Solitaire study of America's most bloody and heroic day in WWII. The player controls the US forces landing along the five mile stretch of Omaha Beach on D-Day and their desperate struggle to establish a viable beachhead. The game covers the entire first day at a time scale that varies from 15 minutes per turn (during the initial landings) to 30 minutes per turn later in the day. Units are companies and include assaulting infantry, engineers and amphibious tanks. The game system controls the hidden German defenders in their "Widerstandsnest" resistance points, revealing the defenders and their reserves as the American survivors of the first landing waves make their way up the bluffs. Rules cover amphibious landings, German fields of fire, artillery, tidal movement, and intangibles such as US leadership under fire and the initiative of the American GI. One map, two counter sheets, 55 cards.
352 counters. Basic unit size is the US infantry company. German units consist of Widerstandsnest crews and reinforcement infantry companies. US tanks, and some US artillery, AA and anti-tank units are also included. US engineers are represented abstractly, clearing beach obstacles early in the game and opening traffic routes off the beach later in the game.
The map depicts the entire Omaha invasion area 9km long, going inland 4km, at 250 meters per hex. Hexes are oversized (almost 1") so that symbology facilitating German placement, fire and actions can be seen without having to pick up units.
Time scale is 15 minutes per turn from 0600 hours to 1000 hours, shifting to 1/2 hour turns from 1000 to 1800 hours.
A deck of 55 cards performs triple duty -- determining results of US amphibious landings, determining an event each turn, and determining which German units fire or perform other actions each turn.
An initial design for a series of pages used to record the locations of counters, and what cards were in play at the moment you decide to clear your table if you don't have the option of leaving a half finished game laying around.
I have attempted to integrate the rules using the shared RTF file to get a complete rather than annotated doc.
It is not perfect, as the RTF did mess a bit of the bulleted entries, but it is at least complete.
TOC pages may not match.
* I have moved scenario setup in the last 3 pages for easy printing and referencing as seen in other games.
This is my custom map where confetti factor has been reduced and terrain readability increased. This is printable at 300dpi if you have a printer capable of printing at 34x22inches. This however is a compressed version. An uncompressed file is available here: https://www.dropbox.com/s/th1dvaygpgpx8ck/DDAOB.png
For owners of the first printing of DDOB, here are all changes implemented in the second printing. Almost all items are clarifications and minor corrections. Only significant changes are adjustments to Victory Point levels in the scenarios.
This is a MS Word Doc file. This file analysis German Fire probabilities (bottom line; single units shot 25% of the time versus 50% for positions with 2 or more steps), Artillery fire (22% chance per card draw, knock out the 88's soonest) and groups random events by turn.
This is Word doc file that summarizes the landing result by target symbol. Within the limitations of 54 cards the probabilities can be described as 40,30,20, and 10% respectively for a A,B,C, or D regardless of target symbol.
Flipbooks version 2.5 - 2nd Edition rules incorporated - Letter format.
Separate books for Basic & Extended Game (LETTER) with several corrections/improvements
- The Basic Game version contains all rules for turn 1-16.
- The Extended Game version contains all rules for turn 17-32.
All the charts reformatted to fit as a single panel along the bottom of the map. Trim each page to leave a 1-2 millimeter border then assemble into a 34in x 5.5in panel.
Based on Gordon Watson's (domus_ludorum) reformatted charts.