From Command #30 Victory in Normundy Victory in Brittany An Alternative History Scenario for Victory in Normandy by Ben Knight This scenario explores what might have happened had the Allies landed in Brittany instead of Normandy. It is designed so the Allied player must fight from one side of the map to the other. The scenario lasts from D+1 to D+80. A short version may be played through D+21. Players should ignore the historical beaches and breakout line printed on the map. All roles are the same unless noted below. Setting Up. The Allied player starts with the same nine divisions, but he deploys them on beach hexes 1007,1008 and 1009 as he wants. Airborne divisions may be set up on or adjacent to the beaches, including hexes 1006 and 1106. All units start at full strength. The German player should set up his initial forces per the historical set up with these three exceptions: 1) place the 352nd Division at full strength on or adjacent to Omaha Beach; 2) place the 716th Division at I till strength on or adjacent to Juno Beach; and 3) all on-map reinforcements west of the Seine are immediately released and may set up on or adjacent to their location hexes. Off-map reinforcements and those past of the Seine must await their normal turn of entry. Command Points. The German player receives three CPs per turn. The Allied player starts with two CPs per turn, but goes to three CPs per turn if he controls at least two VPs' worth of cities at the start of his turn and can trace supply paths from them to his beaches. He receives four CPs per turn when he controls at least four VPs' worth of cities in supply. He receives five CPs per turn when he controls at least six VPs' worth of cities in supply. Allied Breakout. The Allies are considered to have broken out when they capture six VPs' worth of cities. All remaining German reinforcements are released at that time. Optional Rules. The Allied player may his Naval Task Force to support his beaches as normal. In addition, he may use it once per game to provide a +1 modifier to Allied units attacking Brest or Lorient (not both). This is in place of the bonus normally used when attackingC herbourg. Allied armored divisions never receive "Rhino" capability in this scenario. How To Win. For the 80-day version, determined victory as normal except the Allied beaches are hexes 1007 to 1009, instead of Utah, etc. For the 21-day (three week) version, the Allied player earns the printed VPs for all VP hexes captured. The German player earns three VPs for each beach hex captured and three VP's if the British 1st Airborne Division makes a post D-Day airdrop. The Allied player wins the the short scenario if he has at least two VPs more than the German; otherwise, the German player wins. Players Notes. The German player should try to seal off the beachhead as quickly as possible with his infantry and paratroop forces in Brittany. His panzers will be late in getting to the battlefield, but they pack a hard punch against weak Allied hexes. There are more counterattack possibilities in this scenario since players are not fighting in bocage. The Allied player must capture two VPs of cities as quickly as possible, but that can prove surprisingly difficult. Taking Concareau is easy, but a direct drive on Lorient usually stalls because the German player cart feed troops into the fortress. The best approach is to turn north and seal off Brest while threatening Morlaix. Brest is worth two VPs by itself. However, the Allied player must make sure his eastern flank is well defended because German panzers will try to cut off his spearhead before it can take the fortress. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)