D-Day - Omaha Beach

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D-Day: Omaha Beach

Setup order

1 x29
Mosles Bricqueville

2 x12
Trévières 3 x12

4 x1
L'Aure

Formigny 5 x1

6 x1
Colleville St-Laurent

7 x5

8 x2

9 x1
Vierville

Sea Wall

10 x16

11 x8

12 x7

13 x1
Historical Background 14 x1
The 3-mile stretch of beach codenamed Omaha was the heaviest defended sector of the Normandy landing sites. The Germans had built resistance nests into the cliffs,
barricaded positions on top of the naturally defensive terrain and positioned powerful artillery batteries overlooking the landing site.
The preliminary Allied naval bombardment and bombing overshot the coast entirely, so that the German defenses were intact when, at 6.30, the DD tanks started to come 15 x2
ashore followed closely by the 116th and 16th Regimental Combat Teams. Strong currents and the rising tide meant that the American troops landed in the wrong places,
causing confusion that was made worse by the extremely effective German machine gun and artillery fire.
With the sea wall offering the only protection on the beach, American forces had limited success pushing inland until the second wave arrived at 7.00, breaking the 16 x1
stalemate in several sections. The first breakthroughs were made between the E-1 and E-3 exits and the Americans managed to capture St. Laurent but had to deal with
pockets of resistance all along the front. Progress continued to be slow across all fronts as they pushed inland, suffering devastating losses.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 17 x1

Briefing Special Rules 18 x10


Axis Player [Germany] Reinforcement rules are in effect (Actions 28 - Ground Reinforcements).
19 x2
5 Command cards. Place badges on the German Elite Infantry units and on the American Ranger
Draw two Command cards after turn 1. You will then have a hand of 6 Command units (Troops 2 - Specialized Units).
cards for the rest of the battle.
The Axis Artillery units marked with Heavy Anti-Tank Gun badges are Flak 88
20 x15
Allied Player [United States] (Troops 23 - Heavy Anti-Tank Guns).
5 Command cards.
Draw two Command cards after turn 1. You will then have a hand of 6 Command Place a Battle Star on the Supported Infantry (Troops 27 - Supported Infantry)
cards for the rest of the battle. and Supported Armor (Troops 28 - Supported Armor) units.
You move first. Special Weapon Assets late war rules are in effect (SWAs 4 - Special Weapon 21 x3
Assets Late War) for the unit equipped with a Machine Gun (SWAs 7 - Machine
Conditions of Victory Gun Late War).
16 Medals Allies have Air Superiority (Actions 34 - Air Superiority). 22 x2
Town Control rules are in effect (Actions 29 - Town Control). The Axis player is in Off-Map Artillery Support Rules are in effect (Actions 35 - Off-Map Artillery
Support), for Allied forces.
control of all the town hexes on the map at the start of the battle. The Axis player
starts with 2 Temporary Victory Medals on his Victory Stand for controlling the Air rules are not in effect. The Air Sortie cards are set aside and not used in this 23 x7
towns. If the Allied player takes control of at least 3 town hexes, he takes a mission.
Temporary Medal from the Axis Victory Stand and places it on his own Victory
Stand. If he controls at least 5 town hexes, he takes the second Temporary Medal
from the Axis Victory Stand and places it on his own.
24 x7
Beach Control rules are in effect (Actions 30 - Beach Control). The Axis player is
in control of all three beach sections on the Omaha Beach map and gains 1 Medal
for each beach section he controls, starting with 3 Temporary Victory Medals on
25 x6
the Axis Victory Stand. The Allied player will gain 2 Medals for each beach
26 x4
section that the Axis side no longer controls.

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Produced with permission, for non-commercial use only.

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