OVERLORD: A Detailed Description


These miniatures rules cover not just a single war, but a specific period within that war -- the Normandy Campaign of 1944. As the designer explains:

The main objective in writing these rules was to produce a game which accurately reflects the problems faced by the combatants in Normandy, ranging from the difficulty of moving through the dense bocage hedgerows, to the problems in communication and identifying the enemy.

This focus shapes the direction and content of the rules. Since the brunt of the fighting in Normandy wa borne by the infantry, for instance, the rules focus on infantry platoons and companies, with armoured vehicles in supporting roles.

The designer also mentions that the rules have been influenced by the idea that battlefield performance depends upon three factors:

  1. training
  2. "on the spot" leadership
  3. spirit of aggression


From Groups to Companies

Under these rules, each model soldier or vehicle represents one actual soldier or vehicle. The individual soldiers, however, are placed on bases in groups of 2-4 figures. The number of figures per base, and the size of the base, depend upon the nature of the infantry group (i.e., rifle, Bren gun, machinegun, mortar, and so forth). Leaders are individually based.

The "groups" (stands) of infantry are then organized according to actual historical organizations. For instance, the typical British infantry section is composed of two rifle groups and one Bren group. The typical British platoon includes three sections, plus the platoon HQ -- two leader stands (platoon commander and platoon sergeant), a runner, and a mortar group. A British company consists of three platoons, plus the company HQ -- three leaders (commander, second-in-command, and company sergeant major), a signals group (radios), and three PIAT (anti-tank) groups.

Prior to play, all troops must be given a clasification, reflecting their battle effectiveness. The rankings are:

FanaticThe 12th SS Hitler Jugend Division is the only unit in the campaign with this rating.
EliteMost SS Divisions, British paratroopers and commandos.
VeteranMost German units, and several British and American units (such as British 7th Armoured and U.S. airborne).
InexperiencedMost British and American troops in this campaign.
PoorLuftwaffe Field Divisions, for instance.

Before play begins, all leaders must also be randomly assigned a Leadership Value (LV).


The Sequence of Play

The game is played in turns, each of which is shared by both players. The turn is made up of these steps:

Leader Activity PhaseLeaders may move and take actions.
InitiativePlayers roll dice to determine who is the First Player this turn, and who is the Second Player.
Watch and Shoot PhaseFirst Player chooses which of his units to give Watch and Shoot orders this turn. (Units on Watch and Shoot may make fire attacks now, if they desire.) Support fire, support-fire requests, and communications attempts are also made at this time. When the First Player is done, the Second Player performs these actions.
Movement PhaseThe First Player may move his units, after which the Second Player moves his units.
Firing PhaseSupport fire occurs. Units may make fire attacks.
Close Assault PhaseResolve close assaults.
Morale PhaseUnits may need to make Morale Tests.
Smoke PhaseAdjust smoke screens.

Not every unit can perform every action in each phase. Limitations are imposed, depending upon the unit's Orders and morale status. The possible orders are:

Watch and ShootUnit can't move, but it can fire, communicate, or request support fire. The firing either takes place during the Watch and Shoot phase, or as opportunity fire in response to enemy activity.
AdvanceUnit can fire and move towards the enemy.
MoveUnit can move, but cannot fire.
Deploy WeaponAllows the unit to set up its heavy weapon (after moving to a new location). Well-trained units are able to fire while deploying.
ChargeUnit moves towards an enemy unit, with the intent of making a close assault.
WithdrawOnly well-trained units can make use of this order. Allows units to move away from the enemy while firing.
RallyGiven to a unit with a poor morale status, provides a chance of restoring that unit to normal performance.

Units are considered to have no orders at the start of each turn. When a player takes an action with a unit, he must then give that unit an order which would allow that action. (For instance, if he moves the unit, he would have to immediately give it a Move, Advance, or Charge order.)


Movement

Movement is fairly straightforward. For infantry stands, the basic movement rate is determined by their Orders, modified by terrain, visibility (day/night), and equipment (i.e., a mortar unit has a movement penalty). For vehicles, movement rate is determined by Orders and vehicle class (wheeled, heavy tracked, or light tracked).

Special rules apply to the bocage, the hedgerows of Normandy. Tracked vehicles have the chance to knock holes through the bocage, and engineers can blow gaps.


Spotting

The designer feels strongly that hidden movement (that is, a game in which the locations of some of the units are hidden from the opposing player) is required in order to capture the feel of the Normany campaign. To allow for different players' tastes, he provides three different rules for hidden movement.

A unit cannot fire upon a target until that target has been "spotted." Each unit may make one spotting attempt per turn. (Units on Watch and Shoot may make any number of attempts to spot different units, until successful.) The modifiers to the chance of success include:


Fire Combat

When a direct fire weapon makes an attack, it affects not only its target, but also a beaten zone extending behind the target. The size of this zone depends upon the weapon being fired.

A die is rolled for each stand in the beaten zone, to determine casualties and damage. On the Fire Effects Chart, the player finds the weapon being used, correlates it against the type of target, and rolls a die. Modifiers to the dieroll apply, due to range, visibility, target motion, and the firer's status (orders, casualties, training, and morale status).

The result on the Fire Effects Table will either be no effect, "M" (indicating the target must make a Morale Test during the next Morale Phase), or "M#" (requiring both the Morale Test plus an immediate Casualty Roll). The Casualty Roll is based on the number in the result, modified by the target's type and its previous casualties. As a result of the Casualty Roll, the target stand might suffer no effects, receive one casualty, or be destroyed. When a stand has as many casualties as it has figures, it is eliminated from play.

A stand which receives an "M" result must immediately cease movement and go to ground, becoming pinned. A unit on Watch and Shoot which suffers an "M" result loses its Watch and Shoot status.

Special rules apply for snipers, and for fire attacks against leaders.

EXAMPLE: As an American rifle group advances across a farm field, a German machinegun group wishes to open fire. Since the Germans are on Watch and Shoot orders and have not yet fired this turn, they may attempt to spot the Americans.

At a range of 150 meters, the base chance to spot the Americans (due to their Move order) is "3." This dieroll is modified by: +1 (Germans are Veteran), +1 (target has no nearby cover), +2 (Watch and Shoot orders), +1 (Americans are Inexperienced), for a final modifier of +5.

Rolling a six-sided die, the German player scores a "1," modified (+5) to a "6." Since this beats the target of 3, the Americans are spotted.

The near-end of the beaten zone template (10 m x 50 m for small-arms fire) is placed on the American rifle group, with the far-end pointing away from the firer. As it turns out, the fire also catches a second U.S. rifle group.

Now one Fire Effect roll is made per target group. The attacker finds the portion of the chart for the German MG42 light machinegun firing upon "infantry troops in the open." Modifiers which apply are -1 (range), +1 (Germans are Veteran), +1 (Germans on Watch and Shoot orders).

On a dieroll of "3", modified to a "4," the first rifle group suffers only an "M" result -- they'll have to make a Morale Test in the next Morale Phase. The other rifle group, however, suffers an attack roll of "5" modified to a "6" -- an "M3" result. A Casualty Roll is called for.

Against infantry, a result of "5" or more causes one casualty, while a dieroll of "7" or better destroys the target. The attacker receives a +3 bonus (due to the "M3" result), but no additional bonuses (the American rifle group has no previous casualties).

On a dieroll of "3", modified to a "6", the rifle group suffers a casualty but is not destroyed. It must still suffer a Morale Test in the next Morale Phase.

Anti-Tank Fire. Attacks versus armoured vehicles are treated in a different fashion. Weapons capable of attacking tanks (i.e., tank guns, anti-tank guns, light anti-tank weapons, and artillery firing appropriate ammunition) have an Anti-Tank Attack Value. Each armoured vehicle is assigned a Defensive Value based on its class (very light, light, medium, heavy, very heavy, or extra heavy).

When an attack is made, two dice are rolled. The weapon's Attack Value is added to the dieroll. The result is also modified by circumstances, including range, firer's status (orders, training, under fire), sustained fire, target's facing, target's movement, terrain, cover, and visibility.

If the final result exceeds the target's Defensive Value, then the vehicle is out of the game. If the result is very close to the DV, a dieroll is made to see if the vehicle might be temporarily or permanently immobilised. Knocked-out tanks might catch fire. Tank crews may abandon their immobilised or knocked-out vehicles (players have the option of ignoring tank crews, or representing them on the tabletop).

EXAMPLE: A British 6 pdr. anti-tank gun fires upon a German PzKpfw IV tank during a confused firefight in a village. The gun's Attack Value is 7. The tank's Defensive Value is 14 (medium class).

Besides the Attack Value, these modifiers apply to the attack roll: +1 (British on Watch and Shoot), +2 (firing at flank of tank), -1 (tank is moving), -2 (crossing fire), -2 (target moved into sight during the turn), for a final modifier of 7 + 1 + 2 - 1 - 2 - 2 = +5.

Rolling two dice, the British player scores an "8", modified to a "13." Since this doesn't exceed the tank's DV, the tank survives. However, the result is close enough to force an Immobilisation Roll.

Rolling for immobilisation, the British player gets a "6" -- the German tank is permanently immobilised. The Veteran tank crew must immediately make a Morale Test, to see whether they remain or bail out.


Close Assaults

A close assault -- defined as combat at close quarters, possibly involving gunfire, grenades, and/or hand-to-hand combat -- takes place over a number of phases.

The assault begins during the Movement Phase, when a unit is given a Charge Order. A unit can charge anything within its movement range.

The player then rolls a die, to determine how far his unit advances before enemy fire is resolved. At this point, the target of the charge can fire (if its orders and previous actions allow). If the fire results in a Morale Test for the attackers, that test is performed now, rather than in the Morale Phase.

If the attackers survive the fire and any Morale Test, the defenders must make a dieroll to see if they stand or flee. This roll is modified by training, defenses, morale status, and the tactical situation.

If the defenders fail the roll, they will either Withdraw (able to fire as they do so), Fall Back, or Rout. The attacker then occupies their former positions.

If the defenders Stand and Fight, the attackers are moved into base-to-base contact. This ends the Charge action during the Movement Phase.

During the next Close Assault Phase, units in base-to-base contact resolve combat. Each side determines its Assault Points, counting all friendly stands within 25 meters. A die is then rolled, with modifiers applying due to training, leaders, special equipment (such as flamethrowers), training, and morale status.

Each side's attack value equals its Assault Points multiplied by its modified dieroll. The ratio of these attack values determines which column is used on the Close Assault Combat Chart, where one die is rolled. The possible results are:

In the last two cases above, there is a chance that each stand will be destroyed. Surviving stands may suffer a casualty.

Special rules apply to assaults against entrenchments and fortifications. For example, there may be a delay before close combat is resolved, reflecting "...the slow and difficult nature of house fighting and trench clearance."

EXAMPLE: An American rifle group declares a Charge against a German machinegun team firing from a gap in a hedgerow. The target must be within movement range (150 meters) of the Americans -- in this case, the distance is 40 meters.

The American player dices to see how far he gets before enemy fire is resolved. Rolling an averaging die, he gets a "2" -- his men advance 20 meters.

The Germans, who fortunately have Watch and Shoot orders and have not yet fired this turn, now resolve their attack. The Americans suffer one casualty and a Morale Test, which is conducted immediately. They pass.

Now the defenders must roll the dice. The modifiers which apply are: +1 (have machinegun), +1 (Veteran), +1 (Leadership Value of leader inside bunker), for a final modifier of +3.

On a dieroll of "5", modified to an "8", the defenders clearly Stand and Fight! The attackers now advance to the hedgerow, and are placed next to the Germans.

During the Close Assault Phase, close combat is resolved. The American rifle group is worth 2 Assault Points, with no modifiers to their dieroll. Rolling a "5", the Attack Value is 2 x 5 = 10.

The German has a point total of 3 points (2 points for the machinegun team, 1 point for their leader), with dieroll modifiers of +1 (Veteran). On a dieroll of "2" (modified to a "3"), their Attack Value is 3 x 3 = 9.

The ratio of attacker to defender is 10 to 9, which means the American uses the 1:1 column on the Combat Chart. Rolling again, he scores a "4" -- Attacker Withdrawal.

The Americans are Inexperienced, so during the next Morale Phase they Fall Back rather than Withdraw. A roll must be made to see if the stand survives -- on a result of "1", it lives. Now a Casualty Roll must be made -- on a roll of "2", the Americans avoid further losses.


Support Fire

Support Fire comes from artillery or mortars using indirect fire, and may include fire from off-map units. Such fire may be pre-planned or as the result of a fire request.

Pre-Planned Fire. There are two forms of pre-planned fire. Preliminary Bombardments occur prior to the first game turn, and are made by the Attacking Player.

The Defending Player may pre-plot up to three Final Defensive Fire targets before play. In some situations, officers will be able to automatically call down FDF if they have the target point under observation. At other times, the fire mission will require a normal Fire Request (see below, but note that a special bonus applies to the dieroll).

Pre-planned fire is always on target.

Fire Requests. Forward Observation Officers and Mortar Fire Observation Teams can request support fire from support-fire units, both on or off the table. In addition, Leaders can make fire requests from on-table units.

To make a fire request, the stand must be in communication with the support unit. This can be by Field Telephone (if wires have been laid), Radio (requires a successful Radio Roll), or Runner (if the support unit is on-table).

On-table support units respond immediately to fire requests. When dealing with off-table units, however, an Artillery Request Roll is must be made. Modifiers apply due to repeat fire missions, artillery "on call," and the suitability of the target location. The roll may result in immediate fire support, fire support on the next turn, or no support at all.

When the fire mission occurs, dice are rolled to see if the fire is on target. If the fire is off-target, a number of dice are rolled to see by what margin the fire misses. (More dice are rolled for off-table support fire vs. on-table support fire, or if the target is difficult to locate; less dice are rolled for repeat fire missions.)

Effects of Support Fire. A Danger Area, varying in size depending upon the size and number of support guns firing, exists around the target point.

A dieroll is made for every stand or building in the Danger Area. Modifiers apply depending upon whether the target was moving, the terrain, and the type of support fire. The attack results are the same as those described in the small-arms section.

Special rules apply to armoured vehicles caught by artillery fire. The vehicles can be destroyed or immobilised, with the likelihood based upon the vehicle's Defensive Class. Modifiers apply, due to type of artillery fire or armoured vehicle.

In addition, all stands caught in the Danger Area must make a Morale Test during the next Morale Phase.

EXAMPLE: During the Watch and Shoot Phase, a British FO calls for artillery fire against German tanks advancing upon his position. The target location is visible to him, in the center of a field. This is not Final Defensive Fire, since the British Player didn't pre-plot this location (he wishes he did...).

First, the British observer must establish radio contact with the battery. (No field telephone lines have been laid.) On a roll of "5", he succeeds in getting through.

Now the Artillery Request Roll is made. No modifiers happen to apply. With a lucky roll of "6", the observer gets immediate support.

In this case, the support fire is resolved during the next Fire Phase. The British player first rolls two dice to determine fire accuracy. An "8" is scored, meaning that the fire has overshot. Since the fire was from an off-table support unit, and since it was against a hard-to-locate target (the middle of a field, as opposed to a road intersection or other more precise target), four dice are rolled to determine distance -- rolling a total of "15", the observer watches as the artillery crashes down 150 meters beyond the intended target.

However, since the Danger Area is 100 meters wide by 150 meters long, some of the enemy tanks are still caught by the bombardment. One dieroll is made per vehicle (three, in this case) caught within the fire. The German tanks are Medium Class, which means they are knocked out on a roll of 6 or greater, and immobilised on a roll of 5. However, a +1 modifier applies due to the size of the British guns.

The British Player rolls 2, 4, and 5 -- which, after modification, results in one knocked-out and one immobilised tank.


Morale

As a general rule, infantry which suffer an "M" result during combat must make a Morale Test during the Morale Phase. Tanks must also make a Morale Test if they suffered anti-tank fire or have enemy infantry nearby. Artillery fire also forces units to test Morale.

To make a Morale Test, two dice are rolled. Normal troops roll two ordinary dice, while highly trained troops roll averaging dice.

Modifiers apply to the Morale Test, with different modifiers applying depending if the stand is infantry or a vehicle. The same situation can result in different modifiers, depending upon the training level of the unit. Modifiers apply due (among other things) to the presence of leaders, the orders of the unit, the behavior of nearby friendly units, casualties, withdrawing enemies, and the presence of friendly armour.

The possible results of the Morale Test are --

Units which Rout, Fall Back, or Halt can be returned to normal status by being successfully given a Rally order. This can be done during the Leader Activity Phase (by a leader, resulting in a leader bonus) or during the Morale Phase. The unit must succeed at a Morale Test in order to be rallied.

Hesitant units recover automatically if "steady" friendly troops are within range, or if joined by a leader.


Other Rules

The rules of Overlord also cover:

Certain units -- chiefly artillery, mortars, and infantry anti-tank teams -- have a limited supply of ammunition. Other units may have a limited supply of a particular type of ammo. (Tanks, for instance, are considered for game purposes to have an infinite supply of armor-piercing ammo, but a limited supply of high-explosive rounds.) Resupply rules allow units which run out of ammunition to be replenished.

There are no rules for air support. As the designer explains:

Firstly, it was difficult to control the aircraft during a period of ground fighting. Secondly, the aircraft had great difficulty in distinguishing between friend and foe, there are several instances of aircraft attacking their own ground forces. Thirdly, Forward Air Controllers were not usually allocated down to company level. Therefore there are no rules to allow the use of local air support.

Also included in the rulebook is a section on tactics for the Germans, British, and American forces.


Scenarios

The manual contains a useful discussion of how to set up Normandy terrain on the tabletop, as well as a section on setting missions and objectives for a scenario.

A points system is provided, allowing players or referees to create and compare forces. For instance, in an attack/defense scenario, the attacker might have 2000 points to spend, while the defender receives 1000 points.

The point cost for each infantry stand depends upon its type and training level. Vehicles are purchased in pieces -- the base vehicle, weaponry, and crew. Points can also be spent to buy preliminary bombardments (attacker only) or Final Defensive Fire target points (defender only), or to place support fire units exclusively "on call" to the player's forces. The defender can spend points to buy fieldworks.

The players (particularly, the Allies) are encouraged to rely on historical organizations when purchasing their forces.

Deployment rules control how the players' forces can be brought onto the tabletop. For instance, during most scenarios, the "flank" edges of the tabletop should be designated as "boundary zones" -- the players' forces cannot begin in this area, and risk being fired upon from "off-map forces" if they enter. A player may also leave some of his forces off-map at the start of the fighting.

When it comes time to determine victory, the designer prefers that players think in terms of objectives achieved. Alternately, players may give themselves points for units destroyed. However, the rules caution that using victory points "can affect the gameplay adversely, with players trying, for example, to knock out just one more enemy unit because they need the extra points to win."

Action At Tessel Bretteville, 25th June 1944. This 2-page sample scenario is provided in the rulebook. British troops of the Durham Light Infantry Division are attempting to clear the high ground between Fontenay and Rauray. Against them are elements of Panzer Lehr. The weather is overcast with intermittent rain.

The British player has an infantry company, supported by armor and a detachment of machineguns. They must advance through bocage and orchards toward a key village. The Germans have a very weak infantry company, supported by armor and mines.

Most players should have no problem with the scenario, though novices may not understand some of the organizations -- for instance, how many tanks are in a troop, or what groups should comprise a machinegun detachment.


Last Updates
23 April 1998fixed HTML error
18 April 1995first published
Comments or corrections?