-------------------------------------------------------------------------------
    BATTLE FOR NORMANDY CHARTS --- Battle for Normandy 101% +D / Krynn Ltd.
-------------------------------------------------------------------------------

TRANSPORT AVAILABILITY
-------------------------------------------------------------------------------
									Weather
-------------------------------------------------------------------------------
Turn		Clear			Cloudy			Overcast 		Storm
-------------------------------------------------------------------------------
D-Day		712-764			641-687			N/A				N/A
6/6			1460-1566		1314-1410		1180-1268		419-478
6/8			1561-1674		1404-1507		1261-1355		448-511
6/10		1668-1789		1501-1610		1348-1448		479-546
6/12		1784-1914		1606-1723		1442-1549		512-585
6/14		1911-2050		1720-1845		1544-1660		549-626
6/16		2051-2200		1846-1980		1657-1781		589-672
6/18		2100-2253		1890-2028		1697-1824		603-688
6/20		2152-2308		1936-2078		1739-1668		618-706
6/22		2205-2365		1984-2129		1782-1915		633-723
6/24		2261-2425		2034-2183		1827-1963		649-741
6/26		2319-2487		2086-2239		1874-2013		666-760
6/28		2379-2552		2141-2297		1923-2066		683-780
-------------------------------------------------------------------------------
Note: When pitted against another human as the German the above points are
increased by 8%. Also the Air and Naval points are increased by 40%.


WEATHER FORECAST
-------------------------------------------------------------------------------
								Percent Probability
-------------------------------------------------------------------------------
Turn		Clear			Cloudy			Overcast 		Storm
-------------------------------------------------------------------------------
D-Day		52%				48%				0%				0%
6/6			51%				35%				12%				2%
6/8			51%				35%				12%				2%
6/10		51%				35%				12%				2%
6/12		51%				35%				12%				2%
6/14		51%				35%				12%				2%
6/16		51%				35%				12%				2%
6/18		36%				21%				10%				33%
6/20		36%				21%				10%				33%
6/22		36%				21%				10%				33%
6/24		51%				35%				12%				2%
6/26		51%				35%				12%				2%
6/28		51%				35%				12%				2%
-------------------------------------------------------------------------------
Note: At the end of each turn you will see a percentage displayed in regards to
weather. This is a percentage of the average weather for the entire game at
that point. For example a percentage of -11% means that you are having 11% less
than average weather for the entire game up to this point.


FUEL EXPENDITURE
Infantry, airborne, commando and ranger units esxpend 10 fuel points per move-
ment point. All other units expend 15 fuel points per movement points. These
costs are based on a unit having 100 combat points. A unit having less than
100 CP will expend proportionately less fuel points when moving.


GENERAL SUPPLY EXPENDITURE
A unit on the map at the beginning of its movement will expend one half of its
Combat Strength in general supply points if within an enemy ZOC. If not it will
expend 1/4 of its combat strength in general supply.


AMPHIBIOUS SUPPLY EXPENDITURE
When a unit lands it expends amphibious supply points equal to its combat
strength.


COMBAT SUPPLY EXPENDITURE
-------------------------------------------------------------------------------
								Attack Strategy
-------------------------------------------------------------------------------
							1	2	3	4	5	6	7	8	9
-------------------------------------------------------------------------------
					1	|	3	6	8	11	13	16	18	21	23
					2	|	6	11	16	21	26	31	36	41	46
					3	|	8	16	23	31	38	46	53	61	88
Defence Strategy	4	|	11	21	31	41	51	61	71	81	91
					5	|	13	26	38	51	63	76	88	101	113
					6	| 	16	31	46	61	76	91	108	121	136
					7	|	18	36	53	71	88	106	123	141	158
					8	|	21	41	61	81	101	121	141	161	181
					9	|	23	46	68	91	113	136	158	181	203
-------------------------------------------------------------------------------
Note: Table is based on Allied units attacking/defending with 100 CP overall.
Less (or more) than that will result in proportionate costs.


AIR / NAVAL BOMBARDMENT LOSSES
-------------------------------------------------------------------------------
Air/Naval		Additional Losses			Reduced 
Points			Inglicted on 				Losses on
Allocated		German Defender				Allied Defender
-------------------------------------------------------------------------------
0-7				0 additional losses			0 less losses
8-29			0-1							0
30-52			1-2							0-1
53-74			1-3							0-2
75-96			2-4							1-2
97-119			2-5							1-3
120-142			3-6							2-4
143-164			3-7							2-4
165-187			4-8							2-5
188-198			4-9							2-6
-------------------------------------------------------------------------------


INFILTRATION
Moving next to an enemy unit costs 4 additional movement points and the ending
of the movement phase for that unit. Infiltratiom, or the movement from a posi-
tion next to an enemy unit to a position also next to an enemy unit, costs 8
additional movement points and the ending of the movement phase for that unit.
Not all units can infiltrate or infiltrate with the same degree of success.

											Mech.	Infantry
Allied		90%			Human-German		70%		40%
Armoured	chance		Computer-German		80%		70%


COMBAT RESULTS RESOLUTION
-------------------------------------------------------------------------------
Strategies									Odds
-------------------------------------------------------------------------------
Attack vs. Defence		1-2		1-1		2-1		3-1		4-1		5-1
-------------------------------------------------------------------------------
9 vs. 1					15/8	12/10	11/11	11/11	10/12	9/13
8 vs. 2					13/7	11/9	10/10	10/10	9/11	8/12
7 vs. 3					12/7	10/8	10/9	9/10	8/10	8/11
6 vs. 4					12/7	10/8	9/8		8/9		8/10	7/11
5 vs. 5					12/6	10/8	9/8		8/9		8/10	7/10
4 vs. 6					12/7	10/8	9/8		8/9		8/10	7/11
3 vs. 7					12/7	10/8	10/9	9/10	8/10	8/11
2 vs. 8					13/7	11/9	10/10	10/10	9/11	8/12
1 vs. 9					15/8	12/10	11/11	11/11	10/12	9/13
-------------------------------------------------------------------------------
							Attack / Defence Losses
-------------------------------------------------------------------------------
Notes:
1. Obviously the above chart does not give all possible combinations of stra-
tegies and odds. It's provided to give you an idea of what you can expect.
2. For every attacking unit greater than one add 10% to the defenders losses.
3. A random loss of up to 3 is added to both the attacker an defender
seperately.
4. No movement or combat is permitted on the last turn of each scenario.


STRATEGY LEVEL DESCRIPTIONS
-------------------------------------------------------------------------------
Defence										Attack
-------------------------------------------------------------------------------
1 - Full retreat (automatic retreat)		1 - Recon
	(possible trigger of second combat)		2 - Probe
2 - Delaying action (automatic retreat)		3 - Light attack
	(possible trigger of second combat)		4 - Limited attack
3 - Fighting withdrawal (automatic retreat)	5 - Medium attack
4 - Hold positions							6 - Heavy attack
5 - Standfast								7 - Major attack
6 - Hold at all costs						8 - Breakthrough attack (possible
7 - Limited counterattack						trigger of second combat)
8 - Counterattack							9 - Blitzkrieg attack (possible
9 - Heavy counterattack							trigger of second combat)
-------------------------------------------------------------------------------
Note: An attacker will be allowed to attack again if:
1. the enemy is eliminated
or 2. an "8" or "9" attack strategy was chosen and a "1" or "2" defence
strategy was chosen.


VICTORY POINTS
-------------------------------------------------------------------------------
									Allied						German
-------------------------------------------------------------------------------
Cherbourg				10 per turn. 150 on June 30th				0
						(per hex)(no points awarded if
						German unit is adjacent to
						occupying Allied unit)
-------------------------------------------------------------------------------
Caen and St. Lo			5 per turn. 75 on June 30th					0
						(per hex)(no points awarded if
						German unit is adjacent to
						occupying Allied unit)
-------------------------------------------------------------------------------
Ocean side of Naval					0						2 per unit on June
range excluding area										8th. One more
east of Caen (see map)										additional point 
(side nearest Great											per unit each turn
 Britian)													thereafter (i.e.
															June 14th 5 points
															per German unit)
-------------------------------------------------------------------------------
Continent side of 		Per formula:								0
Naval range (side		CP of Allied unit/60 times
nearest Franch inte-	horizontal line of map position
rior) per unit per		of unit (0-11 where 0 above
turn					Cherbourg and 11 southern edge
						of map)
-------------------------------------------------------------------------------
Eliminated units		10/German unit						20/Allied unit
-------------------------------------------------------------------------------
Casualties				1/German casualty point				1/Allied casualty
															point
-------------------------------------------------------------------------------
Casualties per out of				0						1/2/Allied casualty
general supply												point
-------------------------------------------------------------------------------


VICTORY CONDITIONS
-------------------------------------------------------------------------------
Campaign Game								First Two Week Scenario
-------------------------------------------------------------------------------
Score								Level of Victory				Score
-------------------------------------------------------------------------------
1300 or more						Allied Strategic			390 or more
800 to 1299							Allied Operational			240 to 389
600 to 799							Allied Marginal				180 to 239
250 to 599							German Marginal				75 to 179
0 to 249							German Operational			0 to 74
less than 0							German Strategic			less than 0
-------------------------------------------------------------------------------


SUGGESTED TRANSPORT ALLOCATION
-------------------------------------------------------------------------------
Turn Allocated For		Fuel		General		Combat		Amphibious
-------------------------------------------------------------------------------
6/6						35			23			27			15
6/8						35			30			25			10
6/10					30			30			30			10
6/12					25			30			35			10
-------------------------------------------------------------------------------
Note: You allocate supply one turn in advance. Allocation afer 6/12 will be
dependent on your needs and situation. Prepare with stockpiling general supply
for the turns with good chance of storm weather.


INTERDICTION EFFECTS
-------------------------------------------------------------------------------
Air Points Allocated		Decrease in German Movement Points Per Unit
-------------------------------------------------------------------------------
0							0
1-3							0-1
4-15						0-2
16-35						0-3
36-63						0-4
64-99						0-5
-------------------------------------------------------------------------------
Note: Interdiction effects are modified by weather. Cloudy weather reduces
inputed air points by 20%, overcast by 40%, and interdiction not possible
during storm weather.


TERRAIN EFFECTS
-------------------------------------------------------------------------------
Terrain Type	Movement Point Cost		Defence Modifier		Attack Modifier
-------------------------------------------------------------------------------
Clear					1						1						1
Town					1						2						1
Bocage					3						2.5						1
Swamp					4						2						.75
River					2						1						.5
Beach					2						1						1
Ocean					0						1						.5
-------------------------------------------------------------------------------
Note: There is a 30% chance that one movement point cost will be added to the
above (except ocean). Rangers and commandos are not halved when attacking from
ocean. Moving next to an enemy unit costs 4 additional movement points. Moving
directly from a position next to an enemy unit to a position next to an enemy
unit costs 8 additional movement points.


DIFFICULTY LEVELS
The ratings provided in the program allow you, as player, to adjust several fac-
tors of the game. What the designers feel to be historical is a rating of "5"
for all factors (except German leadership which is 7) and no German movement on
D-Day. Feel free to deviate from these ratings. Players should follow the
schedule below as it pertains to their skill level.

		 Novice:	German leadership				7
					Amphibious Supply Rating		7
					Tactical Air Power Rating		6
					Coastal Defence Rating			3
					Naval Power Rating				6
					All Others						5
					No German Movement on D-Day
	Experienced:	German leadership				7
					Amphibious Supply Rating		6
					Tactical Air Power Rating		6
					All Others						5
					No German Movement on D-Day
		 Expert:	No changes to ratings (You may to set the delay loop to
					1)
					No German Movement on D-Day


OPTIONAL RULES
Rommel's plan: Rommel was restrained by the German higher command. Had he been
given more authority, he would have implemented his plan in full which was to
crush the invasion at the beaches.
	Coastal Defences			8
	Reinforcements				3
	No German Movement on D-Day

Patton replaces Montgomery: Althoug, politically, a poor example, George Patton
was a driven and ambitious military commander.
	Amphibious Supply			6
	Leadership (US)				7

Weather score adjustment: If you feel that weather has cheated you or has been
overly kind to you adjust your score by using the formula below.
	Adjust Score = Score - (Score x Weather%)
EXAMPLE 1:
	Score = 800
	Weather = 11%
	Adjusted Score = 800 - (800 x .11) = 712
EXAMPLE 2:
	Score = 600
	Weather = 4%
	Adjusted Score = 600 - (600 x .04) = 624