Ardennes II
Ardennes II Rulebook
Table of Contents
Table of Contents
1.0 General Special Rules
1.1 Scale
Each turn is one day, a hex is one mile across, units range in size from battalion through brigade.
1.2 Units
Step Sizes: Units have both full and reduced strength sides (with a reduced strength side marked with a lighter color edge border) showing a total of two steps. A unit with two steps shows taking a step loss by flipping over to its reduced side. A unit with only one step available or remaining is sent to the Dead Pile upon taking a step loss. Single step units have the reduced coloration on their counter fronts and their counter backs are blank.
Counter Ownership:
- Allied: US (Green), CW (Brown), Belgian (Blue)
- Axis: Wehrmacht (Grey), SS (Black), Luftwaffe (Blue)
Zones of Control: ZOCs are handled differently than in other SCS games. Some units (see below) create ZOC Bonds between them, while others do not have any ZOC at all. There is an added cost of moving "Adjacently" (moving from one hex adjacent to an enemy unit (of any kind or status) to a hex adjacent to it or another enemy unit, see the TEC note #3). No unit has a traditional ZOC nor applies any ZOC effects.
Terms:
- ZOC Bond: The hex between two ZOC Posts.
- ZOC Posts: A stack of friendly units meeting the requirements below which are on either end of a single ZOC Bond hex.
ZOC Bonds: A ZOC Bond exists between two ZOC Posts each fulfilling all these requirements:
- ZOC Posts must contain at least 2 steps of Infantry (see next).
- "Infantry" here includes ONLY: Plain Infantry (any level of motorization), Mechanized, Airborne, or Glider Infantry. It does NOT include any Bicycle, Penal, Erz, Ost, MG, or Pioneer units.
- The two ZOC Posts must be exactly 2 hexes apart (so the ZOC Bond is a single hex). The Bond hex cannot contain units of either side nor can it contain any Prohibited Terrain.
- A given ZOC Post can only support two ZOC Bond hexes.
- If there are two possible pathways between the ZOC Posts, use the one which is further from the local enemy units.
- A ZOC Post cannot be set up in a City hex. Its frontage is absorbed into the city.
ZOC Bonds only exist to enforce their MP cost (see the TEC) and to stop (and inflict a loss upon) Retreats. (3.2) They cannot be attacked, are unaffected by Barrage markers, and cannot be negated in any way.
"Non-ZOC" ZOC-like Effects: When starting a Phase adjacent to any enemy unit, the following applies: The unit cannot Exploit or Overrun. Moving from one such hex to another costs +1 MP each time.
Road vs. road: The capitalized term "Road" refers to actual Road features. However, the lower-case "road" refers to any type of Road and Track. Sentences are constructed to avoid using "Road" as their first word.
Combat Shifts Example: A Defender in a City hex containing some Woods would only apply a shift of two columns to the left (only the City counts as it has the greatest effect). If there are two attacking stacks in this case, where one of them is behind a Stream, the next effect would be three shifts left and if both are attacking across Stream hexsides, it would be four shifts left.
Movement Allowances: A unit's MA color designates its MA's type, either Leg or Mechanized. Each MA type applies its own Terrain costs as shown on the Terrain Effects Chart.
The MA Type color codes are:
- Black = Mechanized MA
- White = Leg MA
Only Mechanized MA units are capable of Overrun Attacks (MA, not Exploit Capability, determines the ability to Overrun.)
Exploit Capable Units: Units with a Yellow banner along the bottom of their counter are Exploit Capable. Only Exploit Capable units can Advance after Combat more than one hex. Exploit Capability can be revoked by DG, enemy Barrage markers, starting a Phase adjacent to any enemy unit, or the Germans on Turn 1.
Rebuilding: Units cannot be rebuilt. Once dead, they are permanently removed from play.
1.3 The Map
Hex & Hexside Terrain: The defender's HEX Terrain always applies in movement and combat, but HEXSIDE Terrain combat effects only apply to attacking stacks which are attacking across Hexside Terrain themselves.
Note that while moving along a road negates hexside MP costs for movement, attacking along a road may allow the attack but does not negate the hexside's combat shift.
In the special case of a road connecting two hexes containing a River or Stream which does not have a operational bridge (and is not a Prohibited (P) hexside), a unit following that road will pay the road rate to enter the hex adjacent to the Stream, then the hexside MP cost, and would expend the non-road cost to enter the far side's hex. Then it can continue further using the road.
So, a Mech MA unit crossing a Stream (following a Road) and moving into another Road hex containing Woods on the other side would expend 8 MPs (6 for the Woods and +2 for the Stream) before being ready to continue on the Road. Note that the crossing may not be allowed if it is P Terrain, even if the hexside (itself) is allowed (the Road does not negate the far side hex).
Multiple Terrain Types: Some hexes have multiple terrain types within them (regardless of the quantity of each). Apply the following applicable for the activity being executed.
a) Movement. Use the single Hex Terrain with the greatest MP cost plus any applicable Hexside cost.
Exception: Remember that units following contiguous roads ignore other terrain features crossed or entered and always have any needed bridges, provided they are not Blown. (3.8)
b) Combat. Use the single Hex Terrain in the Defender's hex giving the Defender's greatest beneficial Shift. Apply any negative shifts applying to each attacking stack.
Friendly Map Edges: Friendly Map Edges are those from which that side can obtain trace supply. Regardless of the situation, the below map edges are always friendly to the listed side.
| Map Edges | Side |
|---|---|
| North, West, & South | US |
| East | German |
The West Wall: West Wall hexes apply only to German units occupying them.
Historical Note: The German West Wall (or Siegfried Line) was built in the 1930's to counter the French Maginot Line. While its fortifications fell into disuse since the fall of France in 1940, Hitler ordered them to be re-armed and brought up to operational standards on 24 Aug 1944. While the original bunkers could not withstand current anti-armor weapons, additional (and newer) bunkers called "Tobruks" were added. Naturally, during the retreat in the fall of 1944, the Germans occupied the West Wall to make a stand at the Reich's border.
2.0 The Game Turn
2.1 Turn Sequence
Except for the US Barrage in the German Player Turn, the Phasing Player executes ALL Phases in his Player Turn for his own units.
Pre-Turn
- Weather Determination.
- Air Strike Availability.
- Air Supply Allocation.
- Reinforcement Placement.
- Barrage & DG Marker Removal. (US & German)
German Turn
- Barrage Marker Removal.
- Movement & Barrage. [1]
- German Half Reconciliation.
- US Barrage.
- US Half Reconciliation.
- Combat.
- Exploitation. [1] (Ignore on Turn 1, see 4.3)
- German Supply.
US Turn
- Barrage Marker Removal.
- Movement & Barrage. [1]
- US Half Reconciliation.
- Combat.
- Exploitation. [1]
- US Supply.
Game Turn End
- Turn Marker Advance and begin a new turn.
[1] These Phases include friendly Overrun Attacks.
2.2 The Pre-Turn
Both players work together to conduct the Pre-Turn Phase.
Weather: The Weather Track's marker identifies the current turn's weather. For simplicity, Weather only shows the onset of Freeze conditions (which determines the possibility of fully using the Allied Air Forces). Starting on 23 Dec 44, the US player rolls one die each turn to determine if a Freeze occurs.
Air Strikes: The current Weather conditions determine the column the US player rolls on the US Air Strike Table which supplies his available Air Strikes that turn. There are no German Air Strikes.
Air Strikes can be used anywhere on the map and do not require any Spotter, otherwise, they follow the same Barrage rules as Artillery. Each Air Strike can only be used once. Any number can be used against a single hex and they do not need to be identified in advance. Unused Air Strikes cannot be saved from turn-to-turn.
Air Supply Allocation: One or more of the player's Air Strikes can be used for Supply instead of Barraging. Place the Air Strike in any hex on the map with its 'Supply side' up in this Phase. The marker can supply US units w/i 5 hexes of its hex.
Reinforcement Placement: In this Phase, place Reinforcements of both sides according to both Orders of Arrival. Follow SCS 5.0, except that this is done now and not during each Player Turn. Exception: See 5.1.
"Removal" on the OOAs means to remove the listed units from play regardless of their situation or status (even if they are dead). They never return.
3.0 Movement & Combat
3.1 Movement
Stacking: Maximum Stacking is 3 units. All friendly units count equally for Stacking, regardless of step size, type, or combat strength.
Units ending any Phase overstacked OR stacked with a unit belonging to another Division are DG. (3.4)
Momentary stacking (even stacking between Divisions or overstacking) during movement is OK. This includes the moment of an Overrun.
Traffic Jams: Traffic Jam hexes automatically DG units entering (or starting a Phase within) them. They only exist on Turns 1 & 2 remaining in effect until the bitter end of Turn 2. Traffic Jams affect German units and never affect US ones.
Important: A German Occupied Traffic Jam hex is Prohibited Terrain for all other German units. There is no passing.
Divisional Integrity: Each 'Division' (some are, of course, technically "Brigades") has its own counter color code and specific identification. Divisional Integrity is a punishment for mixing units from different 'Divisions' in a given hex.
The Divisional Integrity effects are:
- Divisional Artillery ("Divarty") requires a spotter from its own Division. (3.5, Requirements) or it cannot fire at all.
- If more than one Division's units are stacked together, the stack is DG at the end of the current Phase. Violating Divisional Integrity while Overrunning (or moving to an Overrun) does not affect the units involved at all.
- Independent units (which are not assigned to any specific Division) can stack with any Division without penalties.
- Divisional Integrity does not apply to Reinforcements in their Entry Areas.
3.2 Combat
Combat applies a standard SCS Combat Table. Given the rules below, the Defending player might be able to select to Hold or Retreat in response to each Attack.
Before determining the odds, the Defending player must choose to either Hold or Retreat. If Hold is mandated below, he must Hold. Otherwise, he can choose Retreat. Retreats must conform to these requirements:
- The Defending stack must Retreat 5 hexes.
- There is no CRT roll. The attack is assumed to have happened and the Attacking Units "used."
- The Attacker can Advance after Combat.
Mandated Holds: A Hold becomes mandatory (and there can be no Retreat before combat) if the Defender is:
- DG.
- Under an enemy Barrage marker.
- In a City hex.
- Contains any Leg MA units.
Combat Procedure:
- The Attacker identifies the Attacking and Defending Stacks.
- The Defender determines if a mandated Hold is in effect and announces if he will Hold or Retreat. If he Retreats, execute it ending the Combat (finish using step #7). If he chooses (or must) Hold, he declares his Defense Strength (including any applicable Terrain Effects shifts).
- The Attacker computes his Attack Strength, determines the starting odds, and applies any Terrain Effect shifts.
- The Attacker rolls two dice on the final Combat Table odds column, and reads the result.
- Apply any Loss Result using SCS Loss distribution. (SCS 8.0)
- Execute any Retreat result.
- Execute any Advance after Combat.
Retreats: The Combat Table's Retreat result determines any Defender's Retreat unless he can and chooses to Retreat rather than resolve the combat. There is no effect for retreating adjacent to enemy units; however, lose 1 step if the retreating stack enters an enemy ZOC Bond hex (it must stop in it) or if blocked by enemy units.
Advance after Combat:
- If the Attacking unit is Exploit Capable, the Retreat result is 2 or more, AND the attack is NOT an Overrun: The maximum advance is two hexes and the old Defender's hex must be the first entered. Its second hex must follow a road.
- All Other: The maximum advance is only into the Defender's hex. Overrunning attackers can continue to move (but not Overrun again) from that hex with their remaining MA. (3.3)
3.3 Overruns
An Overrunning unit must:
- Have a Mechanized MA. Exploit Capability is not required, Mech MA is.
- Not be DG.
- Not start the Phase in a hex adjacent to an enemy unit.
- Spend +2 MPs to do so.
- Follow a contiguous road into the Defender's hex. (Exception to SCS 6.1d.)
- Not start within or enter an enemy Barrage hex anywhere in its movement to the Overrun target hex.
- Friendly Barrage markers apply to the Defender normally, but do not affect the Attacker at all.
- Use the same Retreat or Hold process as regular Attacks. (3.2)
- Not have already Overrun in the current Phase.
Overrun Attackers do not Advance After Combats. They can continue to move with their remaining MA but are NOT permitted to Overrun again that Phase.
If the Defender no longer occupies the hex because the units retreated or were destroyed, place the Attacker in that hex at no additional MP cost (the Attacker must enter the Defender's hex if they "win"). If the Defender remains in the hex, the Overrunning units can continue their move with their remaining MA from the hex adjacent to the Defender.
The player could attempt to Overrun a hex any number of times in a Phase (but with different attacking stacks).
3.4 Disorganized Units
Units become Disorganized (DG) when any of these occur:
- End any Phase overstacked.
- End any Phase violating Divisional Integrity.
- End a friendly Supply Phase (only) Out of Supply.
- Enter or start a Phase within any active Traffic Jam hex. (3.1)
- Are Artillery and they: Bug Out, Retreat, or Barrage when unable to trace supply.
Place DG markers on top of their stacks. It becomes a property of all units in it. There is no additional effect for a hex having more than one DG marker in a hex. If the DG units move to different hexes or stacks, they take their DG status with them (but do not give it to other units they later stack with).
DG Effects:
| Attack | Defend | Move |
|---|---|---|
| ½ | ½ | ½ |
Do not prorate MPs already expended when a unit becomes DG.
Example: If the unit has an MA of 12 and expended 8 MPs when it becomes DG, its MA becomes 6 and having already expended 8 MPs, it cannot move further.
Important: DG units CANNOT:
- Overrun.
- Exploit. If a unit becomes DG during the Exploitation Phase, it ceases to be Exploit Capable at that moment and no longer functions in the current Phase.
- Barrage.
DG Recovery: All stacks (of both sides) remove their DG markers only in the Pre-Turn's Barrage & DG Marker Recovery Phase given they fulfill all of the following. They are NOT:
- Out of Supply.
- In an active Traffic Jam hex.
- Overstacked.
- Violating Divisional Integrity.
3.5 Barrage
Barrages degrade enemy units and prevent the enemy's free use of terrain. Most Barrages are conducted in each player's Movement & Barrage Phase, but the US player also has a US Barrage Phase within the German Player Turn.
Air Strikes can supplement US Artillery in any of its Barrage Phases.
The Barrage Target hex can contain Enemy Units, Friendly Units, or No Units at all.
Barrage Requirements: To Barrage, Artillery must:
- Not be DG.
- Not have Moved in the current Phase. (A placed Reinforcement has not "Moved" until it expends MPs on the map.)
- Have a target hex at or within Range. Range is on the counter in brackets, e.g. [8], and is a straight-line.
- Have a Spotter. There must be a friendly unit w/i 2 hexes of the target hex. Terrain and 'LOS' do not matter. Artillery can self-spot. Units cannot move after being used as a spotter (but can move before spotting). See also Divisional Integrity, 3.1.
- Not during an Exploitation Phase.
Barrage Resolution:
- Any number of (available) Barrages can be executed against any given hex during a Phase allowing friendly Barrages. There is no need to identify them in advance. Exception: Air Strikes are limited to one per target hex if they do not have a spotter.
- +1 to each roll for each additional unit in the target Hex. So, three units would require a DRM of +2.
- -1 for each firing Artillery unit in an enemy Barrage marker's hex. Artillery in an enemy Barrage marker's hex can fire, but obtains the -1 when doing so (friendly Barrage markers have no effect on friendly Artillery fires).
- Roll one die per Barrage per target hex. Check the modified roll against the Barrage Success Roll column on the Terrain Effects Chart. If there is more than one terrain type in the target hex, use the one with the most difficult Success Roll. If any modified die roll falls within the indicated range, place a Barrage marker (Full or Half as indicated, see below) in that hex. If the roll falls outside the needed range(s), there is no effect.
Barrage Effects & Barrage Markers: A successful Barrage places a "Barrage marker" in the target hex. Barrages do not inflict step losses directly; Losses occur indirectly via the combats against (or attacks by) Barrage weakened units.
Each successful Barrage will place a Full or Half marker into the target hex. Unlike DG markers, Barrage markers belong to the hex; they never move nor are "owned" by any unit. Their effects apply to all units within (or which enter) their hex. The player can make any number of Barrages against a given hex as his resources and desires allow (do them individually; do not identify them in advance). Multiple Barrage markers apply effects as per the chart below. Place Barrage markers atop any units in or enter their hexes.
Barrage markers can be Half or Full sized. These are called "Half" and "Full" markers to make them more concise. The term "Barrage marker" applies to both sizes.
Half Marker Reconciliation: Reconcile Half markers at the end of their creation's Phase. No Barrage Phase moves on to a new Phase with Half markers still in play, they only exist during the Phase when created.
Reconcile all Half markers as follows:
- If the hex has two or more Half markers, remove them all and replace them with one (1) Full marker (whether there are two, or ten, Half markers in the hex, only one Full marker results).
- If the hex has only a single Half marker in it, roll one die as per the Half Reconciliation Table below.
Ignore any Full markers in a hex with the Half markers being Reconciled.
Half Reconciliation Table
| Roll | Result |
|---|---|
| 1-3 | Remove the Half marker. |
| 4-6 | Replace the Half marker with One Full marker. |
Barrage Hex Effects:
| Enemy Full markers | Attack | Defend | Move* |
|---|---|---|---|
| Only 1 | ½ | ½ | +2 MPs |
| 2 or more | ¼ | ¼ | +4 MPs |
| Friendly Full markers | Attack | Defend | Move |
|---|---|---|---|
| Any | - | - | +1 MP |
"-" = No Effect
* Enemy (not Friendly) "Move" costs apply to Entering OR Exiting the marker's hex. If a unit does both, pay twice. (See also 3.5 Blue-on-Blue.)
Important: Units which start in an enemy Full marker hex (or enter one later) cannot Overrun or Exploit for the rest of that Phase. (See also 3.3.) However, friendly Barrage markers only add the +1 MP cost for entry (not exit) and affect neither Overrun nor Exploit abilities. (See Blue-on-Blue.)
Barrage Marker Removal: Remove both side's Barrage markers in the Pre-Turn's Barrage & DG Marker Recovery Phase.
Blue-on-Blue: Friendly Barrage markers ONLY affect friendly units by adding +1 MP to enter the marker's hex (there is no cost to exit).
Friendly Barrages never affect friendly units in any other way. The number of friendly Barrage markers in the hex does change the +1 Movement effect.
3.6 Artillery
Artillery affects the battlefield via Barrages which can target enemy units or the hexes they are expected to move into. Artillery units themselves move normally except they cannot intentionally enter a hex adjacent to an enemy unit.
Phasing Artillery units can either Fire OR Move in their Barrage Phase (but never both). Exception: The US Barrage Phase in the German Player Turn only allows Fires not Movement. A given US Artillery unit can Barrage in both US Barrage Phases in the turn, if otherwise able.
Bugging Out: "Bugging Out" requires Artillery to run from danger. Given the below, Artillery must Bug Out at that moment unless DG. DG Artillery cannot Bug Out.
Barrage markers have no effect on Artillery Bug Out.
Artillery MUST Bug Out when an enemy unit with a printed Attack Strength of at least 2 either:
- Moves adjacent using its own MPs.*
- Begins a Phase adjacent to it.*
Friendly units do not negate the above.
* In both cases, ignore the enemy if they are across hexsides which prevent attacking the Artillery unit's hex.
'Teleport' the Bug Out units to any hex which is:
- In Trace Supply.
- Not Prohibited for Mech Movement.
- Does not contain (or is adjacent to) any enemy unit.
- At least 8 contiguous road hexes from where the Artillery unit began (ignore all ZOC Bonds & enemy units along this route).
Bug Outs have no 'pathway,' just pick the Artillery up, and place it as needed. After doing so, mark the Artillery DG.
3.7 Supply
Trace Supply: Each unit conducts Supply Trace as per SCS 12.0 during the owning player's Supply Phase.
Additionally:
- There can be no more than 5 hexes from the unit to either:
- A) A road which then allows a contiguous road path leading off any Friendly Map Edge (1.3) with no obstructions. OR
- B) A hex containing an Air Supply marker. (2.0, US only)
- This 5-hex path cannot contain hexes which are Prohibited for LEG MA unless negated by following a road.
- Check supply ONLY in the player's own Supply Phase.
Air Supply: The US player can use any of his available Air Strikes as Air Supply instead.
Air Supply allows the removal of all US DGs at or within 5 hexes of its hex.
Place Air Supply ONLY in the Air Supply Allocation Phase. Air Supply and the unit pathways to it are unaffected by Prohibited terrain and enemy units (yes, you could drop it on an enemy occupied hex). The idea here is that the actual Air Supply hex is only representative, the supply drops are on the various units which need them.
Remove each Air Supply marker when used OR at the end of the US Player Turn, if not removed earlier.
Air Supply for Artillery: Remove an Artillery unit's DG freely in the friendly DG Recovery Phase IF it can either Trace Supply normally OR it obtains Air Supply.
If neither method is possible, the player must do one of these actions:
- A) Nothing. Let the Artillery unit stay in DG and therefore be unable to Barrage. OR
- B) Roll on the table below for each DG Artillery unit individually.
| Roll | Result |
|---|---|
| 1 | Remove the Artillery unit. |
| 2-3 | Both the unit and DG stay. |
| 4-6 | Remove the DG. |
3.8 Bridges
Building Bridges (Germans Only): The Germans built several bridges (and one RR overpass) in the first days of the battle. Each becomes active on the day listed with them on the map and do not exist at all before then. The player does not need to do anything for this to happen. Building happens automatically regardless of any units (friendly or enemy). Until built, the roads leading to them are not connected in any way; afterwards the roads are permanently connected. These bridges cannot be destroyed and can be used by either side.
If different road types connect via a bridge, such as the Track connecting to the Road at Gemund (B22.15/B23.16), enter the hex on the bridge's far side using the road on the near side (as if it was printed into the middle of the hex on the other side). So, in Gemund's case you'll use a Road if going West, but a Track when going East.
Blowing Bridges (US Only): Only the US player can attempt to blow bridges. A Plunger symbol next to it indicates that it is primed to blow provided it is not already marked with a Bridge Blown or Tested marker. A given bridge can only make one blowing attempt in the game, after which it is marked either Blown or Tested. The player can attempt to blow a bridge at any moment in any Phase (German or US) given it is still primed and the requirements below are met.
In addition to still being primed, the following must be true to allow a bridge blowing attempt at that moment:
- A US unit (of any type) must be w/i 2 of the hex containing the bridge's plunger. The unit must STOP and move no further that Phase.
- No German unit occupies any hex which is made up (in part) by the bridge's hexside.
Roll one die on the Bridge Blowing Table. If the bridge is blown, place a Bridge Blown marker into the plunger's hex, otherwise place the Bridge Tested side up, instead.
Execute required Artillery Bug Outs before making the Bridge Blowing roll.
If the Germans occupy a bridge's plunger hex, there is no attempt to blow the bridge. Mark the bridge as "Tested" and it cannot be blown, regardless of circumstances.
Special Cases: In a few locations, there is more than one road associated with a given plunger. Make a single roll for the plunger and apply the same result to all bridges involved. Examples: A17.26, A33.27, B8.39, & B20.06.
4.0 German Special Rules
4.1 Special Operations
von der Heydte (vdH): vdH made the last real parachute drop of the once vaunted Fallschirmjäger. It was nothing resembling those of 1940-41. The drop occurs as listed on the German OOA. Place the vdH unit in any hex w/i 1 of B17.29 which does not contain US units. Roll one die on the vdH Success Table: On a 1-2, remove the unit from play; on a 3-6, it lands in that hex. Afterwards, vdH has no exemptions from supply and functions normally in all respects.
The 150 Pz Brigade: While intended as a special operations unit, the 150 Pz Brigade was in no condition to deceive anyone. It is just another German unit with no special abilities.
4.2 2nd Pz Division's Rubber Boats
2nd Panzer Division's Mech MA Infantry units can cross the Our River on Turns 1 and 2. Ignore the P on the TEC, they cross at a cost of 'All' instead. Units must begin the Phase adjacent to the river to do so.
Important: Remove the DG of any unit crossing the Our River this way.
No other Division can do this.
4.3 Start-Line Confusion
There is NO German Exploitation Phase on Turn 1.
5.0 Allied Special Rules
5.1 The XVIII Abn Corps Arrives!
The 82nd and 101st Abn Divisions appear on the field on Turn 3.
Unlike other reinforcements, place these Divisions during the US Player Turn's Movement Phase, NOT in the Pre-Turn Reinforcement Phase.
Each Division's units must arrive w/i 3 of ONE of the selected groups (they can both use the same group):
- Group 1: Any two Map A VP hexes.
- Group 2: Bastogne (B1.16) & Senochamps (A38.16)
6.0 Victory
Determine victory by using the greatest number of VPs the Germans control at the end of any Turn. Compare this "greatest Turn VP total" to the chart below (The historical result was 26 VPs, a draw).
| VPs | Result |
|---|---|
| 33 or more | Major German Victory |
| 32-29 | Minor German Victory |
| 28-24 | Draw |
| 23-19 | Minor Allied Victory |
| 18 or less | Major Allied Victory |
Control is defined as being the last player to occupy the VP hex with units in Trace Supply at that moment.
VP Hexes
| Hex | Location | VPs |
|---|---|---|
| A1.46 | Namur | 3 |
| A11.48 | Andenne | 2 |
| A2.32 | Dinant | 3 |
| A11.35 | Ciney | 2 |
| A27.06 | Neufchateau | 1 |
| A24.17 | St. Hubert | 1 |
| A17.26 | Rochefort | 2 |
| A23.31 | Marche-en-famenne | 2 |
| A27.33 | Hotton |
Glossary
| Abbreviation | Meaning |
|---|---|
| Abn | Airborne |
| Arm | Armored |
| Arty | Artillery |
| Bde | Brigade |
| Bernke | Berneike |
| Bn | Battalion |
| Brm | Brummbär |
| Cav | Cavalry |
| CCA | Combat Command A |
| CCB | Combat Command B |
| CCC | Combat Command C |
| CCR | Combat Command Reserve |
7.0 Scenarios
7.1 Ardennes Campaign
General Information
- Maps in Play: Both
- Game Length: 16 Turns
- First Turn: 1 (16 Dec)
- Last Turn: 16 (31 Dec)
- US Air Strikes: Roll on the Air Strike Table normally.
- Reinforcements: As per Orders of Arrival
- Victory: As per 6.0.
Allied Information
Set Up:
Independents:
- A35.53: 1-3-16 Inf Bn (99)
- A38.44: 2-3-14 Mech Bn (526)
- B12.45: 1-2-4 Belgian Inf Bn (5 Fus)
- B24.49: [9]-1-16 Arty Grp (406)
- B22.38: [9]-1-16 Arty Grp (174)
- B26.35: [9]-1-16 Arty Grp (333)
- B21.29: [14]-1-16 Arty Grp (402)
- B31.01: [9]-1-16 Arty Grp (422)
102 Cav Grp:
- B26.52: 2-2-16 Arm Cav Bn (38)
2 Inf Div:
- B27.49: 3-5-10 Inf Bn(+) (A/9)
- B28.48: 3-5-10 Inf Bn(+) (B/9)
- B29.49: 3-5-10 Inf Bn(+) (A/38)
- B29.48: 3-5-10 Inf Bn(+) (B/38)
- B23.46: 3-5-10 Inf Bn(+) (A/23), [7]-1-16 Arty Rgt (DIVARTY )
- B24.46: 3-5-10 Inf Bn(+) (B/23)
106 Inf Div:
- B33.34: 2-4-8 Inf Bn(+) (A/422)
- B32.33: 2-4-8 Inf Bn(+) (B/422)
- B30.32: 3-5-8 Inf Rgt(-) (423)
- B19.38: 1-3-16 Inf Bn (2/423)
- B23.32: 2-4-8 Inf Bn(+) (A/424)
- B25.29: 2-4-8 Inf Bn(+) (B/424)
- B20.34: [7]-1-16 Arty Rgt (DIVARTY )
99 Inf Div:
- B26.50: 1-3-10 Inf Bn (3/395)
- B30.46: 3-5-10 Inf Rgt(-) (395)
- B31.46: 2-4-10 Inf Bn(+) (A/393)
- B31.44: 2-4-10 Inf Bn(+) (B/393)
- B31.41: 2-4-10 Inf Bn(+) (A/394)
- B30.39: 2-4-10 Inf Bn(+) (B/394)
- B28.44: [7]-1-16 Arty Rgt (DIVARTY )
28 Inf Div:
- B23.26: 2-3-10 Inf Bn (1/112)
- B19.24: 2-3-10 Inf Bn (2/112)
- B22.24: 2-3-10 Inf Bn (3/112)
- B19.22: 1-1-10 Inf Co (A/110)
- B17.19: 1-1-10 Inf Co (B/110)
- B16.17: 1-1-10 Inf Co (C/110)
- B12.20: 2-3-10 Inf Bn (2/110)
- B20.12: 1-1-10 Inf Co (I/110)
- B19.17: 1-1-10 Inf Co (K/110)
- B18.14: 1-1-10 Inf Co (L/110)
- B22.07: 2-3-10 Inf Bn (1/109)
- B24.10: 2-3-10 Inf Bn (2/109)
- B25.09: 2-3-10 Inf Bn (3/109)
- B11.14: [7]-1-16 Arty Rgt (DIVARTY )
9 Arm Div:
- B20.42: 5-4-14 Arm Bn (14), 2-2-14 Mech Bn (27)
- B14.23: 4-3-14 Arm TF (Harper), 2-2-14 Mech TF (Rose), 1-1-14 Mech TF (Booth)
- B29.05: 2-2-14 Mech Bn (60)
- B28.02: 5-4-14 Arm Bn (19), 2-2-16 Arm Cav Bn (89), [7]-1-8 Arty Rgt (DIVARTY )
14 Cav Grp:
- B30.37: 2-2-16 Arm Cav Bn (18)
- B10.34: 2-2-16 Arm Cav Bn (32)
4 Inf Div:
- B33.03: 3-5-10 Inf Bn(+) (A/12)
- B35.04: 3-5-10 Inf Bn(+) (B/12)
- B31.02: [7]-1-16 Arty Rgt (DIVARTY )
German Information
Set Up:
Independents:
- B40.02: 1-2-4 Penal Bn (XXIII)
- B32.50: [6]-1-8 Arty Bde (405)
- B33.50: [4]-1-8 Werfer Bde (17)
- B37.45: [6]-1-12 Arty Bde (388)
- B37.43: [4]-1-12 Werfer Bde (9)
- B37.38: [4]-1-12 Werfer Bde (4)
- B39.38: [6]-1-12 Arty Bde (402)
- B35.33: [4]-1-8 Werfer Bde (16) (DG)
- B26.23: [4]-1-12 Werfer Bde (7)
- B27.22: [6]-1-12 Arty Bde (401)
- B24.21: [6]-1-12 Arty Bde (766)
- B24.20: [4]-1-12 Werfer Bde (15)
- B28.13: [6]-1-8 Arty Bde (406)
- B30.11: [4]-1-8 Werfer Bde (18)
- B34.07: [6]-1-8 Arty Bde (408)
- B35.07: [4]-1-8 Werfer Bde (8)
12 VG Div:
- B37.40: 3-3-10 StG KG (Holz)
- B35.30: 2-2-10 Bicycle Bn (12 Fus)
- B34.40: 4-5-8 Inf Rgt (48)
- B34.39: 4-5-8 Inf Rgt (27), 1-2-8 Pio Bn (12) (Both DG)
- B36.39: 4-5-8 Inf Rgt (89)
- B38.39: [6]-1-8 Arty Rgt (12)
3 FJ Div:
- B34.38: 2-3-8 LW FJ Bn(+) (A/9)
- B34.37: 2-3-8 LW FJ Bn(+) (B/9), 1-2-8 LW Pio Bn (3)
- B35.37: 2-3-8 LW FJ Bn(+) (A/5, B/5) (Both DG)
- B36.37: [6]-1-8 LW Arty Rgt (3) (DG)
326 VG Div:
- B27.53: 2-3-8 Inf Rgt (752)
- B27.51: 2-3-8 Inf Rgt (753)
- B28.49: 2-3-8 Inf Rgt (751)
- B30.48: 1-2-8 Erz Bn (326)
- B32.49: [6]-1-8 Arty Rgt (326)
18 VG Div:
- B34.36: 3-3-10 Independent StG Bde (244), 3-3-10 Hetz KG (Renn)
- B34.35: 3-4-8 Inf Rgt (294)
- B34.34: 3-4-8 Inf Rgt (295)
- B30.30: 3-4-8 Inf Rgt (293)
- B34.33: 1-2-8 Pio Bn (1818)
- B32.31: 1-1-6 Ost Bn (669)
- B35.32: [6]-1-8 Arty Rgt (1818)
277 VG Div:
- B32.45: 1-2-8 Pio Bn (277)
- B33.46: 2-3-8 Inf Rgt (991)
- B33.45: 2-3-8 Inf Rgt (989)
- B33.43: 2-3-8 Inf Rgt (990)
- B33.47: [6]-1-8 Arty Rgt (277)
62 VG Div:
- B27.28: 2-3-8 Inf Rgt (190), 1-2-8 Pio Bn (162)
- B26.26: 2-3-8 Inf Rgt (183)
- B31.27: 2-3-8 Inf Rgt (164), [6]-1-8 Arty Rgt (162)
12 SS Pz Div:
- B40.49: 2-2-14 SS Pz Recon KG (Bremer)
- B40.27: 6-4-12 SS Pz Bn (I/12), 3-3-12 SS PG Bn (III/26)
- B39.48: 4-5-12 JgPz Bn (560) ( Wehrmacht)
- B38.47: 3-4-12 SS JgPz Bn (12), 3-3-12 SS Inf Bn(+) (B/25)
- B37.48: 3-3-12 SS Inf Bn(+) (A/25)
- B39.47: 4-4-12 SS Inf Rgt(-) (26), 2-2-12 Pz Pio Bn (12)
- B39.49: [6]-1-12 SS Arty Rgt (12)
116 Pz Div:
- B28.23: 4-3-14 Pz Recon KG (Stephan), 2-2-12 Pz Pio Bn (675)
- B27.25: 5-3-12 Pz Bn (I/16)
- B27.24: 4-2-12 Pz Bn (II/16), 3-4-12 JgPz Bn (228)
- B26.25: 5-5-12 PG Rgt (60)
- B25.25: 4-4-12 Inf Rgt (156)
- B28.22: [6]-1-12 Arty Rgt (146)
150 Pz Bde:
- B40.43: 2-3-12 Inf KG (X, Y, Z)
1 SS Pz Div (includes 1 SS-P):
- B38.38: 3-3-14 SS Pz Recon KG (Knittel) (DG)
- B40.40: 7-5-8 SS TGR Bn (501), 6-4-12 SS Pz Bn (I/1), 3-3-12 SS PG Bn (III/2)
- B40.41: 3-4-12 SS JgPz Bn (1), 3-3-12 Inf Bn(+) (A/1, B/1)
- B40.42: 4-4-12 SS Inf Rgt(-) (2), 2-2-12 Pz Pio Bn (1), [6]-1-12 SS Arty Rgt (1)
560 VG Div:
- B24.23: 3-4-8 Inf Rgt (1130)
- B21.22: 3-4-8 Inf Rgt (1128)
- B22.22: 1-2-8 Pio Bn (1560)
- B24.22: [6]-1-8 Arty Rgt (1560)
2 Pz Div:
- B23.20: 3-3-14 Pz Recon KG (vBohm), 4-4-12 PG KG (Gutmn) (DG)
- B22.20: [6]-1-12 Arty Rgt (74)
- B22.19: 5-3-12 Pz Bn (I/3), 4-2-12 Pz Bn (II/3) (DG)
- B23.21: 3-3-10 StG Bn (38) (DG)
- B21.20: 4-4-12 Inf KG (Holtm) (DG)
- B21.19: 2-2-12 Inf KG (vCoch), 2-2-12 Pz Pio Bn (38) (DG)
26 VG Div:
- B24.17: 3-3-10 Hetz KG (Kunkel)
- B22.17: 4-5-8 Inf Rgt (77), 1-2-8 Pio Bn (26)
- B22.16: 4-5-8 Inf Rgt (39)
- B24.16: 4-5-8 Inf Rgt (78) (DG)
- B23.18: [6]-1-8 Arty Rgt (26)
Lehr Pz Div:
- B29.17: 4-3-14 Pz Recon KG (vFallois), 5-3-12 Pz Bn (II/130)
- B27.17: 3-4-12 JgPz Bn (130)
- B28.16: 5-5-12 PG Rgt (901)
- B25.16: 4-4-12 Inf Rgt (902)
- B23.16: 2-2-12 Pz Pio Bn (130) (DG)
- B29.16: [6]-1-12 Arty Rgt (130)
5 FJ Div:
- B27.11: 3-3-10 LW StG Bde (11), 1-2-12 LW FJ KG (Bernk)
- B23.14: 2-3-8 LW FJ Bn(+) (A/14)
- B22.14: 2-3-8 LW FJ Bn(+) (B/14)
- B26.11: 2-3-8 LW FJ Bn(+) (A/13)
- B26.12: 2-3-8 LW FJ Bn(+) (B/13), 1-2-8 LW Pio Bn (5)
- B25.12: 3-4-8 LW FJ Rgt(-) (15)
- B27.12: [6]-1-8 LW Arty Rgt (5)
352 VG Div:
- B26.09: 3-4-8 Inf Rgt (915)
- B28.09: 3-4-8 Inf Rgt (914)
- B28.08: 3-4-8 Inf Rgt (916)
- B27.10: 1-2-8 Pio Bn (352)
- B29.11: [6]-1-8 Arty Rgt (352)
276 VG Div:
- B30.06: 2-3-8 Inf Rgt (987)
- B32.07: 2-3-8 Inf Rgt (988)
- B32.06: 2-3-8 Inf Rgt (986)
- B31.08: 1-2-8 Pio Bn (276)
- B31.09: [6]-1-8 Arty Rgt (276)
212 VG Div:
- B40.06: 2-2-10 Bicycle Bn (212 Fus)
- B33.06: 3-4-8 Inf Rgt (423)
- B35.05: 3-4-8 Inf Rgt (316) (DG)
- B38.05: 3-4-8 Inf Rgt (320)
- B34.05: 1-2-8 Pio Bn (212) (DG)
- B37.07: [6]-1-8 Arty Rgt (212)
7.2 Breakthrough Campaign
General Information
- Maps in Play: Map B
- Game Length: 6 Turns
- First Turn: 1 (16 Dec)
- Last Turn: 6 (21 Dec)
- US Air Strikes: Roll on the Air Strike Table normally.
- Victory: Determine Victory using 6.0 plus the below. Additionally, the Germans are given 1 VP for exiting each of the following formations (with at least the number of units listed in parentheses) off Entry Area O or the West map-edge:
- 1 SS Pz Div (7)
- 2 SS Pz Div (7)
- 9 SS Pz Div (7)
- 12 SS Pz Div (7)
- 2 Pz Div (5)
- Lehr Pz Div (5)
- 116 Pz Div (5)
- F.Beg Pz Bde (3)
Allied Information
Set Up: Use the set-up from scenario 7.1
German Information
Set Up: Use the set-up from scenario 7.1
7.3 Kampfgruppe Peiper
General Information
-
Maps in Play: Map B north of xx.36, inclusive.
-
Game Length: 5 Turns
-
First Turn: 2 (17 Dec)
-
Last Turn: 6 (21 Dec)
-
US Air Strikes: Divide the Air Strike Table's result by two (round down).
-
Reinforcements: Do not use the Orders of Arrival. Use the scenario's own OOA instead.
-
Supply Sources:
- Allied: Use the Allied Friendly Map Edges (as per 1.3) in the playing area as well as any Road (not Track) exiting the playing area's west edge.
- Germans: Use the German Friendly Map Edges (as per 1.3) in the playing area.
-
Victory: Determine Victory using 6.0 plus the below. The Germans are given 1 VP for exiting each of the following formations (with at least the number of units listed in parentheses) off Entry Area O or the West map-edge:
- 1 SS Pz Div (7)
- 9 SS Pz Div (7)
- 12 SS Pz Div (7)
Use this VP schedule:
| VPs | Result |
|---|---|
| 10 or more | Major German Win |
| 6-9 | Draw |
| 5 or less | Major Allied Win |
Allied Information
Set Up:
Independents:
- B12.45: 1-2-4 Belgian Inf Bn (5 Fus)
- B24.49: [9]-1-16 Arty Grp (406)
- B1.47: 1-3-16 Inf Bn (99), 2-3-14 Mech Bn (526)
102 Cav Grp:
- B26.52: 2-2-16 Arm Cav Bn (38)
2 Inf Div:
- B28.48: 3-5-10 Inf Bn(+) (A/9)
- B28.46: 3-5-10 Inf Bn(+) (B/9)
- B29.48: 3-5-10 Inf Bn(+) (A/38)
- B29.47: 3-5-10 Inf Bn(+) (B/38)
- B27.43: 3-5-10 Inf Bn(+) (A/23)
- B28.44: 3-5-10 Inf Bn(+) (B/23)
- B27.44: [7]-1-16 Arty Rgt (DIVARTY )
99 Inf Div:
- B26.50: 1-3-10 Inf Bn (3/395)
- B30.46: 3-5-10 Inf Rgt(-) (395)
- B31.46: 2-4-10 Inf Bn(+) (A/393)
- B31.44: 2-4-10 Inf Bn(+) (B/393)
- B31.41: 2-4-10 Inf Bn(+) (A/394)
- B29.41: 2-4-10 Inf Bn(+) (B/394) (Step Loss)
- B26.44: [7]-1-16 Arty Rgt (DIVARTY )
14 Cav Grp:
- B24.39: 2-2-16 Arm Cav Bn (18) (Step Loss)
- B27.36: 2-2-16 Arm Cav Bn (32)
1 Inf Div:
- B8.54: 3-5-10 Inf Bn(+) (A/26, B/26)
Reinforcements:
Turn 3
- B1.40:
- 82 Abn Div: 2-4-10 Abn Bn(+) (A/504, B/504, A/505, B/505, A/508, B/508), 2-4-10 Glider Bn(+) (A/325, B/325), [5]-1-8 Arty Rgt (DIVARTY )
- Entry Area O:
- 1 Inf Div: 3-3-10 TD TF (Davisson), 3-5-10 Inf Bn(+) (A/16, B/16)
- 30 Inf Div: 3-5-10 Inf Bn(+) (A/117, B/117, B/119, B/119, A/120, B/120), [7]-1-16 Arty Rgt (DIVARTY )
Turn 4
- B1.47: 5-4-14 Arm Bn (740)
- Entry Area N:
- 3 Arm Div: 2-2-16 Arm Cav Bn (83), 2-2-14 Arm TF (Hogan), 4-3-14 Arm TF (Kane), 3-3-14 Arm Inf TF (Orr), [7]-1-8 Arty Rgt (DIVARTY )
- Entry Area O:
- 3 Arm Div: 3-2-14 Arm TF ( Jordan), 4-3-14 Arm TF (Love), 3-3-14 Arm Inf TF (McGrg)
- Entry Area P:
- 9 Inf Div: 3-5-10 Inf Bn(+) (A/39, B/39), [7]-1-16 Arty Rgt (DIVARTY )
Turn 6
- B1.47: 1-3-10 Abn Bn (551)
- Entry Area O: [9]-1-16 Arty Grp (188)
German Information
Set Up:
Independents:
- B40.49: 3-3-10 StG Bde (394,667)
- B32.50: [6]-1-8 Arty Bde (405)
- B33.50: [4]-1-8 Werfer Bde (17)
- B37.45: [6]-1-12 Arty Bde (388)
- B35.43: [4]-1-12 Werfer Bde (9)
- B37.38: [4]-1-12 Werfer Bde (4)
- B39.38: [6]-1-12 Arty Bde (402)
326 VG Div:
- B27.53: 2-3-8 Inf Rgt (752) (Step Loss)
- B27.51: 2-3-8 Inf Rgt (753)
- B28.49: 2-3-8 Inf Rgt (751)
- B30.48: 1-2-8 Erz Bn (326)
- B32.49: [6]-1-8 Arty Rgt (326)
277 VG Div:
- B32.45: 1-2-8 Pio Bn (277)
- B31.45: 2-3-8 Inf Rgt (991)
- B32.44: 2-3-8 Inf Rgt (989) (Step Loss)
- B32.43: 2-3-8 Inf Rgt (990)
- B33.46: [6]-1-8 Arty Rgt (277)
12 SS Pz Div:
- B35.44: 2-2-14 SS Pz Recon KG (Bremer)
- B40.27: 6-4-12 SS Pz Bn (I/12)
- B34.43: 4-5-12 JgPz Bn (560)
- B33.47: 3-4-12 SS JgPz Bn (12), 3-3-12 SS Inf Bn(+) (B/25)
- B34.47: 3-3-12 SS Inf Bn(+) (A/25)
- B36.44: 4-4-12 SS Inf Rgt(-) (26)
- B38.45: 2-2-12 Pz Pio Bn (12)
- B34.44: 3-3-12 SS PG Bn (III/26)
- B35.48: [6]-1-12 SS Arty Rgt (12)
150 Pz Bde:
- B40.42: 2-3-12 Inf KG (X, Y, Z)
12 VG Div:
- B32.39: 3-3-10 StG KG (Holz), 4-5-8 Inf Rgt (89)
- B32.40: 2-2-10 Bicycle Bn (12 Fus), 4-5-8 Inf Rgt (48)
- B31.40: 4-5-8 Inf Rgt (27), 1-2-8 Pio Bn (12)
- B33.39: [6]-1-8 Arty Rgt (12)
1 SS Pz Div:
- B38.38: 3-3-14 SS Pz Recon KG (Knittel)
- B32.38: 7-5-8 SS TGR Bn (501)
- B30.38: 6-4-12 SS Pz Bn (I/1)
- B31.39: 3-3-12 SS PG Bn (III/2)
- B35.39: 3-4-12 SS JgPz Bn (1)
- B38.39: 3-3-12 Inf Bn(+) (A/1)
- B39.39: 3-3-12 Inf Bn(+) B/1)
- B34.39: 4-4-12 SS Inf Rgt(-) (2)
- B35.40: 2-2-12 Pz Pio Bn (1)
- B36.39: [6]-1-12 SS Arty Rgt (1)
3 FJ Div:
- B31.38: 2-3-8 LW FJ Bn(+) (A/9) (Step Loss)
- B30.37: 2-3-8 LW FJ Bn(+) (B/9), 1-2-8 LW Pio Bn
- B31.37: 2-3-8 LW FJ Bn(+) (A/5)
- B30.36: 2-3-8 LW FJ Bn(+) (B/5)
- B40.38: 3-4-8 LW FJ Rgt(-) (8)
- B32.37: [6]-1-8 LW Arty Rgt (3)
Reinforcements:
Turn 2
- w/i 1 B17.49: 1-2-4 FJ KG (vdH)
Turn 3
- Entry Area A: 4-5-10 STgr Co (1000+1), 3-3-10 StG Bde (902)
- Entry Area B:
- 9 SS Pz Div: 3-3-14 Pz Recon KG (Recke), 5-3-12 Pz Bn (I/9), 4-2-12 Pz Bn (II/9), 3-4-12 JgPz Bn (9), 3-3-12 Inf Bn(+) (A/19, B/19, A/20, B/20), 2-2-12 Pz Pio Bn (9), [6]-1-12 Arty Rgt (9)
- 6-8-8 JgTg Bn (653)
- Roll one die, it arrives on a 5 or more. Otherwise, it does not.
Turn 4
- Entry Area A:
- 3 PG Div: 3-3-14 Pz Recon Bn (103), 3-3-10 StG Bn (103), 3-4-12 JgPz Bn (3), 3-3-12 Inf Bn(+) (A/8, B/8, A/29, B/29), 2-2-12 Pz Pio Bn (3), [6]-1-12 Arty Rgt (3)
Turn 6
- Entry Area A: 2-2-10 Brm Bn (217), 4-5-12 JgPz Bn (519)
- Entry Area B: 7-5-8 Tgr Bn (506)
7.4 The Goose Egg
General Information
- Maps in Play: Map B east of B9.xx, north of Bxx.27, and south of Bxx.39, inclusive
- Game Length: 5 Turns
- First Turn: 3 (18 Dec)
- Last Turn: 7 (22 Dec)
- US Air Strikes: Divide the Air Strike Table's result by two (round down).
- Reinforcements: Do not use the Orders of Arrival. There are no Allied Reinforcements. The Germans use those in the scenario instead.
- Supply Sources:
- Allied: Allies can trace from any Road (not Track) exiting the west edge of the playing area.
- Germans: Use the playing area's Friendly Map Edges (1.3) as well as all roads (of any type) exiting the playing area's south edge, as well as B24.39.
- Victory: The German player wins if he controls the playing area's three VPs (St. Vith, Berg Reuland, and Vielsalm) by the end of play. If he fails to capture all three, the Allied player wins. The German player does not control any VPs at the start of play.
Allied Information
Set Up:
Independents:
- B22.38: [9]-1-16 Arty Grp (174)
14 Cav Grp:
- B14.36: 2-2-16 Arm Cav Bn (32) (Step Loss)
7 Arm Div:
- B21.37: 2-2-16 Arm Cav Bn (87)
- B13.33: 4-3-14 Arm TF (Brown)
- B17.34: 4-3-14 Arm TF (Erlen)
- B17.38: 4-3-14 Arm TF ( Wemple)
- B12.33: 3-3-14 Arm Inf TF (Chap)
- B18.36: 3-3-14 Arm Inf TF (Rhea)
- B21.34: 3-3-14 Arm Inf TF (Fuller)
- B19.34: [7]-1-8 Arty Rgt (DIVARTY )
106 Inf Div:
- B33.34: 2-4-8 Inf Bn(+) (A/422)
- B32.33: 2-4-8 Inf Bn(+) (B/422)
- B30.32: 3-5-8 Inf Rgt(-) (423)
- B31.33: 1-3-16 Inf Bn (2/423)
- B22.30: 2-4-8 Inf Bn(+) (A/424)
- B21.29: 2-4-8 Inf Bn(+) (B/424)
- B18.30: [7]-1-16 Arty Rgt (DIVARTY )
9 Arm Div:
- B22.32: 5-4-14 Arm Bn (14)
- B23.32: 2-2-14 Mech Bn (27)
28 Inf Div:
- B15.27: 2-3-10 Inf Bn (1/112) (Step Loss)
- B15.28: 2-3-10 Inf Bn (2/112)
- B14.27: 2-3-10 Inf Bn (3/112)
German Information
Set Up:
Independents:
- B23.35: 3-3-10 StG Bde (244)
- B37.38: [4]-1-12 Werfer Bde (4)
- B39.38: [6]-1-12 Arty Bde (402)
- B31.35: [4]-1-8 Werfer Bde (16)
1 SS Pz Div:
- B21.39: 3-4-12 SS JgPz Bn (1)
- B20.38: 3-3-12 Inf Bn(+) (A/1)
- B22.38: 3-3-12 Inf Bn(+) (B/1)
18 VG Div:
- B23.37: 3-3-10 Hetz KG (Renn)
- B24.34: 3-4-8 Inf Rgt (294)
- B27.35: 3-4-8 Inf Rgt (293)
- B29.34: 3-4-8 Inf Rgt (295)
- B34.34: 1-2-8 Pio Bn (1818)
- B32.31: 1-1-6 Ost Bn (669)
- B29.31: [6]-1-8 Arty Rgt (1818)
62 VG Div:
-
B24.30: 2-3-8 Inf Rgt (164)
-
B24.29: 2-3-8 Inf Rgt (190)
-
B23.28: 2-3-8 Inf Rgt (183)
-
B25.30: 1-2-8 Pio Bn (162)
-
B25.29: [6]-1-8 Arty Rgt (162)
-
w/i 1 B40.38: 9 SS Pz Div: 3-3-14 Pz Recon KG (Recke), 5-3-12 Pz Bn (I/9), 4-2-12 Pz Bn (II/9), 3-4-12 JgPz Bn (9), 3-3-12 Inf Bn(+) (A/19, B/19, A/20, B/20), 2-2-12 Pz Pio Bn (9), [6]-1-12 Arty Rgt (9)
-
w/i 1 B40.30: F.Beg Pz Bde: 4-2-12 Pz Bn (FB), 3-3-10 StG Bde (200), 5-5-12 PG Rgt (FB), 1-1-10 Bicyle Bn (828)
Reinforcements:
Turn 4
- Remove: 1 SS Pz Div (all)
Turn 6
- Entry Area B: 7-5-8 Tgr Bn (506)
- B11.27: 560 VG Div: 3-4-8 Inf Rgt (1130) (Step Loss) (printed in this position, between the Turn 6 and Turn 7 entries, in the source)
Turn 7
- B9.28 or B9.29: 2 SS Pz Div: 4-3-14 SS Pz Recon KG (Krag)
7.5 Bastogne: Screaming Eagles Under Siege
General Information
-
Maps in Play: Use both Maps, but south of xx.24, north of xx.11, east of 33.xx, and west of 12.xx, inclusive.
-
Game Length: 8 Turns
-
First Turn: 4 (19 Dec)
-
Last Turn: 11 (26 Dec)
-
US Air Strikes: Divide the Air Strike Table's result by two (round down).
-
Reinforcements: Do not use the Orders of Arrival. Use those in the scenario instead.
-
Supply Sources:
- Allied: Allies can trace from any Road (not Track) exiting the playing area's west edge. When the Allied reinforcements arrive, any Road (not Track) along the Map A's south edge can be used for Trace Supply.
- Germans: Germans trace Supply from B4.24, B12.20, and B12.22
-
Victory: The German player wins if he completes both of:
- Controls Bastogne by the end of play.
- Exits 2 Pz Div with at least 7 units and the Lehr Pz Div with at least 4 units off the west edge before the end of Turn 8.
The Americans control Bastogne at the start of the scenario. If the German player fails to achieve both conditions, the American player wins.
Allied Information
Set Up:
9 Arm Div:
- B6.17: 4-3-14 Arm TF (Harper)
- B6.18: 1-1-14 Mech TF (Booth)
10 Arm Div:
- B5.17: 3-2-14 Arm TM (Cherry)
- B3.20: 2-2-14 Mech TM (Desobry)
- B4.15: 2-2-14 Mech TM (O’Hara)
101 Abn Div:
- B2.15: 2-4-10 Abn Bn(+) (A/501)
- B2.16: 2-4-10 Abn Bn(+) (B/501)
- A39.17: 2-4-10 Abn Bn(+) (A/502)
- A40.17: 2-4-10 Abn Bn(+) (B/502)
- B1.18: 2-4-10 Abn Bn(+) (A/506)
- B2.17: 2-4-10 Abn Bn(+) (B/506)
- B1.15: 2-4-10 Glider Bn(+) (A/327)
- A39.16: 2-4-10 Glider Bn(+) (B/327)
- B1.16: [5]-1-8 Abn Arty Rgt (DIVARTY ), [9]-1-16 Independent Arty Grp (333)
Reinforcements:
Turn 11
- Any hex along Map A’s south edge:
- 4 Arm Div: 4-3-14 Arm TF (Abrams), 3-3-14 Mech TF ( Jaques)
German Information
Set Up:
Bridge Markers:
- A37.23: Bridge Blown
- B11.14: Bridge Blown
Independents:
- B12.22: [6]-1-12 Arty Bde (766)
2 Pz Div:
- B8.18: 3-3-14 Pz Recon KG (vBohm)
- B9.19: 5-3-12 Pz Bn (I/3)
- B9.18: 4-4-12 PG KG (Gutmn)
- B10.19: 2-2-12 Inf KG (vCoch)
- B11.20: 2-2-12 Pz Pio Bn (38)
- B11.21: 4-4-12 Inf KG (Holtm)
- B12.20: 4-2-12 Pz Bn (II/3), 3-3-10 StG Bn (38)
- B12.21: [6]-1-12 Arty Rgt (74)
26 VG Div:
- B8.17: 3-3-10 Hetz KG (Kunkel)
- B9.17: 4-5-8 Inf Rgt (77)
- B10.16: 4-5-8 Inf Rgt (78)
- B11.16: 1-2-8 Pio Bn (26)
- B12.15: 4-5-8 Inf Rgt (39), [6]-1-8 Arty Rgt (26)
Lehr Pz Div:
- B7.17: 4-4-12 Inf Rgt (902)
- B8.16: 4-3-14 Pz Recon KG (vFallois)
- B9.16: 5-3-12 Pz Bn (II/130)
- B10.15: 2-2-12 Pz Pio Bn (130)
- B11.15: 3-4-12 JgPz Bn (130)
- B12.14: 3-3-10 StG Bde (243), 5-5-12 PG Rgt (901), [6]-1-12 Arty Rgt (130)
Reinforcements:
Turn 9
- B4.24:
- 15 PG Div: 4-2-12 Pz Bn (115), 3-3-12 Inf Bn(+) (A/115, B/115)
Turn 10
- B12.22: [6]-1-12 Arty Bde (410)
7.6 Tip of the Spear
General Information
- Maps in Play: Map A north of xx.23, inclusive.
- Game Length: 4 Turns
- First Turn: 9 (24 Dec)
- Last Turn: 12 (27 Dec)
- US Air Strikes: Divide the Air Strike Table's result by two (round down).
- Reinforcements: Do not use the Orders of Arrival. Use those in the scenario instead.
- Supply Sources:
- Allied: Use the Friendly Map Edges (1.3) within this playing area.
- Germans: Germans can trace Supply from any Road (not Track) exiting the playing area's south edge, starting from A29.00 eastward, and all roads (including tracks) exiting the playing area's east edge, starting from A40.32 southward.
- Victory: The German player wins if he controls the playing area's four of German Victory Point hexes in by the end of play. If he fails to do so, the American player wins. The Germans control Rochefort and LaRoche-en-Ardenne at the start of play.
Allied Information
Set Up:
Independents:
- A32.33: 1-3-10 Abn Bn (509)
- A1.46: 1-2-8 Inf Bn (1/29)
- A18.49: 1-2-8 Inf Bn (3/29)
- A11.37: [9]-1-16 Arty Grp (18)
- A35.37: [9]-1-16 Arty Grp (401)
British:
- A3.35: 2-2-16 Arm Cav Bn (2 HHC)
- A2.32: 2-2-16 Arm Cav Bn (61 Rec)
- A1.35: 6-4-14 Arm Bn (2 FFY )
- A3.33: 6-4-14 Arm Bn (3 RTR)
- A1.32: 6-4-14 Arm Bn (23 Hus)
2 Arm Div:
- A10.34: 2-2-16 Arm Cav Bn (82)
- A15.32: 5-5-14 Arm TF (A/A)
- A12.32: 5-4-14 Arm TF (B/A)
- A11.33: 3-2-14 Arm TF (C/A)
- A11.25: 5-5-14 Arm TF (A/B), [7]-1-8 Arty Rgt (DIVARTY )
- A12.35: 6-5-14 Arm TF (B/B)
- A11.36: 4-3-14 Arm TF (R/B)
4 Cav Grp:
- A16.31: 2-2-16 Arm Cav Bn (4)
- A19.32: 2-2-16 Arm Cav Bn (24)
84 Inf Div:
- A16.27: 2-4-10 Inf Bn(+) (A/333)
- A18.27: 2-4-10 Inf Bn(+) (A/335)
- A23.31: 2-4-10 Inf Bn(+) (B/335)
- A25.32: 2-4-10 Inf Bn(+) (A/334)
- A27.33: 2-4-10 Inf Bn(+) (B/334)
- A23.33: 2-4-10 Inf Bn(+) (B/333), [7]-1-16 Arty Rgt (DIVARTY )
551 Abn Rgt:
- A30.33: 2-4-10 Inf Bn(+) (B)
3 Arm Div:
- A22.29: 5-5-14 Arm TF (Doan)
- A33.33: 3-3-14 Mech TF (Orr) (Step Loss)
- A38.34: 2-2-16 Arm Cav Bn (83)
- A39.35: 4-3-14 Arm TF (Rich)
- A32.35: [7]-1-16 Arty Rgt (DIVARTY )
75 Inf Div:
- A27.38: 2-4-10 Inf Bn(+) (A/291)
- A28.37: 2-4-10 Inf Bn(+) (B/291)
- A30.34: 2-4-10 Inf Bn(+) (A/290)
- A31.34: 2-4-10 Inf Bn(+) (B/290)
- A34.34: 2-4-10 Inf Bn(+) (A/289)
- A36.34: 2-4-10 Inf Bn(+) (B/289)
- A30.38: [7]-1-16 Arty Rgt (DIVARTY )
7 Arm Div:
- A35.34: 4-3-14 Arm TF (Erlen), 3-3-14 Mech TF (Rhea) (Each with a Step Loss)
- A38.42: 4-3-14 Arm TF (Wemple), 3-3-14 Mech TF (Fuller) (Each with a Step Loss)
- A38.43: 4-3-14 Arm TF (Brown), 3-3-14 Mech TF (Chap) (Each with a Step Loss)
- A36.44: [7]-1-8 Arty Rgt (DIVARTY), 2-2-16 Arm Cav Bn (87) (Step Loss)
Reinforcements:
Turn 11
- A40.45: 3 Arm Div: 4-3-14 Arm TF (Love), 3-2-14 Arm TF (Jordan), 3-3-14 Mech TF (McGrg)
Turn 12
- Entry Area N:
- 83 Inf Div: 2-4-10 Inf Bn(+) (A/329, B/329, A/330, B/330, A/331, B/331), [7]-1-16 Arty Rgt (DIVARTY)
- [9]-1-16 Arty Grp (179)
German Information
Set Up:
Independents:
- A34.27: [4]-1-8 Werfer Bde (16)
2 Pz Div:
- A6.31: 3-3-14 Pz Recon KG (vBohm)
- A8.30: 5-3-12 Pz Bn (I/3)
- A9.31: 2-2-12 Inf KG (vCoch)
- A10.31: 2-2-12 Pio Bn (38)
- A20.28: 4-4-12 PG KG (Gutmn)
- A21.28: 4-2-12 Pz Bn (II/3)
- A22.27: 4-4-12 Inf KG (Holtm)
- A23.27: 3-3-10 StG Bn (38)
- A24.26: [6]-1-12 Arty Rgt (74)
Lehr Pz Div:
- A17.26: 4-3-14 Pz Recon KG (vFallois), 4-4-12 Inf Rgt (902)
- A18.24: 5-3-12 Pz Bn (II/130)
- A18.23: 3-4-12 JgPz Bn (130)
- A19.23: 2-2-12 Pz Pio Bn (130)
116 Pz Div:
- A29.32: 4-3-14 Pz Recon KG (Stephen)
- A25.31: 5-3-12 Pz Bn (I/16) (Step Loss)
- A25.29: 3-4-12 JgPz Bn (228) (Step Loss)
- A26.31: 5-5-12 PG Rgt (60) (Step Loss)
- A25.30: 4-4-12 Inf Rgt (156)
- A24.29: 2-2-12 Pz Pio Bn (675)
- A27.29: [6]-1-12 Arty Rgt (146)
560 VG Div:
- A30.32: 3-4-8 Inf Rgt (1130) (Step Loss)
- A34.32: 3-4-8 Inf Rgt (1128) (Step Loss)
- A37.31: 3-4-8 Inf Rgt (1129)
- A32.31: 1-2-8 Pio Bn (1560)
- A34.30: [6]-1-8 Arty Rgt (1560)
2 SS Pz Div:
- A39.33: 3-4-12 SS JgPz Bn (2)
- A39.32: 3-3-12 SS PG Bn (III/4), 4-4-12 SS Inf Rgt(-) (4)
- A40.32: 3-3-12 SS Inf Bn(+) (A/3, B/3)
Reinforcements:
Turn 10
- A29.23: 9 Pz Div: 3-3-14 Pz Recon Bn (9), 5-3-12 Pz Bn (I/33), 4-2-12 Pz Bn (II/33), 3-4-12 JgPz Bn (50), 5-5-12 PG Rgt (10), 4-4-12 Inf Rgt (11), 2-2-12 Pz Pio Bn (86), [6]-1-12 Arty Rgt (102)
- A40.32: 2 SS Pz Div: 4-3-14 SS Pz Recon KG (Krag), 5-3-12 SS Pz Bn (I/2), 4-2-12 SS Pz Bn (II/2), 2-2-12 SS Pz Pio Bn (2), [6]-1-12 SS Arty Rgt (2)
Turn 11
- A40.30: F.Beg Pz Bde: 4-2-12 Pz Bn (FB), 3-3-10 StG Bde (200), 5-5-12 PG Rgt (FB), 1-1-10 Bicycle Bn (828)
Orders of Arrival
Allied Reinforcements
Entry Area is shown first on each line.
Turn 2
- F: 4 Inf Div: 3-3-10 Inf TF (Luckett), 4-6-10 Inf Rgt (22)
- O:
- 7 Arm Div: 2-2-16 Arm Cav Bn (87), 4-3-14 Arm TF (Brown, Erlen, Wemple), 3-3-14 Arm Inf TF (Chap, Rhea)
- 1 Inf Div: 3-5-10 Inf Bn(+) (A/26, B/26)
- P:
- 7 Arm Div: 3-3-14 Arm Inf TF (Fuller), [7]-1-8 Arty Rgt (DIVARTY)
- 1 Inf Div: 3-4-10 Inf Bn(+) (A/18, B/18), [7]-1-16 Arty Rgt (DIVARTY)
- 9 Inf Div: 3-5-10 Inf Bn(+) (A/47, B/47)
Turn 3
- F: 10 Arm Div: 2-2-16 Arm Cav Bn (90), 6-5-14 Arm TF (Chmbln, Standish), 2-2-14 Arm Inf TF (Riley), [7]-1-8 Arty Rgt (DIVARTY)
- I: 10 Arm Div: 3-2-14 Arm TM (Cherry), 2-2-14 Arm Inf TF (Desobry, O'Hara)
- See 5.1:
- 82 Abn Div: 2-4-10 Abn Bn(+) (A/504, B/504, A/505, B/505, A/508, B/508), 2-4-10 Glider Bn(+) (A/325, B/325), [5]-1-8 Arty Rgt (DIVARTY)
- 101 Abn Div: 2-4-10 Abn Bn(+) (A/501, B/501, A/502, B/502, A/506, B/506), 2-4-10 Glider Bn(+) (A/327, B/327), [5]-1-8 Arty Rgt (DIVARTY)
- O:
- 1 Inf Div: 3-3-10 TD TF (Davisson), 3-5-10 Inf Bn(+) (A/16, B/16)
- 30 Inf Div: 3-5-10 Inf Bn(+) (A/117, B/117, A/119, B/119, A/120, B/120), [7]-1-16 Arty Rgt (DIVARTY)
Turn 4
- A38.48: 5-4-14 Arm Bn (740)
- N: 3 Arm Div: 2-2-16 Arm Cav Bn (83), 2-2-14 Arm TF (Hogan), 4-3-14 Arm TF (Kane), 3-3-14 Arm Inf TF (Orr), [7]-1-8 Arty Rgt (DIVARTY)
- O: 3 Arm Div: 3-2-14 Arm TF (Jordan), 4-3-14 Arm TF (Love), 3-3-14 Arm Inf TF (McGrg)
- P: 9 Inf Div: 3-5-10 Inf Bn(+) (A/39, B/39), [7]-1-16 Arty Rgt (DIVARTY)
Turn 5
- N: 84 Inf Div: 2-4-10 Inf Bn(+) (A/334, B/334)
Turn 6
- L: 1-3-10 Abn Bn (551)
- N or O: [9]-1-16 Arty Grp (188, 401)
- N:
- 3 Arm Div: 5-5-14 Arm TF (Doan), 4-3-14 Arm TF (Rich)
- 84 Inf Div: 2-4-10 Inf Bn(+) (A/333, B/333, A/335, B/335), [7]-1-16 Arty Rgt (DIVARTY)
Turn 7
- F:
- [12]-1-16 Arty Grp (177), [9]-1-16 Arty Grp (182, 183)
- 5 Inf Div: 3-5-10 Inf Bn(+) (A/10, B/10)
- G, H, or I: [9]-1-16 Arty Grp (193, 203, 404)
- G: 80 Inf Div: 2-4-10 Inf Bn(+) (A/318, B/318, A/319, B/319), [7]-1-16 Arty Rgt (DIVARTY)
- H: 26 Inf Div: 3-3-10 Inf TF (Hamilton), 3-5-10 Inf Rgt(-) (328), 2-4-10 Inf Bn(+) (A/104, B/104), [7]-1-16 Arty Rgt (DIVARTY)
- I: 4 Arm Div: 2-2-16 Arm Cav Bn (25), 4-3-14 Arm TF (Irzyk, Oden), 3-3-14 Arm TF (Alanis, Cohen), [7]-1-8 Arty Rgt (DIVARTY)
- L or M: 2-2-16 CW Arm Cav Bn (2 HHC, 61 Rec), 29 CW Arm Bde: 6-4-14 Arm TF (2 FFY, 3 RTR, 23 Hus)
- L: 1-2-8 Inf Bn (1/29), 1-3-10 Abn Bn (509), 517 Abn Rgt: 2-4-10 Abn Bn(+) (A, B)
- M: 1-2-8 Inf Bn (3/29)
- N:
- [9]-1-16 Arty Grp (18)
- 4 Cav Grp: 2-2-16 Arm Cav Bn (4, 24)
- 2 Arm Div: 2-2-16 Arm Cav Bn (82), 6-5-14 Arm TF (B/B), 5-5-14 Arm TF (A/A, A/B), 5-4-14 Arm TF (B/A), 4-3-14 Arm TF (R/B), 3-2-14 Arm TF (C/A), 4-1-8 Arm Rgt (DIVARTY)
- 75 Inf Div: 2-4-10 Inf Bn(+) (A/289, B/289, A/290, B/290, A/291, B/291), [7]-1-16 Arty Rgt (DIVARTY)
Turn 8
- N: [9]-1-16 Arty Grp (142)
- O or P: [14]-1-16 Arty Grp (190), [9]-1-16 Arty Grp (187)
- P: 9 Inf Div: 3-5-10 Inf Bn(+) (A/60, B/60)
Turn 9
- F: 5 Inf Div: 3-5-10 Inf Bn(+) (A/2, B/2, A/11, B/11), [7]-1-16 Arty Rgt (DIVARTY)
- G: 80 Inf Div: 2-4-10 Inf Bn(+) (A/317, B/317)
- H: 26 Inf Div: 2-4-10 Inf Bn(+) (A/101, B/101)
- I: 6 Cav Grp: 2-2-16 Arm Cav Bn (6, 28)
- N or O: [14]-1-16 Arty Grp (211)
Turn 10
- I: 4 Arm Div: 4-3-14 Arm TF (Abrams), 3-3-14 Arm Inf TF (Jaques)
Turn 11
- H or I: 6 Arm Div: 2-2-16 Arm Cav Bn (86), 4-3-14 Arm TF (Davall, Kenndy, LaGrew), 3-3-14 Arm TF (Britton, Brown, Wall), [7]-1-8 Arty Rgt (DIVARTY)
- I: 35 Inf Div: 2-4-10 Inf Bn(+) (A/134, B/134, A/137, B/137, A/320, B/320), [7]-1-16 Arty Rgt (DIVARTY)
Turn 12
- Remove: 10 Arm Div (all except 3-2-14 Arm TM (Cherry), 2-2-14 Arm Inf TF (Desobry, O'Hara))
- N or O: [9]-1-16 Arty Grp (179)
- N: 83 Inf Div: 2-4-10 Inf Bn(+) (A/329, B/329, A/330, B/330, A/331, B/331), [7]-1-16 Arty Rgt (DIVARTY)
Turn 13
- N or O: [14]-1-16 Arty Grp (79)
Turn 14
- J or K: 11 Arm Div: 2-2-16 Arm Cav Bn (41), 5-4-14 Arm TF (Poker), 4-3-14 Arm TF (Blue), 4-3-14 Arm Bn (22), 2-2-14 Arm Inf TF (White), 2-2-14 Arm Inf Bn (55), 1-1-14 Arm Inf TF (Pat), [7]-1-16 Arty Rgt (DIVARTY)
Turn 15
- J:
- 17 Abn Div: 2-4-10 Abn Bn(+) (A/507, B/507), 2-3-10 Abn Bn(+) (A/513, B/513), 2-4-10 Glider Rgt (193, 194), 1-3-10 Glider Bn (550), [5]-1-8 Arty Rgt (DIVARTY)
- 87 Inf Div: 2-4-10 Inf Bn(+) (A/345, B/345, A/346, B/346, A/347, B/347), [7]-1-16 Arty Rgt (DIVARTY)
German Reinforcements
Entry Area is shown first on each line. (The turn headings are reproduced as printed; see the errata regarding the second "Turn 6" entry.)
Turn 2
- w/i 1 B17.49: 1-2-4 FJ KG (vdH)
- A: 3-3-10 StG Bde (394, 667)
- B: 3 FJ Div: 3-4-8 FJ Rgt(-) (8)
Turn 6
- A: 4-5-10 STgr Co (1000+1), 3-3-10 StG Bde (902)
- B:
- 2 SS Pz Div: 4-3-14 Pz Recon KG (Krag), 5-3-12 Pz Bn (I/2), 4-2-12 Pz Bn (II/2), 3-4-12 JgPz Bn (2), 4-4-12 Inf Rgt(-) (4), 3-3-12 Inf Bn(+) (A/3, B/3), 3-3-12 PG Bn (III/4), 2-2-12 Pz Pio Bn (2), [6]-1-12 Arty Rgt (2)
- 9 SS Pz Div: 3-3-14 Pz Recon KG (Recke), 5-3-12 Pz Bn (I/9), 4-2-12 Pz Bn (II/9), 3-4-12 JgPz Bn (9), 3-3-12 Inf Bn(+) (A/19, B/19, A/20, B/20), 2-2-12 Pz Pio Bn (9), [6]-1-12 Arty Rgt (9)
- 6-8-8 JgTg Bn (653)
- Roll one die, the JgTg Bn arrives on a 5 or more. Otherwise, it does not.
- C: F.Beg Pz Bde: 4-2-12 Pz Bn (FB), 3-3-10 StG Bde (200), 5-5-12 PG Rgt (FB), 1-1-10 Bicyle Bn (828)
- A: 560 VG Div: 3-4-8 Inf Rgt (1129)
Turn 4
- A: 3 PG Div: 3-3-14 Pz Recon Bn (103), 3-3-10 StG Bn (103), 3-4-12 JgPz Bn (3), 3-3-12 Inf Bn(+) (A/8, B/8, A/29, B/29), 2-2-12 Pz Pio Bn (3), [6]-1-12 Arty Rgt (3)
- D:
- F.Gren Pz Bde: 5-3-12 Pz Bn (FG), 3-3-10 StG Bde (911), 5-5-12 PG Rgt (FG), 1-1-10 Bicycle Bn (929)
- Lehr Pz Div: 3-3-10 StG Bde (243)
Turn 6
- A: 4-5-12 JgPz Bn (519), 2-2-10 Brm Bn (217)
- B: 7-5-8 Tgr Bn (506)
- D: 79 VG Div: 3-4-8 Inf Rgt (208, 212, 226), 1-2-8 Pio Bn (179), [6]-1-8 Arty Rgt (179)
Turn 7
- A: [6]-1-8 Arty Bde (403)
- C: 9 Pz Div: 3-3-14 Pz Recon Bn (9), 5-3-12 Pz Bn (I/33), 4-2-12 Pz Bn (II/33), 3-4-12 JgPz Bn (50), 5-5-12 PG Rgt (10), 4-4-12 Inf Rgt (11), 2-2-12 Pz Pio Bn (86), [6]-1-12 Arty Rgt (102)
- D: Lehr Pz Div: 3-4-12 JgPz Bn (559)
Turn 8
- C:
- 3-3-10 Hetz Bn (741)
- 15 PG Div: 4-5-12 Pz Bn (115), 3-4-12 JgPz Bn (33), 3-3-12 Inf Bn(+) (A/104, B/104, A/115, B/115), 2-2-12 Pz Pio Bn (33), [6]-1-12 Arty Rgt (33)
Turn 10
- A: 246 VG Div: 2-2-10 Bicycle Bn (246 Fus), 3-4-8 Inf Rgt (352, 404, 689), 1-2-8 Pio Bn (246), [6]-1-8 Arty Rgt (246)
- C: 167 VG Div: 3-4-8 Inf Rgt (331, 339, 387), 1-2-8 Pio Bn (167), [6]-1-8 Arty Rgt (167)
- D: 1-2-4 MG Bn (44 Fest), [6]-1-12 Arty Bde (410), 9 VG Div: 3-4-8 Inf Rgt (36)
Turn 11
- D: 9 VG Div: 3-4-8 Inf Rgt (57, 116), 1-2-8 Pio Bn (9), [6]-1-8 Arty Rgt (9)
Turn 13
- Remove: 150 Pz Bde: 2-3-12 Inf KG (X, Y, Z), 3-3-10 StG Bde ("394, 667"), [4]-1-8 Werfer Bde (7, 17), [6]-1-12 Arty Bde (410)
- B: [4]-1-8 Werfer Bde (19)
Turn 14
- C: 9 Pz Div: 6-4-10 Fkl Bn (301). Roll one die, it arrives on a 5 or more. Otherwise, it does not.
Terrain Effects Chart
| Terrain Type | MP Cost Leg (White) | MP Cost Mech (Black) | Defender Hex Terrain [1] | Hexside Terrain (per Attacking Stack affected) [2] | Barrage Success Roll |
|---|---|---|---|---|---|
| Open | 2 | 3 | - | - | (3-4) 5-6 |
| Road [2] | 1/2 | 1/2 | - | - | ot |
| Track [2] | 1 | 2 | - | - | ot |
| Traffic Jam hex | DG | DG | - | - | ot |
(The Road, Traffic Jam hex, Occupied Traffic Jam hex, West Wall, Village, Point of Interest, Reinforcement Areas, National Border and Enemy ZOC Bond hex rows show a single value spanning both the Leg and Mech columns in the printed chart.)
- P = Prohibited.
- "-" = No Effect.
- ot = Use Other Terrain in the hex.
- na = Not Allowed.
- (A), B = (A) is the die range that places a Half marker. B is the die range that places a Full marker.
Barrage Rolls: +1 to each roll for each additional unit in the Target Hex. So, three units would require a DRM of +2.
[1] Attack is allowed across/into P Terrain ONLY if the hex or hexside is crossed by a Road or Track.
[2] Overrun is allowed ONLY if the Attacker is following a contiguous Road or Track, regardless of other Terrain involved.
[3] This is from one hex adjacent to an enemy unit to another hex adjacent to the same or different enemy unit. If the hex entered is also a ZOC Bond hex, use only the ZOC Bond MP cost, not both.
[4] Regardless of the number of Friendly Barrage markers in the hex, the cost remains +1 to enter. There is no cost to exit.
Tables Sheets
The separate Tables sheets (ARD2_Tables) reproduce the following.
Combat Results Tables (two dice)
Before determining Odds, the Defending Player must choose to either Hold or Retreat. If Hold is mandated below, he must Hold. Otherwise, he can choose Retreat.
Retreats must conform to these requirements:
- The Defending stack must Retreat 5 hexes.
- Make no CRT roll. The Attack is assumed to have happened.
- The Attacker can then Advance after Combat.
Mandated Holds: A Hold becomes mandatory (and there can be no Retreat before combat) if the Defender is:
- DG.
- Under an enemy Barrage marker.
- In a City hex.
- Contains Leg MA units.
| Roll | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1+ |
|---|---|---|---|---|---|---|---|---|---|---|
| 2 or 3 | A2 | A2 | A2 | A2 | A2 | A2 | A1 | A1 | A1D1 | A1D1 |
| 4 | A2 | A2 | A1 | A1 | A1 | A1 | A1D1 | A1D1 | D1r1 |
Key: A# = Attacker takes # Step Losses. D# = Defender takes # Step Losses. r # = Side designated Retreats # hexes.
Air Supply for Artillery Table (3.7)
Artillery freely removes its DG in the friendly DG Recovery Phase if it can Trace Supply normally OR if it obtains Air Supply. If neither of these is possible, the player must choose one or the other of these actions:
A) Nothing. Let the Artillery unit stay in DG and therefore unable to Barrage. OR B) Roll on the table below for each DG Artillery unit individually.
| Roll | Result |
|---|---|
| 1 | Remove the Artillery unit. |
| 2-3 | Both the unit and DG stay. |
| 4-6 | Remove the DG. |
DG Effects (3.4)
| Attack | Defend | Move |
|---|---|---|
| 1/2 | 1/2 | 1/2 |
Important: DG units CANNOT: Overrun. Exploit (if a unit becomes DG during the Exploitation Phase, it ceases to be Exploit Capable at that moment and no longer functions in the current Phase). Barrage.
Units become DG when they: End any Phase Overstacked. End any Phase violating Divisional Integrity. End a friendly Supply Phase (only) Out of Supply. Enter or start a phase within any active Traffic Jam hex. (3.1) Are Artillery and they: Bug Out, Retreat, or Barrage when unable to Trace Supply.
Barrage Marker Effects (3.5)
| Enemy Full markers | Attack | Defend | Move* |
|---|---|---|---|
| Only 1 | 1/2 | 1/2 | +2 MPs |
| 2 or more | 1/4 | 1/4 | +4 MPs |
| Friendly Full markers | Attack | Defend | Move |
|---|---|---|---|
| Any | - | - | +1 MP |
"-" = No Effect
* "Move" cost is added to Entering or Exiting an enemy Full marker hex. If the unit does both, pay twice. (See also 3.5 Blue-on-Blue.)
Important: Units which start within an enemy Full marker hex or enter one when moving cannot Overrun or Exploit for the rest of that Phase. (See also 3.3.) However, friendly Barrage markers only add the +1 MP cost for entry alone, and do not affect Overrun or Exploit abilities. (3.5, Blue-on-Blue.)
Artillery units in an enemy Barrage marker's hex CAN Barrage but apply -1 DRM for each enemy Barrage marker in their hex. There is no effect for friendly Barrage markers in their hex.
Half Reconciliation Table
| Roll | Result |
|---|---|
| 1-3 | Remove the Half marker. |
| 4-6 | Replace the Half marker with one Full marker. |
Note: the Air Strike Table, Bridge Blowing Table and vdH Success Table referenced in the rules are not printed in the rules booklet or Tables sheets available to this transcription, and are therefore not reproduced here.
Official Errata
The following is transcribed from MMP's official errata sheet for Ardennes II (ARD2_Errata, dated 16 Dec 24). It is not merged into the rules text above.
Stock Number: The rules state the stock number is 5-23 it should be 5-25 as stated on the box. The order between 5-24 and 5-25 were switched in development, but the numbers remained as they were.
Rules, Map, and Tables:
- On the Bridge Blowing Table, ignore the +1 for having a German unit adjacent to the Bridge. This is not possible as the governing rule doesn't allow any German unit to be in such a location and allowing the Bridge to be blown.
- The track in B1.11 should connect with the road in A40.10, not matter which map is placed on top.
- The occasional mentioned "Barrage & DG Marker Removal Phase" in the Pre-Turn should be only a DG Marker Removal Phase. Effectively, this means the US Barrages on the map at the start of a turn get removed at the beginning of the German Player Turn and not in the Pre-Turn.
- All mentions of a Barrage Marker Removal Phase (one in each Player turn) apply to both players and all Barrage markers.
Counters:
- Any actual counter errata will be listed below when any is found. In the mean time, all cases where the scenario or OOA lists a digit different from the counter, the counter is correct (and you should use the 6-8-6 on the counter rather than the 6-8-8 listed in the scenario/OOA. Also, be sure to check the unit's ID as in the short period of time of the battle, there aren't multiple upgrades of the same Panzer unit or some such with different values.
Scenarios:
All Scenarios: Units setting up in a Traffic Jam hex which are not marked DG are given an blanket exception and are not marked DG.
In Scenario 7.1:
- B40.27: 6-4-12 SS Pz Bn (I/12), 3-3-12 SS PG Bn (III/26) should be in B40.47.
- B35.30: 12 VG 2-2-10 Bicycle Bn (12 Fus) should be in B35.40.
In Scenario 7.2:
- The set ups refer back to "6.1," this should be back to 7.1.
- Note that the 1-3-16 Inf Bn (99) and 2-3-14 Mech Bn (526) "set up" out of the play area; they are reinforcements.
In Scenario 7.3:
- B40.27: 6-4-12 SS Pz Bn (I/12) should be in B34.45.
- B32.40: 2-2-10 Bicycle Bn (12 Fus), 4-5-8 Inf Rgt (48) should be 1-2-8 Pio Bn (12), 4-5-8 Inf Rgt (48)
- B31.40: 4-5-8 Inf Rgt (27), 1-2-8 Pio Bn (12) should be 4-5-8 Inf Rgrt (27), 2-2-10 Bicycle Bn (12 Fus)
- B31.39: 3-3-12 SS PG Bn (III/2) should be B31.38.
- B31.38: 2-3-8 LW FJ Bn(+) (A/9) should apply a Step Loss and move to B31.37 with A/5 FJ Bn.
- German units setting up in a Traffic Hex set up with a DG marker
- Ignore the US Turn 4 reinforcements arriving at N. All other reinforcements arrive as listed.
In Scenario 7.4:
- B23.37: 3-3-10 Hetz KG (Renn) should be in B24.37.
- B22.38: [9]-1-16 Arty Grp (174) should be in B20.34.
In Scenario 7.6:
- For simplicity, the Victory Conditions can be read allowing the German player to includin all VP hexes he controls at the end of play, including the two he starts with in the set up, but to win he must control 6 VP hexes at the end of play.
- US Reinforcements entering from A40.25 should enter via A40.26 instread.
- A39.32: 3-3-12 SS PG Bn (III/4), 4-4-12 SS Inf Rgt(-) (4) should be in A40.33.
Order of Arrival: The second entry for the German OOA lists it as "Turn 6," it should be Turn 3.
Designer's Notes
The booklet closes with a multi-page Designer's Notes essay (Dean Essig) discussing the history of the first edition, ZOC Bonds, Barrages, combat and overruns, and artillery. It contains design commentary rather than rules and is not transcribed here.