NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

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UTAH & OMAHA BEACHES specific documentation

Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.

BRIDGES: German immobile defences protecting bridges will be reinforced from time to time if there is no Allied presence nearby.

Airdrop supply: Tap a desired hexagon to try to drop a supply source there. The location of this under-fire drop varies, so in the worst case it lands on a hexagon under the enemy rule. The amount of supplies per airdrop supply varies and it is shown on the resource once it has been dropped in play. Airdrop supplies in enemy-held hexagons might get destroyed.

GERMAN UNIT TYPES:

German Infantry: Regular Werhmacht infantry battalion. Usually most +1 HP replacements arrive as basic infantry.

German Paratroopers: Elite Infantry unit.

German Static Infantry: Slightly weaker Werhmacht infantry battalion. Loses an extra MP from time to time to reflect lower level of motorization.

OST Battalion: Weak infantry unit, more likely to withdraw or scatter under pressure.

Panzergrenadiers: German Motorized Infantry battalion. Extra movement compared to regular infantry.

German Tank Unit : German panzer battalion with Panzer IV tanks.

WSS Tank Unit : WSS panzer battalion with Panzer V (Panther) tanks.

WSS battalion : Motorized elite units, less likely to withdraw or scatter under pressure.

Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.

Dugout : Immobile defense structure on key locations like river crossings.

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).

AMERICAN UNIT TYPES

Resource Depot (green diamond with hammers, located over the water on the top of the map) can be used to request various resources (which will be available during the following turns). The time counter does not start from zero, meaning, if you request something that takes 5 turns, you might get it after 2 turns, and the next one after 5 more turns.

4th Mechanized Cavalry Group: Several Troops of American Mechanized Cavalry to provide early armor and reconnaissance ability for the two Airborne divisions. Four move points.

US Airborne: Strong American paratrooper battalion. Deployed right at the start of the campaign. Please note that 101st will be removed from the play one battalion at the time starting around 65 turns (varies per Difficulty Level etc factors), and eventually the battalions of 82nd will face the same. This is both to reflect the fact that these units were eventually pulled back and sent to England to refit for the next airborne operations and to keep the number of units player needs to move each turn under 100 units.

Infantry: Regular American infantry unit (usually battalion).

Tank unit: Regular American armored (both independent and divisional) battalion (Shermans).

US Rangers: Elite Commando units covering the edges of the landing beaches and climbing cliffs to seize the Point du Hoc.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Airdrop Supplies: Each airdrop supply gives supply for 1-3 airborne units (each airborne unit which does not have an open route to supply city must have a route to airdrop supply or it is considered out-of-supply).

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.