- Place 1 German Infantry in every trench section.
- Place remaining 3 German Infantry in 3 different trench sections.
- Place 1 MG Pillbox and 1 AT Gun in every trench section.
- Place 3 Panzerfaust Teams in 3 different trench sections.
- No trench hex can be occupied by more than one German unit.
OPTIONAL: Randomize German Unit Placement
Table 2. AMERICAN PRE-LANDING BOMBARDMENT LEVEL RESULTS TABLE
Bombardment Level
Difficulty
Barbed Wire Cleared
Land Mines Cleared
Tank Obstacles Cleared
Light (Historical)
Hard
3
4
1
Moderate
Medium
6
8
2
Heavy
Easy
9
12
3
- No more than 2 adjacent obstacles can have a CLEARED marker in any one row of obstacles.
- At least one obstacle of any type must be cleared in every row of obstacles.
OPTIONAL: Limited Reinforcements!
Land only 2D6 American Units instead of 3D6.
Phase 1: Land American Units exp.
Place the following units on the map:
OPTIONAL RULE: Place available units of your choice in the above locations.
Phase 2: Check for Swamped American Units exp.
Instructions
1D6 Result
Roll
Result
Roll 1D6 for each occupied sea hex not adjacent to a beach hex.
1-4: All good
5: Tank/Dozer swamped
6: All units swamped
Phase 3: German Off-Map Artillery Beach Bombardment
Instructions
Bombarded Section Hex Columns
Hit or Miss?
American-occupied hex closest to the trenches is hit, if sea or beach hex and not adjacent to bluffs. Phase ends after 3 misses.
Phase 4: German Trench Fire exp.
General Rules:
- Target must be in the same or adjacent map section.
- Draw hexes, trench hexes, bluff hexes and beach hexes adjacent to bluffs cannot be targeted, unless target is adjacent.
- Reduced, immobilized and pinned down units cannot be targeted again in the same turn.
- Infantry and MG Pillboxes cannot target Tank/Dozer hexes or the hex directly behind them.
- AT Guns and MG Pillboxes cannot target trench and hilltop hexes.
Table 4. GERMAN FIRE RESULTS
German Unit Type
1D6 Result
Roll
Results
Infantry Squad (bonus if adjacent to target)
1-4 Miss 5 Pinned Down 6 Hit*
MG Pillbox
1-2 Miss 3-4 Pinned Down 5-6 Hit
Panzerfaust
1-4 Miss 5-6 Hit
AT Gun (bonus if target within 10 hexes)
1-5 Miss 6 Hit (1-4 Miss) (5-6 Hit)
* Add +1 to the die roll if adjacent to target.
Phase 5: American Beach Activity (Move and Demolition) exp.
American Units Movement Actions:
- Movement costs 1 AP for all hexes except bluff and sea hexes, which cost 2 AP.
- Only ELs can move into pinned down hexes.
Stacking:
- Each hex can contain several units, but only one unit of each type.
- No stacking limit on landing row hexes.
- Units may pass through stacked hexes, unless pinned down.
Exceptional Leaders:
- ELs may spend one AP to flip Infantry on the same hex from reduced to full strength.
- ELs may enter pinned down hexes and spend one AP to remove pinned down marker.
Beach Obstacle Removal Actions: - CE may spend 1 AP to remove an adjacent obstacle.
- CE may spend 1 AP and its bangalore torpedo to remove two adjacent obstacles, which need to be adjacent to each other as well.
- Tank/Dozer removes obstacle upon moving into its hex.
Table 5. OBSTACLE REMOVAL CAPABILITY
CE
Inf (with EL*)
Tank
Dozer
Barbed Wire
1
NA (1)
0**
0**
Land Mines
1
NA (1)
NA
NA
Tank Obstacles
1
NA (1)
NA
1
* Must be full strength Infantry unit.
** Barbed Wire removed upon entry at no additional AP cost.
NA: Unit type not allowed to remove this type of obstacle.
Land Mine Explosion Check:
Instructions
1D6 Result
Roll
Result
Each unit entering a Land Mine hex must perform a 1D6 explosion check. An explosion hits the unit and clears the hex afterwards.
1-3: Clear 4-6: Explosion
Phase 6: American Fire exp.
General Rules:
- Target must be in the same or adjacent map section.
- Target must be in range and in line of sight.
- Units cannot fire or direct off-shore fire from sea hexes.
- Units cannot fire from draw hexes, unless adjacent to target.
- Units cannot fire from bluff hexes or from hexes adjacent to bluffs, unless adjacent to target.
- American units block line of sight on hilltop and trench hexes.
- If a target is reduced, it cannot be targeted again in the same turn.
Table 6. AMERICAN FIRE RESULTS
American Unit Type Firing
German Target Types
1D6 Result
Roll
Results
Sharpshooter
Infantry or Panzerfaust; only within 8 hexes
6
Forward Observer
All (bonus within 8 hexes)
6 (5-6)
CE Team (Satchel Charge)
MG Pillbox or AT Gun; only adjacent
6
Flamethrower
All except Infantry; only adjacent
4-6
Bazooka
MG Pillbox or AT Gun if within 6 hexes; all if adjacent
5-6
Infantry
All; only adjacent (bonus if Infantry)
6 (5-6)
Tank or Dozer
MG Pillbox or AT Gun only (bonus within 8 hexes)
6 (5-6)
Friendly Fire:
- Applies to fire from Forward Observer, Tank/Dozer & Bazooka.
- Does not apply if Bazooka is adjacent to target.
- If target is within 3 hexes of an American-occupied hex, hit American-occupied hex instead of target.
- If more than one American-occupied hexes are within 3 hexes, determine the hit hex randomly.
Phase 7: Remove Pinned Down Markers & End Turn
Table 7. LEVEL OF VICTORY
Number Of Trench Sections Cleared
Result
None or 1
Get your bleep off my beach, Private!
2
Improvement still needed, Corporal.
3
Not bad, Sergeant Major.
4
You will be commended in the After-Action Report, Lieutenant.
5
Your promotion to Captain has been recommended to HQ.
6
Excellent job, Colonel!
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DOG SECTOR was designed by Michael W. Kennedy and is published by White Dog Games since 2018.
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