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SEIZE AND HOLD (AIRBORNE ASSAULT)

The glider is silent as it descends from Defender's Reserves arrive from here
the sky. Only the flak batteries shoot-
ing at the tug planes can be heard in
the distance. Each member of your
platoon instinctively holds their
breath as the wooden glider drops
lower and lower to the ground that Defender places their Units here
no one can see. Still, the bump and
grinding of a 'soft' landing startles
you and you can't help but think that
the enemy heard it too and you want
to get out of this death trap...

SPECIAL RULES
• Airborne Assault (Attacker)
• Immediate Reserves (Defender)
• Meeting Engagement (Attacker) 16”/40cm
• Scattered Delayed Reserves (Attacker)
• Dawn (Both Players)

SETTING UP
1. The Attacker picks a short
table edge to assault into. The
Defender approaches from the 8”/20cm
opposite edge.
2. Both players, starting with the
Attacker, place one Objective in
On 2, Drop or On 3, Drop or
the Attacker’s table half, at least Landing Zone must Landing Zone must
8”/20cm from table centre line be in this quarter be in this quarter
and all table edges.
Both players place
DEPLOYMENT an Objecrtive in this area
1. The Attacking player selects up 8”/20cm 8”/20cm
to 60% of their Force to deploy, On a 5 or 6, Drop or
Landing Zone may
and holds the rest in Scattered On 1, Drop or be in any quarter On 4, Drop or
Landing Zone must Landing Zone must
Delayed Reserves. They will dice be in this quarter be in this quarter
to see where each Unit will arrive
from Reserve. Remember only
Airborne Units may be deployed 8”/20cm
on the table.
2. The Attacking player places all
of their Drop Zone and Landing Attacker rolls to see where their Reserves arrive
Zone markers in random quar-
ters of their table half using the
Airborne Assault rules.
3. They then place their deployed Airborne Units on the table 8. The game starts with the Night rules in effect. Players will
using the Parachute or Glider Deployment rules. roll to determine when Dawn arrives.
4. The Defender selects up to 60% of their Force to deploy
WHO GOES FIRST
and holds the rest in Immediate Reserve. Reserves arrive
The Attacker has the first turn. As the game is a Meeting
from their short edge.
Engagement, the Attacker will Shoot as if they Moved and
5. The Defending player places their deployed Units in their cannot use Artillery or Aircraft on the first turn.
table half, at least 16"/40cm from the centre line.
6. Defending Infantry and Gun teams are Dug In and Gone WINNING THE GAME
to Ground at the start of the game. Attacking Units are • The Defender wins if they end their turn on or after the
not Dug In. sixth turn Holding an Objective.
7. All Infantry and Gun Units on the table are Pinned • The Attacker wins if they end a turn on or after the sixth
Down, and all Tank Teams are Bailed Out. turn with no Defending Tank, Infantry, or Gun teams
within 8”/20cm of the Objectives.
Drop Zone Marker
AIRBORNE ASSAULT MARKERS
Landing Zone Marker

LANDING
ZONE
16"/40cm

12"/30cm

8"/20cm
DROP ZONE

Crash!
Drift:
1 or 2: 4"/10cm
3 or 4: 8"/20cm
5 or 6: 12"/30cm

© 2019 Battlefront Miniatures Ltd.


Permission is granted to photocopy for game use.

MISSION TERRAIN PACKS


The D-Day Mission Terrain Pack makes
Landing Craft
Gun Nests
Tobruk Pits

it it easier than ever to play Beach


Assault and Airborne missions,

5CM GUN

h mat
MORTAR

containing rules, scenarios, and


MORTAR

cardboard pop out bunkers and

0cm beac
landing craft to get your beach
landings on the table without the
2CM AA GUN

FRENCH TURRET
BUNKER FRENCH TURRET
BUNKER

need for dedicated terrain pieces.

x 48"/12
Anti-tank Bunkers

Barbed Wire Tokens


THIS SET CONTAINS: DROP ZONE
Drift:

5CM BUNKER
1 or 2: 4"/10cm
Field Of Fire
Field Of Fire

3 or 4: 8"/20cm

1x 16”/40cm x 48”/120cm
16"/40cm 5 or 6: 12"/30cm
8.8CM BUNKER

6"/40cm
16"/40cm

Beach Mat NKER ER


NK BU12"/30cm
12"/30cm Drop Zone Markers

ANAN TI-TA
TI-TANK BUNK BUNKER
IS HIT ON
2+
Minefield Tokens

R•
• BUNKE IS HIT ON
• GUN UNIT 2+
• BUNKER • BUNKER
• GUN UNIT SAVE
TION

2+
MOTIVA
MOTIVATION
NT 4+ 4+

5x Cardboard
CONFIDE
SAVE

CONFIDENT 8"/20cm
SKILL
8"/20cm Bunker
2+
5+SKILL Bunker
GREEN 5+

1
GREEN6 DROP ZONE
Bunker
AssaultAssault
Bunker 6
Drift:

Punch-out Sheets
CROSS 1 or 2: 4"/10cm
Crash!

Includes
Crash! ROAD DASH -
CROSS COUN
TRY DASH
- ROAD DASH Defilade CROSS 3 or 4: 8"/20cm
L A N TERRA
D I INNDASH
G - COUNTRY DASH
LANDING - 5 or 6: 12"/30cm
TACTICAL
DASH CROSS
- Walls
NOTES
Z O N E-TERRAIN-
TACTICAL
Z -OANTI- FIRE-
- ROF N EPOWER FIRE-
TANK NOTES
- MOVING
ANTI- Forward Firing
RANGE HALTED ROF 3+ POWER
17 TANK
HALTED2 MOVING

5x Defence Unit Cards


RANGE Firing Firing
N Landing 2 rd
Forward 3+ res Ltd.
WEAPOWEAPON 20CMZone Markers
48”/1 17
2 8 ©
2 1 2A1 4+ Forwa
Miniatu
2019 BattlefrontFiring
Bunker
8.8cm8.8cm
48”/120 CM 2 FW26 8 4+ Forward FW262A3 © 2019 Battlefront
Bunker 28”/70CM 2 1 Miniatures Ltd.
5cm Bunk er 28”/70CM
5cm Bunker

1x Mission and Rules Booklet


FW262A D-DAY: BEACH ASSAULT

INS
NTA
O
C

OF G
BOCA

It has never been easier to build a Bocage table!


This Bocage in this pack is:
• Pre-folded and glued, ready to play,
• Enough for an entire 4’ x 4’, or
120cm x 120cm Bocage table,
• Easily stored in a file box when not in use.

FW264A D-DAY: BOCAGE COUNTRY


AIRBORNE ASSAULTS
Airborne landings are always confused and messy, especially so when conducted at night like those on D-Day. Troops are
wildly scattered across the battlefield and neither side knows what's really going on!

AIRBORNE UNITS AIRBORNE RESERVES


Airborne Formations are marked as such at the top of In an Airborne Assault mission, the Attacker may only deploy
their Formation HQ Unit Card. All Units in an Airborne Airborne Units on table. All other Units must be in Reserve.
Formation are Airborne Units.
To determine how they land, Airborne Units are classified SCATTERED LANDINGS
into Parachute Units (whose name will start with Parachute) Before deploying Airborne Units, divide the Attacker's
and Glider Units (all others). Deployment Area into quarters numbered from 1 to 4. This
will determine which area each Drop Zone or Landing Zone
marker may be placed in.

PARACHUTE DEPLOYMENT
A Parachute Unit deploys using the Airborne Assault rules
as follows: PARACHUTE DRIFT TABLE
1. Roll a die to determine the quarter in which their Drop DICE RESULT DISTANCE
Zone marker can be placed. On a roll of 5 or 6, the player
may choose any quarter to place the marker in. or 4"/10cm
2. Place the Drop Zone marker in the rolled quarter in any
orientation. or 8"/20cm
3. Roll to determine Unit’s direction of Drift and place the
Unit Leader against the appropriate face of the Drop or 12"/30cm
Zone marker.
4. Roll again to see how far the Unit Drifts using the ROUGH LANDINGS
Parachute Drift Table.
If a Parachute Unit Leader ends their Drift in Difficult or
5. Move the Unit Leader the indicated distance in the direc- Impassable Terrain or within 2"/5cm of an enemy team, they
tion of Drift. continue to Drift a further 4"/10cm.
6. Deploy the rest of the Unit so that it is In Command and • If the Unit Leader is still in Difficult Terrain, all Teams in
remove the Drop Zone marker. the Unit must immediately roll a Save or be Destroyed.
7. The Unit does not start the game Dug In or Gone to Ground. • If the Unit Leader is still in Impassable Terrain or within
2"/5cm of an enemy Team, the Unit is Destroyed.
• Otherwise, they deploy the rest of the Unit as normal at
their new location.

PARACHUTE DEPLOYMENT
2. Roll for direction of drift.
Place Unit Leader against Drop
Zone marker to show direction.
NE
ZO
O P ift :
DR Dr
"/1
0cm 3. Roll for distance drifted
o r 2: 4 0cm
1 : 8 "/2
4 cm
3 or 12"/30
r 6 :
5 o

4"/10cm
1. Place Drop Zone marker.
4. Move Unit Leader by drift distance.

5. Deploy Unit around Unit Leader.


GLIDER DEPLOYMENT
A Glider Unit deploys using the Airborne Assault rules
as follows: GLIDER SKID TABLE
1. Roll a die to determine the quarter in which their Landing DICE RESULT DISTANCE
Zone marker can be placed. On a roll of 5 or 6, the player
may choose any quarter to place the marker in. Crash!
2. Place the Landing Zone marker in the rolled quarter point-
ing in any direction. or 8"/20cm
3. Place the Unit leader behind the marker.
or 12"/30cm
4. Roll to see how far the glider Skids using the Glider
Skid Table.
16"/40cm
5. Move the Unit Leader the indicated distance in the direc-
tion shown by the Landing Zone marker.
6. Deploy the rest of the Unit so that it is In Command and ROUGH LANDINGS
remove the Landing Zone marker. If a Glider Unit Leader Skids into Difficult Terrain, then the
7. The Unit does not start the game Dug In or Gone to Ground. Unit Leader stops in contact with the Difficult Terrain and
the glider Crashes.
CRASH! If a Glider Unit Leader Skids into Impassable Terrain, then
If a result of 1 is rolled for the landing, the glider Crashes and the Unit is Destroyed.
the Unit Leader is not moved.
If a Glider Unit Leader ends their Skid within 2"/5cm of
When a glider Crashes, all Teams in the Unit must immedi- an enemy team, they continue to Skid a further 4"/10cm.
ately roll a Save or be Destroyed. Infantry and Gun teams use If the Unit Leader is still within 2"/5cm of an enemy Team,
their normal Save. Tank teams have a 4+ Save to survive the the Unit is Destroyed. Otherwise, they deploy the rest of the
crash. The Unit is Pinned Down and its Tanks are Bailed Out. Unit as normal at their new location.

GLIDER DEPLOYMENT
2. Place Unit Leader behind Landing Zone marker.
LA
ZO DIN
N
NE G

Cra
sh!

8"/
20c
m

12"
/30

1. Place Landing Zone marker.


cm

16"

3. Roll for distance skidded.


/40
cm

8"/20cm

4. Move Unit Leader by skid distance.

5. Deploy Unit around Unit Leader.

LANDING OFF THE TABLE


If the distance rolled results in the Unit Leader Drifting or Skidding off the table, then the Unit goes into Reserve in addition
to the normal Reserves.

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