NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
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GENERIC DOCUMENTATION
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DIEPPE RAID specific documentation
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You are in command of the Allied force carrying out the 1942 raid on the port town of Dieppe. The aim is to capture as much of the nearby area as possible, hold it for a while, and evacuate before Germans gather their elite divisions in this coastal area for a counter-strike. Your score will reflect BOTH the total cumulative VPs collected AND the number of combat units evacuated successfully. The wider objective of this raid is multi-pronged: Help the Soviet Union with a major raid on the Western Front to distract and tie down future German forces, boost the morale of the British public, give the restless Canadian 2nd division (which has been practising for two years) some real combat experience, test how easy it will be to seize a German fortified port town (which are needed to supply any major Allied invasions), and to capture various German secrets from the Radar station and local HQs, plus possibly get hands on a four rotor enigma machine located in the German admiralty headquarters. The challenge of this scenario: Things get good in places and it's difficult, at best, to cut and run before the inevitable German counterattack overwhelms your forces. One unit per turn can be evacuated via each Evacuate location per turn.
VICTORY CONDITIONS:
The final SCORE will be the total cumulative Victory Points (VPs, which are gained from the cities) MULTIPLIED by the number of evacuated combat units. The game ends when the player has no moveable units in play all (units have been either evacuated or destroyed).
Scoring logic (cumulative VPs):_ 100 VPs X 20 unit evacuated=score 2000_200 VPs X 10 unit evacuated=score 2000_150 VPs X 15 unit_evacuated=score 2250
CAMPAIGN SPECIFIC FEATURES: Four Fusiliers units are available to be requested by a Commander to land on the closest own beach. If these units are not specifically requested by the commanders, they will start to land on the main beaches after the turn 14. Only one Fusiliers unit can be requested per turn, starting from the turn 4 on the default difficulty level. You can request various resources from the Depots (located north of the map over the sea).
QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings, or via the four round buttons in the upper-left corner of the gaming view. Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zooms buttons (Z) are located on upper-left corner. Combat core concepts: adjacent units critically support each other in battle: encircling is often more efficient than using brute-force direct attacks.
CAMPAIGN NOTES:
MAJOR CHANGE: One evacuation per one evacuation location per turn
Tip: Take the attitude that this is a RAID, you hold a limited area for a limited period of time. On several landings zones you only control small area, which means there is very little time to react once Germans start to push back as they
can reach your supply source beach in just a turn or two using roads.
VICTORY CONDITIONS: The final SCORE will be cumulative Victory Points (VPs, which are gained from the cities) MULTIPLIED by the number of evacuated moveable units. The game will end when the player has no MOVEABLE units in play (all units have either been EVACUATED or destroyed). If the player captures the whole map, the game has basically been broken, however the only way to end of the game and register the score is to evacuate all the units.
Scoring logic (cumulative VPs):## 100 VPs X 20 combat units evacuated = score 2000## 200 VPs X 10 combat units evacuated = score 2000## 150 VPs X 15 combat units evacuated = score 2250
Four Fusiliers units are available to be requested by a Commander to land on the closest own beach. If these units are not specifically requested by the commanders, they will start to land on the main beaches after the turn 14. Only one Fusiliers unit can be requested per turn, starting from the turn 4 on the default difficulty level.
A total of 40 combat units available for the player (does NOT include commanders, artillery, dugouts, minefields, etc.).
A handful of units which either turned back due to German shelling or were never sent it, are in fact sent to the beaches on this campaign as the last reinforcements (turns 20-30).
Beach: Move point and combat penalty when moving from a beach hexagon up to the normal ground level.
Does the out-of-supply rule-set make any sense at this time and area scale - not - but you can think it as being cut off and getting fired from all four sides.
Thanks to poor radio communication between the landing beaches and the ship, the replacement schedule will relentlessly keep sending the planned units to the beaches, no matter how bad the situation there is.
Time scale: Time will pass increasingly quickly, with the formula: increase time by 20 minutes plus turn-count. 4:50 - 5:11 - 5:33 - 5:56 - 6:20 - 6:45...
Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.
Many names are too long to short properly on low resolution screens, so some names are shortened: 'ville' endings in town names have been turned to nothing or 'v', plus Battery towns are separated just by a single letter instead of the full name.
Zero scores (all units evacuated during the first turn) obviously is not added in the Hall of Fame