Air Bridge to Victory: Operation Market-Garden, 1944
Air Bridge to Victory: Operation Market-Garden, 1944 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 The Sequence of Play
- 4.0 Movement
- 5.0 Stacking
- 6.0 Zones of Control (ZOC)
- 7.0 Terrain
- 8.0 Unit Effectiveness
- 9.0 Bombardment and Artillery Support
- 10.0 Refusing Combat
- 11.0 Defender Reaction
- 12.0 Maneuver Combat
- 13.0 Assault
- 14.0 Fatigue
- 15.0 Air Points
- 16.0 Supply
- 17.0 Engineers
- 18.0 Weather
- 19.0 Armor and Anti-Tank Effects
- 20.0 Initiative
- 21.0 Reinforcements
- 22.0 Translation Notes
1.0 Introduction
Air Bridge to Victory can be played by 1 to 4 players.
Note: Air Bridge to Victory was designed more as a game than as a simulation. We have tried to be as accurate as possible in the order of battle and the scenario information. We also wanted to design a game that is fun to play while allowing you to learn the historical realities of the campaign.
2.0 Game Equipment
2.1 Game Components
Each copy of Air Bridge to Victory includes:
- a 22x34 map
- a 22x17 map
- 300 die-cut counters
- 1 booklet for the rules and scenarios
- 4 player aids
- 1 ten-sided die
2.2 The Map
The map shows the terrain from De Groote, in southern Holland, to the north-east of Arnhem. The scale is approximately one mile per hex.
Each hex of the map contains only one type of terrain, apart from roads.
The Terrain Effects Chart, on the player aids, explains the effects of terrain on movement and combat.
2.3 The Counters
There are 2 types of counters: units and markers.
Units represent the combat troops involved in the campaign. The faces of each unit carry information on the unit's organization, size, combat strength and effectiveness. The front of each unit represents the combat unit at full strength with 2 loss levels. The back of each unit represents the unit with its strength reduced to 1 loss level.
Units start the game at full strength (with 2 loss levels) unless the scenario states otherwise.
When a combat result indicates that a unit must take a loss level or step, the unit is flipped to its back side, which represents its strength reduced by half (1 loss level). Units with only one loss level left that are forced to take a further loss level or step are eliminated.
Markers are placed on the map at various times during the game to show the state of units, as described in these rules.
Unit colors:
- tan: British ground units
- red: British and Polish airborne units
- green: American airborne units
- grey: German Wehrmacht units
- white on black: German SS units
2.4 Explanation of Unit Values
- Attack strength: the unit's combat strength when it attacks. This value is used when the unit declares and resolves a maneuver combat or an assault (see 12.0 and 13.0).
- Defense strength: the unit's combat strength when it defends. This value is used when the unit is attacked in a maneuver combat or an assault (see 12.0 and 13.0).
- Movement points: the movement capacity of the unit during one phase of a game turn. It is used during the movement phase of each game turn to move the unit from one hex to another on the map (see 4.0).
- Effectiveness value: this represents the unit's training, effectiveness and cohesion in combat. It is used to determine the modifiers applicable in combat maneuvers and to determine whether the unit is allowed a second combat die roll during an assault (see 12.0 and 13.1).
- Stacking value: this represents the space a unit occupies in a hex. No more than 8 stacking points may occupy a hex at the end of a movement and of a combat (see 5.0).
- Bombardment value: the firepower of artillery units. This value is used in attacks made in the bombardment phase or in the support provided during the maneuver combat phase. It is used on defense during the opponent's maneuver combat phase support or during the defensive bombardment of the opponent's assault phase (see 9.0 and 9.4).
- Range: this value states how far an artillery unit can fire. It is counted from the hex the fire is made from (that hex excluded) to the hex where the target is (that hex included) (see 9.0).
- Combat/motorized: units with a C/M movement type are considered combat/motorized. These units are the only ones that may attempt to refuse combat. They are also the only ones that may move during the mechanized movement phase of the phasing player's turn.
2.5 The Die
This game uses a ten-sided die. The number 0 is read as 10, not 0.
The Basics
Air Bridge to Victory is played in a series of game turns, each representing half a day. Each day, one side holds the initiative during the 2 game turns making up a day. The player with the initiative is the "first player". Each turn, the first player carries out actions according to the sequence of play. When he has finished, the second player does the same. When both players have finished their respective game turn, the game turn is over. The game turn marker is advanced to the next box of the game turn track and a new turn begins.
3.0 The Sequence of Play
(Counter example, as shown in the rulebook: an infantry unit shows its unit size, stacking value, effectiveness value, battalion, regiment or division, attack factor, movement points and defense factor. An artillery unit shows unit size, stacking value, effectiveness value, battalion, regiment or division, bombardment strength, movement points, range and defense factor. A summary of the unit symbols follows: company, battalion, regiment; armor/Panzer (C/M, armor); infantry; tank destroyer/Panzer (C/M, armor or anti-tank AT); paratroop infantry; reconnaissance armor (C/M, armor or inf); airborne infantry; mechanized infantry/PzG (C/M, infantry); engineer (infantry); motorized infantry (C/M, infantry); anti-tank AT; motorized reconnaissance (C/M, infantry); artillery; motorized engineer (C/M, infantry); airborne (paratroop); motorized anti-tank (C/M, anti-tank); airborne; motorized artillery (C/M, infantry); C/M motorized; self-propelled artillery (C/M, infantry); repaired bridge; motorized rocket launcher (C/M, infantry); destroyed bridge.)
I. Strategic Interphase (morning turns only, and not during turn 1)
- Determination of initiative
- Determination of weather
- Removal of fatigue markers
II. First Player's Turn
A. Initial Phase
- Determination of supply for both sides
- Removal of the "1st fire" and "final fire" markers of both sides
- Allocation of air points for both sides
B. Airborne Assault Phase (Allied turns only)
- Placement of available airborne units
C. Movement Phase
- Movement of units and entry of new ground units into play
- A stack of units may attempt, while moving, an overrun against enemy units
- Placement of "1st fire" and "final fire" markers on artillery units that moved
D. Combat Declaration Phase
- Declaration of maneuver combats and assaults
E. Refuse Combat Phase
- Die rolls for each attacked hex containing only combat/motorized units, for which the defending player wishes to refuse combat
- If the die roll is less than or equal to the effectiveness value of the hex, the unit or stack may refuse combat
- The unit(s) that passed their tests withdraw one hex. The attacker may advance up to 8 stacking points into that hex
F. Defender Reaction Phase
- For each target hex of a declared combat, one adjacent unit may attempt to move into the defending hex
- If the die roll is less than or equal to the effectiveness value of the unit attempting to react, that unit is allowed to move into the attacked hex
- No more than one reaction attempt is possible per attacked hex
G. Bombardment Phase
- The phasing player declares his bombardment attacks using air points and/or artillery
- "1st fire" or "final fire" markers are placed on all artillery units that fired
- Bombardments are resolved on the Bombardment Table and losses are allocated
H. Maneuver Combat Phase
- Determine the total combat value
- Determine the modifier column based on effectiveness
- Both sides allocate and resolve air and/or artillery fire support (the attacker allocates his support first)
- Place "1st fire" or "final fire" markers on artillery units that fired
- The attacker rolls on the Maneuver Combat Table after applying the modifiers for armor effects and other DRM
- Losses are allocated, retreats are made and fatigue is applied to the units indicated
I. Assault Phase
- The attacker moves the assaulting units into the attacked hexes
- The defender allocates his air and/or artillery support and resolves his defensive bombardments
- The defender rolls first on the Assault Table, with rolls modified by armor effects and DRM. The attacker's losses are allocated immediately
- (does not exist in the original version, translator's note)
- The attacker rolls on the Assault Table modified by armor effects and DRM. The defender's losses are allocated
- Both sides roll a die, taking into account the highest effectiveness value of their stacks
- A second round of assault takes place if one or both sides pass their effectiveness test
- If the defender is not eliminated, the attacking units return to the hex or hexes from which they entered the attacked hex
J. Mechanized Movement Phase
- All of the phasing player's C/M units that are neither fatigued nor unsupplied and are not in an enemy ZOC may again move their full movement allowance
- Any stack may overrun enemy units during its movement
III. Second Player's Turn
A. Initial Phase
- Determination of supply for both sides
B. Air Assault Phase (Allied turns only)
- Placement of available paratroop units
C. Movement Phase
- Movement of units and entry into play of new ground units
- A stack of units may attempt, while moving, an overrun against enemy units
- Placement of "1st fire" or "final fire" markers on artillery units that moved
D. Combat Declaration Phase
- Declaration of all maneuver combats and assaults
E. Refuse Combat Phase
- Die roll for each attacked hex containing only C/M units for which the defending player wishes to refuse combat
- If the die roll is less than or equal to the highest effectiveness value in the hex, the unit or stack that passed its test may refuse combat
- Units that passed their test are removed from the hex. The attacker may move up to 8 stacking points into the vacated hex
F. Defender Reaction Phase
- For each hex that is the target of a declared combat, one adjacent unit may attempt to move into the defending hex
- If the die roll is less than or equal to the effectiveness value of the unit attempting to react, it is allowed to move into the attacked hex
- No more than one reaction attempt per attacked hex is permitted
G. Bombardment Phase
- The phasing player declares his bombardment attacks using air points and/or artillery
- "1st fire" or "final fire" markers are placed on all artillery units that fired
- Bombardments are resolved on the Bombardment Table and losses are allocated
H. Maneuver Combat Phase
- Determine the total combat value
- Determine the modifier column based on effectiveness
- Both sides allocate and resolve air and/or artillery fire support (the attacker allocates his support first)
- Place "1st fire" or "final fire" markers on artillery units that fired
- The attacker rolls on the Maneuver Combat Table after applying the modifiers for armor effects and DRM
- Losses are allocated, retreats are made and fatigue is applied to the units indicated
I. Assault Phase
- The attacker moves the assaulting units into the attacked hexes
- The defender allocates his air and/or artillery support and resolves his defensive bombardments
- The defender rolls first on the Assault Table modified by armor effects and DRM. The attacker's losses are allocated immediately
- (does not exist in the original version, translator's note)
- The attacker rolls on the Assault Table modified by armor effects and DRM. The defender's losses are allocated
- Both sides roll a die, taking into account the highest effectiveness value of their stack
- A second round of assault takes place if one or both sides pass their effectiveness test
- If the defender is not eliminated, the attacking units return to the hex or hexes from which they entered the attacked hex
J. Mechanized Movement Phase
- All of the phasing player's C/M units that are neither fatigued nor unsupplied and are not in an enemy ZOC may again move their full movement allowance
- Any stack may overrun enemy units during its movement
IV. Administrative Interphase
- Advance the marker on the game turn track
- Move the air point markers to the 0 box
4.0 Movement
Each unit has a number of movement points printed on its counter. These represent the total number of movement points a unit may use during its side's movement phase in each game turn. Unused movement points cannot be saved from one turn to the next. Any movement point unused at the end of its side's movement phase is lost. Movement points cannot be transferred from one unit to another.
Movement points are spent when a unit moves across a hex side into an adjacent hex, and pay the terrain cost of the hex the unit enters. Under no circumstances may a unit jump over a hex.
Any hex containing terrain whose cost is greater than the movement points a unit has remaining prohibits movement. Whatever the circumstances, a unit with a movement allowance other than 0 may always move at least one hex per turn.
Units move alone or in stacks not exceeding 8 stacking points (see 5.0). Moving stacks may freely pick up or drop off units along their path, as long as no unit exceeds its total movement points. Players consult the Terrain Effects Chart on the map to determine the movement point cost of each terrain type.
Units designated C/M may move their full movement allowance in both the regular movement phase and the mechanized movement phase. Other units may move only during the regular movement phase.
Units that cannot conduct an overrun may not enter a hex occupied by an enemy unit during the movement phase; enemy hexes may only be occupied through a combat declaration against those hexes.
4.1 The Mechanized Movement Phase
C/M units may move 2 times during each turn. These units move normally during the movement phase. During the mechanized movement phase, all C/M units that are not fatigued and are not in an enemy ZOC may again move their full movement allowance.
From the game turn in which the weather becomes "bad" and FOR THE REST OF THE GAME, mechanized movement may no longer be used between the Waal and the Neder Rijn river, that is, between hex rows xx11 to xx17 (inclusive). This area was very waterlogged after the rains, which was a major obstacle to mechanized movement.
4.2 Overrun
Only C/M units may use overrun movement. It may be used during the regular movement phase or during the mechanized movement phase. The purpose of overrun movement is to eliminate enemy units without having to attack them in a combat phase. To do so, the player conducting his movement phase totals the combat factors present in a moving stack of C/M units and makes a ratio between this value and that of any enemy unit within movement range. If the stack reaches a ratio of 7 to 1 against the defending unit(s), it may overrun that unit or those units. A ratio of only 5 to 1 is required against a unit or stack containing only fatigued or unsupplied units. Overrun movement is conducted as a normal movement of the moving stack, except that it may move into the hex containing the enemy unit(s) against which the overrun is made. The cost of such a movement is equal to the normal terrain cost, plus one additional movement point. The stack conducting an overrun simply moves into the defending hex, pays the additional movement point, eliminates the enemy units from the game and is placed on that hex.
Fatigued and unsupplied units cannot use overrun movement.
5.0 Stacking
Each unit has a stacking value shown in the upper left corner of its counter. This indicates the number of stacking points the unit represents in a hex. Both sides may stack a maximum of 8 stacking points in a single hex. It is forbidden to exceed this maximum stacking value. Stacking limits may be exceeded while units are moving or retreating, but these limits must be respected at the end of each movement or combat phase. If at the end of these phases a stacking limit overage is found, the opposing player chooses which units of the stack are eliminated so that the stacking limit is respected.
During an assault, both sides may stack up to 8 stacking points each in the hex that is the object of the assault.
6.0 Zones of Control (ZOC)
Each ground unit exerts a ZOC into each of the hexes adjacent to it. However, ZOCs do not extend across a river or canal without a bridge, nor into city hexes. Moving units must stop their movement when they enter an enemy ZOC. Units may not retreat or trace a supply line through an enemy ZOC, unless that hex contains friendly combat units.
Allied C/M units ignore enemy ZOCs on turn 1 only.
7.0 Terrain
Each hex of the map represents one terrain type. Each terrain type has an associated movement cost. This represents the number of movement points a unit must spend to move into that particular hex. Each hex also has a defense value determined by the terrain type it contains. This defense value represents the amount of protection in the hex, and is used to determine losses in bombardments and maneuver combats. Consult the Terrain Effects Chart for their movement point costs and defense values.
7.1 Main Roads and Secondary Roads
Main and secondary roads are printed on the hex grid and take precedence over other terrain with regard to movement. Units moving across hex sides connected to each other by main or secondary roads may ignore the movement point cost of the terrain in the hexes crossed and pay only the movement point cost of the main or secondary road.
Main and secondary roads are ignored for combat. Attacked units in road hexes always use the defense value of the terrain present in the hex.
The main road (nicknamed "Hell's Highway" by the airborne troops), which runs from the north-east to the south-west of the map, is of extreme importance for the supply of the British ground units. Players can trace the exact course of this road from north-east to south-west through the following hexes: B5014 B4415 B4315 B3117 B3116 B3115 B3014 B2212 A2106 A2107 A0107.
From the turn in which the weather becomes bad, and until the end of the game, this main road is considered a secondary road from hex B4215 to hex B3216. This was a totally waterlogged area and movement there was very difficult after the rains.
7.2 Bridges
Bridges allow units to cross impassable river and canal hex sides. Bridges marked with an "x" next to them may be destroyed by the German player. Bridges are destroyed in one of the following 2 ways:
-
The first time an Allied unit comes into contact with a hex side of a bridge that can be destroyed, the German player rolls a die on the Bridge Demolition Table. If the die roll indicates that the bridge is destroyed, place a destroyed bridge marker next to the bridge. If the bridge is not destroyed, place an intact bridge marker next to the bridge. This method of destroying bridges may be attempted only once per bridge.
-
The German player may attempt to destroy any bridge on the map as soon as he has units (one of them having to be an engineer) in the 2 hexes adjacent to the bridge hex sides, during the German regular movement phase. To attempt this demolition, the German player uses the entire movement allowance of each of the units and rolls a die on the Bridge Demolition Table. If the bridge is destroyed, place a "destroyed bridge" marker next to the bridge. Note that a failed attempt to destroy a bridge by this procedure does not prevent the German player from making a new attempt in a later turn. (This method is the only one that allows the German player to destroy the main bridges at Grave, Nijmegen and Arnhem.)
Destroyed bridges may be repaired by the Allied pontoon engineers (see rule 17.0 for details). Note that the main bridges at Grave, Nijmegen and Arnhem can never be repaired if the Germans have succeeded in destroying them.
7.3 Drop Zones (DZs)
Each Allied airborne division has a DZ marker. This marker has 2 sides: one represents the original DZ and the other the alternate DZ. This marker is used during the initial placement of airborne units and when checking supply. If the marker is not on the map, the airborne units of its division cannot be dropped.
Each DZ marker has a defense value of 1. This value cannot be reduced by bombardment. The DZ marker is not forced to retreat in maneuver combats. The only 2 ways to destroy a DZ marker are overrun (see 4.2) or an assault (it is considered to have one step). When the DZ marker is destroyed, it is removed from the map and placed on the game turn track so as to return 2 turns later. After this 2-turn period has elapsed, the DZ marker may be placed on the map again with the following restrictions:
- the marker is placed on its alternate side
- paradropped units must now roll a die to determine possible damage
- the DZ supply radius is reduced
If the alternate DZ marker is destroyed, it is permanently removed from the game. No more reinforcements of that division may enter play. All units of that division are considered unsupplied until they can trace a supply line to the main road.
During the airborne assault phase of each Allied game turn, the Allied player places his airborne units on the map a certain number of hexes away from the division's DZ marker. The Placement and Reinforcement Table gives this specific distance for each division.
If the DZ marker is on its original side, no die roll is made when dropping units. They are simply placed on the hex chosen by the player. If, however, the DZ marker is on its alternate side, the player places the dropped units in the hex of his choice and then rolls a die for each dropped unit. The unit is affected by this die roll as follows:
| Die roll | Result |
|---|---|
| 1-4 | the unit is safe |
| 5-8 | the unit is scattered; place a "fatigue" marker on the unit |
| 9-10 | bad landing: the unit loses 1 step |
DZ markers are also used as a supply source for the troops of their division. When the DZ marker is on its original side, it can supply any troops of its division within 10 hexes. When the DZ marker is on its alternate side, its supply radius is reduced to 5 hexes.
8.0 Unit Effectiveness
Each unit has an effectiveness value printed in the upper right corner of its counter. This value represents the unit's training level, combat effectiveness and cohesion. The higher the effectiveness value, the better the combat unit.
The effectiveness value is used in both maneuver combat and assault, as follows:
In a maneuver combat, after the initial force ratio has been determined, the 2 players establish the average of their effectiveness values. This is obtained by totaling the effectiveness values of all friendly units involved in the combat and dividing that number by the total number of friendly units involved in the combat. It is important to keep fractions. Then the average effectiveness values of each side are compared. The side with the higher effectiveness value gets a shift of 1 or 2 columns in its favor on the Maneuver Combat Results Table (CRT). If the difference between the average effectiveness values of the 2 sides is greater than 0 but less than 3, there will be only a one-column shift. If the difference is 3 or more, there are then 2 column shifts. If the average values of the 2 sides are the same, there is no column shift.
Example: 3 German units with effectiveness values of 8, 5 and 4 respectively attack an Allied unit with an effectiveness of 6. After the force ratio has been determined, the players compare their average effectiveness values. The German player gets an average of 5.67 [(8+5+4)/3]. The Allied player has an average effectiveness value of 6. The difference between the average effectiveness values of the 2 sides is 0.33 in favor of the Allied player, which gives him a one-column shift in his favor (that is, a shift to the left since he is the defender).
In an assault, the unit's effectiveness value is used to determine whether the unit or stack is allowed to conduct a second round of assault. When the 1st round of assault is finished, each player determines the highest of the effectiveness values remaining in the stack. Each player rolls a die. If the die roll is less than or equal to the highest effectiveness value of the stack, the player is allowed to conduct a second round of assault. If the die roll is greater than the highest effectiveness value of the player's stack, he is not allowed a second round of assault. Note that this means that both sides, only one of the 2 sides, or neither side may be allowed a second roll on the Assault Table.
Effectiveness values are also used to determine the success or failure of a refusal of combat and of a defender reaction, as detailed in sections 18.0 and 19.0. (Translation note: the cross-references are printed this way in the French text; the relevant rules are 10.0 and 11.0 above.)
Players will note that the back of every unit counter shows a reduced effectiveness value, as the attack and defense values are also reduced.
9.0 Bombardment and Artillery Support
Each artillery unit shows 4 numbers on the lower part of its counter. These numbers represent the unit's bombardment value, range, defense strength and number of movement points, respectively, shown from left to right. Artillery units may never be used in offensive maneuver combats or direct assaults against an adjacent hex. They may use their bombardment value to bombard any hex containing enemy units and/or make offensive fire or defensive support fire in any maneuver combat or assault phase. In that case, the attacked hex must be within range of the hex where the firing unit is located. Range is determined by measuring the distance in hexes between the hex containing the firing artillery unit and the hex containing the unit under attack. When calculating this distance, the hex containing the firing artillery unit is not counted, but the target hex is counted. Thus, an artillery unit with a range of 3 is allowed to fire across 2 hexes into a 3rd hex. An artillery unit may never split its fire across more than one hex. It must fire with its entire bombardment value into a single hex. The defense value of each artillery unit represents the intrinsic value of the troops providing for its security. This defense value is used each time the unit is attacked by enemy units in maneuver combats or assaults.
9.1 Resolution of Offensive Artillery Bombardments
During the bombardment phase of each game turn, the phasing player may use any artillery unit, in conjunction with air points if he wishes, to bombard hexes within range. The bombardment strength of an artillery unit cannot be allocated to more than one attack in each phase. The bombardment is made by totaling the attack factors of all units participating in it and finding that total on the column of the Bombardment Table. Then the player rolls a die and compares the result with the column representing the total value of attack points participating in the bombardment to determine the result. This will be a "-" or a number between 1 and 5. A result of "-" means the bombardment had no effect on the target unit(s). A numerical result indicates that the target may have taken possible damage, which depends on the terrain it occupies. Each terrain type in the game has a defense value. To determine the damage taken by the target, divide the result obtained on the Bombardment Table by the defense value of the terrain, ignoring fractions. The result is the number of steps lost by the target unit.
Example: 2 British artillery units each with values 4-3(1)-6 fire on a 2-step German unit located 5 hexes away in mixed terrain. The total bombardment strength is 8. The British player rolls the die and gets a 2. This result, on the "7-12" column of the Bombardment Table, gives a result of 3. The defense value of mixed terrain is 2. Dividing 3 by 2 gives 1.5. The fraction being ignored, the defending German unit loses 1 step.
9.2 Resolution of Offensive and Defensive Support Artillery Fire
At the start of the maneuver combat phase, each player may allocate fire support to each declared maneuver combat (the attacker deciding his fire support first). To do so, each player totals the artillery strength points and/or air support points he allocates to each combat and rolls a die on the "Bombardment/Support" table. The result provides a die roll modifier (DRM) for that maneuver combat. The result obtained by the attacker is a negative modifier while the result obtained by the defender is a positive modifier to the die roll made in the maneuver combat. This procedure is used for each declared maneuver combat.
Example: it is the US player's phase, so he is the attacker. He has declared 2 maneuver combats this turn. The US player has 2 artillery units 6-2-1-4 that are within range of the 1st combat and he decides to assign both (12 points) in support of this combat. He has no artillery unit within range of the 2nd combat but he still has 10 unused air support points, which he assigns in support of the 2nd combat. He places a "final fire" marker on each artillery unit (they had fired earlier in the bombardment phase of this game turn) and he moves the air support point marker from box 10 to box 0 of the air support point track. The German player allocates 3 support points to the 1st combat and 0 points to the 2nd combat. Now the support rolls are resolved. For the 1st combat, the US player has 12 points against 3 points for the German player. The US player rolls a 4, which, on the 7-12 column of the Bombardment Table, gives a result of 2. The German player rolls a 5, which, on the 3-6 column, gives a result of 1. Comparing the 2 results gives a final maneuver combat modifier for this 1st combat of -1. For the 2nd combat, the US player has 10 support points against 0 points for the German player. The US player rolls a 1, which, on the 7-12 column of the Bombardment Table, gives a result of 4. The German player having no support points for this combat, he does not roll the die. The final maneuver combat modifier for this 2nd combat will be -4.
9.3 Resolution of Defensive Bombardment during Assault
During the phasing player's assault phase, the defender may make a defensive bombardment to attack the units conducting the assault. This bombardment may include artillery points and air points. This bombardment is resolved in the same way as the bombardment made in a maneuver combat, except that the assaulting units are always considered to be located on terrain with a defense value of 2 if they are not located in a clear terrain hex (translator's note: italic text added relative to the original version). Losses are taken by any of the assaulting units (at the phasing player's choice), before the assault is resolved.
Example: the German player assaults hex 4509 (defense value 1) from hexes 4408 and 4508 (both having a defense value of 1). The Allied player makes a defensive bombardment with 12 artillery points within range. He gets a 4 on his die roll, which gives, on the 7-12 column of the Bombardment Table, a result of 2. This result is divided by the defensive value of the attacker's hexes (1) and gives a result of 2 steps lost for the attacker. Note that if one of the German units had conducted the assault from or into a hex having a terrain defense value greater than 1, these units would have been considered to be on terrain with a defense value of 2 and they would then have taken only one step loss.
9.4 Limits on Artillery Movement and Fire
Units may move or fire 2 times per game turn but never more than once in a given phase. The 1st time an artillery unit moves or fires in the turn, it is given a "first fire" marker. The 2nd time this unit moves or fires, it is given a "final fire" marker. Thereafter, this artillery unit may neither move nor fire until the "final fire" marker has been removed. Exception: Allied self-propelled artillery units with values 8-4-6 receive a marker only when they fire, never when they move.
Fatigued artillery units may never use their bombardment value for any type of indirect fire. Their defense value is not affected by fatigue.
Unsupplied artillery units are limited to only 1 move or fire per turn.
Artillery units may not make defensive bombardment or defensive support fire if the hex where they are located is the target of a maneuver combat or an assault during that phase.
9.5 Restrictions on Artillery Support
Because of communication and command problems between airborne units and armored units, artillery units face limitations in choosing their targets. These limitations are:
Bombardment Airborne artillery units may fire at any hex within their range. Non-airborne artillery units may only fire at enemy units located within 5 hexes of a non-airborne unit.
Support fire / defensive bombardment Airborne artillery units may only make support fire in a combat in which at least one unit of their division is involved. Non-airborne artillery units may only make support fire in a combat in which at least one non-airborne unit is involved.
10.0 Refusing Combat
Any stack containing only C/M units that is the target of a declared maneuver combat or an assault may attempt to refuse combat. This is only an option and never an obligation. However, whenever a stack is the target of a maneuver combat AND an assault simultaneously, the defending player may not attempt to refuse combat in that hex. To attempt to refuse combat, one die roll per hex is made and the result of this die roll is compared with the highest effectiveness value present in the hex. If the die roll is less than or equal to this effectiveness value, the unit has successfully refused combat. This unit may then retreat one hex and the attacker may advance attacking units with a maximum of 8 stacking points, without distinguishing between the units that were conducting a maneuver combat and the units that were conducting an assault. This is an exception to rule 11.2 (sic; the French text prints 11.2, the original rule reference concerns the requirement that all assaulting units occupy the defender's hex) which requires all units conducting an assault to occupy the defender's hex. The unit that successfully refused combat may not retreat into a hex that is itself the target of a declared attack.
11.0 Defender Reaction
In any combat situation, it is possible to bring in reinforcements before the combat to increase the potential of one's forces. This case is represented by the reaction movement rules.
11.1 Reaction Movement
After a combat has been declared but before it has been resolved, the defender may choose to attempt a reaction movement. To do so, he chooses a non-fatigued unit located in a hex adjacent to the attacked hex and rolls a die against the unit's effectiveness value. If the die roll is less than or equal to the unit's effectiveness value, the reaction is a success and the unit is allowed to move into the defending hex as a reinforcement.
11.2 Limits on Reaction
In all circumstances, each player may reinforce any target hex with more than one unit during any reaction phase, which means that any number of hexes may thus be reinforced, this number depending on the number of attacks made by the opposing player. Stacking limits must be respected. (Translation note: printed as in the French text; the sequence of play, section 3.0 F, allows only one reaction attempt per attacked hex.)
A unit located in a hex that is the target of a declared combat may not make a reaction movement toward another target hex.
A unit that refused combat during the last refuse combat phase is not eligible to make a reaction movement.
12.0 Maneuver Combat
A maneuver combat occurs when the phasing player declares such a maneuver against a hex adjacent to one or more of his units. Such attacks are always voluntary. Once a combat has been declared in the combat declaration phase, the attack must take place in the maneuver combat phase. Any number of units adjacent to a hex may be used to attack that hex in a maneuver combat. If a maneuver combat is declared, all enemy units in the defending hex must be attacked. None of the units that declared an assault may take part in a maneuver combat in that player's turn.
12.1 Procedure
The 1st action in this phase is the determination of combat ratios, followed by the determination of the effectiveness-based modifier column. The attacker totals the attack strength of all attacking units. The defender totals the defense strength of all units in the attacked hex. The 2 totals are compared as an attacker/defender ratio. Fractions are rounded down in favor of the defender. Then the average effectiveness value is determined, as well as the modifier column (see 8.0). The player consults the Maneuver Combat Table to determine the die roll modifiers (including armor/anti-tank effects) that apply to the combat. The next action is the declaration of fire support, made first by the attacker and then by the defender. Each player allocates a number of artillery support points and/or air points. Each player rolls a die on the Bombardment/Support Table. The results are applied as DRM to the following maneuver combat (see section 9.2). After all support fire has been resolved, the attacker rolls a die modified by armor effects and DRM and the combat is resolved. The results are applied as step losses, retreat and fatigue.
Example: 19 strength points attack 8 strength points, which gives a ratio of 2 to 1 in favor of the attacker. The attacker rolls a die and the result is compared with the Maneuver Combat Table, after being modified by the corresponding modifiers. The result is applied as step losses, fatigue and retreat movement according to the result obtained on the Maneuver Combat Table.
12.2 Die Roll Modifiers (DRM)
Most of the die roll modifiers summarized in the combat results tables are easily understood. The following important clarifications must be noted, however: the DRM applicable to attacks made across bridges, up slopes or with unsupplied units are applied only if at least 50 percent of the steps participating in the attack meet one of these criteria. If less than 50 percent of the steps participating in the attack meet this criterion, the corresponding DRM is not applied.
12.3 Explanation of Combat Results
A: all attacking units must retreat one hex.
D: all defending units must retreat 2 hexes. All retreating units need not retreat to the same hex. However, at the end of their retreat movement, all these units must be 2 hexes from the attacked hex. Four circumstances mean that a unit or stack will not or cannot retreat. These circumstances are:
- The defender cannot retreat because he is blocked by enemy units, enemy ZOCs, rivers or canals without a bridge, or the map edge. These units stay in place and take one additional step loss (this is a single step loss for the entire stack and not per unit).
- The defender may always choose to ignore a retreat result. In that case, the defending units remain in the hex under attack and take the loss of one additional step (one for the stack and not per unit).
- Units located in an urban hex may ignore retreat results. If they do so, they do not take an additional step loss.
- Units that are the target of both a maneuver combat and an assault in the same turn may not retreat, whatever the circumstances, after the maneuver combat, even if the defending player wishes to; they must remain in the attacked hex and endure the assault. However, in this case, they do not take an additional step loss.
- (Item 5 is printed empty in the French text.)
A#: the attacker must lose the corresponding number of step losses and retreat all units that attacked, one hex.
D#: the defender divides the result obtained by the defensive value of the terrain occupied by the defending units. Fractions are ignored. The result obtained is the number of step losses suffered by the defending forces.
F#: the player suffering this result must "fatigue" the number of units indicated by the result. If all units in a hex are already fatigued, no further result is suffered by the units in that hex.
BF1: both sides fatigue one unit and stay in place.
Example: AF1 is the result obtained. The attacker fatigues one unit and pulls back all units that took part in the attack, one hex.
Example: A1F3 is the result obtained. The attacker takes one step loss without regard to the terrain he occupies, fatigues 3 units and pulls back all units that took part in the attack one hex. He must retreat; the defender is not obliged to advance.
Example: D1F1 is the result obtained and the defender is in clear terrain. The defender takes one step loss (terrain with a defensive value of 1 dividing a result of 1 gives one step loss), fatigues one unit and falls back 2 hexes. He may decide to refuse the "retreat" result and take one additional step loss instead of falling back 2 hexes. The attacker may, but is not obliged to, advance up to 8 stacking points into the hex left vacant by the defender.
Example: D2F1 is the result obtained and the defender is in forest terrain with a defensive value of 3. A result of 2 divided by a defensive value of 3 gives 0.667. Fractions being ignored, there is no step loss but the defender must fatigue one unit and retreat 2 hexes.
See the Combat Results Table for the DRM. See the Armor Effects Table for the armor modifiers.
13.0 Assault
Assaults are declared against hexes adjacent to the phasing player's units during the attack declaration phase. The combat takes place in the defender's hex. The player chooses up to 8 stacking points of units in the assault declaration phase and moves them, at no movement point cost, into the defender's hex. No unit taking part in a maneuver combat may conduct an assault in that turn. A player may not allocate more than 8 stacking points to 1 assault even if he wishes to be able to attack at full strength after taking losses from the defender's defensive bombardment and defensive final fire. Assaults are resolved during the assault phase as follows.
13.1 Assault Resolution
A. The units taking part in the assault are moved into the defender's hex. B. The defender allocates air or artillery bombardment points for the final defensive bombardment. C. The final defensive bombardment is resolved. D. The defender totals the defensive values of his stack and then rolls a die on the Assault Table. Any loss is immediately taken by the attacker. E. After subtracting the losses due to defensive fire in step D, the attacker rolls a die on the Assault Table and the defender immediately takes his losses. F. Both sides each make an effectiveness test by rolling a die and comparing the result with the highest of the effectiveness values of their units present in the hex. G. If both sides pass their effectiveness test, a second round of assault is conducted immediately. If only 1 of the 2 sides passes its effectiveness test, only that side is allowed to make a second assault die roll. If neither side passes its effectiveness test, the assault is over in that hex. Any number of assaults may be conducted in the assault phase but only 2 rounds may take place per hex. The forces that are allowed to conduct a second round of assault again total their attack or defense values and determine the modifier adjustments made necessary by the losses taken in the 1st round of assault, before resolving the 2nd round of assault. H. If the defender is not eliminated, the units that conducted the assault return to the hex or hexes they came from.
13.2 Assault Considerations
The Assault Table lists the DRM that may be applied to an assault. It is important to note that these modifiers are determined at the time of the 1st and/or 2nd die roll of the assault. Thus, an attacker who conducts an assault from 4 different hexes will receive a -2 DRM to his assault die roll. If, after recording the losses due to the final defensive bombardment and the defender's 1st fire, the attacker's units are all eliminated in one of these 4 hexes, the attack will be considered to be now conducted from only 3 hexes and the modifier will be -1. Similarly, the percentage of fatigued step losses is determined at the time of the assault because it is possible for a defender to take losses on fatigued units in the 1st round of assault and thereby obtain a better percentage of non-fatigued units in the 2nd round of assault.
All units conducting the assault must occupy the target hex if the defender is eliminated as a result of the assault.
Assault example: 4 German units conduct an assault against a forest hex containing 2 US airborne units. The German units all have an attack value of 4 and an effectiveness value of 4. The US units have defense values of 4 and 5 respectively and both have an effectiveness value of 6. The German units conduct their assault from 4 different hexes. The US player decides to use a defensive bombardment. He has no artillery within range but he still has 10 air points. The US player rolls a die on the "7-12" column of the Bombardment/Support Table. The result is a 6, which gives a bombardment result of 2. This result of 2, divided by the value of the terrain the assaulting units are in (a value of 2 in any terrain other than clear terrain) gives a result of 1 step loss on the attacking German units. The German player flips one of his 4 units, thereby reducing its attack value to 2. Since he is the defender, the US player fires first in the 1st phase of the assault. He has a total defense value of 9 points. He gets a 5 on his die roll which, on the 7-10 column of the Assault Table, gives a result of 1 step loss for the attacker. The German player flips another of his units, which thus has its attack value reduced to 2. The German player now has a total attack value of 12 (4+4+2+2). He rolls a die on the 11-14 column of the Assault Table with a DRM of -2 because this assault is still conducted from 4 different hexes. After modification he gets a final result of 1, which gives a result of 2 step losses for the defender. The US player chooses to take his 2 step losses on his unit having a defense value of 4, eliminating it. Both sides now roll a die against the best effectiveness value of their remaining units to determine whether they will be allowed to fire again in the 2nd round of the assault. The US player's best effectiveness value is 6 and the German player's is 4. On his die roll, the US player gets a 7, a result greater than his effectiveness value, so he cannot fire in the 2nd round. The German player gets a 4, equal to his effectiveness value, which allows him to fire again. The German player rolls a die again on the 11-14 column of the Assault Table. He still gets a DRM of -2 for attacking from 4 different hexes. He gets a die roll result of 9 which, after application of the -2 modifier, becomes 7, which makes the defender take one step loss. The US player flips his only remaining unit and the combat is over. As the defender has not been eliminated, each of the attacking units returns to the hex it came from.
14.0 Fatigue
Fatigue represents the loss of cohesion of a unit. Units become fatigued as a result of results obtained in maneuver combats. When an F# result appears on the Maneuver Combat Table, the player suffering this result must place a "fatigue" marker on the number of non-fatigued units corresponding to the result obtained.
A fatigued unit may never attack. Fatigued artillery units cannot fire. The presence of fatigued units in a stack does not prevent the non-fatigued units in that stack from attacking. Fatigued units defend normally in maneuver combats and assaults. Their fatigued status gives their opponent a DRM in both types of combat but does not prevent them from being taken into account in determining the average and/or highest effectiveness value of their stack.
When a stack including fatigued units is attacked, the attacker receives a favorable combat modifier depending on the percentage of step losses of fatigued units.
In a maneuver combat, if less than 50% of the step losses present in the defending hex are fatigued, a DRM of -1 will be applied on the Maneuver Combat Table. If this percentage is 50% or more, the DRM applied is -2 (see the Maneuver Combat Results Table).
In an assault, if less than 50% of the step losses present in the defending hex are fatigued, a DRM of +1 is applied to the defender's die roll on the Assault Table. If this percentage is 50% or more, this DRM is +2. This DRM is applied at the time of the combat; thus, depending on the losses of the 1st round of combat, this DRM may be different in a 2nd round of combat (see 13.2).
Units cease to be fatigued during the strategic interphase that precedes each "A.M." game turn. At that time, "fatigue" markers are removed from any unit that is not adjacent to an enemy unit.
15.0 Air Points
Each side receives air points during the initial phase of the first player's turn of each game turn. Air points may be used during the bombardment phase, the support phase of a maneuver combat, or the final defensive bombardment phase of an assault phase. Air points work the same way as artillery fire except that they have unlimited range. German air points may be used against hexes containing enemy units anywhere on the map. Allied air points may only be used within a radius of 5 hexes of a non-airborne unit. Air points may be combined with artillery attacks in the bombardment, maneuver combat and assault phases. As air points are used, the air points marker is moved to show how many usable air points remain. Unused air points are lost at the end of the game turn, which occurs in the administrative interphase.
16.0 Supply
For units to act with full effectiveness, they must be supplied. Units that are not in a position to be supplied are considered unsupplied and suffer the following restrictions:
- Their movement allowance is halved (rounded down)
- They cannot conduct assaults
- In the maneuver combats they undertake, they suffer a +3 DRM (if at least half of the units conducting the attack are unsupplied)
- Overrun is forbidden
- Refusing combat is forbidden
- Reaction movement is forbidden
- Artillery units can no longer make a final fire (only 1 fire or 1 move per turn is possible)
Supply is determined during the initial phase of each player's turn. The supply status determined in this phase is effective until the initial phase of that player's next turn. An "unsupplied" marker is placed on units that are not supplied.
To determine the supply status of his units, each player must determine the supply line of each of his units. Supply lines are traced by counting a number of movement points, or of hexes free of enemy units or ZOCs, between each unit whose status is being checked and a supply source. Units that cannot trace such a supply line are considered unsupplied. The characteristics of supply lines are as follows:
- All German units must trace a supply line, calculated in movement points, whose number must not be greater than their movement allowance, to a city hex they control or a hex on the edge of the map. It is also possible to trace this supply line along a road or highway of unlimited length, containing no hex occupied by an enemy unit or ZOC, to a city they control or a hex on the edge of the map.
- Allied airborne units must trace a supply line of a maximum length of 10 hexes free of enemy units or ZOCs to the DZ marker assigned to them (example: units of the 82nd Airborne Division must trace their supply line to the 82nd's DZ marker and not to those of the 101st and 1st Airborne Divisions).
- Allied non-airborne units must trace a supply line, calculated in movement points, whose number must not be greater than their movement allowance, to any hex of the main road crossing the map from south-west to north-east (see 7.1), this line being free of any enemy unit or ZOC. As long as the unit's supply line along the road heading south-west is free of German units or ZOCs, the Allied unit is supplied.
IMPORTANT: friendly units cancel enemy ZOCs for the purpose of determining supply lines.
17.0 Engineers
There are 2 types of engineer units in the game: combat engineers and bridge engineers (pontoon engineers). Combat engineers can never repair a bridge. Bridge engineers (designated by the word "bridge" on the left side of their counter) have the characteristics of both combat engineers and bridge engineers.
17.1 Bridge Engineers
Bridge engineers may repair destroyed bridges. To do so, they must end a movement phase adjacent to a destroyed bridge. At the start of the following movement phase, the bridge engineer uses all of its movement points and the bridge is immediately repaired. The "destroyed bridge" marker is flipped to its "repaired bridge" side. All movement made over this bridge during the movement phase in which it was repaired costs the moving units 1 additional movement point. Movement over this bridge afterwards will be conducted normally.
Bridge engineers may repair an unlimited number of bridges during the game.
17.2 Combat Engineers
Including engineers in an attacking force adds more to the attack than the unit's combat strength alone. Engineers, when taking part in a combat, have the following special effects:
- In a maneuver combat, they:
- cancel the DRM applied to the die roll when the attack is made across a bridge
- reduce the defensive value of the defending hex's terrain by 1 (this value always remaining a minimum of 1)
- if the attacker takes losses or is fatigued, the engineers taking part in the attack are the first affected
Example: a stack including combat engineers attacks from hex B0505 the city hex B0605 across a bridge. The attackers will not take the +2 DRM for an attack made across a bridge. The defensive value of the terrain occupied by the defenders is 3 (defensive value of a city: 4 - 1 because of the presence of engineers). If the attackers are exposed to a fatigue or step loss result, it will affect the engineer unit.
- In an assault, they:
- cancel the DRM applied to the die roll when the attack is made across a bridge
- cancel the defender's 1st fire in the 1st round of combat, both sides making their die rolls simultaneously
- if the attacker takes losses, these affect the engineers first
17.3 Engineers (used as Ferry) and Crossing Waterways
All engineers in the game have the ability to ferry non-motorized units across any river or canal. To do so, the engineer and the unit that is to cross must start a movement phase adjacent to a river or canal hex. Then the 2 units spend all of their movement points and the transported unit is placed on the other side of the river or canal in a hex adjacent to it. Engineers may also ferry themselves alone across a river or canal hex by the same procedure.
18.0 Weather
Starting with the "A.M." turn of 18 September 1944, the Allied player rolls a die to determine the weather (which means that on the A.M. turn of 17 September 1944, the weather is automatically clear). This die roll is then made on each subsequent A.M. turn. On a result of 0 to 7, the weather is clear. On a result of 8 to 10, the weather is bad.
18.1 Effects of Bad Weather
If the weather is bad, no airborne reinforcements are allowed. Reinforcements that were scheduled will be available on the next game turn in which the weather is clear.
On a day when the weather is bad, no air points are available to either side. These air points are not saved for use in a later turn; they are permanently lost.
The 1st turn of bad weather triggers a change to terrain and movement effects in the zone between Nijmegen and Arnhem (see 4.0 and 7.0 for details).
19.0 Armor and Anti-Tank Effects
In any combat situation involving armored units, one side or the other will benefit from favorable DRM. The modifiers are determined, according to the exact composition of the attacking or defending forces, by the Combat Tables and the Armor/Anti-Tank Effects Table.
Players should study carefully the list of the different unit types on page 3 (of the original rules). Each unit type has armor effects associated with it. Each unit falls into one of the following 3 categories: armor, anti-tank or infantry. Note that some units have several of these characteristics. In the latter case, the player will decide which type the unit will be on a case-by-case basis (see the unit types on page 3 of the original rules for more detail).
19.1 Armor Effects in Maneuver Combats
After the force ratios have been determined in a maneuver combat, the players determine the possible applicable DRM. If armored units are involved in the combat, each side must determine the exact composition of its attacking or defending units. The different possible combinations are listed on the Armor/Anti-Tank Effects Table. Players compare this table with the respective composition of their units to determine the applicable DRM.
Example: the German player attacks 2 British airborne units with 3 tank units and 1 engineer. The tanks are of the "armor" type and the engineer is of the "infantry" type. Consequently, the composition of the German player's force appears on the Armor/Anti-Tank Effects Table under the "inf/armor" heading. The British airborne units are both of the "infantry" type. Comparing the "inf/armor" column for the attacker and "inf" for the defender shows that a DRM of -2 will be applied to the maneuver combat in progress.
19.2 Armor Effects in Assaults
Armor effects in assaults are determined the same way as in maneuver combats, except that the applicable DRM are determined from the Assault Table under the "armor/anti-tank" heading. The results of this table are applicable to the die rolls of both the attacker and the defender. Some results simply say "NE" (no effect) for both sides. When there are two results in the box, the result applying to the attacker is in its upper right corner, while the result applying to the defender is in its lower left corner.
Example: US units of the "infantry" type conduct an assault against a stack of German units including tanks and artillery. The tanks are of the "armor" type while the artillery is of the "infantry" type. Matching the "infantry" column for the attacker with the "inf/armor" column for the defender shows the result "NE" for the attacker's die roll and a DRM of -2 for the defender.
The DRM due to armor effects are applicable to both die rolls of the assault. The losses taken in the 1st round of the assault may change the composition of each side's forces. In that case, players must check the applicable armor effects again in the second round of the assault.
Note: the percentage of unit types present in a combat has no bearing on armor effects. The presence of a single armor or anti-tank unit, whatever its size, is enough to give its side armor or anti-tank capabilities.
20.0 Initiative
Initiative determines the player who will move and attack first in a given game turn. At the start of each strategic interphase, from the 3rd game turn on (the Allies always have the initiative in the first two game turns) (translator's note: in fact the Allies have the initiative on the turn of the 17th and on the two turns of 18/09/1944), both sides roll a die to determine which will have the initiative during that day. The player who got the lowest die roll result decides who will have the initiative. Note that initiative is determined at the start of each day and holds for 2 complete game turns.
21.0 Reinforcements
Each scenario includes a list of reinforcements for each side. Reinforcements enter play during the air assault phase (for Allied airborne units) or the movement phase (for other units) of the player controlling them. Reinforcements enter the map at the hex indicated by the Reinforcement Table. Reinforcements scheduled to enter on a given turn may have their entry delayed to a later turn, at the discretion of the player controlling them. Bad weather prevents the entry of airborne reinforcements until the next turn of good weather.
22.0 Translation Notes
There is only one player aid, contrary to what is written in 2.1.
"Maneuver combat" has been translated as "Combat en manoeuvrant" (maneuver combat). This notion is opposed to "Assault combat", which has been translated more simply as "Assaut".
The term "overrun" has been left in the French text because the corresponding word (débordement) is little used.
The term "AM" is left for "before noon" or "morning".
In paragraph 18.1, the name of the city of Nijmegen is spelled "Nijmegan" in the original version instead of "Nijmegen".
The abbreviation "C/M" is used to designate motorized combat counters.
Errors on the map:
The starting village named "De Grootte" (hex 03.07) is in Belgium and is called "De Grote Barrel".
In Dutch the word for canal is "Kanaal".
The "Meuse - Escaut" canal is in reality the Campine canal and is called "Kempen Kanaal". It continues into the Netherlands as the canal called "Zuid-Willems Vaart" or "Zuid-Willems Canal".
The canal named "D'Embranahement canal" is in reality the canal called "Eindhoven Kanal".
The village named "Zon" (hex 28.05) is called "Son".