Breakout Normandy 2nd Edition Module Version 4.0 Quick User Guide This module is not compatible with save files from any earlier modules. Too many changes between version 2.0 and version 4.0 to support updating a saved file from 2.0. Refer to the section Online BKN Module User Guide in this help section for designer notes and more details. To Start a game click the menu option File and select New Game. This will populate all the starting units in their start spot. Units:
Shadowing has been added to provide depth and distinction between the units and the map.
Disruption is now a property of the combat units. You no longer flip your counter and drag a disruption marker onto it.
There are separate key controls for spent, refit, and disruption.
Flags exist for movement outside of the current zone, spent, and disruption and refit.
Die rolls can be done for each unit and bridge (Ctrl-I). The die result will appear in the upper left corner.
Many other features such as drop a control marker, label the unit and leave notes and arrows to mark of the combat space.
Bridges: Bridges are non-movable counters on the map. The player needs to click on any of the bridge indications to change the status of the bridge. Construction markers can be summoned from the bridge's location on the map. Non-bridged river crossing markers will still have to be pulled from the counter tray. Impulse marker feature: Advancing the impulse marker in the German portion of the track will add a weather marker to the track. These should not be moved as they affect other features during play. From impulse 3 on, the player will be prompted to provide the weather for the upcoming impulse. During the 2nd and 3rd week, Storm is an option the player can choose. Depot counters: German depots are affected by the weather at the start of the day and the number of opposite weather on the impulse track. Update each impulse with the correct weather to have the depot reflect its correct value. Removing the weather markers from the impulse track will not give you the desired results. Allied depots are affected by the number of fresh German CA units adjacent or in to the corresponding beach source area. In the extended game the storm will affect the value in addition to any coastal artillery interdiction. After you place your depot during refit, select Ctrl-A to activate it. Any unit you refit (Ctrl-R) will decrement the depot by the appropriate amount
1 pt for spent in the same area.
2 pts for disrupted in the same area.
+1 pt for units outside the area of the depot. The player will have to modify the cost according to distance and existing enemy units between the depot and the unit under refresh.
There is the option to manually increase or decrease the depots as the player sees fit, such as when you use two depots to pay for the refit of a unit requiring more supply points than either depot has. You can send your left over supply points to surplus with a Ctrl-O. Refit Phase feature: During the refit phase, the player needs only to place the impulse counter on the zero or impulses purchased for the next day. When the turn counter is advanced on the Turn Record Track, the turn start weather marker will move to the marker and all the previously placed weather counters will be removed. Reinforcement automation feature: Advancing the turn counter on the Turn Record Track will place reinforcements on their starting areas or optional locations.