Take That Beach!
An Amphibious Wargame Primer — After Sabin's Take That Hill
Cold Alchemy Games
Transformation through Play
Turn
1 / 6
|
Phase
FIRE SUPPORT
|
Attacker
6
|
Defender
6
|
Support Used
0 / 2
|
Objective
SEIZE TOWN
◀ TRANSPORT FLEET ▶ [Staging Area — Attacker Reinforcements] Naval Guns & Air Support Available Here APPROACH LEFT [Landing craft under fire] APPROACH RIGHT [Landing craft under fire] ⚑ BEACH LEFT Bunkers & Wire — Defender +1 [Attacker: crossing = vulnerable] ⚑ BEACH RIGHT Bunkers & Wire — Defender +1 [Attacker: crossing = vulnerable] BLUFFS LEFT [Narrow exits — hard to advance] Defender Holds If Undisturbed BLUFFS RIGHT [Narrow exits — hard to advance] Defender Holds If Undisturbed ★ TOWN ★ ATTACKER OBJECTIVE Control by End of Turn 6 = Victory Defender holds = Defender Victory COASTAL ROAD LEFT [Flank Route] COASTAL ROAD RIGHT [Flank Route] N Each zone ≈ 500m. Each turn ≈ 2 hours. D-Day dawn.
▶ Game ready. Both sides deploy. Attacker: 6 strength. Defender: 6 strength.
▶ Attacker must reach and hold the Town by end of Turn 6.
▶ PHASE 1: Use Fire Support to soften defenses, then begin landing.
⚙ Current Action
Phase: Fire Support
You have 2 fire support tokens per game. Each reduces Defender strength by 1 before combat in a beach zone.
Use them now or save for later. They cannot be recovered.
🎲 Combat Resolution
ATTACKER
VS
DEFENDER
Waiting for phase selection...
💪 Strength Tracks
▶ ATTACKER
▶ DEFENDER
When Strength reaches 0, that side collapses immediately.
📍 Attacker Position
TRANSPORT FLEET
Advance zone by zone each turn. Beach zones cost extra (defender bonus).
📋 Rules Summary

Sequence of Play

Each turn (there are 6):

  • 1. Fire Support Phase — Attacker may spend 1 support token: Defender –1 strength (max 2/game).
  • 2. Advance Phase — Attacker moves one zone closer to Town.
  • 3. Combat Phase — Both sides roll d6. Loser loses 1 strength. Ties: both lose 1.

Combat Modifiers

Beach Zones: Defender rolls +1 (fortifications)
Bluff Zones: Defender rolls +1 (terrain)
Fire Support used this turn: Defender rolls −1

Victory Conditions

ATTACKER wins if the Town zone is entered by end of Turn 6 with any Strength remaining.

DEFENDER wins if the Attacker is stopped (Strength = 0, or Town not entered by Turn 6).

Advance Route

Fleet → Approach → Beach → Bluff → Town. Each advance takes one turn. You choose Left or Right flank on arrival at each zone pair.

What You're Learning

  • Amphibious landings are attacker's most dangerous moment.
  • Fire support degrades defenses — timing matters.
  • Terrain gives defenders outsized advantages.
  • Attackers need momentum: delay means casualty creep.
  • Both sides have finite strength — attrition is a clock.
Cold Alchemy Games · Based on Take That Hill by Phil Sabin
ATTACKER WINS!
The beach is taken. The inland objective falls.