Copyright Strategic Studies Group Pty Limited 2004
Battles in Normandy™ is a Trademark of Strategic Studies Group
1 Introduction
France - June 1944.
th
In the predawn hours of June 6
the open doors of their transport aircraft into the darkness that was the Normandy Peninsular in northern
France. Below them their German foe gradually awoke from their slumber to sound the alarm and begin the
nearly constant barrage of anti-aircraft fire that would continue well past dawn. The mission of the airborne
invaders? To secure vital towns, villages, road junctions and bridges that would prevent German
reinforcements interfering with the massive seaborne landings now but hours away. Thus began the first
momentous steps in what would become known as D-Day – The Longest Day.
But the success of the landings alone would not be enough to ensure victory. Massive quantities of men and
material would need to be landed safely ashore to fuel the huge armies fighting for a toe hold on Hitler’s
Fortress Europe. And beyond the horror of the beaches lay some of the most difficult fighting terrain on the
continent – the dreaded hedgerows.
For the German defenders living in relative luxury on the peninsular, the invasion came as an anti-climax.
Finally they would be able to test their training against the fresh young Allied soldiers from across the ocean.
With gun pits and machineguns sighted in, artillery points registered, they lay in wait for the inevitable. Would
they be able to stand up to the challenge? Would their panzers be able to fling the assault back into the ocean
as they had done at Dieppe two years previously?
1944, three Allied Airborne Divisions totalling nearly 19,000 men leapt from
Can you?
2 The Object of the Game
The object of the game in Battles in Normandy™ is, by commanding the Axis or Allied armies, to amass more
Victory Points than your opponent. This can be achieved in several ways but there are time limitations on you
to do so. At the end of a set period, the difference between the two side’s Victory Points will decide the level of
victory (or defeat!).
Victory Points are gained by destroying enemy units and capturing (or defending!) objectives. The player does
this by moving friendly units on a Tactical Map and combating opposing forces.
3 Getting Started
Battles in Normandy™ uses a simple but
powerful interface that allows players of
different skills to obtain maximum
control of their units. For those familiar
to wargaming and wishing to jump
straight in, a quickstart Player’s Guide is
included. For those not familiar with the
game however, the tutorials are an
excellent way to familiarise yourself with
the interface and game principles.
Everything you need to know to play the
game is discussed in this manual,
including tips on strategies and tactics.
You do not need this manual to play
Battles in Normandy™, but you do need
to read it to be successful.
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3.1 Welcome Screen
To begin, double click the Battles in Normandy™ icon on your desktop. This will launch the program. The
options are:
Start New Game: This starts a new game.
Load Last Game: This willbypass further menus and load the last saved game. This is useful if you are returning to a game after a break.
Tutorial: This takes you to the Tutorial. Here you will find a number of very detailed lessons to help you with the various game mechanics.
Load a Save Game: Allows loading of save games.
Load Email Game: Allows loading of email games. Games must be placed in the \Battles in
Normandy™\Save Email folder to be loaded.
Create New Battle for Edit: This option is only used for scenario creators, and will be explained in the
Editor Manual. Everybody who just wants to play the game can ignore this option.
View Game Credits: Lists those responsible for creating the game.
Go to Options Screen: This takes you to a menu for setting screen resolution, music volume, and sound
volume.
Resolution: Toggles the various screen resolutions supported by the game. Resolution changes only take
effect on the main game screen.
Music: Toggles music on or off to start the game. Also allows you to set music volume.
Sound: Toggles sound effects on or off to start the game. Also allows you to set sound effects volume.
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3.2 The Start Screen
To start a new game, select a battle or
scenario from the list box on the left of
screen.
The line marked B.. will take you up one
level. (ie. Back)
Lines marked F.. are folders. (ie. Folders)
Selecting a battle or scenario will activate
the buttons on the right hand side of the
screen and display a brief description of
the battle at the top of the screen.
Play Battle: Takes you to the Game
Options screen.
Edit Battle: Starts the Editor
Go Back: This will return you to the
Welcome screen.
3.3 Scenario Options Screen
The Scenario Options Screen allows you to make many changes for the both the Axis and Allied side in the
scenario you wish to play. These options will be applicable for both an email, hotseat or single player game.
These choices may not be changed once a game is begun.
Weather: Weather may be set at Normal (i.e. the actual historical weather) or Random weather. Random
weather varies within limits that reflect historical weather patterns.
Human, Computer -, Computer, +, ++ :This selects either a human, computer or enhanced mode for a
side. Computer – handicaps the computer, Computer is normal, Computer + means that supply will be +25%,
replacements +1 and attacks +1. Computer ++ means supply will be +50%, replacements +2 and attacks +2.
Hidden or Exposed Units: A side’s units may be hidden (until sighted by an enemy unit) or exposed at all
times. Hidden enemy units become exposed when close to a friendly unit. Initially, information is limited to
the fact of the unit’s presence, but as friendly units get closer more is revealed.
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Normal Supply, Supply +25%, Supply +50%: A side may receive normal or increased supply. As in most
wars, soldiers in World War II did not always receive as much food, fuel and ammunition as they would have
liked. Dealing with supply limitations is one of the aspects of good generalship.
Normal Replacements, +1, +2: A side may receive normal replacements or it may receive extra
replacements. Replacements mainly represent the rest and reorganisation of a unit after it has been battered
by combat.
Normal Combats, Dice Rolls + 1, Dice Rolls +2: The side may attack normally or it may have one or two
added to every attack die roll. Adding one or two to the die roll in an attack increases the chance of the attacker
gaining a favourable outcome.
Unknown Units On/Off: Players may choose to play with unknown units. This feature forces all combat
units to randomly draw several values from a large pool of possible values at the start of the game. This adds
variability and uncertainty to the game and is highly recommended.
The variable values are the combat strengths and shock values. These values are shown on the unit with a ‘?’
until the unit is adjacent to an enemy unit or strongpoint.
Combat Advisor On/Off: This setting will allow a player to play with the Combat Advisor on or off. If this
setting is set to off the in-game Combat Advisor Button will be greyed out.
Points Handicap: Sides can start the game with extra Victory Points
Set Up Email: This button will take you to the Setup Email Game Screen where you can set up the name and
email address of a competitor.
Set Up Hotseat Game: This button will take you to the Setup Hotseat Game Screen where you can set up
Tournament games.
Start Game: This button takes the player to the main game screen and begins the game.
Go Back: Returns to the Start Screen.
3.4 Setup Email Game Screen
This screen allows you to set up an
Email game. The fields on the left side of
the screen should be filled in
appropriately. Once you are satisfied
that the data in these fields is correct,
you may proceed.
Allied Player Name: Name of the
player who will control the Allied side
(max 45 characters)
Allied Email Address: Email address
of the player who will control the Allied
side (max 45 characters)
Axis Player Name: Name of the p
who will control the Axis side (max 45
characters)
Axis Email Address: Email address of
the player who will control the Axis side
(max 45 characters)
Email File Name: This is the file name the game will use. Each turn will use this name as the basis for the
filename and in addition have the side and turn number added (max 45 characters). i.e. UtahTurn_Axs_01
These turns will be saved in the Send Email folder in the Battles in Normandy™ directory.
layer
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Replay Data On/Off: This is a global switch. Once enabled/disabled it will remain so for the duration of the
game. If this switch is set to on, each player will be able to view the previous turn via the game screen. If this
switch is set to off, the Replay Game Button will be greyed out during the game and previous turns may not be
viewed.
Security On/Off: Enabling email turn security ensures that each game turn can only be opened by the player
it is destined for. If this feature is set to off then all game turns can be opened by any player.
Profiles: The profile button will take you to a screen whereby you can create and store profiles of players.
Accept Email Game: This will accept the information as entered in the fields above and return you to the
Scenario Options Screen.
Set Bid Game: Email games can be set up as Bid games. Handicap, Supply, Replacements, Combats and the
Combat Advisor settings can all be changed. The changed options constitute a Bid game. These details are then
sent to your email game opponent, who has the option to choose to play either side (thus ensuring that your
bid is reasonable).
Cancel and Return: This will cancel the current email game andreturn you to the Scenario Options screen.
Go Back: This will return you to the Scenario Options screen but will not cancel the current email game.
3.5 Profile Screen
The Profile screen allows you to create and save email profiles of any number of players. These profiles can
then be selected from the Set-up email screen to save you entering the details manually.The options are:
Create New Profile, Edit Existing Profiles and List All Profiles. Profiles are saved in .PRO files stored in the
\Save Emails\Profiles folder.
3.6 Hotseat Screen
There are two options for hotseat games. The Autosave option will save the game at the end of every turn. The
Replay option will allow replays of the previous player’s turn.
4 Sequence of Play
A single Battles in Normandy™ turn consists of an Allied and an Axis turn played sequentially. During his
turn, the player may watch a replay of the previous turn, move units, conduct combat, assign onboard and offboard artillery, assign reinforcements and transport, amongst many other facets of gameplay. The player then
depresses the end of turn button and play switches to the other side. In the case of an email game, the player is
returned to the email setup screen where he/she has the option to exit and send the game turn.
The game is controlled with the mouse, but many commands have keyboard shortcuts and these are listed in
the rulebook section for those commands.
5 Main Screen
Gameplay is conducted on the main screen. This screen is divided into several different display areas that are
discussed below. Each of these displays is explained in detail in following Chapters.
The first and largest portion of the main screen is the Tactical Map which displays a portion of the current
map. The Tactical Map is where movement of units and combat takes place.
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Below the Tactical Map on the left is the Control Panel which contains buttons that control general aspects
of the game.
To the right of the Control Panel are the Interdiction, Transport and Replacement Panels.
To the right of these buttons is the Unit Control Area which contains buttons enabling precise actions to be
given to individual units and groups of units, changing map views and a detail from the tactical map showing
the currently selected unit.
At the top right of the screen is the Information Panel which contains information about the current game.
This panel includes the End of Turn button which is used to end the current turn.
Below the Information Panel is the Strategic Map which is a miniature version of the entire map.
Below the Strategic Map is the Unit Display Area with room to display up to four units and Strongpoint
information.
In the bottom right of screen is the Division DisplayArea which contains information about a highlighted
unit’s parent group.
Below the Division Display Area is the Action Control area.
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6 Tactical Map
The tactical map in Battles in Normandy™ is a hex based top down view of part of the battlefield where each
hex represents approximately fourkilometres. The hex grid may be either displayed or not, depending on
preference. The map is where you move your forces and engage in attacks. Moving the mouse to the edge of the
screen will scroll the tactical map in that direction.
6.1 Terrain Elements
The map contains many different terrain elements that affect movement and combat. Battles in Normandy™
has two maps, one for Good ground conditions and one for Bad ground conditions.
Note: A full list of terrain elements and their values is viewable using the Terrain and CRT button in the
Control Panel.
6.2 Map Cursors
Map cursors play an important role in Battles in Normandy™ for providing information during a turn. As you
move your mouse over the map the cursor will change in response to different conditions. The possible cursors
are:
Note: The term mouse clicking refers to the left mouse button unless otherwise stated.
Arrow
This is the standard cursor
Gun Sight
This is the unit selection cursor. It appears over friendly units. Clicking on a stack will select a unit or units for
movement and display those units in the Unit Display Area.
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Clashing Red and Blue Arrows
This is the combat cursor. It appears over enemy units or strongpoints that you can attack. Clicking will open
the combat display
Clashing Red and Blue Arrows with ‘No Go’ Symbol
The ‘No Go’ symbol is the standard road sign; a red circle with a diagonal red slash through it. This is the no
combat allowed cursor. It appears over enemy units or strongpoints that, for one reason or another, cannot be
attacked
Running Soldier with Green Outline
This is the movement cursor. When a unit or stack is selected and the mouse is held over a hex the unit or
stack can move to in the current turn, then this cursor appears. Clicking on the map will move the selected
unit(s) to the selected hex.
Running Soldier with Yellow Outline
This cursor appears when the current unit or stack has the capability to move into a hex but cannot due to
stacking limits.
Running Soldier with Red Outline
This cursor appears when a unit or stack may not move onto a hex because it has insufficient OPs to reach that
hex. If this hex is clicked then the unit or stack will move as close as possible to this hex.
Running Soldier with Red Outline with ‘No Go’ Symbol
This cursor appears when a unit or stack is selected and the mouse is held over a hex the unit or stack could
not move to because it is occupied by an enemy unit, or there is no path to that hex.
Binoculars
This is the deselect cursor. This will appear over a unit already selected. Clicking will deselect the unit, allowing
you to select a new unit.
Artillery with Combat Arrows
This is the bombardment cursor. If an artillery unit or stack is selected, this cursor will appear over any
strongpoint that can be bombarded. Artillery must be bombardment capable for this cursor to appear. Click to
initiate the attack.
Artillery Unit on Green Disc
This is the ground interdiction cursor. If an artillery unit or stack is selected, this cursor will appear over any
hex that can be interdicted. Artillery must be interdiction capable for this cursor to appear. Click to interdict
the hex.
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6.3 Exposure
If you are playing with the Hidden Units option enabled, not all enemy units will be visible at all times. They
will become visible according to three states of unit exposure. These states are Hidden, Nationality Exposure
and Fully Exposed. The closer a unit approaches, or is approached by an enemy unit, the more likely it is to be
exposed. Conversely, the further away a unit moves from the enemy or the enemy moves from it, the higher the
chance it will lose exposure. In addition the type of unit, either combat or support, also affects the ability to
expose it. The three different levels of exposure are:
Hidden - A unit is this state may not be seen by the enemy.
Nationality Exposure - If a unit is in this state, the enemy will see the unit background with an appropriate national symbol but no indication of unit type.
Fully Exposed - A unit in this state will display all information.
Combat units are harder to hide than their non-combat brethren and therefore will become exposed to the
enemy more easily. Exposure rates for units can vary between sides and can also vary with the weather. Recon
units have a much greater ability than other combat units to expose enemy units.
Note that a move which changes the Exposure of an enemy unit cannot be undone.
7 The Control Panel
The control panel consists of nine buttons. Each of these buttons when depressed will
activate either an onscreen display or submenu. Each button and its function is described
below. If a function has a keyboard shortcut it is listed alongside in parenthesis.
7.1 KIA Button (k)
This button removes all the units from the map and displays only those units that have been killed in the
course of the battle.
7.2 Order of Battle
This button will invoke a full screen
display identifying all units in the
battle and their parent formations. These
are viewable for all sides. Units that have
been destroyed in combat will have a
small skull superimposed over them.
Units that have not yet appeared in battle
will have their arrival turn number below
them.
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7.3 Terrain and Combat Result Tables Button
This button toggles a screen which displays all the terrain features you will find in Battles in
Normandy™, their associated movement costs and Combat Result Tables or CRT’s. Combat in Battles in
Normandy™ is resolved by a die roll applied to a CRT appropriate to the terrain type in the defending hex. A
comparison of strength between Attacker and Defender dictates the particular column of a CRT used.
Selecting an individual terrain element on this screen will cause the associated CRT for that terrain to be
shown at the bottom of the screen and also display many items of information for that particular type of
terrain. This information includes:
OP costs for each of the four movement types in good and bad ground condition.
Anti-tank shock value (if any) in good and bad ground condition.
Combat odds necessary to retain Action Capability (conduct overrun) for the turn.
OP penalties that will be applied to a unit that enters an enemy controlled hex.
OP penalties for light and heavy artillery residue.
Amount of steps defending the hex for two dice to be used to decide combat outcomes. This is expressed as a
threshold.
Note: If the number of defending steps is 1 less than the threshold, there is a 75% chance of 2 dice being rolled;
2 less is 50% and 3 less is 25%.
Strongpoint CRT’s and terrain data may also be viewed by selecting the See Strongpoint button.
A non-combat unit CRT is also listed with the Strongpoint CRT’s and is used for whenever an attack is made
against an enemy artillery, supply or support units on their own.
Note: It is a good idea to have a look at the CRTs before playing a game for the first time. For instance,
examining the Beachhead CRT in Battles in Normandy™ will make it obvious that the defender in a beachhead
combat is in a very dangerous position.
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7.4 Replay Button
The Replay Button brings up the replay toolbar below the tactical map screen and allows you to replay
your opponent’s previous turn in realtime on the tactical map. This is especially useful for watching an
email opponent’s turn before you continue. The replay toolbar has several buttons for which to control the
replay. These are:
Play – this will begin the replay running from beginning to end continuously.
Rewind Replay – this will rewind the replay to the beginning.
Play till next Action – this in effect plays each individual unit action and then halts awaiting instruction.
Play till Combat – the replay will begin playing and halt upon reaching a combat. The combat odds will be
displayed for the player to review.
Exit – the small cross in the right hand top corner of the toolbar will exit the toolbar.
Note: The replay toolbar button is only available if the Add Replay Data feature has been selected when setting
up the game.
7.5 Load/Save Button
The Load/Save button will bring up a menu that will allow you to either load an existing game or save
your current game. Save Games can be a combination of letters or numbers to a maximum of 45.
Resume will take you back to your current game.
7.6 Victory Screen
This button will invoke a full screen display that will show you the current level of victory or defeat and a
prediction of the score at the end of the game if no change takes place. The score necessary for each level
of victory is displayed at the bottom of the screen.
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7.7 Map Options
The Map Options button opens a pop-up menu that allows the player to change various options. The
Map Options are listed below. If the map option has a keyboard short-cut key, it is shown in
parentheses. The default state of each feature is listed in bold.
Sound On/Off – toggles the sound on or off
Hex Grid On/Off – This will toggle a hex grid overlay on the tactical map. (h)
Front Line On/Off – This will toggle the front line on the tactical map. (f)
Artillery Radius On/Off - If an artillery unit is the only selected unit, the unit’s range will be shown. (a)
Supply Truck Area On/Off - If a supply truck is the only selected unit, the probable area to be supplied by
that truck in the next turn is shown. (t)
Note: Don’t forget, enemy action can often ruin your plans!
Moved Units Normal/Darkened – This button will toggle shading for all units which have been moved in the
current turn.
Town Names On/Off/Important – This button will toggle the names of all objectives on the tactical map.
There are three levels, All Towns, Important Towns and No Towns)
Town Indicators On/Off – This toggle button will display a gun sight over every objective on the tactical map. (i)
Units are Displayed/Hidden – This will toggle the display of all units on the tactical map to allow review of
the terrain beneath. (u)
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Penalties are Displayed/Not Shown – This button will toggle a display of movement penalties for each map
hex a player can see. If the Hidden Units option is on you will only see movement penalties for enemy hexes
that have been exposed by your units. (p)
Division Indicators On/Off – This toggle button will allow all units of a selected division to be highlighted by
a green outline when an element of their division is selected. When a supply truck is selected then it will show
the other supply trucks on the map. (d)
Music On/Off – toggles the music on or off.
Strategic Units On/Off - This button will toggle the display of units on the Strategic Map. Because of the size
of the Strategic Map units are shown as coloured squares.
Strategic Front Line On/Off – This button will toggle the display of the front line on the Strategic Map.
Dice Statistics/Victory Status/Alert Status/Help Text/No Lower Display – toggles the type of display at the
bottom of the screen. New users should choose the Help Text option. (q)
Dice statistics displays all the rolls made by each player for this turn and cumulatively, together with
the current average.
Victory status displays a summary of the current status of victory. This detail is a summary of the
Victory Screen.
Alert status displays a summary of the current alert units and replacements activated for each side.
Help Text shows help text as the mouse is moved over different screen elements.
Strongpoints Displayed/Hidden – This button will toggle the display of minefields and detachments on the
tactical map. (e)
Mines and Detachments Displayed/Hidden – This button will toggle the display of minefields and
detachments on the tactical map. (m)
Normal/Fast Animation/Fast Naval AI Animation/Fast AI Animation – This button will toggle the display
speed of units on the tactical map. Fast Animation dramatically speeds up all unit movement, and is especially
useful for players with older machines. Fast Naval AI Animation speeds up the AI’s movement of naval and
amphibious units and Fast AI Animation speeds up movement of all AI controlled units.
Resume – this button takes you back to the main screen.
7.8 Show Supply Net (s)
The Show Supply Net button is a toggle
button that displays the supply status of
all hexes during the current turn. Hexes
shaded green are in supply and can
supply replacements. Hexes shaded
yellow are in supply but can’t supply
replacements. Hexes with a truck icon
were supplied by a supply truck, and
hexes with a Strongpoint icon had their
own supply from the Strongpoint there.
Out of supply hexes are darkened.
Units that occupy a supplied hex are in
supply and will be able to continue
moving and fighting. If an unsupplied
unit moves onto a supplied hex in its
turn, it will immediately become
resupplied.
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Red hexes mean that the hex is currently out of supply. A unit that begins its turn on a non-supplied hex
cannot replenish supply (without moving). Once it uses the reserves carried with it, the unit will become
helpless and far more prone to destruction.
7.9 Change Allied Countries
In Battles in Normandy™, there are two opposing sides, the Axis and the Allies. For the purposes
of Battles in Normandy™, the Allies consist of the United States and Great Britain. Other Allied
nations are subordinated to one of these two countries.
Many important game functions, such as combat, supply, interdiction , replacements are not shared, but are
specific to a particular country. The Switch Countries button will change the current country, and various
displays will change as a result.
8 Asset Placement Area
Interdiction is enemy activity which interferes with supply lines and/or which
makes it more difficult for enemy units to move. In Battles in Normandy™,
interdiction is represented by four different types: Air, Partisans, Minefields and
Strongpoints.
If an interdiction type is available, its button will appear at the bottom of the Interdiction Panel. You select
between interdiction types by clicking on these buttons. The amount of interdiction is shown by the number of
icons at the top of the Interdiction Panel.
To place an interdiction type, click on the up-arrow button at the left of the Interdiction Panel. The cursor will
change to show the type of interdiction being placed, and the map will highlight all legal placement hexes. To
place, click on a legal hex. To cancel without placing, click again on the up-arrow icon.
Once an interdiction marker has been placed, the icon above the interdiction button will turn red. Clicking on
the red or grey icon will centre the map on the hex where the interdiction has been placed. [Ctrl]-clicking on
the red will remove the interdiction marker from the map. Alternatively the Undo Button may be used for the
same result.
Right-clicking anywhere in the Interdiction Panel will bring up the Interdiction Popup Display. Selecting a
turn box on the bottom of the popup will display information for the current turn, or subsequent turns. In
historical weather games, you will be able to see seven turns ahead. In random weather games you can see only
two: the current turn and the next turn. For each type of interdiction capability, you are told the number
available, the effective radius and the distance from your front limitation, if any.
Each method of interdiction has its own characteristics that are discussed below.
8.1 Air Interdiction
Air Interdiction is the ability of aircraft to attack a road or
junction to slow movement and/or supplies. Air Interdiction
imposes a movement penalty to each hex affected by Air
Interdiction for the following enemy turn. In Battles in
Normandy™, the effect of Air Interdiction can be reduced by the
presence of enemy flak units. The Air Interdiction penalty and
its reduced state are both shown in the Interdiction Popup
Display.
Note: Air Interdiction can only be placed in enemy territory and
affects the hex it is placed in and any roads in and around the
placement hex. Therefore the best position for Air Interdiction is
usually on road junctions.
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8.2 Minefields
In Battles in Normandy™, minefields are represented by a
skull and crossbones icon. They may be present on the
map from the beginning of play or placed via the
Interdiction Panel.
Minefields cannot be attacked. They apply a movement
penalty to an enemy unit moving through them. Enemy
units attacking from a minefield hex contribute no tactical
shift of any type to combat. Units defending in an enemy
minefield hex suffer negative tactical shifts, so attacking
units on a minefield is often a good idea.
Although they cannot be attacked, Minefields can be cleared. See Sections 20.2 and 20.3 for more details.
8.3 Strongpoints
Strongpoints represent hastily prepared small fixed defensive works. They act in an
identical manner to other fortifications and defensive works in that units stacked with
them augment its defensive capability, but are not affected by the combat result.
Strongpoints are placed on the map in the same manner as minefields but unlike
minefields, do have a small defensive value and require attacking by an enemy to
clear. They do not count for stacking limits.
Losses sustained by a strongpoint are permanent; once destroyed a strongpoint will
not return.
8.4
Partisans
Partisans act in a similar fashion to Air Interdiction, imposing movement penalties on enemy units and
supplies. In Battles in Normandy™, only the Allies have Partisan Interdiction. Some German units, typically
Military Police units, have an Anti-Partisan capability, and can reduce the effectiveness of Partisan
Interdiction. Details on Partisan Interdiction availability and effect are found in the Interdiction Popup
Display.
9 Transport Area
In Battles in Normandy™, transport is represented by truck and rail travel. This travel
represents the vast quantities of trucks, half tracks and railcars available in the theatre
to transport divisions to and around the battlefield. Their use can greatly increase the
movement capacity of a unit, but comes at a cost.
Clicking on the Truck or Train Icon at the bottom of the Transport Panel selects the current transport type.
Clicking on the right-arrow button cycles through all units capable of using the selected transport type. The
amount of the selected transport type and the number of units eligible to receive it are displayed at the top of
the Transport Panel.
To allocate a transport to an eligible unit, click on the Transport Button in the unit’s display in the Unit Display
Area on the right of the map.
Right-clicking anywhere in the Transport Panel will bring up the Transport Popup Display. Selecting a turn
box on the bottom of the popup will display information for the current turn, or subsequent turns. In historical
weather games you will be able to see seven turns ahead. In random weather games you can see only two: the
current turn and the next turn. For each type of transport capability, you are told the quantity available, and
the movement capability in OP’s assigned to each.
Sea Transport, (as opposed to amphibious landings), is not used in Battles in Normandy™, but will be used in
the next Decisive Battles game, Sicily, Salerno, Anzio.
Note: Utilising Truck or Train Transport will expend the unit’s Action Capability for that turn.
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9.1 Truck Transport
In order to use motorised transport, a unit must:
Be capable of truck movement, and
Begin its turn on a friendly road hex, and
Not be adjacent to an enemy controlled hex, and
Have not used its Action Capability in this turn.
If a unit meets these requirements and Truck Transport is available, a Truck Button will become active on the
unit’s display. Clicking the Truck Button will attach transport to that unit for the current turn. This will greatly
increase the unit’s movement capability for the remainder of the turn. Units using Truck Transport cannot
move into enemy controlled areas.
9.2 Rail Transport
In order to use Rail Transport, a unit must:
Be capable of rail movement, and
Begin its turn on a friendly rail hex, and
Not be adjacent to an enemy controlled hex, and
Have not used its Action Capability in this turn.
If a unit meets these requirements a Train Button will become active on the unit’s display. Clicking the Train
Button will attach transport to that unit for the current turn. This will greatly increase the unit’s movement
capability for the remainder of the turn. Units using Train Transport cannot move into enemy controlled areas.
10 Replacement Panel
In battle, it is common place over time for a unit to decrease in combat strength. This
may result from enemy action, environmental attrition, fatigue, disorganisation etc.
Replacements are a means by which a unit can regain lost strength. In Battles in
Normandy™, replacements are organised in steps, and represent activities by which a
unit regains its combat strength, including absorbing new troops, resting, regrouping,
refitting etc. There are two types of replacements, Infantry and Mechanised, and two methods by which they
can be utilised, fixed and timed.
Fixed Replacements are made available from the reinforcement schedule and are assigned by the player using
the Replacement Button. Timed Replacements are handled automatically by the computer unless overridden
by the player. Some units cannot take any type of replacement and are therefore quite vulnerable.
Right-clicking anywhere in the Replacement Panel will bring up the Replacement Popup Display. Selecting a
turn box on the bottom of the popup will display information for the current turn, or subsequent turns. In
historical weather games you will be able to see seven turns ahead. In random weather games you can see only
two: the current turn and the next turn. You are presented with information on your replacements, and on the
alert status of your forces.
The Replacement Pop-up Display shows several items of information. For replacements, you are shown the
number of casualties in your army, divided into losses which can be made good only by Regular Replacements
and those which will be made good, eventually, through the Timed Replacements system. Furthermore, you
are shown the replacements added to the pool in the selected turn, and the unused replacements accumulated
in the pool.
If any alert forces are applicable to the scenario, you are shown the number of alert points gained so far
towards replacements and new units. In the next column you are shown the points required to earn a new
replacement or unit while the final column shows how many of each type you have earned so far.
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