Tactical Movement 43
Strategic Movement. , , 44
Movement As Passengers 47
Automatic Movement , 48
Stack Movement 49
Divisional Movement 49
Bridges 51
Engineers , , 52
Permanent Femes , , 53
Movement Restrictions 55
- Utah Beach 57
Zones of Control 59
Effect on Movement 61
Effect on Supply 61
Effects of Combat. 62
Stacking 63
Enemy Units 66
Friendly Units 68
Random Variants 70
Morale 71
Decreases to Morale 72
Disruption 73
Increases to Disruption 73
Decreases to Disruption 74
Fatigue 76
Increases to Fatigue 76
Decreases to Fatigue 77
Field Fortifications 78
Digging In , , 79
Fortifications 80
Attachment 82
Subordination 84
Attachment Restrictions 85
- Utah Beach 87
Supply 88
Supply Allocation 95
Supply Lines 96
Surrender 109
Artillery 112
Barrage 118
Interdiction. 119
Terrain 123
Night 123
Supply 123
Disruption 124
Fatigue ., 124
Combat 138
Attack 138
Probe 139
Assault 139
Supply 141
Terrain 141
Disruption 142
Fatigue 142
Defend 143
Terrain 144
Disruption 145
Fatigue 145
Surprise 146
Supply 148
Terrain 149
Disruption 149
Fatigue 149
Supply 150
Terrain 150
Disruption 151
Fatigue 151
Morale 152
Losses 153
Retreats 153
Advances 154
Weather 156
Reinforcements 163
Replacements 167
Variants 217
Supply 219
Artillery 219
Reinforcements 220
Replacements 221
Wargarnes 243
··
··
Clear Terrain
This is open and relatively Oat farmland and fields.
0. ", .
. 4. ,":'
.
year.
.
with a few scattered trees and small buildings.
Compared to the polders. clear terrain is higher.
firmer ground which Is relatively dry for most of the
Clear terrain is the best type of terrain for an attacker. The long.
open fields of fire and lack of cover combine to make it a generally
poor location for a defensive line. although in some places the
defender doesn't have much choice if that's where his units are or
need to be. Clear terrain Is considered ideal "tank country,"
Beach
Beach terrain only appears in the Utah Beach game.
It Is similar to clear terrain in that It is generally flat
and open with little cover, but the dunes, sand, and
mud make it harder for most wheeled vehicles to
move around in . Unlike other terrain types. the width of a beach
varies with the tide, and so only brtefly. at low tide, is the area
represented by a beach hex a full kilometer across. Most of the
time it is considerably narrower than that. and thus the
maximum number of units that can be located in a beach hex
(the stacking limit) is less than for other terrain types. This lower
stacking limit hinders multi-unit attacks made from beach hexes.
Artillery fire into beach hexes is halved (because the dunes offer
some protection, and the sand dissipates the blast). and units
attacking into a beach hex have their final combat odds reduced
by one (a slight reduction) . Defensively. a beach hex makes a
good anchor for a defensive line, If it is secure from the landward
side.
Invasion Beach
~
Invasion beach terrain only appears in the Utah
~
Beach game. There are three invasion beach hexes
that represent Utah Beach itself. These have the
same movement and combat effects as regular beach
hexes. However, Utah Beach was considerably more than just
Swamp
~~:p
Swamp terrain only appears in Utah Beach. A typical
swamp hex represents open grassland inundated by
w--~J
~.
two to four feet of standing water. Also classified as
swamp are some tidal mud flats near the river mouths
south of Utah Beach. Infantry could get through either (with
difficulty), but vehicles could not. The roads through these areas
were already on raised causeways. and so swamp does not affect
movement along roads,
The area inland from Utah Beach. stretching almost all the way
across the Cotentln Peninsula. is very close to sea level. flat and
poorly drained. A number of small dams and locks existed to
keep sea water out dunng high tide, and to allow the fresh water
to drain out during low tide. By May 1944, the Germans had
deliberately flooded most of these lowlands that were adjacent to
the st.reams and rivers. In so doing, they created some formidable
defensive barriers. The primary reason for dropping the two
American Airborne Divisions in thls area was to secure the roads
and causeways that crossed these flooded areas before the
Gennan defenses could solidify.
Artillery fire into swamp hexes is halved (the water absorbs much
of the blast): armored and motorized units attacking in to a
swamp hex have their attack and armor strengths halved
(because they cannot enter the hex except along a road): and all
units attacking into a swamp hex have their final combat odds
reduced by one (a slight reduction).
Finally, units in swamp hexes may not "dig in", and construction
of a fortification there takes twice as long as normal (t.e.. eight
turns instead of four).
Bocage
~
Bocage terrain only appears in Utah Beach. This is
.... ~ the infamous Normandy "hedgerows", a type of man
.. ' . made terrain unique to this part of France. Bocage
consists of Innumerable small, sunken fields, each
surrounded by a wall of rocks, earth, and dense vegetation from
three to six feet high. This type of terrain came about because
the soil of Normandy is naturally rocky, and farmers here worked
the same fields for over a thousand years . Gradually. over many
generations, they moved most of the rocks to the edges of the
fields, either to build stone fences or just to get them out of the
way. Over the centuries. these rock boundaries between the
fields became overgrown with trees and other vegetation, thus
fanning a maze-like gridwork of excellent defensive positions.
Artillery fire into bocage hexes is halved because of the good cover
offered by the wall-like hedges. and also because the short lines
of Sight made It very difficult to properly observe and adjust
artillery fire . Units defending in bocage have their antitank
strengths doubled . Units attacking a bocage hex have their final
combat odds reduced by two (a moderate reduction).
Polder
Polder only appears In Market-Garden. It is land that
has been reclaimed from the sea or from the tidal
estuaries of major rivers. This type of terrain
represents farm and pasture land which the Dutch
people have reclaimed by building dikes to contain the major
rivers in the area. It is very similar to clear terrain With the
exception that. underneath a thin layer of topsoil, the ground 15
still completely saturated and very soft.
Forest
Forest Is very good defensive terrain: artillery fire into forest hexes
is halved, the defender's antitank strength is multiplied by 2.5.
and units attacking a forest hex have their final combat odds
reduced by three (a large reduction).
Village
Most of the village hexes on the map represent rural
settlements of 50 to 100 small buildings and houses ,
primarily of wooden construction. and separated from
each other by pastures, gardens. and small fields.
Cities make very good defensive terrain: artillery fire into city
hexes is halved; the defender's anutank strength is doubled. and
units attacking a city hex have their final combat odds reduced by
three (a large reduction) .
Bunkers
~
concrete bunkers and pillboxes. plus barbed wire.
mineflelds. tank traps. roadblocks. etc. In Market
Garden these also include static Oak emplacements
and other fortified defenses near the important bridges.
Beach Bunkers
r~
Beach bunkers only appear in Utah Beach. They are
identical to regular bunkers except that they are
~) located in what would otherwise be a beach hex.
Therefore . they have the same lower stacking limits
and slightly higher movement costs for wheeled vehicles as
regular beach hexes. They have the same combat effects as
regular bunkers.
Fortress
fortresses are the best defensive terrain in the game: artillery fire
into fortress hexes is quartered: units defending in them have
their defense and antitank strengths tripled and ignore all retreat
results. and units attacking a fortress hex have their final combat
odds reduced by three (a large reduction).
Secondary Roads
These are the most important of the dirt roads,
which are mostly two lanes wide. with minor
improvements such as raised roadbeds and
culverts. They provide for better mob1lity than
moving cross-eounty.
Primary Roads
Railroads
For a number of reasons railroads are only
In Utah Beach the railroads were left out because neither side
was able to use them to any significant extent during the time
period covered by the game. Allied afrpower made German use of
the railroads in Normandy a complete impossibility (and it wasn't
much better throughout the rest of France). For their part. the
Allies didn't need and didn't make much use of the French rail
net until after their breakout from Normandy.
Streams
These are small water obstacles. a few feet deep
and a few tens of feet wide . In this area they
tend to have either steep or very swampy
banks. but are already beginning to freeze over
when the game begins. Therefore . they have
only a minor effect on movement. and no effect
on combat.
Note that in the Velikiye Luki scenario. during deep snow ground
conditions. steams cease to have any effect on movement. and
therefore appear on the map in a lighter and less visible form.
(See "Weather. "J
In Velfkiye Luki. the Lovat River is already frozen when the game
Major Rivers
These are significant water obstacles .
impassable for all units except at a bridge or
when being ferried by engineers. There are
three major rivers on the map.
Lakes
III
This terrain type only appears in Velikiye Luki. It
represents a large lake which is many hundreds of
yards or even a full kilometer across: smaller lakes
are shown as discontinuous rivers. and have the
same effects as rivers.
During hard freeze. all units may enter lake hexes. although it is
slightly more difficult for horse drawn and motorized units . This
is indicated on the map by a lighter-eolored lake symbol. Also, all
non-artillery units which attack out of a lake hex during hard
freeze have their attack strengths halved. due to the absolute lack
Ocean
This is an all-sea hex and cannot be entered by any
units.
"
mns
Hills are depleted by one or more hill
hexsldes, each of which represents a distinct
elevation difference of approximately 100 feet
between two adjacent hexes. across the
hexside where the hill symbol is located. The
hill symbol is located within the hex that
constitutes the "down" side of the slope; the
hex adjacent to the hill symbol constitutes
the "up" side.
Dikes
These represent large earthen walls which are
up to 100 feet tall and can be miles long. They
are shown as two hill hexsldes placed back to
back. Dikes have the same effect on movement
and combat as h1lls. except that they are
"uphill" from both directions.
H'
Bridges
Ferries
~ ~
also known as batteries, 4 to 8 gun each). Each
~ ~ headquarters unit represents several battalions of
•• non-combat support troops (such as signals, medical.
[C3JJ [lS:2IJ quartermaster, supply, etc .), containing
251 3BI approximately 1.000 men for each point of defense
strength possessed by the HQ unit.
Unit Colors
On color monitors, non-airborne British units are brown,
American airborne and glider units are tan, British airborne and
glider units are red, Polish units are dark red , Russian Guards
units are red, Russian ski units are red on white, and all other
Russian units are brown. German Army units are gray, German
ski units are black on white . Luftwaffe units are blue,
Krtegsmanne (German navy) units are blue-green and Waffen-SS
units are black.
Abbreviated
Unit Designation Full Name
~
1-32-Gds Arm 1st Battalion. 32nd Infantry Brigade.
Guards Armored Dtvtsion.
~
~ 3-506-101 3rd Battalion, 506th Parachute
..sos Regiment. 101st Airborne DIvision
~]
Polish Brigade Headquarters. Polish
Parachute Brigade
~
1 1st Recon Company. l st Airborne
Dtvtsion
~
1-8-04 1st Battalion. 8th Infantry Regiment,
4th Infantry Division
10
0
i!0
70-VII
20-4
70th Tank Battalion, VII Corps
Abbreviated
Unit Designation Full Name
(~]
1-1193-360 1st Battalion. 1193rd Rifle Regiment.
360th Rille Division
(~)
3-1197-360 3rd Battalion, 1197th Rifle Regiment,
360th Rifle Division
;~3
0
i!1
1-43
1-21
3rd Sh Ar
1st Tank Battalion, 43rd Mech Brigade
~
357th Divisional Headquarters . 357th Rille
351 Division
~
184th Tank Brigade Headquarters, 184th Tank
IB'! T Brigade
~
68-2nd Mech 68th Motorcycle Battalion, 2nd Mech
Corps
[m]ss
5
5th Gds Sh Katyusha Regiment, 5th Guards Shock
Corps
Abbreviated
Unit Destznation Full Name
II-1222-180
[~l
2nd Battalion. l222nd Infantry
Regiment, 180th Infantry Division
; 3-22
NO
3rd Companie. 22nd Flak Regiment
"The English never yield, and though driven back and thrown into
confusion, they always return to the jl.ght, thirsting for vengeance
as long as they have a breath oJ life." - Giovanni Mocenlgo. 1588.
Organization
lrJ (lEIDJ
XXX XII
During the time period covered by the game
(September 1944). British units in the battle area
(f@J) were part of the 21 st Army Group. Units of this Army
~~ ~ Group had fought in North Africa, Italy, Normandy,
and Belgium. Four corps out of the 21st Anny Group
participated In Operation Market-Garden: the XXX (30th), VIII
(8th), XII (12th), and 1st Airborne. Each of these corps contained
a number of divisions and brigades. all of which were fully
motorized except for the airborne formations.
~~
plus an artillery brigade with three artillery
~ ~ battalions. an anti-tank battalion, an engineer
battalion. a bridge engineer company, a mechanized
reconnaissance battalion. a machine gun battalion. an anti
aircraft battalion. and several rear-area. non-combat units. In the
game, all the rear-area units are combined into the divtsional
headquarters unit.
101
glider regiment (each with three battalions). an anti-tank
battalion, an anti-aircraft battalion. an engineer battalion.
three artillery battalions. and a reconnaissance company.
(~)
The 8th Independent Tank Brigade contained three tank
battalions and one motorized infantry battalion.
On the other side of the coin. one of the British Army's greatest
weaknesses were the operational restrictions placed on its
commanders in an effort to conserve manpower. After the
staggering losses of World War I and lesser but still heavy losses
in the early years of World War II. Mr. Churchill required his field
commanders. for political reasons, to break off any attacks which
had the potential of incurring unacceptable losses. These
Constraints. coupled with the British tendencies of overly detailed.
cautious planning and of beginning offensive operations only after
a massive buildup of supplies. has led many to conclude that the
British Army was inflexible and ponderous.
[~l
All things considered. the strongest British units in
Operation Market-Garden were the 7th. 11 th . and Guards
Armored divisions. These were well-balanced formations,
1]9jl and with the exception of being a little lean in infantry.
l!1J were a match for anything the Germans could put in front
rlliIDl of them. The British tanks were inferior to those of the
lQBJ Germans, but the British made up for this through sheer
weight in numbers . All three of these divisions had previous
combat experience in North Africa. Italy, and Normandy.
[~l[~]
The British 1st Airborne Division, the American 82nd
and 10 1st Airborne Divisions, and the Polish 1st
fl@lfl@jl Parachute Brigade were highly trained, elite
LWllQLJ formations. but did not possess the heavy-weapons
firepower of other units because of the requirements
of being air-transportable. Otherwise, on a man-for-man basis
these were possibly the best units in the Allied armies . Each of
these units had extensive previous combat experience in Sicily.
Italy and/ or Normandy.
['tm I(!J
3 15 participated in Operation Market-Garden . These were
the 3rd. 15th. 43rd. and 50th Divisions. All four of
~ them possessed massive artillery firepower due to
their large artillery battalions. In addition. the 15th,
43rd, and 50th Divisions were the best British infantry divisions
in the theater. all with previous combat experience in North
Africa. Italy, and Normandy . The 3rd Division was less
experienced. having seen its first action on D-Day.
German Wehrmacht
"He who has notJought the Germans does not know war." - British
military aphorism
[~] [IHQ I]
German untts located near the front lines usually
OBW 1FJ served under the operational command and control of
limJ (I
00 ]
the Army. In the Market-Garden area. the highest
11~Q~ Army headquarters was Oberkornmando West (OB
(I
I
West), which was the supreme headquarters for the
[IHQ J] entire western front, and just happened to be located
88K in the outskirts of Amhem. Below OB West In the
I~] Market-Garden area was the Luftwaffe's 1 st
85K Fallschirmjager Army and the II (2nd) Fallschirmjager
Corps. Reinforcing corps consisted of the LXXXVI
(86th) Corps. II (2nd) S3 Panzer Corps. and the LXXXV (85th)
Corps, which was part of 15th Army, located off the map area to
the west.
~.
the summer's fighting. and were taking on
replacements and training them. This was considered
a quiet sector of the western front at that time. and
was a gathering place for training divisions. replacement
battalions, and other new formatlons receiving their first initiation
to combat. What an initiation they would recelvel
f§lf§l Like the British 21st Army Group, the German forces
~~ contained a large number of independent regiments
and battalions that were available to attach to the
mlral divisions. Unlike many battles, in this action the
-~ Germans had more of these corps- and army-level
~~
units available than the Allies did, for reasons
mentioned above. and had a larger variety of them as
well.
Assessment
(IHQ I]The 107th Panzer Brigade was also an excellent unit, with
1lJ1 the only full strength Panther tank battalion in this area.
It was created as an expedient, to fill the gap left In the
German lines when the panzer divisions in the area were
withdrawn for rebuilding. The 107th parttctpated in most of the
If]
5'3
The 59th Infantry Division was the only regular German
Infantry division to fight in the Market-Garden area during
the time period covered by the game. This was an
"average" German infantry dlvision which was Originally formed In
early 1939. It fought In Poland In 1939, and participated in the
1940 French campaign. It was below its normal strength during
Operation Market-Garden because portions of the division were
detached and still guarding the Dutch coast, but otherwise It was
an experienced. well-led, and battle worthy formation.
ffll [IHQ IJ
8Y 85
Of lesser quality were the 84th, 85th. 180th and
406th Training Divisions. These were composed
mml ( 1 primarily of men who had Just completed their basic
liWJ ~~a~ training. and were about to enter combat for the first
time. They were rushed to the front during Market
Garden to hold the line and free other. more experienced units for
offensive operations. Although they had no previous combat
experience. they performed adequately. and were all upgraded to
regular infantry divisions after this battle.
Organization
During and before WWIl. the official name of the Soviet Army was
the "Red Army of Workers and Peasants," abbreviated RKKA in
Russian. It was not officially renamed the "Soviet Army" until
1946.
[IKG I] [IHQ IJ All the Red Army divisions that saw combat In the
351 21 Velikiye Luki area during the time period covered by
[I.I) [I ) the game were rifle divisions. although one cavalry
If~~~ !~DQ~ division was in reserve nearby. and is therefore
included in the game as a historical variant.
[I,HQ I] (IHG I] Numerous Red Army brigades also participated in the
IB M ~~"5 battle. and these included tank. rifle. mechanized.
and ski brigades.
Note that the names of the army. corps. and divisional HQ units
(as shown on the units) are all in large type. and the names of
brigade HQ's are in small type.
@@ Army
In addition to its divisions and brigades. 3rd Shock
~~ independent regiments and battalions of artillery,
and its three corps also contained a number of
~
... I§l engineers. and armor. Divisions located in the most
SG$ ~
important sectors. or those involved in the heaviest
fighting. frequently had several battalions of these corps and
army troops attached to them .
~
organized and equipped in the same way, and
~ contained the same quantities and types of
subordinate units. Each Red Army rifle division
consisted of three rifle regiments (each of three battalions). three
artillery battalions, an antitank battalion, a small engineer
battalion. a reconnaissance company, and several rear-area, non
combat battalions. In the game, all the non-combat battalions
have been combined into the divisional headquarters unit.
[I HQ I] [I Ha I]
Beginning in September 1941. Red Army units of all
'3 G l'3G types which distinguished themselves in combat
00 00 received the designation "Guards, " along with a new
~ @ {and normally lower] formation number. (A few elite
and/ or special units were designated Guards prior to
their first combat, but that was unusual.) Guards units were
almost always tougher and more effective in combat than non
Guards formations. and there were several reasons for this,
Guards units were authorized higher strengths in both men and
equipment. and they were the first to receive new and improved
items such as radios, better tanks, etc. Their superior
performance was also due to their previous combat experience
and demonstrated abilities, slightly higher levels of pay and
privileges, and their morale-boosting name and "Guards" badge.
Although they were authorized (and often had) more men and
equipment. most Guards units were organized the same way as
non-Guards formations. at least at the scale depicted by the
game. For example. each Guards rille division contained three
rifle regiments, each of three battalions. plus three artillery
battalions, etc., just like all other rille divisions. The differences
During the first two years of the war with Germany, the Red Army
created a large number of these independent brigades, similar to
divisions but much smaller. This policy was a temporary
expedient. necessitated by the Red Army's huge losses among
high-level commanders and HQ units during the first few months
of the war, Basically, the Red Army had to get more men into
action immediately, but didn't have time to organize and train all
the divisions it needed, and also didn't have enough officers
capable of commanding all those new divisions. The smaller
brigades could be raised. trained. and moved to the front more
quickly. and in most cases could be commanded. at least in an
acceptable fashion, by lower-ranking officers who had less
experience and training.
The expedient worked. By 1943. the crisis had passed, and many
regimental and brigade commanders had proven themselves in
combat, and had acquired plenty of experience. The creation of
new independent brigades essentially ceased that year; most of
the rifle brigades still in existence were then expanded into rille
divisions, and most of the tank and mechanized brigades lost
their independence in order to become permanent components of
the new tank and mechanized corps. Only a few specialized
units. such as the two ski brigades in the 3rd Shock Army. kept
their status as independent brigades during the last two years of
the war.
Assessment
The Red Army of WWIl, like any military force, had both strengths
and weaknesses. Paradoxically. one of its greatest weaknesses
was also one of its greatest strengths: its supreme commander.
Joseph Stalin. Although Stalin was both paranoid and brutal.
and did not care in the least how many of his own people he killed
in order to acquire and maintain absolute power, he was also
aware that he was not infallible. Unlike most dictators. he
actually came to realize, just in time, that he was not a very good
military strategist. After the initial shock of the German invasion
Among the Red Army's other great strengths were the huge size of
the Soviet Union, which allowed it to trade space for time, and its
nearly inexhaustible reserves of manpower, which allowed it to
trade blood for time. These two factors were the only reasons why
the Soviet Union was able to survive and recover from the defeats
it suffered in 1941 - defeats that certainly would have destroyed
any smaller or less populous nation.
In addition. at all but the very highest levels. the Red Army
suffered from a serious lack of competent and professional
(I]J)
5os
[[§)Also above average when compared to most of the Red
Army were its technically oriented units such as
309
~ § ) corps- and army-level artillery and engineers ,
~
..
® armored and motorized units, and specialized
formations such as cavalry and ski units , The
V2:l] [ill]
.~B .~~
personnel in these units tended to have more
education and/or training, due to the nature of their
equipment and the requirements of their function.
Organization
Most of the German units that fought on the ground in the
Velikiye Lukt area were part of the regular German Army. but the
6th Luftwaffe Field Division was of course part of the Luftwaffe.
The Waffen-SS was neither Army. Navy. or Air Force. and for all
practical purposes it formed a fourth major branch of service.
Finally. the "Brandenburger" commandos were actually part of
the Abwehr, which was not even officially part of the Wehrmacnt.
but was an independent intelligence service roughly equivalent to
the modem American CIA.
[IHQ I] [IHQ I]
A large variety of German divisions and smaller units
fought In the Velikiye Luki area. Some of this was
VEL 3GJ
because of characteristic German flextbiltty with
0000 regard to command and control, but much of it was
[Wl]TI also due to the insatiable requirements of the much
remf1@"1 larger and even more desperate battle taking place at
-~ Stalingrad at the same time. some 500 miles to the
~@1 southeast. The Germans sent most of their available
lillJ~ reserve dtvtslons south to Staltngrad, and as a result,
much of what was left to send to Velikiye Luki
~f1@l consisted of miscellaneous smaller units and nearby
~~ local reserves.
(i§lrt0il
Like the Russian 3rd Shock Army. the German forces
~~ contained a large number of independent regiments
and battalions that were available to attach to the
[~]
AAW 665 [ffil]
dtvlsions, The Germans generally had more of these
corps- and army-level units available, and had more
~@l variety among them as well.
~~
Assessment
Germany lost the war against the Soviet Union for several
reasons, none of which was sufficient by Itself. but each factor
played a part. However, the Single most important factor in
Germany's defeat was Hitler's disastrous leadership. With very
few exceptions, all his major decisions after June 1941 proved to
be wrong. Furthermore, his unjustified . incompetent meddling in
the details of tactics and operations, which increased significantly
in late 1941 and continued for the remainder of the war, negated
much of the unparalleled professional expertise of the German
Army.
On the other hand. the fact that the war lasted as long as it did
was primarily due to the consistent. across-the-board superiority
of German tactics. doctrines. and military leadership, especially
among German Anny commanders at all levels, from the rank of
sergeant on up. It says much for the professionalism of the
German Army that they were able to maintain this qualitative
supertortty, albeit at decreasing levels, until almost the very end
of the war, in spite of catastrophic losses and defeats brought
about largely by Hitler's irrational decisions.
Could Germany have defeated the Soviet Union? Yes. but not
unless Hitler had made some very different decisions. or had been
a very different kind of person. The actual German military
superiority over the Soviet Union in 1941 and 1942 was sufficient
for the task, but barely. and Without much margin for Hitler's
mistakes. A campaign planned from the outset to require two
years. not Just one. and in which all military decisions were made
by the professional officers commanding the forces in the field,
would have had a reasonable chance of success.
M
3GJ
The 3rd Gebirgsjager (mountain infantry) Division was
also an excellent unit, with specialized equipment and
training for mountain and winter combat. It was created
using personnel from the 5th and 7th Divisions of the former
Austrian Army, which was absorbed into the German Wehrmacht
in 1938. It participated in the Polish campaign in 1939, and then
distinguished itself at Trondheim and Narvtk in Norway in 1940.
In 1941, it fought on the Arctic front near the Russian port of
Murmansk, In 1942. the bulk of the division was transferred to
the Vel1k1ye Luki area. although one of its two mountain Infantry
regiments remained in Finland, along with one of the division's
artillery battalions.
o0
BD3 IB5
~ f1@Jl of variable strength and quality.Some of them .
including the Brandenburg commandos and several
• armored units, were excellent formations. consisting
[[gf]J[~J of well-trained, experienced professionals and
B65 ~16 specialists. At the other end of the spectrum, there
were also a number of rear-area securIty and construction
battalions. most of which had only limited combat capability.
U.S. Army
Organization
(IEID] During the time period covered by the game, most of the
VII U.S. Army units in the Utah area were part of the
American VII (7th) Corps. Only two types of American
divisions fought in this sector: infantry and airborne. No
American armored divisions saw service in the Utah area.
[I;QI] [I;QI]
All of the American infantry divisions were organized
and equipped in the same way and contained the
f@jl rool
same quantities and types of subordinate units. Each
American infantry division consisted of three infantry
lliJ~ regiments (each of three battalions). four artillery
lID battalions. an engineer battalion, a reconnaissance
lRJ company, and several rear-area. non-combat
battalions. In the game. all of the non-combat
battalions have been combined into the divisional headquarters
unit.
;
;;
BO
inadequate artillery and antitank support compared to the
infantry divisions . On paper. the airborne divisions each
had at least three airborne or glider artillery battalions
(the 82nd Airborne had four). plus a glider anti
aircraft/antitank battalion , but all of these units were equipped
with smaller-caliber guns than their non-airborne counterparts.
To make matters worse. most of the airborne artillery and anti
aircraft/antitank units either lost their guns during the drop on
June 6th , or (in the case of two battalions that arrived by sea at
Utah Beach) were greatly delayed in getting into action.
For tile first month ashore in Normandy (the time period covered
by Utah Beach). all of the independent U.S. Army truck
companies were fully occupied with transporting and distributing
supplies. and building up a rear-area infrastructure to support
the huge American expeditionary force. It was not until the end
of July (and Operation "Cobra") that enough surplus
transportation capability existed to begin motorizing some of the
regular infantry units for combat purposes. Until then, when
American infantrymen advanced. they all did so by walking, just
like their "non-motorized" opponents.
[IBID]Of the infantry dlvistons , the best was certainly the 9th.
9 which already had considerable combat experience, and
had fought well in North Africa and Sictly. The Allied
Supreme Commander. General Eisenhower, thought that the 9th
was one of the two best American infantry divisions in the
European Theater (the other was the 1st Infantry. which landed
at Omaha Beach).
~
Next-best in the Utah area was the 4th Infantry. which
had not seen combat before. but which had received a lot
of special training for the D-Day assault.
German Wehrmacht
Organization
Most of the German units that fought on the ground in the Utah
area were part of the regular German Army, but the airborne
infantry ("FallschirmJager") and some of the anti-aircraft units
("Fliegerabwehrkanone", or "Oak" for short) were actually part of
the Luftwaffe. and some of the coastal artillery units were actually
part of the Krtegsmartne.
tHO I) [IHQ I] Finally. there was also more variety and flexibility
6FJ [HER among the German headquarters units. In the game.
the Germans have several independent regimental,
[IHO I] garrison. and KG headquarters, which are simply
152 smaller versions of a divisional headquarters.
Assessment
[tHO I) Man for man. the best German unit to fight In the Utah
6FJ area was the 6th Fallschtrmjager Regiment. Actually part
of the Luftwaffe, this large. full-strength airborne infantry
regiment was a well-trained. heavily-armed. and expertly-led
unit. with extensive combat experience. Its elite status was
underscored by the fact that it was one of the very few German
airborne units that was still completely parachute-qualified at
this stage of the war (each man had made at least nine parachute
drops). Technically part of the 2nd Fallschirmjager Division {the
rest of which did not fight in Normandy), the 6th operated as an
independent regiment during the time period covered by the
game.
[~] [~) At the bottom of the barrel for the Germans were the
1'1'1 636so-called "Ost" (eastern) battalions, which were
composed of Russians and other non-Germans from
[~l [~l eastern Europe. By 1944. large numbers of suc~ men
had been persuaded to put on a German umform,
and. although their combat value was very limited, at that stage
of the war the Germans needed every soldier they could get and
they knew it. On D-Day there were approximately 100 of these
battalions in France - the equivalent of 10 full-strength divisions!
They were organized as independent infantry battalions. most
(but not quite all) of them bearing identification numbers between
400 and 800. Approximately half of the Ost battalions were
retained under the direct command of the Korps and Army HQ's,
and approximately half were parceled out to the divisions. Most
You may not assign movement orders that would cause a unit to
enter or cross prohibited terrain. All movement point costs are
cumulative. and, in general, movement orders may not be
assigned that would cause a unit to exceed its current movement
allowance. However. a unit may always use tactical movement to
move one hex per game-tum, regardless of movement point
allowances or costs, except for the following;.
You may assign movement orders that have only a small chance
of actually being carried out. as long as they are theoretically
possible. For example. you may assign a unit to move to a hex
that is currently occupied by enemy units , blocked by enemy
zones of control. or is already at its stacking limit. but if. when
resolving the movement. the time comes for the unit to enter a
hex that It cannot. its entry into that hex is delayed until the
movement becomes possible . If the turn ends before the
movement becomes possible. the movement is not carried out.
Tactical Movement
Tactical movement represents reasonably careful cross
country movement. with the unit spread out and ready for
combat. A unit conducting tactical movement receives no
movement advantage for moving along a road because most of the
unit is not on the road; what matters is the other terrain in the
hex.
Strategic Movement
Strategic movement represents administrative or non
combat movement. with the unit concentrated into one
column to take maximum advantage of roads and (if
available) vehicles . Strategic movement allowances are generally
higher than tactical allowances, and In addition. units pay lower
costs for moving along roads. The strategic movement allowances
of most units In the game range from 9 (for average foot infantry)
up to 32 (for most motorized units), although this may be
decreased by fatigue. disruption. or enemy air interdiction (or, for
some units, by supply status). The strategic movement
allowances of some HQ and heavy artillery units are lower. Each
point of fatigue and/or disruption decreases a unit's strategic
movement allowance by 3.3 percent (rounded down). In addition.
all armored. motorized. and semi-motorized units have their
strategic movement allowances halved when In defensive supply,
reduced to one-third when in minimal supply, and quartered
when In no supply. Reductions of strategic movement allowances
due to enemy air interdiction are variable but can be significant,
and depend upon the level of enemy air activity. enemy air
allocations, and the current weather conditions.
Movement As Passengers
Everyone has seen pictures of WWII infantrymen riding on
tanks. The Red Army was the first to adopt this practice.
and by late 1941 it was standard procedure for the
Infantry units in their tank brigades. The Germans quickly
followed suit and used the tactic more and more as the war went
on. By the end of the war practically every army used tanks to
carry infantry when necessary. although it was always less
common in the British and American armies because their units
usually had sufficient trucks and/or halftracks.
Automatic Movement
Automatic movement is a feature that allows you to assign
movement orders by designating the destination hex only.
and relies on your staff assistant'" to determine the type of
movement and the exact path to the destination, There are two
ways to assign automatic movement: the "grab-and-drag"
technique described in Part I of the Operations Manual. and the
automatic movement button within the Command Box (pictured
above and described in Part II of the Operations Manual), If the
destination hex is no more than four hexes away, your staff
assistant assigns tactical movement orders to the unit; otherwise,
strategic movement orders are assigned.
stack Movement
(EJ
~,D2
~
Stack movement is a feature that allows you to use the
grab-and-drag technique to assign automatic movement
or assault orders to an entire stack of units at the same
time, rather than individually, To do this, hold the "shift" key
down and click on the stack to get the green border around the
hex, hold the mouse button down, drag the cursor to where you
want the stack to go, and release. The game records these
movement or assault orders as the assigned orders for each of the
units in the stack: it is not necessary to assign separate orders or
a separate movement path for each unit.
Divisional Movement
After you have clicked on the buttons you want, click on the
button labeled "Auto Plot"; this causes your staff assistant to
calculate the movement paths. (This may take 30 seconds or
more. depending on the number of units, the lengths of the paths.
and the speed of your machine.) When the staff assistant is
finished, the "Auto Plot" button pops out, and you can review and
edit the Divisional Movement orders using the normal procedures.
To close the Divisional Movement Window, click on the "Orders"
button on the Sidebar.
Bridges
There are two types of bridges: infantry bridges and
®® tank bridges. Infantry bridges are signified by the
letter T' on the map. and tank bridges by the letter "T". Both
types of bridges are hexslde features. connecting two adjacent
hexes across a river. In general, bridges allow easy movement
across livers for units which otherwise could not cross the liver at
all. (Foot-mobile infantry-type units can cross ordinary rivers
without a bridge. but not major rivers.) All types of units may
cross tank bridges. but only the following types of units may cross
Infantry bridges: foot infantry. horse drawn. semi-motorized.
non-motorized HQ. bicycle. and motorcycle. Motorized and
armored units may not cross infantry bridges.
Unlike many wargames, this means that the German player gets
only one chance to blow each bridge. and the demolition attempt
automatically occurs when one of the two hexes adjacent to the
bridge changes ownership from German to Allied for the first time.
Other than positioning an engineer unit adjacent to the bridge.
there is nothing the German player can do to influence this
process or increase the probability of destruction. The presence
of more than one German engineer unit has no additional effect.
Engineers
Permanent Ferries
There are a total of four permanent ferry crossings of
® major rivers located at various places on the map. These
are signified by the letter "F" shown within a colored dot. Femes
are similar to tank bridges. except that the cost in movement
points is greater for a ferry, and they may be used by German
units only. All types of German units may cross these ferries.
Femes may never be captured or used by Allied units , and they
are always destroyed the first time an All1ed unit moves adjacent
to them. Finally. once they are destroyed. femes are removed
from the map . and may never be repaired.
Movement Restrictions
[00]
VIII
The British VIII and XII Corps were assigned the missions
of covering XXX Corp's right and left flanks (respectively)
ffi@I as XXX Corps advanced toward Amhem. Historically. the
@ units of VIII and XII Corps ~ere not free to advance to
Arnhem on their own. For that reason, there are several
restrictions placed on these units in the game. which consist of
the 7th and 11th Armored Divisions, and the 3rd and 15th
Infantry Divisions. These restrictions are given below, and are
always in effect unless the Historical Variant to the contrary is
selected at the beginning of the scenario.
~) The German Velikiye Luki HQ and the units that begin the
VEL game attached to it constitute the "Vellktye Luki Garrison."
The sole purpose of this garrison was to hold the fortlfled
and strategically important city of Velikiye LukL For that reason.
there are several restrictions placed on the Velikiye Luki HQ and
its attached units. These restrictions are given below, and are
(IHQ I]The German 6th Luftwaffe Field Division was part of the
5LF 2nd Luftwaffe Field Corps, which was located just off the
south edge of the Campaign Game map . This division is
included in the game because it did fight within the Velikiye Luki
map area; however, it was not part of either LlX Corps or Gruppe
Woehler. Furthermore, by thts stage of the war the Luftwaffe
High Command had become increasingly reluctant to allow Army
commanders too much control over its divisions, and preferred to
keep Luftwaffe Corps together under Luftwaffe commanders,
Therefore. the 6th may not be assigned movement or combat
orders that would cause it to leave its historical sector.
zoe values for a given unit and a given adjacent hex can range
from a minimum of 0 to a maximum of 6: the higher the number.
the more influence and control the unit ts exerting into that hex.
A zoe value of 0 means the unit has no zone of control and thus
no influence or control over that adjacent hex. A low zoe value
(l or 2) indicates the unit has a weak zone of control, and can
therefore observe portions of and place some fire into that
adjacent hex. A high zoe value (3 or more) indicates the unit has
a strong zone of control. and is exerting Significant influence and
control over that adjacent hex. A zoe value of 3 or more also
means that. in real life, some portion of the unit would actually be
located in that adjacent hex.
The zoe values for each army are kept track of separately by the
game. and a hex may simultaneously have a zoe value for both
sides.
When units or stacks in different hexes all exert ZOC's into the
same hex. the total ZOC value in the center hex is the sum of the
zoe values being exerted from all of the adjacent hexes.
Effect on Movement
There is no movement point cost to enter an enemy zone of
control, but once in It. an enemy zone of control tends to inhibit
further movement. In addition to the terrain costs of the hexes
the unit is leaving and moving to. it costs extra movement points
to leave a hex that Is in an enemy zone of control. In some
circumstances. the presence of enemy zones of control may stop
or prevent movement altogether.
Effect on Supply
Supply lines may not be traced through enemy-occupied or
enemy-controlled hexes or (in general) through hexes that contain
Effects of Combat
Units that begin a turn in an enemy zone of control are not
required to attack. However. if they do attack. their advance after
combat may be hindered by the zones of control of nearby enemy
units. Just as ordlnary movement would be. To minimize the
negative effects of enemy zones of control on your movement and
advances after combat. you should assign separate attacks
against all enemy units whose zones of control might cause
problems. These separate attacks may consist of artillery and/or
air support only: there is no requirement that they include front
line ground units. To experienced wargamers. these extra attacks
are known as "soak-off" attacks.
The reason for making these extra attacks Is that in every non
interdiction attack with final odds of at least 1:4. the zones of
control of the defending units lose their ab1l1ty to block enemy
movement. This effect begins when the attack occurs, and lasts
for the remainder of the Execution Phase.
For most of the hexes on the map, the maximum "stacking limit"
is 3 battalions. out of which a normal maximum of 2 battalions
may use their full attack or defense strengths to participate in
combat with enemy units in an adjacent hex. City and invasion
beach hexes have a higher stacking limit of 4 battalions
maximum, out of which 2 battalions plus 2 companles may use
their full attack or defense strengths to participate in combat with
enemy units in an adjacent hex.
These stacking llrntts are derived from the standard "frontages" (or
widths of assigned sectors along the front line) of battallon-stzed
units In WWlI. In World War II armies , official doctrines called for
an infantry battalion to defend about a I-kilometer segment of
the front line. On the attack, the doctrines called for that same
battalion to be responstble for less frontage, typically about half a
kilometer. Real-life deviations from these offlctal doctrines were
almost always in the direction of more frontage betng assigned to
a unit, not less (since no army ever had enough men or battalions
to do everything as it would have liked). It quickly follows that,
based on doctrines as well as real experience, the normal
maximum density of front-line combat units in WWII was one
half of a kilometer per battalion (or 2 battalions per kilometer).
The stacking limits in most WWII wargames apply only at the end
of the movement phase, thus permitting players to ignore
stacking l1mlts during their movement. While that may be a
reasonable and necessary convenience in a board wargame, it
also provides players with an unreallsttc degree of flexibility
compared to real-life commanders. In reality. strict traffic control
is a necessity for any large military operation, because moving
units through each other too frequently or having too many of
them in the same place at the same time causes serious problems
(such as Incredible traffic jams. increased vulnerability to enemy
attack. slower and less efflctent movement for everyone. etc.I. For
this reason, the rear area Is always partitioned into sectors just
like the front line, and generals throughout history have gotten
into arguments with each other about whose units were assigned
to use this road or that assembly area ,
Most wargamers are surprised at how much the game and their
style of play change when they are placed in a realistic,
information-poor environment. Uncertainties about the enemy's
location. strength , and intent sudd enly dominate the game. Most
players automatically become much more cautious. and after just
a short time their play tends to mirror historical movements and
decisions much more closely than it did before. For example.
when facing the unknown. matntaming a reserve is a very wise
and useful thing to do. That's why no real commander ever
places all his units on the front ltne unless he has no choice. but
most wargames reward that kind of unrealistic play. Limited
intelligence makes all the difference!
Enemy Units
[*J [=.c: 'V !...A..]
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J[~)
W
If the "Limited Intelligence" Realism Option
is selected at the beginning of the game.
each player's map shows all of his units.
but only those enemy units whose location becomes known
during the course of play. In most cases, the game provides
information about enemy units gradually, rather than revealing
everything about an enemy unIt all at once. Usually. the flrst
indication that an enemy unit is located in a given hex. is the
There are several factors (such as night. or the enemy unit moving
away) that cause you to lose information about an enemy unit.
When this happens. the above-mentioned sequence Is reversed.
There are a large number of factors that playa smaller but still
significant role in determtntng how much information is available
about an enemy unit. The number of game-turns it spends on the
front line is important; the longer it's there and the more of your
units that are near it , the more you tend to learn . The terrain
makes a difference: a unit in bunker, city. village. or forest is
harder to obtain information about than a unit in clear terrain.
The type and size of the enemy unit and its characteristics can
make a difference - larger units. units with a lower morale. and
arm ored . artillery, and HQ units reveal more information about
themselves than smaller and higher-morale infantry units. A unit
that is moving reveals more information about itself than a unit
that Is stationary. and strategic movement reveals more
Information than tactical movement. A unit that is dug in reveals
less information about itself. and a unit in a fortification reveals
less still. Artillery and anti-aircraft units reveal information
about themselves when they flre. Probing or assaulting an enemy
unit usually reveals more information about it. and units with a
higher morale and reconnaissance units usually do a better Job of
obtaining information about the enemy. and do not reveal as
much about themselves. A unit with a high fatigue or disruption
level reveals more information about itself and does not gather as
much information as a unit that is not in one of those unfavorable
states . Night and sky conditions also playa major role: the
darker the night and/or the worse the sky conditions. the less the
1nfonnation that is obtained. And finally. the Air Superiortty
option selected at the beginning of the scenario is also a factor:
the greater the degree of air superiority your side possesses, the
more you learn about all the enemy's units. and the less the
enemy learns about your units.
BD3
J
(t:2] German "special forces" in WWII consisted of five
regiments and several smaller units, all known as
"Brandenburgers," because their original home barracks
was in the city of Brandenburg. The Brandenburgers were not
part of the German Army at all, but were the combat arm of the
Abwehr, which was an independent foreign intelligence agency
roughly equivalent to the modem American CIA. Although the
Brandenburgers were officially organized into battalions and
regiments. this was primarily for administrative purposes. and
most of the time they operated as independent companies or
platoons under the operational control of the Army. Brandenburg
units consisted of specially-trained and selected volunteers, a
large proportion of whom had lived and worked outside Germany
for many years, and were fluent in the language and customs of
the enemy on that particular front. They specialized in
commando raids and infiltration missions while wearing enemy
uniforms and equipment (with German uniforms on underneath).
Obviously these kinds of m1ssions required the utmost secrecy, so
there was very little German publicity or propaganda about them
during the war, and this in tum caused a shortage of published
information about them after the war. A typical Brandenburg
mission involved the surprise seizure of an important enemy-held
bridge, just prior to the arrival of a German armored spearhead.
Brandenburg units successfully carried out dozens of such
missions during the first two years of the war. many more than
are commonly realized. and the Brandenburg commandos deserve
more of the credit than they have received for many of the most
famous German victories.
Random Variants
This is a feature which greatly increases uncertainty, limited
intelligence. and realism. It randomly implements one or more of
the Histori cal Options and Variants, without automatically
revealing which variants are in effect. In order to make the best
use of this feature, you should select the Random Variant for the
opposing side. rather than your own. That way. you will not
always know which units your opponent has. how strong his
airpower is, etc. If you select the Random Variant for both sides
in a two-player game. along with all the other Realism Options.
you can expect a lot of uncertainty and surprise! For more
information, see "Historical Options and Variants,"
Each unit has a morale rating that is shown within the Unit
Window whenever the unit is selected. Initial morale ratings
range from 3 (for German "Ost'' units ) to 8 (for the best units of
both sides). A unit's morale is a measure of the quality of the
unit. independent of its size or strength. Units with a higher
morale are more likely to carry out their orders and be successful
In combat. All other factors being equal. units with a higher
morale move and attack before units with a lower morale; they
receive a favorable modification to their combat odds: their zones
of control are more effective; if so ordered. they are more likely to
stay in place and suffer additional losses rather than retreat; they
are more likely to obtain information about enemy units: and they
are less likely to reveal information to the enemy about
themselves.
Increases to Morale
The following conditions increase a unit's morale:
Note that the last three modifiers apply only when the unit is
defending or being checked for surrender, not when it is
attacking out of those hexes.
Decreases to Morale
The following conditions decrease a unit's morale:
Each unit has a disruption level that is shown within the Unit
Window whenever the unit is selected. Disruption may vary from
o to 15. with higher numbers representing a worse condition.
Each point of disruption reduces a unit's attack. defense, armor.
barrage. support. and antitank strengths. and its movement
allowance by 3.3 percent of its current value, after any
modifications due to strategic movement. supply, terrain. and
field fortifications. When a unit's disruption reaches 6. its morale
is decreased by 1, and when its disruption reaches 12. its morale
is decreased by 2. Therefore. at the maximum disruption of 15. a
unit's movement allowance and all of its various combat strengths
are halved, and its morale is decreased by 2. A unit's disruption
may not be increased to more than 15. or decreased to less than
O.
Increases to Disruption
Disruption may only be increased as a result of combat or the
elimination of a unit's current HQ. Each of the following activities
or events increases a unit's disruption by the amount indicated
(all effects are cumulative):
Note that for items 1 thru 6 above. what actually matters is the
category In which the overall attack Is resolved. not what kind of
attack the lndivtdual unit Is assigned to conduct. For example. if
one unlt is assigned to probe and two others are assigned to
assault. all as part of the same attack. the attack is resolved as
an assault and all three units suffer the disruption increase of an
assault. (See "Combat.")
Decreases to Disruption
The only way to decrease a unit's disruption is for it to remain
idle and not carry out any activity or participate in combat In any
way during that game-turn. Each of the following decreases a
unit's disruption by the amount indicated:
Each unit has a fatigue state that is shown within the Unit
Window whenever the unit is selected. Greater numbers
represent a worse condition: fatigue may vary from 0 (fresh and
well-rested) to 15 (the walking dead). Each point of fatigue
reduces a unit's attack. defense. armor. barrage. support. and
antitank strengths. and its movement allowance. by 3.3 percent of
its current value, after any modifications due to strategic
movement, supply. terrain. and field fortifications. When the
unit's fatigue reaches 6 . its morale is decreased by 1. and when
its fatigue reaches 12. its morale is decreased by 2. Therefore, at
the maximum fatigue of 15, a unit's movement allowance and all
of its various combat strengths are halved. and its morale is
decreased by 2. A unit's fatigue may not be increased to more
than 15, or decreased to less than O.
Increases to Fatigue
Each of the following activities or events increases a unit's fatigue
by the amount Indicated (all effects are cumulative):
Decreases to Fatigue
The only way to decrease a unit's fatigue is for it to remain idle
and not carry out any activity or participate in combat in any way
during that game-tum. Each of the following decreases a unit's
fatigue by the amount indicated:
Field fortifications may never move, and benefit only friendly unlts
in the same hex with them . Once the field fortification is
completed. the unit that built it is free to conduct other activities
and/or move away. and other friendly units are free to move in
and benefit from it. However. a field fortification is automatically
removed from the map at the end of any tum that there are no
friendly units in the same hex with it.
Digging In
[lZl) R~
502
All units may dig in except those that are adjacent to
an enemy unit, or those that are located in a located
~
I ~ in a swamp. bunker, beach bunker, or fortress hex. It
BUI xi.s normally requires two turns to dig in. To begin,
3 select the unlt and press the letter "F" on the
keyboard. (Or. you can open the Command Box for that unit.
make sure the unit is assigned one of the three "defend" options,
click on the "dig in" symbol. and then close the Command Box.)
This causes a "digging in" marker to appear as the top unit in that
hex on the map. To finish digging in, "dig in" orders must be
assigned again on the next game-tum; as a convenience. the
game automatically does that for you, so that once a unit begins
to dig in. it continues to do so until you change its orders. If you
assign orders other than "dig in" on the next tum, the process is
either interrupted or canceled. If the unit moves out of the hex,
the process is canceled, and the digging in marker is removed
from the map. The process is merely interrupted (and may be
completed on a later turn) if the unit is attacked by
artillery/naval/air (with no enemy units adjacent), partictpates 10
combat as an attacker or defender without leaving the hex, if the
unit remains inactive in order to recover from fatigue or
disruption or to receive replacements, or if the unit is an artillery
unit and conducts a fire mission. If an enemy unit moves
adjacent to a unit in the process of digging in. the process is
canceled and the "digging in" marker is removed from the map.
Fortifications
[lBJ 1~ Fortifications are constructed in the same manner as
301 ~ digging in. except that the first fortification marker in
~m
'I -2- a hex may be built only by an engineer unit, and
UI l~~j constructing the first fortification in a hex normally
requires four turns. Like digging in. a fortification
may not be built or enlarged in a bunker hex. or in a hex that is
adjacent to an enemy unit. Unlike digging in. a fortification may
be built or enlarged In a swamp hex. but this takes twice as long
as normal u.e.. eight game-turns).
Like being dug in. these advantages do not apply to units that are
conducting probes. assaults. or any type of movement.
~
Note that in Velikiye Luki, for the purpose of constructing
field fortifications . construction battalions are engineer
units.
Attachment
In order to provide a more realistic simulation of supply and
artillery support. each unit in V for VictoryTM games must always
be "at ta ch ed" to a headquarters unit. When a unit Is attached to
a particular HQ (a divisional HQ, for example), It functions as a
part of that division for all purposes . Except for units that are
attached to a Corps HQ . players may change attachments
only during the Planning Phase of each 6:00 AM (8:00 AM in
Velikiye Luki) game-tum. Units that are attached to a Corps
HQ may be re-attached to another HQ in that same Corps
during any Planning Phase. but other attachment changes may
be performed only during the 6:00 AM (8:00 AM in Vellk1ye Lukl)
Planning Phase.
Note : after you have completed the Planning Phase of the 6:00
AM (8:00 AM in Vel1ktye Luki) game tum, you may not change
your attachments again until the next 6:00 AM Planning Phase
(six game-turns in the future), except that units attached to a
Corps Hg or Army HQ may be re-attached to any other HQ in
that same Corps or Army (subject to attachment and supply
limits). Information on current attachments may still be called up
for reference at any time by using the ~Q Sidebar.
Subordination
In order to provide a more realistic simulation of military
command structures, especially with regards to rear-area supply
lines, each brigade and divisional HQ unit must always be
"subordinate" to a corps or army-level HQ. When a unit is
subordinate to a particular corps HQ, for example, it functions as
a part of that corps for all purposes. including supply lines. This
is especially Significant for the Russians in Veliktye Luki, whose
supply lines must normally include their corps HQ's.
Note: after you have completed the Planning Phase of the 6:00
AM (8:00 AM in Velikiye Lukl) game tum, you may not change
subordination again until the next 6:00 AM (8:00 AM in Veliklye
Luki) Planning Phase (six game-turns in the future) . Information
on current subordination may still be called up for reference at
any time by using the "show" button on the HQ Sidebar.
Attachment Restrictions
(I§J] The British VIII and XII Corps Hg's and the units that
III
VIII
XII
begin the game attached to them constitute the flank
protection for XXX Corps. These units consist of the 7th
and 11 th Armored Divisions. and the 3rd and 15th
l Infantry Divisions. The sole purpose of these units was to
protect XXX Corp's flanks, as well as the strategically important
Highway 69. Therefore. the units in these two Corps may not re
attach to another HQ unit outside that same Corps. and other
British units that are not part of one of these Corps may not re
attach into one of these Corps. In addition. the units of VIII and
XII Corps may not be assigned a supply level higher than
[I HO I]The German Velikiye Luki HQ and the units that begin the
VEL game attached to it constitute the "Veltkiye Luki Garrison."
The sole purpose of this garrison was to hold the fortified
and strategically important city of Vellkiye Luki. Therefore. the
units that comprise the garrison may not re-attach to another HQ
unit. and other German units that are not part of the garrison
may not re-attach to the Velikiye Lukt HQ. In addition. the
Velikiye Lukl HQ may not be assigned a supply level higher than
defensive unless the Air Superiortty Variants "Air Parity" or
"Limited Axis Air Superiority" are in effect. Finally, the units that
comprise the garrison are subject to movement restrictions which
prevent them from leaving the immediate vicinity of Velikiye Luki
(see "Movement").
(IHO IJ The units of the 6th Luftwaffe Field Division may never be
6 LF re-attached to a dilTerent HQ unit, and other German
units may not re-attach to the 6th Luftwaffe Field HQ.
The 6th may not be assigned a supply level higher than defensive
if the Air Supertority Variant "Ltrntted Allied Air Superiority" Is In
effect. Finally, the units of the 6th are subject to movement
restrictions that prevent them from leaving their historical sector
(see "Movement").
(IHO I] The German Cherbourg HQ and the units that begin the
[HER game attached to it constitute the "Cherbourg Garrison".
The sale purpose of this garrison was to defend the
strategically important port of Cherbourg. Therefore. the units
that comprise the garrison may not re-attach to another HQ unit.
In addition. the Cherbourg HQ may not be assigned a supply
level higher than defensive. and the units that comprise the
garrison are subject to movement restrictions that prevent them
from leaving the immediate vicinity of Cherbourg (see
"Movement").
Other German units that are not part of the garrison but are
within 15 hexes of the center of Cherbourg may attach to and re
l§J The units of these divisions and the XIX Corps troops that
120 are attached to them may never be re-attached to a
l§J different HQ unit. Other American units that are not part
83 of these divisions. but are located within the proper area
on the map. may attach to and re-attach from these HQ's
freely, subject to the overall limit on the number of units that may
attach to a given HQ. However. while they are attached to one of
these HQ's. such extra units are subject to the same movement
restrictions as the rest of the units in that division (see
"Movement").
You will notice when playing V for Vtctoryt'" games that the unit
data window will have the unit name on top. followed by its type.
with its HQ attachment on the bottom. Between it's type and HQ
there is now a colored bar - the left half of the bar indicates the
unit's current supply level assigned by the HQ (Attack, General,
Defensive. Minimal, NONE) while the right half shows his supply
state (In Supply, Out 1. Out 2, Out 3. Out 4). The colors you will
see are green. blue, orange. red. black. with black being the
worst. Systems with B&W monitors will see a gray scaled effect
with light gray being more in supply and black being less in
supply.
The Germans were able to maintain a small but useful air supply
capability on the Russian front, which they frequently had to rely
on . The ill-fated attempt to supply the entire Sixth Army at
Stalingrad by air was the largest and most well-known of the
failures , but there were some successes. Several smaller pockets
were adequately supplied by air. which enabled them to hold out
for long periods of time, even a whole winter. and they were
eventually rescued. Two examples of the latter were Cholm and
Dernyansk, both just north of the Velikiye Luki map area.
In VelikJye Luki, supply for the VellkJye Luki HQ and the units
attached to it is handled separately from the turn-by-turn
delivery which sustains the rest of the German force. The VelJkiye
Luki HQ represents a special fortress command that begins the
game with a large stockpile of supply reserved for its own use.
(Included as part of the VellkJye Luki stockpile are the limited
supply deliveries to Vellkiye Luki that took place via air drop.)
Other German HQ's may not draw supply from the Vellkiye LukJ
stockpile unless/until they are unable to trace a supply line to a
German supply source on the map edge. If the Velikiye LukJ HQ
exhausts its own stockpile. it must trace a supply line to a
German supply source on the map edge. and draw supply from
the common stockpile like any other German HQ (see "Su pply
Lines" below).
In Utah Beach, very few (if any) German units in Normandy were
ever in general supply. Most of them alternated between
defensive and minimal supply. spending more and more time in
minimal supply as the campaign wore on. Lack of supply was the
primary reason why a major German offensive against the Allied
beachhead In Normandy never developed. The German generals
wanted to go over to the offensive very badly. and they had the
necessary divisions to do so; many of these divisions were the
same ones that. six months and numerous defeats later. still
managed to breach the American line In the Ardennes. However.
unlike the Ardennes. the German supply situation in Normandy
was just too unfavorable, and what would otherwise have been a
mighty (and perhaps unstoppable) German force was reduced to
holding on by its fingertips from a lack of supply.
The Allies had a large air supply capability on the Western front,
and during Operation Market-Garden they had no trouble
The final number resulting from steps 1-3 above is the total
tonnage of Allied supply received during the previous game-tum.
The final number resulting from steps 1-5 above is the total
tonnage of American supply received during the previous game
tum.
Supply Allocation
During the 6:00 AM (8:00 AM in Velikiye Luki) Planning Phase of
each day. you may allocate supply to your units for the upcoming
day (six game-turns). Players may allocate supply only during
the 6:00 AM (8:00 AM in Vellkiye Luki) Planning Phases.
Each HQ unit may be assigned a supply level of your choice.
subject to the following constraints:
In Market-Garden. the units of the British Vlll and XII Corps may
not be assigned a supply level higher than defensive, unless the
"No VIII and XIl Corps Restrictions" Valiant Is in effect.
In Velikiye Lukt, the German VeHkiye Lukl and 6th LuftwafTe Field
Division HQ's may not be assigned a supply level higher than
defensive unless the Air Superiority Variants "Air Parity" or
"Limited German Air Superiority" are in effect, or (for the Velikiye
Luki HQ only). the "No Velikiye Luki Restrictions" Valiant is in
effect.
Supply Lines
Supply lines are important in the game because. in real life. most
of the units on both sides were unable to carry sufficient
quantities of supply (especially ammunition) with them all the
time as they moved and fought. This made them very dependent
on frequent resupply,
Supply lines (except for the Russians - see below) consist of three
segments. If there is no air interdiction. the first segment of the
supply line (from the unit to its HQl may be up to 12 hexes long
......
The third segment of the supply line (from a road hex to a friendly
supply source) may consist of any number of continuous road
hexes. However, if this third segment ever has to "move off-road"
in order to reach a supply source (either because of enemy-owned
hexes . or because the road net "doesn't go there from here"). the
supply state of all the units attached to that HQ is lowered by one
level for each multiple (or fraction thereof) of the base distance
that must be spent to go around the obstacle or get to another
road .
Supply tonnage for German units that use HQ's as their source of
supply is still subtracted from the German stockpile. Other units
besides HQ's never function as supply sources. and never receive
air supply on their own.
~
Luftwaffe Field Division. A secondary stockpile is reserved for the
6th. and the VelikJye Lukl stockpile is normally reserved for the
Velikiye Luki Garrison.
The following four map edge hexes constitute the normal source
of supply for an German units in the game except the Velikiye
Luki Garrison . They also represent alternate sources of supply
for the Vellkiye Lukt Garrison and the 6th Luftwaffe Field
Division.
There are two hexes in VeUkiye Luki which constitute the primary
source of supply for the units that comprise the Vellkiye Luki
Garrison. and represent alternate sources of supply for all other
German units. These hexes are the Old Town Citadel (the fortress
on the west side of the river. adjacent to the river on four
hexstdes), and the West Railroad Station (the westernmost of two
adjacent fortress hexes, both on the railroad, near the eastern
edge of the city).
Supply tonnage for Allied units that use HQ's as their source of
supply is still subtracted from the Allied stockplle. Other units
besides HQ'$ never function as supply sources, and never receive
air supply on their own.
The second segment begins at the unit's HQ. and extends to Its
corps HQ. If there is no German air interdiction and the HQ is
not a cavalry or ski HQ. the second segment of the supply line
may also be up to 8 hexes long without any negative effect. If the
HQ Is a cavalry or ski HQ. the second segment of the supply line
may be up to 16 hexes long without any negative effect. However.
like the first segment. that distance can be reduced by German
The third segment of the supply line begins at the unit's corps
HQ. and extends to its army HQ. If there is no German air
interdiction. the third segment of the supply line may also be up
to 8 hexes long without any negative effect. However, like the first
two segments. that distance can be reduced by German air
Interdiction. and could theoretically be as short as 5 hexes. In
the same manner as the first two segments. if the length of the
third segment exceeds the base distance, the supply state of all
the units attached to that corps HQ is lowered by one level, and
so on.
Every Russian supply line must include the HQ to which the unit
Is currently attached, its corps HQ. and its army HQ. Army HQ's
themselves automatically meet this requirement. A unit that
cannot trace one or more of the four segments of its supply line
immediately goes to the next lower supply state. As long as it
remains unable to trace a supply line. its supply state continues
to decrease by one each tum, until it is in a state of no supply.
The following four map edge hexes are the sources of supply for
all Russian units in the game:
Except as noted below, each unit must have a supply line at the
beginning of each game-tum in order to receive the supply that
has been allocated to it. A supply line consists of a continuous
path of friendly-owned hexes. free of enemy units and enemy
owned hexes, which begins at the unit in question, extends to the
HQ to which the unit is attached, then from the HQ to a road hex,
and finally from the road hex to a friendly supply source. A
supply line may always be traced through a friendly-owned hex,
even if that hex is also in an enemy zone of control. Most units
that cannot trace a supply line immediately enter a state of no
supply.
There are two exceptions: German coastal artillery units (at all
times), and all units on the first day of the Campaign Game (June
7). German coastal artillery units are an exception because they
were "static" units, with many of their guns permanently
emplaced, and it was possible (and in fact easier) for them to
establish and maintain large ammo dumps close to the guns.
Since these ammo dumps were already in place when the game
begins. German coastal artillery units do not have to trace a
There are several reasons why the supply line requirement for all
other units is not In effect during the first day of the Campaign
Game. The American units that landed on D-Day and 0+1 were
all well-stocked with exira food and anununltion (in some cases
llterally all that the men could carry). There was relatively little
combat in the Utah sector on D-Day (at least from the standpoint
of ammunition expenditure by the ground units). and so most
American units still had plenty of supply with them when the
Campaign Game begins. Also. most of the German units in the
area did not see combat at allan D-Day. and a large number of
the Gennan units spent the majority of 0+ 1 still moving to the
front line. Therefore. when the Campaign Game begins. It is
assumed that all the units on both sides already have with them
all the supply they need for the day. and units are not required to
trace a supply line on June 7th [only). This allows players the
option of concentrating on geographic objectives on June 7th (as
their historical counterparts did). rather than having to worry
immediately about their supply lines.
Note: supply tonnage for American units that use HQ's as their
source of supply is still subtracted from the appropriate
stockpile. Other units besides HQ's never function as supply
sources. and never receive air supply on their own.
Captured Supply
There are four ways in which supply tonnage may be captured,
depending upon the game being played only one option may be
available:
"You and your troops have resisted stubbornly and gallantly. but
you are in a hopeless situation. The moment has come for you to
capitulate." - Major General J. Lawton Collins, American VII
Corps Commander. to the Commander of the German Cherbourg
Garrison. June 21, 1944
If things get bad enough in their immediate vicinity and stay that
way. sooner or later most men surrender rather than continue to
fight. Like the Indivtduals it contains. most units also have a
"breaking point." When one or more units are surrounded. out of
supply. and under attack, they gradually lose their ability. and
ultimately their will, to continue to resist. The larger and better
prepared the "pocket." the longer it generally holds out, but
eventually. when all hope of victory or rescue is gone. the officers
and men in most units begin to wonder whether one more day of
resistance is worth their lives. Only rarely. and under special
circumstances. do surrounded units fight until the death of the
last man.
HQ units:
Non-HQ units:
3
l
[c::=:J] c=:J] In addition to the attack, defense, armor. and
as antitank strengths that are possessed by all units.
each artillery unit also has a barrage strength. a
@l~ support strength. and a maximum range. Barrage
EJ~ strength is used to attack enemy-occupied hexes.
All rocket and self-propelled artillery units only require one tum
to prepare. as do German light artillery units (defined as 75-76
mm guns). British. Polish, and American airborne artillery units
(equipped with portable 75mm guns) likewise require only one
tum. British field artillery units (equipped with 25-pounders)
and German non-self-propelled medium artillery units (l00-150
rnrn guns) require two turns to prepare. German heavy artillery
units (170 mm and larger guns) require three turns. and British
medium artillery units (l55mm guns and howitzers) require four
turns. Due to a nearly total lack of radios. surveying equipment.
and accurate maps, as well as a general shortage of transport for
ammunition, Russian artillery units require much longer to
prepare to fire. Russian mortar and rocket artillery units require
three turns to prepare: Russian light artillery units (defined as
76mm guns) require six turns; Russian medium artillery units
1122mm guns) require 12 turns: and Russian heavy artillery units
052mm guns) require 18 turns.
There are several events that can further delay an artillery unit's
readiness to fire. For both sides, moving to another hex or
becoming adjacent to an enemy unit cancels all time previously
spent preparing to fire. Digging in merely causes the unit to
make no progress that turn in preparing to fire.
Artillery units which are not ready. are not assigned movement or
dig in orders for that tum, and are not adjacent to an enemy unit.
automatically spend the tum preparing to fire, and continue to
prepare on subsequent turns until they are ready to fire. The
unit's ready status is indicated following the word "ready" on the
light side of the Unit Window: "" indicates that the unit is ready
and is presently capable of conducting a fire mission, A number
following the word "ready" Indicates the number of turns
remaining, barring other orders or attacks against it. untll the
unit will be ready to fire.
Artillery units may dig in like all other units. Ready status has no
effect on this, except that an artillery unit cannot dig in on the
same turn that it conducts a flre mission or is preparing to fire.
The minimum range for all artillery fire missions Is one hex (l.e.,
an artillery unit may not fire any type of mission into its own hex).
Whenever an artillery unit itself comes under attack and uses Its
own defense strength, any fire missions that were assigned to it
for that game-tum (and have not yet been resolved) are delayed
by an amount of time proportional to the strength of the attack.
Note that the target he-x for a barrage or interdiction mission does
not have to contain known enemy units: unoccupied hexes or
suspected positions may be designated for attack. If an enemy
unit is there or enters the hex during the Execution Phase. it will
be attacked, Attacks made against hexes that remain unoccupied
throughout the Execution Phase have no effect except to consume
supply and add to the fatigue of the artillery unit.
If more than one artillery unit is firing on the same target hex, all
of their barrage strengths are added together and combined into
one attack.
Barrage
[f the target hex for an artillery flre mlsslon is not being probed or
assaulted by friendly units, but is currently occupied by one or
more enemy units and is within three hexes of a friendly unit. the
modified barrage strength of the artillery unit is applied as a
In terdiction
• 2.
3.
1.
A barrage attack is automatically resolved as interdiction
instead if any of the following conditions are true:
If the target hex is more than three hexes away from the
nearest friendly unit.
If the target hex is currently unoccupied.
If the target hex is not being attacked by friendly 000
artillery units. and if the final combat odds of that
separate barrage attack are less than 1: 1.
4. If attacking an HQ which Is alone in a hex, the attack is
resolved as an interdiction regardless of the odds or
proximity of other friendly units.
m
Shoot and Scoot
I~ r
"Shoot and scoot" fire missions may be performed by self
propelled. airborne, and rocket artillery units only: other
types of artillery units do not have enough mobility. To
assign a shoot and scoot fire mission, click repeatedly on the
artillery button within the Command Box until the "target plus
On-eall Counterbattery
Dedicated Support
On-Call Support
Staff Duties
<> Handle All Operations
If you wish, you can delegate some or all of the task of assigning
artillery fire missions to your staff assistant. To do this, select
either "Plan Fire Support (Each Tum)" or "Plan Fire Support Now"
from the Staff Duties pull-down Menu on the Menu Bar.
If "Plan Fire Support (Each Tum)" Is "on" (1. e., if the small
diamond to the left of it is filled in). each tum your staff assistant
automatically assigns a fire mission to each of your artillery units
that is ready to fire and that you did not assign orders for. If your
staff assistant determines that your front-line units need artillery
support. he assigns it for you: otherwise, he picks suitable
targets. The option "Ok to Use Air Force" allows you to delegate
requests for air support to your staff assistant as well. The option
"Ok to Use Navy" is selectable only in Utah. because there is no
naval support in the other two games. Note that with "Plan Fire
Support (Each Tum)," staff-assigned fire missions and air
support requests are not made until immediately after you go to
the Execution Phase (t.e.. you do not have an opportunity to
review them prior to Execution).
If you want to review and/or edit the fire missions and support
requests assigned by your staff assistant. make sure "Plan Fire
Support (Each Tum)" is "off: ' and select "Plan Fire Support Now"
instead. This causes your staff assistant to make all his target
assignments and support requests immediately. so that you can
There are two ways to review your fire support plan before
Execution. If you want to see the assignments made by your staff
assistant, be sure that you have already selected "Plan Fire
Support Now." To see lines connecting all your artillery units
with their targets, select "Show Fire Support Plan" from the
"Planning" Menu. Or. you can click on an Individual artillery unit
to see a blue target indicator on its assigned target hex.
Terrain
Night
Supply
The following table shows the effect that different supply states
have on the barrage and support strengths of artillery units.
Field Fortifications
Disruption
Fatigue
These provtslons for naval gunfire support worked well and paid
off handsomely, especially at Utah Beach . The large warships
had tremendous firepower compared to conventional artillery, and
the Shore Fire Control Parties quickly became adept at calling
down heavy. accurate barrages anywhere, anytime. In their
reports. the German commanders all stressed how effective this
naval gunfire was: most of them thought that It inflicted more
damage on their front-line units than Allied aircraft. Field
Marshal Rommel. who was perhaps overstating his case. said In a
report dated June 10: "The effect of the heavy naval guns is so
immense that no operation of any kind is possible in the area
commanded by this rapid-fire artillery. either by infantry or
tanks. "
Note: although the game traces ship ranges from the gray ship
images that are located at Intervals along the east and north
coasts of the Cotentin Peninsula, these ship images are not where
the ships are actually located. Historically, even the destroyers
could not have come in that close because the water there is too
shallow. The ship images merely mark the approximate place
where their fire is crossing the beach: in reality, the destroyers
were usually located 5 hexes out from the beach. and the larger
ships were usually II hexes out. All of the ships' ranges take into
account their actual locations farther offshore than the gray
Images shown on the map.
Unlike other artillery units, ships do not have their barrage and
support strengths altered by supply considerations, and they are
not subject to any supply restrictions except that they must
return to England (and thus be temporarily unavailable) as
necessary to restock their ammo. When a ship is replenishing in
England, the number following the words "Status: England" on
the right side of the Ship Window is the number of turns
remaining until that ship wl.1l be available again.
Note that German coastal artillery units may not fire at warships;
in reality. no Allied warship large enough to be included in the
game was significantly damaged by German coastal artillery.
The ships that are available after June 17 are the ones that
actually participated in the bombardment of Cherbourg on June
25; their total bombardment strength Is slightly greater than the
total of those ships that are available before June 18.
In the specific case of the battle for VeUkiye Luki, both sides had
very few aircraft operating in the vicinity during the time period
covered by the game. which is one of the reasons why published
historical data on the subject of airpower at Vel1kiye Luki Is
almost nonexistent. When placed into a larger strategic context.
this is not surprtsing. Although of local Importance, Velikiye Luki
was definitely secondary to the much larger battle that was raging
around Stalingrad at the same time. and which therefore had first
call on all avallable reserves and reinforcements, especially
aircraft, for both sides. Aircraft and air operations are included in
the game. but they have much less influence. availability, and
effectiveness than aircraft in many other wwn battles. Players
should therefore expect air operations in Vel1kiye Luki to be a
supplementary, rather than an essential or decisive, aspect of the
game.
When most people think of "air superiority", the first thing that
comes to mind is direct ground support of the front-line combat
units. While this occasionally produced spectacular results and
was almost always good for the morale of the Allied troops, in the
final analysis such attacks actually had less effect on the course
of the battle than did the interdiction campaign, which began in
earnest three months before the invasion. More important than
bombing and strafing the front-line German positions, the
interdiction effort against rear-area railroads, roads, and bridges
sealed off the German forces in Normandy from reinforcement
and supply. The Allied commanders knew that. in order to win.
they had to have numerical and logistical superiority on the
ground: they had to land men and equipment over the Normandy
beaches faster than the Germans could move them there by road
and rail. Air interdiction was the key; without it, the Germans
Air support for the American VII Corps In the Utah area was
provided by the American 9th Air Force. which consisted of 18
groups [54 squadrons) of fighter-bombers and 11 groups (44
squadrons) of light and medium bombers (approxtmately 1200
aircraft In all). The 9th Air Force was responsible for providing
ground support for the American units in Normandy. as well as
air interdiction up to 200 miles behind the German lines . The
American 8th Air Force. which contained the rest of the American
fighter-bombers based in England and all of the American 4
engine heavy bombers based there. Dew mostly interdiction
missions over all of France during May. June, and July. In the
game, the American player has some control over the activities of
the 9th Air Force. but not the 8th. Thus. even if the American
player consistently assigns aU of the airpower under his control
(the 9th Air Force) to ground support, there is still some
interdiction taking place, due to the activities of the 8th Air Force
and the British.
To allocate your airpower for the day. click on either the Calendar
or the weather picture within the General Sidebar, and then on
the aircraft button near the lower right comer of the Calendar
Window. This opens the Air Allocation Window at the bottom of
the Calendar.
~
Besides choosing an Interdiction level. you may also
. decide which of the daylight turns of the upcoming
day you want ground support to be available. A green
aircraft silhouette within the weather box for that
turn (along the right edge of the Calendar) means that ground
support will be available on that tum. To allocate or cancel
ground support for a particular tum , click on the appropriate
box. Note that ground support is never available on night turns.
The more turns that ground support is available, the smaller
is the number of ground support missions that will probably
arrive on any given turn. The historical setting is for ground
support to be available on all three daylight turns, and this is also
the default setting that is in effect at the beginning of each
scenario unless you change it.
Note. that in Utah Beach some German air attacks against the
invasion beach hexes occur regardless of whether the "Total
Allied" Air Superiority option is in effect. Also note that these
attacks often occur on night turns. These attacks are not
considered "ground support" for game purposes . and the German
player has no control over the activities of these aircraft . These
attacks represent strategic-level German air operations that are
beyond the control of the German player, and are analogous to
the interdiction activities of the American 8th Air Force and the
British that benefit the American player. All German air attacks
made against an invasion beach hex (including the strategic
missions described above} can reduce American supply delivery
and/or inflict losses to American units in the target hex. The
American player can minimize the effect of these attacks by
keeping as many of his anti-aircraft untts as possible close to
Utah Beach and in a favorable supply state.
Aunti-AJrcraft Fire
~
In addition to their capabilities as normal ground combat
units. anti-aircraft units also reduce the strength of
enemy air attacks that take place within their range. and
~ increase the chance that these air attacks will miss their
intended target hexes.
Attack
.--------:I
In general. units that have an attack strength greater than
zero may conduct four different types of attacks: probe.
assault with no advance. assault, and all-out assault.
In Veltktye Luki, Russian units that have an attack
II strength greater than zero may conduct probes and all-out
assaults, but not assaults without advances or ordinary
assaults. In each case and for both sides. the hex to be
attacked must be an adjacent hex, and an advance into it
after the attack may be prevented by movement
considerations such as terrain costs or enemy zones of
[II control.
More than one unit may attack the same hex at the same time.
However. if the "One Division Per Attack" Realism Option is in
effect. all the units which attack the same hex on the same tum
must be attached to the same HQ (except for air support).
Probe
A probe is a careful, cautious attack to obtain information
and/or minimize the risk of losses to the attacking unit. A
unit that probes a hex containing enemy units will
probably engage in combat with them (depending on what the
enemy units do), but the results are less "bloody" (for both sides)
than an assault. All other factors being the same, a unit
conducting a probe suffers only half the losses of a unit
conducting a regular assault.
Assault
An assault is a conventional, determined attack. A unit
that assaults a hex containing enemy units will probably
engage in combat with them (depending on what the
enemy units do). Note that in Velikiye Lukt, Russian units may
not conduct "ordinary" assaults, only all-out assaults.
All-Out Assault
An all-out assault represents a maximum effort on the
part of the attacking unit. A unit assigned to all-out
assault therefore has an increased chance of success;
however, it also runs the risk of greatly increased losses if its
attack fails.
h-.. _
Units assigned to all-out assault use supply normally (I.e.. the
normal amount for whatever supply state they are in). This is
because an all-out assault represents more determination on the
part of the men, and that does not necessarily involve a greater
attack strength or more ammunition expenditure.
The reason for making these extra attacks is that during every
attack with final odds of at least 1:4 . the zones of control of the
Supply
General normal
Defensive halved
Minimal quartered
None quartered
Terrain
Terrain Effect on
~ Attack Strength
Disruption
Fatigue
Defend
Each unit has a defense strength that Is used when It
comes under attack. There are three different types of
defense that may be selected: retreat if attacked. defend
if attacked , and hold at all costs. 'Unlike movement and
attack. a unit (of either side) that is assigned to defend
may also conduct one or more of the secondary actions
shown to the right of the "Defend" button within the
n Command Box. Note that each type of defense may be
exercised either with or without the benefits of being dug
in or fortified: being dug in or fortified does not imply a particular
type of defense.
Retreat If Attacked
This causes the unit to automatically retreat after combat
if it is subject to an assault with no advance. regular
assault. or all-out assault by adjacent enemy units at a
final combat odds of I: I or higher. In addition. any combat losses
that the retreating unit receives in such an attack are halved. A
retreat is made only if the unit is attacked by adjacent enemy
units at I: I odds or higher: if it is attacked by artillery or aircraft
only, the combat is resolved as if the unit were under "Defend If
Attacked" orders. Also. the retreat hex is always picked for you by
your staff assistant. Note that this option is not available to the
Russians in VeUkiye Luki.
Defend If Attacked
This represents a standard defense: no special conditions
apply. This is also the default defense option that is
always used when a unit comes under attack while
rnovtng or conducting an attack of its own.
Strategic Movement
Terrain
Field Fortifications
Disruption
Fatigue
Surprise
Defender's Terrain
Clear none
Polder none
Swamp Reduced by one
Beach Reduced by one
Invasion Beach Reduced by one
Bocage Reduced by two
Forest Reduced by three
Village Reduced by two
City Reduced by three
Bunkers Reduced by three
Beach Bunkers Reduced by three
Fortress Reduced by three
Stream none
River none
Major River none
Lake none
~
specialized support units of various types. such as
~ art1llery sections. antitank and mortar companies.
engineer and recon platoons, the regimental HQ company,
[F
o
~.05
1 etc. The odds modification for regimental Integrity
represents the presence and effect of these small units,
which are not Included separately in the game but which are
assumed to be located with the majority of the regiment. It is also
an incentive to follow the nistortcal practice of keeping the
battalions of a regiment together if possible.
Armor Support
G~ The combat value of armored vehicles in WWII was not a
06 constant; their value depended very much on the specific
[~ details of each individual battle. as well as the
Fl characteristics of the vehicles themselves . In some
battles, armor was the crucial, deciding factor; in other
battles, it made little difference whether armor (or that armor)
Partlelpated or not.
Armor and mech recon units (only) have an armor strength that
may increase the combat odds when the unit is participating in
an attack. For each combat where an armor or mech recon unit
conducts an attack. the game compares the total modified armor
strength of the attacking units to the total modified antitank
strength of the defending units. If the attacker's total modified
armor strength Is greater than the defender's total modified
antitank strength, the combat odds for that battle are increased.
The size of the odds increase is determined by dividing the
attacker's total modified armor strength by the defender's total
modified antitank strength. The odds increase is thus at least
1.0, and may be much higher. Only attacking units are eligible
to receive an odds modification for armor support.
Armor Strengths
The following modifiers apply to armor strengths. If the
cumulative effect of these modifiers (rounded to the nearest
integer) reduces a unit's armor strength to zero. it has no ability
to increase the combat odds.
Supply
Attack increased by 50 %
General normal
Defensive halved
Minimal halved
None quartered
Disruption
Each point of disruption reduces a unit's armor strength by 3.3
percent. after modification for supply state and terrain type. .
Fatigue
Each point of fatigue reduces a unit's armor strength by 3 .3
percent. after modification for supply state and terrain type.
Antitank. Strengths
Strategic Movement
Supply
Attack increased by 50 %
General normal
Defensive normal
Minimal halved
None halved
Terrain
Terrain modifications to antitank strength apply to the defender
only:
Clear none
Polder none
Beach none
Invasion Beach none
Swamp none
Bocage doubled
Forest multipUed by 2.5
Village multiplied by 1.5
City doubled
Bunker doubled
Beach Bunker doubled
Fortress tripled
Stream none
River none
Major River none
Hill none
Dike none
Field Fortifications
Fatigue
Each point of fatigue reduces a unit's antitank strength by 3.3
percent. after modification for strategtc movement. supply state.
terrain. and field fortifications.
Engineer Support
(§] 1
3i!6
Although they could (and often did) fight .as regular
infantry. combat engineers were actually support troops.
specially trained and equipped for assaulting fortified
positions. crossing rivers. and fighting enemy armor at close
range.
~
Note that in Velikiye Luki, the German 3rd Bridge
Battalion is an engineer unit for the purpose of increasing
the odds of Gennan attacks made across river hexsides
Morale
As discussed in an earlier section of this manual, morale is a
measure of the quality of a unit. independent of its size or
strength.
For each battle, the game compares the average current morale of
the attacking units to the average current morale of the defending
units (including all the artillery. and air support for both sides.
and weighted for whether any of the participating units are
companies in size). If the attacking units have the higher average
morale, the combat odds are increased by the difference between
the attacker's and defender's average morale. If the defending
units have the higher average morale. the combat odds are
decreased by the difference in average morale between the two
sides. If both sides have the same average morale. there is no
odds modification due to morale.
Losses
In generaL greater losses are suffered by units that lose a battle.
although the winner usually suffers losses as well. and it is
possible for the winner's losses to exceed the loser's (known since
Roman times as a Phynic victory). Losses are suffered in the
form of a reduction in attack and defense strengths of the affected
unit by one or more strength points; armor, antitank, barrage.
and support strengths may also be reduced. All other factors
being equal, losses suffered by armored and mech recon units,
company-sized units, units which are conducting probes. and
units which have been ordered to retreat if attacked are lower
than those suffered by other units. Losses suffered by units
which fall into more than one of the above categories are lower
still.
Retreats
Units that lose a battle may be required to retreat one or more
hexes. The game conducts the retreat according to the following
priorities:
Advances
If units defending against adjacent enemy units are eliminated or
forced to retreat. the units conducting the attack may be able to
advance Into the defender's hex, and possIbly farther. Units do
not advance into or through prohibited terrain or enemy-occupied
hexes. Untts may advance into or out of an enemy zone of
control; however. such advances may be hindered by the enemy
zones of control. just as ordinary movement would be . To
minimize the negative effects of enemy zones of control on your
movement and advances after combat. you should assign
separate attacks against all enemy units whose zones of control
might cause problems. These separate attacks may consist of
artillery and/or air support only: there is no requirement that
they Include front-line ground units. To experienced wargamers,
these extra attacks are known as "soak-off' attacks,
The reason for making these extra attacks is that in every 000
interdiction attack with final odds of at least 1:4. the zones of
control of the defending units lose their ability to block enemy
movement. This effect begins when the attack occurs. and lasts
for the remainder of the Execution Phase.
Battle Reports
There are two types of Battle Reports: Real Time Battle Reports
briefly appear within a Message Window when the battle is
resolved during the Execution Phase. After Action Battle
Reports contain more detailed information. and can be inspected
at your leisure during the After Action Phase. Both types of Battle
Reports can be turned "on " or "off' by selecting the appropriate
item from the Options Menu.
After Action Battle Reports for full-scale battles have two parts: a
general briefing, and a detailed accounting of the combat odds
and odds modifications for that battle. You may view both of
these by clicking on the buttons on the left side of the Battle
Report Window.
Sky Conditions
The center portion of the General Sidebar contains a
~lb:::.h' picture of the current sky condition. along with the
L.~ current temperature in degrees Fahrenheit. There are
mV six possible sky conditions in the V for Victoryt'[
games: clear. light overcast. moderate overcast, heavy
overcast, snowing (which only appears in Velikiye Luld) and
storm.. These sky conditions affect air operations, which in tum
can affect ground support missions. air interdiction, supply
ranges. supply delivery. and strategic movement. Sky conditions
may also affect visibility. which in tum may affect movement
rates and zones of control.
Game Options
There are a total of six weather options that may be selected at
the beginning of each scenario. They are:
@]~~
Clear Light Moderate Heavy Storm
Overcast Overcast Overcast
1% 11% 42% 36% 10%
@]~~
Also, hard freeze and deep snow ground conditions will begin
approximately on their historical dates (which are December 4
and December 10. respectively).
The last four weather options allow you to select whether the sky
conditions in the game will be less cloudy or more cloudy than
they were historically. and whether the average temperature in
the game will be colder or warmer than it was historically. (Recall
that temperature has a strong effect on ground condttton.) There
are many possible combinations. but the two that have the
greatest effect on the game are:
@] ~ ~
Weather Window
.'
i·.
:
ai
I] ffio • Water Snow' Ice
Dr"~
Ground State
Weather Forecasts
Clicking on the calendar page within the General Sidebar causes
the Calendar Window to appear. Among other things. the
Calendar Window shows a pictorial forecast of the predicted sky
conditions for each of the next five days. The forecast shown
within each daily square on the Calendar is an average of the
forecast sky conditions and temperatures for all six turns of that
day. Temperatures are always In degrees Fahrenheit. To see the
forecast sky conditions for each of the six turns of a particular
day. click on the weather picture within one of the daily squares:
the tum-by-tum forecast for that day appears on the right side of
the Calendar. Keep in mind that sometimes weather forecasts
are right and sometimes they are wrong!
Allied weather forecasts for Europe in the latter part of WWII were
better and more accurate than German forecasts. This was
because European weather systems tend to move from west to
east, which means they cross over Britatn and France before
entering Holland. This aided the Allied meteorologists
considerably when making forecasts for Holland, since it allowed
them to "see what weather was coming" before It reached Holland.
This was an advantage the Germans did not have. since their
access to weather data from western Europe was very limited
duIing the time period covered by the game. Therefore. in
Market-Garden, the weather forecast shown to the Allied player is
more likely to be accurate than the one shown to the German
player. especially for the next two days.
All that the Germans meteorologists knew on the 4th and 5th was
that an Allied invasion was impossible in the current weather;
they had no data to indicate that conditions were about to get
much better. As a result, when dawn broke on June 6th under
clearing skies and calming seas, the German commanders were
"caught with their pants down". If the German meteorologists
had access to the same weather data as their Allied counterparts.
the entire German Army in France would probably have been on
full alertl
To see what future reinforcements are available for your side and
when and where they are currently scheduled to arrive. click on
the calendar page within the General Sidebar. This opens the
Calendar Window. which shows the days reinforcements are
currently scheduled to arrive by means of ensigns (for the British
player). stars (for the Russians) or crosses (for the German
player). Clicking on one of these symbols causes the units that
are scheduled to arrive that day to appear at the bottom of the
screen. along with a red dot on the small inset map that shows
where they are scheduled to arrive. Clicking on one of these
retnforcmg units causes the normal unit data that pertains to
that specific unit to be displayed on the left and right sides of the
window. If more than nine units are scheduled to arrive that day.
a scroll button is active on the right side of the window. You can
view additional "rows" of units by clicking on this scroll button.
1i]
~ c::!;-f"
.
center of the eastern map edge . However. early in
the Campaign Game. the 360th Rifle Division
arrives at the southeast comer of the map, and
In mid-December the 1077th Guards Rifle Regiment arrives on
the north edge of the Campaign Game map, near the northeast
comer.
~
Most American reinforcements arrive at Utah
Beach. However. on the first tum of the
Campaign Game. several glider units of the 82rld
Airborne Division arrive south of St. Mere Eglise,
and later in the Campaign Game the units of the 120th Infantry
Regiment and the 83rd Infantry Division (plus attachments) arrive
at Islgny (on the map edge southeast of Utah Beach).
~
All German reinforcements arrrve on the south
map edge. The normal entry locations are the
primary roads at the southwest and southeast
comers of the Campaign Game map. In the
event that its normal entry point is occupied by an American unit
or is in the zone of control of an American unit. a reinforcing unit
instead enters at the nearest non-blocked map-edge road hex. or
(in the unlikely event that all map-edge roads are blocked) at the
nearest non-blocked. non-road map-edge hex.
---
Provided that each unit meets the conditions listed above, and
subject to the total number of replacement points of that type
currently available. there is no restrlction on the number of
different units that may receive replacements during the same
tum.
This practice made sense given the nature of the Red Army - a
mass levy which relied on sheer numbers of men rather than the
personal skills and combat performance of individual soldiers. In
Such an army, a large replacement and training establishment
was not needed, and. given the low level of education and
technical skill among the Soviet population as a whole. probably
Would not have been justified by the results. It was more
The majority of men entering the Red Army went directly from
clvtllan life into their final combat units, where they received a
bare minimum of individual and unit training. before going into
action with that same unit. Both new divisions and depleted,
veteran divisions were routinely filled out and brought up to
strength by the wholesale incorporation of masses of raw recruits,
often obtained locally. who had not yet received any training at
all. It was a simple. almost crude method that resulted in very
high casualties among the poorly-trained recruits, especially early
in the war. but it got large numbers of men into action quickly,
and in the end it worked.
By 1944. these huge losses. combined with the critical need for
even more men on the front lines. were responsible for great
stresses within the German replacement system. Numerous
short-cuts and emergency measures were taken in the training
programs. tncludtng the transfer of whole training divisions from
the Replacement Army in Germany to occupied countries and/or
areas closer to the front. In the Market-Garden area, such units
included the 84th. 85th, 180th, and 406th Training Divisions, all
of which were rushed from Germany into Holland on an
emergency basis, and then redesignated as infantry divisions after
the conclusion of the battle. This polley of sending training units
into combat provided a short-term increase in German manpower
at the front (albeit a lot of it incompletely trained manpower), at
the expense of replacements for the regular combat units .
Unlike the Allied player. the German player never suffers a victory
point penalty for using replacement points.
In the game . the field replacement battalions of all but one of the
German divisions are assumed to be part of the divisional HQ,
and are not included as separate units. The sale exception is the
field replacement battalion of the 83rd Infantry Division, which is
represented in the game as a separate unit. The reason for tills is
that the 83rd's field replacement battalion was historically
committed to front-line combat within the City of Velikiye Luki,
due to the extremely critical nature of the fighting there. Since
several of the scenarios in the game recreate that situation. we
felt it was important to include all the units that did, in fact, fight
there.
iii.....
Victory Conditions
Geographic Objectives
~~~
Points ' ?4 r~ l Points
per tum ~ owner ~ to date
Victory Levels
........ . ,. - -- -
.
--....-- ~~
. ',' . -~
There are six victory levels . They are listed below. along with their
corresponding scores and the historical implications of that
victory level if it were to become the final. end-of-game result in
the Campaign Game.
Note that Vaskovo and the other villages listed below it are all
located on the railroad that runs from north to south. near the
West edge of the map. This railroad is the main Vitebsk
Leningrad line. important for the supply of the southern portion
of the German Army Group North. Possession of these villages
(actually small railroad stations) represents long-term control
OVer that portion of the line.
Victory Levels
_ •• ,' .. " "' • I I I' " ,. . • . .. .... , •... _ .. , " or . ' • • •- " 0"
*
~, , ~, "' I " -"~'
-
Victor,.-' Ships . . J E t'lem~/ Lo :s:ses
- ,':'j;' . ;.
+
' • •
There are six victory levels . They are listed below. along with their
corresponding scores and the historical implications of that
victory level if it were to become the Ilnal. end-of-game result in
the Campaign Game.
Cherbourg 16
Carentan 8
Isigny 3
st. Mere Eglise 3
Periers 2
Lessay 2
La Haye du Putts 2
Carteret 1
St. Saveur Ie Vicompte 1
Montebourg 1
Valognes 1
Bnquebec 1
St. Vaast la Hougue 1
Quettehou 1
'Na val Support: For each fire mission conducted by a ship, the
American player loses the following number of victory points:
Battleship 8/25
Heavy Cruiser 5/ 15
Monitor 2 I - (not in play)
Light Cruiser 1/5
Destroyer 0/1
Victory Levels
. - .... - _. ..
M~.t"giMJ II
Getman
Total ~
Iii Cities .
~ Replacements
~ * .: j
I
There are six victory levels. They are listed below. along with their
corresponding scores and the hlstortcal implications of that
victory level if it were to become the final. end-of-game result in
the Campaign Game.
Random Variants
At the bottom of both the Allied and Axis Variant Menus within
the Scenario Selection Screen is an option labeled "Random
Variant." If this option is selected, the game w:Ill randomly select
and implement one of the other variants from that same list,
without automatically revealing to the players which variant was
selected. There Is also a ten percent chance that two of the other
variants from that same list will be randomly selected and
implemented.
Garden
@]
V
- - --
to September 28, 1944.
If this option is selected, two of the drop zones for the Allied
airborne units are moved from their historical locations to areas
which . in hindsight . would have been better and more
advantageous. This allows two important objectives (the
Groesheek Heights and the bridge at Arnhem) to be taken much
more quickly.
Historically, the British VIII and XII Corps were assigned the
missions of covering XXX Corp's right and left flanks (respectively)
as XXX Corps advanced toward Arnhem, This meant that the
units of XII and VIII Corps were not free to advance to Amhem on
their own. Furthermore , the units of VIII and XII Corps were
typically (for the British) non-aggressive in the conduct of their
mission. and thus failed to take advantage of German weaknesses
in their sectors. The result was that they contributed less to the
battle than they could have. if their leadership had been more
aggressive.
a
play Balance)
If this option is selected, the drop zones for the Allied airborne
reinforcements of the British 1st Airborne Division, the American
82nd Airborne Dlviston, and the Polish 1st Parachute Brigade are
moved from their historical locations to areas which. in hindsight.
would have been better and more advantageous. This allows two
important objectives (the Groesbeek Heights and the bridge at
Arnhem) to be reinforced much more quickly.
Note that the Air Superiority options for "Total Allied" and "Total
Axis" Air Superiority are not selectable. In the case of "Total
Allied" Air Superiority, this is because the Allied plan for this
battle deliberately avoided maximum use of available airpower.
due to the unacceptable risk of mistaken air attack which it posed
to the airborne divisions and XXX Corps' armored spearheads. In
the case of "Total Axis" Air Supertortty, this is because s u ch a
situation in the air war would have been historically incompatible
with the ground battle as depicted on the map. and would have
led instead to a fundamentally different ground situation. which
is b eyond the scope of the game.
This option assumes that the entire 9th SS Panzer Division was
sUII in the Amhem area when the Allied offensive begins.
In retrospect. it would not have been that hard for most of these
men to escape to Germany. All that would have been required
was for the evacuation order to come two or three weeks earlier.
just before the American breakout from Normandy in late July.
Even before the breakout. many German generals saw the
handwriting on the wall very clearly. Under the circumstances, a
pullout from the most distant. least valuable. and most
indefensible reaches of France made excellent military sense, so
much so that the order to evacuate was actually given, although
too late to really accomplish anything. With just a little foresight.
that same order could have been given three weeks earlier. in
time to get nearly everyone out. Furthermore. if Hitler had placed
a higher value on defending Germany than on holding four
isolated French ports over 600 miles behind the lines. the 30.000
men located there could also have joined the withdrawal. If these
steps had been taken. the additional manpower would have
formed a welcome addition to the harried German forces
gathering along their own border in September 1944.
Luki
@]
V ~ 1942 to January 19, 1943. The actual weather
cond1tions recorded near Veltkiye Luki during that
time were close to average, and were much better than
the preceding winter of 1941-42, which had been the coldest
Russian winter in over 150 years. Due to the milder. more
average conditions during the winter of 1942-43, the winter
weather was not a Significant hindrance to military operations like
it had been the previous year.
If both the "Less Cloudy" and "Colder" options are selected on the
Weather menu, the weather in the game will favor the side which
has air superiority and is on the offensive early in the game
(usually the Russians). This is because the mobtltty-enhancmg
hard freeze ground conditions begin earlier and last longer, and
the better sky conditions improve the availabll1ty and
effectiveness of airpower.
Player
Note that the Air Superiority options for "Total Allied" [le .. Total
Russian) and "Total Axis" Air Superiority are not selectable. This
is because either situation in the air war during the winter of
1942-43 would have been historically incompatible with the
ground battle as depicted on the map. and would have led instead
to a fundamentally different ground situation, which is beyond
the scope of the game,
[I}lQ I)If this variant is selected. the 6th Luftwaffe Field Division
elF does not appear in the game. and the German player
receives additional infantry replacement points Instead.
(Note that these extra replacement points are available even in
scenarios where the 6th Luftwaffe Field Division would not have
arrived anyway.) Although it sounds like a Simple matter, this Is
actually the least likely of all the Historical Options and Variants.
It presumes that Adolf Hitler and/or Hermann Goering were very
different kinds of people. less Inclined to adopt self-serving
pollttcal solutions to military-problems, and more willing to listen
to. and be persuaded by, rational arguments put forth by their
military advisors.
This variant assumes that Hitler and/or Goering "saw the light."
and transferred the surplus Luftwaffe personnel to the Army for
training as infantry replacements. As mentioned above , if this
variant is selected. the 6th Luftwaffe Field Division does not
appear in the game. and the German player receives 90 additional
infantry replacement points instead. (More precisely, 90 is the
total additional replacement points received over the duration of
the Campaign Game: proportionately fewer are received in shorter
scenartos.]
[l.!:!.9.J]
Velikiye Luki is one of several strategically Important cities
VEL in the region between Leningrad and Moscow. This whole
area of Russia is characterized by very difficult terrain.
with numerous lakes. rivers. and large expanses of swamp and
trackless forest. Much of the terrain is essentially impassable for
heavy military traffic. at least for most of the year. and cities such
as Velikiye Luki form natural and obvious "choke points" along
the few good roads and rail lines. It made good military sense to
fortify and garrison these key cities. and the Germans were quick
to do so .
By November 1942. the Gennans had occupied Velikiye Luki for
over a year, and had been preparing its defenses for much of that
time. In addition to building bunkers and other types of
fortifications, they established a semi-permanent garrison
consisting of miscellaneous rear-area support and security units,
whtch could be committed to front-line combat in an emergency.
Perhaps more Significant than the security troops was the small
stockpile of food, ammunition and other equipment that they also
established in VeUkiye Luki, and which was reserved for the use
of the garrison in case the Russians surrounded the City. This
stockpile. combined with some limited and mostly ineffective air
drops of supply. was the principal factor that allowed the German
garrison to hold out for a period of almost two months after it was
Although it is not obvious that any better use could have been
made of the troops and supplies which the Germans withheld to
defend Veliklye Luki in case of a prolonged siege, an alternate
strategy that might have worked just as well or better in the long
run would have been to make Immediate use of the extra
resources at Vellkiye Luki to counterattack and destroy the
Russian forces ad vancing on the City. Therefore . this variant
assumes that. soon after the beginning of the Russian offensive
against Velikiye Luki, the Germans decided on an all-out
counterattack as the best method to defend the city. rather than
attempting to "ride it out." If this variant is selected, there are no
restrictions on the supply level that may be assigned to the
VeHkiye Luki HQ, the units that are attached to it are not subject
to any movement restrictions. and they are able to re-attach to
other HQ's like all other German units. In addition. the separate
stockplle of supply tonnage that is normally reserved for the
Veltklye Luki Garrison is added to the overall German stockpile at
the beginning of the game, and the Old Town Citadel and West
Railroad Station in Vellkiye Luki no longer function as sources of
supply for any German units.
Beach
III
Delayed Arrival of the German 91st Division and/or 6th
Fallschirmjager Regiment (Greatest Effect on Play Balance)
These two variants assume that either the 91st Infantry Division,
the 6th Fallschirmjager Regiment. or both (as selected on the
"Variants" Menu) were stlll In transit to Normandy on D-Day.
This could easily have happened due to a delay In Issuing their
movement orders, or from the effects of Allied air interdiction on
the French transportation network. The units selected do not
begin the Campaign Game on the map. but arrive as
reinforcements. Exactly when they arrive depends on the weather
and Allied air interdiction.
@]~
V
during the summer of 1944 were abnormally bad. In
fact, it was the worst summer weather England and
France had experienced in many decades. It was
cloudy, cold, windy, and wet, with severe storms - more like
winter than summer. The bad flying conditions and rough seas
hindered the Allies greatly.
[1E9J] By the second week of May 1944. the Allied plan for the
82 invasion of Normandy was essentially complete. Accurate
intelligence information had been assembled on the
identities. locations. and strengths of all German untts in
Normandy. The German forces in the Utah area were known to
be fairly weak and to consist of the 243rd and 709th Infantry
Divisions, plus coastal artillery. and a Cherbourg garrison
composed of miscellaneous smaller units. Every aspect of the
invasion plan had been checked and double-checked: everything
was ready. Then. at the last minute. horrified Allied intelligence
officers discovered significant German re-deployments in
Normandy . including the arrival of major additional
reinforcements. Had the carefully-guarded plan for "Operation
Overlord" been compromised? Did the Germans know
everything?
This variant assumes that the 321 st and 907th Glider Artillery
Battalions were unloaded at Utah Beach on June 6th as planned,
and therefore were in position to support the rest of the 101st
when the Campaign Game begins.
If the war was going so well for the Germans that they still had
some measure of air superiority over France in 1944. 1t is also
likely that they would have had fewer troops guarding the
"Atlantic Wall". Therefore. delaying the arrival of both the
German 91st Infantry Division and the 6th Fallschlrmjager
Regiment in combination with this option makes good historical
sense. It also preserves at least some degree of play balance.
Adding the Original American airborne plan as well should just
about even things up. and should make for a wild and free
wheeling game that is not too divorced from reality.
[IHQ IJ Just west of the Utah Beach map area, only a few miles off
319 the French coast, lie the British Channel Islands of Jersey.
Guernsey. Alderney, and Sark. All four of these small
islands were occupied by the Germans in July 1940. immediately
after the fall of France. They were the only part of the British
home terrttortes to be occupIed by the Germans in WWII. and due
to Hitler's obsessions they played a much larger role in German
defensive planning than their actual value warranted.
Although it is not obvious that any better use could have been
made of the troops and supplies which the Germans withheld to
defend Cherbourg, an alternate strategy that might have worked
just as well or better in the long run would have been to make
immediate use of the extra resources at Cherbourg to put the
maximum possible pressure on the Utah beachhead as early as
possible. Therefore. this variant assumes that, soon after the
invasion, one of the German commanders convinced Hitler to
commit the troops and supplies located at Cherbourg to
immediate front-line operations. in an attempt to crush the Utah
beachhead before it became too large.
ma
..
On D-Day, the 17th SS Panzergrenadler Division was in
reserve south of the Loire River. almost 200 miles from the
Invaston beaches. Late on that day. it received orders to
move to the front. and it began its northward journey by rail the
next day (June 7th. the day the Campaign Game begins). What
should have been an easy one-day railroad movement instead
Realism of Command
All wargamers want their games to be "realistic", but what does
realism mean in the context of a wargame? John Hill (designer of
the excellent tactical wargame Squad Leader) has said that. on a
scale of 1 to 10. the most realistic wargame possible would be a
"2". He is. of course. referring to the fear. pain. suffering. and
death of the real thing. On a very tactical level (ltke Squad
Leader), John is probably right. At that level you don't want too
much realism , You play Squad Leader in comfortable
surroundings to enjoy yourself. and you will survive the game.
Our primary design objective for Utah Beach was what we call
"realism of command". We wanted the players to be faced with
the same situations. problems. concerns. unknowns. and
limitations that their historical counterparts were . We also
wanted the same solutions. options. incentives. and trade-offs
that existed in reality to exist in the game . If something In the
real world depended upon or affected something else. we tried to
preserve that relationship in the game. If something was
What is Missing?
In spite of the long list of features which are included in Utah
Beach, we do not believe the game is perfect. and there are areas
where we believe its realism can be improved. A number of these
areas are listed below. organized by subject.
Supply
When a unit's supply line is cut, it would be more realistic for its
supply state to decrease gradually, rather than suddenly.
Artillery
It would be useful and realistic for some artillery units to be
capable of immediate counterbattery fire, which would
automatically attack enemy artillery units as soon as they
revealed their locations by firing.
In reality. fewer ships would have been available for naval support
if the Allies had not had total air supertortty, due to the increased
strength and activities of the Luftwaffe. However, this is not
reflected in the game.
In reality, there was often a time delay of more than one tum
between the time that some ground support missions. especially
bomber missions. were requested and the time that the planes
actually arrived. The game does not take this into account.
Reinforcements
Replacements
In reality. both sides converted surplus rear-area personnel into
additional replacements for their front-line infantry units; the
game does not take this into account.
Historical Simplifications
No wargame, not even a complex and advanced computer
wargame, can be as detailed as the real thing, The art of game
design lies in knowing. or deciding. when and where it Is possible
to simplify matters, without compromising what it Is you are
trying to portray. Listed below are two of the "judgment calls"
which we made 10 designing V for Victoryl-' games.
Books
Utah Beach
Velikiye Luki
Market-Garden
Utah Beach
Velikiye Lukl
Market-Garden
Mack. Donald. 'To See Her Redcoats Marching Jrom the Hal": The
British Regimental System Since 1660. Strategy and
Tactics # 153, pp. 41-49. 1992.
Markuss, Charles , Tommy Atkins at War: The British in ASL.
Avalon Hill General Vol. 25 #6. pp . 6-12 , 1989.
Owen. Seth. Enthroning the King: Artillery and the Twentieth
Century Wargame. Strategy and Tactics # 135, pp. 50-53.
1990.
Schwamberger. Carl . The King oj Battle: Artill.ery in the Panzerblitz
Series. Avalon Hill General Vol. 25 #3. pp. 38-40. 1989.
wargames
Avalon Hill Game Company. Advanced Squad Leader. 1985 (with
numerous subsequent additions).
Chadwick. Frank. White Death: Velikiye Luki. The Stalingrad oj
the North, Game Designer's Workshop, 1979.
Simulations Publications Inc., Highway To The Reich ,1977.
GMT Games. Air Bridge to vtcton). 1992.
Advanced Squad Leader. by the Avalon Hill Game Company, 1985
(with numerous subsequent additions). Advanced Squad
Leader (or ASL) is a revtston and expansion of an earlier
Avalon Hill wargame called Squad Leader. ASL is a very
detailed. complete , and realistic tactical-level wargame
system that covers every aspect of WWlI ground combat.
The armor and antitank strengths of the armored,
antitank, and anti-aircraft units in Utah Beach are based
on the armor and penetration values given in ASL. Like
many sets of rules for wargammg with armor mlruatures,
Abbreviations
"airborne" or "paratrooper".
Peninsula.