Dieppe is a two-player wargame in which one player controls the Allied landing forces, and the other player controls the German defenders.
Components The game box or ziplock bag contains: • 21" x 27" paper
hex grid map, scaled at per hex • rules booklet • 255 die-cut counters
Scenarios The game comes with six scenarios. In all of them, the German units and their placement remain the same, but Allied units differ in number and type. • Historical: The day as it actually unfolded, including three uncoordinated landing waves at incorrect landing places, incorrect times of landing and other historically accurate mistakes. • The original plan, which envisioned a two-pronged pincer attack to surround the town. • The plan envisioned by General
Bernard Montgomery: a frontal assault with weak flank attacks and a
paratroop drop to take out the artillery batteries. • The plan by commander of Combined Operations
Louis Mountbatten: He also favoured a pincer attack, but with less air power and more naval units. • The historical plan: How it was supposed to happen, with everyone landing where they were supposed to and when they were supposed to. Some of the objectives vary from scenario to scenario, but all scenarios have six objectives in common: • Destruction of the aerodrome • Placing the radar specialist unit in the radar installation for one complete turn • Capturing the German barge and taking it out to sea. • Placing the Free French unit in a specific hex. • Passing a unit through all three hexes of the village of Arque-la-Bataille. • Destruction of the shore battery
Gameplay Every scenario is ten turns in length. Each turn, marking one hour of game time, consists of: • Allied Bombardment: The Allied player can use air and artillery markers on hexes to be struck. The total number of bombardment factors placed on a target minus the target's defensive strength indicate which column of the damage chart is used. A die roll results in either units suppressed (lose their turn) or units destroyed. • German reinforcements arrive • Allied Landing or Withdrawal: Any Allied units arriving at the water's edge (either landing or withdrawing) must stay at the water's edge for the remainder of the turn. • German Attack on Landing Units: German units adjacent to the beach may fire at arriving or withdrawing units. If the result is "turned back", a landing unit must attempt to land again the next turn, and a withdrawing unit must wait on the beach for a turn without the opportunity to fire or move. • First Allied Movement: All units may move. • First Allied Combat: All units within range may fire • Second Allied Movement: Allied tanks, commandos and armoured units may move again. Any other Allied units not in a German zone of control may also move again. • Second Allied Combat: All Allied units within range may fire. • German Bombardment: The three shore batteries fire on the off-map Allied convoy, reducing naval units and Allied victory points. • German Phase: The German player moves, fires, moves and fires as the Allied player did in Phases 5–8. All units have
zones of control, forcing opponents to stop. All shore batteries, aerodromes and radar installation have a defensive strength that must be eliminated before Allied units can enter those hexes.
Victory points The number of victory points for the Allies varies in inverse proportion to the number of Allied units that start the scenario – the higher the number of units, the fewer the victory points available. The Germans earn victory points for destroying Allied units, and for firing their shore batteries. At the end of the scenario, German victory points are subtracted from Allied victory points. If the result is a positive number, the Allied player wins. If it is a negative number, the German player wins. ==Publication history==