Battle of the Bulge
Battle of the Bulge Rulebook
Table of Contents
Table of Contents
- Preface
- Introduction
- 1. Components
- 2. Optional rules
- 3. Setting up
- 4. Turn sequence
- 5. Zone of Control
- 6. Stacking
- 7. Control
- 8. Weather phase
- 9. Air unit allocation phase
- 10. Air supply drop phase
- 11. German activation phase
- 12. Allied interdiction
- 13. Movement phase
- 14. Combat phase
- 15. Supply phase
- 16. Victory points
- 17. Scenarios
Preface
This is a revamp of the Avalon Hill Game Company 1991 game Battle of the Bulge (Smithsonian edition). All text and graphics is new in this edition. The rules have been rewritten to hopefully be more accessible than the original rules. For example, the optional rules have been integrated into the main text so that it is easier to find them at the relevant time in the flow of the game.
The original game used large counters for divisions and smaller counters for regiments, which is hard to deal with in a Print'n'Play version. Hence, all counters have the same size.
Some illustrations have been added to hopefully clear up the rules, and inconsistencies in the original rules have been resolved, including common questions. The rules are cross-referenced. As rules have been restructured, including the optional rules, the text is more verbose and with some repetitions here and there, but the relevant information should be easier to find.
Corrections made in the official errata has been incorporated. However, the errata available on-line (http://www.grognard.com/errata1/bulge91.txt) is from an OCR scan, and has some problems itself. Most noteworthy is the errata to the 22nd of December German setup. Originally, the Heydte airborne regiment and the 352nd infantry division were placed in hexes I7 and T16, respectively, which is clearly wrong. The correction says to place these in "7T" and "71W", respectively, which is also clearly wrong. Here, the units are placed in T7 and S15, based on a review of historical maps and descriptions.
NATO App6 symbology is used consistently throughout. For example, the original game used an infantry symbol for motorised infantry, which is not the same thing (mechanised infantry generally use Armoured Personnel and Infantry Fighting Vehicles (APV and IFV), which is not what the Allied had in 1944. The infantry units used lorries for transportation and was thus motorised), and fuel depots have been marked fuel supply installations.
Introduction
This game, Battle of the Bulge, simulates the German Ardennes offensive in 1944. This was an effort by the Germans to turn the tides of the war on the western front, by capturing Antwerp and cut off more than half the Allied divisions on the continent. One faction (player) controls the German forces (Heer, or Army, and Waffen Schutzstaffel, or Armed Protection Squadron), while the other faction controls the Allied forces (British and United States of America).
The game can be played in three scenarios: One scenario simulates the initial surprise attack of the Germans up to the 22nd of December, the second scenario simulates the Allied counter-offensive from the 22nd of December until the end of the year, or a scenario that covers the whole battle.
Initially, the objective of the German faction is to gain as much ground as possible, and then later on, when facing the Allied counter offensive to lose as little ground and units as possible. For the Allied faction, losses should be avoided at the start of the battle, and later on as much ground and enemy casualties as possible should be sought.
The game is played in turns which are further subdivided into phases. Once all phases of a turn has been completed, the game moves on to the next turn until the end of the game as stipulated in the scenario notes (see section 17).
1. Components
The game consists of
- A board with a map of parts of Belgium and Germany.
- 42 and 68 counters representing the German and Allied units, respectively, involved in the conflict.
- Three common markers for game dynamics.
- A number of auxiliary markers.
- Two sets of each two Orders of Battle (OOB) charts. These record the starting units and later reinforcements.
- Spreadsheets for recording detachments of regiments.
- These rules.
In addition, each player should have a 10-sided dice to resolve die-rolls.
1.1 The board
The map on the board shows the conflict area, a part of Belgium and Germany. Superimposed on the map are hexagon fields (hexes) meant to capture movement of troops. Each hex is labelled with grid coordinates.
Each hex has an associated terrain, as summarised in Table 1. Natural terrains are
- Clear: Mostly open terrain (fields, roads, small forests).
- Woods: Dense vegetation, such as forests. Manoeuvring in these areas is limited, and therefore provides some cover for defending troops.
- Rough: Regions of hills or higher elevation and limited manoeuvrability. These provide defensive advantages.
- Rivers: Another natural feature of the map are the river hex-sides. These represent major in-land waterways which limits manoeuvrability. Establishing a bridge-head by an attacking force is a major undertaking, and rivers therefore provide additional defensive advantages. Note that the Meuse river is a little thicker than the other rivers. This has no additional meaning in the game, other than if the Limited actions optional rule is in effect (section 14.7).
Non-natural features of the map are
- Towns: These are marked with a circle and the name of the town printed next to it. Attacking a town is a complicated manoeuvre and therefore towns provide a defensive advantage.
- Objective towns: These are marked with a circle with a number in it. These are like regular towns, except they provide victory points to the German faction if captured by that faction. Note that hex A9 is not a city but a German objective.
- Fortifications: These hexes represent the Siegfried Line (or "west wall") built by the Germans. These fortified positions provide the German (and only the German) units with a strong defensive stance.
The edges of the map are marked either with a dark-blue or green-grey border. These denote where each faction may trace lines-of-supply to (section 15). The German faction tracks to the east side of the board (green-grey), while the Allies tracks to the north, west, and south edges of the board (dark-blue).
Also on the board is the turn track. This, together with the game turn counter keeps track of time throughout the game. Above it are a weather track to record the current turns weather, should the optional Weather rule is in use (section 8). Finally, if the optional Air missions rule (section 9) is in use, there are places to allocate air missions at, one set for each faction.
Table 1: Movement and Combat Effects Chart. Defence (DF) and Attack (AF) combat factor modifiers depend on hex occupied by defender. Modifiers are per unit and are cumulative.
MF is given per weather condition (Sunny / Gloomy / Snowy / Wet / Stormy, see section 8). DF and AF modifiers are described in section 14.1. The AF -1 for Woods and Town applies to attacking motorised infantry, armoured, armoured infantry and armoured reconnaissance units; the AF -1 for River applies to any attacking ground unit.
| Terrain | MF: Sunny | Gloomy | Snowy | Wet | Stormy | DF | AF |
|---|---|---|---|---|---|---|---|
| Clear | 1 | 1 | 1 | 1 | 1 | - | - |
| Woods | 1 | 1 | 1 | 2 | 2 | +1 | -1 for motorised, armoured and recon attackers (see 14.1) |
| Rough | 1 | 1 | 2 | 2 | 2 | +1 |
Player-aid summary of the table notes: '-' means MF cost as for other terrain; River crossing is an additional MF cost nullified by road; continued movement along a road does not apply in enemy ZOC; the +3 DF for Fortified is for German defenders only; Enemy ZOC applies to both entering and exiting.
Notes (from the table): An entry of "-" for MF means MF cost is as for other terrain in the hex. River crossing costs +1 MF in addition to other terrain cost. Note that a road crossing nullifies this additional cost. The reduced cost of moving along a road only applies if the hex-side moved over is perforated by the road. During Stormy weather, road movement is not possible, and the cost to enter a hex is determined by the other terrain of the hex. DF modifier for Fortified is for German defenders only. Entering or leaving an enemy ZOC costs +1 MF in addition to the terrain cost. To detach or reattach one or more regiments, a division must spend 1 MF. If the Supply optional rule is in use, then this cost does not apply if the enemy unit is OOS (section 15).
1.2 The units
The vast majority of counters in the game represent various units, and most of these are ground units, identified by a rectangular frame on the counters. Other counters represent aerial units, identified by a curved frame, and supply depots with a rectangular frame and box on top.
The counters are colour coded according to the nationality or command structure to which they belong. The Allied colours are
- Combined Allied (blue). These are units that are utilised by all Allied nations.
- British (tan). Units from Great Britain and the Commonwealth.
- United States of America (US) (olive green). Units from the United States of America.
The German unit colours are
- German Heer (army) and attached Luftwaffe (air force) units (grey).
- German Waffen Schutzstaffel (armed protective corps) (black).
1.2.1 Ground units
Figure 1 shows the elements of ground units (Turn, Set up, CF, MF, Echelon, Identifier, Type). The top row shows the full-strength (face-up) side of some counters, while the bottom shows the reduced-strength (face-down) side.
- Turn: The turn from which the unit is available. If no turn is printed on the counter, it means that the unit is part of the initial set-up on the 16th of December.
- Set up: This field specifies where on the map the unit appears. This can be a specific hex coordinate (like 'A14'), or a range of columns or rows. For example 'Y6-15' means hex column Y and any row between 6 and 15 (both inclusive). A range like 'E-M1' means hex row 1 and any column between E and M (both inclusive). Finally, the range 'A6-E1' means either column A and rows 1 through 6, or hex row 1 and columns A through E.
- CF: Combat factor. This represents the units fighting ability, both offensive and defensive. The higher the number the stronger the unit. Generally, there is a difference in CF between the full- and reduced-strength sides of a unit (see below). This difference is denoted delta CF, and matters for victory point calculations and for detaching regimental units, if the Detachments optional rule is in use. For example, the United States of America 10th armoured division has 4 CF on its front side, and 2 CF on its back. Thus its delta CF is 2.
- MF: Movement factor. The manoeuvrability of the unit. The larger the number, the more mobility the unit has.
- Echelon: The size of the unit. There are four different sizes of units in the game, representing the hierarchy of the factions.
- Division.
- Brigade. Either a detachment from a larger unit or an independent formation. These are not detachments in the sense of the game mechanics, although the Peiper SS armoured brigade has some of those characteristics (section 6). Rather, these are units that, on their own, had significant consequences for the conflict.
- Regiment. A detachment from a division. Regiments can be detached to form their own formation and thus increase the manoeuvrability of the larger formation.
- Platoon. The 150th SS commando troops that operated independently to cause confusion among the Allied ranks.
The face-up side of a unit shows its full-strength status, while the face-down side shows its reduced-strength status. The reduced-strength side is identified by a lighter background. A unit is flipped to its reduced-strength side as a consequence of a step losses (section 14.4). If a unit is blank on its back-side then it is considered eliminated and is removed from the map.
In the following we will often use a short hand notation to designate units. This short hand consist of the command of the unit (us for United States of America, br for British, de for German, and ss for Waffen Schutzstaffel), the unit identifier, and the unit type (i: infantry, a: armoured, m: motorised, ab airborne, and combinations thereof) and echelon (d: division, bde: brigade, regt: Regiment, and plt: Platoon). For example, the United States of America R regiment, 9th motorised infantry division may be written us r/9 mid.
1.2.2 Air units
These units are only used if the Air missions optional rule is in effect.
Figure 2 shows the elements of air units (Type, Identifier, CF, Set up, Reserves). These are mostly the same as those of ground units explained above and shown in Figure 1, except they have a single CF of +1 and no MF. Air units do not move across the map but are placed either in mission boxes or on top of units to which they provide support.
1.3 Installations
Figure 3 shows the two kinds of installation markers available (a German bridge marker and an Allied fuel depot).
- River crossings: If this optional rule is in force, then the bridge marker is used to indicate that river hex side is passable without rolling for an opposed crossing. These markers are transient and are removed at the end of a factions turn.
- Fuel: The Allied fuel depot marker is only used if the Fuel optional rule is in effect. Note the 'Reserves' factor. This is the number of fuel reserve points the German faction may gain by capturing the fuel depot.
1.4 Markers
There are seven markers in the game, as shown in Figure 4. These are
- Game turn: Use this marker on the turn track on the board to keep track of the time in the game. Flip the counter to the faction which is in turn at any given point (section 4). One face shows the Allied SHAEF (Supreme Headquarters Allied Expeditionary Force) and other the Wehrmacht cross.
- Initiative (optional): Use this marker to keep track of who has the initiative, by flipping it to the appropriate side. Place the marker, if the optional rule is used, on the OOB of the faction that currently holds the initiative.
- Weather (optional): A marker to indicate the current weather conditions in the weather track on the board.
- Step loss: These markers are used to indicate step losses as a consequence of combat (section 14.4). Place this marker below units that suffered a step loss, as described in section 14.4.
- German fuel: Used on the German OOB (section 1.5) to keep track of the German fuel reserves.
- German activation: Markers placed on German ground units that have been activated (section 11) this turn.
- Out-of-supply (OOS): This is used to mark units as out-of-supply (section 15). Place the marker on top of units that are OOS.
1.5 Orders of Battle
There are two sets of Order of Battle (OOB), one for each of the starting times of the three scenarios. Each set consist of an OOB for the Allied and German faction. One set, marked "Dec 16" is used when starting the game on the 16th of December, while the other set marked "Dec 22" is used when starting the game on the 22nd of December.
On the OOBs are printed all the units used in a scenario ordered by turn and location of appearance. The 'At Start' units start the game on the board, while other units become available at later stages.
There are also slots available for prepared positions, air units, detachments, and the initiative marker. Only the faction that starts with the initiative marker has a slot for that counter on the OOB.
For the scenario that start on the 22nd of December, there are also slots for previously eliminated units. This is important when calculating the final victory points of the game.
Finally, the German OOBs has a fuel reserve track. This is used for the German faction to keep track of its available fuel reserves, if the Fuel rule is in use.
1.6 Dice
In addition to the materials provided, at least one, preferably two, 10-sided dice (often referred to as 'd10', or '2d10' for two such dice) are needed. These are used to resolve various situations in the game, such as battles, and, if the optional weather rule is used, to determine the weather in a given turn.
Many available 10-sided dice are numbered from 0 to 9. In that case, a roll of '0' must be read as a '10'. That is, random rolls of a dice takes values from 1 to 10.
2. Optional rules
There are 12 optional rules that the factions may agree to use. The optional rules are, sorted according to main effect,
- Initiative: Allows the faction that holds the initiative to re-roll one combat, after which the initiative passes on to the other faction.
- SS commandos: The German faction may deploy special SS commando (or special forces) units to try to disrupt the enemy ranks.
- Paratroops: The German faction may attempt a single airborne assault behind enemy lines.
- 150th: Skorzeny's unit, the German 150th armoured brigade, disguised as Allied troops which may more easily perform contested river crossings.
- Weather: Variable weather. The weather of a turn is randomly determined and will effect movement and air operations.
- Air missions: Air operations. The factions may try to gain air superiority and provide close air support (CAS) to its ground units. Additionally, the Allied faction may try to suppress enemy units or supply units in need.
- Supply: Out-of-supply (OOS) units are more vulnerable to attacks.
- Fuel: The German faction must spend fuel resources to move or attack with its units.
- Detachments: A face-up division unit may detach, and later reattach, regimental units.
- River crossings: Crossing a river into enemy zone of control, or attacking across a river is not always possible. River hex sides that have been crossed are considered to be temporarily bridged and friendly units may move across these.
- : Both faction may created prepared positions (dig-ins or entrenchments) by a unit performing no other action for a full turn.
There are some inter-dependencies between these optional rules, as show in Table 2.
Table 2: Inter-dependencies of optional rules. Only optional rules that have relations to other optional rules are shown. 'R' means recommended, while 'N' means necessary. For example, the Fuel rule needs Supply, but only recommends SS commandos. Also note that relations are not necessarily reciprocal.
| Chosen optional rule | Relation to other rules |
|---|---|
| SS commandos | Supply (R), Fuel (R), River crossings (R) |
| 150th | River crossings (N) |
| Weather | Air missions (R) |
| Air missions | Weather (N) |
| Supply | Fuel (R) |
| Fuel | SS commandos (R), Supply (N) |
| River crossings | SS commandos (R), 150th (R) |
3. Setting up
The two factions should decide the scenario (section 17), and on the optional rules (section 2) to be used, if any. This may effect how the set-up is done.
Both factions then place all units on their respective OOB, including possibly eliminated units.
- Fuel: If this optional rule is in force then the German faction must place its fuel reserve marker in the slot marked with a circle.
- Air missions: If this optional rule is used, each faction should place its air units in the designated slot.
- Detachments: If used, then place all detachment regimental units in their slots.
- Prepared positions: If this is in effect, place prepared position markers in their slots.
- SS commandos: If this optional rule is in force, place the German SS special forces platoons in their slots. If not, then remove them from the game.
- Initiative: If the Initiative optional rule is in force, place the initiative marker on the OOB that has a slot for it, depending on the selected scenario (section 17).
The German and Allied faction then places the 'At-start' units on the map according to hex printed on the OOB.
Finally, place the 'game turn' marker on the first slot in the turn track on the board, and the 'weather' marker in the 'Wet' box on the weather track. Once this is done, the game starts in earnest.
4. Turn sequence
The game runs over 6, 10, or 16 turns, depending on the scenario chosen. Each turn corresponds to a day, and is sub-divided into an Allied and German turn. Since the German faction is the aggressor in this conflict, the German faction goes first.
Each faction's turn is further sub-divided into phases, as shown in Table 3. Some of the phases depends on the optional rules used.
Table 3: Turn sequence. The German faction goes first and goes through each of the German phases in the given order. Then the Allied faction goes through the Allied phases. Once both faction has completed their turn, the turn is over and the game progress to the next turn. Note that the first two, optional, phases are common, and that the Allied faction may have phases during the German turn, depending on the optional rules chosen. (* Optional rules.)
Common phases:
- Roll for weather (optional, Weather)
- Air unit allocation (optional, Air missions)
German turn:
- Air supply drops (optional, Air missions; Allied phase during the German turn)
- German activation (optional, Fuel)
- Interdiction (optional, Air missions; Allied phase during the German turn)
- Move
- Combat
- Supply (optional)
Allied turn:
- Air supply drops (optional, Air missions)
- Move
- Combat
- Supply (optional)
The following section, after a few definitions, expands upon these phases in detail.
5. Zone of Control
An important concept is Zone of Control (ZOC). All supplied (section 15) ground units, except special forces, excerpt a zone of control in the six hexes surrounding the unit. ZOC does extend over river hex sides and into or out of fortifications. This is illustrated in Figure 5.
This zone reflects a units ability to scout and fire into its surroundings. ZOC effects how units may manoeuvre in the board (section 13.1.1) and which enemy units may be attacked (section 14). Enemy ZOC is sometimes abbreviated EZOC.
Enemy ZOC influences the possible movement of units (section 13.1.1), in that a unit must pay +1 MF to enter or leave a supplied (section 15) enemy unit's ZOC.
Special forces units does not excerpt ZOC into neighbouring hexes, but only in the hex it occupies.
Air units does not excerpt ZOC into neighbouring hexes.
A unit in an enemy units ZOC is said to be engaged with the enemy. To disengage the enemy, that is, leave the EZOC, a unit must spend 1 MF (see also section 13).
6. Stacking
At the end of the movement and combat phases (section 13 and 14, respectively), at most one divisional or regimental unit may occupy a hex.
- Detachments: Detached regiments may end movement or combat with its parent division, but not with other friendly divisions.
Friendly units may temporarily violate stacking limitations during the movement and combat phases when moving through a friendly stack of units.
Units of opposing sides may never occupy the same hex, even temporarily.
- SS commandos: An Allied unit may occupy the same hex as a German SS special forces unit.
- Detachments: The Peiper SS armoured brigade was really a part of the 1st SS armoured division. These two units, or any regiments detach from either of these units, may therefore stack with each other. That is, the Peiper SS armoured brigade and the 1st SS armoured division may end movement or combat in the same hex. If one or more regiments was detached from either the Peiper SS armoured brigade or the 1st SS armoured division, then those regiments may also end movement or combat with either of the two.
Air units and fuel depots do not count toward stacking limitations, neither does any step loss, prepared position, nor activation markers.
If, at the end of any movement or combat phases, including opponents movement or combat phases, the stacking limitations are not observed, the controlling faction must eliminate (section 14.5) units until the requirements are met. The controlling faction may freely choose which units to eliminate.
7. Control
A hex, of any terrain, is controlled by the faction that last had a unit in or passing through it. Control of hexes, in particular objective towns, is important for victory point calculations (section 16).
8. Weather phase
This section only applies if the Weather optional rule is in effect. If the optional is not used, then the weather is considered 'Wet' for all turns.
The Allied faction rolls a dice at the start of the turn and cross indexes the die roll result with the turn number in the weather chart (Table 4). Move the weather counter on the board to the appropriate slot on the weather track. If the Air missions optional rule is in use, then each faction should take note of the air unit die-roll modifier.
The weather effects movement and air operations.
- Sunny: Moving into a woods or rough only costs 1 MF. All air operations are possible.
- Gloomy: Moving into a woods or rough only costs 1 MF. All air operations, except close air support (CAS), are possible.
- Snowy: Moving into a woods hex only costs 1 MF. All air operations, except close air support (CAS), are possible.
- Stormy: No reduced cost for moving along roads. Only combat area patrol (CAP) and interdiction air missions are possible.
- Wet: All air operations are possible.
Table 4: Weather chart. The weather has effects on movement and number of air units available to the factions. For a given turn, there are three columns. The first is the weather, the second and third, the die roll modifier for the Allied and German factions, respectively, when determining the number of air units available. Entries are "Weather, Allied modifier / German modifier".
| Die roll | Dec 16 | Dec 17-18 | Dec 19-22 | Dec 23-27 | Dec 28-31 |
|---|---|---|---|---|---|
| 1 | Gloomy -9 / -9 | Sunny -2 / -6 | Sunny +1 / -6 | Sunny +2 / -6 | Sunny +2 / -6 |
| 2 | Gloomy -9 / -9 | Sunny -3 / -6 | Sunny 0 / -6 | Sunny +2 / -6 | Sunny +1 / -7 |
| 3 | Gloomy -9 / -9 | Gloomy -9 / -9 | Gloomy -9 / -9 | Sunny +2 / -6 | Gloomy -9 / -9 |
| 4 | Gloomy -9 / -9 | Gloomy -9 / -9 | Gloomy -9 / -9 | Sunny +2 / -6 |
9. Air unit allocation phase
This section is only relevant if the Air missions optional rule is in use. Note that the Weather optional rule must also be used.
Both factions rolls a dice and adds the modifier from Table 4. Each factions total is the number of the number of air units available to that faction, up to the maximum available number of air unit counters for the faction. Note that different weather rolls may result in the same weather type but different modifiers. Air units cannot be saved for later turns.
Next, the factions compare the number of air units available to them. The faction with the larger number of air units has gained air superiority for the turn, and thus the possibility to fly combat area patrol (CAP) missions. If the number of air units is equal, then no CAP is possible for either faction.
Next, each faction, possibly in secret, allocates its air units to air missions. Both factions may allocate to combat area patrol (CAP) or combat aerial support (CAS) missions. In addition to CAP and CAS, the Allied faction may also allocate air units to interdict or supply drop missions. Note that the weather can influence which types of mission may be flown.
The air missions are summarised in Table 5, and are as follows.
- Combat Area Patrol: Only available to the faction with air superiority. For every two air units allocated to this type of mission, the faction may remove one air unit from its opponents air missions. Fractional removal of the opponents air units is not possible. That is, allocating an odd number of units to this type of mission will waste one air unit.
- Combat Aerial Support: Air units allocated here may, in any combat phase of this turn (own or opposing factions), be used to support ground units in combat. The support can be used when attacking or defending against any ground units. An air unit allocated to CAS can only be used once per turn. Air units allocated to CAS cannot attack other air units or ground units on its own.
- Interdiction: Air units placed here by the Allied faction can be use to interdict one German unit (section 12). If the interdiction is successful, then the German unit is considered out-of-supply (OOS) for the rest of the turn. Interdiction missions are flown after the German activation phase.
- Supply drop: For every two air units placed here by the Allied faction, one friendly unit that is out-of-supply (OOS), can be supplied (section 10). The supplied unit is not considered OOS up until the next Supply phase (section 15). Supply missions may be flown before the German activation phase or before the Allied move phase. An air unit can only fly one supply drop mission per turn.
Table 5: Air missions.
| Mission | Use | Effect | When |
|---|---|---|---|
| Combat area patrol (CAP)* | 2 air units | Remove 1 opposing air unit | Air allocation |
| Combat aerial support (CAS) | 1 air unit | +1 AF/DF | Combat |
| Interdiction (Allied only) | x air units | Add OOS marker to a German unit (see note) | After German activation |
| Supply drop (Allied only) | 2 air units | Remove an OOS marker | Start of faction turn |
- CAP missions are only available to the faction with air superiority. Interdictions are resolved by both factions rolling a die. The Allied faction then adds 2 per air unit participating in the interdiction. If the Allied total is at least twice as large as the German die roll, then the interdiction was a success. Interdiction and supply drop missions are only available to the Allied faction.
Once the factions have allocated their air units to the air missions, they reveal them to each other. If the faction that had air superiority have allocated air units to CAP, then that is resolved immediately.
9.1 Resolve CAP
For every two air units allocated to CAP, the faction may remove one air unit from its opponents air mission allocation. The faction doing CAP is free to chose between its opponents missions.
Once the opponents air unit is removed, then the CAP air units are removed too. These units are then placed back on their respective OOB, and can do no more this entire turn. See also Figure 6.
Figure 6 example: It is Dec 23, and the weather roll was 4, resulting in sunny weather. The German and Allied faction rolls 10 and 1, respectively on its air unit roll. Thus the German faction has 10 - 6 = 4 air units and the Allied has 1 + 2 = 3 air units. The German faction has air superiority. The German faction allocates all its four air units to CAP, while the Allied faction allocates its two to CAS and Supply drop. When resolving CAP, the German faction can now remove both Allied air units from their missions. The skies are quiet this turn.
10. Air supply drop phase
This section only applies if the Air missions optional rule is in effect.
If the Allied faction has air units allocated to air supply drops, then it may pick any of its ground units that are currently out-of-supply (OOS — section 15), and replenish those units.
For every two air units performing an air supply drop, one friendly ground unit may be supplied. Remove the OOS marker from the ground and two air units from the air drop supply mission box. The air units are returned to the OOB and cannot fly any more missions for the reminder of this turn.
A ground unit may be OOS at the start of a turn, and then supplied by an Allied air supply drop before the German activation phase. In the following supply phase (section 15) after the German combat phase, it may be determined that the ground unit is still or again OOS and a new OOS marker is placed with it. If the Allied faction still has air units allocated to air supply drops it may then resupply that unit for a second time that turn in the following air drops phase.
11. German activation phase
This section only applies if the Fuel optional rule is enforced.
At the start of this phase, including in the first turn of the scenario, the German faction receives 5 fuel reserve points. The German faction must adjust its fuel marker on its OOB to reflect this.
Additionally, if a German ground unit occupies the same hex as an Allied fuel depot marker, then that fuel depot is captured. The Allied fuel depot is removed from the map, and the fuel value (the number printed on the unit) is added to the available German fuel reserves on the German OOB. The fuel depot is considered captured.
This means that the German unit must have moved in to the hex with the fuel depot marker in the previous turn and managed to stay there through the Allied combat turn i.e., it has not been forced to retreat.
- SS commandos: A German SS special forces unit can not capture an Allied fuel depot. It will, however, by occupying the same hex as the fuel depot, make it harder for the Allied faction to destroy the depot (section 13.5).
- Paratroops: If this optional rule is in effect, then the German Heydte airborne infantry regiment must be deployed at the start of this phase (see section 13.2.2 for deployment rules), before any activation of any German units.
- Dec 22 OOB: Note the units marked with the fuel-activation symbol have special conditions for appearing (section 13.2.1), which can require die rolls. In that case, those die rolls must be done before activation of any German units.
For any German ground unit, except special forces units but including reinforcements, to move or attack this turn, it must be activated. To be activated a German ground unit must not be out-of-supply (OOS — section 15), and the German faction must spend enough fuel resources for the activation.
The cost in terms of fuel depends on
- which type of units to activate, and
- how far west the units are.
The costs are summarised in Table 6. Thus, for one fuel reserve the German faction may activate either
- 3 infantry units (any size) in hex columns A through M,
- or 1 armoured or mechanised infantry unit (oval-symbol unit types; any size) in hex columns A through M,
- 5 infantry units (any size) in hex columns N through Y, or
- 2 armoured or mechanised infantry units (oval-symbol unit types; any size) in hex columns N through Y.
Table 6: Activation cost (units per fuel reserve point)
| Hex column | Infantry units | Armoured or mechanised infantry units (oval-symbol types) |
|---|---|---|
| A-M | 3 | 1 |
| N-Y | 5 | 2 |
Note that these costs can not be mixed and matched. The German faction may not activate 1 armoured/mechanised and 2 infantry units in hex columns N through Y by expending only one fuel reserve. In that case, the German faction would have to expend two fuel points. Likewise, the German faction cannot activate 1 infantry unit in hex columns A through M and 1 or more armoured/mechanised units in hex columns N through Y by the same fuel reserve point. Again, two fuel reserves would need to be expended.
If the German faction do not have enough fuel reserves to spend, then it may not activate units.
The German faction should expend one fuel reserve point at a time and then place activation markers on the activated units.
- Detachments: If this optional rule is used, then detached units, who are not OOS, are automatically activated if their parent unit (brigade or division) is activated. Note that the detached regiments cannot be activated if out-of-supply (OOS).
If the parent unit (division or regiments) of detached regiments are out-of-supply, but one or more of the detached regiments are not, then those regiments can be activated as a whole as if they were one larger unit. If two or more detached regiments are in different fuel zones (A through M and N through Y), then the most prohibitive cost must be used.
The A and B mechanised infantry regiments have been detached from the Lehr armoured brigade. If the Lehr armoured brigade is not OOS and is activated, then A and B mechanised infantry regiments are also activated if and only if they are not OOS. If the Lehr armoured brigade is out-of-supply, but the A and B mechanised infantry regiments are not, then those two regiments my be activated as if they were a single unit.
The Peiper SS armoured brigade and the 1st SS armoured division are always considered separate units with respect to fuel expenditure.
- SS commandos: German SS special forces units do not need to be activated.
German units need not be activated to defend against attacks. Once the German faction has completed its activation of units, it may be time for the Allied faction to try to interdict German units.
12. Allied interdiction
This section only applies if the Air missions optional rule is in effect.
If the Allied faction has air units allocated to interdiction missions, then it may pick any German ground unit, whether activated or not, and try to interdict that unit.
The Allied faction places however many air units allocated to interdict missions as it desires on a German ground unit. Then both factions rolls a dice. For every air unit performing the interdiction on the German ground unit, the Allied faction adds 2 to its die roll. If the Allied total is at least twice as large as the German die roll, then the interdiction is a success.
If the interdiction was a success, then an out-of-supply marker is placed with the German unit and any activation mark with the German unit is removed. This means that the German unit cannot move nor attack in this turn. Note, however, that the OOS marker may be removed in the next supply phase (section 15).
- Detachments: Allied interdiction is always against a specific unit. Detached regiments are not affected by interdiction against their parent unit, nor are parent units affected by the interdiction of detached units.
The interdiction air units are in all cases returned to the Allied OOB and cannot fly any more mission this turn.
If the Allied faction has allocated multiple air units to interdiction mission, then it may split them over as many interdiction attempts as it desires. However, only one interdiction attempt per turn against a German unit may be made, and all interdiction missions must be declared before they are resolved. The Allied faction chooses in which order to resolve the attempts.
The Allied faction has allocated 4 air units to interdiction. It chooses to do 2 attempts, each using 2 air units. It can make one attempt two distinct German ground units, but not 2 attempts against the same ground unit — at least not this turn.
13. Movement phase
A number of operations may take place in a factions movement phase, some of them depending on the use of optional rules. The faction may move its units (section 13.1), receive reinforcements (section 13.2), and, if the relevant optional rules are used, build prepared positions (section 13.3), detach or reattach regiments to brigades of divisions (section 13.4), destroy fuel depots (section 13.5), or eliminate German SS special forces (section 13.6).
13.1 Movement
In a faction's movement phase, the faction may move as many or as few units, in any order, as it pleases. A unit is moved from hex to adjacent hex, in any direction, within the limitations described below.
- Fuel: If this optional rule is in effect then the German faction may only move units that currently has an activation marker with it (section 11).
Units of opposing sides may never occupy the same hex, not even temporarily.
- SS commandos: If this optional rule is used, then an Allied unit may enter a hex that contains a German SS special forces unit, but not if there any other regular German ground units in the hex. The German SS special forces unit may not move into a hex occupied by Allied ground units.
Stacking limitations (section 6) must be observed by the end of the movement phase. During the movement phase, however, they may be violated. If the stacking limitations are violated at the end of the movement phase, then the controlling faction must eliminate units (section 14.5) until the limitations are observed.
- Supply: Out-of-supply (OOS) units (section 15) cannot be moved. The following therefore only applies to units that are in supply.
13.1.1 Movement allowance
Each unit has a movement factor (MF, section 1.2.1). This is its base movement. How many MFs it will have available for operations depends on what kind of movement and operations the unit will perform this turn. This is summarised in Table 7.
- Strategic movement: A unit that does not engage enemy units (section 5) during its turn can move the farthest. An infantry unit may spend up to twice its MF, while motorised units (the vehicle-borne, non-infantry unit types) may spend three times its MF.
- Move but no attack: A unit that does engage enemy units, at any point during its movement, but does not attack, can move a little further than its base MF. An infantry unit may spend up to its MF plus one, while motorised units may spend twice its MF.
- Move and attack: A unit that not only engages enemy units but also will attack in the following combat phase (section 14) can spend up to its base MF.
- Exploitation: Motorised units may perform exploitation only after a successful combat (section 14.6.1) and not during the movement phase.
Table 7: Available movement factors. A units available movement factors depend on the kind of movement and operations it will perform this turn. A unit that does not engage (start in or enter enemy ZOC, see section 5) may move further, while an unit that does engage and does attack can move the least.
| Operation | Infantry | Motorised |
|---|---|---|
| Move and attack | MF | MF |
| Move but no attack | MF+1 | 2 x MF |
| Move, no enemy (strategic) | 2 x MF | 3 x MF |
| Exploitation | - | MF |
- SS commandos: The German SS special forces unit always has their printed number of MFs. That is, these units cannot utilise strategic movement, or move but no attack.
A unit may spend up to and including this number of movement factors during a single turn. Movement factors cannot be transferred between units nor can they be saved for later turns. If a unit does not have enough MF to enter a hex, it cannot enter that hex.
A unit can never be moved more than its available MF (Table 7) allows. Units with 0 MF cannot move on its own volition nor advance after combat (section 14.6), but can attack adjacent enemy units and can be forced to retreat (section 14.3).
The cost of moving a ground unit from one hex to another depends on the terrain of the entered hexes, and is summarised in Table 1.
- Clear: It costs 1 MF for a ground unit to enter a clear hex.
- Woods: It costs 2 MF to enter a woods hex.
- Weather: If the optional rule on weather is in effect, and the weather is sunny, gloomy, or snowy then it costs 1 MF to enter a woods.
- Rough: It costs 2 MF to enter a rough hex.
- Weather: If the optional rule on weather is in effect, and the weather is sunny or gloomy then it costs 1 MF to enter a rough hex.
- River crossing: To cross a river hex-side costs an additional 1 MF to the regular cost of the entered hex.
- River crossings: If this optional rule is in effect, then crossing a river is not always possible. See section 13.1.3.
- Road: If a unit moves along a road, that is, moves from hex to hex over hex sides perforated by a road, then the movement cost is 1/2 MF. That is, to move 2 hexes cost 1 MF, 3 hexes 2 MF, 4 hexes 2 MF, and so on. The underlying terrain (woods or rough) has no effect, and there is no additional cost to crossing a river as long as the movement is via a road.
- Weather: If this optional rule is in effect, the reduced cost of moving along a road is nullified during stormy weather turns. The unit must pay the price of the underlying terrain (e.g., 2 MF when moving into a woods hex), including the additional cost of +1 MF for a river crossing.
- Town & city: The price is determined by the underlying terrain, or possibly road movement.
To move a unit into a woods hex in wet weather, which is in enemy ZOC, will cost 3 MF, irrespective of whether there is a road leading into that hex. This also means that a unit can move from enemy ZOC to enemy ZOC as long as it has the MF to do so.
- SS commandos: For an Allied unit to enter a hex with a German special forces unit costs an additional 1 MF, as per other enemy ZOC. However, to leave the hex does not cost more than regular movement.
- Supply: An unit does not pay an additional +1 MF for entering or leaving an enemy units ZOC if the enemy unit is OOS (section 15).
An example illustrating these costs is shown in Figures 7 and 8.
13.1.2 Exiting the board
A unit may be moved off-map be expending 1 MF from an edge hex to off the map. A unit moved off-map may not enter the map again.
If the unit moves off-map over its own factions edges (dark-blue and grey-green for the Allied and German factions, respectively), it is considered withdrawn from the battle and does not count toward the opponents victory points (section 16). On the other hand, if the unit is moved off-map over the opponents edges, then it is considered eliminated and does count toward the opponents victory points (section 16).
13.1.3 Opposed river crossing
This section describes the optional River crossings rule, and is only relevant if that optional rule is in use.
A unit can cross a river according to the normal rules (section 13.1.1) if and only if,
- it spends the required MFs, and either
- the first hex moved into across the river is not in enemy ZOC (section 5), or
- it starts its movement phase adjacent to the river hex side it moves over as the first step in its movement.
If these conditions are not met, or the unit is about to attack an enemy across a river hex side, then there is a chance that the movement or attack will not succeed.
The rule only applies in specific circumstances. Either a unit that moves up to river hex side and then across the river into enemy ZOC, or the unit moves up to a river hex side and then attacks across the river. They do not apply if the unit starts its movement phase next to the river hex side.
The faction in control rolls a dice. On a result of 9 or 10, the attempt succeeds and the unit can move or attack across the river. On a result of 1 to 8, the attempt fail and the unit may not move nor attack across the river hex side. See also Table 8 and Figure 8.
- SS commandos: The SS special forces units get a +1 die roll modifier, so that it succeeds on 8, 9, or 10.
- 150th: The DE 150 AB gets a +1 die roll modifier, so that it succeeds on a roll of 8, 9, or 10.
Once a unit has successfully crossed a river hex side, it may be crossed via normal river side crossing (no die roll necessary) by other friendly units. The factions may choose to mark this by the provided bridge counters. If the bridge counters are used then they must be removed from the board at the end of the factions combat phase.
If a unit starts its movement phase next to a river hex side, and moves across the river normally, even into enemy ZOC, then that river hex side should likewise be considered breach and marked with a bridge counter.
- SS commandos: A SS special forces unit is moving up to a river hex side. The SS special forces unit then makes a opposed river crossing attempt. Should it succeed, then other German units may cross the river hex-side into enemy ZOC without rolling a dice. Likewise, a unit that started its turn next to a river hex and then crosses it into enemy ZOC, without a die roll, can be followed by other units, again, without a die roll.
Table 8: Various tests.
| Test | Die roll for success |
|---|---|
| Opposed river crossing* | 9-10 |
| Fuel depot destruction | 4-10 |
| SS special forces elimination | 1-4 |
An opposed river crossing succeeds on a roll of 9 or 10. * If it is a SS special forces unit or the German 150th armoured division that attempts the crossing, then the die roll is modified by +1. Destruction of a fuel depot succeeds on roll of 4 to 10. If a SS special forces unit occupies the same hex, then the die roll is modified by -1. SS special forces units are destroyed on a roll of 1 through 4 (one roll per unit).
Figure 7 example: US 1 MID is moving but not attacking enemy units, and can thus move twice its MF for a total of 8 MF. Two possible routes are shown above. The route to Q6 costs a total of 8 MF: 2 MF to move into the woods, then 2 MF to move into both rough R4 and Q5, and then another 2 MF (one for clear and one for enemy ZOC) to move to Q6. The move to T6 costs 7 MF. First, 2 MF to enter the woods in S3, then south for two hexes along the road for a total cost of 1 MF (road movement), then move into T5 at the cost of 2 MF (one for the clear, and one additional for the river hex side crossed, and then finally 3 MF to enter the woods and enemy ZOC. Had US 1 MID decided to engage SS Peiper AB in S6 rather than T6, then the final hex move would also cost 3 MF: One for the clear terrain, one additional for the river crossing, and finally one for entering enemy ZOC, since US 1 MID cannot use road movement when entering enemy ZOC.
Figure 8 example: US 7 AD moves to R1 (2 MF, clear and enter enemy ZOC), and US 30 MID moves to Q3 (3 MF, clear, across river, and enemy ZOC), both preparing to attack DE 272 ID. River crossings: with this optional rule, the US 30 MID would first have to overcome a opposed river crossing die roll (success on a 9 or 10).
Figure 9 example: The DE 2 AD wish to move as indicated, (move and engage, but no attack). The move into U12 is costs 3 MF (rough and enemy ZOC), and the move to T12 likewise 3 MF (clear, river, and enemy ZOC). However, since the crossing is opposed (T12 in enemy ZOC), then the German faction must roll a dice, and will succeed on a 9 or 10. Should it succeed, then the German faction should place a temporary bridge counter on the T12-U12 edge, and DE 26 ID could then use that bridge to do an unopposed river crossing this turn (it does not have the MF to actually do so, but in principle). The DE 2 AD could also have stopped in U12 and then attacked US 28 MID from there, in which case it would also need to check for an opposed river crossing. Finally, had DE 2 AD started the turn in U12, then it could have moved to T12 or attacked US 28 MID without checking for opposed river crossing.
13.2 Reinforcements
New troops arrive on the board as detailed in each factions OOB. A unit may arrive, at the earliest, on the turn indicated there, and arrive in the movement phase of the faction.
Printed under the units is a hex range of allowable entry points. The ranges are given either as a column, row, or combination thereof, range. For example, the range "Y6-15" means that the unit, or units, may arrive in hex column Y and hex rows 6 through 15 (both inclusive), corresponding to part of the east edge. The range "C-U17" indicates that the unit, or units, may arrive in hex columns C through U (both inclusive) in hex row 17, or part of the south edge. The range "A6-E1" is a little special. Units may either arrive in hex column A, rows 1 through 6, or in columns A through E in row 1 - essentially the north-west corner of the board.
A unit may not arrive in a hex occupied by an enemy unit nor in a hex in enemy ZOC (section 5). A unit may arrive in a hex occupied by friendly units as long as it does not violate the stacking limitations (section 6) at the end of the movement phase.
If a unit cannot arrive in any of the designated hexes due to enemy units or ZOC, then the unit may arrive in the hex closest to the range, and with a border matching its faction (dark-blue and grey-green for the Allied and German factions, respectively). Alternatively, a units entry can be delayed voluntarily to a later turn.
A reinforcement unit must pay the movement cost (section 13.1.1) of the first hex entered. If a road exists the board in the hex entered, then the arriving unit may use road movement, if the weather permits. The newly arrived unit may keep moving after the initial hex assuming it has the MFs to do so. See also Figure 10.
Figure 10 example: DE 3 AID is scheduled to arrive in Y1-2, but since these hexes are in enemy ZOC, from X1, then that unit cannot arrive in either hex. It must then arrive in Y3 since it is the closest hex along the German entry border (dashed grey), or, at the German factions discretion, held back to arrive at a later turn. If the unit arrives in Y3 it must pay the MF cost to enter that hex. However, since the road leads off-board, then the DE 3 AID may use road movement to enter the board and the cost of 1/2 MF.
- Fuel: German reinforcement units must be activated like any other German unit to be able to move into the game board. If not activated, then a reinforcement unit can enter the board at a later turn, if it is activated that turn.
- SS commandos: By the end of the 21st December turn (turn number 15), any German special forces units are removed (withdrawn) from the map. These units are not considered eliminated.
Reinforcement units are considered in-supply in the movement phase that they arrive, but may be determined to be out-of-supply (OOS) in the following Supply phase (section 15).
13.2.1 Special reinforcements
On the 16th December OOB a number of units have special conditions for appearance.
- Dec 20: SS 10 AD only appears if at least 2 Allied fuel depots (section 13.5) or at least 10 VP worth of objectives have been captured.
- Dec 23: The DE 9 AD and DE 15 AID only appears if the SS 10 AD did not arrive, or on a die roll, one per unit, of 10. Thus, if the SS 10 AD did arrive, then the German faction should roll the dice twice - once for DE 9 AD, and once for DE 15 AID, and the unit enters on a die roll of 10. If SS 10 AD did not arrive, then both DE 9 AD and DE 15 AID will arrive, and no dice rolls are needed.
- Fuel: These rolls must be done in the German activation phase if the activation optional rule is in effect.
- Dec 24: The DE 11 AD unit only arrives if no reinforcements arrived in the Dec 23 turn. Thus, if SS 10 AD did not arrive in the Dec 20 turn, or any of the two die rolls on Dec 23 succeed, then DE 11 AD will not arrive. It will arrive if the two die rolls on turn Dec 23 both failed.
On the 22nd December OOB, the SS 10 AD never arrived, and therefore both of DE 9 AD and DE 15 AID do arrive, which also means that DE 11 AD does not enter the battle.
13.2.2 German Heydte airborne infantry
This section only applies if the Paratroops optional rule is in use.
The German Heydte airborne infantry regiment may only arrive on the 17th of December (turn 2). To deploy this unit, the German faction places the unit in a hex that
- is in hex columns Q through Y (both inclusive),
- not occupied by an Allied unit, nor in Allied ZOC, and
- not adjacent to an Allied fuel depot.
The German faction then rolls a dice and consults the Heydte drop chart, Table 9. On a roll of 1 through 3, the drop was perfect and the unit arrives at full strength. On rolls of 4 through 6 the unit is scattered and therefore arrives with its reverse side up (reduced strength). On higher results (7 through 10), the unit does not arrive at all and is removed from the map. For victory points considerations the unit is considered eliminated. The unit may not be deployed at a later stage.
Table 9: Heydte drop chart.
| Die roll | Result |
|---|---|
| 1-3 | Arrives at full strength |
| 4-6 | Scattered: arrives with reverse side up (reduced strength) |
| 7-10 | Does not arrive; considered eliminated |
The Heydte regiment does not pay MFs for the hex dropped into, but must be activated (if the Fuel optional rule is in use) like any other German ground unit. The Heydte regiment unit may move on the 17th of December turn, if activated.
Note that the Heydte regiment only has one step (even though it is double sided). That means even if the unit arrives face-up (full-strength), and it suffers a step loss (section 14.4), then it is eliminated.
13.3 Prepared positions
This section is only relevant if the Prepared positions optional rule is used.
A unit that
- does not move,
- nor attack in a factions turn,
- and is not out-of-supply (section 15),
may build a prepared position in the hex it occupies. The faction in control places a prepared position marker of its faction in the hex with the +1 side up (dug-in). Prepared position can be constructed in fortified hexes.
A unit in a hex with friendly prepared position may further expand the prepared position in a subsequent turn, under the same conditions stated above. The factions prepared position marker is then flipped to the +2 side (entrenchment).
During a factions turn it may voluntarily remove any prepared position on the board. A prepared position must be completely removed i.e., a faction cannot downgrade a +2 to a +1 prepared position. Removed prepared position markers are placed back on the OOB. A removed prepared position marker is immediately available to the faction. No more than the supplied number of prepared positions (9 per faction) may be build on the map by a given faction.
If, at the end of a factions combat phase, any of it prepared position are left vacant i.e., not occupied by any of its ground units, then those position must be removed. Likewise, if a faction is forced to vacate a prepared position, for example due to a retreat, then the prepared position is immediately removed.
An enemy prepared position cannot be captured. Instead, it is immediately removed.
During a factions movement phase, a friendly unit may vacate a prepared position, which is then reoccupied by another friendly unit in the same movement phase, without removing the position. Thus, one unit may take-over a prepared position from another unit.
13.4 Detach and reattach regiments
This section is only relevant if the Detachments optional rule is used.
A division or brigade sized unit, that
- has not performed any movement this movement phase or possibly motorised exploitation,
- has its full-strength side up, but may have suffered a single step loss (section 14.4), i.e., has step loss marker with it,
- has MFs to spend, and
- enough regiments, of the appropriate type, is available on the factions OOB,
may detach regimental units.
- Fuel: If this optional rule is used, then German divisions or brigades must also have been activated this turn.
The kind of regimental units a division or brigade may detach depends on the faction.
- United States of America (US) divisions and brigades (olive drab) may only detach US armoured or motorised infantry regiments.
- British divisions or brigades (khaki) may only detach British motorised infantry regiments.
- German divisions or brigades, whether Heer (green-grey) or SS (black) can detach German regiments. The kind of regiment detached depends on the type of the parent unit.
- Infantry units (airborne or not) may only detach infantry regiments.
- Armoured and armoured infantry units may only detach armoured infantry regiments.
Detachment of regimental units is not possible if there is not enough regiment units, of the appropriate type or nationality, available on the factions OOB.
To detach regimental units, the controlling factor then follows the below procedure.
- Flip over the division or brigade unit to show its reduced side. If the unit had suffered a step loss (section 14.4), then it will still have a step loss after it is flipped over. That is, any step loss marker stays with the division or brigade unit.
- Calculate the difference in combat factors (delta CF) between the full- and reduced-strength sides of the unit (section 1.2.1).
- Place as many regimental units as the CF difference (delta CF) between the front and back side of the parent unit, in the same hex as parent unit.
- Record the parent and the exact regiments detached, either on a separate sheet of paper or the prepared spreadsheets.
Both the parent division or brigade unit and the detached regiment units spend 1 MF on this operation. If the parent unit or the detached units have MFs available, then they may perform normal movement after this (see also Figure 11).
Note that regiments may stack with their parent unit (section 6), which means the units can stay put in the hex. Also note, that since the parent and detached units have performed operations this turn, they cannot construct prepared positions this turn.
Since a reinforcement unit must spend MFs to enter board, it cannot first enter the board, and then detach regiments. It can, however, detach regiments off-board, and then enter the board. In this case, all detached regiments must also enter the board, and initially through the same or neighbouring hexes as the parent unit. That is, a faction cannot detach regiments off board and then move them on board from disconnected edge hexes. The parent and detach units of course all spend 1 MF on the detachment operation.
Detached regiments may be reattached to their parent unit, and only their parent unit, at some later turn. To reattach the regiments to the parent division or brigade, the following conditions must be observed
- None of the originally detached regiments can have been eliminated.
- Regiments may only recombine with the parent unit from which they were detached. This also applies to the SS Peiper AB and SS 1 AD. A regiment detached from the Peiper unit may only reattach to the Peiper brigade, regiments detached 1st division may only reattach with that division.
- The parent division or brigade and all detached regiments must end their movement in the same hex.
- All units (parent and detached regiments) must all have at least 1 MF left.
- None of the units may be out-of-supply (OOS)
- Fuel: Since a German unit must have been activated to move, it follows that the parent division or brigade, as well all regiments must have been activated in the turn it wished to reabsorb its detached regiments. However, since activating a parent division or brigade automatically activates its detached regiments, this is easily accomplished by activating the parent unit (see also section 11).
If the above conditions are met, then the parent division or brigade may recombine with the detached regiments. To do so, the controlling faction follows the below procedure.
- The detached regiments are removed from the board and placed on the factions OOB in their designated slots. These regiments are then immediately available for another division or brigade to attach to.
- The parent division or brigade unit is flipped to its full-strength side. If the parent unit had suffered a step loss (section 14.4), then it will still have a step loss after it is flipped over. That is, any step loss marker stays with the division or brigade unit.
- The regiments are recorded as no longer detached on the factions log of detachments (either a separate piece of paper or the provided spread sheet).
Since eliminated units are removed from the game entirely i.e., not placed on the OOB, it means that eliminated regiments cannot be used to create detachments. Note that the set of regiments reattached must be the same as those detached, and the set must be complete. Once any regiment detached from a division or brigade is eliminated, then it is not possible to restore the parent unit.
After this, the parent division or brigade is now alone in the hex. The parent unit may continue movement, but only up to the least available MFs of it self and the newly absorbed regiments (see also Figure 11).
If, before reattaching the German Lehr A and B armoured infantry regiments into the Lehr division, the units had 2 MF, 3 MF, and 4 MF left, then they all spend 1 MF on the recombination. The least available number of MFs available is therefore 2-1=1 MF.
The provided detachment sheets can be used to record detachments. There is a separate sheet for each starting turn, and in so far as some regiments have already been detached it is shown on these sheets. For the 22nd of December starting turn some units are already eliminated, and the corresponding rows are crossed out.
Figure 11 example: The US 82 ABMID is in N5 (Aywaille) at the start of the Allied turn (left). It has already taken a single step loss as indicated by the marker. It detaches the US F 82 ABMIR and US G 82 ABMIR (right), all three units spending 1 MF, and the division is flipped to it's reduced side. Since the division already had taken a step loss, it keeps that step loss after the detachment. The three units now have 3 MF to spend on further movement this turn if they plan to attack an enemy unit, 7 MF if they plan to engage but not attack, or 11 MF if they only do strategic movement (section 13.1.1). To reattach US F 82 ABMIR and US G 82 ABMIR to US 82 ABMID, the inverse operation would need to be performed. That is, starting from the right, possibly after movement, the units reattach and the situation is as on the left. The minimum MFs of the combined units is now available to the division.
13.5 Destroy fuel depots
This section is only relevant if the Fuel optional rule is used.
In the Allied movement phase, the Allied faction may try to destroy one, and only one, eligible fuel depot presently on the map. By successfully destroying a fuel depot, the Allied faction can deny the German faction the opportunity to gain more of the valuable fuel it so desperately needs.
To be eligible for destruction,
- there must be a German ground unit (not SS special forces unit if the SS commandos optional rule is in effect), within 2 hexes (one intervening hex), and
- there can be no German ground unit in the same hex as the fuel depot. There can be a SS special forces unit in the hex, if the SS commandos optional rule is in effect.
If there are more than one fuel depot that meets the criteria, then the Allied faction must choose one fuel depot to try to destroy.
The Allied faction then rolls a dice and adds any applicable modifiers (see also Table 8). On a result of 4 through 10 (both inclusive), the fuel depot is destroyed and the marker removed from the map. The fuel depot is not considered captured.
13.6 Eliminate special forces
This section is only relevant if the SS commandos optional rule is used.
If any Allied ground unit enters a hex occupied by a German special forces units, however transient, then the Allied unit must attempt to eliminate the German special forces unit. The Allied faction rolls a dice and on results of 1 through 4 (both inclusive), the German special forces unit is eliminated. See also Table 8.
If there are more than one German special forces units in the hex, then the Allied unit will roll the dice for each German special forces unit. If another Allied unit enters the hex, however transient, then the Allied faction must perform another elimination attempt.
By the end of the 21st December turn (turn number 15), any German special forces units are removed (withdrawn) from the map. These units are not considered eliminated.
Figure 12 example (destruction of fuel depot): The Allied fuel depot in M10 is eligible for destruction because the DE Lehr AD, in O9, is within a 2 hex distance of it.
13.7 Declare combats
At the end of the movement, at the latest, the current faction must declare combats, for example by turning the attacking units toward the attacked hex, or half-ways over the hex edge.
- Air missions: Declaration of combats must include declaration of CAS. The defending faction does not need to declare CAS until the combat is to be resolved.
14. Combat phase
Combat between units of opposing sides can take place between units that are in adjacent hexes. Another way to say that, is that combat can happen when defending units, i.e., units belonging to the faction not in turn, are in the ZOC of attacking units. Units of the faction in turn are never forced to conduct combat. That is, a unit which is adjacent to one or more enemy units (or engaged) need not attack the enemy. Likewise, the attacking faction may cancel combat as long as no die rolls have been made to resolve the combat.
However, if the faction in turn does decide to attack into a hex containing enemy units, then all enemy units must be attacked. This, however, is only relevant if the Detachments optional rule is in use.
The faction in turn is free to allocate units to attacks as long as
- Each unit may only attack once per turn, though motorised exploitation may mean the unit may attack the same defenders twice in a turn (section 14.6.1).
- Multiple units from multiple adjacent hexes may attack the same hex, but all units must be adjacent to the attacked hex.
- Each attack is into one and only one hex, and all defending units must be attacked.
- If any unit in a hex attacks, then all units in that hex must attack the same hex. This is only relevant if the Detachments optional rule is in effect. Essentially, if the detached regiments are in the same hex as their parent division or brigade, then all units must attack as a whole.
- Defending units may only be attacked once per turn, except as a consequence of motorised exploitation, in which case the unit may be attack twice by the same attacking units.
- Out-of-supply units may not attack.
- Fuel: If this optional rule is in effect, then a German unit must have been activated (section 11) this turn to be able to attack.
The faction in turn then resolves all combats in any desired order.
In some cases the outcome of one battle may affect how another battle is resolved. For example if a defending unit is forced to retreat, but cannot because the attacker has occupied all possible retreat routes as a result of previous battles. It is therefore a good idea to assess the situation and come up with a strategic plan for resolving combat.
Each combat is resolved based on the combat factors (CF, see section 1.2) of the units involved in the combat and the terrain occupied by the defending units.
- SS commandos: German special forces units have no CF and can therefore not attack nor defend on its own or with other special forces units. German special forces units must however retreat (section 14.3) with other German units.
14.1 Combat factors and modifiers
When resolving a combat, the unit's current up-ward facing CF (section 1.2) values are used. The attacking faction adds up all attacking units CF and the defending faction adds up the CF of all the defending units CF. These are the base offensive (AF) and defensive (DF) CFs.
- Air missions: If this optional rule is in effect then both the attacking and defending factions may allocate combat air support (CAS) units to a combat. The faction must have available air units allocated to CAS this turn (section 9).
- Air support units providing (offensive or defensive) CAS to a combat are placed on the defending hex. At most one air support unit may be placed per friendly ground unit (of any size) for the given combat.
- Each air unit allocated by the attacker adds 1 CF to the offensive CF (AF). Each air unit allocated by the defender adds 1 CF to the defensive CF (DF).
- CAS allocation must be done before the factions die roll in the combat. A faction cannot prevent its opponent from allocating CAS by rolling its own die, but will possibly have forfeited its own possibility to allocate CAS.
- Two German ground units are attacking a single Allied unit. The German faction may allocate up to two CAS air support units to this combat, while the Allied faction may only allocate one.
- SS commandos: German SS special forces units does not count as ground units.
- Fuel: German air units does not require activation.
Then, the terrain of the defending units is inspected and relevant modifiers, as given in the Terrain Effect Chart (Table 1), are applied.
- Clear: No modifiers.
- Woods: Defending ground units receive a +1 DF modifier each. Attacking motorised infantry, armoured, armoured infantry, and armoured reconnaissance units have a -1 AF modifier each.
- Mountains (rough): Defending ground units receive a +1 DF modifier, each.
- Town: Attacking motorised infantry, armoured, armoured infantry, and armoured reconnaissance units have a -1 AF modifier, each.
- Fortified: Defending German, and only German, ground units are modified by +3 DF.
- River: Any attacking ground unit that attacks across a river hex side are modified by -1 AF, each.
- Prepared position (optional): Defending units in a prepared position receives a +1 DF or +2 DF bonus, each, depending on the state of the prepared position.
Note that these modifiers are per either defending or attacking unit, and are cumulative. Thus, if 2 motorised infantry or armoured units attack into a woods hex, then both units are modified by -1 AF for a total of -2 AF. Conversely, if 3 ground units are defending a woods hex, then all three are modified by +1 DF for a total of +3 DF. The latter is of course only possible if the Detachments optional rule is in effect. See also Figure 13 and 14.
- Fuel: German units, including air units, does not require activation to defend.
- Supply: If this optional rule is used, then any defending unit that is out-of-supply (OOS, see section 15) has a -1 DF.
The terrain modifiers are added to the respective base AF and DF to obtain the total AF and DF. Any AF or DF larger then 10 is then capped to 10, and any AF or DF smaller than 0 is treated as 0.
Mathematically, this can be written
- AF' = sum over attacking units of (CF + modifier), where the modifier is -1 for an attacking motorised infantry, armoured, armoured infantry or armoured reconnaissance unit attacking into woods or town, and -1 for an attack across a river hex side (otherwise 0). AF = min(max(AF', 0), 10).
- DF' = sum over defending units of (CF + modifier), where the modifier is +1 for woods or rough, +3 for fortified (German units), -1 if out-of-supply, +1 for a +1 prepared position, and +2 for a +2 prepared position. DF = min(max(DF', 0), 10).
Figure 13 example: US 4 AD may attack either DE 79 ID or DE 276 ID. In the first attack the AF is 5 (CF) minus 1 (motorised attacking into woods) minus 1 (motorised attacking into town), for a total of 3 AF. The DF comes to 2 (CF) plus 1 (woods), for a total of 3 DF. In the second attack the AF is 5(CF)-1(woods)=4 AF, and DF is 2(CF)+1(woods)=3 DF. In the inverse attack, it would be 2(DE 79 ID CF)+2(DE 276 ID CF)=4 AF versus 5 DF (US 3 AD CF), if both German units attacked.
Figure 14 example (attack after movement): Continuing the example in Figure 8, the US 7 AD and US 30 MID both attack DE 272 ID. US 7 AD attacks with 3(CF)-1(town/woods modifier)-1(woods modifier)=1 AF, while US 30 MID contributes 6(CF)-1(modifier)=5 AF, for a total 6 AF. DE 272 ID counters with 2(CF)+1(woods)=3 DF, thus the attack has a base delta CF of 3. Each side then rolls a dice, and the difference between the die rolls is added to the base delta CF.
- Initiative: If this optional rule is in effect, then the faction that holds the initiative marker may decide to play the initiative.
- If the initiative marker is played, then both combat die rolls are immediately discarded and both factions re-roll their combat rolls. These new rolls are then binding and are used for the combat resolution (section 14.2).
- The initiative marker is then handed over to the other faction which may then use it in any later combat, including other combats this turn.
- The initiative marker can be played during any combat, including motorised exploitation (section 14.6.1), but at most once per combat (combat as a result of motorised exploitation is considered a separate combat). A faction is never required to play the initiative marker.
14.2 Combat resolution
To resolve the combat, the attacking faction subtracts the final die-roll modified DF from the final die-roll modified AF to get the combat factor difference delta CF. Mathematically this can be written
delta CF = AF + d10 - DF - d10
Each side then rolls a 10-sided dice (d10) and adds the die roll to their respective total AF and DF. This is then the final die roll modified AF and DF which ranges between 1 and 20.
After a faction has rolled its dice it may no longer change the participants in the combat, including allocating CAS air units.
The combat difference takes values between -19 and +19 (footnote: for the statistically inclined, the difference between two d10 rolls is triangular distributed with a mean of 0 and standard deviation of 4. This means that more than two thirds of combat rolls fall between -4 and +4). The result is then looked up in the Combat Resolution Table (CRT, Table 10) to get the result of the combat.
Table 10: Combat resolution table. CF difference of 0 or less is a defender win, while CF difference larger than 0 is an attacker win.
| CF difference (delta CF) | Result |
|---|---|
| -7 or less | A2: Attacker two step loss |
| -6, -5, -4 | A1: Attacker one step loss |
| -3, -2, -1, 0 | -: Defender wins |
| +1, +2, +3 | DR: Defender retreat |
| +4, +5, +6 | D1: Defender one step loss and DR |
| +7 or more | D2: Defender two step loss and DR |
If the CF difference is
- zero or less (delta CF <= 0), then the defending units wins the combat.
- smaller or equal to -4 (delta CF <= -4), then the attacking units take one step loss (A1, section 14.4).
- smaller or equal to -7 (delta CF <= -7), then the attacking units take an additional step loss (A2, section 14.4).
- 1 or greater (delta CF >= 1), then the attacking units wins the battle, and defending units must retreat (DR, section 14.3).
- 4 or greater (delta CF >= 4) then the defender takes one step loss (D1, section 14.4), and must retreat (DR, section 14.3).
- 7 or greater (delta CF >= 7) then the defender takes an additional step loss (section 14.4) for a total of two step losses (D2), and must retreat remaining units (DR, section 14.3).
See also Figure 15, 16, 17, and 18. The combat result must be applied immediately before moving on to the next battle or the supply phase.
14.3 Retreat
If the defender suffered a DR, D1, or D2 result, then all defending units must be retreated by the defending faction, following the procedure below.
- Retreating units must retreat the least possible number of hex, but no less than one hex.
- Retreating units must retreat to a hex not in enemy ZOC (section 5). Only if this is not possible may the retreating units retreat into an hex in enemy ZOC.
- Units cannot retreat into a hex occupied by enemy units.
- All retreating unit must retreat to the same hex.
- If retreating units cannot retreat to hex because it would violate stacking limitations (section 6) then the retreating units must be retreated further until stacking limitations are observed.
- Units can retreat through enemy ZOC, but only if there are no other viable retreat routes.
- If there is no viable retreat route except off the board, for example because the units are surrounded by enemy units, then the units must either stay in the hex and take a further step loss (section 14.4), or retreat off-map. If the units are retreated off the factions own edge (dark-blue and green-grey for the Allied and German factions, respectively), then they are considered withdrawn. If the units retreat over the enemy edge, then the unit is considered eliminated and counts towards the opposing factions victory points (section 16).
- If there is no viable retreat route, for example because the defending units are surrounded by enemy units, then the retreating units stay in their original hex but takes an additional step loss (section 14.4) to any other step loss incurred in the battle.
See also Figure 16.
- SS commandos: If German special forces units take part in a defence, i.e., in a hex attacked by Allied units, and combat result involves a retreat, then the special forces units must be retreated with the rest of the German units. If a German special forces unit is the only unit left in the hex after step losses and eliminations, then that special forces unit must retreat.
- Detachments: Regiments cannot be detached nor reattach during retreats.
- Prepared positions: Prepared positions cannot be constructed during retreats.
Figure 15 example (attacker loss): Continuing the example in Figure 14 with a base delta CF. If the difference in die rolls between the Allied and German factions is -7, then the final combat difference is delta CF=-4, and the result is A1. The attacker takes one step loss. A step loss marker must be attach to either of the attacking units. The Allied faction chooses the less exposed US 7 AD.
Figure 16 example (defender retreat): Continuing the example in Figure 14 with a base delta CF = 3. If the difference in die rolls between the Allied and German factions is -2 or larger, then the final combat difference is delta CF = 1 or larger, and the result includes a DR. The defender DE 272 ID must retreat one hex. Since Q2 and S2 are both in enemy ZOC, and the German units may not stack in R3, the only retreat option is S3.
14.4 Losses
When a combat result (or some other rule) calls for a step loss, the controlling faction must decide which unit will absorb that reduction (casualties in case of combat). The controlling faction is free to choose among the affected units as long as the choice does not cause stacking limitations (section 6) to be violated. The controlling faction may chose to let one or more units absorb multiple step losses, e.g., A2 or D2 combat results.
In D1 and D2 combat results, the defending faction chooses how to distribute the casualties, while the attacking faction chooses in case of A1 and A2 combat results. For the defending faction all defending units in hex are affected by the combat. But for the attacking faction only units that actually partook in the combat are affected.
Units absorb step losses different, depending on their size.
- Divisions and brigades: absorb step losses by placing a step loss marker with the unit.
- If the unit already had a step loss marker, and the unit is at full-strength (section 1.2.1), then the unit is flipped to its reduced-strength side and the step loss marker removed.
- If the division or brigade already had a step loss marker, and the unit is at reduced-strength (section 1.2.1), then the unit is eliminated (section 14.5).
- Regiments: A regiment that suffers a step loss is immediately eliminated (section 14.5).
Another way to think about this, is that a division or brigade may suffer four step losses before it is eliminated, but once it has suffered two it is at reduced-strength. A regiment, on the other hand can only suffer one step loss.
See also Figure 16.
Figure 17 example (defender retreat): Continuing the example in Figure 16 with a base delta CF. If the difference in die rolls between the Allied and German factions is 1 or larger, then the final combat difference is delta CF=4 or larger, and the result includes a D1. The defender DE 272 ID is retreated to S3, and takes a step loss.
- SS commandos: Step losses (section 14.4) cannot be allocated to special forces units. German special forces units are eliminated differently (section 13.6).
- Fuel: Fuel depots cannot absorb step losses. Fuel depots are either captured by the German faction, or voluntarily destroyed by the Allied faction.
- Paratroops: The German Heydte airborne regiment has only one step, even though it has full- and reduced-strength sides. A single step loss will eliminate this unit regardless of its strength status.
14.5 Elimination
When a unit has no more steps to lose, it is automatically eliminated when absorbing another step loss. A regiment has one step, and is therefore eliminated on a single step loss. Divisions and brigades units has four steps, and is therefore eliminated when it absorbs a fourth step loss.
Step losses accumulate over turns. That is, to eliminate a four-step unit, all four step losses need not occur in the same turn. Such a unit could have suffered three step loss in previous turns, and then be eliminated by a fourth step loss in a subsequent turn.
When a unit is eliminated, through step losses or other means, it is
-
immediately removed from the map, and
-
placed off to the side in an eliminated unit pile. Since these units count towards the opponents victory points, the faction may decide that it is the opponent that keeps track of eliminated units.
-
Detachments: Eliminated regiments are removed from the battle for good, and can thus not be used to create new detachments (section 13.4). Thus, eliminated regiments should be kept with the other eliminated units and not be returned to the OOB.
14.6 Advance after combat
If the defending units are retreated (section 14.3), then any attacking units that partook in the combat, may immediately advance into the hex attacked and left vacant by the retreated defending units.
- SS commandos: A German special forces unit in the same hex or hexes as the advancing ground units may advance into the vacated hex.
It is up to the attacking faction which and how many of the eligible units that are moved into the vacant hex, as long as the stacking limitations (section 6) are not violated. Note, however, that the stacking limitations can be temporarily broken in an advance, as long as they are observed at the end of the combat phase.
Attacking units can advance after combat even if that would mean passing through enemy ZOC (section 5). It costs no MFs to advance after combat.
- Fuel: A German unit must have been activated to perform an attack, if this optional rule is in use, and there are no requirements of any additional activation for a German unit to advance.
Defending units may not advance after combat, even if an A1 or A2 result would vacate a hex from whence the attack came.
Infantry units can only advance after combat, but motorised units may instead perform motorised exploitation as described in section 14.6.1. If both infantry and motorised units attack, then the infantry units may advance and the motorised units perform exploitation.
- Detachments: Regiments cannot be detached or reattach during advances.
- Prepared positions: Prepared positions cannot be constructed during advances.
14.6.1 Motorised exploitation
Motorised infantry, armoured, armoured infantry, and armoured reconnaissance units may advance after combat, at no additional MF cost, as described in section 14.6.
Alternatively, these units can be used for exploitation instead of regular advance after combat. This exploitation must be done immediately after resolving the combat that caused the defenders to retreat. Other combats cannot be resolved before the full exploitation movement, and possible combat, has been resolved.
The attacking units may perform regular movement (section 13), with its printed MF. The exploiting units must pass through the vacated hex, paying the MFs to do so before it can move on, again paying the MF cost to do so (section 13.1.1).
Exploiting units may engage enemy units while exploiting. They may also move to engage the same enemy units just attacked and attack them again as described above. However, exploiting units may not attack units that they did not attack in the combat that enabled the exploitation.
Should the second combat result in the defending units retreating from the hex they retreated to, the exploiting units may advance after combat (section 14.6) but not do any further exploitation. See also Figure 19.
Note that normal enemy ZOC restrictions on movement applies (section 13.1.1). That is, pursuing units must spend 1 MF to entering enemy ZOC, and cannot use road movement to do so.
- SS commandos: German special forces units may participate in exploitation, but need not follow the same path as the exploiting units - except for entering the vacated hex.
- Detachments: Exploiting divisions or brigades may detach or reattach regiments during exploitation, as described in section 13.4.
- Initiative: The initiative marker may be used in a combat at the end of an exploitation.
- Air missions: Air units cannot be used for CAS during exploitation combat.
- River crossings: An exploiting unit that starts its exploitation next to a river hex side may cross that river hex side normally (no die roll) as described in section 13.1.1. If the river hex side has previously been crossed, then likewise, the exploiting unit can cross the river normally.
- Prepared positions: Prepared positions cannot be constructed during exploitation.
Figure 18 example (advance after combat): Continuing the example in Figure 17. The defender DE 272 ID is retreated to S3, and takes a step loss. Since the full hex is left vacant, then the Allied units may advance into R2, as shown above. This is the only option available if the attackers are infantry (airborne or not) units. However, since the Allied units are motorised they may also exploit (section 14.6.1).
Figure 19 example (motorised exploitation): Continuing the example in Figure 17, as an alternative to Figure 18. US 7 AD would enter R2 at a cost of 4 MF (clear, woods, and enter enemy ZOC), leaving it with no more MFs. Likewise, for US 30 MID it would cost 4 MF to enter R2 (woods, and enter and leave enemy ZOC), also leaving it without more MFs. Thus only one of the units may move into R2 and re-attack DE 272 ID, as stacking limits would otherwise be violated. US 30 MID moves to R2 and attacks DE 272 ID at 6 AF versus 3 DF. Should this attack result in a DR, then US 30 MID could only advance after combat, not do any further exploitation.
14.7 Limited British attacks
This section is only relevant if the Limited actions optional rule is used.
British units may not participate in attacks when south or east of the Meuse river (thicker line than other rivers), unless they are surrounded by enemy units. British units north and west of the Meuse river may attack as normal. The British units defends as normal.
This rule reflects that the British units were operating in a US operational area with logistics and supply problems as a consequence.
15. Supply phase
- Supply: With this optional rule, there are two supply phases - one after the German combat phase and one after the Allied combat phase.
Without this optional rule, there is only one supply phase after the Allied combat phase.
A supply line is an unbroken line of hexes, of any length and in any direction, that
- starts at the hex occupied by the unit in question,
- does not pass through enemy occupied hexes,
- does not pass through enemy ZOC, unless the hex is occupied by a friendly unit,
- does not exit the map
- and terminates on a edge of the board belonging to the unit's faction.
The German faction's edge is marked by a green-grey dashed line, while the Allied edge is marked with a dark-blue dashed line.
A unit that can trace a supply route is said to be in-supply. A unit that cannot trace a valid supply route is said to be out-of-supply (OOS).
- Supply: A unit occupying the same hex as an Allied fuel depot is also considered in-supply.
- SS commandos: German special forces units are always in-supply.
In the supply phase after the Allied combat phase, all German ground units are checked for supply.
- Supply: This replaces the above paragraph if this optional rule is used. In both the Allied and German faction supply phases, both faction checks all of its units for supply.
- Note that both factions must check its units for supply, not just the active faction. E.g., in the Allied supply phase, both the Allied and the German faction must check all of their units for supply.
An out-of-supply marker (section 1.4) must be placed on any unit that is deemed OOS. Any unit deemed to be in-supply but currently with an OOS marker, has this marker removed.
Any unit that is OOS may not move nor attack, but it may defend normally. An OOS unit must retreat if combat results (section 14) calls for it.
- Supply: If this optional rule is in effect, then a OOS unit suffers a -1 DF modifier when defending. Also, although it still excerpts ZOC, enemy units do not incur a +1 MF cost to enter or exit the units ZOC.
- Fuel: German OOS units cannot be activated.
- Prepared positions: An OOS unit cannot build prepared positions.
- Detachments: An OOS unit cannot detach or reattach regiments.
The supply status of units is only determined during the supply phases, and persists until the following factions supply phase.
- Air missions: If this optional rule is in use, then Allied units may have their OOS marker removed after an Allied air supply drop (section 10).
- Supply: With this optional rule, supply is determined twice a turn, and the supply status of a unit persists between these two phases.
- Thus, a unit may be OOS at the start of a factions turn, but during that turn come back into supply. However, since the supply status persists until the next supply phase, it cannot attack, move, create prepared positions, and detach or reattach regiments.
See also Figure 20.
Figure 20 example (supply): DE 560 ID is not OOS, since it may trace a route through P8 occupied by DE C AIR. SS 2 AD is OOS as it is surrounded by the two airborne divisions. DE 26 ID is likewise OOS. Supply: Allied units may also be OOS with this optional rule, and indeed the US 4 AD is OOS because it is surrounded by DE 26 ID and DE 15 AID.
16. Victory points
After the last turn of the chosen scenario (section 17), the total number of victory points (VP) for both factions are calculated. For a given faction, the number of VPs are determined from the casualties of the opposing side, the number of detached regiments the opposing side has on the map, and for the German faction, the number of objectives controlled (section 7). The different sources of VPs are summarised in Table 11.
The victory points from enemy casualties are awarded as follows.
- Every opposing unit eliminated, of any size, is worth twice its full-strength combat factor (2 x CF, see section 1.2.1) in VPs.
- Every opposing reduced strength ground unit still on the map counts as its combat factor difference (delta CF, see section 1.2.1) in VPs.
- Every loss (step loss marker) with an enemy unit is worth 1 VP.
- If the optional rule Detachments is in use, then any detached enemy regiment on the board removes one VP. That is, detached regiments (and only those that have been detached from a division or brigade, see section 13.4) counts as -1 VP.
Table 11: Victory points.
| Enemy units | VP |
|---|---|
| Eliminated unit | 2 x CF |
| Flipped (reduced-strength) unit | delta CF |
| Step loss | 1 |
| Detachment | -1 |
| Objective (German faction only) | x (the number printed on the objective) |
| German controls fewer than 3 VP of objectives (Allied faction only) | 10 |
An example of casualty VP calculations for the German faction
| Allied casualties | VP | |
|---|---|---|
| Eliminated US 28 MID | 5 CF | 10 VP |
| Eliminated US 9/R MIR | 1 CF | 2 VP |
| Reduced US 2 AD | 3 delta CF | 3 VP |
| 3 step loss markers | 3 VP | |
| 2 detachments on board | -2 VP | |
| Total (as printed in the source; the listed items sum to 16) | 17 VP |
The German faction, only, also earns VPs from controlled objectives (section 7). Each objective is worth the number of VPs printed in the red circle. Note that hex A9 is an objective worth 2 VP even though it is not a town.
If the German faction does not control objectives worth 3 VP or more, then the Allied faction receives a 10 VP bonus.
To determine victory, calculate the ratio of German VPs to the Allied VPs, and consult Table 12 using the column for the final turn.
Table 12: Victory conditions by scenario's end turn. To win the first scenario (section 17.1), the German faction must have at least 3 times more victory points than the Allied faction. Conversely, the Allied faction wins if German faction has less than 2 times than Allied faction. If neither of these conditions are met, then the game is a draw. For the two other scenarios, the victor is the faction with the most victory points.
| German VP / Allied VP | Dec 21 (first scenario) | Dec 31 |
|---|---|---|
| 3 or more | German win | German win |
| 2 or more (less than 3) | Draw | German win |
| more than 1 (less than 2) | Allied win | German win |
| exactly 1 | Allied win | Draw |
| less than 1 | Allied win | Allied win |
17. Scenarios
Below are the three possible scenarios. It is recommended to start with the first scenario (section 17.1), and if the players are inexperienced in playing historical wargames, probably without any optional rules. The scenarios generally increase in complexity. The scenarios have different victory conditions based on the end turn of the scenario. These victory conditions are summarised in Table 12.
In each scenario, under Recommend optional rules is the least set of optional rules recommended for a scenario. The factions should of course choose between themselves which optional rules to use.
Note the eliminated units in the scenarios. These must be considered when calculating victory points (section 16). Also note that some regiments has been detached. The may recombine, as per the normal rules (section 13.4) if the Detachments optional rule is in effect. If that optional rule is not used, then these regiments are simply smaller formation units.
17.1 Surprise attack
This scenario simulates the first part of the Ardennes offensive where the German faction had the advantage of surprise and tried to push through the Allied lines with the goal of reaching Antwerp in Holland.
- Fuel: The German faction automatically losses if it has less than 10 fuel reserve points left.
OOB: Dec 16
Last turn: Dec 21
Recommended optional rules: None
Initiative: German faction
Detached regiments
| Parent | Detached |
|---|---|
| US 9 AD | US 9/R, 1/A, & 2/A MIREGT |
| US 28 MID | US 28/109 & 112 MIREGT |
17.2 Counter offensive
This scenario simulates the later part of the battle where the Allied forces started to receive massive reinforcements and the German faction had to rethink its strategy.
OOB: Dec 22
Last turn: Dec 31
Recommended optional rules: Weather, Air missions, Prepared positions
Initiative: Allied faction
Detached regiments
| Parent | Detached |
|---|---|
| US 9 AD | US 9/1/A MIREGT |
| UK 29/11 ABDE | K MIREGT |
| DE Lehr AD | DE Lehr/A & B AIREGT |
| DE 5 ABID | DE 5/K, L, & M IREGT |
| DE 277 ID | DE 277/J IREGT |
Eliminated units
- US 28 MID
- US 106 MID
- US 14 RECCEREGT
- US 9/R MIREGT
- US 9/A/2 MIREGT
- US 28/109 MIREGT
- Allied supply at V5
- DE Heydte ABIREGT
- SS 10 AD never arrives.
German held objectives: 5 objective VP
- S12 Clervaux
- Y17 Echternach
- PIO Houffalize (as printed in the source)
- U8 St. Vith
17.3 Ardennes offensive
This scenario simulates the full conflict from start to end, or at least up until the point where German victory seemed hopeless.
OOB: Dec 16
Last turn: Dec 31
Recommended optional rules: Weather, Air missions, Supply, Fuel, Detachments, River crossings, Prepared positions
Initiative: German faction
Detached regiments
| Parent | Detached |
|---|---|
| US 9 AD | US 9/R, 1/A, & 2/A MIREGT |
| US 28 MID | US 28/109 & 112 MIREGT |
Table 13: Probabilities of combat outcomes given the combat differential (delta CF). A- is attacker at least 1 step loss; D- is defender at least 1 step loss; Dr is defender retreats.
| delta CF | A2 | A1 | - (defender wins) | DR | D1 | D2 | A- | D- | Dr |
|---|---|---|---|---|---|---|---|---|---|
| -10 | 79% | 15% | 6% | 94% | |||||
| -9 | 72% | 18% | 10% | 90% | |||||
| -8 | 64% |