

PEGASUS BRIDGE

PSS Wargamers Series



INDEX



1.  INTRODUCTION ..................................... 1



2.  LOADING .......................................... 1



3.  CBM 64 VERSION -

   (i) Getting Started ............................... 1

  (ii) Playing the Game .............................. 1

        (iia) Reinforcement Allocation Phase ......... 2

        (iib) Support Allocation Phase ............... 3

        (iic) Orders Phase ........................... 4

        (iid) Reinforcement Arrival Phase ............ 6

        (iie) Support Phase .......................... 7

 (iii) The Map ....................................... 7

  (iv) Combat ........................................ 8

   (v) Stacking ...................................... 9

  (vi) Tactics and Level of Play ..................... 10



4. SPECTRUM & AMSTRAD/SCHNEIDER VERSION -

     (i)  Getting Started ............................ 11

    (ii)  Playing the Game ........................... 11

   (iii)  Reinforcement Phase ........................ 12

    (iv)  Movement Phase ............................. 12

     (v)  Support Phase .............................. 13

    (vi)  Combat Phase ............................... 13



5.  VICTORY CONDITIONS ................................ 14



6.  REINFORCEMENT ARRIVAL SCHEDULE .................... 14



7.  HISTORICAL BACKGROUND ............................. 16



8.  UNIT LISTS ........................................ 18



9.  AUTHOR'S NOTES .................................... 20





1.	INTRODUCTION



On the fifth of June 1944 the Allied Forces stood poised for the invasion of

France in what was to be the largest operation of its kind in the history of

human warfare.



This simulation covers the actions of the British 6th Airborne Division, the

first allied troops to land on French soil. Their objective was to secure

the left hand (east) flank of the D-Day beach-heads to protect the sea

landings from counter attacks across the river Dives. This was to be

achieved by capturing and holding (intact) two bridges over the Caen canal

and river Orne, and destroying the 5 bridges over the river Dives, thus

cutting a large area off from possible German reinforcements. A further

objective was to capture a coastal defence battery at the mouth of the Orne,

which was in a position to fire on the main sea landing forces.



The first troops to land, known as the coup-de-main party, were detailed to

take the bridge over the Caen canal, and this bridge was later renamed

Pegasus Bridge, after the winged horse emblem of the airborne troops.



Pegasus Bridge, the game, covers the period from that first landing of the

coup- de-main party to the arrival on the scene of troops from the

beach-heads. The plan was daring, and many things could have gone seriously

wrong as the player will find out.





2. LOADING

The loading instructions are marked on the label of your Pegasus Bridge

cassette or disc.





3.	CBM 64 VERSION



(i)	Getting Started

After the game has loaded there are a number of options which need to be set

up before starting the game. These are presented to the player one after

another, and can be selected by pressing the indicated key, or by using the

joystick to change the option, and fire to select it. The options are:



1.	Start a new game / load a previously saved game.

2.	One player vs computer / 2 players / demonstration mode.

3.	British or German side.

4.	Level of difficulty 1-3.



The game then begins.



Restoring a saved game can only be done at the start of a game. However, any

non-demonstration game can be saved at the start of any British turn, after

turn 1, and this option will be offered by the computer. Remember to use a

fresh tape or diskette if you do not wish to overwrite previously saved games.





(ii)	Playing the Game

The game is divided into turns, each representing 30 minutes. The British and

German sides play alternate turns. Each turn is divided into 5 phases:



                                      1





1.	Reinforcement allocation phase.

2.	Support allocation phase.

3.	Orders phase.

4.	Reinforcement arrival phase.

5.	Support phase.



Each of these phases is described in detail in the following sections.



(iia) Reinforcement Allocation Phase:

The player will find it useful to refer to the map whilst playing through this

phase.



In this phase the player selects the intended arrival area of any

reinforcements scheduled to arrive at the end of the ORDERS phase. Each unit

will be offered in turn, with its historical arrival point displayed, and

the player will be offered one of the range of alternative arrival points

available to his units. The alternative points may be paged through, by use

of the joystick or cursor keys, and the final selection will be actioned

when 'FIRE' or 'SPACE' is depressed. The computer will check the order and

reject it if it is not permitted for the unit to arrive at that particular site.



A typical selection would look like this:

           A/1 CON               ARRIVES AT      Y      ?      X



        Unit Identity                         Historic      Reselected

                                           Arrival Point   Arrival Point



When selecting points of arrival, a rough map of the playing area, with the

arrival points identified, may be viewed by selecting '?' and pressing

'FIRE' or 'SPACE'.



The airborne British Forces may only arrive at landing or dropping zone

locations, lettered K, N, V, W, X and Y, and later in the game commandos and

tanks arrive at locations A and B as they move up from the beaches. Glider

borne troops can only arrive at N, W, X and Y.



German anti-aircraft fire destroyed or damaged many of the tugs (towing

aircraft) and troop transports, causing paratroopers to jump at the wrong

time and gliders to cast off at the wrong point. This together with high

winds, an element of poor navigation, and a certain amount of bad luck,

caused a great deal of confusion, so that units went astray and failed to

land at their designated site; some failed to arrive at all.



This is reflected in the game and whilst most units land where ordered, they

cannot be relied upon to arrive exactly where expected. Their actual arrival

points will only be disclosed as they arrive on the map following the

British ORDERS phase.



The first 12 German units are already on the map at the start of the game,

but are dormant and only reveal themselves after the British arrival. On

turn 1 the first 3 appear and, on turn 2 the remaining 3 units become

active. The latter are all in the town of Troarn, the cluster of buildings

at the crossroads in the lower right of the map. These 12 units always set

up in the same position and the German player is not given the option of

changing these.



                                      2





All subsequent arrivals may have their historic arrival points changed, but

in odd cases units may arrive at an alternative start point to reflect

routes onto the map being made impassable by strafing, bombing and/or heavy

gunfire. Like the British, the actual arrival point will only be revealed

when the unit appears on the map after the German ORDERS phase.



The historical arrival points for the British are accurate according to the

intentions for the day, but the German units are, in several cases, only

approximate, since the available records relating to D-Day from the German

viewpoint are often vague or conflicting in detail, as is precise

information regarding the units involved.



                              [see PEGASUS1.GIF]



(iib) Support Allocation Phase:

At the start of the game each side will have a number of support factors, in

the shape of fighter and bomber sorties, and naval gunfire (British side

only). The British start with 6 naval gunfire attacks available from turn 1,

and from turn 11, 8 fighter and 4 bomber sorties become available.



From turn 11 the German forces have 9 fighter and 7 bomber sorties available.



                                      3





When available these are offered to the player to select whichever attacks

they may wish to make. Each type of attack selected will need the input

of X (East/West) and Y (North/South) co-ordinates, and the separate scale

map enclosed with the game can be used to accurately determine these. Whilst

gunfire, bombing and strafing can be selected against different targets,

only one set of co-ordinates can be specified for any given type of attack,

and the co-ordinates are selected by use of the joystick or cursor keys.



Fighters have an alternative option to strafing, which is flying

interception. In this mode they will try to intercept any enemy air attacks

ordered for that turn.



Over the actual period covered by the game (18 hours), the only British

gunfire support in this area was scheduled to be directed against the

Merville Battery but, because the attack on the Battery was successful, did

not need to be employed.



There was little significant in the way of co-ordinated air support from

either side during this period, except for an attempt by the Germans to bomb

the Caen canal bridge.



In consequence the computer, as an opponent, will not select any support

options, except when controlling the German side, when it will fly a bombing

sortie against the Caen canal bridge.



Any support attacks are likely to be badly aimed or poorly navigated and,

whilst there are possibilities of causing casualties and inflicting damage,

the chances of these being other than marginally successful are quite low.



Support attacks are always applied at the end of the enemy turn, after the

reinforcements arrival phase.



(iic) Orders Phase:

This is the main game turn per se, where units can be moved, ordered to

attack, dig in and, in the case of certain units, demolish bridges.



The Screen Display.

The screen will reproduce a portion of the playing map, over the lower two

thirds of display. In a box at the top left of the screen, unit statistics

and general information messages are displayed. There are two boxes to the

top right of the screen, the uppermost of which displays a green oblong

which represents the entire playing area of the game map. Superimposed on

this is a black box which indicates the actual portion of the map currently

being displayed, to assist the player in identifying the position of the

unit in play (Phasing Unit). The lower box displays the current game turn.



Select Option.

The first options offered are SELECT UNIT REVIEW MAP.



If the 'SPACE' key or the 'FIRE' button is depressed when either selection

is highlighted (white), that option will be actioned.



To change a highlighted selection, move the joystick left or right, or use

the cursor keys, and the alternative selections will be highlighted in

turn. ('UP/DOWN' moves left, 'LEFT/RIGHT' moves right.)



                                      4





If 'SELECT UNIT' is ordered the game will continue to the actual ordering of

the units under the player's command.



If 'REVIEW MAP' is selected then the player will be able to look around the

game map by using the keys Q, W, E, A, D, Z, X and C as described in the

MOVE section, or by using the joystick.



When the player has seen all that is desired, and has made a note of any

locations of particular interest, then 'SPACE' or 'FIRE' will move to the

actual ordering of units under the player's command.



Unit Selection.

There are three possible orders that can be given, and these are selected

and highlighted as previously described.



These options are STACK UNIT NEXT.



STACK:

If the unit being considered is currently stacked (see STACKING) this option

will be offered and if selected means that all of the units in that stack

will receive and attempt to action the same command together. If the unit is

not currently stacked, this option will not be offered.



UNIT:

If a unit is not stacked, this option will ready it to receive orders. If

the unit is stacked, then this option will unstack it and ready it to

receive orders, without affecting the remainder of the stack.



NEXT:

If the player does not yet wish to order the unit under consideration, then

this option will move to the next possible unit still available to receive

orders.



This option will also allow the player to select a specific unit out of a

stack. Units in a stack are always displayed in the sequence that they will

be offered to the player, but the unit currently offered will be displayed

in blue. Thus by selecting 'NEXT' the player can skip an earlier unit in the

stack, and when the stack is next displayed will know the selectable unit by

its colour.



This can be particularly useful if units with different ranges are stacked

together and the player wishes to make use of a unit with a longer range,

currently in the stack, or when the player wishes to move a unit out of the

stack.



Ordering Units.

Having selected a stack or a unit, it must then be given orders. Only one order

can be selected for a unit per turn, and once ordered the command cannot

be revoked. Each order takes a full turn to execute. There are five possible

options and these are as follows:



DEMOLITION:

Only a unit capable of blowing up a bridge will be offered this option,

provided that the unit commences the turn sited on a bridge. When selected

the bridge that the unit is sited on is destroyed and becomes impassable

once the destroying unit exits the square.



                                      5





This option is particularly important in the light of the victory conditions

(see VICTORY CONDITIONS), and units capable of using this option should be

noted and used carefully (see UNIT LIST).



ATTACK:

When this is selected, any units within the range of the attacking unit will

be indicated by a square selection box being superimposed over the possible

targets in turn, with the possible targets' statistics displayed in the

general information area.



The prompt 'YES NO' will be offered and if 'YES' is selected the unit will

be attacked, with the results of the combat being displayed on the combat

screen.



If 'NO' is selected the box will move to the next possible target, finally

returning to the first target offered, if none have been selected. By this

means it is possible to review all of the possible enemy targets before

committing the phasing unit to an attack.



If there are no enemy units in range the computer will inform the player

accordingly, and this will complete the turn for the phasing unit/stack.



MOVE:

When this is selected the computer will prompt the player with 'DIRECTION?'

and the direction is selected by moving the joystick in the appropriate

direction, or by using the keys indicated below, with the key indicating the

direction from the centre, assuming that the '*' is the unit's current position.

                                       Q W E

                                       A * D

                                       Z X C

If the player elects to finish moving without having expended all movement

factors (see UNIT FACTORS), press 'SPACE' or 'FIRE' to 'PASS' and end that

unit's turn.



DIG-IN:

lf this is selected the unit spends the turn 'digging in' which will

increase its defence factor. Once dug in, a unit need not select this option

again, unless it has moved, when it will have lost any previous benefit of

having been dug in. Digging in on consecutive turns will not improve this

benefit, but will do no harm should the player have forgotten whether the

unit has dug in since last moving.



PASS:

If the player has no special action for a unit to take this turn, then

selecting 'PASS' will skip that unit's turn.



(iid) Reinforcement Arrival Phase:

During this phase units arrive on the map.



In the case of the British, the arrival point can differ wildly from the

point selected, and this represents the difficulties experienced in dropping

troops in the correct area, due to navigational errors, gusting winds, and

transports and



                                      6





tugs being shot down or damaged causing units to jump or cast off earlier or

later than intended.



In the German case, only a few units may arrive at unexpected entry points.



Arrival on the map ends that unit's actions for that turn, and the player will

again be given the option of reviewing the map.



(iie) Support Phase:

In this phase support attacks ordered by the enemy are carried out. Fighters

will attempt to strafe, bombers to bomb and naval gunfire to shell the co-

ordinates designated. These attacks may miss because the enemy has moved from

the target area, the co-ordinates were wrong, or there are navigational or

ranging errors, and aircraft may be intercepted by friendly planes designated

for this duty.



                              [see PEGASUS2.GIF]



The Map

On the map the player will see symbols which are interpreted as follows:



                                      7





                                   Movement

Terrain      Description/Shape       Cost       Notes

BRIDGE       black 'bow-tie' shape   1 point    The main objectives

ROAD         brown/mottled squares   1 point

LZ/DZ        grey/mottled squares    1 point    Airborne troops arrival zones

RAILWAYS     black ladder shapes     2 points

OPEN         yellow squares          3 points   Rough country, open fields

TREES        green trees             4 points   Bois de Bavent

BUILDINGS    black houses            4 points   Each is a cluster of buildings

EMPLACEMENT  black gun shape         5 points   The Merville Battery objective

SWAMP        green tufts             6 points   Flooded areas around the Dives

WATER        blue shapes             9 points   Rivers, canals, estuary - only

                                                negotiable by Frogmen/Gunboats



Terrain has two main effects on the game, the first being to regulate the

'speed' of movement. When a unit crosses terrain it must expend movement

points for every square entered, and, if it has insufficient points left to

exit a particular square, the unit halts after entering it.



The second effect is that of influencing the defence factor of the unit

occupying the square. Units in the open or on roads are obviously more

vulnerable than units concealed in trees or buildings, so that, generally, the

higher the movement cost of the terrain, the better the unit's defence.



The German frogmen unit is always displayed in its true position on the map,

but to reflect the fact that it can move 'submerged' and unnoticed, the unit

will often not be available as a target when an attack is ordered.



(iv) Combat

The results of combat are determined by the computer, using the attack factor

of the attacking units and the defence factor, or armour, of the defending

units.



The range factor of the attacking unit represents the maximum range at which

the unit will attack, for the purposes of the game.



Paratroopers and glider troops tended to be armed with sub machine guns, such

as Sten and Thompson machine guns, which were generally at their most

effective over relatively short ranges, but some units had a higher than

average proportion of longer range weapons such as Bren-guns, and this is

reflected in the attack factors.



The German infantry and grenadiers were mostly armed with a mixture of machine

pistols and rifles, but some units were poor quality troops and due to their

training were only really effective at close ranges.



Tanks and artillery throughout the battle tended to fight at relatively short

ranges, and even over open sights, and this too is reflected in the range

factors of the units.



The attack factor of the attacking unit is modified by the range over which it



                                      8





is attacking, so that a tank with an attack factor of 24 and a range factor of

12 squares would in fact have a reduced attack factor of 18 over 3 squares, 12

over 6 squares, and 6 over 3 squares. It would not be permitted to attack a

unit that was more than 12 squares away from it.



If an attack is successful then the number of attacking units (men, tanks or

artillery pieces) is used to determine the casualties taken by the defending

units. In turn, if the attacker is within the defender's range, the

defending units will return fire, and the results of this will be applied to

the attacking units.



For the purpose of this simulation, units which can no longer fight, because

all of the members of the unit are either dead, wounded or too demoralised to

fight on, are considered eliminated and are removed from the map to take no

further part in the battle.



A unit may only attack once during its turn, but it can return fire every time

that it is attacked, provided only that the enemy is within the defender's

range, and this return fire is automatically taken into account by the

computer.



(v) Stacking

Stacking is the ability to put more than one unit in the same square, and then

move or order the STACK of units as though it were one combined unit formed

from the units constituting the stack. For the purpose of the simulation no

more than 3 units can stack together at any one time, regardless of the number

of 'men' in each unit, and it is not possible for a unit to move through a

stack.



In order to stack it is only necessary to enter a square occupied by a

friendly unit or stack. On entry to the square all movement ceases and no

further action is permitted of the moving unit or of the units with which it

has stacked. It is important, therefore, to ensure that any units about to be

joined in a stack, have already completed any required action for the turn.



To unstack a unit, note its position in the stack, and select 'UNIT', when its

statistics are displayed in blue, and the unit will be unstacked and readied

to receive orders.



Being part of a stack has certain advantages and certain limitations, and

these need to be considered when STACKING or ordering units.



The Advantages are:



1)  Units attack in co-ordination, potentially inflicting greater damage.

2)  Units defend in co-ordination, and damage is usually, but not always, shared

    proportionately between the units forming the STACK.

3)  Only one order suffices for all the units in the STACK, provided that the

    player wants them all to perform the same act.



The Limitations are:



1)  The maximum attacking range of all units in a STACK is limited to that of

    the unit with the least range. The computer assumes that if a STACK is

    ordered to attack, all of the units in the STACK are expected to take part,

    so care must be taken to ensure that there is a target in range if the order



                                      9





    is not to be wasted.

    For this reason, the computer as an opponent will rarely stack its longer

    ranged units, such as tanks and artillery, with infantry units.

2)  In a similar manner, the maximum movement allowance for the STACK is

    that of the unit with the least movement allowance. (If a STACK is to move

    it must travel 'slowly' enough for the slowest unit to keep up.)



NOTE

Just south of the Caen canal bridge is a gun emplacement, and the first unit

of either side to enter the square will convert this to a 20mm anti-tank gun,

with a movement factor of zero, for use by their forces. This can only be

achieved by STACKING with the emplacement, and is the only time in the game

when equipment can be 'picked up'.



Historically, the gun emplacement existed and was captured by the coup-de-

main party, it being unmanned at the time of their arrival.



(vi) Tactics and Level of Play

When the computer is playing one of the forces against a human player, the

player is asked to select a level of difficulty on a scale of 1 to 3.



The level of difficulty determines the TACTICS used by the computer, and these

are as follows:



Level 1

The enemy will not always attack at the most advantageous range and when

moving units units will rarely bother to check to see if they are moving into

dangerous positions. Effectively, the units are both brave and foolhardy, and

will often risk all to achieve what they see to be their most obvious

objectives.



Level 2

At this level the computer's units are more careful, but will still from

time-to- time behave with less caution, and move without regard to the

proximity of enemy units. This is arguably the most realistic level, both

sides being quite committed to achieving their objectives, but not necessarily

at any costs.



Level 3

Here the computer's units are extremely cautious and will usually cease

movement as soon as an enemy target is within their range. They represent

troops who are committed to achieving their objectives, but with as little

risk as possible, so that the urgency of the time scales becomes less

important to them. They are not likely to close with the enemy if they can

just sit back and pick him off from a distance, however long it may take.



In some ways this can reflect the German actions on D-Day in this sector, for

whilst many of the elite troops were anxious to close with the invaders, to try

to destroy them where they landed, their commanders were not convinced that

this was the real invasion. Many thought that this was just a diversionary

tactic, or a feint, and orders to advance and/or attack were frequently

countermanded within an hour of being given. In consequence the German troops,

which were in some cases quite low quality units, did not always press home

their attacks



                                      10





or simply stood off from their opponents, firing from long range.



It must not be assumed that the Germans were lacking in bravery, and indeed

many instances occurred to refute such a suggestion. A particular instance was

when a Fallschirmjaeger (paratroop) sergeant named Hickman was returning to

his barracks near Caen with a jeep containing four recruits that he had

collected near Ouistreham, at around midnight. Hearing gunfire from the

Caen/Orne bridges area, the sergeant drove into the vicinity to investigate.

Although he and his men were only armed with machine pistols, they exchanged

fire with the coup-de-main party, until their ammunition was exhausted, before

driving south to report the situation.





4.	SPECTRUM & AMSTRAD/SCHNEIDER VERSION



(i)	Getting Started

After the game has loaded there are a number of options which need to be

set up before starting the game. These are presented to the player one after

another, and can be selected by pressing the indicated key.



1.	One player vs computer / 2 players.

2.	British or German side.



The game then starts by bringing up the turn start screen, which consists of a

flag showing the player whose turn it is, and the options LOAD, SAVE and

CONTINUE. These allow you to save game positions at the start of any turn, and

restore them at a later date. Select CONTINUE to get on with the game.



The controls for the game consist of a mixture of the joystick and keyboard.

The Spectrum gives the player a list of joystick options to choose from. If no

joystick is available, select the cursor joystick and use the cursor keys. The

E key ends each phase. The joystick is used to move the cursor. On the Amstrad

the cursor keys can be used, the COPY corresponding to the fire button.



(ii)	Playing the Game

The main map screen is divided into 4 areas. The scrolling map area on the

right is a window onto the play area, showing units and terrain. A cursor can

be moved around this area, and when it reaches the edge, the map scrolls. The

top left map covers the whole play area, showing the position of the main map

window as a rectangular box, and units as individual dots. Flashing dots show

units which have yet to act in that phase.



Below this is the unit display area. This shows the time and data for the

units under the cursor on the main map. The square icon boxes show the unit

symbols for the units under the cursor or "picked up" for movement. Under this

is the unit data:



 MOVE     -  shows the speed of the unit.

 M. LEFT  -  shows the number of movement points left.

 RANGE    -  the maximum firing range of the unit.

 A/F      -  the attack strength factor of the unit.

 EFFECT   -  the percentage effectiveness of the unit.

 STR      -  the number of men/vehicles in the unit.



                                      11





When two or more units move into the same square, they are said to be stacked.

The status information flashes between the different units in the stack.



At the bottom of the screen is a one line text area for prompts and messages.



The game is divided into turns, each representing 30 minutes. The British and

German sides play alternate turns. Each turn is divided into 4 phases:



1.	Reinforcement phase.

2.	Movement phase.

3.	Support phase.

4.	Combat phase.



Each of these phases is described in detail in the following sections.



(iii) Reinforcement Phase:

The British players reinforcements mostly arrive by air, and the landing site

is chosen for each unit as it arrives by moving the cursor to the desired

position and pressing fire. The cursor is initially positioned in the

historically correct landing site for each unit. The recommended landing sites

are the large open areas, since landing on rough ground, woods, towns and

roads will result in varying degrees of loss of effectiveness of the unit.

Note also that the unit will not necessarily land exactly where it is intended

to, but may be scattered by high winds. This can add to loss of effectiveness.

Effectiveness is recovered slowly over a period of time, as stragglers rejoin

the unit.



German and British ground units appear on the map at predetermined times

according to the reinforcement schedule. These start positions cannot be

altered.



(iv) Movement Phase:

During the movement phase all the player's units can be moved by moving the

cursor over the units and pressing fire to pick them up. Up to three units can

be picked up together and moved as a stack. Pressing fire again drops the units.

Movement through different terrain types costs different numbers of movement

points as detailed below:



 Terrain      Symbol        Cost Note

 BRIDGE       Unit symbol    1   The main objectives

 ROAD         Solid black    1

 OPEN         Blank          1   Landing zones

 RAILWAY      Cross-hatch    2

 ROUGH        Sparse dots    3   Rough open fields

 TREES        Tree shapes    4   Bois de Bavent

 BUILDINGS    Box shapes     4   Each is a cluster

 EMPLACEMENT  Unit symbol    5   Merville Battery

 SWAMP        Black mottled  6   Flooded areas

 WATER        Black mottled  9   Certain units only





The terrain has two main effects on the game, the first being to regulate the

'speed' of movement. The second effect is that of influencing the defence factor

of the unit occupying the square. Units in the open or on roads are obviously



                                      12





more vulnerable than units concealed in trees or buildings, so that, generally,

the higher the movement cost of the terrain, the better the unit's defence.



NOTE

Just south of the Caen canal bridge is a gun emplacement, and the first unit

of either side to enter the square will convert this to a 20mm anti-tank gun,

with a movement factor of zero, for use by their forces. This can only be

achieved by stacking with emplacement, and is the only time in the game when

equipment can be "picked up".



(v)	Support Phase:

At the end of the movement phase, the player is given the opportunity to call

up bomber strikes, fighter strikes and naval gunfire on enemy positions. The

number of strikes available to each player during the rest of the game is

shown at the start of each turn. If any strikes are left, the option to use

them is offered during the support phase. Press fire to launch a strike or the

space bar to skip it and hold it in reserve. If a strike is selected, the

cursor appears on the map and can be moved over the target. Press fire to

confirm.



A maximum of 1 attack each time can be performed in each turn. Fighter attacks

held in reserve can help to reduce the severity of enemy air attacks.



(vi) Combat Phase:

Each unit can be ordered to attack one enemy unit. The procedure for this is

similar to that for movement. The attacking unit(s) are selected by placing

the cursor and pressing fire. Up to three units can combine their attack

strengths by stacking together. The cursor is then moved over the target and

fire is pressed to launch the attack. An out of range message is generated if

the cursor is moved further away than the maximum range of the attacking unit.



At the end of the turn, if any troops equipped for demolition are on a bridge,

the option to blow up the bridge is offered. Press FIRE to blow the bridge, or

any other key not to. The bridge will blow up during the following turn, so

remember to move the unit off the bridge.



The length of the firing sound effect gives a rough indication of the

effectiveness of the attack. For more precise information, inspect the units

involved. Both sides may take casualties when an attack is made since

defending units are assumed to return fire.



The type of the unit should be taken into account when launching attacks.

Paratroopers and glider troops tended to be armed with sub machine guns, such

as Sten and Thompson machine guns, which were generally at their most

effective over relatively short ranges, but some units had a higher than

average proportion of longer range weapons such as Bren guns, and this is

reflected in the attack factors. The German infantry and Panzer grenadiers

were mostly armed with a mixture of machine pistols and rifles, but some units

were poor quality troops and due to their training were only really effective

at close ranges.



Tanks and artillery throughout the battle tended to fight at relatively short

ranges, and even over open sights, and this too is reflected in the range

factors of the units.



                                      13





The combat system also takes into account the types of units involved. Sten

guns are not as good as artillery against tanks etc.





5.	VICTORY CONDITIONS



Each side has a certain set of objectives which must be achieved. That of the

British side is to preserve intact the bridges over the Caen canal and the

Orne river, to destroy, or at the end of the game be in occupation of, the 5

river Dives crossings, to be the sole occupants of the area of the Merville

Battery, indicated by the cluster of four gun emplacement symbols, and to

maintain this position up to turn 36, the end of the game (the arrival of the

remainder of 6th Air-landing Brigade).



The objective of the German side is to prevent the British side from achieving

their objectives, and the degree of success will depend upon the number of

objectives that the German forces have permitted the British side to achieve.



The position at the end of turn 36 is used to determine the percentage of

success. Should the game be terminated earlier, the number of turns played

will also be used to determine the percentage of success.



In order to achieve objectives it will sometimes be necessary to eliminate

enemy units, but care should be taken to remember the actual objectives of the

game, as the elimination of the entire enemy force will not win the game if

these objectives have not been met. Remember, this is only day one of the

invasion and the enemy has many more forces to throw into the line tomorrow,

so the objectives are critical.





6.	REINFORCEMENT ARRIVAL SCHEDULE



Throughout the game, units will reinforce the British and German sides. They

will always arrive on the turn specified and neither side can hold any in

abeyance until a later turn. Units will never STACK with other units on the

turn of arrival.



German units, except for those on the map at the start of the game, are likely

to arrive in depleted strength. This reflects casualties from shelling and

strafing, and stragglers, some or all of whom will rejoin their unit as the

game progresses, but the units are unlikely to be heavily depleted.



The British, however, suffer casualties from poor landings, made in high winds

and darkness, aggravated by landings in inhospitable terrain, such as

buildings, trees, water and swamps. The landings are likely to be heavily

scattered, so that there can be many stragglers but, like the Germans, these

too will attempt to rejoin their units throughout the game.



If a unit is eliminated, its stragglers may rejoin other units still fighting,

but in no case will a unit ever exceed the strength (numbers) shown in the

UNIT LIST. Units are never reconstituted during the game once they have been

eliminated.



The game is played over 36 turns and the Reinforcement Arrival Schedule is as

follows:



                                      14





TURN	BRITISH UNIT	GERMAN UNIT



  1     A PLT O/B       SENTRY

        B PLT O/B       BRIDGE GAR

        C PLT O/B       GAR 736 GR

        D PLT O/B       HQ 642 GR

        F PLT O/B       RC 125 PGR

        F PLT O/B       BTY 155 ARTY

                        HQ 125 PGR

                        RC 125 PGR

                        RC 744 GR



  2     PATHFNDRS       1/125 PGR

                        HWC 125 PGR

                        21 PZ RCN BTN

                        HICKMAN



  3                     RC 2PGR

                        1716 SPG



  4     A/7 BTN

        B/7 BTN

        C/7 BTN

        A/9 BTN

        B/9 BTN

        C/9 BTN



  5     A/12 BTN        RC 192 PGR

        B/12 BTN

        12 ARTY

        C/12 BTN

        A/1 CDN

        B/1 CDN

        RE 3 BDE

        C/1 CDN



  6     A/13 BTN        HWC 125 PGR

        B/13 BTN

        C/13 BTN

        A/8 BTN

        RE 3 BDE

        B/8 BTN

        C/8 BTN



  7                     HWC 192 PGR

                        3/736 GR

                        RC 744 GR



  8     COY 6 ALB       1/731 GR

        COY 6 ALB

        6 DIV HQ

        COY 6 ALB

        4 BTTY RA



                                      15





  9     1 SAG           HWC 744 GR

        2 SAG

        SAG ARTY



 10                     PLT 22 PZ



 11                     1/857 GR



 13                     HWC 744 GR

                        RC 744 GR



 14                     PLT 22 PZ

                        2/875 GR

                        HWC 192 PGR



 15                     GUNBOAT



 16                     FROGMEN



 20                     RC 192 PGR

                        PLT 22 PZ



 24      6 CMDO         COY 22 PZ



 25                     GUNBOAT

                        711 SIG

                        711 P1



 26      3 CMDO         1/651 ARTY

                        2/651 ARTY

                        COY 22 PZ



 27      TANK           2/731 GR



 28      45 CMDO        3/651 ARTY

                        200 PZ ENG



 29      TANK           RC 192 GR

                        RC 192 PGR



 30      4 CMDO





7.	HISTORICAL BACKGROUND



On the 5th June 1944 the Allied forces stood poised for the invasion of

France, by land, sea and air, in what was to be the largest operation of its

kind in the history of warfare. Almost 3 million men would be involved in an

invasion front covering 60 miles of Normandy coastline from Les Dunes de

Varreville in the west to Ouistreham in the east.



The British 6th Airborne Division, consisting of the 3rd and 5th Parachute

Brigades, and the 6th Air-landing Division, was given a key role in the

operation. Its orders were to secure the left (east) flank of the beach-heads

by seizing vital bridges, neutralizing enemy gun emplacements, and denying the

enemy access to the beach-heads by holding or destroying 5 of the bridges over

the river Dives.



Since the number of available aircraft was insufficient to lift the entire

division at the same time, it was necessary to land parachute troops first to

clear selected sites, whilst the majority of the 6th Air-landing Brigade would

arrive by the second airlift.



                                      16





A coup-de-main party consisting of a reinforced company of six platoons drawn

from the 2nd Battalion of the Oxfordshire and Buckinghamshire Light Infantry

('D' Coy 2nd Ox & Bucks) and a detachment of engineers, carried in six

gliders, left base shortly before midnight, with the Caen and Orne bridges as

their objectives. Five of the six gliders landed almost exactly on time, with

considerable accuracy, close to the two vital bridges which crossed the river

Orne and the Caen canal, whilst the sixth landed close to a bridge over the

river Dives, some 8 miles away.



The Orne and Caen bridges were successfully captured, and a bridgehead

established.



Thirty minutes later the 7th Parachute Battalion dropped, but the landing was

widely scattered. Within a couple of hours about half of the force had reached

the bridges, and stragglers continued to arrive throughout the day.



Enemy counter attacks, from infantry and tanks, began at dawn and continued

through the day, and it was whilst holding the bridges that 7 Para had a naval

battle with German coastal craft moving up the canal. German aircraft tried to

bomb the bridges and, indeed, succeeded in hitting the canal bridge with a

1000lb bomb, which dented the structure, but bounced off into the canal

without exploding.



At one point the Germans despatched two frogmen to try to blow up the bridges,

but this, together with other attempts, was to no avail and the bridges were

held until seaborne forces arrived to help secure the area.



In the meantime 9 Para landed with the intent of eliminating the battery of

guns at Merville. The drop was so widely scattered, that at the scheduled time

of attack, only 150 men, out of more than 600 that jumped, were grouped for

the assault. This attack was to be supported by a special assault group

carried in three gliders, the aim of which was to land on top of the battery

at the exact time that the attack went in. The gliders failed to land in the

right place, but the assault group troops fought where they landed, so

preventing reinforcements from reaching the battery. In the meantime the main

party successfully neutralised the battery, but at the loss of about half of

their small force.



The bulk of the 3rd and 5th Brigades also jumped, but again the landings were

widely scattered, some units dropping on zones designated for other groups,

and a considerable number of men were killed or injured landing in or around

the area of the river Dives, which had been made to flood its banks, by the

Germans as part of their defence strategy, to present several square miles of

marshland.



These units, supported by elements of the 6th Air-landing Brigade, destroyed

the Varaville, Robehomme, Bures and Troarn bridges, in the face of a

surprised enemy. In the case of the Troarn bridge, engineers in a jeep raced

through a gauntlet of enemy gunfire onto the bridge, crashing through the

battle, enemy troops and a roadblock, in order to demolish the bridge.



All units then continued to hold positions against repeated enemy attacks, and

at a critical moment were reinforced by commando forces from the 1st Special



                                      17





Service Brigade, under Lord Lovatt, which had fought their way up from the

beaches around Ouistreham.



During the evening of D-Day the remainder of the 6th Air-landing Brigade

arrived, linking up with those who had landed in the earlier lifts, plus the

commandos, and together they made the bridgehead secure.



The bridge over the Caen canal was subsequently to be named Pegasus Bridge,

(after the winged horse shoulder flash worn by the airborne troops), to

commemorate the battle, and the fact that the coup-de-main party was the first

British unit to land on French soil on D-Day.





8. UNIT LISTS



In the following lists:

NO. is the number of men, tanks, artillery pieces, etc., initially available to

    the unit, and this can be modified as described in the ARRIVAL section

    of the instructions. As the unit takes casualties this number is depleted

    and, if it should reach zero, the unit is eliminated, and removed from

    the map.

A/F is the attack factor - the unit's firepower and assault strength.

RNG is the maximum range in squares, over which the unit can attack.

MOV is the movement factor which is the maximum number of points which

    can be expended by the unit as it moves across terrain, and represents

    its speed of movement - units with a high movement factor can move

    further in the same turn than units with lower factors.



NOTE

When the computer is the opponent the attack factor of each of its units will

be increased by 2, with a proportionate increase in the unit's range.





                         THE BRITISH FORCES



 UNIT         NO. A/F  RNG  MOV  DESCRIPTION                          ARRIVES

A PLT O/B    * 25  12   6    7   A Platoon 2nd Ox & Bucks                   Y

B PLT O/B    * 25  12   6    7   B Platoon 2nd Ox & Bucks                   Y

C PLT O/B    * 25  12   6    7   C Platoon 2nd Ox & Bucks                   Y

D PLT O/B    * 25  12   6    7   D Platoon 2nd Ox & Bucks                   X

E PLT O/B    * 25  12   6    7   E Platoon 2nd Ox & Bucks                   X

F PLT O/B    * 25  12   6    7   F Platoon 2nd Ox & Bucks                   X

PATHFNDRS     100  10   5    7   Pathfinders (22nd md Parachute Coy)        N

A/7 BTN       200   8   4    6   A Coy 7th Parachute Battalion 5 Brigade    N

B/7 BTN       200   8   4    6   B Coy 7th Parachute Battalion 5 Brigade    N

C/7 BTN       200   8   4    6   C Coy 7th Parachute Battalion 5 Brigade    N

A/9 BTN       200   8   4    6   A Coy 9th Parachute Battalion 3 Brigade    V

B/9 BTN       200   8   4    6   B Coy 9th Parachute Battalion 3 Brigade    V

C/9 BTN       200   8   4    6   C Coy 9th Parachute Battalion 3 Brigade    V

A/12 BTN      200   8   4    6   A Coy 12th Parachute Battalion 5 Brigade   N



                                      18





B/12 BTN      200   8   4    6   B Coy 12th Parachute Battalion 5 Brigade   N

12 ARTY         4  20  10    5   4 guns of 53 Air-landing A/T Regt          N

C112 BTN      200   8   4    6   C Coy 12th Parachute Battalion 5 Brigade   N

A/1 CDN       200   8   4    6   A Coy 1st Canadian Parachute Btn 3 Bde     V

B/1 CDN       200   8   4    6   B Coy 1st Canadian Parachute Btn 3 Bde     V

RE 3 BDE     * 50  10   5    8   Unit of Engineers attached to 3 Brigade    V

C/1 CDN       200   8   4    6   C Coy 1st Canadian Parachute Btn 3 Bde     V

A/13 BTN      200   8   4    6   A Coy 13th Parachute Battalion 5 Brigade   N

B/13 BTN      200   8   4    6   B Coy 13th Parachute Battalion 5 Brigade   N

C/13 BTN      200   8   4    6   C Coy 13th Parachute Battalion 5 Brigade   N

A/8 BTN       200   8   4    6   A Coy 8th Parachute Battalion 3 Brigade    K

RE 3 BDE     * 50  10   5    8   Unit of Engineers attached to 3 Brigade    K

B/8 BTN       200   8   4    6   B Coy 8th Parachute Battalion 3 Brigade    K

C/8 BTN       200   8   4    6   C Coy 8th Parachute Battalion 3 Brigade    K

COY 6 ALB     250   8   4    6   Coy of 6th Air-landing Brigade             N

COY 6 ALB     250   8   4    6   Coy of 6th Air-landing Brigade             N

6 DIV HQ      100  12   6    6   Gen Gale & 6th Airborne Division HQ        N

COY 6 ALB     250   8   4    6   Coy of 6th Air-landing Brigade             N

4 BTTY RA      10  24  12    5   4th Air-landing A/T Battery RA             N

1 SAG        * 30  10   5    8   Special Assault Group 6th A/L Brigade      V

2 SAG        * 30  10   5    8   Special Assault Group 6th A/L Brigade      V

SAG ARTY       10  20  10    5   6 pdr. Guns Special Assault Group 6th ALB  V

6 CMDO        250   8   4    6   6 Commando Btn 1st Special Service Bde     A

3 CMDO        250   8   4    6   3 Commando Btn 1st Special Service Bde     B

TANK            2  24  12   12   2 Churchill Tanks                          B

45 CMDO       250   8   4    6   45 Commando Btn 1st Special Service Bde    A

TANK            5  24  12   12   5 Sherman Tanks                            A

4 CMDO        250   8   4    6   4 Commando Btn 1st Special Service Bde     B



                         THE GERMAN FORCES



SENTRY          2   8   4    6   Bridge Sentries from Bridge Garrison  BRIDGE

BRIDGE GAR     50   8   4    6   Bridge Garrison                       BRIDGE

GAR 736 GR    150   8   4    6   Garrison 736 Grenadier Regt         MERVILLE

HQ 642 GR     250   8   4    6   HQ 642 Grenadier Regt            SALLENELLES

RC 125 PGR     90   8   4   10   Rifle Coy 125 Pzr Grenadier Regt    RANVILLE

BTY 155 ARTY    4  28  14    4   88mm Guns 155 Artillery Regt        RANVILLE

HQ 125 PGR    250  10   5    6   HQ 125 Panzer Gdr Regt           COLOMBELLES

RC 125 PGR    130   8   4    6   Rifle Coy 125 Pzr Gdr Regt       COLOMBELLES

RC 744 GR     100   8   4    5   Rifle Coy 744 Grenadier Regt          BAVENT

RC 125 PGR    150   8   4    6   Rifle Coy 125 Pzr Grenadier Regt      TROARN

HWC 125 PGR    90  10   5   10   Heavy Weapon Coy 125 Pzr Gdr Regt     TROARN

21 PZ RCN       5  16   8   12   5 light tanks 21 Pzr Recce Battalion  TROARN

HICKMAN         5   7   4   13   5 Paratroopers 2nd Parachute Regt          B

RC 2 PGR      100   8   4   10   Rifle Coy 2 Pzr Grenadier Regt             B

1716 SPG        2  24  12    8   2 self propelled guns 1716 Regt            C

RC 192 PGR    100   8   4   10   Rifle Coy 192 Pzr Grenadier Regt           D

HWC 125 PGR    90  10   5   10   Heavy Weapon Coy 125 Pzr Gdr Regt          F



                                      19





HWC 192 PGR    90  10   5   10   Heavy Weapon Coy 192 Pzr Gdr Regt          D

3/736 GR      250   8   4    5   3 Btn 736 Grenadier Regt                   C

RC 744 GR     100   8   4    5   Rifle Coy 744 Grenadier Regt               I

1/731 GR      250   8   4    5   1 Btn 731 Grenadier Regt                   H

HWC 744 GR    100  10   5    5   Heavy Weapon Coy 744 Grenadier Regt        G

PLT 22 PZ       5  24  12   10   Platoon 22 Panzer Regt                     G

1/857 GR      250   8   4    5   1 Btn 857 Grenadier Regt                   I

HWC 744 GR     90  10   5    5   Heavy Weapon Coy 744 Grenadier Regt        E

RC 744 GR     110   8   4    5   Rifle Coy 744 Grenadier Regt               H

PLT 22 PZ       7  24  12   10   Platoon 22 Panzer Regt (reinforced)        H

2/857 GR      250   8   4    5   2 Btn 857 Grenadier Regt                   I

HWC 192 GR    100  10   5   10   Heavy Weapon Coy 192 Pzr Gdr Regt          G

GUNBOAT         2  16   8   27   2 lightly armed coastal vessels            J

FROGMEN      *  2   7   3   18   2 frogmen                                  L

RC 192 PGR     90   8   4   10   Rifle Coy 192 Pzr Grenadier Regt           C

PLT 22 PZ       7  24  12    8   Plt 22 Panzer Regt (reinforced)            D

COY 22 PZ      10  24  12   10   Coy 22 Panzer Regt                         D

GUNBOAT         1  16   8   27   1 lightly armed coastal vessel             L

711 SIG       250   8   4   10   Signals Battalion 711 Infantry Div         H

711 P1       *250   8   4    5   Pioneer Battalion 711 Infantry Div         H

1/651 ARTY      8  28  14    4   1st Battalion 651 Artillery Regt           H

2/651 ARTY      8  28  14    4   2nd Battalion 651 Artillery Regt           I

COY 22 PZ      10  24  12   10   Coy 22 Panzer Regt                         F

2/731 GR      250   8   4    5   2 Btn 731 Grenadier Regt                   I

3/651 ARTY      8  28  14    4   3rd Battalion 651 Artillery Regt           H

200 PZ ENG   *250   9   4   10   Engineers attached to 200 Panzer Div       E

RC 192 PGR    120   8   4   10   Rifle Coy 192 Pzr Grenadier Regt           C

RC 192 PGR    130   8   4   10   Rifle Coy 192 Pzr Grenadier Regt           D



NOTE: All units marked with an asterisk (*) are equipped to carry out

DEMOLITION work on bridges.





9. AUTHOR'S NOTES



The actions and achievements of the 6th Airborne Division on 6th June 1944

read like the script for a major film and, indeed, some of the incidents and

events have featured in several films. However, there were so many unexpected

and almost unbelievable events that a film producer would probably decide to

tone down, or even eliminate some of these, just to retain credibility.



I have attempted to include many of these events in the game, to try to give a

flavour of the day.



Some things cannot be simulated, such as the incident when there was a sudden

lull in the fighting, and one of the coup-de-main party, manning the captured

20mm anti4-tank gun, could be heard shouting out gun commands, the range, the

elevation, "Number one gun, ready!", etc.



His target was a water tower, on top of which a sniper or observer was thought

to be hiding. In the silence that had fallen, his shouted commands rang out



                                      20





loud and clear, followed by the report of the weapon.



The aim was perfect, but the shell was armour piercing, so instead of the

tower being reduced to rubble, the shell went straight through, leaving great

spouts of water squirting from the holes in the opposite sides.



An enormous cheer went up from both the British and German sides, with berets

and helmets being tossed in the air, applause for a neatly executed shot!



There are many accounts available of the actions on D-Day, but most are from

the British viewpoint, and the information regarding the British units, and

even individuals involved, is usually well detailed, with only opinions

differing as to when, where or how a specific event took place. This is quite

understandable, the confusion of battle, the 'fog of war', easily accounts for

this, and the schedule used in the simulation is reasonably accurate within 30

or 40 minutes.



The German schedule is much more difficult to obtain. Most of the reports

cover the entire Normandy campaign, and details of individual units'

involvements on particular days is frequently lacking.



British accounts frequently refer to encounters with the enemy in terms of "in

company strength", but only in a few cases are the units precisely identified.



The German units detailed in the game were all in the area at the time, and

over the first few days of the invasion were in conflict with the 6th

Airborne. Where actual units are known, they have been used, but several of

the units are "informed guesses" on behalf of the author, as are their arrival

points, when precise information is lacking.



Since this is a simulation, designed to allow the player to try the 'what if?'

possibilities, combat results will frequently differ from the actual

casualties suffered by the units involved. This reflects the daring and

dangerous nature of the operation.



That the coup-de-main survived the assault on the two bridges with virtually

no casualties is a fact. There is no doubt that they were expected to have a

far higher rate of casualties. That they could have been wiped out entirely,

or taken prisoner, without succeeding in their task, was a definite

possibility, and all of these results are possible in the simulation.



Units in the simulation do not normally retreat. Instead they will usually

fight until they cease, for whatever reason, to be an effective fighting

force.



The computer, as an opponent, is neither particularly clever, nor stupid.

However, it takes note of the tactics that the player has told it to adopt,

and will play out its moves accordingly.



It is difficult to achieve a 100% victory in the British role, and even more

so in the German role.



That the 6th Airborne did achieve every one of their objectives is no small

measure of the courage, determination and training of the paratroopers, glider

pilots and men of the 6th Air-landing Brigade, who fought so well to secure

the beach-head and protect the east flank of the invasion.



                                      21





The following sources were referred to for information used in the program.

Pegasus Bridge, 6th June 1944 by Stephen E. Ambrose.

Silent Wings by Gerard M. Devlin.

The Red Devils by G.G. Norton.

Overlord by Max Hastings.

The Paras: British Airborne Forces 1940-1984 by Gregor Ferguson.

Red Berets into Normandy by Sir Hugh Wheldon.

D-Day by Brigadier Peter Young

The Longest Day by Cornelius Ryan.

History of World War II by Lt-Col. E. Bauer.

After the Battle Magazine (No.1).

Great Battles of World War II by John McDonald.

The Elite Magazine (Nos. 31 and 33).

D-Day the ITN/Granada Television video tape.



--

Another Fine Product transcribed by: Jim Grimwood (jimg@globalnet.co.uk)

Dead Dog Farm, Hatfield, England

--

