Greg Dahl's Paratrooper and Glider Summary Sheet
PARATROOPS
- Place units in cloaking box for each 5/8" parachute counter.
Each can
contain one squad, one smc.
Place each Sw (dismantled if possible) in a
separate box represented by a 1/2" counter.
[British keep their lmg, light
mortar, radio. Ami's keep their light mortars.]
- Group the parachute counters into groups of 5 (wing).
Only one wing can
contain less than 5.
- Secretly designate the drop zone for each wing. This will be the center
hex of the five counters.
- Rph:
Attacker makes dr.
1-3 => Use designated drop
hex.
4-6 => Use new drop point determined by standard drift DR.
- Mph:
A. Make a separate drift DR for each parachute counter
(including 1/2" ones).
Color is direction, White is distance.
Germans
Halve the white dr.
Russians add 50% to white dr.
B. Adjust for wind.
Move two hexes downwind for mild breeze. 4 hexes downwind for heavy winds.
- DFF:
Light AA Fire and small arms fire (E7.51)
[LOS blocked
if adjacent full-level obstacle between it and the target.
Only Hazardous
movement , LV, and Smoke (E.6) drm apply.
Can only affect one parachute
counter per HEX.
Use standard 7ML for Mcs. Only one MC is taken for all
contents. All pass or fail.]
- LAND:
A. EXC Germans, all 5/8" (not 1/2" sw) counters can move
one hex.[Blaze/Water are eliminated.]
B. Flip 1/2" counters and cannot be
inspected till recovered.
[See E9.41 for offboard landing.]
- Injuries
A. All 5/8" counters landing in wood, forest-road,
crag, building, shallow-stream, marsh take a NMC().
B. All others take
NTC() => Fails = All Squads deploy to HS and one of the two is moved one
hex downwind.
[Adjust to 1MC/1TC in Mild Breeze, 2MC/2TC in Heavy Wind]
- Final Fire
Use TPBF if landing in same hex.
- NO Advancing Fire or Rout.
- Aph
No advance. Remove 5/8" parachute counters.
[NOTE: Pre-1942 Germans are partially armed. Sqauad = 228(8) HS =
128(7)
At end of each Mph must make dr Less than equal to one.
drms:
Leader+1 if cx -1 for each new hex entered in this Movement
Phase. If it succeeds - it becomes a normal squad/hs]
GLIDERS
- Place units in cloaking box based on Glider capacity (E8.1) [See us
vehicle note 51(LVT4)]
- Place gliders in Intended Landing Hex (ILH) facing current wind
direction.
Avenue of approach is 5 hexes preceding ILH (E8.2)
- DFF
Attack with light AA Fire (E7.5, E8.21)
Can only attack once per
hex per turn - resolved on the star line of the IFT.
No DRM for
ffmo/ffnam
Any # inside the star on the glider is a positive
modifier.
If DR is < * number from IFT = Glider is eliminated
If
DR is = * number from IFT = Glider Damaged and makes Evade DR
If DR is one
greater * number from IFT = Evade DR
If DR is 2 > * number from IFT =
N/E
Evade DR (E8.211) = Make random direction DR. Avenue of approach
does not change.
Damage (E8.41) = > If already damaged, it is
eliminated.
All SW/Gun are malfunctioned.
One unit suffers KR (random
selection)
All others take NMC.
After this phase, the hex they
are now in is the Final ILH.
- LAND DR (E8.22)
Must rolls <= 1 on final colored die of DR.
drm :
-1 for each hex clear of terrain (at the same level as the landing hex)
preceeding the landing hex. half level and smoke do not apply.
+1 for each
full level above the level of the ILH for the highest obstacle in the avenue
of approach.
If Fails this DR => White die of >= 4 is an
overshoot.
<= 3 falls short
Distance = one hex for each # greater
than 1 on the final colored die.
- Crash DR (E8.23)
Make final dr <= 6
Final DR = 7 =>
Damaged
Final DR > 7 => Eliminated
(see 8.23 for drms)
+1
Not in final ILH
glider is damaged
night
landing in shellholes,
trench, hedge, marsh, crest line, location contains wreck/vehicle/glider
+2
Orchard, stone wall, graveyard, bocage, Depression, roadblock
+3 Woods,
Building/rubble, bridge, crag, cliff, blind hex (as determined by avenue of
approach)
- All ground units can perform DFPh using * vehicle line of IFT.
Arial
modifier on glider counter does not apply. CS# = 7 (A7.308)
- Place all glider contents on board
- Advancing Fire phase (units fire at 1/2 FP)
- Advance phase - may advance out of hex.