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Bastogne: Crossroads of Death

Bastogne: Crossroads of Death Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Game Components
    • 2.1 Counters
    • 2.2 Map
    • 2.3 Scale
  • 3. Sequence of Play
  • 4. Zone of Control
  • 5. Movement
  • 6. Combat
    • 6.1 Terrain Effects
    • 6.2 Ranged Combat
    • 6.3 Combined Arms
    • 6.4 Air Support
    • 6.5 Combat Results
    • 6.6 Retreats
  • 7. Special Rules
    • 7.1 Supply Dump
    • 7.2 Airborne Units
  • 8. Game Set Up
    • 8.1 Reinforcements
    • 8.2 Victory Conditions
    • 8.3 Scenario I. Breakthrough
    • 8.4 Scenario II. Relief of Bastogne
    • 8.5 Scenario III. Campaign Game
    • 8.6 Airborne Variant

1. Introduction

Bastogne is a simulation game depicting the fighting in the Bastogne area during the Battle of the Bulge in December, 1944 and January 1945. If the German army succeeded in occupying Bastogne, they would have seized a supply center and an important road junction which would have enabled them to advance to the west more easily.

2. Game Components

Bastogne includes a rules booklet with charts and tables card, a map, and 100 game counters. If any components are defective, please return them for prompt replacement. You will also need a six-sided die.

2.1 Counters

The counters represent the actual military units that took part in this battle. The US player controls the US units and the German player controls the German units. US units are green; German units are gray. The diagram below explains the information on the counters.

Sample Units

[Diagram labels on the sample basic unit: Unit Type; Unit Size; Battalion ID; Division ID; Combat Strength; Movement Allowance.]

Artillery Unit

[Diagram label on the sample artillery unit: Range Allowance.] All other symbols on the artillery unit are the same as those on the basic unit.

  • Unit type. Represents the kind of unit the counter represents.
  • Combat Strength. Measures a unit's value in battle; higher numbers are stronger.
  • Movement Allowance. Determines how far a unit may move in a game turn.
  • Range Allowance. The distance in hexes over which the unit may project its combat strength.
  • Unit Size and Identification. Are included for historical interest.

Unit Type

  • Infantry
  • Mechanized
  • Armored
  • Airborne
  • S.P Artillery
  • Airborne engineer
  • Artillery
  • Armored Recon
  • Tank destroyer
  • Glider infantry

Symbol Summary

  • II = Battalion
  • X = Brigade

2.2 Map

The map is divided into hexagons (called hexes) which define the units' positions like squares on a chessboard. The map also shows important terrain like rivers, forests, towns, roads, and other objectives. The Terrain Effects Chart more fully explains each type of terrain.

2.3 Scale

Bastogne is played in scenarios, each of which is a separate game in itself. Each scenario is played in turns, each of which represents approximately one day of actual time. Each hex is approximately 2 kilometers across. Units represent battalions, regiments, and brigades.

3. Sequence of Play

Each turn is divided into a German player turn and a US player turn. Each player turn is divided into phases, each of which must be played in the exact order given. All actions in one phase must be completed before another may begin.

German Player Turn

  1. Reinforcement Phase — The phasing player brings units designated to appear as reinforcements onto the map at locations specified in the reinforcement schedule.

  2. Armored Movement Phase — All phasing armored and mechanized units may move.

  3. Combat Phase — All phasing units may attack.

  4. Movement Phase — All phasing units, including armored and mechanized units which moved in Phase 2, may move.

US Player Turn

5-8) The US player executes phases 1-4 as in the German Player Turn with the US units.

At the end of the last game turn, play stops and both players refer to the victory conditions to determine a winner for the game.

4. Zone of Control

Each unit has a zone of control which consists of the six hexes surrounding it (see Diagram 3), including hexes occupied by enemy units. Enemy zones of control have important effects on movement, combat, retreat, and reinforcements.

[Diagram 3: a unit's zone of control is the six hexes surrounding it.]

  • Movement — A unit entering an enemy zone of control must immediately end its movement phase.
  • Combat — Units cannot end their retreat in an enemy zone of control. If forced to do so, they are immediately eliminated.
  • Retreat — Units required to retreat as a result of combat may not enter zones of control, but for purposes of retreat only the presence of a friendly unit in a hex negates the effect of enemy zone of control in that hex.
  • Reinforcements — Units may not enter play in an enemy zone of control. See the Rule on Reinforcements for further information.

5. Movement

Units are moved only during the movement phases of each turn. Movement works basically the same way in each phase. Each unit has a movement allowance, composed of Movement Points. Units spend Movement Points for each hex they move into, depending on the kind of terrain in the hex. In a phase, the player moves some, all, or none of his units which qualify (only armored and mechanized units may move in the Armored Movement Phase). Units are moved one at a time, in any direction, or combination of directions.

  • Road Movement — Units may use road movement for any portion of their movement. Units moving along roads move at a special rate as long as they move from one road hex to another. Units using road movement ignore the movement costs for other types of terrain in the road hex. Units may move on to and off of road hexes at any time during their movement. See the Terrain Effects Chart for further information.
  • Restrictions — A unit can never enter a hex containing an enemy unit. If a unit doesn't have enough movement points remaining in its Movement Allowance to enter the next hex, then it may not move any further in the current phase. A unit can enter a hex containing a friendly unit, but there can only be one unit in the hex at the end of the current movement phase.
  • Zone of Control — A unit which enters an enemy zone of control must immediately end its movement for the phase.

6. Combat

In each player's combat phase, his units may attack adjacent enemy units. Attacking is always voluntary. Artillery units may project their combat strength over an intervening number of hexes to attack non-adjacent enemy units. First, the attacking player announces all of his battles: which units will attack and which enemy units are the object of the attack. A battle is an attack on one enemy unit by any or all of the attacking player's units which are adjacent to that unit plus any participating friendly artillery units and/or air support. A single unit may attack only once per turn, and a single enemy unit may be attacked only once per turn. Once battles have been announced, they may not be changed.

Battles are resolved one at a time in any order that the attacking player desires using the following procedure:

  1. Total the combat strengths of all attacking units and add the combat strengths of any participating friendly artillery units and air support points.

  2. Modify the combat strength of the defending unit according to the terrain in the hex that it is currently occupying.

  3. Divide the total modified combat strength of the attacking units by the modified combat strength of the defending unit, dropping all fractions, to get an odds level given on the Combat Results Table. For example, a strength of 16 attacking a strength of 4 is 4-1, while 15 attacking 4 is only 3-1.

  4. Modify the odds per Rule 6.3 Combined Arms.

  5. Roll one die and consult the Combat Results Table; cross-index the number rolled with the appropriate odds column and determine the result.

  6. Apply the results immediately.

  7. If the defending unit is no longer in the hex (eliminated or forced to retreat), one of the attacking non-artillery units may advance into the vacated hex.

  8. Proceed to the next battle.

When all battles are concluded, the combat phase is over.

Maximum and Minimum Odds — No attacks may take place at less than 1-1 odds. Attacks taking place at greater than 6-1 odds are treated as 6-1.

6.1 Terrain Effects

Terrain affects combat by modifying the defender's defense strength. Refer to the Terrain Effects Chart for the exact effect of each kind of terrain on combat.

6.2 Ranged Combat

Ranged combat is conducted by artillery units against non-adjacent enemy units. When ranged combat takes place, the attacking artillery unit(s) adds combat strength to the attacking friendly units adjacent to the target unit, or they may attack independently. The enemy unit must be adjacent to a friendly unit and must be within range of the attacking artillery unit(s). There is no defensive artillery fire.

The range allowance of each artillery unit is printed on the unit. Ranges are always calculated from the hex adjacent to the firing unit and include the hex occupied by the target unit.

Units conducting ranged combat may fire over intervening hexes containing friendly units.

Artillery units may not conduct ranged combat when there is an enemy unit in a hex adjacent to them. The adjacent enemy unit must always be attacked and driven back or eliminated before ranged combat may be begun or resumed. Attacking remains voluntary.

Artillery units may move and fire in the same turn.

Artillery units always defend against all kinds of attacks with a combat strength of one. German self-propelled artillery defend with a value of two, and US self-propelled artillery defend with a value of three. These defense values are not printed on the unit counters.

6.3 Combined Arms

Whenever friendly armor and infantry units both participate in the same attack, the odds used to resolve the attack are raised by one. In this way, a 1-1 attack may be resolved at 2-1 odds when friendly armor units are participating.

6.4 Air Support

During the course of the game the US player may receive air support points representing attacks made by friendly aircraft. Air support points are added to the combat strengths of the attacking units. The air support points must be used in attacks made in conjunction with friendly ground units and may be made anywhere on the map. The number of air support points used in any single attack may not be greater than the number of ground combat strength points participating in the attack. Always add air support points before modifying the odds for combined arms. See 8.4 Scenario II.

6.5 Combat Results

Several different combat results are possible:

  • AR# Attacker Retreat. All attacking units retreat the indicated number of hexes. Non-adjacent artillery units are not affected.
  • NE No Effect.
  • EX Exchange. All defending units are eliminated, and attacking units whose combat strengths are equal to or greater than the modified combat strengths of the eliminated units are also eliminated. Non-adjacent artillery units and air support points are not affected by an Exchange.
  • DR# Defender Retreat. All defending units retreat the indicated number of hexes.
  • DE Defender Eliminated. All defending units are eliminated.

6.6 Retreats

Units forced to retreat as a result of combat must be moved away from their former combat position by the defending player. The retreating unit must move the indicated number of hexes away, ignoring terrain costs, and may not enter an enemy zone of control while doing so. For purposes of retreat only, the presence of a friendly unit in a hex negates enemy zone of control in that hex. If forced to move into an enemy zone of control, the retreating unit is eliminated immediately. Units may retreat through hexes occupied by friendly units but may not end their movement in a hex occupied by a friendly unit. If a unit is unable to meet these conditions, it is eliminated. If a unit has no other retreat route but off the map, it is removed from the map and may not return, but it is not counted as destroyed for victory points.

Non-adjacent artillery units are not affected by Retreat results.

7. Special Rules

7.1 Supply Dump

At the beginning of play, the US player places the Supply Dump marker on the hex marked with an "S". This represents a concentration of US fuel, ammunition, and other supplies. If a German unit passes through this hex, the supply dump is considered to be captured and the German player gains one victory point.

In addition, all German mechanized and armored units which pass through this hex gain two additional movement points for use on the following game turn. Once these

movement points have been used, the German unit reverts to its indicated movement allowance for the remainder of the game. This bonus may be taken only once for each unit during a game.

If the US player regains control of the hex, the supply dump is considered destroyed and the marker is removed; no further victory point or movement point benefits may then accrue to the German player.

7.2 Airborne Units

In this game, all airborne units are treated as regular infantry units. No airborne units from either side may conduct air drops.

EXCEPTION: the German Von Der Heydte parachute unit may be used as an optional unit. This unit is not used in the regular game but may be used in variant games. This is the only unit which may participate in an airborne operation. Once it enters the game via a parachute drop, it functions as a regular infantry unit for the remainder of the game.

8. Game Set Up

8.1 Reinforcements

During the course of the game both players receive additional units as reinforcements. These units appear during each player's reinforcement phase at a location specified in the reinforcement schedule.

Units designated as reinforcements may never appear in hexes occupied by enemy units or their zones of control. A unit unable to appear in its designated location because of enemy units or their zones of control may appear in the nearest map-edge hex to its designated location not in an enemy zone of control.

Master Reinforcement Schedule

This reinforcement schedule is intended for use with all scenarios in this game. Players may only use those reinforcements designated to enter play on turns included in the scenario currently in play.

EXAMPLE: Reinforcements from Turn 8 may not be used in Scenario I since it is only 7 turns long.

Units designated "130" belong to the German Panzer Lehr Division and are specifically designated for victory determination purposes. They have a white unit-type box as an aid in identifying them.

German Reinforcements

Turn 1

  • Anywhere on map: Von Der Heydte 1-4 airborne (NOTE: for variant game only)
  • Anywhere between entry hexes A and B:
    • 2 x 5-4 armored — I, II/3
    • 2 x 5-4 mechanized — I, II/902
    • 1 x 3-4 recon — 2
    • 2 x 5-4 mechanized — I, II/2

Turn 2

  • Anywhere on map between entry hexes A and B:
    • 1 x 3-4 recon — 146
    • 6 x 3-4 infantry — I, II, III/39; I, II, III/77
    • 1 x 5-4 mechanized — III/2
    • 1 x 4-4 mechanized — III/902
    • 1 x 3-4 recon — 130
    • 1 x 4-3 mechanized — I/13
    • 1 x 4-4 armor — I/130

Turn 4

  • Anywhere between entry hexes A and B:
    • 1 x 3-9-4 artillery — 26
    • 1 x 3-6-4 artillery — 26
    • 1 x 3-9-3 sp artillery — 130
    • 1 x 3-6-3 sp artillery — 130
    • 2 x 5-4 mechanized — I, II/130
    • 3 x 3-4 infantry — I, II, III/78

Turn 7

  • Anywhere on map south of entry hex B:
    • 1 x 3-9-4 artillery — 5
    • 1 x 3-6-4 artillery — 5
    • 2 x 3-3 mechanized — I, II/14
    • 4 x 3-4 airborne — II, III/13; I, II/15

Turn 9

  • Anywhere between entry hexes A and B:
    • 1 x 6-3 armored — 11
    • 1 x 3-4 recon — 115
    • 1 x 3-9-3 sp artillery — 2
    • 1 x 3-6-3 sp artillery — 2

Turn 10

  • Anywhere on map between entry hexes A and B:
    • 1 x 3-4 armored — 115

Turn 12

  • Anywhere on map north of entry hex A:
    • 3 x 4-4 mechanized — I, II, III/104

Turn 16

  • Anywhere on map north of entry hex B:
    • 3 x 4-4 mechanized — I, II, III/115
    • 1 x 3-9-4 artillery — 15
    • 1 x 3-6-4 artillery — 15

US Reinforcements

Turn 2

  • Anywhere on the west map edge:
    • 6 x 3-4 airborne — I, II/501; I, II/502; I, II/506
    • 4 x 3-4 glider infantry — I/401; I, II, III/327
    • 1 x 1-6-4 artillery — 101
    • 1 x 3-4 para engineer — 326

Turn 3

  • Anywhere on west or south map edge:
    • 1 x 4-4 tank destroyer — 704
    • 2 x 3-9-4 artillery

Turn 9

  • Any hex on the south map edge:
    • 1 x 4-4 tank destroyer — 704
    • 3 x 4-4 mechanized — 10, 51, 53
    • 3 x 5-4 armored — 8, 35, 37
    • 1 x 2-4 recon — 25
    • 3 x 2-6-3 sp artillery — from 4th div
    • 2 x 3-9-4 artillery

Turn 14

  • Any hex on the south map edge:
    • 2 x 3-4 infantry — I, III/317

Turn 16

  • Anywhere on the west map edge:
    • 1 x 2-4 recon

Turn 17

  • Anywhere on the south map edge:
    • 7 x 3-4 infantry — I, II, III/318; I, II, III/319; II/317
    • 1 x 4-4 armored — 702

8.2 Victory Conditions

At the conclusion of the last game turn in each scenario, all play stops and both players refer to the victory conditions to determine a winner for the scenario. The victory conditions for each scenario differ, and players should refer to the scenario instructions for further information.

8.3 Scenario I. Breakthrough

This scenario simulates the early portion of the campaign dealing with the initial German attempts to seize Bastogne from December 18 to 21, 1944.

Scenario Length: 7 turns (1-7)

German Initial Forces: None. All initial forces consist of Turn 1 reinforcements.

US Initial Forces:

Anywhere on map not in the two eastern-most hex rows:

  • 1 x 4-4 armored — 14
  • 1 x 4-4 mechanized — 27
  • 1 x 5-4 armored — 3
  • 2 x 2-6-3 sp artillery — 9, 10

Within a two-hex radius of Bastogne:

  • 1 x 4-4 armored — 21
  • 1 x 4-4 mechanized — 20
  • 1 x 2-4 recon — 89
  • 1 x 2-6-3 artillery — 28

Reinforcements:

  • German: Reinforcements from Turns 1, 2, 4, and 7
  • US: Reinforcements from Turns 2 and 3

Victory Conditions:

Victory points are awarded to each player according to the following schedule:

  • 2 VP to the German player for each German Panzer Lehr unit exited from the west map edge.
  • 10 VP to the German player if his units were the last to pass through the starred hex of Bastogne at the end of the game.
  • 1 VP to the German player for each enemy unit eliminated.
  • 1 VP to the German player for each German unit to pass through the undestroyed Supply Dump.
  • 12 VP to the US player if his units were the last to pass through the starred hex of Bastogne at the end of the game.
  • 6 VP to the US player if the US side holds the unstarred hex of Bastogne at the end of the game.
  • 3 VP to the US player for each Panzer Lehr unit that fails to exit the west map edge by the end of the game.
  • 1 VP to the US player for each enemy unit eliminated.

Players must maintain a total of their victory points on a separate piece of scratch paper. The player having the largest total at the end of the game is the winner.

8.4 Scenario II. Relief of Bastogne

This scenario simulates the attack by Patton's Third Army to link up with US units in Bastogne.

Scenario Length: 9 turns (9-17)

German Initial Forces:

Anywhere on the map two hexes north of the south map edge:

  • 4 x 3-4 airborne
  • 2 x 3-3 mechanized
  • 1 x 3-9-3 sp artillery
  • 1 x 3-6-3 sp artillery
  • 1 x 4-3 mechanized

US Initial Forces:

Within a 4-hex radius of Bastogne:

  • 6 x 3-4 airborne
  • 1 x 1-6-4 artillery
  • 1 x 4-4 armored
  • 1 x 4-4 mechanized
  • 1 x 2-6-3 sp artillery

Reinforcements:

  • German: Reinforcements from Turns 9, 10, 12, and 16
  • US: Reinforcements from Turns 9, 14, and 16

Special Rules:

  1. The US forces deployed near Bastogne may not move outside of the US Bastogne position line for the duration of the scenario but may attack any German units moving adjacent to them.

  2. On Turns 10 to 17 the US player gets five air support points per turn. Air support points may not be accumulated from turn to turn. If they are not used in the turn they are received, they are lost [See Rule 6.4].

Victory Conditions:

In addition to meeting the Victory Conditions of Scenario I, the US player must establish a line of road hexes free of enemy units or their zones of control running from the south map edge to Bastogne.

The German player does not get points for exiting units.

If the US player cannot meet this additional victory condition, then the best he can do is a draw game — he cannot win without opening a road to Bastogne.

8.5 Scenario III. Campaign Game

This scenario depicts the fighting in the Bastogne area.

Scenario Length: 18 turns (1-18)

German Initial Forces: As in Scenario I

US Initial Forces: As in Scenario I

Reinforcements: Use reinforcements for both sides as given in the Master Reinforcement Schedule.

Special Rule:

Beginning on Turn 10, the US player receives air support points as in Scenario II (5 per turn).

Victory Conditions:

As in Scenario I, except that the German player must exit the German Panzer Lehr units of the west map edge before the end of Turn 10. The German player receives no Victory Points for Panzer Lehr units exited after Turn 10.

8.6 Airborne Variant

(This should only be used if the German player can name the winner of the 1939 World Series.)

This variant is designed for use with either the Breakthrough or Campaign scenarios. This variant is played exactly like the regular scenarios mentioned above except that the German player may conduct an airborne operation using the Von Der Heydte parachute unit. No other airborne units in the game may be used in airborne operations (see Rule 7.2 Airborne Units).

The German parachute unit enters play during the German reinforcement phase of the Game Turn One before any other German units have entered play. The unit enters as follows:

  1. The German player selects a hex to use as a drop zone. It may not be a town or rough terrain hex; it may not be in a US zone of control. (Transcriber note: the printed text reads "it may not by in"; "be" is read.)

  2. The German player rolls one die; if the result is odd, the German parachute landing fails and the airborne unit is eliminated immediately. If the number is even, the landing succeeds and the German player places the unit on the map in its designated landing zone. (Transcriber note: the printed text reads "in it s designated landing zone"; "its" is read.)

  3. The German player rolls a die and consults the scatter diagram printed on the arrow indicating north on the map. Each number corresponds to a direction that the unit could scatter in. If the number rolled is even, no scatter occurs and the unit stays in the hex; if the number is odd, scatter occurs. When scatter occurs, the German player will move the unit in the direction corresponding to the number rolled.

  4. The German player then rolls a die and moves the unit that number of hexes in the direction already determined above. If a unit scatters off map, it is placed back on the map in the hex nearest the landing zone on the edge of the map from which it left.

  5. Once the German airborne unit has landed, it functions as a regular infantry unit for the remainder of the game.

  6. After the German player has finished with the airborne landing procedure, the remaining German units designated to enter play may enter in the normal manner.