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Arnhem 1944

Arnhem 1944 Rulebook

Table of Contents

Table of Contents

  • 0 Introduction
    • 0.1 Game scale
    • 0.2 Terrain
  • 1 Units and organisation
    • 1.1 Units
    • 1.2 Unit reduction
    • 1.3 HQs
    • 1.4 Artillery
    • 1.5 Organisation
  • 2 Sequence of play
    • 2.1 Sequence of play
    • 2.2 Turn end
  • 3 Activation
    • 3.1 Introduction
    • 3.2 Formation activation
    • 3.3 General activation
    • 3.4 Activation mechanism
  • 4 Zones of Control (ZdC)
    • 4.1 Introduction
    • 4.2 Properties of ZdC
    • 4.3 ZdC and combat
  • 5 Stacking
  • 6 Movement
    • 6.1 Introduction
    • 6.2 Operations as a function of movement
    • 6.3 Terrain effects
  • 7 Combat
    • 7.1 Types of attack
    • 7.2 Overall
    • 7.3 Modifiers
    • 7.4 Combat resolution
    • 7.5 Combat results
    • 7.6 Retreat and advance after combat
  • 8 Artillery
    • 8.1 Bombardment
    • 8.2 Support fire
    • 8.3 Artillery on defense
    • 8.4 Restrictions
  • 9 Command
    • 9.1 Command range
    • 9.2 Effects
  • 10 Supply
    • 10.1 Determination of supply status
    • 10.2 Effects
  • 11 Defence works
    • 11.1 Introduction
    • 11.2 Effects
  • 12 Bridges and ferries
    • 12.1 Use
    • 12.2 Blowing bridges
  • 13 Aviation
  • 14 Weather
    • 14.1 Introduction
    • 14.2 Weather determination
    • 14.3 Weather effects
  • 15 Reinforcements
    • 15.1 German reinforcements
    • 15.2 Airborne allied units
    • 15.3 Allied land reinforcements
  • 16 Victory conditions
  • 17
  • 18 Special rules
    • 18.1 Simple sequence of play
  • Errata
    • 10.1
    • 11.1
    • 13
    • 17.2
    • 7.5 Morale check (optional)

0 Introduction

0.1 Game scale

One game turn is equivalent to 24 hours, and one hexagon to 1000 metres. The counters represent battalions, Kampfgruppe, companies and HQs (which have additional rules).

0.2 Terrain

The map represents the area between Nimegen and Arnhem. A hex grid is used to regulate combat and movement, in conjunction with the Terrain Effects Table (TEC) and the Combat Results Table (CRT).

1 Units and organisation

1.1 Units

Each unit has the following ratings:

  • combat value (CF)
  • armour or antitank rating
  • combat steps
  • movement points (MP)

Units are grouped in formations, indicated by a colour code on the counters for convenience.

1.2 Unit reduction

Some units have more than one combat step. This is indicated on the counter. Units with more than 2 steps have 2 counters - only one is in play at a given time.

1.3 HQs

The HQ counters represent the formation OC. Otherwise they have the same information as other units.

1.4 Artillery

Artillery counters have the following ratings:

  • bombardment value (BR)
  • defense factor (DF)
  • range (in hexes)
  • movement points (MP)

Artillery units only have one combat step - the other side of the counter is used when it has used its BR for that turn.

1.5 Organisation

Each formation has an HQ (EM) and a number of units which are attached to it. They are colour coded.

During the game turn, the active player may activate units in two ways: activate up to six units of the same formation, that are in command range of their EM, or activate any three units (whether in command or not, or of the same formation).

The different formations are:

German player:

  • 9th SS Panzer Div
  • 10th SS Panzer Div
  • KG von Tettau

Allied player:

  • 1st Airborne Div
  • 82nd Airborne
  • Polish Brigade
  • 43rd Wessex
  • Guards Armoured Div

2 Sequence of play

Arnhem 1944 has 10 turns, each of which has several phases.

2.1 Sequence of play

  1. Weather phase. Throw 1d6 and check the weather table (if option is in play).
  2. Airborne reinforcements. If the weather allows, the Allies may parachute in airborne reinforcements.
  3. Resupply and command phase. The two players check lines of supply and command for all their units.
  4. Determine initiative. Both players throw 1d6 to determine the initiative for the turn, the German player winning it if scores are equal. The Allied player has it on turn 1 automatically.
  5. Operations phase. First player activation: activate 6 units of the same formation that are in command, or ANY three units. Units may move, place defensive positions and/or undertake combat. The second player then repeats this segment with units of his choice. The players continue to alternate the activation of their units until:
    • there are no more units to activate
    • the players pass one after the other
    • the turn finishes (2.2)
  6. Administrative phase.
    • remove all 'Activated' markers
    • advance the turn marker one day

2.2 Turn end

The game turn ends when one of the following occurs:

  • both players pass (do not activate any units) one after the other
  • if one player has activated all of his units, the other player continues to activate units. At the end of the second and subsequent such segment the player throws 1d6 - on a 5 or 6, the turn is over.

3 Activation

3.1 Introduction

In order to move and fight, a unit must be activated. Activation occurs in the activation phase of the owning player, either as part of a formation activation, or a general activation.

Each unit may only be activated once per turn.

A unit may only move or fight during its activation (exception: artillery defensive fire support, 8.2).

After all activity, an 'Activated' marker is placed on the unit at the end of its activation.

3.2 Formation activation

The active player may activate up to six units of the same formation during the operations phase if:

  • the formation EM is not destroyed;
  • the units are in command (9.1)

No matter what type of activation, the player may benefit from artillery support if the artillery unit is in command from the same HQ and if it fulfils the criteria of 8.4.

A player is not obliged to activate six units, like a general activation (3.3).

A HQ does not have to be activated as part of a formation activation, but may be (within the six units allowance). Similarly, a HQ that has been activated does not prevent formation activation.

Note: the source numbers this section "3.1." a second time; it is the formation activation section and is given here as 3.2 for the numbering sequence.

3.3 General activation

A player may use a general activation instead, to activate three units. These units can be from any formation, and do not need to be in command.

Artillery units may also be activated in this way.

Despite this, activated units that are out of command still have their MP divided by 2 (see 9.2).

3.4 Activation mechanism

The activation of units is very flexible, allowing the player any combination of movement and attack.

Order of action. During its activation, a unit may attack and/or move: a unit using normal or prepared assault may not fight more than once per turn (see 7.2). In the case of a mobile assault, the unit may move and fight after its first combat (see 7.2). An activated artillery unit may move, bombard or fire support (see 8.3).

Freedom of combinations. During the activation segment, the player may move all or some units, attack with one or move units, and move other units and undertake combat in any combination within the following rules:

  • entry into an enemy ZdC stops movement, and combat is compulsory before the end of the activation (see 4.3).
  • a unit may not attack more than once per turn (exception: mobile assault).
  • a unit may not stop movement, then resume later in the segment.

4 Zones of Control (ZdC)

4.1 Introduction

Units exert a ZdC into the six adjacent hexes. These have effects on enemy movement and combat.

4.2 Properties of ZdC

  • All combat units and EMs exert a ZdC into the adjacent hexes, except across rivers or canals.
  • A unit that enters an enemy ZdC must cease movement.
  • A unit in an enemy ZdC must spend half of its MPs to leave the ZdC.
  • A unit may not move directly from one enemy ZdC to another.
  • Friendly units negate the presence of enemy ZdC for retreat (7.6), line of command (9.1), and supply (10.1). A friendly ZdC has no effect on an enemy ZdC - they coexist.

4.3 ZdC and combat

Combat is compulsory for a unit that ends its movement in an enemy ZdC during its activation (see 3.4).

Exception: a unit in a town, village or defensive position does not have to attack enemy units exerting a ZdC on them, even if they end their movement there.

A unit that enters an enemy ZdC during advance after combat does not have to undertake combat.

A unit that begins its combat phase adjacent to an enemy in its ZdC does not have to attack that enemy unit.

A unit or stack of units that retreats through a ZdC due to a combat result loses one step per ZdC hex entered.

5 Stacking

The maximum stacking allowed in one hex is six combat steps, consisting of any type of unit.

Stacking limitations apply at the end of the operations phase (or end of the combat phase for the optional rules). During the operations phase friendly units may freely traverse.

Excess steps must be eliminated at the end of the operations phase (player's choice).

Game markers and the engineers of XXX corps do not count towards stacking.

6 Movement

6.1 Introduction

During his activation, a unit may use all or some of its MP, spending points as per the terrain types entered or crossed.

A unit is not forced to spend all its MP, but cannot transfer or save them.

6.2 Operations as a function of movement

In Arnhem 1944, operations undertaken by units require the expenditure of movement points. To engage in combat (7.2) or to prepare defensive positions (11.0) costs a certain number of MP.

6.3 Terrain effects

Terrain effects are summarised on the TEC, and the CRT integrates the effects of terrain on combat.

7 Combat

In Arnhem 1944, combat is a function of movement. Units expend MP to attack adjacent enemy units.

7.1 Types of attack

There are three types of attack for units:

  • Mobile assault. Units spend 1 MP to attack. The attack may not use artillery support or aviation and is resolved on the M column on the CRT. The defender may not use fire support from artillery or air either.
  • Regular (normal) attack. This costs 3 MPs to undertake. The attacker only uses artillery fire support, and is resolved on the N column. The defender may also use artillery support.
  • Prepared attack. The units spend 5 MP to attack. This attack may use aerial and artillery support, and uses column P. The defender can also use aerial and artillery support.

The type of attack affects the available combat results. A table summarises these results on page 38.

If several units attack the same unit, using different attack types, the overall attack type is the one that costs the least number of MP.

7.2 Overall

During their activation, units may move then attack adjacent enemy units.

Combat is resolved between adjacent units, and is compulsory under certain conditions (entry into ZdC, 4.3).

7.3 Modifiers

Modifiers are as follows:

  • Line of supply. A unit out of supply receives a combat penalty of at least one column to the left (see 10).
  • Ratio of armour and antitank ratings of the engaged units. Take the ratio of the sum of the attacking armour and/or antitank attacking and defending factors and give the number of column shifts. The ratio cannot exceed 4:1 or be less than 1:4 (see 7.4). Round to the nearest whole number (e.g. 5:6 is 1:1).
  • If the ratio is 1:1, the side with the most armour rating gets a 1 column bonus.
  • Attacking across a bridge. If all attacking units are across a bridge, the defender receives a one column shift in his favour.

7.4 Combat resolution

Combat is resolved as follows:

  1. The attacker sums the attacking combat factors and artillery support.
  2. The defender sums his factors, after possible modifiers.
  3. Obtain a ratio of attacker to defender, rounding in favour of the attacker.
  4. Obtain the armour/antitank ratio as above, to obtain a column shift (see 7.3).
  5. Apply column modifiers for supply and aviation after getting the final combat ratio.
  6. Consult the CRT, index the combat ratio, the terrain in which the defender is sited and the type of attack, and throw 1d6 to get the final combat result.

7.5 Combat results

The combat results are given as a number that can affect the attacker and defender. This result gives the number of step losses and/or the number of hexes retreated.

The player can decide how to split the result between step losses and hex retreats of all remaining steps. The defender takes his losses, then the attacker.

Results in red indicate that at least one step loss must be taken before retreat. Green results mean that at least two step losses must be taken by the defender before retreat.

The type of attack may also affect the number of step losses that an attacker must take (see attack table).

If antitank or armour units are present on both sides, the first loss must be from an armoured unit.

7.6 Retreat and advance after combat

The retreat of units is always optional, at the choice of the affected player in selecting losses and retreats. A unit or stack that retreats may not enter a hex occupied by the enemy. In cases of split results, the defender applies his combat result first.

Unit retreat has the following priorities:

  • into a hex free of enemy ZdC
  • into terrain with the least MP cost
  • into a hex the furthest from an enemy unit

In the case of retreat of more than one hex, a unit may retreat into an enemy ZdC, at a cost of one step loss per enemy ZdC hex traversed, unless it is occupied by a friendly unit. (Translator's note: the implication is that one can retreat into an enemy ZdC.)

A unit may overstack in retreating, as stacking restrictions apply at the end of the operations phase (see 5).

A unit that retreats into a hex where there is a friendly unit that is yet to be attacked this turn may not add to the defence of that hex, but may be subject to step loss and retreat.

A unit that retreats off the map is eliminated.

Advance. When a unit or stack vacates a hex through retreat or elimination, it leaves a hex path along its retreat. Victorious units which took part in combat may enter the vacated hex, and depending on the type of assault, advance along this path (see attack table).

Advancing units stop movement when they enter an enemy ZdC, first hex excluded.

Advance is not compulsory.

Advancing units may not take a retreat result - any combat result against them must have been taken in step losses. Only the attacker may advance.

8 Artillery

An artillery unit may take part in combat with non-adjacent hexes. Each artillery unit has a range in hexes (target hex included, artillery hex not), over which it may fire.

The BV is used to attack hexes; the defense value is used when defensive fire support is used.

An artillery unit may use each rating once per turn - one attacking fire support when activated, one defensive support if it has not been activated.

Artillery counters have two sides; the reverse is used to indicate that the unit has used its defensive fire.

8.1 Bombardment

One or more artillery units may be activated and bombard a target hex.

The bombardment is not allowed unless the ratio of the BV to the target CF is equal to or greater than the minimum ratio on the CRT. In addition, one unit of the same formation must be adjacent to the target hex.

Units bombarding at distance do not suffer unfavourable results.

8.2 Support fire

Artillery units may participate in regular combat and add their BV or DF to the combat.

Attack support. At the start of the combat, the artillery must be in range or adjacent to the unit under attack, and be active. Add the BV to the CF of the attackers before calculating the ratio.

Artillery does not suffer the effects of combat if firing at range. The range is measured to the unit under attack.

Defensive support. Artillery that has not yet been active and that is not in an enemy ZdC may add defensive fire support to units under attack. That unit must be in range.

Add the DF value to the defender CF before calculating the combat ratio.

Fire support cannot be used for units that are being bombarded.

Again, the artillery do not suffer ill effects unless adjacent.

8.3 Artillery on defense

Artillery uses its DF as its combat factor if attacked.

Note: the Wefer-Abt SS 102 has a DF of 1 if attacked or bombarded.

8.4 Restrictions

Artillery in contact. Artillery in an enemy ZdC has the following penalties:

  • it may not support friendly units with its DF
  • it can be subject to CRT losses

Terrain modifications. If the target hex is a prepared position, wood, or built up, half the BV (round up). There is no effect on the DF.

Divisional integrity. Support may only be given to units of the same division, if the artillery unit has a divisional affiliation. Corps artillery may support all units of that corps.

Exception: XXX corps may support parachute units. Units of KG Falk von Swoboda may support all German units.

9 Command

9.1 Command range

Each EM has a command range of 5 (target included, source not). To be in command a unit must be able to trace a line of hexes over any terrain but not through unnegated ZdC or enemy units.

At the start of each turn, the players check whether units are in command and have supply (10) for all their units. Units that are unsupplied or out of command receive the relevant marker and are affected for the duration of the turn. Remove markers if the situation is restored during the command phase.

9.2 Effects

Units OOC may not be activated in a formation activation, and have their MP halved.

10 Supply

10.1 Determination of supply status

To be in supply, a unit must be able to trace a line of supply (LdR) to:

  • a DZ or a XXX corps EM, if British or Polish paras
  • their own EM, for all units

They may trace a LdR to a DZ or EM of 2 hexes.

In addition, the EM must itself be able to trace a LdR via a continuous road to:

  • north or east board edge for 9th and 10th SS
  • west edge for KG von Tettau
  • hex 0327 for XXX corps and 82nd AB

The distance from EM to road must be 2 hexes or less (an EM may trace a route of 2 hexes or less to a DZ or relevant board edge road hex, to be in supply, without using a road, also).

In all cases, the LdR from unit to EM, from EM to road, DZ etc, and road off to the edge must not contain unnegated enemy ZdC or enemy units. The length of the road LdR is immaterial.

Supply status is checked as per rule 9, at the start of the turn.

10.2 Effects

Place a 'Non revitaille' marker on the unit, and remove those that are not needed at the start of the turn. Half the MP of armour, mechanised or motorised units. All units have a one column penalty on the CRT on attack or defense, and may not commence prepared defenses.

Note: OOC and unsupplied units only halve their MPs.

11 Defence works

11.1 Introduction

A unit may build prepared defensive works (PDP). To do so, expend MP equal to one third of their unmodified total MP (round up).

Each unit that wishes to place PDPs spends the necessary MP. PDPs are not transferable between units. If a stack of units wishes to place a PDP, all units expend the necessary MP.

11.2 Effects

PDP have the following effects:

  • units receive a combat modifier
  • units do not have to attack units exerting a ZdC on them

12 Bridges and ferries

12.1 Use

Bridges and ferries are the only things that allow units to cross the rivers or canal. The MP cost is given on the TEC.

The XXX corps engineer has a unique ability to allow 3 steps of infantry (leg or motorised), each turn, to cross a river or canal. To do so, the unit must move through the engineers, paying one third of their MP if motorised (unmodified), none if leg infantry, then may use the rest of their MP to move once the special move has occurred.

At the moment of crossing, the engineers must be present in one hex or the other.

The engineers are commanded by the two EMs of XXX corps. The unit does not have a CF, and is automatically destroyed if a German unit enters its hex, if it is alone. It does not count against stacking restrictions, may not take step losses in combat, retreats if any unit it is stacked with retreats, and is eliminated if all units stacked with it are eliminated.

12.2 Blowing bridges

The road bridges across the Waal and the Neder may not be destroyed. The railway bridges and the ferries may be destroyed by the Germans, the moment an allied unit enters a hex adjacent to the bridge or ferry. Roll 1d6 - on a 6 the crossing is not destroyed, otherwise the crossing is down.

The German player does not have to have units present to roll.

Only one attempt is allowed, the first time an allied unit moves adjacent. No further attempts are allowed.

13 Aviation

The allied player has a number of air support missions, modified by the weather. Only prepared assaults may benefit from air support, and it is limited to one mission per attack.

The player indicates the target and places the marker. Only units in command may receive air support.

Exception: 1st AB may receive 2 air support missions during the whole game, if the weather allows, without being in command and in support of any attack type except mobile.

14 Weather

14.1 Introduction

Weather has an important role in Operation Market-Garden, affecting air support and para drops.

The allied player may choose historical weather or random.

Throw 1d6 during the weather phase if random weather is selected - historical weather is on the turn track. Weather may be clear, cloudy or overcast.

14.2 Weather determination

Roll 1d6:

  • 1: Clear
  • 2, 3: Cloudy
  • 4, 5: Overcast
  • 6: Same as previous turn

14.3 Weather effects

The weather effects are as follows:

  • Clear - paradrops possible, 3 air support missions available
  • Cloudy - paradrops possible, one air support mission available
  • Overcast - no paradrops, no air support

15 Reinforcements

15.1 German reinforcements

These are listed in the scenario instructions, giving turn and entry zone. The player may delay their entry by one or more turns, and may change their entry zone by one zone for each turn of entry delayed. This option must be used if the zone is allied controlled.

When they enter, they expend normal MPs, and on the turn of entry may use all their MPs even if not in command range. They enter as part of an activation.

15.2 Airborne allied units

The allies have airborne reinforcements: parts of 1st AB and the Polish brigade.

They may arrive in two ways, depending on the chosen scenario:

  • the paradrop may occur on a turn that the weather allows
  • the paradrop occurs historically

Procedure. Use the following procedure to place para reinforcements:

  • place unit within 2 hexes of the DZ, in clear or mixed terrain
  • units may drop in enemy ZdC, and may attack the enemy during its activation but may only use mobile combat

In addition, for the Poles only, the allied player may use an alternative DZ, within these restrictions:

  • the DZ must be placed in a hex free of enemy force, in clear or mixed terrain.

15.3 Allied land reinforcements

Elements of the XXX Corps arrive via hex 0327 as indicated on the scenario details.

Optional rule: move the arrival times forward 1 turn.

16 Victory conditions

The conditions are very simple. If a bridge head of 12 infantry steps remains across the Neder (to the East), holding a bridge or not, the allies have a secondary victory.

If the Arnhem bridge is in Allied hands (both hexes), it is a strategic victory.

Otherwise the Germans win.

17

See scenario instructions for placement. Note that the 82nd AB have no EM - this is intentional.

18 Special rules

18.1 Simple sequence of play

  1. Weather
  2. Reinforcements (air)
  3. Command and supply
  4. Allied movement (expend points for attacks)
  5. Allied attacks
  6. German movement
  7. German attacks
  8. Turn end

You will need markers to indicate the attack types. Otherwise all rules are in operation.

Errata

Translator's note: check this section's translation.

10.1

A unit may trace a LdR via their EM or to their DZ as follows: if it is within 2 hexes of a road and their EM or DZ, that in turn has a LdR of 2 hexes or less to the same road, the unit is supplied, no matter the road length, provided all hexes between unit and road, EM and road, road and edge are free of unnegated ZdC or enemy units.

(Translator's note - I am not sure of the nuances of this section, nor why it was needed.)

German units can trace a supply line in the same fashion to a friendly map edge (north or east) and are also supplied.

Without roads the length of the LdR is 2 hexes max.

During the first turn, all German units are supplied and in command. In addition, all units of both sides are in command and supply on the turn of entry onto the map.

Armour value. Artillery units have an armour value of 1.

11.1

Units in an enemy ZdC may not build PDP.

13

Air support gives a column shift to the right on the CRT for the attacker.

17.2

Kpfgr Moller (9SS) enters on turn 1 via zone D.

Replacement units are in VV 14. That file is not part of this text.

7.5 Morale check (optional)

When a unit receives an unfavourable combat result, it does not divide up the step losses as described before. To substitute a retreat hex with a step loss and remain in place (or advance for the attacker), it must test morale. Throw 2d6 for each retreat hex and score less than the following ratings:

  • SS Panzer units and paras: 8
  • artillery, KpGrp v. Tettau (except SS): 6
  • all others: 7

EM test as other units.

For stacks, use the best morale, but only those units must take at least one of the step losses.

Compulsory step losses are unchanged.