Alsace 1944
Alsace 1944 Rulebook
Table of Contents
Table of Contents
- 0 - OVERVIEW
- 1 - Units and Organization
- 2 - SEQUENCE OF PLAY [Turn marker is single-sided, picture of a wristwatch]
- 3 - ACTIVATION [the Activated marker is the green radio on a blue background, with a small ‘A' in the upper left corner]
- 3.1 Overview
- 3.2 Activating by “Formation”
- 3.3 General-Type Activation
- 3.4 Activation Mechanics
- 3.4.1 Actions
- 3.4.2 Free Combination
- 3.4.3 Order of Action
- 3.5 Fatigue [black & grey marker with a guy sitting down that says ‘Fatigue’ on it]
- 3.5.1 Fatigue Effects
- 3.5.2 Fatigue Recovery
- 3.6 Disorganization [grey marker with a silhouette of a kneeling rifleman and the letter ‘D’]
- 4 - ZONES OF CONTROL (ZoC)
- 5 - STACKING
- 6 - MOVEMENT
- 7 - COMBAT
- 7.1 Overview
- 7.2 Multiple Attacks
- 7.3 Attack Actions
- 7.3.1 Normal Attack
- 7.3.2 Prepared Attack
- 7.4 Modifiers
- 7.5 Combat Resolution
- 7.6 Combat Results
- 7.7 Retreats and Advances After Combat
- 7.7.1 Retreats
- 7.7.2 Advance After Combat
- 7.8 Special Result: Breakthrough [a single counter, blue background, black silhouette of a Hetzer overprints an oblique red arrow]
- 8 - COMMAND [Out of Command marker is a green radio on a grey background, top left corner has a small red arrow pointing down and the letters “NC”
- 9 - DOCTRINE
- 10 - SUPPLY
- 11 - Fog of War (optional rule)
- 12 - DEFENSIVE WORKS
- 13 - BRIDGES AND RIVER CROSSINGS
- 14 - BOOBYTRAPS AND MINES [counter shows a mine sitting beside a fence]
- 15 - EVENTS
- 16 - GERMAN GARRISONS
- 17 - FRENCH TRUCKS [counter has a picture of a truck on a blue field]
- 18 - REINFORCEMENTS
- 19 - SCENARIOS
- 19.1 The Initial Assault
- 19.2 The Entire Battle
- 19.3 [I’ve consolidated the information from this section into section 19.2 and reorganized]
- 19.4 Variant scenario [from VV60, I’ve changed the numbering to make it consistent with the base rules]
- 19.4.1 - Initial placement
- 19.4.2 Reinforcements
- 19.4.3 Victory Conditions
- 20 - ABBREVIATIONS
- Terrain Effects Chart (0.2)
- Status Effects Table (1.4)
- Attack Types (7.3)
- Actions Table (3.4.1)
- Doctrines Table (9.0)
- Combat Results Table (7.6)
- Combat Modifiers (7.4)
0 - OVERVIEW
0.1 Game Scales
A game turn represents two days of real time. A hexagon on the map covers approximately 2 km [1.2 mi.]. The unit counters represent battalions, armored task forces and kampfgruppen, or headquarters with their organic elements.
0.2 Terrain
The map depicts part of the Vosges and Alsace.
A hexagonal grid is superimposed to regulated units’ Movement (6.0) and Combat (7.0). The effects of different terrain types on movement and combat are summarized in the Terrain Effects Table. [‘Effets du Terrain’, on the mapsheet, also at the end of this translation.]
[erratum: the village in 0616 should be Sainte-Marie rather than Château-Lambert]
0.3 Rounding
When values are halved, fractions are always rounded to the nearest whole number. EX: 7 divided by 3 is 2.33 which becomes 2; 3 divided by 2 is 1.5, which becomes 2.
Further, all values and modifiers are added before dividing
0.4 Glossary
CC: CC stands for Combat Command, an element of a French armored division composed of a tank regiment, an infantry battalion and various support elements. It is subdivided into three tactical groups which correspond to the game counters.
0.5 Additional Units.
Some counters are not used in the historical scenarios in this issue but in scenarios [sentence cut off, probably something like ‘to appear in future issues’].
[Per official errata, the 1198 Heer Motor Abteilung should be removed from the game, as it was an artillery unit rather than the assault gun unit that research initially indicated.]
1 - Units and Organization
1.1 Units
Infantry units have 2 Action Points, mechanized units, including HQs, have 3
Action Points. These Action Points are used for movement and combat.
Each unit has the following notations on the counter: combat strength, quality rating, unit type (infantry or mechanized/armored), identification (unit name, formation color code, NATO symbol). A dot after the combat strength indicates a bonus against tanks (armored superiority).
Combat units are grouped into formations. A color code allows the easy recognition of different formations. [German independent units have their ID printed white on a grey-green box. French independent units have their ID printed black on an orange/brown box.]
1.2 Unit Reduction
Units have one or two strength step. When a unit with two combat steps loses a strength step the unit is flipped. If the unit is already flipped, then it is eliminated.
Units which only have one strength step (strongpoints, German garrisons and HQ) are eliminated by the first loss.
[Description of units, per box on p. 32.
Armored/mechanized unit has a picture of a tank; infantry unit has an infantryman standing; HQ has a portrait of the general. A NATO-style unit type symbol appears in the upper right hand corner of the counter, along with the NATO symbols for unit size: II = battalion, KG=Kampfgruppe. The flip side of most units has a white stripe across the center, indicating that the unit is reduced. The flip side of HQ units is NOT a reduced HQ, since HQ have only one step, but indicates that the HQ has been activated already.
The unit ID (for example, 2/CC3) in the top left corner of the counter is printed on a colored bar, which denotes the formation to which it belongs. French independent (army corps) units are printed black on an orange/brown bar. German independent (army corps) units are printed white on a grey-green bar.
See section 20 for an explanation of the unit abbreviations.
Along the bottom edge of combat units (not HQ) are two numbers. The left-hand number is the unit's Combat Strength; the right-hand number is the unit's Quality, printed in a red box for armored/mechanized units, and a blue box for infantry units.
On a HQ counter, the number in the bottom left corner is the HQ's Support Rating; in the bottom right corner is a letter representing that HQ's C3I Rating.]
1.3 Headquarters (HQ) [counters with a portrait of a general]
Headquarters counters represent formation HQ. These are their sources of command and supply. They have 3 Action Points and show the following notations: their C3I quality rating as well as how many supports they can allocate each turn to subordinate units.
They have an intrinsic combat strength of 1 (which is only usable in defense) and a single strength step. The reverse side of the counter indicates the HQ's activation.
HQ can support friendly units in attack and defense if they are within its command range (if a Line of Communications reaches their hex, see 8.1) at the moment of support (attack or defense). In that case, Support markers possessed by the HQ can be stacked with the supported unit. French HQ can support any unit of any formation which is in their command range. German HQ can support only units of their formation which are within command range.
HQ can only be destroyed if they are attacked while alone in a hex, or if all of the units with which they are stacked are eliminated.
Note: a destroyed HQ returns in the following turn at the end of phase 1 of the sequence of play and may be placed by the owning player wherever he wishes on the map, so long as the placement hex is not in enemy Zone of Control (see 4) and is supplied (see 10). At the moment of the HQ's destruction, Support markers present in its HQ box are returned to the pool. They will be available again on the following turn.
1.4 Status
At all times, units have a specific status according to the circumstances: Normal, Isolated (10.3), Unsupplied (10.3), Out of Command (8.2), Fatigued (3.5), in Improved Positions (12.1), Disorganized (3.6).
The effects of status on unit performance are explained in the relevant rules. Normal status is the default for all units.
A unit can have multiple statuses (for example, Isolated, in Improved
Positions (see 12), and Out of Command). In this case, the effects are cumulative.
Example: a fatigued and unsupplied unit will have no APs: base of 1 AP
for an Unsupplied unit, -1 for being fatigued.
1.5 Organization and Command
Each formation includes a HQ and a certain number of units which are attached to it. A color code allows the rapid determination to what formation units belong.
During a game turn, a player may activate his units in two ways: either by activating all the units of one formation which are in command range of their HQ; or by activating a given number of units which are belong to different formations or which are out of the command range of their HQ (see 3).
Note: The number of activated units is given in the doctrine rules as a function of nationality. Note that certain independent units are not attached to any formation, they follow the activation rules particular to each side (see 9).
1.6 Support markers
Each side has a pool of Support markers. This pool may increase during the game through reinforcements and will decrease according to the rules for expending each type of support. During the Support Phase, each side can allocate its support markers to the different friendly HQs on the map or arriving as reinforcements during the game turn. Each HQ may receive a number of markers equal to its support level [note that an Unsupplied HQ cannot be allotted Support markers, see 10.3]. These support markers will then be expended during combat, in attack or defense, to assist units within the HQ's command range at the moment of combat. Exception: each French Combat Command may receive a Tank Destroyer support marker, even if it is out of command range from its HQ.
1.6.1 German Markers
Heavy Artillery [picture of a wheeled artillery piece with the barrel pointing to the upper left, and ‘+2 col’ on the counter]: Shifts the combat two columns in favor of the German player (to the right in attack, to the left in defense). When it is used, the German player rolls one die, on a roll of 1 to 3 the counter is returned to the pool for the following turn. On a result of 4 to 6, it is removed from the game (representing the Germans’ ammunition shortage).
Light Artillery [picture of a wheeled artillery piece with the barrel pointing up, and ‘+1 col’ on the counter]: Functions as Heavy Artillery but only shifts the combat one column and is removed on a die roll of 5 or 6.
Pioneers [picture of a soldier with a flamethrower, and ‘+/- 1’ on the counter]: gives plus or minus two to the combat in attack or defense. The player may choose to lose the marker as a combat loss (the Pioneers marker counts as a single combat step). If it is not chosen as a loss, it is removed on a roll of 4 to 6. [The errata clarifies that the counter is incorrect, the modifier is indeed +2/-2]
FlaK 88 [picture of a gun with a cruciform platform and barrel pointing directly left and ‘-2 col’ on the counter: useable only in defense against armored units (whether or not accompanied by infantry). The defender benefits from a shift of 2 columns to the left. The marker is removed on a roll of 5 or 6.
1.6.2 French Markers
Heavy Artillery [picture of an artillery piece pointing upper right and ‘+2 col’]: as the German Heavy Artillery, but only removed on a 5 or 6.
Light Artillery [picture of an artillery piece pointing directly right and +1 Col]: as German Light Artillery, but only removed on a 6.
Tank Destroyer (TD) [picture of what I believe is an M10 and ‘+1’]: Gives plus or minus one to the die roll in combat in attack or defense. The player may choose to eliminate the marker as a combat loss (the TD marker counts as a single step loss). If it is not chosen as a combat loss, the marker is removed on a 6. The TD marker may only be used if the defender’s terrain and at least one attacker’s hex are not impassable for tanks (see table 0.2).
Note: the French infantry divisions did not have independent tank battalions in support, unlike their American counterparts. To remedy this, the French tank destroyer regiments were committed by company and even by platoon and became merely support tanks.
2 - SEQUENCE OF PLAY [Turn marker is single-sided, picture of a wristwatch]
Alsace 1944 is played in a number of turns (depending on the scenario being played), each game turn being composed of several phases.
2.1 Game Sequence
1 - Supply and Command Phase
Both players check the Line of Supply (LoS, see 10) and Line of Command (LoC, see 8) for all of their units.
2 - Support Phase
Both players allocate their available Support markers to the division HQs by placing them in the appropriate box on the player aid display (on the back of the countersheet), up to the limit of each HQ's support rating [note that unsupplied HQ cannot be given Support markers, see 10.3].
3 - Determine Initiative
Each player rolls 1d6 to determine who has the initiative for the turn, high roll wins. Reroll in case of ties. The Stratagems ‘Etat-Major 1er CA’ and ‘Etat-Major LXIII AK’ (see 15) may be played during this phase. If they are played in the same turn, initiative is determined in the usual manner.
4 - Operations Phase
- First Player activation sequence: the player with the initiative may activate all of the units belonging to a single formation, or 3-4 (depending on nationality) units of his choice (including this turn's reinforcements, see 18). These units may then their Action Points (AP) according to the action rules (see 3.4.1). They may move, take up defensive positions and/or attack.
The player may also decide to pass and not activate any units.
Stacking limits are checked and corrected as needed (see 5). Both
players may play Stratagems.
- Second Player activation sequence: the second player does the same with the units of his choice. Stacking limits are checked and corrected as needed (see 5). Both player may play Events.
The players thus alternate activation sequences until the end of the turn.
5 - Administrative Phase
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“Activated”, “Breakthrough” and “Disorganized” markers are removed;
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Victory Conditions are checked;
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the Turn marker is advanced one space.
2.2 Turn End
The game turn may end early in two ways:
-
if both players in succession pass in their action phase. A player may decide to pass during his action phase, and not activate any unit. If the opposing player does likewise, the turn automatically ends.
-
if one of the players has activated all of his units twice (Fatiguing them), the opposing player may then do a series of activation sequences. At the end of each activation sequence (of either type) beginning with the second, this player must roll 2d6. On a result of 11 or 12 the turn ends prematurely.
When either player has unit remaining to activate, the turn automatically ends.
3 - ACTIVATION [the Activated marker is the green radio on a blue background, with a small ‘A' in the upper left corner]
3.1 Overview
In order to move and fight, a unit must be activated. A unit' is activated by the owning player during his operations phase, as either a ‘formation activation' (see 3.2) or a ‘general activation' (see 3.3).
-
Each unit or HQ can normally only be activated once per turn (exception, Fatigue see 3.5).
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A unit may only move and fight during its activation. A HQ cannot be activated during a general-type activation except to move (but in no case to activate the units of its formation).
In order to avoid confusion, an Activated marker may be placed on a unit at the end of its activation.
3.2 Activating by “Formation”
The player may activate all of the in-command units of a single formation during the operations phase.
A HQ must be activated to perform this type of activation and the following conditions must be met:
-
The formation's HQ is not destroyed;
-
the units of the formation which the player wishes to activate must be in command (see 8.1).
Note: a player is not required to activate all the units of his formation, they may instead be activated during a general-type activation (see 3.3).
An already-activated HQ may normally not do a formation activation. A player may however decide to perform a new
formation activation by reactivating this HQ, in which case the HQ is
automatically Fatigued at the moment of activation, and suffers the same
penalties as a Fatigued unit (see 3.5). An un-Fatigued HQ may also be reactivated during a general-type activation, in which case it is treated as any other unit, i.e. it becomes Fatigued.
3.3 General-Type Activation
Instead of activating units through a single formation HQ, the player may decide to activate or reactivate units which are independent or belong to different formations, whether in or out of command. To do this, he chooses a general-type activation and may activate 3 or 4 units, depending on nationality (see 9). These units do not need to be within a certain distance of each other.
A unit which is out of command or whose HQ has been destroyed must make a C3I check to activate (see 9.4). If it passes, it has all of its normal APs, if not it has only one AP.
Special case: Units arriving before their HQ is on the map can only be activated using general-type activations.
3.4 Activation Mechanics
The activation process is relatively flexible and allows the players to perform different combinations of movement and combat.
3.4.1 Actions
The actions undertaken by a unit (Movement, Combat etc.) during the course of its activation cost Action Points (APs) which are subtracted from its current allotment as a function of its Category (see 1.1) and Status (see 1.4).
A unit may choose as many actions as its APs permit.
A unit is not required to use all of its APs during its activation but
unused APs do not accumulate for later activations and are lost immediately at the end of the current activation phase.
The possible actions are:
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Movement (costs 1 AP). The unit may move up to its movement allowance as a function of its mobility class and status, paying the terrain costs according to unit type.
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Normal Attack (costs 1 AP). The unit may attack any unit in
its zone of control (ZoC, see 4) possibly in conjunction with adjacent friendly units.
- Fatigue Recovery (costs 2 AP). A fatigue recovery (see 3.5.2) must be
done as a fatigued unit’s first action of its first activation sequence.
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Prepared Attack (costs 2 AP). The unit may attack any unit in its ZoC with bonuses and possibly in conjunction with adjacent friendly units.
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Enter Improved Position (costs 1 AP). See 12.
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Leave Improved Position (no AP cost). See 12.1.
3.4.2 Free Combination
During the activation, the player may move all or some of the activated units, attack with one or more of these units, then move other activated units and have them attack in all possible combinations within the following limits:
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entering an enemy ZoC stops movement and requires combat before the end of the formation's activation sequence, in those cases where it is mandatory (see 4.3).
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a unit may attack more than once per turn.
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an enemy unit may be attacked more than once per turn.
3.4.3 Order of Action
Each activated unit undertakes actions singly or as a stack (see 5), in the order desired, regardless of the activation method used. None of the units of a stack can however expend more APs than they have available. Units with APs remaining may continue their Activation even if other units in the stack must end theirs.
A unit or stack may spend part of their APs, then wait while another stack also spends APs, before resuming in turn: the only restrictions are the rules on zones of control (ZoC, see 4) and the number of APs per unit.
AP Remaining markers [blue background, large letters ‘PA 1’/ ‘PA 2’] are provided to note the remaining APs within an activated formation during an activation phase.
3.5 Fatigue [black & grey marker with a guy sitting down that says ‘Fatigue’ on it]
A unit may be reactivated once more during the same turn in another activation phase by its HQ or a general-type activation. In this case the reactivated unit and/or HQ automatically receive a Fatigue marker at the start of their activation. It is possible to activate together some units which are fresh and others which will be fatigued.
3.5.1 Fatigue Effects
The unit loses 1 AP and has its combat strength halved [per 0.3].
3.5.2 Fatigue Recovery
To recover from fatigue, the HQ or unit must spend 2 AP at the moment of
its first activation in a turn, even if it is in enemy ZoC. The marker is then removed.
Note: a fatigued unit cannot immediately refatigue, it must first recover from fatigue before possibly fatiguing itself again.
3.6 Disorganization [grey marker with a silhouette of a kneeling rifleman and the letter ‘D’]
A unit which retreats after combat becomes disorganized. Its combat strength is halved in both attack and defense until the end of the turn. A Disorganized marker is placed on the unit.
4 - ZONES OF CONTROL (ZoC)
4.1 Overview
A unit's ZoC affects movement and combat of other [enemy] units.
Most units exert a ZoC into their own hex and the six adjacent hexes,
except across a river, even one spanned by a bridge. However, ZoC applies along a river hexside, it is thus forbidden to move long a river hexside if an enemy ZoC is in the hex on the other side of the river.
HQ, and units with a combat strength equal to 1, exert ZoC only into their own hex which remains unenterable.
4.2 ZoC Effects
-
A unit which enters an enemy ZoC must stop its movement. It must then make a Normal Attack (7.3.1) or a Prepared Attack (7.3.2), before the end of the formation’s activation phase, and pay the appropriate APs. If it does not have sufficient AP to declare an attack, it cannot enter the ZoC in question, except if it is a hex where attack is not mandatory: city, village or forest ... (see 4.3).
-
A unit which begins its movement in an enemy ZoC may disengage from this ZoC by spending an additional +1 movement point (MP).
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A unit may move directly from one enemy ZoC to another enemy ZoC by paying +2 MP (do not count the +1 MP for leaving an enemy ZoC in this case), provided that this second ZoC is not exerted by the same unit.
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A unit cannot move directly from one ZoC to another ZoC exerted by the same enemy unit (exception, see Breakthrough, 7.8).
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The presence of a friendly unit in an enemy ZoC nullifies it for retreat (see 7.7), and supply lines (see 10.1), but not for movement. Important: the presence of a friendly ZoC does not negate an enemy ZoC.
4.3 ZoC and Combat
- Combat is mandatory for a unit which ends its move in an enemy ZoC during its activation (see 3.4.2 and 4.2).
Exception: a unit in city, village, forest, or difficult terrain is not required to attack enemy units exerting a ZoC upon it.
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A unit which enters an enemy ZoC during an advance after combat is not required to attack.
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A unit which begins its activation phase adjacent to an enemy unit which exerts a ZoC upon it is not required to attack. It may remain in place without being required to attack, disengage, or recover from fatigue.
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A unit or stack of units which retreats into an enemy ZoC as a result of combat loses 1 strength step (for the entire stack) per hex of enemy ZoC traversed. (see 7.7) unless a friendly unit is present in the hex.
5 - STACKING
Maximum stacking in any given hex is 6 strength steps.
Stacking limits apply after each of a unit's move actions. However, during each sequence friendly units may freely move through each other. Units in violation of stacking at the end of the sequence are eliminated, owning player's choice as to which units. The various markers do not count toward stacking limits. Exception: armored movement along a road (6.2).
Important: it is the unit's current size, not its maximum size, which counts toward stacking. For example, a unit of two strength steps which has lost one step, counts for only one step of stacking.
Reminder: a HQ is worth one strength step and thus counts one towards stacking.
6 - MOVEMENT
6.1 Overview
During a movement action, a unit may move using all or part of its movement allowance by spending the movement points (MPs) required for each type of terrain moved through.
Infantry units have a movement allowance of 4 MPs per move action, mechanized units have an allowance of 6 MPs.
A unit is not required to expend all of its MPs during its move action, but if it does not, the remaining MPs are lost for this action.
A unit which wishes to spend several consecutive movement actions may sum the MPs from these actions.
Example: a unit of tanks uses a move action to move through 5 hexes of clear terrain (5 MPs) then a hex of difficult terrain (2 MPs); it may use a second movement action in order to pay the missing MP and continue its movement with the remaining 5 MPs. This is equally true with certain events that cost 1 AP. The unit pays the AP and then continues with its remaining MPs.
6.2 Terrain Effects
Terrain effects on movement and combat are given on the Terrain Effects Table [on the map, also translated at the end of these rules].
Roads: For mechanized units, the road movement cost only applies if the unit is alone in the hex. If another unit is stacked with it or it moves through a unit already on the road, it will then pay the cost of the non-road terrain. Mechanized units ignore infantry units when determining whether they are alone in the hex.
Note: if a mechanized unit occupies a road hex in difficult terrain, no other mechanized unit may enter the hex.
Infantry units always benefit from the road bonus [the errata clarifies that the table on the map is incorrect in this regard].
7 - COMBAT
In Alsace 1944, combat occurs during an attack action taken during the activation sequence. Units which attack are termed the Attackers, the units in the attacked hex(es) are termed the Defenders.
7.1 Overview
A unit may attack any hex containing an adjacent enemy unit (the ‘target hex’) by choosing between the two permitted types of attack (see 7.3).
-
Combat is mandatory once a unit or stack (5.0) enters an enemy ZoC (4.2, 4.3), this requirement may be voided by the terrain in the attacker’s hex;
-
the number of stacked units which can attack from the same hex cannot
exceed six;
-
a unit may attack any adjacent enemy unit (unless it cannot normally enter the defender’s terrain: tanks across an unbridged river or out of a difficult terrain hex that is not connected by road to the defenders hex ...);
-
a unit must attack at least one hex containing en enemy unit or stack which exerts a ZoC upon it, but is not required to attack all the hexes which exert a ZoC upon it;
-
an enemy unit may be attacked by all the friendly units adjacent to it.
7.2 Multiple Attacks
All the enemy units in the same hex must be attacked together, and must all take part in the defense; their defense strength is the sum of their combat strengths.
Different units attacking from a single hex (i.e. a stack) may attack different enemy hexes. Each attack is resolved separately. However, the combat strength of a unit may not be divided among several combats.
7.3 Attack Actions
There are two possible types of attack. Each type has its own characteristics as explained below and summarized in Table 7.3.
7.3.1 Normal Attack
The unit or stack spends 1 AP to attack a target hex. This attack may
benefit from one and only one HQ support. Other adjacent stacks may join in the attack if they have at least 1 AP [this is a substantial change from Ardennes].
The unit or stack of units may again move and/or attack after its first attack if it has APs remaining.
7.3.2 Prepared Attack
The unit or stack spends 2 APs to attack a target hex. The active player notes the APs expended then may activate other units or stacks within the constraints of the chosen activation (3.1) and available APs (3.4.1), in order to attack the same hex. He then notes the APs expended by these new participants in the attack and declares a Prepared Attack. This attack may benefit from two HQ supports.
Following any required advance after combat (see 7.7.2), units may subsequently attack units adjacent to them or move if they have APs remaining.
7.4 Modifiers
Modifiers are as follows:
-
Defender's Terrain: the terrain in the defender's hex provides column shifts. These modifiers are cumulative (example: a village in difficult terrain shifts two columns to the left).
-
Quality Difference: the quality rating of one attacking unit minus the
quality rating of one defending unit gives a positive or negative die
roll modifier. The unit whose quality rating was chosen must suffer the
first step loss, if any.
- HQ Support: these supports provide either column shifts or die roll
modifiers (see 1.6).
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Improved Positions: An IP provides a 1 column shift to the left [see 12.1].
-
Combined Attack: when an infantry unit (mechanized or foot) and a mechanized unit are stacked, they benefit from a +1 drm when attacking, regardless of the number of ‘tank-infantry’ groups involved.
-
Armored Superiority: a tank unit whose combat strength is followed by an asterisk and which is facing tanks benefits from a +1/-1 die roll modifier, regardless of the number of tanks involved.
All modifiers are cumulative.
7.5 Combat Resolution
Combat takes place as follows:
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The attacker declares the type of attack and the target hex(es).
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The attacker sums his modified combat strengths.
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The defender sums his modified combat strengths.
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A ratio is made between the attacker's and defender's sums to obtain a basic force ratio. This ratio is always rounded to the nearest whole number (Example: 1.49 to 1 gives a 1:1; 1.50 to 1 gives a 2:1).
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Beginning with the active player, the players add support from their HQ (see 1.6).
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Column shifts are applied to obtain the final strength ratio column.
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The attacker consults the appropriate column on the Combat Results Table (CRT) then rolls 1d6 which he modifies to determine the final combat result.
7.6 Combat Results
Results are given in the form of numbers which can affect the attacker as well as the defender. These numbers indicate the number of strength steps which that force must lose and/or the number of hexes of retreat.
The owning player decides how to apportion the combat losses received among the stack (noting that the unit whose quality rating was used must suffer the first loss) and the number of retreat hexes, always beginning with the losses (mandatory or not) and then the optional retreats. The defender apportions his losses and retreats if needed, then the attacker does the same (noting that for a prepared attack or if the defender takes losses the attacker must suffer at least one step loss on any adverse result).
Results in red indicate that at least one strength step must be lost by the defender or attacker before any retreats, regardless of the type of attack
If the defender chooses to remain in place and lose strength steps, the attacker must take any of his losses and may not retreat.
If armored or mechanized units are present on both sides, the the first or second loss (if the unit whose quality rating was used is not armored/mechanized) must be taken from an armored or mechanized unit.
7.7 Retreats and Advances After Combat
7.7.1 Retreats
The owning player may decide to retreat instead of suffering step losses.
A unit or stack of units which retreats cannot enter a hex occupied by
enemy units. It cannot retreat into a hex impassible to it such as an unbridged river for tanks for example.
Retreats must be done if possible in the order of the following priorities:
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toward a hex out of enemy ZoC;
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in the general direction of the friendly board edge or towards the HQ to which the unit belongs;
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toward the hex furthest from an enemy unit.
A unit or stack may retreat into an enemy ZoC, losing one strength step for the entire stack per hex of enemy ZoC moved through, unless this hex is occupied by a friendly unit.
A unit cannot retreat into a hex in violation of stacking limits. If such would be the case, the unit must absorb the entire combat result as losses.
Units from a retreating stack may retreat into different hexes so long as they all retreat the same number of hexes.
Any unit which retreats, whether attacker or defender, becomes disorganized [, this is a change from Ardennes, see 3.6].
A unit which must retreat off the map or into a hex with impassable terrain is eliminated.
7.7.2 Advance After Combat
When a unit or stack of units retreats or is destroyed, it leaves the hex that it was in vacant, as well as a retreat path of varying length depending upon the number of hexes retreated.
Victorious units which took part in the combat may then enter the vacated hex and advance along the retreat path of the defeated unit still respecting impassible terrain (an unbridged river to tanks, for example). If a retreating stack splits into several hexes, the active player is free to following whichever of the retreat path(s) as he wishes.
Exception: Armored and mechanized units are not required to follow the retreat path of retreating units after the first hex.
This movement ends when they enter an enemy ZoC, except for the initial vacated hex.
This movement also ends after crossing a river, even if the enemy retreated further.
In the case of a shared result, the attacker must convert all of his adverse result into step losses if he wishes to remain in place or advance after combat. Only the attacker may advance after combat and this advance is mandatory (by at least one unit) in the case of a prepared attack.
Example: the result 1/2 indicates that the defender must: lose 2 strength steps and remain in place or lose 1 strength step and retreat all of his units 1 hex or retreat all of his units 2 hexes. The attacker must either retreat 1 hex (only if the defender did not remain in place) or lose 1 step. If he chooses the second option, he may then advance into the defender's vacated hex if the defender retreats.
If the defender retreats 2 hexes, the attacker may follow the defender along his retreat path provided that an enemy ZoC does not prevent him from entering the second hex vacated by the retreat (exception breakthrough, see 7.8). If the result had been 1/2*, the defender would have been obliged to take a step loss before being able to choose whether to retreat a hex or take a second step loss.
Limitations on advances:
- if an enemy unit is eliminated before fulfilling all the requirements of its combat result, the attacker may convert remaining requirements into hexes of advance after combat.
Example: a result of -/3* eliminates a unit which had only one strength step, in this case the attacker may advance two hexes.
-
Fatigued units may advance after combat normally.
-
If a unit ends its movement in ZoC, it is not required to attack.
7.8 Special Result: Breakthrough [a single counter, blue background, black silhouette of a Hetzer overprints an oblique red arrow]
If the attacker's result is printed in bold on the CRT, a “breakthrough” has occurred in the enemy front. A Breakthrough marker is then placed in the hex formerly occupied by the enemy unit before its elimination or retreat. This marker nullifies all enemy ZoC in the hex it occupies and the six adjacent hexes. Units advancing after combat and friendly units activated during the same operations phase may then move through the breakthrough hex or the six adjacent hexes without being stopped by any ZoC exerted into these hexes.
This Breakthrough marker is removed at the end of the turn in which it was placed.
8 - COMMAND [Out of Command marker is a green radio on a grey background, top left corner has a small red arrow pointing down and the letters “NC”
(Non Commandé)]
8.1 Command Range
Each HQ has a command range of six hexes (range exclusive of the HQ's own hex but inclusive of the hex of the unit concerned) [the errata clarifies that the table on the bottom of p.34 is incorrect, the German command range is indeed 6 hexes].
In order to be in command, a unit must be able to trace a Line of Command (LoC) to its HQ. This LoC may pass through any terrain or enemy ZoC but not through an enemy-occupied hex occupied.
At the start of each turn, both players check the command status of all
their units. Units which are in command at the start of the turn remain so for the entire turn, even if they move out of command range.
8.2 Effects
A unit which is unable to trace a LoC to its HQ at the start of the turn gets an Out of Command marker. It cannot be activated during an activation by “formation”, only during a general-type activation. In addition, an Out of Command unit must pass a C3I test to be activated (see 9.4).
9 - DOCTRINE
9.1 Overview
The doctrines of the various belligerents require some modifications or restrictions to the base rules; they are indicated by nationality.
9.2 French
Activation by formation: The French player may, at the start of each turn, attach the units of two (at most) Combat Commands (CC) to an infantry division. These units must be able to trace a LoC. The CC(s) are then activated by the HQ of the division to which they are attached. If the units of the CC engage in combat, they receive artillery supports from the divisional HQ to which they are attached rather than from their usual HQ. Each turn, a CC may be attached to a different infantry division or returned to its own division.
In addition to the units of its formation, a French HQ may activate all independent units within command range.
General Activation: 4 units
9.3 Germans
Activation by formation: A German HQ may activate, in addition to its formation, 3 independent units within command range. Use Activated markers.
General Activation: 3 units
A German unit which is unable to trace a LoC to its HQ at the start of the turn but which is able to trace a LoC to another HQ, is considered to be in command. However, it may only be activated during a general-type activation.
9.4 C3I Check for Out of Command units
Out of Command units must pass a C3I check to be activated. To pass a C3I check, the player rolls 1d6 and must roll less than the unit's quality rating. Example: for a quality rating of 5, the player must roll 1, 2, 3, or 4.
9.5 SNAFUs (optional) [from VV60]
To simulate the uncertainties of combat, even the best-prepared, we offer you the following optional rule.
After each side has allocated its support markers and designated the unit whose quality rating will be used, but before resolving the combat, the attacker rolls 2d6. The sum of the dice is modified as follows:
- the quality of the attacker’s formation HQ;
- the quality of the defender’s formation HQ;
+1 if the defender is out of command;
-1 if the attacker is out of command.
If one side’s units belong to more than one HQ, use the HQ which provides the most supports. In cae of a tie, it is the owning player’s choice which to use.
If one side has only independent units, instead of a HQ’s quality modifier use the average quality of this side’s units in the combat.
The attacker suffers a SNAFU [Situation Normal, All Fouled Up] if the final total is less than 4, the defenders suffers one if the final total is greater than 10.
If the final result is even, the troops of the afflicted side lack enthusiasm. the opposing player may choose:
-
a different opposing unit involved in the combat for calculating the quality differential;
-
to apply a penalty of -1 to the combat;
-
to apply a bonus of +1 to the combat.
If the final result is odd, the allocated support markers cannot all arrive. One support marker from the side suffering the SNAFU is randomly drawn and returned to the pool: it will not take part in the combat. If no support was allocated, the opposing side benefits from a surprise support drawn at random from his pool.
The combat is then resolved normally:
-
column modifiers are applied to obtain the final odds ratio column.
-
the attacker consults the correct column on the Combat Results Table (CRT) then rolls 1d6 and modifies it as required to obtain the combat result.
10 - SUPPLY
10.1 Overview
A LoS may pass through any type of terrain usable by the unit but cannot pass through an enemy-occupied hex or through an enemy ZoC, unless this hex is occupied by a friendly unit. This means that the LoS of an infantry unit may pass through a mountain hex, but that of a mechanized unit may not [changed per errata].
Unit supply is checked during the supply and command phase.
10.2 Supply
In order to be supplied a unit must be able to trace a LoS to a supplied HQ within command range (depending on nationality) [this is a holdover from Ardennes, in Alsace all nationalities have a command range of six hexes] or to a road within 1 hex and leading to a friendly board edge, regardless of distance.
-
In order for a division HQ to be supplied it must be able to trace a LoS to a road within 1 hex distance, which itself connects to a friendly board edge regardless of distance.
-
German friendly board edge: hexes 1701 to 3412 on the east [this suggests that the half-hex which would be 1700 is unplayable].
-
French friendly board edge: hexes 1121 to 0701 on the west [this suggests that the half-hex which would be 0700 is unplayable].
10.3 Effects
If a unit or HQ is unable to trace a LoS at the start of the turn, it gets an Isolated marker [silhouette of a soldier on a grey background, inside an almost complete circle with arrows on the ends]. The consequences are as follows:
-
An armored or mechanized unit or HQ has only 2 AP (an isolated infantry unit still has 2 AP);
-
All units attack normally but cannot make prepared attacks;
-
All units defend normally.
An Isolated unit or HQ which is unable to trace a LoS at the start of the turn gets an Unsupplied marker [green jerrican of gas on its side, spilling a yellow drop, over a red splash on a grey background, in the top left corner is a small red arrow pointing downward and the letters “NR” for “Non Ravitaillée”], the consequences are as follows:
-
An armored, mechanized, HQ or infantry unit has only 1 AP;
-
All units attack with only half their combat strength and cannot make
prepared attacks (they do not have enough AP to do this);
- Units defend with half their combat strength.
An unsupplied HQ cannot receive support markers to distribute to its units in the support phase.
11 - Fog of War (optional rule)
In order to limit players' knowledge of enemy dispositions and strengths, the following rules are used.
11.1 Enemy Stack Inspection
Players may only examine the contents of an enemy stack under the following conditions:
-
the stack is engaged in combat with friendly units (at the moment when the attack type is declared);
-
if a friendly unit exerts a ZoC on the enemy stack.
11.2 Stacking Order
A player may arrange his stacks in whatever order he wishes, for example
putting the weakest unit on top in order to hide stronger units.
Note: players may mutually agree to use the game markers (Unsupplied, Activated, Fatigued, etc.) to hide the top unit of a stack.
12 - DEFENSIVE WORKS
12.1 Improved Position [marker shows a pile of sandbags on a blue background]
A unit can establish a defense and take up an Improved Position (IP) at any point in its activation. To do so it spends 1 AP and cannot be in a hex where it is required to attack (see 4.2).
Each unit which wishes to enter IP must spend 1 AP. An IP cannot be transferred from one unit to another. If a stack of units wishes to enter IP, each of the units in the stack must spend the required AP. If some units in a hex are in IP and others are not, the IP bonus does not apply in combat. Units may freely leave an IP in order to perform normally (i.e. to be able to move in a new activation).
The unit or stack in IP gets a beneficial modifier for combat (see the CRT).
12.2 German Strongpoints [counter shows a bunker with a German cross in the upper right and “StP” in the upper left]
These German counters represent fortified positions. They have a combat strength which adds (in defense only) to that of units in the same hex as well as a quality rating. They have only one strength step and count towards stacking. They cannot move and are destroyed in case of retreat. They are placed on the map at the start of the game according to the scenario instructions, at most one per hex.
An IP marker may not be placed on a lone Strongpoint. However, if units stacked with a strongpoint are in IP, the entire stack is considered to be in IP and benefits from a one column shift in its favor in case of combat.
A strongpoint does not have a ZoC.
12.3 Forts [not counters but printed on the map, e.g. hex 0816]
Unlike strongpoints, they do not have any combat strength. They provide a defensive bonus to German (only) units within them (see the Terrain Effects Table).
13 - BRIDGES AND RIVER CROSSINGS
13.1 Overview
Bridges are the only way for armored or mechanized combat units and supply lines to cross a river or canal. The cost to cross a bridge is noted on the Terrain Effects Table.
14 - BOOBYTRAPS AND MINES [counter shows a mine sitting beside a fence]
A German infantry unit may mine a village hex under two circumstances:
retreat after combat: if at least one German infantry unit survives, the German player may try to mine the village that he has just left by passing a quality check with the unit of his choice. In case of a breakthrough, the player may not attempt to mine a village.
- during an activation, a unit may mine a village by spending 1 AP.
A unit may not enter IP in a mined village. If it is already in IP, it must drop this status in order to be able to mine the village, except in case of retreat after combat. It is not required to leave the hex that it has just mined.
Any French unit that enters a hex with a boobytraps and mines marker cannot leave the hex until it has spent 1 AP to eliminate the marker. If several units are present, only one needs to pay.
15 - EVENTS
15.1 When and How to Play Them
Each side has event markers to play during the game. Each counter may only be played once and then is removed from the game. An Event may be played during an
activation by either side, per the conditions of the Event itself.
15.2 German Events (5)
-
Bottleneck [counter is labeled “EMBOUTEILLAGE”]: Played during a French or German action phase. Allows you to place a bottleneck marker on the map, which remains until the end of the current turn. French armored/mechanized units which pass through this marker pay 1 AP. This marker can only be placed on a road intersection hex (where at least two roads cross) or on either side of a bridge and only after at least one French armor/mechanized unit has moved through this hex.
-
Antitank Ditch [counter is labeled “FOSSE ANTICHAR”]: The German player may place an Antitank Ditch marker on the map during a friendly or enemy activation. This immobile marker blocks the movement of French tanks and costs 1 AP to a French unit to eliminate it. When a French unit pays 1 AP to eliminate the Antitank Ditch, it enters the hex for free. [clarifications per errata]
-
LXIIIth Armee Korps HQ [counter has a German cross on a red field, overprinted with “ETAT-MAJOR LXIIIe AK”}: Played at the start of the turn, gives the initiative to the German player and allows him to simultaneously activate up to 2 HQ and 3 independent units.
-
Alarm Battalion (2) [counter shows a German soldier on a grey-green field and says “ALARM BAT.”]: The German player may place an Alarm Battalion marker in a city or village hex under his control (i.e. through which no French unit has passed) at any time during the turn, even during an enemy activation phase.
This immobile marker blocks the movement of French units. It does not exert a ZoC and costs one French unit 1 AP to eliminate it. When a French unit pays 1 AP to eliminate the Alarm Battalion, it enters the hex for free. [clarification per errata]
15.3 French Events (5)
- Lack of SS Elan [marker has a red silhouette of a kneeling soldier and says “MANQUE D’ELAN”]: The French player may play this stratagem to prevent the 30th SS from fatiguing during a turn. At the moment when the German player reactivates any unit of the 30th SS to fatigue it, play of this stratagem prevents the reactivation of these troops and all such until the end of the turn.
Note: This division suffered discipline and motivation problems from its inception. At the end of August, two Ukrainian battalions of this division deserted and joined the partisans. In October some of these soldiers enlisted in the French Foreign Legion.
-
Capture of a Bridge by the FFI [FFI were the Forces Française de l’Interieur, a partisan band, marker has a picture of a bridge and the caption “PONT CAPTURE”]: Cancels the combat modifier (attacker halved) for attacking across a bridge for one combat.
-
Raid (2) [marker has a crouching soldier overprinting a star, and the caption “Raid”]: The French player may make a commando raid on a German fort, which contains only a single static unit (see 16) and located less than four hexes from a French unit.
The garrison unit is revealed after the French player has declared his raid. If the unit has a combat value of zero, the raid is a success. Otherwise, on a die roll of 1 to 4, the garrison is taken by surprise and the fort falls, the static unit is destroyed and the commando unit is placed on the fort. This unit has a combat strength of 3, a quality of 5 and a single combat step.
The commando unit must be removed from the game at the end of the turn. It has no AP and does not exert a ZoC.
- 1st Army Corps HQ [marker is captioned “ETAT-MAJOR 1er CA”]: Played at the start of the turn, gives the French player the initiative and allows him to activate 2 HQ in succession.
16 - GERMAN GARRISONS
In front of the French advance, the Germans mobilized numerous second-line troops: Festung [fortress] units, Feldgendarmerie [military police?], training units, service units ...
These units are simulated by static counters (Festung Truppen) [fortress troops] whose combat strength and quality are unknown. Their counters have two sides: one with the unit’s values and the other with a question mark.
At the start of the game, the German player randomly draws each static counter and places it face-down, one per fort hex, one in Chalampé [3103] and one in Huningue [3312] (see 19.2).
Note: the number of garrison counters deliberately exceeds the number that will be placed on the map. The remaining counters are set aside face down and should not be examined before the end of the game.
A static unit may be permanently flipped to its combat-values side in three ways:
-
during a German activation, at the German player’s choice;
-
during a French commando raid (Raid stratagem);
-
during an attack against this unit, after the French player has declared his attack and allocated his supports.
If the flipped unit has a combat strength of zero, it is immediately eliminated.
Static units have no AP and therefore cannot move. In case of retreat, they are eliminated. they have only a single combat step and their combat strength is usable only in defense. However, they do exert ZoC.
17 - FRENCH TRUCKS [counter has a picture of a truck on a blue field]
The French player has a “Trucks” counter each turn beginning turn 3. This counter allows one battalion of infantry to have 3 AP and 6 MP per movement action. The infantry unit thus motorized pays terrain costs according to the “mechanized movement” column.
18 - REINFORCEMENTS
18.1 Overview
Reinforcements are listed with their turn and hexes of entry. On the turn of entry, reinforcements spend the number of MPs required by their entry hex, +1 MP per unit already entered during this activation sequence through this hex.
Reinforcements are automatically in command and in supply on their turn of entry. They may enter the game when their formation is activated. Reinforcements indicated as entering by truck use rule 17 for their first activation phase.
For all subsequent activations until the end of the game, they move normally (they no longer have trucks at their disposal).
19 - SCENARIOS
Alsace 44 may be played in two scenarios. The initial assault or the entire battle.
19.1 The Initial Assault
This scenario lasts three turns.
Victory conditions: For a French strategic victory, the French must hold a hex of Belfort [1109, 1110] and reach a hex of the Rhine during the game even if the unit then leaves it or is later destroyed (historical result).
Holding two cities of Belfort [1109, 1110], Sochaux [1015] and Montbéliard [0915] gives the French a tactical victory.
Otherwise the Germans win.
19.2 The Entire Battle
This scenario lasts 8 turns.
- Victory Conditions:
For a French tactical victory, the French must hold Belfort [1109, 1110] and Mulhouse [2505, 2506, and 2606] and all of the forts on the map.
For a strategic victory, in addition to the objectives of Belfort and Mulhouse, exit the equivalent of an entire armored division (1 HQ and 3 CC) by a northern road outside of the Vosges mountains [presumably 2101, 2201, 2601, or 3102].
Otherwise the German player wins.
- Germans
German units have only 1 AP on Turn 1.
On Turn 1 only the 189 ID et 338 VGD divisions; the 3 army reserve units (1000 Aufkl Abt, ss Festung MG 808, Ohren Battalion); and I/1209 & II/1209 of the 159 ID, may be activated [per official errata].
Initial placement, all units less than 2 hexes from the front line are in IP:
10 garrisons are placed randomly face down on the map’s fort hexes (0812, 0816, 1010, 1011, 1110, 1112, 1209, 1210, 1211, 1212), one in Chalampé (3103), and one in Huningue (3312).
159th ID
1006: HQ and FEB 205
0810: I/1209
0811: II/1209
0707: I/1210
0706: II/1210
0609: I&II/1211
0705: Rollin
189th ID
0612: HQ
0411: I/1212
0410: II/1212
0312: I/1213
0311: II/1213 [one counter labeled I/1213 should in fact be the II/1213, a corrected counter was printed in VV60]
0313: I/1214
0415: II/1214
269th ID
1103: HQ
0902: I/469
0804: II/469
0904: Ost 60
338th VGD
0915: HQ
1120: I/757
0920: II/757
0416: I/758
0517: II/758
0616: I/759
0718: II/759
0713: MG 50
Independent unit
2606: 34 Fu/ 335 Gr (34e bataillon de fusiliers / 335e bataillon de grenadiers)
1000 Aufkl and ss MG 808 are placed at the German player’s choice east of Belfort and north of the Allaine.
Ohren Battalion is placed in one of the two hexes of Belfort.
6 strongpoints, with a minimum of 1 strongpoint per German division. A strongpoint may not be placed more than 5 hexes from the front line [0901 - 0903 - 0605 - 0609 - 0310 - 0314 - 0415 - 0418 - 0820 - 1120]. Additional strongpoints in 0514, 0820, 1414, 1506, 1608, 1610.
19th Army support: 1 pioneer, 3 light artillery, 1 heavy artillery.
Reinforcements, unless otherwise indicated, enter via Chalampé on the banks of the Rhine (hex 3103):
- Turn 3:
30th SS ID (enter via road 2201 and/or 2601, all are in trucks except the Aufklarung and the HQ, but with only 2 AP, per official errata)
198 ID, I/490 & II/490 of the 269 ID (enter via a German-controlled road hex on the north map edge)
1 heavy artillery, 3 light artillery, 1 pioneer
- Turn 4:
KG Renschling in a German-controlled hex north or northeast of Mulhouse
654 PzJg. Abt
2SS Ersatz
KG Diemer
KG Reutlingen
106 Panzer Brigade (2 units: 106 Pz and 106 PzGr)
1 light artillery, 1 FlaK 88
- Turn 6:
280 StuG
- French
On Turn 1 the French play the 1st Army Corps HQ stratagem.
2 Tabors, 3 Tabors & 12 Tabors can be activated beginning Turn 2.
The 1re DFL (minus the 1st Brigade: 1 BLE, 2 BLE, 22 BMNA) can be activated beginning Turn 4.
The 1st Brigade of the 1re DFL (1 BLE, 2 BLE, 22 BMNA) can be activated beginning Turn 6.
Initial placement:
2nd DIM
0115: HQ
0315: I/4 RTM, II/4 RTM & I/Bourgogne
0214: III/4 RTM
0317: I/5 RTM, II/5 RTM & Vigan–Br.
0218: III/5 RTM
0316: I/8 RTM & II/8 RTM
0217: III/8 RTM & II/Bourgogne
0215: 3 RSM
1 DFL
0305: HQ & 12th Tabors (independent)
0407: BIMP
0701: 1 BLE
0602: 2 BLE
0604: BM 4
0504: BM 5
0505: BM 11
0507: BM 21
0408: BM 24
0603: 24 BNA [should be 22 BNA, a corrected counter was printed in VV60]
0506: Cps. Francs
0503: Morvan
0508: RFM
9 DIC
0520: HQ
0419: I/6 RIC
0720: II/6 RIC
0620: III/6 RIC & I/Auvergne
0519: II/Auvergne
0821: I/21 RIC, II/21 RIC & III/21RIC
1021: I/23 RIC, II/23 RIC & III/23 RIC
0220: RICM
Independent units
0110: Cdo Fr & Chocs
0207: 2 Tabors
0210: 1RSAR
0212: Yonne
0213: Corrèze
0306: 3 Tabors
0921: I/9 Zouaves, II/9 Zouaves, & III/9 Zouaves
1121: I/6 RTM, II/6 RTM, & III/6 RTM
1st Army supports: 6 TD, 3 light artillery, 3 heavy artillery
-
French reinforcements, enter at the players choice along the west or south edge of the map:
-
Turn 1: 14-15 November
B/CC5, D/CC5, and R/CC5 of the 5e DB
A/CC4, B/CC4, and C/CC4 of the 5e DB (1 AP remaining)
- Turn 2 : 16–17 November
HQ 1re DB
A/CC2, B/CC2, and C/CC2 of the 1re DB
1/CC3, 2/CC3, and 3/CC3 of the 1re DB (1 AP remaining)
HQ 5e DB
1/CC6, 2/CC6 and 3/CC6 of the 5e DB
1 light artillery support
- Turn 3 : 18–19 November
D/CC1, V/CC1 and L/CC1 of the 1re DB
2 TD supports, 1 light artillery support
- Turn 4 : 20–21 November
2TD supports
- Turn 6 : 24–25 November
I/1 RTM, II/1 RTM, & III/1 RTM by truck (independent units)
4 RSM (independent unit) [per official errata]
19.3 [I’ve consolidated the information from this section into section 19.2 and reorganized]
19.4 Variant scenario [from VV60, I’ve changed the numbering to make it consistent with the base rules]
This variant scenario may be used with either the short or long scenarios. The scenario lengths and victory conditions are not changed.
19.4.1 - Initial placement
- Germans
The German player may freely place the units of the 338 VGD, 189 ID, 159 ID and part of the 269 ID (I/469, II/469, Ost 60) within the following conditions:
-
east of the front line (hexes 0901 - 0903 - 0605 - 0609 - 0310 - 0314 - 0415 - 0418 - 0820 - 1120);
-
west of the Savoureuse and the Allaine rivers;
-
units from two different divisions may not stack;
-
each unit must be able to trace a line of communications to its formation HQ;
-
each hex of the front line must be covered by a unit or a Zone of Control.
All units less than 2 hexes from the front line are in IPs.
Reserve units: 1000 Aufkl Abt, ss MG 808, Ohren Battalion and 4 Fu/ 335 Gr are placed anywhere east of Belfort and north of the Allaine.
11 strongpoints are placed freely about the map, the 12th being placed in 2606 (Mulhouse barracks).
Garrison units are placed as per the historical rules, face down, one per fort hex.
- French
The French player places his units second, freely within the following conditions:
-
strictly west of the front line [0901 - 0903 - 0605 - 0609 - 0310 - 0314 - 0415 - 0418 - 0820 - 1120];
-
units of two different divisions may not stack;
-
each unit must be able to trace a line of communications to its formation HQ;
-
units of each independent regiment (9th Zouaves, 6th RTM, Tabors) may not be placed more 3 hexes from each other.
French offensive effort
After setup and before play begins, the French player must announce to his opponent the number of heavy artillery support markers (from 1 to 5) and infantry divisions (from 1 to 3) that will take part in the offensive.
Only those divisions chosen by the French player may be activated on the first turn. Each German unit will have 1 AP if the French use one or two divisions, 2 AP if the French use three divisions.
The remaining heavy artillery support markers assist French troops further north (3rd Algerian Infantry Division and 1st Free French Infantry Division). These prevent the Germans from stripping the Vosges and sending reinforcements south (see infra).
Activation of the 1st DFL follows special rules. It was intended to be removed from the sector and sent to the Atlantic pockets front. De Lattre had to fight with the high command to delay this departure, which kept the 1re DFL at a reduced activity level during the offensive.
The French player may activate the 1re DFL in 5 out of the 8 turns of the long scenario and 2 out of 3 of the turns in the short scenario.
19.4.2 Reinforcements
French reinforcements follow the historical timetable.
German reinforcements follow certain conditions:
- Rhine Group: enters the game the turn after a French unit crosses the Savoureuse or the Allaine (the Rhine is threatened):
2SS Ersatz
KG Diemer
KG Reutlingen
106 Panzer Brigade (2 units: 2106 Pz Abt and 2106 PzGr Abt)
StuG brigade 280 (two turns delay)
1 light artillery, 1 FlaK 88
- Mulhouse Group: enters the game the turn that a French unit enters the 16xx hexrow:
all of 30th SS by truck, except the Aufklarung and the HQ (enter via road 2201 and/or 2601, but with only 2 AP, per official errata)
KG Renschling in a German-controlled hex north or northeast of Mulhouse (one turn delay)
654 PzJg. Abt (one turn delay)
1 heavy artillery, 1 light artillery
- Vosges Group: enters via a German-controlled road hex on the north map edge. The Vosges Group is composed of 4 subgroups (plus supports) whose entry is dependent on the following table, according to the number of heavy artillery supports that the French player chose to leave for the Vosges front.
Number of French heavy artillery support markers in the Vosges:
| Group | 0 | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| 198 ID (HQ & 7 units) | X | X | X | - | - |
| I/490 & II/490 of the 269 ID (2 units) | X | X | X | X | - |
| I/489 & II/489 of the 269 ID (2 units) | X | - | - | X | X |
| Aufkl & FEB of the 269 ID (2 units) | - | X | - | X | X |
19.4.3 Victory Conditions
These are unchanged for both scenarios.
20 - ABBREVIATIONS
French:
BB: Armored Brigade (“Brigade Blindé”)
BIMP: Pacific and Naval Infantry Battalion (“Battalion d’Infanterie de Marine et du Pacifique”)
BLE: Foreign Legion Battalion (“Battalion de Légion Etrangère”)
BM: March Battalion (“Battalion de Marche”)
BNA: North African Battalion (“Battaillon Nord’Africain”)
CA: Army Corps (“Corps d’Armée”)
CC: Combat Command
Cdo Fr: French Commandos (“Commandos de France”)
Chocs: Assault troops
DB: Armored Division (‘Division Blindé’)
DFL: Free French Division (“Division Française Libre”)
DI: Infantry Division (‘Division d'Infanterie’)
DIC: Colonial Infantry Division (“Division d’Infanterie Coloniale”)
DIM: Moroccan Infantry Division (“Division d’Infanterie Marocaine”)
DMM: Moroccan Mountain Division (“Division Marocaine de Montagne”)
DR:
RCA:
RCCC:
RFM: Marines Regiment (“Régiment de Fusiliers Marins”)
RIC: Colonial Infantry Regiment (“Régiment d’Infanterie Coloniale”)
RICM: PROBABLY Motorized Colonial Infantry Regiment (“Régiment d’Infanterie Coloniale Motorisé”)
RSAR: Algerian Spahis Recon Regiment (“Régiment de Spahis Algériens de Reconaissance”)
RSM: Moroccan Spahis Regiment (“Régiment de Spahis Marocaines”)
RTM: Moroccan Rifle Regiment (“Régiment de Tirailleurs Marocains”)
German:
Aufklarung Abt: Reconaissance battalion
FEB: Ersatz Field Battalion (“Feld Ersatz Battaillon”)
Festung Trup: Fortress troops
Fus: Riflemen (“Fusiliers”)
ID: Infantry Division
GR: Grenadier Regiment
Ohren Btl: Deaf battalion
VGD = Volksgrenadier Division
Terrain Effects Chart (0.2)
Corrected per errata; French terrain names from the map key in parentheses. OTIH = per Other Terrain in Hex. Modifiers are cumulative. "Attack optional" means that the unit is NOT required to attack enemy units that exert a ZoC into their hex.
| Terrain Type | Movement Cost: Infantry | Movement Cost: Mechanized | Combat Effects |
|---|---|---|---|
| Clear (Clair) | 1 | 1 | None |
| Difficult (Difficile) | 1 | only on road | -1 column, attack optional |
| Forest (Fôret) | 2 | 3 | -1 column, attack optional |
| Mountain Peak (Montagneux Sommet) | 3 | only on road | -2 columns, attack optional |
| Village | 1 | OTIH unless on road | -1 Col. + OTIH, attack optional |
| City (Ville) | 1 | 1 unless on road | -1 Col. + OTIH, armor halved, attack optional |
Status Effects Table (1.4)
| Status | Attack | Defense | APs | Notes |
|---|---|---|---|---|
| Normal | Normal | Normal | Mech 3, Armor 3, Inf 2 | |
| Isolated (12.3) | Normal but no Prepared Attack | Normal | 2 | |
| Unsupplied (12.3) | Halved, no Prepared Attack | Halved | 1 | |
| Out of Command (9.2) | Normal | Normal | Normal | general activation only, check C3I |
| Fatigued (3.5) | Halved | Halved | -1 AP |
Attack Types (7.3)
| Type | Modifier | Support | Attacker retreat? | Advance after combat |
|---|---|---|---|---|
| Normal | - | 1 marker | possible | optional |
| Prepared | +2 columns | 2 markers | possible but 1 loss minimum | mandatory |
Actions Table (3.4.1)
| Action | APs required |
|---|---|
| Movement | 1 |
| Normal Attack | 1 |
| Prepared Attack | 2 |
| Enter IP | 1 (12.1) |
| Leave IP | 0 |
| Recover Fatigue | 2 (3.5.2) |
Doctrines Table (9.0)
| Nationality | Command Range | Formation Activation | General Activation |
|---|---|---|---|
| German | 6 hexes | all the formation + 3 independent units | 3 |
| French | 6 hexes | all the formation + 2 attached CC + all indep. units in command range | 4 |
Combat Results Table (7.6)
| Die | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1+ |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ≤ 0 | E/- | 4/ [as printed in the source] | 3/1 | 3/1 | 3/1 | 2/- | 2/1 | 1/1 | -/1 | -/1 | -/1 |
| 1 | 4/- | 3/- | 3/1 | 2/- | 2/- | 2/1 |
Combat Results explanation: results are Attacker Result/Defender Result.
- #: Strength steps lost and/or optional Retreats, see 7.5, 7.5.1
- Bold: Breakthrough, see 7.5.3 (bold and red print on the original CRT cannot be reproduced in the translator's text table)
- Red: affected side must lose at least 1 strength step
- E: Entire stack is eliminated
Combat Modifiers (7.4)
| Modifier | Effect |
|---|---|
| Terrain | See the Terrain Effects Table (0.2) |
| Prepared Attack | +2 columns |
| Combined Arms attack | +1 to die roll |
| Armored superiority | +1/-1 to die roll |
| Unit Status | see Table (1.4) |
| Artillery support (per marker) | +/- 1 or 2 columns |
| Armor Support (per marker) | +1 to die roll |
| Pioneers support (per marker) | +1/-1 to die roll |
| Quality bonus | +/- to die roll |
| Improved Position (IP) | -1 column |