Cobra: Game of the Normandy Breakout is a hex-and-counter wargame covering the Allied breakout from the Normandy beachhead in July-August 1944, specifically Operation Cobra. One player commands the Allied forces (American, British, Canadian) attempting to break through German defensive lines, while the other commands the German forces trying to contain the breakout. The game uses a traditional IGO-HUGO turn structure with combat resolution tables.
Components
Hex map of the Normandy region (bocage terrain, roads, towns, rivers)
Unit counters (Allied and German divisions/regiments with attack, defense, and movement values)
Combat Results Table (CRT)
Terrain Effects Chart (TEC)
Turn Record Track
Dice (d6)
Setup
Place the map centrally.
Set up Allied and German units in their historical starting positions as indicated in the scenario setup instructions.
Place the turn marker on the first turn space.
Determine which player plays which side (Allied or German).
Turn Structure
Each game turn represents a specific period of the campaign. A full turn consists of:
Allied Player Turn:
Movement Phase: Move Allied units up to their movement allowance.
Combat Phase: Resolve attacks against adjacent German units.
German Player Turn:
Movement Phase: Move German units.
Combat Phase: Resolve attacks against adjacent Allied units.
Administrative Phase: Check victory conditions, advance the turn marker.
Actions
Movement
Each unit has a movement allowance in movement points (MPs).
Moving into a hex costs MPs based on terrain: clear terrain costs 1 MP, bocage/rough costs 2+ MP, crossing rivers costs additional MPs.
Roads may provide movement bonuses.
Units cannot enter hexes occupied by enemy units (they must attack to dislodge them).
Zone of Control (ZOC): hexes adjacent to enemy units are ZOCs. Entering an enemy ZOC costs additional MPs and may require the unit to stop.
Combat
Combat is voluntary (except in some scenarios).
Attacking units must be adjacent to the defending unit.
Calculate the odds ratio (total attacker strength vs. total defender strength).
Apply terrain modifiers from the TEC (defenders in bocage, towns, or behind rivers receive defensive bonuses).
Roll a d6 and cross-reference the odds column on the CRT to determine the result.
Possible results include: Attacker Eliminated (AE), Attacker Retreat (AR), Exchange (EX), Defender Retreat (DR), Defender Eliminated (DE).
Reinforcements
Both sides receive reinforcements on specific turns as listed in the scenario instructions.
Allied reinforcements represent additional divisions arriving from England and the beachhead build-up.
German reinforcements represent panzer divisions being transferred from other sectors.
Scoring / Victory Conditions
Victory conditions depend on the scenario:
Standard game: The Allied player wins by breaking through the German defensive line and capturing key objectives (road junctions, towns) by a specific turn. The German player wins by preventing this.
Territorial objectives: Control of specific hexes or towns on the map determines the winner.
Point-based: Some scenarios award victory points for units eliminated and objectives held, with the higher total winning.
Special Rules & Edge Cases
Bocage terrain: The Normandy hedgerow country provides significant defensive advantages. Units defending in bocage receive combat bonuses.
Allied air superiority: The Allies may have rules representing air support that hinders German movement or provides combat bonuses.
Exploitation phase: After a successful attack creating a breach, Allied armored units may have an exploitation movement phase to push through gaps.
Supply: Units may need to trace supply lines back to friendly map edges. Out-of-supply units suffer combat penalties.
Stacking: Limits on how many units can occupy a single hex.
ZOC bonds: Enemy ZOCs may prevent retreat, resulting in elimination instead.