BEACH HEAD
INTRODUCTION
Solo dice and card game simulating the actions on a small section of the
Normandy Beach landings in WWII.
OBJECTIVE
The game ends when the Allies remove all German Bunkers and Trenches.
Removed may mean ‘cleared of troops’ in the case of Bunkers and trenches or
‘Punching through gaps’ for Traps, wire, walls, mine-fields, & ditches.
SUPPLIES
Paper, pencils, six sided dice, deck of regular playing cards.
SETUP
The Germans start with the following Beach Defenses:
20 points of Mines (Anti-tank, Anti-personnel, explosives on Tank Traps)
20 points of Tank Traps (Element C, Hedgehogs, fixed stakes, tetrahedra)
20 points of Walls (Concrete and natural Sea Wall)
20 points of Anti-tank Ditches (Also craters)
60 points of Bunkers (Pillboxes, Gun Emplacements)
20 points of Barbed Wire
20 points of Trenches (Machinegun & Mortar positions, Infantry)
TURN SEQUENCE
Each turn has 18 Phases:
1. Tactical Phase
2. Frogman Phase
3. LCI Phase
4. LCT Phase
5. LCS Fire Phase
6. Gun Tank Phase
7. German Defender Fire Phase
8. German Inland Artillery Fire Phase
9. German Shore Gun Fire Phase
10. German Mine Phase
11. Combat Engineers Phase
12. Flail Tank Phase
13. Petard Attack Phase
14. Bridge Phase
15. Infantry Phase
16. Fire Support Phase
17. Destroyer Naval Support Phase
18. End Phase
TACTICAL PHASE
Fill hand to 7 Cards.
You may discard up to 3 cards and draw replacements.
If the deck runs out, shuffle the discard and draw from it.
FROGMAN PHASE
Underwater demolition teams.
Remove 1D6 points of Tank Traps.
‘Tank Traps’ were a barrier to landing craft.
LCI PHASE
Landing Craft Infantry.
3D6 Infantry Squads are put ashore.
Subtract 1 from the roll if there are any tank traps remaining.
Subtract 2 from the roll if any Landing craft were hit last turn.
From here on Infantry squads are simply referred to as Infantry.
LCT PHASE
Landing Craft Tank.
1D6-3 Hobart Funny Tanks land.
Subtract 1 from the roll if there are any tank traps remaining.
Subtract 1 from the roll if any Landing craft were hit last turn.
Next roll 1D6 for each tank to see what type it is:
1-2 Sherman Gun Tank (DD: Duplex Drive Swimming Tank)
3-4 Sherman Crab (Flail Tanks)
5 AVRE with SBG (Small Box Girder: 30’ Bridge)
6 AVRE with Fascine (For filling in ditches)
AVRE = Assault Vehicle Royal Engineers
LCS FIRE PHASE
Landing Craft Support.
Armed variously with 20mm, 17pdr, 25pdr, 119mm guns, rockets, and mortars.
Remove 1D6 points of Bunkers or Walls
Subtract 1 from the roll if there are any tank traps remaining.
Subtract 2 from the roll if any Landing craft were hit last turn.
GUN TANK PHASE
Remove 1D6-1 points of Bunkers
Remove 1D6-1 points of Trenches if all bunkers, walls & ditches removed.
Skip this phase if you have no Gun Tanks.
GERMAN DEFENDER FIRE PHASE
This includes attacks made by Machine guns, grenades, mortars, and snipers.
1D6: Result:
0-1 1D6-2 Infantry Killed
2-6 1D6 Infantry Killed
7 2D6 Infantry Killed
8 2D6+2 Infantry Killed
-1 to roll if half of bunkers destroyed.
-2 to roll if all bunkers destroyed.
+1 per 12 infantry on the beach rounding down.
GERMAN INLAND ARTILLERY FIRE PHASE
High Caliber Weapons firing Indirect or LOS.
1D6: Result:
0-4 1D6-3 Infantry Killed
5 Tank Hit: A random Tank is destroyed
6 Landing Craft Hit
GERMAN SHORE GUN FIRE PHASE
Fire from Trench Mortars and 50mm and 75mm Anti-tank guns in bunkers.
1D6: Result:
0-4 1D6-3 Infantry Killed
5 Tank Hit: A random Tank is destroyed
6 Landing Craft Hit
Skip this phase if all Bunkers are destroyed.
GERMAN MINE PHASE
1D6: Result:
0-4 1D6-3 Infantry Killed
5-6 1 Non-Flail Tank Destroyed
Skip this phase if all Mines are destroyed.
COMBAT ENGINEERS PHASE
Remove 1D6 points of any type of Beach Defense except trenches.
Remove 1D6 points of Trenches if all bunkers and walls are removed.
FLAIL TANK PHASE
Remove 1D6 points of mines or barbed wire.
Subtract 2 from the roll if there are any tank traps remaining.
Skip this phase if you do not have any Crab Tanks.
PETARD ATTACK PHASE
290mm Demolition Gun that could hurl a 40 lb bomb 230 yards (80y accurately).
Skip this phase if you do not have any AVRE Tanks.
Remove 1D6 points of Bunkers or Walls
Remove 1D6-1 points of Trenches if all bunkers, walls & ditches removed.
If walls are targeted add 1D6-2 points of Ditches (Cratering).
BRIDGE PHASE
Remove 1D6 points of Anti-Tank Ditches.
Skip this phase if you do not have any AVRE Tanks.
INFANTRY PHASE
Remove 1D6 points of Barbed Wire.
If all wire removed then remove 1D6-1 points of Bunkers
Remove 1D6 points of Trenches if all bunkers and walls removed.
+1 to rolls per 12 infantry on the beach rounding down.
FIRE SUPPORT PHASE
1D6: Support type: Notes:
1-4 Nothing -
5 Rocket Barrage Remove 1D6-1 points of Bunkers or Walls
6 Bomber Attack Remove 1D6-1 points of Bunkers or Walls
DESTROYER NAVAL BOMBARDMENT PHASE
Skip this phase until turn 20+.
Remove 1D6 points of Bunkers or Walls or Trenches.
END PHASE
Max hand size is 3.
Discard excess cards.
CARD USE CHART
Type: Use:
Ace Medic: Cause target die roll to have a value = 1
Two Corporal: Cause target die roll to have a value = 2
Three Sergeant: Cause target die roll to have a value = 3
Four Leiutenant: Cause target die roll to have a value = 4
Five Captain: Cause target die roll to have a value = 5
Six Major: Cause target die roll to have a value = 6
Seven Sharp Shooter: Target die roll gets -2
Eight Smoke: Target die roll gets -1
Nine Radio: Target die roll gets +1
Ten Hero: Target die roll gets +2
Jack Colonel: Reroll target die roll
Queen Admiral: Repeat Target Phase (Not the Tactics Phase)
King General: Draw 2 more cards
SCORING
Keep track of Allied Infantry casualties.
A lower score is a better one.
OMAHA BEACH VARIANT
The Americans get no Funny Tanks.
Ignore Anti-Tank Ditches.
PLAYTEST RESULTS (No Cards)
by Codexier at ecbattle@bellsouth.net
I just played through exactly 1000 games of Beach Head (ok, my
Unix Server did, and I just watched it scroll for a few minutes).
Here's a few statistics I thought were interesting:
Fewest Infantry Casualties: 9
Most Inf. Casualties: 86
Avg Inf. Casualties: 42
Most Inf. Alive at the end of the game: 18
Most Turns it took to win: 23
Fewest Turns it took to win: 9
[NOTE: My script used the removal of Bunkers and Trenches as the
only Victory Condition. It also randomly choose a defense to
remove when a choice was given.]