Battles for the Ardennes
Battles for the Ardennes Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 General Course of Play
- 4.0 Sequence of Play
- 5.0 Movement
- 6.0 March Mode Movement
- 7.0 Stacking
- 8.0 Zones of Control
- 9.0 Combat
- 10.0 Artillery
- 11.0 Supply
- 12.0 Bridges
- 13.0 Improved Positions
- 14.0 Air Power
- 15.0 Reinforcements
- 16.0 Optional Rules
- 17.0 The Folio Games
- 18.0 St. Vith: The Sixth Panzer Army Attack
- 19.0 Clervaux: Breakout of the 5th Panzer Army
- 20.0 Celles: The Battle Before the Meuse
- 21.0 Sedan, 1940: Guderian Across the Meuse
- 22.0 Unit Abbreviations
- 23.0 Player's Notes
- Design Credits
- Abbreviated Sequence of Play
- 24.0 Introduction to the Campaign Games
- 25.0 Blitzkrieg to the Meuse, 1940
- 26.0 Special Rules
- 27.0 Victory Conditions
- 28.0 Optional Variants
- 29.0 The Battle of the Bulge, 1944-45
- 30.0 Special Rules
- 31.0 Victory Conditions
- 32.0 Alternate German Strategies (Optional)
- 33.0 All-Out German Effort in 1944 (Optional Variant)
- 34.0 Shorter Games from the 1944 Campaign
- 35.0 Designer's Notes
- Charts and Tables
1.0 Introduction
1.1 The Subject of the Game
Battles for the Ardennes is a series of regiment/battalion level simulations of the battles which occurred in the Ardennes area in World War II. Here, in 1940, the Germans overran the unsuspecting French and, in 1944, launched a surprise attack on the American forces to initiate what is popularly known as the Battle of the Bulge.
Each hex on the four maps represents 3.2 kilometers of real terrain from side to side. Each Game-Turn simulates 12 hours of actual operations. Individual combat units represent between 1000 and 7000 men and supporting weapons. Armored units represent between 40 to 180 tanks or Panzers. Artillery units represent between 60 and 100 guns or rocket projectors.
The four Folio games in Battles for the Ardennes are St. Vith, Clervaux, Celles and Sedan, 1940. The components of the four Folios may be linked together by owners of the entire QuadriGame to create both the 1940 and 1944 Campaign Games.
1.2 How the Game Is Organized
Cases:
[1.21] Each of the rules folders is divided into major Sections, which are arranged in the order in which they are used in a complete turn of the game. Each major Section is numbered with a whole number (e.g., 1.0, 2.0, 3.0, etc.). The major Sections lead off with a General Rule, which is a simple summary of the rules in that Section.
[1.22] Players new to conflict simulations should examine all the main components of the game before reading any further in the rules. Examine the charts and tables, the playing pieces, and the map. Then break out the counters and place them on the map. Their positions are printed on the counters (except in the Celles and Sedan Folio games in which their positions are printed on the map).
[1.23] The complete rules to the game are contained in the General Rules, Procedures and Primary Cases (e.g., 3.1, 3.2, 3.3, etc.) if any confusion arises concerning intent or interpretation, go back and read the pertinent Secondary Cases under the topic heading concerned (the outline may be used to find the right section).
[1.24] Players should be sure that they are familiar with all the aspects of at least one of the individual Folio games before attempting the more complicated optional rules, Optional Variants, and Campaign Games.
The rules are presented in two rules folders. These folders actually apply to six different games: the four Folio games (St. Vith, Clervaux, Celles and Sedan, 1940) and the two Campaign Games (the Blitzkrieg to the Meuse, 1940 and the Battle of the Bulge, 1944-45). Each Folio game has one map sheet and its respective counters; if you are playing one of the Folio games, you need not be concerned with rules or components which apply only to the Campaign Games. This rules folder contains all the rules necessary to play any one of the Folio games. To play the Campaign Games (an option available only to those who possess the entire QuadriGame) these rules are used in conjunction with the rules in the Campaign Games rules folder.
2.0 Game Equipment
General Rule: Each map section portrays the area in which a battle was fought. It includes all the significant terrain on the battlefield, a Turn Record Track, and a terrain key. Each hexagon contains an identifying number. A hexagonal grid is superimposed over the terrain features printed on the map in order to regularize movement and the positioning of the playing pieces.
Cases:
2.1 The Game Map
Each map section portrays the area in which a battle was fought. It includes all the significant terrain on the battlefield, a Turn Record Track, and a terrain key. Each hexagon contains an identifying number. A hexagonal grid is superimposed over the terrain features printed on the map in order to regularize movement and the positioning of the playing pieces. To make the map lie flat, back fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.
2.2 Game Charts and Tables
Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Terrain Effects Chart, Combat Results Table, Weather Table, Air Attack Table, German Supply Shortage Table, and the Supply Effects Chart.
2.3 The Playing Pieces
The cardboard pieces represent the actual military units that took part in the original battles. The numbers and symbols on the pieces represent Combat Strength, movement capability, and type of unit represented by that piece. These playing pieces are hereafter to be referred to as units. Also included in the game are a number of informational markers that help the players keep track of the state of certain units (March Mode, Out of Supply, Isolated, Dispersed, etc.).
2.4 How to Read the Units
2.41 Sample Combat Units
A typical combat unit shows, front and back: Unit Size (top center), Unit Type (left symbol, a rectangle enclosing a symbol for the unit's branch — for example a filled diamond box for armored infantry), Regiment Designation and Set-Up Hex (a code such as "38/2" and a hex number such as "1620"), Division Designation (a letter such as "B"), Combat Strength and Movement Allowance (a pair of numbers such as "6-3"). The reverse side shows the unit's reduced Combat Strength (its Unit Size marked in parentheses, e.g. "(III)") after it has taken a Step Loss.
A typical artillery unit shows, front and back: Unit Size, Unit Type, Set-Up Hex, Unit Designation, Barrage Strength and FPF (Final Protective Fire) Strength (a pair of numbers separated by a dot, e.g. "4-1•"). The reverse ("Out of Battery") side shows a reduced Barrage and FPF Strength (e.g. "•-1-1") along with the unit's Movement Allowance and Defense Strength.
2.42 Summary of Unit Types
Mechanized:
- Armored Infantry (Panzergrenadier)
- Armor (Panzer)
- Armored Engineer
- Reconnaissance
- Artillery
- Rocket Artillery (Nebelwerfer)
Non-Mechanized:
- Infantry (Volksgrenadier)
- Glider Infantry
- Parachute Infantry (Fallschirmjäger)
- Cavalry
- Fortress Infantry
- Engineer
- Mountain Infantry
Each unit type has a distinct front and back printing; most non-mechanized unit types have no reduced ("Out of Battery" or half-strength) back side and are eliminated outright when they would otherwise take a Step Loss.
Unit Sizes: II = Battalion; III = Regiment; X = Brigade; XX = Division; XXX = Corps; XXXX = Army.
2.42 Summary of Informational Markers
(Numbered 2.42 in the original booklet, duplicating the Summary of Unit Types case above.)
- German March Mode / (reverse) Blown Bridge
- Allied March Mode / (reverse) Blown Bridge
- Out of Supply / Isolated (front and back)
- Bridge (Building) / Bridge (Completed)
- Improved Position (Building) / Improved Position (Completed)
- Dispersed (DSP) / German Air Power
- Air Supply / Allied Air Power
If any of these parts are missing or damaged, write:
Customer Service Simulations Publications, Inc. 44 East 23rd Street New York, N.Y. 10010
Questions regarding the game rules will be answered if accompanied by a stamped, self-addressed envelope. Send to: Game Questions, Battles for the Ardennes, at the above address.
2.5 Definition of Terms
Combat Strength is the relative strength of a unit when attacking or defending expressed in terms of Combat Strength Points.
Reduced Strength may occur as a result of combat. Some units begin some of the Scenarios with a reduced strength.
Barrage Strength is the relative strength of an artillery unit when attacking Enemy units expressed in terms of Barrage Strength Points.
Final Protective Fire (FPF) is the relative ability of an artillery unit to add to the defensive strength of Friendly units expressed in FPF Strength Points.
Movement Allowance is a quantification of a unit's ability to be moved through the hex grid expressed in Movement Points. Moving through differing types of terrain hexes uses various amounts of Movement Points.
Unit Designations denote the parent organization to which the unit belongs and identifies the unit itself. Typically, the designation to the right of the unit symbol is the unit's division number; and the number to the left is its own regiment or brigade number.
2.6 Parts Inventory
| Component | Folio Game | QuadriGame |
|---|---|---|
| Game Map Section | 1 | 4 |
| Unit Counter Sections (Number of Counters) | 2 (200) | 7 (800) |
| Standard Rules Folder | 1 | 1 |
| Campaign Rules/Historical Situation Briefing Booklet | 0 | 1 |
| Die | 0 | 1 |
| Game Box Assembly | 0 | 1 |
3.0 General Course of Play
General Rule: Each game in Battles for the Ardennes is primarily intended for two Players, although they can be played solitaire, and the Campaign Games are well suited to multi-Player use. One Player assumes the command of the German forces, and the other Player assumes the command of the Allied (U.S., British, French and Belgian) forces.
Cases:
3.1 Setting Up the Game
The cardboard playing pieces should be punched out of the unit counter sheets. The differently colored units represent forces of the opposing sides.
Players should determine which side each will play. The German Player should sit on the east side of the map and the Allied Player on the south or west side. Each counter has its set-up hex printed on it (or on the map). All remaining units are either reinforcements which enter during the course of play or are optional units (used in optional scenarios). See the set-up rules of the particular game being played for details on preparation for play.
The sheet of informational markers should be punched out and separated by type for use in the game. The Game-Turn marker should be set up in the appropriate space of the Turn Record Track.
3.2 Playing the Game
All the games are played in Game-Turns. Each Game-Turn is composed of two Player-Turns (one German and one Allied). Each Player uses his Player-Turn to maneuver his forces and participate in combat for the purpose of attaining various objectives.
During his Player-Turn, each Player may move his units by expending Movement Points for their total Movement Allowance for each hex entered, after which he may conduct his attacks by comparing the total Combat Strength of all units in an attack with the strength of the units being attacked and rolling the die to determine the outcome of each attack.
Play proceeds through a certain number of Game-Turns, after which a victor is determined. The winner will be the Player who most successfully fulfills all the requirements for victory as described in the rules for the particular game being played.
4.0 Sequence of Play
Cases:
4.1 The Game-Turn
The games in Battles for the Ardennes are played in successive Game-Turns, composed of a German Player-Turn and an Allied Player-Turn. The Player whose Player-Turn is currently in progress is termed the Phasing Player. During each Game-Turn, the Players maneuver their units and resolve combat in sequence, according to the following outline and within the limits provided by the rules which follow. At the conclusion of the last Game-Turn, the victory conditions are consulted and the winner is determined.
4.2 Game-Turn Sequence Outline
1. German Player-Turn
A. Mutual Supply Determination Phase. Both Players, beginning with the Allied Player, determine the supply status of all units on the map. In 1944 games, the German Player may have to refer to the German Supply Shortage Table (but only in the German Player-Turn).
B. Air Power Phase. The German Player may execute air interdiction attacks, providing he has any Air Points (in some cases this Phase is not included).
C. Movement Phase.
- Building Segment: The German Player may place Bridge Building markers or Improved Position Building markers on any eligible units. These markers may not be placed on units currently in March Mode. Improved Position Building markers currently on Friendly units may be flipped over to their completed side.
- Battery Segment: The German Player may adjust the battery status of all his artillery units, placing them either In Battery or Out of Battery. Artillery units currently in March Mode may not be put In Battery.
- Mode Adjustment Segment: The German Player may change the mode of all his units, by placing or removing March Mode markers from his units within the guidelines of the March Mode rules.
- Movement Segment: The German Player may move all, some, or none of his units as he desires, within the limits and restrictions of the rules of movement, Zones of Control, terrain effects, and special rules of the game. Units with Bridge Building markers or Improved Position Building markers on them and artillery units that are In Battery may not be moved. The German Player may bring reinforcements onto the map as allowed by his reinforcement schedule and reinforcement rules. The Allied Player may not move his units. No combat may be resolved during this Segment. Once a Player has begun to resolve combat, he has irreversibly initiated the Combat Phase.
D. Combat Phase. The German Player uses his units to attack the Allied Player's units. The German Player may execute his attacks in any order he desires. Each attack follows this sequence where appropriate:
- The German Player states the number and strength of his attacking ground units.
- The German Player may add Barrage Strength Points from in-range artillery units to his total Combat Strength Points in the battle. He may allocate an Air Point to the combat (if he has any available).
- The Allied Player may add Final Protective Fire Strength Points from non-adjacent, in-range artillery units to his total combat strength in the battle. He may also allocate an Air Point to the combat.
- The combat odds ratio is calculated. Note that certain terrain effects and supply effects may alter attacking or defending strength of units. The ratio is then adjusted in accordance with terrain effects, divisional integrity, or special rules and the die is rolled. The resulting number is then indexed on the Combat Results Table, and the result is immediately applied.
E. Bridge Phase. The German Player may utilize any units that are properly positioned to attempt to blow bridges. The die is rolled for each bridge and the result is implemented. All Bridge Building markers stacked with Friendly units may be flipped over to the bridge side, providing the unit is not now adjacent to any Enemy units.
2. Allied Player-Turn: The Allied Player now executes his Player-Turn in an identical sequence to that of the German Player-Turn described earlier.
3. Game Turn Record Interphase: The Game-Turn marker should begin each game in the box on the Turn Record Track marked as the start turn for the game being played. At the end of each Game-Turn, the Game-Turn marker is advanced one space along the Turn Record Track, signaling the start of a new Game-Turn.
5.0 Movement
General Rule: During the Movement Segment of the Movement Phase, the Phasing Player may move as many or as few of his units as he desires. Each unit may be moved as many or as few hexes as desired as long as its Movement Point Allowance is not exceeded in a single Movement Phase. Unused Movement Points may not be accumulated or transferred. The Movement Segment of the Friendly Movement Phase is the only time that Friendly units may be moved voluntarily.
Procedure: Units are moved one at a time, tracing a path of contiguous hexes through the hex grid in any direction or combination of directions. Movement from hex to hex must be consecutive; that is to say, in moving a unit, one may not "skip over" hexes. As a unit is moved into each hex, one or more Movement Points from its total Movement Point Allowance must be expended. Once the Player's hand is removed from the unit, movement of that unit is considered complete.
Cases:
5.1 How to Move Units
[5.11] During a Movement Phase, all, some or none of the Phasing Player's units may be moved. No units belonging to the non-Phasing Player may be moved. Combat may not occur in this Phase.
[5.12] Movement is calculated in terms of Movement Points, depending on what type of terrain hex a particular unit is entering. These effects are detailed in Case 5.4, Effects of Terrain on Movement, and summarized on the Terrain Effects Chart (5.5).
[5.13] There are two categories of units as far as movement is concerned in Battles for the Ardennes: mechanized and non-mechanized. Mechanized units include armor, armored infantry, armored engineers, reconnaissance, artillery, and rocket artillery. Non-mechanized units include infantry, glider infantry, parachute infantry, cavalry, fortress infantry, mountain infantry, and engineers. Different Movement Point expenditures are required to move units of each of these two categories into most hexes, as shown on the Terrain Effects Chart (5.5). These two categories also receive different benefits from March Mode movement (6.0).
5.2 Movement Inhibitions and Prohibitions
[5.21] Friendly units in no way affect or impede the movement of other Friendly units (however see Case 6.2). A unit may never be moved into a hex containing an Enemy unit.
[5.22] Friendly Zones of Control (see Section 8.0) never affect the movement of Friendly units. A unit that is moved into a hex that is in an Enemy Zone of Control must stop and cannot be moved any further that Game-Turn.
[5.23] A Friendly unit in an Enemy Zone of Control at the beginning of its Movement Phase may be moved out of that Zone of Control at the cost of one Movement Point in addition to the cost of the terrain in the hex entered, but only if the first hex entered in this move is not in an Enemy Zone of Control (exception; see Case 5.25).
[5.24] Friendly units may never be moved directly from one Enemy Zone of Control to another.
[5.25] Friendly mechanized units may always be moved out of Enemy Zones of Control exerted purely by artillery units, provided the requisite number of Movement Points to move such units normally are expended. An additional Movement Point need not be expended to move such a unit out of an Enemy artillery unit Zone of Control.
[5.26] Units may be moved only during the Movement Segment of their Friendly Movement Phase, although there may be some movement as a result of combat, in terms of advances and retreats. These are not considered movement per se and do not require the expenditure of Movement Points.
[5.27] If no Movement Points of a given unit's Movement Point Allowance have been expended in a given Movement Phase, and that unit still has insufficient Movement Points to be moved to an adjacent hex, it may be moved into that hex anyway (exception: see Case 5.29). In other words, units may always be moved at least one hex, regardless of Movement Point limitations, unless it is into a hex or across a hexside prohibited to normal movement.
[5.28] Units that are out of supply have their normal Movement Point Allowance halved, rounding fractions up (see Section 11.0).
[5.29] Artillery units that are In Battery (see Case 5.3), units that are Isolated (Case 11.45), units that are Dispersed (Case 14.25), and units with a Movement Point Allowance of zero may never be moved.
5.3 Artillery Movement
[5.31] In order for an artillery unit to be moved, it must be Out of Battery during the Movement Segment of the Friendly Movement Phase. If an artillery unit is In Battery (its unit type face up, see Case 2.41) during the Movement Segment it may not be moved.
[5.32] A Player may change the battery status of his artillery units (flip them to either side) only during the Battery Segment of his Movement Phase. Thus, if a Player wishes to move an artillery unit in a particular Movement Phase, that unit must be put Out of Battery (if it is not already) during the Battery Segment. If he wishes to use the unit's Barrage Strength in the ensuing Combat Phase or its Final Protective Fire Strength in the Enemy Player's Combat Phase (see Artillery, Section 10.0), he must place the artillery unit In Battery.
[5.33] Under no circumstances may an artillery unit be moved and use its Barrage Strength in the same Game-Turn.
[5.34] There is no Movement Point cost to change the battery status of artillery units, nor do Enemy Zones of Control in any way inhibit the ability to change battery status. However, an artillery unit in March Mode (see Section 6.0) during the Battery Segment may not be put In Battery.
[5.35] Artillery units with a Movement Point Allowance of 1 may not be placed in March Mode (see Case 6.11). They may utilize normal movement.
5.4 Effects of Terrain on Movement
The cost in Movement Points to enter certain hexes and/or cross certain hexsides may be more than one Movement Point depending on the types of terrain entered or hexsides crossed and whether the unit is moving along a road. These effects are shown graphically on the Terrain Effects Chart.
[5.41] Movement Point costs for crossing hexsides and entering hexes are cumulative.
[5.42] Armor, reconnaissance, armored engineers, artillery, and rocket artillery units may be moved across only those river hexsides intersected by a bridge or ford. Under no circumstances may such units be moved across a river hexside not traversed by a bridge or ford. An armored infantry or non-mechanized unit may cross an unbridged river hexside at a cost of its entire Movement Allowance. That is, units able to cross unbridged river hexsides must start the Movement Phase adjacent to the hexside to be crossed and may only be moved that one hex.
[5.43] Two hexes are "connected" by a road if they are adjacent and if their common hexside is intersected by a road.
[5.44] A Player may move a unit from a road hex to an adjacent connecting road hex ignoring the cost of the terrain in the hex entered and expending only one Movement Point for each hex entered. Movement onto a road hex from a non-road hex is not executed using the road movement rate; the cost of the terrain in the road hex entered must be paid.
[5.45] Some of the Movement Point costs on the Terrain Effects Chart are in parenthesis. These costs are used instead of the corresponding non-parenthesized costs throughout the 1940 games and in the 1944 games, starting with Game-Turn 17 (Dec. 24 A.M.). These lesser costs represent dry summer ground in the 1940 games and frozen ground in the latter part of the 1944 games.
5.5 Terrain Effects Chart
(see Charts and Tables Display)
5.6 Special Armored Infantry Movement
Armored infantry units may be dismounted and moved as regular infantry units in any Game-Turn. The owning Player simply states his intention of having the unit dismount before moving the unit. Terrain Movement Point Costs are expended for an armored infantry unit moved in this manner as if it was a non-mechanized infantry unit, and such a unit is considered to have a Movement Point Allowance of only three. This in no way affects the unit's future capacity to be moved as a mechanized unit or its combat strength. Although being moved like a non-mechanized unit, the unit is not affected by enemy artillery Zones of Control (see Case 8.3). No other mechanized units may be moved in this fashion.
5.7 Exiting the Map
In some of the games the German Player may exit his units from the map at specified road hexes only. To exit a unit from the map, a Player must expend one Movement Point to move the unit into an imaginary off map road hex adjacent to a road hex leading off the map edge.
[5.71] An exited unit is removed from play and may never be returned to the game.
[5.72] Units exited from the map may count toward the owning Player's victory conditions. They are not considered eliminated units.
[5.73] No unit may be exited off the map in fulfillment of retreat or advance as a result of combat. If no other retreat route is possible, the unit(s) must lose a step instead.
[5.74] A unit may be exited from a road hex, regardless of the number of Friendly units which were exited from the same hex previously.
[5.75] Allied reinforcements may not be placed on the game map in a hex from which a German unit has exited.
6.0 March Mode Movement
General Rule: All combat units in Battles for the Ardennes may be in one of two modes at any time: Combat Mode or March Mode. The presence of the unit on the map without a March Mode marker indicates that the unit is in Combat Mode. A unit is in March Mode if it has a March Mode marker placed on it. Units in March Mode may be moved at a faster rate than units in Combat Mode, but they may be moved only on roads and are less effective in combat.
Procedure: During the Mode Adjustment Segment of the Friendly Movement Phase, the Phasing Player determines the mode of each Friendly combat unit. Friendly units may be placed in either Combat or March Mode at the choice of the Phasing Player within the restrictions of Case 6.1. March Mode markers are placed on units that the Phasing Player wishes to place in March Mode and markers are removed (if the unit was in March Mode on the previous Game-Turn) from units to be placed in Combat Mode. The mode chosen at this point can not be changed voluntarily by either Player until the Mode Adjustment Segment of the next Friendly Movement Phase.
Cases:
6.1 When Units May Change Mode
The mode of Friendly units may be changed only during the Mode Adjustment Segment of the Phasing Player's Movement Phase before any units have been moved. There is no Movement Point cost to change mode.
[6.11] A unit may not be placed in March Mode if:
- the unit is on a non-road hex
- the unit is stacked with another Friendly unit
- the unit is in an Enemy Zone of Control
- the unit possesses a Movement Point Allowance of one or less, or
- the unit is out of supply.
[6.12] Players may place a unit in Combat Mode (i.e., remove a March Mode counter) at any time during the Mode Adjustment Segment (only).
[6.13] Once the Phasing Player has moved a unit, he has initiated the Movement Segment and may not change the mode of any of his units voluntarily until the Mode Adjustment Segment of his next Player-Turn.
[6.14] A unit in March Mode must be placed in Combat Mode if it engages in combat (either as the attacker or defender) and receives any unfavorable result on the Combat Results Table (i.e., a result that causes it to either be retreated or take a step loss). This is the only time, outside of changing mode at the beginning of the Movement Phase, that a unit's mode can be changed.
[6.15] Artillery units that are In Battery during the Mode Adjustment Segment may not enter March Mode.
6.2 Movement of Units in March Mode
[6.21] Units in March Mode have their Movement Point Allowances increased, according to type, as follows:
- All mechanized units (see Case 5.13) are moved at three times their normal Movement Point Allowance when in March Mode; e.g., an armor unit with a Movement Point Allowance of six could be moved 18 hexes along connecting roads.
- All German, French and Belgian non-mechanized units are moved at twice their normal Movement Point Allowance.
- All American and British non-mechanized units are moved at six times their normal Movement Point Allowance.
[6.22] Units in March Mode may be moved only from road hexes to adjacent connecting road hexes. At no time may a unit in March Mode be moved through a hexside not traversed by a road (or bridge). Units in March Mode may not be moved across rivers at fords; they may cross rivers only at bridges.
[6.23] A unit in March Mode may never be moved into a hex containing another unit in March Mode, nor may its movement end in a hex adjacent to a connecting road hex (see Case 5.43) containing a Friendly unit in March Mode.
Example. The following illustrations show situations at the conclusion of the Movement Phase: two German units in March Mode may not stack together in the same hex or end movement in adjacent connecting-road hexes (Prohibited), and likewise for two Allied units in March Mode (Prohibited). Two German March Mode units may, however, occupy hexes that are not connected by road to one another, or are not adjacent along a road (Permissable).
[6.24] A unit in March Mode may be moved into a hex occupied by a Friendly unit not in March Mode but the terrain Movement Point cost of the hex must be expended as if the unit were a mechanized unit in Combat Mode, regardless of the type of unit it actually is (exception: see Case 6.25). This is the only time when more than one Movement Point need be expended to move a unit in March Mode into a hex.
Example: A March Mode unit moving through a hex containing a Friendly regiment (III 7, 18/1, 6-3) in Heavy Woods pays a cost of 4 Movement Points; through a hex containing a Friendly battalion (II 4, 613 TD, 2-6) in Broken terrain it pays 2 Movement Points; and through a hex containing a Friendly regiment (III 6, 120/30, 6-3) in Clear terrain it pays 1 Movement Point. These are the Movement Point costs to move a unit in March Mode (unit not shown) through various non-occupied and Friendly-occupied hexes.
[6.25] Units in March Mode may be moved into a hex occupied solely by Friendly fortress infantry units at no extra cost in Movement Points.
[6.26] Units in March Mode may be moved into hexes containing Enemy Zones of Control; but like units in Combat Mode, they may be moved no further that Movement Phase. Units in March Mode may never exit an Enemy Zone of Control.
[6.27] Regardless of what mode a unit is in, moving it from a road hex directly to an adjacent connecting road hex always costs one Movement Point; a unit need not be in March Mode to receive the benefit of roads on the Terrain Effects Chart. On the other hand only units in Combat Mode may be moved into a hex not traversed by a road.
[6.28] Friendly units in March Mode during the Building Segment of the Friendly Movement Phase may not be used to commence bridge or Improved Position building. Artillery units in March Mode during the Battery Segment may not go In Battery.
6.3 Effects of March Mode on Zones of Control and Combat
[6.31] Units in March Mode have their Combat Strength halved (round fractions up).
[6.32] The Zone of Control of units in March Mode extends only into adjacent connecting road hexes.
Example: A unit in Combat Mode exerts its Zone of Control into all six adjacent hexes ("NO ZOC" everywhere else is not applicable — all six are controlled); a unit in March Mode instead exerts its Zone of Control ("ZOC") only into the adjacent hexes connected to it by road, leaving the other adjacent hexes ("NO ZOC") uncontrolled.
[6.33] If a unit that is in March Mode is involved in an attack (only) and incurs an unfavorable result (Case 6.14), that unit must take at least one step loss (see Case 9.5) in fulfilling the combat result obligation. If more than one unit in March Mode was involved in the attack, the owning Player may remove the required step from the unit (in March Mode) of his choice. Additionally, after this step loss is fulfilled, all surviving attacking units must immediately be placed in Combat Mode (see Case 6.14).
[6.34] Units in March Mode may attack any Enemy units to which they are adjacent (within the guide lines of Case 9.1), regardless of whether the Enemy units are in road hexes or not. However, units in March Mode may advance after combat only along connecting road hexes. This applies to attacking units that are forced to enter Combat Mode as a result of combat as in Case 6.33 and then are eligible to advance (in a split result for example). That is, if a unit is in March Mode at the instant of combat it may be advanced only along connecting road hexes.
[6.35] Units in March Mode that are placed in Combat Mode as a result of combat are retreated, as any other units in Combat Mode (i.e., not necessarily into connecting road hexes). Units defending in March Mode are not required to take steps when receiving an unfavorable result.
[6.36] If any unit belonging to a division formation is in March Mode, that division may not receive the Divisional Integrity Combat Bonus (see Case 9.8).
7.0 Stacking
Cases:
7.1 Restrictions on the Number of Units in a Hex
Neither Player may ever have more than three combat units in any one hex at the end of a Movement Phase and at any time during the Combat Phase. Game markers, such as Improved Position markers and March Mode markers, do not count against stacking limits.
[7.11] Units may be moved freely through other Friendly stacks, except during retreats, and the restrictions of stacking apply only at the end of the Friendly Movement Phase and throughout all Combat Phases. There is no additional cost to move a unit into a Friendly-occupied hex (however, see Case 6.24).
[7.12] If units exceed the stacking restrictions at the end of a Friendly Movement Phase or at any time during the Combat Phase, the excess unit(s) (owning Player's choice) are eliminated and removed from the game.
7.2 Stacking and March Mode
Units in March Mode may never stack with or be moved through a hex occupied by another Friendly unit in March Mode. Units in March Mode may stack with Friendly units not in March Mode (however, see Case 6.24).
7.3 Stacking and Bridges
Mechanized units (see Case 5.13) that are moved across a bridge hexside may not be stacked with other mechanized units in the hex immediately adjacent to the bridge crossed. Units may be moved freely through the hex, but only one mechanized unit may be in the hex at the end of the Friendly Movement Phase.
8.0 Zones of Control
General Rule: The six hexagons surrounding a hex constitute the Zone of Control of any unit(s) in that hex. Hexes upon which a unit exerts a Zone of Control are called controlled hexes and inhibit the movement of Enemy units. Movement of a unit must cease when it is moved into an Enemy-controlled hex.
Cases:
8.1 Which Units Exert Zones of Control
[8.11] All units except armored and reconnaissance battalion units, German engineer units, and isolated units exert Zones of Control at all times (also see Case 8.3).
[8.12] Armored and reconnaissance battalions (not German engineers or isolated units) exert a Zone of Control if they are located in towns or improved positions.
[8.13] The Zone of Control of a unit in March Mode extends only into adjacent connecting road hexes.
8.2 Effects of Zones of Control
Enemy-controlled hexes inhibit Friendly movement and retreat, and block the tracing of Friendly supply lines.
[8.21] It never costs any additional Movement Points to move a Friendly unit into an enemy-controlled hex, but movement of that Friendly unit must stop. The unit may be moved no further that Game-Turn.
[8.22] Units may be moved out of an Enemy-controlled hex at a cost of one extra Movement Point at the beginning of a unit's movement (only). A Friendly unit may never move directly from one Enemy-controlled hex to another.
[8.23] A unit with a parenthesized Combat Strength may not be moved into an Enemy-controlled hex unless that hex is occupied by a Friendly unit.
[8.24] A unit in March Mode may never be moved out of an Enemy-controlled hex during the Friendly Movement Phase. It may be placed in Combat Mode during the Mode Adjustment Segment and then moved (see Section 6.0).
[8.25] Friendly Zones of Control never affect Friendly units; only Enemy units.
[8.26] Zones of Control extend into all six hexes adjacent to the controlling unit's hex. Terrain and rivers never affect Zones of Control.
[8.27] There is no additional effect in having more than one unit exert its Zone of Control into a given hex.
[8.28] If there are both an Enemy and a Friendly Zone of Control exerted over the same hex, both Zones of Control co-exist, and that hex is mutually controlled by both Players.
[8.29] Friendly-occupied hexes (but not Friendly-controlled hexes) negate the presence of Enemy Zones of Control for the purposes of tracing retreat routes and supply lines. They do not negate the presence of Enemy Zones of Control for the purposes of movement.
8.3 Artillery Zones of Control
Artillery unit Zones of Control do not block Enemy supply lines, nor do they in any way inhibit the movement, retreat, or advance after combat of enemy mechanized units. Artillery Zones of Control affect the movement, retreat, or advance after combat of non-mechanized units just like any other Zones of Control.
9.0 Combat
General Rule: Combat occurs between adjacent opposing units at the Phasing Player's discretion during that Player's Combat Phase. The Phasing Player is termed the attacker, the non-Phasing Player is termed the defender, regardless of the overall strategic situation.
Procedure: The Phasing Player determines what attacks he will make. The attacks are then resolved as follows, one by one, in any order at the discretion of the Phasing Player. Total the Combat Strength of all the attacking units involved in a specific attack and compare it to the total Combat Strength of all defending units in the hex under attack. State the comparison as a ratio of the attacker's strength to the defender's strength. Round off the ratio in favor of the defender (e.g., 17:6 becomes 2:1) to conform to the simple ratios found on the Combat Results Table. Next, determine the terrain of the hex the defender is located in. Cross index this terrain line with the proper ratio on the Combat Results Table. Roll one die and read the result on the appropriate line under the ratio. Apply the result immediately before resolving any other combat.
Cases:
9.1 Restrictions on Attacks
[9.11] Units may attack only during their own Friendly Combat Phase. They may attack any and all Enemy units which are adjacent to them. Only those units directly adjacent to a given Enemy unit may participate in an attack upon that unit (exception: see Section 10.0, Artillery).
[9.12] Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an Enemy unit need participate in any attack. A Friendly unit in a stack that is not participating in a given attack is never affected by the results of that attack.
[9.13] An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes and by as many eligible artillery units as are in range of that hex.
[9.14] No unit may attack more than once per Combat Phase, and no Enemy unit may be attacked more than once per Combat Phase.
[9.15] Units with a parenthesized Combat Strength, artillery units that are Out of Battery, and Isolated units may not attack or contribute their Combat Strength to other units' attacks.
[9.16] Units in March Mode and units that are Out of Supply attack at half their printed Combat Strength (round fractions up).
9.2 Multiple Hex and Multiple Unit Combat
[9.21] All units in a given hex must be attacked as a single Defense Strength. The defender may not withhold a unit in a hex under attack. Different units in a hex may not be attacked separately, nor may one unit be attacked without involving the other units in the same combat.
[9.22] Other units in a hex that contains an attacking unit need not participate in that same combat or in any other attack. Thus, when one unit in a stack is attacking a given hex, the other units in the stack could attack different hexes or not attack at all.
[9.23] If a unit(s) is adjacent to more than one Enemy-occupied hex, it could attack all of them in a single combat. Thus, units in a single hex may attack more than one hex. The only requirement is that all attacking units must be adjacent to all defending units (with the exception of Barrage or FPF Points, for which artillery units need not be adjacent. But must be in range; see Section 10.0, Artillery).
[9.24] A given unit's Attack and/or Defense Strength is always unitary; that is, it may not be divided among different combats, either for attack or defense.
9.3 Effects of Terrain on Combat
For the most part, there are no increases or decreases of Combat Strengths because of terrain. Instead, terrain effects are integrated into the Combat Results Table. After determining the combat ratio, simply determine the terrain type the defending unit occupies and locate the appropriate line with the correct ratio for a final result (exceptions include rivers, cities, towns, and Westwall hexes).
[9.31] Units attacking adjacent Enemy units through river hexsides (regardless of the presence of bridges or fords) have their Combat Strength halved, rounding fractions up. The Combat Strengths of all units attacking through a river hexside in a single attack should be added together and then halved. The Combat Strength of other units involved in the attack that are not attacking through a river hexside are not affected. The Barrage or FPF Strengths of artillery units are never affected by river hexsides. Note: It is possible for units that cannot be moved across a river hexside to attack across it.
[9.32] Cities are listed on the integrated Combat Results Table on the line with heavy woods. In addition, units defending in cities have their Combat Strengths doubled when attacked.
[9.33] Attacks against units defending in towns are resolved on the terrain line of the other terrain in the town hex. However, the combat odds ratio is shifted two odds columns to the left before resolving the attack.
[9.34] Units defending in Improved Positions (see Section 13.0) receive the same benefit as units defending in towns (see Case 9.33).
[9.35] German units (only) defending in Westwall hexes have their Combat Strengths tripled when attacked.
[9.36] Artillery Barrage Strength (not FPF Strength) is halved, rounding fractions up, when applied against units in towns, cities and Improved Positions. Allied artillery is halved when barraging German units in Westwall hexes. When halving artillery, total all the Barrage Strength in an attack and halve this total.
[9.37] When two or more defending units in different hexes are being attacked in a single combat and are on different types of terrain, all defending units benefit from the applicable terrain most favorable to the defender.
[9.38] When the conditions of an attack call for the application of column shifts to the right and left (such as for towns, integrity, air power, etc.), these shifts should be added before being applied to the Combat Results Table. When the combat ratio is greater or smaller than the highest or lowest ratio column, the ratio is treated as the highest or lowest on the table, as appropriate, before column shifts are applied.
9.4 Combat Results Table
(see Charts and Tables Display)
9.5 Explanation of Combat Results
[9.51] Most units have two Combat Strength levels. The full Combat Strength level is printed on the front of the unit. The reduced Combat Strength level is printed on the back of the unit. When units are flipped over from full Combat Strength to the reduced Combat Strength, it is called losing a step. If a unit is forced to lose more than one step, it is eliminated.
[9.52] Certain units have no reduced Combat Strength level (they have nothing printed on their back side). If called on to lose a step, they are eliminated. These include artillery, units with full Combat Strengths of 2 or less, and units with parenthesized Combat Strengths.
[9.53] All combat results are expressed in terms of steps lost or hexes retreated. Results to the left of the slash refer to the attacker; results to the right of the slash refer to the defender. The result of an E means that all steps for the units involved are lost and no retreat option is possible.
[9.54] A number result (e.g., 1/–) means that the Player who owns the affected unit must either remove the given number of steps from the units, retreat all the units in that combat the given number of hexes, or apply a combination of these two options that satisfies the total numerical requirement. When the loss of one step (or more) is chosen (or required), this does not mean that a step is removed from each defending unit. It means that the owning Player removes one step from any one unit involved. For example, if the combat result were a –/3, the defending Player could retreat all his units three hexes, or remove a total of three steps from them, or remove a total of two steps and retreat them all one hex, etc.
[9.55] Some results on the Combat Results Table are "split" results; e.g., 1/1. In a split result, the defender always applies his result first, whether it is a hex retreat or a step loss. Then the attacker applies his result. If any attacking units remain in the original hex, they may advance after combat, providing that the defending hex has been vacated. The defender may never advance in a split result.
[9.56] A result of eng (engaged) means that both the defender and the attacker must remove one step from any one unit involved in the combat. No retreat is possible.
[9.57] A result of +1/– means that the attacker must remove one step from the affected units. He may then retreat them all one hex or remove another step.
[9.58] A "no result" (–/–) means just that. Neither Players' units are affected and must all remain in place.
[9.59] Units that attack in March Mode must take at least one step loss when satisfying an unfavorable combat result (see Case 6.33).
9.6 Retreats
Retreats are always optional. A Player may choose to lose steps rather than retreat (see Case 9.54). However, a unit may never be retreated onto or through an Enemy unit. A Friendly unit may be retreated into an Enemy-controlled hex but it may lose a step for each hex entered unless that hex is occupied by a Friendly unit(s) (see Case 9.69).
[9.61] Retreats of Friendly units are always conducted by the owning Player, even in split results, within the guidelines of Case 9.62.
[9.62] When deciding which hex to retreat a Friendly unit into, consult the following order of priorities.
- Into a vacant, non-Enemy-controlled hex, not across an unbridged river hexside.
- Into a Friendly-occupied non-Enemy-controlled hex (stacking restrictions may not be violated), not across an unbridged river.
- Across an unbridged river, unless such a move would be prohibited to a unit in normal movement.
- Into a vacant or Friendly-occupied, Enemy-controlled hex (see Case 9.69).
If there is a choice of hexes that meet the requirements of a single retreat priority, a unit should be retreated toward a Friendly map edge (east for the Germans; north, south, or west for the Allies).
[9.63] A unit may be retreated into or through a hex occupied by a Friendly unit as long as the priorities in Case 9.62 are followed. The non-retreating unit is not affected by the retreating unit. Units may not be retreated into or through a hex in violation of stacking restrictions; units that would be so retreated are eliminated instead.
[9.64] Units may never be retreated off the game-map. Mechanized units (except armored infantry) may never be retreated across a river hexside unless that hexside is traversed by a bridge or ford. Armored infantry and all non-mechanized units may be retreated across rivers as long as the priorities in Case 9.62 are followed.
[9.65] Units in March Mode must be placed in Combat Mode before being retreated. Artillery units that are In Battery must go Out of Battery before retreating.
[9.66] A stack of units may be retreated into different hexes. However, when a stack of units is retreated, all units in that stack are considered to be retreating simultaneously. Thus, if two units would have to be retreated through a hex occupied by two Friendly units one of the former two would be eliminated for exceeding the stacking limitations.
[9.67] A retreating unit must be retreated as far away (in hexes) as the combat result indicates from the hex which it occupied when the combat was resolved. If this is not possible, the combat result must be satisfied by taking step losses. A Friendly unit may not be retreated into a hex that was occupied by an Enemy unit which was retreated as a result of the same combat.
[9.68] If a Player is forced to retreat a unit into a Friendly-occupied hex and the units in that hex are attacked in the same Combat Phase, the retreated unit does not add its strength to the units in the hex. However, if any combat result (loss or retreat) is applied against the units in that hex, the previously retreated unit is automatically eliminated, regardless of whether the Player decides to retreat the other units or not. Units eliminated in this manner do not count towards fulfilling a combat result obligation.
[9.69] Unlike some other SPI games, units may be retreated into Enemy-controlled hexes. However, for each such hex a unit (or stack) is retreated into one step from some unit in the retreating stack must be lost. Steps lost due to retreats into Enemy-controlled hexes do not count towards fulfilling a combat result obligation, units retreated into Enemy-controlled hexes occupied by Friendly units are not required to lose a step.
9.7 Advance After Combat
Whenever the opposing Player is forced to retreat an Enemy unit, a path of hexes called the path of retreat is created. Friendly victorious units which participated in the combat may be advanced various distances along the Enemy path of retreat, sometimes deviating from it, depending on their unit type. Also, when an Enemy unit is eliminated, Friendly victorious units may be advanced. A unit's capability to be advanced after combat depends on which of the following four categories the unit's type falls into:
- Infantry units (including glider, parachute, fortress, and mountain infantry, and engineers) may be advanced one hex only after combat. This hex must be the hex formerly occupied by the defeated unit.
- Mechanized infantry and cavalry units may be advanced the full length of the path of retreat.
- Armor and reconnaissance units may be advanced one hex further than the number of hexes in the path of retreat. Additionally, these units may deviate freely from the path of retreat so long as the first hex entered is the hex formerly occupied by the defeated unit.
- Artillery units (including rocket artillery) may never be advanced after combat.
[9.71] The permissible length of an advance after combat is determined by the number of hexes the defeated unit retreated. For example, if a –/3 result were called for, and the defeated unit lost one step and retreated two hexes, a victorious mechanized infantry unit could be advanced two hexes and an armor unit could be advanced one hex further, or three hexes.
[9.72] If a unit is eliminated by a numerical combat result (–/2, 1/–, but not –/E or E/–) the length of the advance after combat is determined by the number of hexes that remain unfulfilled in the eliminated unit's combat result retreat obligation. For example, if a unit possessing two steps receives a –/3 result and is eliminated either by choice or inability to be retreated, the opposing units could be advanced as if the combat result were a –/1, since one is the number remaining in the defending unit's combat result obligation.
[9.73] Regardless of what type the victorious units are, their advance must stop immediately upon entering an Enemy-controlled hex, not including the first hex entered during this advance. In other words, Friendly units that may be advanced further than one hex may always ignore Enemy Zones of Control until the second hex of their advance.
[9.74] The option to be advanced must be exercised immediately, before any other combat is resolved. After being advanced, units may neither attack (nor be attacked if they are advancing defending units) in that Phase, even if their advance places them adjacent to Enemy units whose battles are yet to be resolved or who were not involved in combat. However, advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.
[9.75] A Player may cease to advance victorious units at any point during their movement, he is never required to advance a unit. However, stacking restrictions may not be exceeded at the end of any advance after combat, nor may units be advanced into a hex or across a hexside that would normally be prohibited during the Friendly Movement Phase.
[9.76] When the combat result is a –/E (or E/–), victorious armor units may be advanced three hexes, mechanized infantry units may be advanced two hexes, and infantry may be advanced one hex. The first hex to which a victorious unit is advanced must be the hex formerly occupied by the eliminated unit. Units that may be advanced further than one hex may then be advanced in any direction within the restrictions of Case 9.73.
[9.77] Any victorious unit may be advanced after combat, regardless of whether it was the attacker or defender in the battle fought (however, in a split result, only the attacker may be advanced, and then only if he takes step losses to fulfill his combat result obligation). No advance after combat is allowed in a "no result" (–/–). If an eng (engaged) results in the elimination of the attacker or defender, the victorious units may be advanced into the hex formerly occupied by the eliminated unit only, providing a step loss has been applied.
[9.78] A unit may only be advanced across an unbridged river hexside (including ford hexsides) if it attacks across that hexside, and could be moved across that hexside during normal movement (assuming no Enemy units were present). The advance of a unit across an unbridged river hexside must stop in the first hex.
[9.79] Units that are Out of Supply (see Section 11.0) may only be advanced one hex after attack.
9.8 Divisional Integrity Combat Bonus
Whenever the attacking Player has all the units of a division participating in an attack, he receives the Divisional Integrity Combat Bonus (exception: see Case 9.88). This means that the combat ratio is shifted one column to the right before resolving the attack (e.g., 2-1 becomes a 3-1). Other Friendly units may participate in such an attack, but to receive the Divisional Integrity Combat Bonus, at least one division must have all its component units involved in a single attack.
The Divisional Integrity Combat Bonus may also be awarded to the defender. If every unit of a division is adjacent to or stacked with another unit of the same division, then any unit of that division which is attacked receives a combat bonus of one column to the left on the Combat Results Table (exception: see Case 9.88).
[9.81] If any units of a division are in March Mode, that division cannot benefit from Divisional Integrity. A division may receive the bonus if Out of Supply or Isolated.
[9.82] Some units have no parent division (the designation number in large type). Such units cannot take advantage of the Divisional Integrity Combat Bonus.
[9.83] Units receiving the divisional integrity Combat Bonus do not necessarily have to be in the same hex and may be stacked with other Friendly units, provided that all of that division's units are involved in the same attack or, if defending, all are in adjacent hexes.
[9.84] Units of a division receiving the combat bonus may be at reduced strength. However, if any of the units are eliminated, that division may no longer receive the bonus.
[9.85] Regardless of the number of complete divisions participating in a single combat, the attacker or defender may never receive more than one Divisional Integrity Combat Bonus. If both Players possess divisional integrity in a single combat, neither Player receives the combat bonus. The Divisional Integrity Combat Bonus is used in addition to any shift for terrain, air power, etc.
[9.86] Divisional integrity is determined at the instant of combat. Thus, a division that possessed integrity at the beginning of the Combat Phase might not when its combat is being resolved due to the results of other attacks.
[9.87] The great majority of divisions in the game consist of three units. The exceptions are listed below:
2 Unit Divisions: 6P, 8P, 2PG, 13PG, 29PG (German '40), 3PG, 15PG, 17SS PG (German '44), 1DLC, 2DLC, 4DLC, 5DLC, 1DCR, 2DCR, 3DCR, 4DCR, 5NA (French '40), GDS (British).
4 Unit Divisions: 5P, 10P (German '40), Lehr (German '44), 82AB, 101AB (U.S.), 102 (French '40).
[9.88] A division consisting of four units need have only three of those units fulfilling the requirement for divisional integrity to receive the combat bonus; however, all four units must be in play.
9.9 German Combat Initiative Bonus
The Combat Results Table includes two columns for die roll results; the Standard Die Roll and the German Initiative Die Roll. The Standard Die Roll is referred to when resolving all Allied attacks and most German attacks. The German Initiative Die Roll is referred to when resolving all German attacks in the St. Vith and Clervaux Folios and when resolving German attacks in the first twelve Game-Turns of the 1944 Campaign Game. It is also referred to when the German Player is attacking with Panzer units in the 1940 games. See the special rules of each game for a detailed explanation. Note: When using the Standard Die Roll, it is impossible to receive any combat results on the top most row, and when using the German Initiative Die Roll, it is impossible to receive any results on the bottom row.
10.0 Artillery
General Rule: Unlike all other units, artillery units may participate in combat without being adjacent to Enemy units. The artillery units' Barrage Attack Strength may be used to attack Enemy units, either alone or with other non-artillery units. The artillery units' Final Protective Fire Strength (FPF) may be used to supplement the Defense Strengths of other Friendly defending units. In either case, artillery units need not be adjacent but must be in range of the defending unit. All artillery and rocket artillery units in all the games have a range of three hexes. An artillery unit may use both its Barrage Strength and Final Protective Fire Strength in a single Game-Turn. When attacked, an artillery unit in battery defends with its FPF Strength. Artillery units which are Out of Battery may not use their Barrage or FPF Strengths at all; they must use their Defense Strength.
Cases:
10.1 Barrage Attacks
Attacks made purely by artillery units are called barrage attacks. Artillery units may use their Barrage Strength to Barrage attack non-adjacent Enemy units that are within a range of three hexes. No more than one artillery unit may take part in the attack (exception: see Case 10.16). Although no terrain blocks the firing of artillery, barrage attacks may be performed only against Enemy units to which a Friendly unit is adjacent.
[10.11] Artillery units are never forced to attack an Enemy unit merely because it is in range.
[10.12] The three-hex range from a barraging artillery unit to the defending unit is counted by including the target hex (defending units' hex) but not the barraging unit's hex.
[10.13] An artillery unit may attack only a single Enemy-occupied hex when barraging. This is not the case when making a combined attack with other units attacking from adjacent hexes (see Case 10.2).
[10.14] Some Friendly unit must be adjacent to an Enemy unit in order for the Enemy unit to be barrage attacked. This adjacent Friendly unit itself need not attack that Enemy unit.
[10.15] Artillery units barraging from non-adjacent hexes suffer no combat results; they are never retreated or forced to lose steps as a result of their own attacks.
[10.16] At all times in the 1940 games and for the first six Game-Turns of the St. Vith, Clervaux, and 1944 Campaign Games the German Player may involve as many in-range artillery units as he wishes in any single attack. At all other times for the German Player and always for the Allied Player, no more than one artillery unit may take part in a single attack.
[10.17] In attacks made solely by artillery Barrage Strength Points, only results of /2, /3, and /E affect the defending unit(s).
[10.18] Artillery units that are adjacent to Enemy units may not attack non-adjacent units. Although not required to, they may attack an adjacent Enemy unit. When making such an attack, artillery units are affected by all combat results but may never advance after combat.
[10.19] The Barrage Strength of artillery is halved when firing into towns, cities, and Improved Positions and when firing at German units in Westwall hexes. Round fractions up. FPF (see Case 10.3) is not halved when firing into such hexes.
10.2 Combined Attacks
An artillery unit may attack alone (a barrage attack) or in concert with other Friendly units making adjacent attacks by adding its Barrage Strength to the attack. These attacks are called combined attacks.
[10.21] When Friendly units are attacking adjacent Enemy units in more than one hex, a barraging artillery unit need be within range of only one of the defending units to add its Barrage Strength to the attack.
[10.22] As in barrage attacks, only one artillery unit may participate in a combined attack (exception: see Case 10.16).
[10.23] During the Combat Phase, a Friendly artillery unit may make a barrage attack or a combined attack; it may not do both.
10.3 Final Protective Fire
A non-Phasing artillery unit, which has not yet been attacked in the current Combat Phase, and is not adjacent to an Enemy unit or Out of Battery, may be used to project Final Protective Fire Strength (FPF) to supplement the Defense Strength of a Friendly unit which is under attack. If an artillery unit has been attacked in the current Enemy Combat Phase, or is adjacent to an Enemy unit, its FPF may not be used during that Phase.
[10.31] The Friendly defending unit receiving the Final Protective Fire must be in range of the artillery unit providing the FPF. The range is computed to the Friendly unit's hex, not to the hex occupied by the attacking Enemy unit.
[10.32] Final Protective Fire Points are added directly to the Defense Strength of the unit receiving the FPF. When aiding the defense of units in cities (or German units in Westwall hexes), however, the FPF Points added are not doubled (or tripled).
[10.33] When an artillery unit supplies FPF, it neither benefits nor suffers from the combat result.
[10.34] FPF may not be used to supplement the Defense Strength of a Friendly unit which is under attack solely by Enemy artillery (either adjacent or non-adjacent).
[10.35] Each artillery unit may use its FPF only once per Game-Turn.
[10.36] FPF is not halved when aiding friendly units in Improved Position, town, city, or Westwall hexes.
[10.37] There is no limit to the number of Friendly artillery units which may supply FPF to a single combat.
10.4 Artillery Restrictions
[10.41] When an artillery unit is attacked in any fashion, it uses its FPF Strength as its defensive Combat Strength, when it is In Battery, and its Defense Strength when it is Out of Battery. Note: On any particular artillery unit, these two strengths are of equal value.
[10.42] The Barrage and FPF Strengths of artillery units that are out of supply are halved (rounded up). Their Defense Strength is unaffected.
[10.43] Artillery units that are Isolated are considered to have Barrage and FPF Strengths of zero. If attacked, isolated artillery units defend at half strength, rounded up.
[10.44] Artillery units in March Mode must be Out of Battery; they may not attack or use their Barrage or FPF.
[10.45] Artillery units have only one step. If they lose a single step, they are eliminated.
[10.46] Artillery units must be placed Out of Battery when retreating and may never advance after combat.
[10.47] Artillery units exert a special Zone of Control (see Case 8.3) whether they are in or out of battery.
10.5 Battery Status of Artillery
All artillery units have an In Battery side (with the unit type and designation) and an Out of Battery side. The numerical values on the In Battery side are the Barrage Strength and FPF Strength respectively. In Battery artillery units have no Movement Point Allowance. The values on the Out of Battery side are the Barrage and FPF Strength (always zero when Out of Battery), the Defensive Strength, and the Movement Point Allowance respectively.
[10.51] During the Battery Segment of the Friendly Movement Phase, the Phasing Player may flip all his artillery units to either battery side he wishes. Artillery units placed Out of Battery may be moved in the immediately succeeding Movement Segment but may not use their Barrage or FPF Strengths in this state. Artillery units placed In Battery may use their Barrage and FPF Strengths but may not be moved.
[10.52] The Battery Segment of the Friendly Movement Phase is the only time that Players may voluntarily change the battery status of an artillery unit.
[10.53] An artillery unit that is In Battery must be placed Out of Battery if an unfavorable combat results is obtained against that unit. It should immediately be flipped over to the Out of Battery side and may not be flipped back In Battery until the Battery Segment of the owning Player's next Turn.
[10.54] Artillery units may not be placed in March Mode if they are In Battery during the Mode Adjustment Segment.
[10.55] Artillery units in March Mode during the Battery Segment may not be put In Battery.
11.0 Supply
General Rule: Units must be in supply to use their full Combat Strengths and Movement Point Allowances. If they are not in supply, they can be penalized in various ways with respect to movement and combat capabilities. The Germans have a special supply restriction in all the 1944 games.
Procedure: Supply determination for all purposes is made by both Players, starting with the non-Phasing Player, during the Mutual Supply Determination Phase of each Player-Turn. A unit that is in supply at the beginning of a Player-Turn is in supply at all times during that Player-Turn, including the Combat Phase. A unit that is Out of Supply at the beginning of the Player-Turn is Out of Supply for the entire Player-Turn, even if the unit is moved such that it would normally be considered in supply. Conversely, a unit that is in supply at the beginning of a Game-Turn may use its full Combat Strength and Movement Point Allowance, regardless of whether or not a supply line may be traced to it. For a unit to be in supply, a Player must be able to trace a supply line from that unit to a supply source during the Supply Determination Phase. When a unit is not in supply, it may be in one of two states: Unsupplied or Isolated.
Cases:
11.1 Tracing Supply Lines
In order for a unit to be in supply, a supply line of no more than four hexes (not Movement Points) must be traceable from the unit to a road hex. An uninterrupted line of connecting road hexes of any length must be traced to a Friendly supply source from that road hex. Neither the four-hex supply line nor the road leading to a Friendly supply source may be traced through Enemy-occupied or controlled hexes, unbridged river hexsides (exception: see Case 11.12), or interdicted hexes (see Case 14.27), except that supply lines may be traced through Enemy-controlled hexes that are occupied by Friendly units.
[11.11] The four-hex supply line to a road hex may be traced through any type of terrain except river hexsides not traversed by a bridge or ford. The four hexes are counted by including the road hex but not the hex the unit is in. Except for those initial four hexes, a unit's Supply Line may only be traced through connecting road hexes.
[11.12] A supply line for a unit may be traced through an unbridged river hexside if that hexside borders both the hex the unit is in and a hex containing a road leading to a Friendly supply source. In other words, the four-hex supply line is shortened to one hex when tracing across an unbridged river hexside.
[11.13] Each Player checks the supply state of each unit or stack of units that he owns individually in the Mutual Supply Determination Phase, beginning with the non-Phasing Player.
[11.14] Any number of Friendly units may be supplied through the same supply line or from the same supply source.
[11.15] Artillery Zones of Control do not block the tracing of supply lines.
11.2 German Supply Sources
[11.21] In Clervaux, Sedan, Blitzkrieg to the Meuse, and Battle of the Bulge, the German Player may use any road hex on the east map edge as a supply source.
[11.22] Valid German supply sources in St. Vith and Celles are different map edge road hexes. See the special rules for the game being played.
[11.23] A supply source hex that is occupied by an Enemy unit, or is in an Enemy Zone of Control and is not occupied by a Friendly unit, may not be used as a supply source.
[11.24] The road in a hex used as a supply source must lead off the map from that hex.
11.3 Allied Supply Sources
[11.31] In St. Vith and Celles, the Allied Player may use any road hex on the north or west map edge as a supply source.
[11.32] In Clervaux and Sedan, the Allied Player may use any road hex on the south or west map edge.
[11.33] In the Blitzkrieg to the Meuse and Battle of the Bulge Campaign Games, the Allied Player may use any road hex on the north, south, or west map edge.
[11.34] The restrictions of Cases 11.23 and 11.24 apply to Allied supply sources. In addition, any hex from which German units have exited the map may not be used as an Allied supply source.
[11.35] In the Battle of the Bulge Campaign Game, the Allied Player may use air power to supply U.S. units (see Case 14.4).
11.4 Out of Supply and Isolation
[11.41] A unit is Out of Supply when it is not possible to trace a supply line to it during the Supply Determination Phase.
[11.42] A unit is Isolated when all three of the following conditions are met: it is unable to trace a supply line; is totally surrounded by Enemy units or Enemy Zones of Control in all six adjacent hexes; and is more than three hexes from any Friendly supplied unit.
[11.43] In order to distinguish which units are Out of Supply or Isolated, markers have been provided. If a unit's supply status is found to have changed when determining supply the appropriate markers should be placed or removed from the unit.
[11.44] A unit that is Out of Supply attacks at half strength and is moved at half its printed Movement Point Allowance. Round fractions up. Its Defense Strength is unaffected.
[11.45] A unit that is Isolated may not attack, defends at half strength (rounded up), and may not be moved.
[11.46] The effects of Out of Supply and Isolation listed in this Case are summarized on the Supply Effects Chart (11.5).
[11.47] Units that are within three hexes of a Friendly supply source (see Cases 11.2 and 11.3) may never be Isolated. They may be Out of Supply.
[11.48] Regardless of a unit's supply situation, its Defense Strength may never be reduced below one.
[11.49] When a stack of units' Combat Strengths are being halved, halve the combined total of all the units in the hex, then round up this total.
11.5 Supply Effects Chart
(see Charts and Tables Display)
11.6 German Supply Shortage (1944 Games Only)
Due to their chronic shortage of fuel and transport in the Ardennes Offensive of 1944, the German Player may have some of his mechanized units put Out of Supply by supply shortage, even when they can trace a supply line. In St. Vith, Clervaux and Battle of the Bulge, this rule takes effect beginning with the German Player-Turn of Game-Turn 9 (December 20 A.M.) and continues for the rest of the game. In Celles, it takes effect on Game-Turn 17 (December 24 A.M.). It is not applicable to Sedan, 1940 or Blitzkrieg to the Meuse. Only the German Player suffers this effect.
When this rule is in effect, the German Player must consult the German Supply Shortage Table for the game being played during the Supply Determination Phase of the German Player-Turn. He follows the die rolling instructions listed on the proper table to see if any of his mechanized units are Out of Supply due to supply shortages. If any are found to be Out of Supply, Out of Supply markers should be placed on all the units in question. Units determined to be Out of Supply in this manner are Out of Supply until the Supply Determination Phase of the following German Player-Turn. At that time the markers are removed and the German Player checks for supply shortage again.
[11.61] Although German units are placed Out of Supply by this rule, this does not change the fact that other German units that cannot trace a supply line are also Out of Supply.
[11.62] If a unit is both Out of Supply due to this rule and Out of Supply or Isolated due to being unable to trace a supply line, the effects are exactly the same. A unit in such condition is not penalized any further than the ordinary effects of being Out of Supply or Isolated.
[11.63] If the table calls for a unit to be placed Out of Supply that is not yet on the map, that unit is not in any way affected. Note that this may result in no unit being placed Out of Supply by supply shortage.
[11.64] Regardless of where the composite units of a division are, if they are put Out of Supply by this rule, then all the composite units suffer this effect.
[11.65] If units to be placed out of supply have been eliminated, the German Player is not required to place any other units Out of Supply because those units are not present. However, even if only one unit of a division is still on the map and its division receives the Out of Supply result, that unit would be put Out of Supply.
[11.66] A unit is not placed out of supply in the Game-Turn it arrives as a reinforcement, even if so called for by the table.
[11.67] The German Player checks for supply shortage during the Supply Determination Phase of the German Player-Turn. Any units put Out of Supply by this process are Out of Supply for the entire Game-Turn. He does not check during the Allied Player-Turn.
11.7 German Supply Shortage Tables
(see Charts and Tables Display)
12.0 Bridges
General Rule: Both Players' units may attempt to blow bridges over rivers during the Bridge Phase of the Friendly Player-Turn. Both Players may use certain units to build bridges during the course of their Player-Turn as well.
Cases:
12.1 Bridge Building
Bridge building is a two-step process. It is initiated in the Building Segment of the Phasing Player's Movement Phase and completed during the Bridge Phase of the same Player-Turn. Any Friendly unit, except a type listed in Case 12.11, that is adjacent to a river hexside may be used to build a bridge.
[12.11] Artillery units and units that are Unsupplied, Isolated, in March Mode, or dispersed may not be used to build bridges. Units that are being used to build Improved Positions may not build bridges. In all 1944 games, only German engineer units may be used to build bridges for the German Player. No other German unit may build bridges in those games.
[12.12] Any eligible unit that is next to a river hexside in the Building Segment of the owning Player's Movement Phase, may have a Bridge Building marker placed on top of it. The Phasing Player should announce which adjacent hexside is having a bridge built across it. A unit with a Bridge Building marker on it may not be moved during the Movement Phase.
[12.13] During the Bridge Phase, the Phasing Player may flip over any Friendly unit's Bridge Building marker to show a completed bridge. The Bridge marker should be pointed to the appropriate river hexside. The unit may move freely in the following Game-Turn.
[12.14] Bridges built by either Player during the course of the game are treated in all respects like bridges printed on the map. Either Player may use them and attempt to blow them.
[12.15] Units with a Bridge Building marker on them may not attack.
[12.16] There is no limit to the number of bridges that a single unit may be used to build, although it may only build one bridge at a time.
[12.17] Bridges may be built across a hexside that borders an Enemy-controlled hex.
[12.18] Units that are adjacent to Enemy units (whether across the river to be bridged or in any other adjacent hex) may have a Bridge Building marker placed on them. However, in order to flip the marker over to the bridge side, any adjacent Enemy unit(s) must have been eliminated or retreated away from all hexes adjacent to the building unit in the intervening Combat Phase. At the end of his Combat Phase, the Phasing Player must remove from the map all Bridge Building markers in hexes adjacent to any Enemy-occupied hexes.
[12.19] Bridges do not connect roads running parallel along rivers, however, bridges may be built on any river hexside. If a bridge is built across a hexside containing a previously blown bridge, the road intersecting that hexside is considered intact for all purposes.
12.2 Bridge Blowing
Any type of unit within one hex of a bridge hexside may be used to attempt to blow that bridge during the Friendly Bridge Phase. For each individual unit attempting to blow a single bridge, the die is rolled. On a roll of 1-3 the bridge is considered destroyed; place a Destroyed Bridge marker pointed to the affected hexside.
[12.21] If an engineer unit is used to attempt to blow a bridge or a unit of any type is adjacent to the bridge hexside it is attempting to blow; the bridge is destroyed on a roll of 1-4.
[12.22] Only one attempt may be made to blow each single bridge during a single Bridge Phase. However, a single unit may be used to attempt to blow more than one bridge during the Bridge Phase, so long as all the bridges are within range. Bridges may not be blown in any Phase except the Bridge Phase.
[12.23] No unit may be used to attempt to blow a bridge from a distance of more than one hex. The hex is counted by including the hex bordered by the bridge hexside but not the hex occupied by the unit. The unit and the bridge may not be separated by unbridged or unforded river hexsides.
[12.24] The one-hex range may not be traced through Enemy units but may be traced through an Enemy-controlled hex. Friendly units negate Enemy Zones of Control in the hex they occupy for this purpose.
Example: In a diagram of bridges labeled A and B around two adjacent German-held hexes (a regiment "III 1124, B, Pio/TLAH, 12-8" and a regiment "III 0117, B, 112/28, 6-3"), all bridges marked A may be blown by the American infantry unit on a roll of 1-4. All bridges marked B may not be blown by the American unit at all; the German Panzer unit blocks the way. All other bridges may be blown by the American unit on a roll of 1-3.
[12.25] Units that are Isolated, Dispersed, or in March Mode may not be used to attempt to blow a bridge.
[12.26] Once blown, a bridge remains destroyed permanently unless another bridge is built in its place. A hexside with a blown bridge is treated as an unbridged river for all purposes.
[12.27] All bridges are intact at the start of the game unless otherwise specified by the special rules of the game.
13.0 Improved Positions
General Rule: Improved positions represent foxhole lines, mined roads, worked out gun emplacements, and fields of fire. Units in the game may be used to build Improved Positions. Units receive combat benefits when defending in Improved Positions.
Cases:
13.1 Building Improved Positions
A Player may use any unit to build Improved Positions. The building unit must remain in a hex for two Friendly Player-Turns. During the Building Segment of the Friendly Movement Phase of the first Game-Turn, an Improved Position Building marker is placed on the unit. During the Building Segment of the second Game-Turn, the marker is flipped over to show the completed Improved Position.
[13.11] If a Friendly engineer unit is being used to build an Improved Position, the process takes only one Player-Turn. The building side of the marker is placed on the engineer in the Building Segment and is flipped over at the conclusion of the same Friendly Player-Turn. Other Friendly units may be in the hex.
[13.12] Improved Positions may be built in any type of hex except town or city hexes or by German units in Westwall hexes.
[13.13] Improved Positions may not be built in Enemy Zones of Control. Friendly Zones of Control do not negate Enemy Zones of Control for this purpose. If a unit with an Improved Position Building marker on it is placed in an Enemy Zone of Control at any time, the marker is removed.
[13.14] Isolated units, dispersed units, and units in March Mode may not be used to build Improved Positions. Units building bridges may not be used to build Improved Positions.
[13.15] If there is more than one Friendly unit in a hex in which a Player wishes to build an Improved Position, only one of those units need remain in the hex for the building duration. Other Friendly units may enter or leave the hex freely. There are no special stacking limits in Improved Positions.
13.2 Effects of Improved Positions
Units defending in Improved Positions receive the same benefit as units defending in towns; that is, they receive a two-column shift to the left on the Combat Results Table, and Enemy artillery is halved when barraging into the hex.
[13.21] Improved Positions give no benefits to units attacking from them.
[13.22] Improved Positions may not be moved. If, at any time, there is no Friendly unit in combat mode in the hex with the Improved Position, it is removed from play. Enemy units may never use Friendly Improved Positions.
[13.23] Improved Positions remain on a Friendly-occupied hex indefinitely. If other Friendly units that did not participate in the building of an Improved Position move into such a hex they may receive its benefits.
[13.24] Improved Position Building markers give no combat benefits whatsoever.
14.0 Air Power
General Rule: Air power, based on historical availability, is provided to one or both Players in some of the games. Players receive air power in terms of a set number of Air Points which is listed in the special rules of each game. In the 1944 Campaign Game, Allied Air Points may be assigned historically or, if the Players desire, by using optional weather rules (see Case 30.5). At the discretion of the owning Player, Air Points may be used for the following air operations: air interdiction attack, combat support, or air supply (Allied Player, 1944 Campaign Only).
Cases:
14.1 Restrictions on Air Power
[14.11] Air Points may not be accumulated from Game-Turn to Game-Turn. If they are not used in the Game-Turn assigned, they are lost.
[14.12] Each type of air operation costs one Air Point to execute. Thus, if a Player had one Air Point he could perform one air operation during that Game-Turn.
[14.13] A Player may not use more than one Air Point for the same exact operation in a Game-Turn. That is, no more than one air interdiction attack may be made on the same hex and no more than one combat support may be given to the same combat.
[14.14] There are no terrain, range, or other restraints upon the use of a Player's Air Points.
14.2 Air Interdiction Attack
During his Air Power Phase, the Phasing Player may expend Air Points on air interdiction attacks. For each Air Point used for this purpose, the Player chooses a different vacant or Enemy-occupied road hex on the map, rolls a die, and consults the Air Interdiction Attack Table (14.28). Results on this table may damage or disperse Enemy units and/or interdict road hexes.
[14.21] An air interdiction attack may not be used on a Friendly-occupied or non-road hex.
[14.22] After choosing a hex, the Phasing Player rolls the die and consults the Air Interdiction Attack Table. As noted on the table, the die roll may be modified if there are certain types of Enemy units in the hex.
[14.23] There are two columns of results on the table; one affecting the road in the attacked hex, the other the units (if any) in the hex. The results in both columns are implemented after rolling the die once.
[14.24] Note that air interdiction attacks may be made against vacant road hexes. In this case, only the "effect on road" column of the table would be used.
[14.25] When Dispersed is the result of an air interdiction attack, a Dispersed marker should be placed on all units in the hex. These units may not be moved or attack and defend at half strength (round fractions up) while dispersed. Any unit in March Mode must be placed in Combat Mode. Dispersed units do exert a Zone of Control (if they do normally). The Dispersed marker is removed from the units at the conclusion of the owning Player's next Player-Turn. The units may then function normally.
[14.26] When Lose One Step is the result of an attack, a unit in March Mode in the hex must immediately lose a step. If it only has one step it is eliminated. All units remaining in the hex are then dispersed. If there is not a unit in the hex in March Mode, no unit must lose a step but all are still dispersed.
[14.27] When Interdicted is the result of an attack, a Friendly air power marker is placed in the hex. This signifies that the road in the hex is considered to be non-existant for all Enemy movement and supply purposes. If a unit in March Mode is in the hex, it must be placed in Combat Mode. The marker is removed, and the road returned to normal at the beginning of the Phasing Player's next Air Phase. Note: Since interdiction takes place after supply determination, Enemy supply is not affected in the Player-Turn that hex is interdicted. In the two subsequent Player-Turns (one Enemy and one Friendly) the interdicted hex would affect Enemy supply.
[14.28] Air Interdiction Attack Table
(see Charts and Tables Display)
14.3 Combat Support
During the Combat Phase, either Player may expend Air Points to affect combats in his favor. One Air Point may be expended by each Player on each single combat. The attacking Player may expend an Air Point to shift the combat odds of a particular attack one column to the right (a 2-1 becomes a 3-1). The defending Player may expend an Air Point to shift the combat odds of an attack one column to the left (a 2-1 becomes a 1-1).
[14.31] Only one Air Point may be assigned by a Player to assist a given combat. If he has more Air Points available, he may expend them on different combats. Exception: see Case 21.23.
[14.32] Combat Support may not be used against Enemy units not involved in a combat.
14.4 Air Supply (Allied Player, 1944 Campaign Game Only)
During his Air Power Phase, the Allied Player may expend Air Points to improve the supply condition of Out of Supply or Isolated Friendly units.
[14.41] The Allied Player chooses any hex occupied by Friendly Out of Supply or Isolated units, expends an Air Point, and places an Air Supply marker on the hex. All the units in that hex have their supply condition improved by one level (i.e., if the units were Isolated they would now be Out of Supply, if Out of Supply they would be In Supply).
[14.42] Air Supply markers are removed during the next Allied Supply Determination Phase and the units return to their normal supply state.
[14.43] No more than one Air Point may be used to air supply a given hex in a Game-Turn. However, more than one hex can receive air supply if the Allied Player has a sufficient number of Air Points.
15.0 Reinforcements
General Rule: Both Players receive reinforcements. These appear during the owning Player's Movement Phase on their Game-Turn of entry. Units that are to appear as reinforcements have their Game-Turn and place of entry printed on the counter or are listed in the Reinforcement Schedule of the game being played. See the special rules of the appropriate game for details.
Procedure: Each Allied reinforcing unit has a letter or letters printed next to its Game-Turn of entry. These match lettered map-edge hexes containing roads that lead off the map. Allied reinforcements are placed in any lettered hex that matches the letters on the counter during the Friendly Movement Phase of their Game-Turn of entry. The Allied Player may then carry out the unit's movement at any time during his Movement Phase.
Reinforcing German units do not have entry hex letters assigned to them. Unless otherwise noted in the game's special rules, all German units may be placed on any road hex on the east map edge.
Cases:
15.1 How Reinforcements Enter the Map
[15.11] Reinforcements are placed on the map either in Combat or March Mode at the discretion of the owning Player. However, if an asterisk (*) follows the units printed Game-Turn of entry, it must be placed on the map in Combat Mode. Once on the map, reinforcements may be moved normally.
[15.12] All reinforcing units in all the games, except French units in the 1940 games, receive one extra Movement Point on their Game-Turn of entry. This extra Point may be multiplied if the unit is placed on the map in March Mode.
[15.13] Units that are placed on the map in a single entry hex in the same Game-Turn should be imagined as a column of units entering the map from a chain of hexes off-map, so that the first unit or stack of units brought onto the map expends one Movement Point to be moved onto the entry hex, the second unit expends two Movement Points, etc.
[15.14] Units in March Mode may not be stacked with other units as they enter the map.
[15.15] If more than one unit is scheduled to enter in the same lettered Entry Area, they may be placed on any or all hexes that contain the appropriate letter. There is no limit to the number of units that may be placed on the map in a single entry hex. However, see Case 15.13.
[15.16] A Player may deliberately withhold reinforcements from Game-Turn to Game-Turn, bringing them into play (if at all) on some later Game-Turn. However, if voluntarily delayed, reinforcements must still enter in their scheduled area (exception: see Case 15.22).
15.2 Restrictions on Reinforcements
[15.21] Reinforcements may not be placed in an entry hex occupied by Enemy units, but they may be placed on one that is Enemy-controlled.
[15.22] If all of a reinforcement's possible entry hexes are occupied by Enemy units, the reinforcing unit may be placed on the next unblocked entry hex in the direction of the nearest supplied Friendly unit. However, reinforcements that are so placed are delayed by one Game-Turn in their arrival (they appear in the Friendly Player-Turn following the scheduled Game-Turn of their arrival). A Player may also choose this option, but is not required to, if all entry hexes are in Enemy Zones of Control.
[15.23] Units are automatically in supply during the Player-Turn in which they enter the map. After that a normal supply line must be traced between such units and a supply source.
[15.24] Allied reinforcements cannot be placed in a hex from which a German unit has been exited. Such hexes are considered Enemy-occupied and are subject to the restrictions of Case 15.22.
16.0 Optional Rules
General Rule: The following rules are optional. They are not essential to the play of the game and while they do add more historical detail, they also add more complexity to the game. These rules may be used individually or together by mutual agreement of both Players at the start of the game.
Cases:
16.1 Forced March
Units could often be urged into more rapid movement by forced march which often entailed marching through the night. Of course the consequences of this was the fatigue that would ensue from lack of rest.
[16.11] In any Movement Phase a Player may add 1 Movement Point to any unit that he is moving in March Mode. This Movement Point is then multiplied according to the rules for March Mode (6.21). However, after that movement and before the immediately following Combat Phase, the March Mode marker is removed and Out of Supply markers must be placed on those units which were force marched. Throughout the following Combat Phase and the two following entire Player-Turns, the Movement Point Allowance and Attack Strength of those units is halved (rounded up). Their Defense Combat Strength is not affected. If Players wish, they may use some other type of markers to differentiate between units Out of Supply as a result of forced march units Out of Supply normally.
[16.12] Units that are in Combat Mode may not force march. Belgian or French units may not force march.
[16.13] German infantry units in the Sedan, 1940 and Blitzkrieg to the Meuse games may force march without suffering the effects of Out of Supply. This rule is not optional in the 1940 Campaign or Sedan. It is a normal rule.
16.2 Elite Troop Tenacity
German SS troops and paratroops on both sides were especially noted for their ferocity, particularly when defending. The espirit de corps of these units often allowed them to hold onto a key position long after other troops would have broken off or surrendered.
[16.21] When German SS or Fallschirmjager units, or U.S. parachute or glider units are in what would normally be Isolation, the owning Player rolls a die. On a roll of 1 or 2 the units are Isolated. On any other result they are only Out of Supply. This process is repeated every Supply Determination Phase until a 1 or 2 is rolled. Once Isolated, elite units stay Isolated; they never roll again as long as this Isolated state continues.
[16.22] The die is rolled separately for each hex of Isolated elite units.
[16.23] For the purposes of this rule, if at least one of the units in the isolated hex is an elite unit; all the units are considered elite units.
16.3 U.S. Infantry Truck Pools (1944 Games Only)
Although U.S. infantry units at the Battle of the Bulge had motorized transport, their trucks were not fighting vehicles and were not kept at the front lines. Unlike armored infantry and panzergrenadiers, U.S. infantry had to spend hours getting their transport to the troops and loading to travel. To simulate this, all U.S. infantry units may not be moved in the turn they are placed in March Mode.
[16.31] During the Mode Adjustment Segment of the Allied Player-Turn, both Players should note when a U.S. infantry (or paratroop) unit is placed in March Mode. It may not be moved at all in the immediately following Allied Movement Phase. In the next Allied Player-Turn it may be moved at its normal March Mode Rate.
[16.32] U.S. infantry entering as reinforcements and British infantry are not subject to this rule.
[16.33] There is no penalty when a U.S. infantry unit is transferred from March Mode to Combat Mode.
17.0 The Folio Games
General Rule: From among the following four sections, the Players should find the section concerning the game they wish to play. For example, after reading the Cases in the 17.0 Section, the owners of the Celles Folio game would skip directly to Section 20.0; the intervening sections have no bearing on that Folio game. Each Section contains an historical commentary and all the special rules for the games in question. Owners of the entire Battles for the Ardennes QuadriGame who wish to play either Campaign Game should skip directly to the campaign rules folder for all additional rules required to play those games.
Cases:
17.1 The Exclusive Rules
Each Folio game has its own exclusive rules governing the length, deployment, special aspects, reinforcements and victory conditions applicable to the situation which it simulates.
[17.11] The unit deployment instructions of each game instruct the Players as to exactly which of their units set up where on the map, which enter as reinforcements, and which are only used in optional Scenarios. Unless specifically contradicted by the exclusive rules, all units are deployed on the game-map or enter as reinforcements on their stronger side. All units begin the game in Combat Mode and all artillery units start In Battery.
[17.12] Each Folio game has its own rules concerning movement restrictions, air power, combat bonuses, and other special points that apply to the play of that game.
17.2 The Victory Conditions
In the Folio games, victory depends on the fulfillment of specific conditions or objectives, or may depend upon the acquisition of Victory Points. Points are awarded according to the Victory Point Schedule (if any). Depending on the game, either one or both Players will be earning Victory Points. The winner is determined at the game's conclusion by comparing the Player's Victory Point totals to the levels of victory or by seeing who has fulfilled his specific victory conditions.
[17.21] The occupation of towns and cities has an important impact on victory determination. Occupation is defined as having a Friendly unit physically on the hex in question or having been the last to have moved into or through the hex. Players may use blank counters of the appropriate color to keep track of which Player occupies which hex, if they wish.
[17.22] In order to occupy a city of more than one hex in size, a Player must occupy all the hexes of that city. If neither Player occupies all the hexes of a city, then neither Player may claim that city for victory purposes.
[17.23] Town and city hexes to the Friendly side of the starting front line of any game are considered occupied by the Friendly Player at the start of the game.
[17.24] In some of the games the German Player may win an instant victory. As soon as he achieves a certain objective, the game is over and he is the winner. Otherwise, the game is played to the end of its assigned Game-Turns and victory is then determined.
18.0 St. Vith: The Sixth Panzer Army Attack
Commentary: In planning the last German offensive of the war, Hitler pinned his hopes on Sepp Dietrich's Sixth SS Panzer Army. In the northern sector, it was to roll up the Allied line between Monshau and the Schnee Eifel, pushing for the Meuse and Antwerp. Once the battle was in progress, it was apparent that several factors were in error in the plan.
The quality of his Panzer troops was above average for this stage of the war, but the infantry that was to open the holes for the tanks were a motley group of poorly trained and often ill-equipped soldiers. The SS Panzer divisions would spend most of the first day of the battle waiting for these holes that would never manifest themselves.
Of equal importance was the fact that the Allied line in this sector was the most heavily defended in the Ardennes. Unknown to the Germans, the tough U.S. 2nd Infantry Division had recently entered the area. The terrain upon which they were positioned was among the most difficult on the battlefield.
As it was, the Germans suffered heavy losses in a week-long fruitless fight to crack the line between Elsenborn and Monshau — the 12HJ Panzer Division was crippled for the rest of the battle.
Just south, SS Obersturmbannfuehrer Joachim Peiper managed a clean breakout through the Allied line in the early morning hours of 17 December with the 1SS Panzer Regiment. His success was to come to naught, however, when he was stopped near Stoumont by a string of blown bridges, soon to be surrounded and destroyed by the U.S. 3 Armored and 30 Infantry Divisions.
Of paramount importance to the battle, however, was the action in and around the town of St. Vith. Nearby, the Germans quickly surrounded two exposed regiments of the 106 Infantry division that eventually surrendered. However, the timely arrival of the 7th Armored Division managed to save this important crossroads. Surprisingly, the battlegroup in the town remained a breakwater in the tide of the German advance until 22 December when they safely evacuated the "fortified goose-egg". Regardless, the German timetable was irreparably damaged.
Cases:
18.1 Unit Deployment
Each combat unit has either a hex number printed on it followed by the letter B, which is the letter code for the St. Vith map, or a Game-Turn number followed by an Entry Area letter which denotes when and where the unit enters as a reinforcement. All units with hex numbers should be set up on the game map; 22 U.S. and 41 German units are set up in this manner. All other units should be placed on the space on the Turn Record Track that matches the Game-Turn printed on the unit, with the following exceptions:
A. The four units of the U.S. 82nd Airborne Division enter as reinforcements on Game-Turn 6 on any road hex on the west edge of the map, instead of as printed on the units. B. The U.S. Artillery Corps 1/XVIII enters on Game-Turn 8 on any road hex on the west edge of the map. C. The three units of the 2DR Panzer Division do not enter the game at all; they are only used in the optional variant.
[18.11] German reinforcements do not have Entry Area letters printed on them. All German reinforcements enter on any road hex on the east edge of the map with the following exceptions:
A. The parachute regiment Heydte follows a paradrop process instead of entering on a map edge, as explained in Case 18.32. B. The two units of 560 Volksgrenadier Division enter on the south edge of the map in any type of hex between hexes 0111 and 0116 inclusive. C. The three units of the 116 Panzer Division enter on Game-Turn 9 (after being withdrawn, see Case 18.33) in any type of hex on the south edge of the map between hexes 0108 and 0113 inclusive (the units enter in Combat Mode).
[18.12] Some German reinforcements have an asterisk (*) next to their Game-Turn of entry. They must enter the game in Combat Mode, but must still enter on a road hex unless specifically stated otherwise.
[18.13] U.S. units in the following hexes start the game with Improved Positions markers: 0117, 1521, 1421, 1321, and 1022.
18.2 Special Rules
St. Vith is 12 Game-Turns long. The first and last Game-Turns are noted on the Turn Record Track.
[18.21] On Game-Turn one, no German units may be moved. They may take part in all other functions of the German Player-Turn. No U.S. units may be moved on Game-Turn one except for the 32/14 Reconnaissance Battalion (starts in hex 0711), and the U.S. Player may not attempt to blow bridges in this Game-Turn. He may execute all other functions of his Player-Turn.
[18.22] On Game-Turn 2, there are no special restrictions on German units. Only U.S. mechanized units (not artillery) may be moved in this Game-Turn. No other special restrictions affect the U.S. Player's movement. He may attempt to blow bridges.
[18.23] All U.S. artillery fire, both barrage and FPF, is halved for the first two Game-Turns (round fractions up).
[18.24] All German attacks made on Game-Turn 1 receive a bonus of one column shift to the right on the Combat Results Table. This is in addition to any shifts for divisional integrity. Also, the German Player uses the German Initiative Die Roll column on the Combat Results Table when resolving all his attacks throughout the game.
[18.25] The German Player may use any road hex on the east map edge as a supply source. Starting with Game-Turn 9 he may also use any road hex on the south edge of the map east of hex 0107, as long as the hex in question is not Enemy-controlled.
[18.26] All German units are automatically in supply for the first six Game-Turns. They may not be Out of Supply or Isolated during this period. Also, for the first six Game-Turns the German Player may involve as many in-range barraging artillery units in an attack as he wishes.
[18.27] Starting with Game-Turn 9, the German Player must roll on the Supply Shortage Table (11.7) to see if any of his mechanized units are put Out of Supply.
[18.28] Neither Player has air power in the game.
18.3 Special German Units
[18.31] The German Player need not expend a Movement Point to move the SS Panzer Brigade, 150/Skorzeny, out of Enemy-controlled hexes. He may also attempt to move it directly from one Enemy Zone of Control to another or may try to move it out of an Enemy-controlled hex in the middle of its movement, providing enough Movement Points remain to pay for the terrain in the hex he wishes to move it to. When attempting to so move, the German Player rolls the die. On a roll of 1, 2, or 3, the unit may be so moved; on a roll of 4, 5, or 6, the unit must stay in the hex it presently occupies and may be moved no further that Game-Turn. If the move is successful, he may continue to move the unit. However, the German Player may only attempt this special move four times in the entire game, all of which must be before Game-Turn 9. Starting with Game-Turn 9, 150/Skorzeny has no special abilities at all.
[18.32] During the Movement Phase of Game-Turn 3 the German Player must paradrop the Heydte Paratroop Regiment. He places the unit on any non-Enemy-controlled or occupied clear or broken hex within three hexes of hex 1612. He then rolls the die. On a roll of 5 or 6, the unit remains where it is. On any other result it is immediately eliminated from play. If it survives it may not be moved in the Game-Turn it appears. Like other German units, supply must be traced to it beginning with Game-Turn 7.
[18.33] The three units of 116 Panzer Division must be withdrawn from the game map on Game-Turn 5. At the beginning of the German Movement Phase, they are simply removed from the map, regardless of position, and placed on the Game-Turn 9 space of the Turn Record Track, at which time they return as reinforcements (see Case 18.11). If any units of the division are at reduced strength (or eliminated) they will re-enter at reduced strength (or not at all).
[18.34] Although composed of only two units, the 560 Volksgrenadier Division possesses divisional integrity, as long as both units attack or defend according to the rules in Case 9.8.
18.4 Victory Conditions
Victory in St. Vith is determined according to the number of Victory Points the German Player has earned by the end of the game. The Allied Player does not earn Victory Points. The Players compare the German Victory Point Total to the Levels of Victory (18.44) to determine the winner.
[18.41] Occupation of each town or city on the map earns the German Player One Victory Point with the following exceptions: La Roche (0303), Trois Ponts (1110), Verviers (2009, 2010), Monshau (1919), Werbemont (1205), Stavelot (1211), Stoumont (1308), Herve (2207) and Aywaille (1605) are worth 2 Victory Points each. The town of Spa (1609) is worth 4 Victory Points. The four towns that are east of the German front line at the start of the game do count for Victory Points.
[18.42] The German Player earns one Victory Point for each mechanized unit that he exits off the west edge of the map on a road north of hex 1001. The German Player must be able to trace a line of supply from the road he exits a unit(s) from to a supply source as if it were a German unit at the end of the game in order for the German Player to get the Victory Point.
[18.43] If a German mechanized unit is ever moved into any hex of Liege (2302, 2303, 2202 or 2203), the game automatically ends in a German Strategic Victory.
[18.44] After totaling the German Victory Points at the end of the game, the following Levels of Victory are consulted.
| Victory Points | Level of Victory |
|---|---|
| 23 or more | German Strategic |
| 16-22 | German Operational |
| 11-15 | German Marginal |
| 8-10 | U.S. Marginal |
| 6 or 7 | U.S. Operational |
| 5 or fewer | U.S. Strategic |
18.5 Optional Variant
The Germans were rushed to start the Ardennes Offensive and, once underway, Hitler and OKW were slow to commit German reserves that could have provided their attack with the depth it lacked. However, had the Germans spent more time and effort deploying for the campaign, Allied intelligence would have quickly detected the build-up and reacted more quickly to the initial assault. The Players may explore this historical alternative using the following optional rules. Unless stated otherwise in these rules, the rules for the historical game still apply.
[18.51] The Allied initial deployment is changed as follows: 18/14 sets up in hex 1021 instead of 1022; 423/106 sets up in hex 0520 instead of 0620; Improved Positions may be placed on any U.S. units the Allied Player wishes (unless the units are in town hexes).
[18.52] The German Player sets up his units as in the Historical Game except for the following: all units of the 1LAH and 12HJ Panzer Divisions, the 3FJ Division and the 18VG Division and the 506, 501SS, and 150 and JGPZ/LXVI Panzer Brigades. These units may be set up anywhere east of the line formed by the easternmost U.S. Zones of Control. The set-up of these units must be placed in accord with stacking restrictions, and the units may not be placed in Enemy-controlled hexes.
[18.53] The movement and artillery restrictions in Cases 18.21, 18.22, and 18.23 are completely ignored. All units may be moved on the first Turn.
[18.54] All Allied reinforcements arrive one Game-Turn earlier than scheduled in the Historical Game.
[18.55] German reinforcements enter play according to the following schedule:
Game-Turn 3: Heydte (paradrop) Game-Turn 4: Fuh Beglt Panzer Brigade Game-Turn 6: All units of the 9 H, 10 FB, and 2 DR Panzer Divisions; two units of the 3 PG Division; two units of the 560 VG Division (enter as per Case 18.11); and the JTGR/519SS Panzer Brigade
The 116 Panzer Division is not withdrawn from play. Case 18.33 and Part C of Case 18.11 are ignored. All German reinforcements may enter in March Mode.
[18.56] The German Player does not receive a column shift bonus for his First-Turn attacks. He still uses the German Initiative Die Roll column on the Combat Results Table however.
[18.57] The German Player may trace supply off the south edge of the map starting with Game-Turn 7. All other restrictions of Case 18.25 still apply.
[18.58] The Levels of Victory (Case 18.44) are shifted one level in favor of the Allied Player. For example, a German Marginal Victory becomes an Allied Marginal Victory. Also, the German cannot win an instant victory as in Case 18.43. Instead, occupation of Liege is worth 5 Victory Points.
19.0 Clervaux: Breakout of the 5th Panzer Army
Commentary: In the southern sector, the main punch was to be delivered by von Manteuffel's Fifth Panzer Army. Here, the line was thinly defended although the Germans had to get across the Our River to Broach the U.S. defenses. Still further south, Brandenberger's Seventh Army was to furnish flank protection for the offensive. The most important immediate objective was the chateau in Clervaux which straddled the road leading to the even more important crossroads of Bastogne. While German engineers struggled to throw up a heavy tank bridge for the 2nd Panzer Division, the 26th Volksgrenadier Division fought the stubborn U.S. infantry on the other side of the Our River. Finally the bridge was in place and by the night of 17 December, the Germans took Clervaux by storm.
In the south, the weak Seventh Army made small gains against the outnumbered U.S. forces. The best progress was made by the 5th Fallshirmjager Division which mobbed the 28th Division's 109th Regiment and bludgeoned its way to Wiltz before continuing its sweep south to face Patton's Third Army.
Meanwhile, to the west of Clervaux, the U.S. 10th and 9th Armored Divisions hastily set up road blocks to stop Manteuffel's Panzer divisions. The Germans methodically set to work at eliminating these task forces, although it cost them just enough time to allow the U.S. 101st Airborne Division to make it into Bastogne and set up the famous siege.
With orders to head for the Meuse, Panzer Lehr and 2nd Panzer Divisions skirted the surrounded town without attempting its capture. The remaining forces were simply too weak to force the paratroops out.
Cases:
19.1 Unit Deployment
Each combat unit has either a hex number printed on it followed by the letter D, which is the letter code for the Clervaux map, or a Game-Turn number followed by an Entry Area letter which denotes when and where the unit enters as a reinforcement. All units with hex numbers should be set up on the game map; 16 U.S. and 44 German units are set up in this manner. All other units should be placed on the space on the Turn Record Track that matches the Game-Turn printed on the unit, with the following exceptions:
A. The four units of the U.S. 101st Airborne Division enter as reinforcements on Game-Turn 6 on any road hex on the west edge of the map, instead of as printed on the units. B. The U.S. 705th TD Battalion enters on Game-Turn 8 on any road hex on the west edge of the map. C. All units of the 9 Panzer, 15 Panzergrenadier, and 79 Volksgrenadier Divisions, and the Fuh Gren Panzergrenadier Brigade do not enter the game at all; they are only used in the optional variant.
[19.11] The German Player receives only one unit as a reinforcement; the JPZ/LXXX Panzer Brigade. This unit must enter the map on hex 1027 in Combat Mode.
[19.12] U.S. units in the following hexes start the game with Improved Position markers: 2317, 1915, 1715 and 1218.
19.2 Special Rules
Clervaux is 12 Game-Turns long. The first and last Game-Turns are noted on the Turn Record Track.
[19.21] On Game-Turn 1, no German units may move. German engineers may not build bridges. They may take part in all other functions of the German Player-Turn. Only one U.S. unit (of the Allied Player's choice) may be moved on Game-Turn 1, and the Allied Player may not attempt to blow bridges in this Game-Turn.
[19.22] On Game-Turn 2, there are no special restrictions on German units. Only U.S. mechanized units (not artillery) and the unit that has been moved in Game-Turn 1 (if not mechanized) may be moved in this Game-Turn. No other special restrictions affect the U.S. Player's movement. He may attempt to blow bridges.
[19.23] All U.S. artillery fire, both barrage and FPF, is halved for the first two Game-Turns (round fractions up).
[19.24] All German attacks made on Game-Turn 1 receive a bonus of one column shift to the right on the Combat Results Table. This is in addition to any shifts for divisional integrity. Also, the German Player uses the German Initiative Die Roll column on the Combat Results Table when resolving all his attacks throughout the game.
[19.25] The German Player may use any road hex on the east map edge as a supply source. All German units are automatically In Supply for the first six Game-Turns. They may not be Out of Supply or Isolated during this period. Also, for the first six Game-Turns the German Player may involve as many in-range barraging artillery units in an attack as he wishes.
[19.26] Starting with Game-Turn 9, the German Player must roll the die and consult the Supply Shortage Table (11.7) to see if any of his mechanized units are put Out of Supply.
[19.27] The German Player may exit his mechanized units from the map on the west edge from any road hex north of hex 1601 or on the north edge from any road hex west of hex 2305. Although the German Player gains no Victory Points for doing so, it can prevent the Allied Player from earning Victory Points (see Case 19.45).
[19.28] Neither Player has air power in the game.
[19.29] All bridges across the Our River (bordering hexes 1916, 1418, 1219 and 1023) are considered blown. The roads crossing the river at these points may not be used for movement or supply purposes, unless a bridge is built there during the course of play.
19.3 Special Units
[19.31] The two units of 560 Volksgrenadier Division and the three units of 116 Panzer Division must be exited from the game map by Game-Turns 6 and 8 respectively. The German Player must move the units off the north edge of the map from any type of hex on that edge during the German Movement Phase. They do not have to be exited from the area stated in Case 19.27. If the units are not exited when required (either by choice or inability) they are removed from the map by the Allied Player and count toward his Victory Point Total (as eliminated German units, see Case 19.43).
[19.32] Although composed of only two units, the 560 Volksgrenadier Division possesses divisional integrity, as long as both units attack or defend according to the rules in Case 9.8.
[19.33] The two infantry battalions, 23/Festung and 99/Penal, may not be moved west of the line of German Westwall hexes. They may be moved freely behind and along the Westwall. These units do not exert a Zone of Control across the Our or Saur Rivers (the rivers bordering the Westwall).
[19.34] The units of the U.S. 9 Armored and 28 Infantry Divisions are not eligible for divisional integrity.
19.4 Victory Conditions
Victory in Clervaux is determined by comparing the number of Victory Points earned by each Player at the end of the game. The Player with the most Victory Points is declared the winner.
[19.41] Both Players earn One Victory Point for each town on the map (except Bastogne) that they occupy and Two Victory Points for each city hex that they occupy at the end of the game.
[19.42] The German Player earns One Victory Point for the occupation of Bastogne and One Victory Point for each U.S. unit eliminated.
[19.43] The U.S. Player earns Eight Victory Points for the occupation of Bastogne, One Victory Point for each German infantry unit eliminated, and Two Victory Points for each German mechanized or artillery unit eliminated.
[19.44] Eliminated battalion sized units do not count for Victory Points.
[19.45] The U.S. Player may also earn Victory Points for German mechanized units on the map at the end of the game. He counts up all the German mechanized units (except engineers and artillery) still on the map and subtracts four from this number. If the resulting number is positive, it is added to the Allied Victory Point Total. If the number is negative, the Allied Player earns no Victory Points for this condition. In other words, the Allied Player earns One Victory Point for each German mechanized unit over four that is on the map at the end of the game.
[19.46] Levels of Victory are determined by comparing the winner's Victory Point Total to the loser's Victory Point Total as a ratio. A ratio of 2 to 1 or better is a Strategic Victory; 1.5 to 1 or better is an Operational Victory; and better than 1 to 1, is a Marginal Victory.
19.5 Optional Variant
The Germans were rushed to start the Ardennes Offensive, and once underway Hitler and OKW were slow to commit reserves. Especially in the Clervaux area where the lack of Allied opposition just was not properly exploited. However, had the Germans spent more time and effort deploying for the campaign, Allied intelligence would have quite likely detected the build-up and reacted more quickly to the initial assault. Players may explore this historical alternative using the following optional rules. Unless otherwise stated in these rules, the rules for the Historical Game still apply.
[19.51] Improved Positions may be placed on any U.S. units the Allied Player wishes (unless the unit is on a town hex) at the start of the game.
[19.52] The German Player sets up his units as in the Historical Game except for the following: all units of the 2, 116 and Lehr Panzer Divisions; the 5FJ Division and the 26 VG Division; the PZ/X-LVII 1/LXXXV and JTGR/LVIII Panzer Brigades; all engineer units and the 401/LVIII Artillery Corps. These units may be set up anywhere east of the line formed by the Westwall hexes. These units must be set up in accordance with stacking restrictions and may not be placed in Enemy-controlled hexes or any hexes of the Westwall.
[19.53] The movement and artillery restrictions in Cases 19.21, 19.22, and 19.23 are completely ignored. All units may be moved on the first Turn.
[19.54] All Allied reinforcements scheduled to enter on Game-Turns 4 through 8 arrive one Game-Turn earlier than in the Historical Game. Those scheduled to enter after Game-Turn 8 enter two Game-Turns earlier.
[19.55] German reinforcements enter according to the following schedule:
Game-Turn 2: JPZ/LXXX Panzer Brigade Game-Turn 3: Fuh Gren Panzergrenadier Brigade Game-Turn 5: All units of the 9 Panzer and 15 Panzergrenadier Divisions. Game-Turn 9: Three units of the 79 Volksgrenadier Division.
All German reinforcements enter on any road hex on the east edge of the game map and may enter in March Mode. The 116 Panzer and the 560 Volksgrenadier Divisions must still be withdrawn as per Case 19.31.
[19.56] The German Player does not receive a column shift bonus for his First-Turn attacks. He still uses the German Initiative Die Roll column on the Combat Results Table however.
20.0 Celles: The Battle Before the Meuse
Commentary: On 23 December, the German Offensive was reaching the peak of its success. St. Vith had been evacuated by the Allies after the Germans threatened to surround the garrison. Farther south, the Fifth Panzer Army, after having ripped a gaping hole in the U.S. 8th Corps, had surrounded Bastogne and begun its race for the Meuse River. Since there was little to oppose this advance, their primary enemies were the Allied planes and the German supply situation.
Another aggravation was the fact that OKW refused to reinforce their success until the Meuse had been crossed. Thus, because the mobile SS divisions had not been brought up to support them, the advance elements of the Fifth Panzer Army found themselves with no flank protection. On the 23rd, the 2nd Panzer Division, the advance guard, was virtually cut-off from its sister divisions, the Lehr and 116 Panzer. Meanwhile, the 2nd SS Panzer Division, just east of this precarious situation, still had orders to advance north to capture Manhay before continuing to the west.
Even so, powerful Allied formations, including part of the British XXX Corps, were now on hand to contest any attempted crossing of the Meuse. The U.S. counterattack reserve, the 2nd Armored Division, started to move on the German "finger" on 24 December, now less than five miles from the Meuse. Both Panzer Lehr and 116th Panzer fought viciously to cut their way through to the trapped division. The 116th charged the garrison at Hotton only to be stopped by blown bridges. Panzer Lehr wiped out the U.S. defenders in Rochefort, but could not make their way through the 2nd Armored to the pocket of trapped Germans. There a wild two-day tank battle ensued, leaving the 2nd Panzer Division decimated. Remnants retired to Rochefort where the 9th Panzer Division had just arrived.
East of this debacle, the 2SS Panzer along with the Fuhrer Begleit Brigade launched a series of pointless attacks to the north. Manhay was captured, but the salient could not be expanded. The Germans had fought themselves to exhaustion.
With the deterioration of the supply situation (Fifth Panzer was now partially immobile for lack of gas), Hitler realized that the Meuse could not be forced until the Bastogne garrison was eliminated. The high water mark had passed; it was the beginning of the end.
Cases:
20.1 Unit Deployment
Units in Celles are not deployed according to the hexes and Game-Turns printed on the counters. Instead the initial set up has been printed on the map; 17 U.S. units, 12 British units, and 13 German units should be placed in the hexes that have their picture printed on it. Some units are deployed on their reduced strength side; this is noted by parentheses around the unit size where the unit in question is printed on the map. Units that enter as reinforcements are noted in the following schedules. Any remaining units are set aside as they are only used in the optional variant.
[20.11] German Reinforcements (see Game-Turn Record/Reinforcement Track)
[20.12] Allied Reinforcements (see Game-Turn Record/Reinforcement Track)
[20.13] Unless stated otherwise, reinforcements may enter in Combat Mode or March Mode.
[20.14] U.S. units in hexes 0627 and 0726 start the game in Improved Positions.
20.2 Special Rules
Celles is seven Game-Turns long. It starts on Game-Turn 16 and ends on Turn 22, as noted on the Turn Record Track.
[20.21] The German Player may trace supply to any road hex on the east edge of the map south of hex 1027 and on the south edge, east of hex 0113. Note that some of these hexes start behind the U.S. front line. The German Player may only use them if he can trace a valid supply line to them (which means the U.S. units have to be pushed away from them during play).
[20.22] The German Player must roll the die and consult the Supply Shortage Table (11.7) starting with Game-Turn 17 (Dec 24, A.M.). He does not roll on the first Game-Turn of the game.
[20.23] No German units on the game map may be placed in March Mode. Some German reinforcements may enter play in March Mode, but after their Game-Turn of entry they must leave March Mode.
[20.24] The Allied Player receives two Air Points per Game-Turn. The German Player receives none.
[20.25] Ground freeze is in effect starting with Game-Turn 17 and lasts throughout the game. Players should refer to the parenthesized movement point cost on the Terrain Effects Chart (5.5).
[20.26] British units may not be moved, used to blow bridges or build Improved Positions, or take part in any other functions until activated. British units may be activated in one of two ways:
A. If a German unit is north or west of the Meuse River (on the British side) at any time, all British units are activated and may be moved freely. B. If a German unit moves within three hexes of a British unit at any time, that British unit is immediately activated.
[20.27] The three British armored regiments do not exert Zones of Control unless they occupy towns, cities, or Improved Positions.
[20.28] Although only three of its four component units are present, Lehr Panzer division is eligible for divisional integrity.
20.3 Victory Conditions
Victory in Celles is determined by the number of towns and cities the German Player occupies at the end of the game. The German may also win an instant victory.
[20.31] If, during the Supply Determination Phase of either Player-Turn, there are at least three supplied German mechanized units in any hex west or north of the Meuse River (the British side), the game is over and the German Player wins an instant strategic victory.
[20.32] At the end of the game, the number of towns and cities occupied by the German Player is tallied up and compared to the Levels of Victory to determine the winner.
| Towns | Level of Victory |
|---|---|
| 8 or more | German Strategic |
| 6 or 7 | German Operational |
| 4 or 5 | German Marginal |
| 3 | Allied Marginal |
| 2 | Allied Operational |
| 0 or 1 | Allied Strategic |
[20.33] The German Player occupies the town of La Roche (0324) at the start of the game.
20.4 Optional Variant
Had Hitler not been so concerned with having his SS forces lead the offensive, the reinforcements that were wasted on the Sixth Panzer Army could have made the difference in the battle before the Meuse. The commitment of these forces would have very likely brought the British into the battle, however. The Players may explore this historical alternative using the following optional rules. Unless stated otherwise in these rules, the rules for the historical game still apply in full.
[20.41] The Allied Player may set up his British units anywhere he wishes north or west of the Meuse River. They are still subject to the British activation rule (20.26 and 20.45).
[20.42] German reinforcements enter according to the following schedule:
Game-Turn 16: All units of Lehr and 11 Panzer Divisions in hexes 0114, 0116 or 0119; three units of 10 FB Panzer Division, Fuh. Beglt. Panzer Brigade, 6/IISS Armored Engineer Battalion and IISS Rocket Brigade in hex 0528.
Game-Turn 17: Three units of 9 Panzer Division in hexes 0121 or 0122.
Game-Turn 19: Three units of 12 HJ Panzer Division in hex 0528 (12SS/12HJ Panzer Regiment enters at reduced strength).
[20.43] All German reinforcements may be placed on the map in March Mode. However, the restrictions of Case 20.23 still apply.
[20.44] U.S. reinforcements scheduled to enter on the east edge of the map may be placed in any road hex on the east edge north of hex 1027. They may be placed on the map in March Mode. The three units of the 83rd Infantry Division enter on Game-Turn 20 instead of Game-Turn 22.
[20.45] All British units are activated if a German unit moves into a hex adjacent to the Meuse River or if the Allied Player loses 13 or more U.S. units. They may also be activated in accordance with Case 20.26.
[20.46] To win, the German Player must fulfill the conditions for an instant victory (20.31). If he has not done so by the end of the game, the Allied Player is declared the winner.
21.0 Sedan, 1940: Guderian Across the Meuse
Commentary: On the morning of 11 May, 1940 the French Commander-in-Chief, General Gamelin, was confident that his counter to the German surprise attack was proceeding well. However, Prime Minister Reynauld was worried. Reviewing the situation on a map in Quad D'Orsay, he was concerned with the apparent ease with which French troops were moving into northern Belgium. Was it a trap? Also surprising were the alarming reports coming out of southern Belgium and Luxembourg of a rapid German armored advance. He telephoned his War Minister who assured him all was well. The combined Belgian and French forces had contained the German "feint" in the south, he said, and as for the trap, it was just Gamelin "putting his plans into execution."
Nothing could have been further from the truth. In Luxembourg on 10 May, General Heinz Guderian, in charge of this supposed armored "feint," had crossed the Saur River with the 1st Panzer Division and driven to Martelange against virtually non-existant Belgian resistance. The armored "feint" in the Ardennes consisted of three entire Panzer corps with almost 1500 tanks that were to cross the Meuse before slicing through France to the channel. Meanwhile, the French, expecting the main German offensive to be in the north, were sending their best divisions there. Once Guderian crossed the Meuse, there would be only a smattering of reserves to oppose him. During the night of 10 May, the rest of Guderian's XIX Panzer Corps closed up with the 1st Panzer, severely mauling the French 2nd Cavalry Division near Habay la Neuve. By the next morning, the demolitions and minefields set up by the Chasseurs Ardennais had been cleared and the German advance continued. With tanks in the lead and heavy Stuka dive bomber support, the Germans attacked the French 5th Cavalry near Neufchateau. The fury of tanks, bombs, and guns were too much for the light cavalry division, which by late afternoon had been savagely handled, its remnants retreating to Bouillon astride the Semois River.
The next morning the 1st Panzer took Bouillon by storm even though French sappers managed to blow the bridge there. While divisional engineers threw up a pontoon bridge, Guderian wasted no time in finding a spot downstream where his Panzers might cross. Now there was no major barrier between his troops and Sedan. Meanwhile, the French command of the Second Army dickered among its members as to the seriousness of the situation. Still confident, they decided to wait for the Germans behind the Meuse.
North of Guderian's advance, Reindhart's XLI and Hoth's XV Panzer Corps advanced rapidly. On the 13th, Reindhardt's 8th Panzer charged into Montherme breaking the determined resistance of the French 61st and 102nd Infantry Divisions. To its right, the 6th Panzer fought its way across the Meuse River at Revin.
The most telling blow, however, occurred 30 miles southeast at Sedan. For six hours an air fleet of dive bombers carpeted the ancient fortress with an incessant rain of bombs. This onslaught was too much for French reservists of the 55th and 71st Infantry Divisions. In the afternoon, the 1st Panzer's infantry regiment established a bridgehead across the river even though, again, the French blew the bridges. Its sister divisions, the 2nd and 10th Panzer, were not so lucky. Without air support, they did not cross until the next day. Regardless, a wave of panic struck the paralyzed French divisions, stemming from a false rumor that German tanks were across the Meuse. Thousands of French prisoners were taken. Taking advantage of the rout, the 1st Panzer's infantry advanced through the night.
The next day the Panzers did cross, meeting the threat of an attack from the 3rd French Armored in the south. Delayed for two days by incredible command indecision, the 3rd Armored's attack never got off the ground. Frustrated, the French commander sent a mixed force of tanks and infantry to try to throw the Germans back. Unfortunately, the German bridgehead was firmly established. In a day-long fray the French armor was cut to ribbons by enemy anti-tank fire.
By the afternoon of the 15th, Guderian's troops were surging westward from the bridgehead. There were no further French reserves. In retrospect, Prime Minister Reynauld observed that May 15th was "the day we lost the war."
Cases:
21.1 Unit Deployment
Units in Sedan are not deployed according to the hexes and Game-Turns printed on the counters. Instead the initial set up has been printed on the map; 14 French and 8 German units should be placed in the hexes that have their picture printed on it. Units that enter as reinforcements are noted in the following schedule. Any remaining units are set aside as they are only used in the optional variant. All units set up or enter on their full strength side.
[21.11] German Reinforcements (see Game-Turn Record/Reinforcement Track)
[21.12] French Reinforcements (see Game-Turn Record/Reinforcement Track)
[21.13] All reinforcements may be placed on the map in either Combat or March Mode.
21.2 Special Rules
Sedan is ten Game-Turns long. It starts on Game-Turn 3 and ends on Game-Turn 12, as noted on the Turn Record Track.
[21.21] The Players should refer to the parenthesized Movement Points cost on the Terrain Effects Chart (5.5).
[21.22] The German Player receives two Air Points each Game-Turn. The Allied Player receives one Air Point for the entire game. That is, he has only one Air Point to use for the game's duration.
[21.23] Two times during the course of the game the German Player may expend two Air Points on combat support for a single attack (exception to Case 14.31). This may not be used to aid German units defending.
[21.24] The German Player may involve as many in range barraging artillery units in an attack as he wishes.
[21.25] The forced march rule (16.1) is not optional. German infantry units may force march without suffering effects of Out of Supply. French units may not force march.
[21.26] In any German attack involving at least one Panzer unit (not Panzergrenadier), the German Player uses the German Initiative Die Roll column on the Combat Results Table to resolve the attack. However, if any of the defending Allied units are armor or North African (NA) units, the initiative column is not used.
[21.27] Any one time a German Panzer unit (not Panzergrenadier) is first moved into a hex on the west side of the Meuse River, the German Player may demand a check for rout. Rout may occur only once per game, at the end of the German Player's Combat Phase, and only in one area. The area is defined as all hexes within three hexes of the unit that crossed the Meuse. The Allied Player must roll the die for each Allied unit within that area. On a roll of 1, 2 or 3, the unit must be retreated one hex, according to the rules for retreat, or lose one step. A roll of 4, 5 or 6 has no effect. Any German units that are adjacent to Allied units retreated in this manner may be advanced as if the combat result were a –/1. The unit that crosses the Meuse, initiating the check for rout, does not have to be the first Panzer unit to cross the river. Allied armor and North African units are not affected by rout.
21.3 Victory Conditions
To win the game the German Player must meet all the following conditions by the end of the game. Any other result is an Allied victory.
A. Occupy three of the following: Charleville-Mezieres (0802, 0803, 0703), Revin (1501), Montherme (1203), and Vireux (2003). B. Exit at least 30 German mechanized Combat Strength Points off the map from hexes 2101, 1701 or 0901. He must be able to trace a line of supply from any such hex to a supply source as if the hex were a German unit at the end of the game in order to count the Strength Points exited from it. C. Exit at least 30 German mechanized Strength Points off the map from hexes 0301 or 0107; or occupy the city of Sedan (0509). The German Player need only fulfill one of these two objectives, not both. D. Lose no more than 12 German mechanized Combat Strength Points during the game. Exited German units do not count toward this limit. However, if an exited unit lost a step while on the map, the Strength Points lost in that step would count.
21.4 Optional Variant
If the French command system had been more effective in 1940, forces that were in the area of operations could very well have made the difference in the Ardennes. The Players may explore this historical alternative using the following optional rules. Unless stated otherwise in these rules, the rules for the Historical Game still apply.
[21.41] All Allied reinforcements enter the game two Game-Turns earlier than stated in Case 21.12. However, no Allied units may arrive earlier than Game-Turn 3.
[21.42] Beginning with Game-Turn 4, two of the following units may enter as reinforcements in entry areas L or M each Game-Turn: three units of 1 NA Division, two units of 1 DCR Division, 10Z/3 NA Regiment, 68/3 and 69/3 Regiments, and 205/55 Regiment. These units may enter the game in any order the Allied Player desires, but only at the rate of two units per Turn (in addition to the normal Allied reinforcements).
[21.43] The German Player must fulfill any two of the four Victory Conditions listed in Case 21.3 to win the game. For example, if he satisfied the requirements for conditions A and B at the end of the game, he would be the winner.
22.0 Unit Abbreviations
Cases:
22.1 Belgian
C = Chasseurs Ardennais; CC = Chasseurs Cheval; CY = Cyclists; G = Guides; L = Lancers.
22.2 British
HLD = Highland Division; NTB = Northumberland Division; WSH = Welsh Division; WSX = Wessex Division; GD = Guards; FFY = Fife and Fofar Yeomanry; HUS = Hussars; RT = Royal Tank.
22.3 French
A = Algerian; BDC = Brigade de Combat; BDD = Brigade de Couverte; DCR = Division Cuirassee de Reserve; DLC = Division Legeres de Cavalerie; DLM = Division Legeres Mecanisees; FCM = French FCM Tanks; Fr. Lt. = French Light Infantry; M = Moroccan; NA = North African; Z = Zouave.
22.4 U.S.
CCA,B,R = Combat Command A, B, R (Reserve); G = Glider Infantry; NOR = Norwegian Battalion; T = Tank Battalion; TD = Tank Destroyer Battalion.
22.5 German
DR = SS Division Das Reich; FB = SS Division Frundsberg; FJ = Falschirmjager Division; Fuh Bglt = Fuhrer Begleit Brigade; GBG = Gebirgs Division; GD = Gross Deutschland Infantry Brigade; GVB = SS Division Gotz von Berlichingen; H = SS Division Hofenstauffen; Heydte = Paratroop Battalion von der Heydte; HJ = SS Division Hitler Jugend; JGPZ = Jagdpanzer Brigade; JGTGR = Jagdtiger Brigade; LAH = SS Division Leibstandarte Adolf Hitler; Pipr = Kampfgruppe Peiper; P = Panzer; Roml = General Erwin Rommel; Skrzny = Lt. Col. Otto Skorzeny; SS = Schutzstaffel; TGR = German Tiger Tanks; PG = Panzergrenadier.
23.0 Player's Notes
Battles for the Ardennes features a number of odd game mechanics that the Player must utilize properly if he hopes to win. Aside from appreciating the strategic situation in each Folio Game (as described below), an understanding of the various capabilities of the units and the dynamics of each move should guide the choices that the Player makes. Here are a few points that the game's Developer found crucial in winning play.
March Mode: When there are a number of units to be moved over an area in March Mode, plan the sequencing of those moves beforehand. Usually, with proper planning all units in March Mode may be moved where a Player desires. Conversely, hasty movement inevitably results in a crucial road junction being blocked by a unit in March Mode that has already moved. If it looks like a unit could benefit from March Mode movement in the next turn, make sure it is on a road, not stacked with other units. Keep in mind that a unit in March Mode may move adjacent to another unit in March Mode; the rule merely prohibits the units from being adjacent at the end of the Movement Phase. Also remember that a unit in March Mode only exerts a ZOC into connecting road hexes; don't be caught with an Enemy unit sneaking through your line because you tried to hold it with a unit in March Mode.
Offensive Tactics: Most of the time the German Player is on the offensive and must try to maintain the initiative as long as possible, so these comments are directed mainly at him. If there is a weak spot in the Enemy line, forget about anything else; attack it with all you can muster, especially armor. A good combat result and the subsequent advance will devastate your opponent. The importance of getting the armor into such an attack cannot be over-emphasized; the advance after combat of such units must be utilized to its fullest extent. The game system rewards powerful attacks (thus preventing a Player from defending with peanuts) to such a degree that a good advance can move you faster than an entire Movement Phase. Do not make 1-1 and 2-1 attacks up and down the line; mass your forces for a few strong attacks in one or two areas with the aim of creating breakthroughs. It is usually not wise to attack a strong defensive line, especially if it is located behind a river; there is not time to wear such a line away. Players often ignore this advice when they see valuable objectives beyond a strong Enemy line, but it pays in the long run to attack the weak part of the line, even if it doesn't seem to lead directly to victory. When making an attack, include at least one "garbage" unit (such as a volksgrenadier regiment or panzer brigade) to take a step in the event of a split result. It is never pleasant to lose a step on a strong mechanized unit if retreating is unattractive. Keep your strong, mobile units in the fore of the attack; don't waste them defending an inactive part of the line.
Defensive Tactics: When setting up a defensive line, try to avoid placing units in clear or broken hexes, unless there is a town or Improved Position in the hex. Even strong units will be hard pressed to repel concentrated Enemy attacks when in such hexes. Never place armor or reconnaissance units in such a position that they could get caught between Enemy units and an unbridged river. Their inability to retreat will make them easy pickings for the Enemy (or easy to by-pass). On the other hand, defending in front of a river with infantry units is a fine idea; they can retreat across the river and the Enemy can not follow-up. Defending behind a river is an even finer idea; even if the Enemy gets across the river in one spot he will be hard-pressed to expand his bridgehead. When forced to take an adverse combat result, carefully weigh the options you are faced with. Remember, you can take a combination of retreat and step-loss to fulfill a result. Always keep in mind the Enemy's ability to advance when making such a decision.
Divisional Integrity: When attacking it is crucial to have at least one entire division participating so that the column shift can be applied. It is very hard to keep all your divisions together for the bonus; usually there is just too much area to be covered. This is especially true for the Allies in the early part of St. Vith and Clervaux. In fact, in these games the Allied Player should try to keep the Allied Player off-balance as long as possible so that he cannot coordinate his divisions until late in the game, if at all. When attacking a division in two places in one Combat Phase, try to conduct the operation such that the first attack makes the division ineligible for integrity (either by eliminating a unit or pushing it away) so that the second attack does not have to contend with a defensive column shift.
Artillery: When planning future attacks, keep in mind that an artillery unit that starts the Player-Turn in March Mode cannot be put In Battery during that turn. However, the marker could be removed, the artillery unit moved up to the front in Combat Mode and involved in an attack on the next turn. The German Player especially, should never forget to move an artillery unit that is not being used in combat. The intolerably slow Movement Allowance of most of his artillery can be partially compensated for by keeping the units plodding forward. Never put an artillery unit in a position exposed to Enemy units; it's limited ZOC lead to unpleasant results.
Engineers and Bridges: When the Enemy is on the offensive do not wait a turn to blow an Enemy-threatened bridge; the sooner the bridge is destroyed, the less chance of a bad die roll ruining your day. When the German Player is on the offensive he should not use engineers to defend a flank or take a step loss. They should be right up front where they can help a stalled German drive across an undefended river line.
St. Vith
Pressure is on the German Player in this one. The Allied reinforcements come on fast and furious and the German Player must constantly be on the watch for opportunities to advance on towns. Of early importance is making an all-out attack on the 18/14 armored cavalry battalion in the Losheim Gap and seizing the towns of Bullingen and Rocherath-Krinkelt. Of course an early push on St. Vith is also in order.
Deciding what to do with the 12 HJ Panzer Division is crucial. If successful in assaulting the Monshau-Elsenborn line, the whole Allied northern shoulder is unhinged. On the other hand if repulsed, it is a waste of mobile troops. The division is usually more usefully employed by swinging it south through the gap created by the 1 LAH Panzer Division. The Allied Player will be hard-pressed to halt a spearhead composed of these two divisions. Regardless, if a breakout in the gap develops, push west to Stavelot and Vielsam, looking for opportunities to race west beyond them. As Allied pressure increases in the North, the Germans should hang onto the towns until the reinforcements arrive to equalize the situation on the 19th. However, most of these reinforcements should be sent west where they can often destroy a seemingly stabilized Allied line. St. Vith can be touch and go, so a concerted effort is necessary there. Spa is usually not worth the trouble.
The Allied Player should hang onto St. Vith for dear life. A stout defense will not prevent its eventual capture, but almost certainly will tie up much of the best German mobile troops. A crucial area is the Elsenborn-Monshau line. A careful defense there will put the brakes on the German offensive along the north. Do not get discouraged if there isn't a front for the first few game-turns; oncoming Allied reinforcements will give the German Player pause. Later in the game as the units arrive, they should be used to pound on German advances across the Ambleve River. All in all, a tough fight for both Players.
Clervaux
The paucity of U.S. units at the start gives the German Player an irresistible initiatiave. The most important task for the Allied Player in the opening Game-Turns is to insure that the bridges of Clervaux, Wiltz, and Diekirch are blown. The former town should be held to the last man, to deny the Panzers freedom of maneuver. From then on, it is up to the Combat Commands of the 9th and 10th Armored Divisions to delay the Germans long enough for the 101st Airborne Division to get into place around Bastogne.
As the game develops it will center around two areas: Bastogne and the southern flank. In the south the Volksgrenadier units of the 7th Army can make low-odds attacks in hope of attriting the Enemy away via Eng results. However, it soon becomes a question of who is bled white first: the 7th Army or the U.S. 4th Infantry division. If the 5 FJ division and sufficient mechanized forces are committed to the south, the Allied front will collapse and the Germans may be able to take Luxembourg city and even Arlon. However, Bastogne (and victory) will probably remain in Allied hands. Thus, a German concentration on Bastogne is required.
It will be hard to deny the Germans both Bastogne and the ability to exit units in the west; usually the town will be most important in view of the Victory Point situation. Similarly, the German Player is faced with the dilemma of destroying Allied units and pushing on Bastogne while trying to insure that the required units are ready to exit the map in the last Game-Turns. Should the Allied Player lose Bastogne, he must concentrate on preventing German units from slipping into the towns in the southwest area of the map and must try to destroy German mechanized units. Even then, he will be hard pressed to win.
Celles
A wild and wooly game. The Allied Order of Battle looks formidable, but because the British units are restricted behind the Meuse, this is somewhat deceptive. In the first Game-Turns, before the U.S. 2nd Armored and 75th Infantry Division come into the fray, the German Player has the initiative. The usual move is to wipe out the garrison in Rochefort and advance on Celles or Ciney with the 2nd Panzer Division, while the 2DR Panzer rolls up the line to Manhay. The problem with this, however, is that the lack of a general reserve for both Players makes it hard for the German to hold onto what he gains; conversely, the U.S. Player has to strip units from one sector to deal with an uncontrolled German advance.
The situation is so tense in the historical scenario that playtesters are still unable to find a textbook solution to this flexible struggle. Some general advice can be given, however. First, the German Player should not be tempted to cross the Meuse unless he feels he can immediately win the German instant victory. Crossing the Meuse and not winning will only insure a painful German defeat. A skillfully executed feint in this direction however, may cause the Allied Player to overcompensate, thus allowing successful German assaults in other areas of the front. As a guard against the instant victory, the Allied Player should position a couple units near the bridges along the Meuse to prevent any unpleasant surprises. But don't send everything over there. Remember, the towns are the key to victory and they are all over the map.
Sedan, 1940
The French Player's position is not as hopeless as it appears, since time is on his side. True, a Blitz of well thought out attacks will usually leave the Neufchateau position in shambles, but a real effort should be made to blow the bridges across the Semois River at Bouillon and around Florenville. Should this be successful, the German fight for Sedan will not be an easy one.
The German Player must push constantly, carefully using his concentrated air Combat Support for all out assaults. Other German airpower should be used judiciously to slow French reinforcements and help ground attacks. Also the German Player should take pains to see that armor is available for most attacks to take full advantage of the Panzer Scare rule.
Strategically, the effort on Sedan should be conducted along two axis — Bertrix and Bouillon and Neufchateau-Florenville, stretching the French line thin. In the North, the 6th and 8th Panzer can take the towns along the Meuse and help fulfill the exit portion of the victory conditions.
For the French, the byword is delay; even if it means taking losses. If this fails too, remember to concentrate on the German Achilles heel — his mechanized loss limitation. If he can get enough Engaged results, and the German Player is cooperative in taking step losses on split results, a victory can sometimes be salvaged from defeat at the last moment.
Design Credits
Game Design: Danny S. Parker Physical Systems and Graphic Design: Redmond A. Simonsen Game Development: John Butterfield Research Assistance: Joe Angiolillo, Joe Balkoski, John Dwyer, David Isby, George Wagner Playtesters: A. Boyd, B. Buckley, K. Cedola, B. Clinton, M. Connell, A. Eiler, J. Gautier, M. George, E. Jablow, B. Jarvis, M. Joslyn Rules Editing: Brad Hessel Production: Karen Cantor, Robert A. Degni, Andrew Grossman, Kate Higgins, Ted Koller, Manfred F. Milkuhn, Bob Ryer
Abbreviated Sequence of Play
- German Player Turn A. Mutual Supply Determination Phase B. Air Power Phase C. Movement Phase 1. Building Segment 2. Battery Segment 3. Mode Adjustment Segment 4. Movement Segment D. Combat Phase E. Bridge Phase
- Allied Player Turn
- Game-Turn Record Interphase
24.0 Introduction to the Campaign Games
Commentary: In the Campaign Games of Battles for the Ardennes, Players may direct the course of the two campaigns that were fought in this area in 1940 and 1944. One Player controls the German forces and the other the Allied forces. The Campaign Games are also well suited for multi-player use.
Cases:
24.1 The Campaign Rules
This folder contains all the special rules needed to play both Campaign Games. Rules Sections 25.0 through 28.0 are used only for play of the 1940 Campaign Game, Blitzkrieg to the Meuse. Sections 29.0 through 33.0 are used only for the 1944 Campaign Game, Battle of the Bulge. In addition, Section 34.0 presents shorter games from the 1944 Campaign. Players need only read the rules Sections concerning the particular Campaign Game they wish to play. The other sections in this folder have no bearing on its play. All the Standard Rules for Battles for the Ardennes apply to the Campaign Games fully, unless specifically modified in these rules.
24.2 Assembling the Maps
On each of the four map sections is a compass rose, which should be oriented so that north is the same direction for all four map sections. Each map section should be placed so that its position relative to every other map section corresponds to the diagram. Players must carefully trim the north and west edges of the Clervaux map (map D), the north edge of the Sedan map (map C), and the west edge of the St. Vith map (map B). A cutting guide line is printed on these maps. Players should align a straight-edge along the guide lines and draw a sharp blade along the straight-edge until the map is cut clean. The cut edges of the map sections are then overlapped onto the appropriate adjacent map-edge (as in the diagram) such that map D overlaps map C by six hexrows and the northernmost hexrow of these two maps then overlap the southernmost hexrow of maps B and A, which overlap each other in the same manner as maps D and C. When properly aligned hexes A0122, B0101, C2322 and D2301 should form a "vertical" hexrow with D2301 on top — they all represent the same hex. It is important that the maps overlap each other in the proper way so that the hex numbers correspond to those in the rules.
Diagram: the four map sections are arranged in a 2×2 grid — map A (St. Vith) at top left, map B at top right, map C (Sedan) at bottom left, and map D (Clervaux) at bottom right.
25.0 Blitzkrieg to the Meuse, 1940
Cases:
25.1 1940 Campaign Notes
In October of 1939, after his lightning victory over Poland, Hitler turned his attention to the West. France, an old enemy now obviously at odds with Germany, would be his next target.
The Allies realized Hitler's intentions and, since September, had perfected their "Dyle" Plan in anticipation of a major German offensive on the plains of Belgium, north of Namur — a replay of the German 1914 plan. Although the French had more tanks than the Germans, they were slower and lacked an adequate communications system. More critical, however, was the French treatment of armor. They still felt it to be an infantry weapon and planned to use it accordingly. The German Panzer tactics would prove decisive. Moreover, in the air the Germans could expect a three-to-one quantitative superiority, not to mention the qualitative advantage of more modern aircraft.
Of course the French had their Maginot Line and defensive barriers, but on the whole they were unprepared to fight the mobile lightning warfare that Hitler was about to unleash. To top it off, because of the antiquated French command structure, the Allies would always be a step behind on the battlefield. In short, it can be said that although the French were prepared to do battle, the war they were ready for had occurred 25 years earlier.
Hitler's initial attack scheme was to be precisely what the French were counting on — a modification of the German World War I Schlieffen Plan with the objective of Paris. One German General, Erich von Manstein, objected to the unimaginative idea on the grounds that Northern Belgium would be heavily defended. He and his commanding Field Marshall, von Rundstedt, advocated that the major armored push be made through the lightly defended Ardennes and then to hook to the right reaching the English Channel at Calais.
The German High Command did not like Manstein's idea and shipped him off to end his pestering. Playing into the hands of fate, Manstein in Berlin was able to explain his plan to Hitler who had become dubious of the original plan that had accidentally fallen into Belgian hands in January. Hitler liked the audacity of the idea, and by February of 1940 the operation had been changed to Manstein's Ardennes attack.
In May, seven Panzer and numerous infantry divisions were concentrated on the Belgian and Luxembourg borders ready to begin the offensive. On the early morning of 10 May the attack jumped off. General Erwin Rommel, commanding the 7th Panzer Division, advanced quickly through Belgium just north of Vielsam brushing aside the Chasseurs Ardennais. Meanwhile, in Luxembourg, Guderian's 19th Panzer Corps lunged for the Meuse in the face of light resistance, being closely followed by Reindhardt's two Panzer divisions on the crowded roads. The limelight, however, was being taken by Rommel who now found himself west of Marche after scrapping with a French Cavalry Division. Ahead of schedule, he prepared to cross the Meuse River the very next day. Probing the river, Rommel met his first serious resistance and was forced to abort an attempted crossing near Dinant due to pinpoint French fire on his assault engineers. Searching the river further upstream near Yvoir, he luckily found an unguarded crossing and, before the French could react, pushed across.
In the south, Guderian's troops had also crossed the Meuse at Sedan and Montherme and, while they pushed westward on the 14th, Rommel renewed his attack, capturing Flavion from the shattered French 18th Division. Also to his relief, Rommel's lagging sister division, the 5th Panzer, was now closing up behind him to provide flank support. This was fortunate, as on May 15th, the French 1st Armored Division belatedly attacked the 7th Panzer Division as it prepared for its dash to Phillipeville. In the very confused tank battle that followed, the German armored prowess dominated, with the French retiring with heavy losses. French counterattacks, both in the north and in the south had proved dismal failures. The success of the following German advance could not be in doubt.
25.2 Unit Deployment
Before starting play of Blitzkrieg to the Meuse, the Players must construct a 1940 Campaign countermix. To do so, all the units from the Sedan Folio Game should be combined with all the Belgian, French, and German 1940 units from the campaign countersheet. German 1940 units are differentiated from German 1944 units by color and are so marked on the countersheet. Note that the Fr. Lt. infantry unit is a 1944 unit; it does not appear in Blitzkrieg to the Meuse. This combined countermix should total 200 units.
[25.21] All Allied units with a hex number printed on them preceded by a map identification letter should be placed in the corresponding hexes on the map. Nineteen Belgian and 15 French units are set up in this manner.
[25.22] All German units with a hex number printed on them should be placed within one hex of the corresponding hexes on the map. They may not be stacked in their initial set-up. 30 German units are set up in this manner.
[25.23] All units with a Game-Turn number printed on them (followed by an Entry Area letter in the case of Allied units) should be placed on the corresponding spaces of the 1940 Turn Record Track.
[25.24] The 20 remaining units marked (opt) should be set aside; they are only used in the 1940 optional variants.
[25.25] All Game markers should be punched out and sorted by type. The Game-Turn marker should be placed in the first space of the 1940 Turn Record Track.
26.0 Special Rules
Commentary: Blitzkrieg to the Meuse is 12 Game-Turns long, as noted on the 1940 Turn Record Track (printed on map C). The following rules are required for play of the campaign.
Cases:
26.1 Belgian Withdrawal
In the actual campaign, the Belgians felt they could not defend against the Germans in the Ardennes, so they ordered their units in that area, including the Chasseurs Ardennais, to delay the enemy advance, but not to engage in combat. Instead they were to retire to the north in the Namur-Liege area where they thought the real fight was to occur.
Beginning with the Allied Player Turn of Game-Turn Two, all Belgian units must be moved west and north of the Meuse and Sambre Rivers. If not on a road, they must be moved to a road hex by the most direct route possible. Once on a road, Belgian units must be placed in March Mode and moved to the north of the rivers as quickly as possible. When they are north of these rivers, Belgian units may operate normally for the rest of the game, except that they may never be moved south of the line formed by the Meuse and Sambre Rivers. The hex of Namur, A1506, is considered north of the river line for this purpose.
26.2 Panzer Scare
[26.21] In any German attack involving at least one Panzer unit (not Panzergrenadier), the German Player uses the German Initiative Die Roll column on the Combat Results Table to resolve the attack. However, if any of the defending Allied units are armor or North African (NA) units, the Initiative column is not used. This rule is used only for German attacks; not when the German Player is defending against Allied attacks.
[26.22] When a German Panzer unit enters a hex on the west side of the Meuse River for the first time, the German Player may demand a check for rout. The Panzer unit does not have to be the first Panzer unit to cross the Meuse, nor need the check necessarily be made in the first Game-Turn any Panzer unit crosses the Meuse, but the demand for rout check may only be made on the first Game-Turn that a particular Panzer unit is west of the Meuse. The German Player may demand checking for rout only once per game, at the end of his Combat Phase, and in only one area. This area contains all hexes within three hexes of that particular Panzer unit that the German Player used to initiate the rout check. The Allied Player must roll the die individually for each Allied unit within that area to check for rout.
- On a roll of 1-3, the Allied unit must be retreated one hex, according to the rules for retreat, or lose one step.
- A roll of 4-6 has no effect.
Any German units that are adjacent to Allied units retreated in this manner may be advanced as if the Combat Result were a D1. Allied armored and North African units are not affected by rout.
26.3 Airpower
[26.31] The German Player receives four Air Points per Game-Turn which he may use according to the rules of Section 14.0. Three times during the Game, the German Player may expend all four Air Points to aid a single attack (not defense) with Combat Support (exception to Case 14.31). Example: If the German Player expended all four Air Points to support a 2-1 attack, the attack would be resolved on the 6-1 column on the Combat Results Table.
The German Player may not expend two or three Air Points on a single Combat Support; he must expend one or all four. Air Points may not be massed for a single Air Interdiction Attack.
[26.32] The French Player receives three Air Points for the entire game. That is, at three times during the Game the French Player may expend an Air Point. The French Player may never expend more than one Air point in a single Game-Turn.
26.4 German Paradrop
The German Paradrop Battalion, Niwi, does not enter the Game as a normal reinforcement. Instead, during the Movement Phase of Game-Turn One, the German Player must paradrop the unit. He places the unit on any non-Enemy controlled or occupied clear hex on map D. The unit may not be moved on the Game-Turn it appears. The unit is considered in Supply throughout the Game-Turn it is dropped. Starting with Game-Turn Two, the German Player must trace a Supply Line from the Niwi unit like a normal infantry unit.
26.5 Additional Special Rules
[26.51] No French units may be moved on Game-Turn One except for the following units: all units of the 1 DLC and 5 DLC divisions, 3/Spahi, and 1/Calv. Belgian units may be moved normally (however, see Case 26.56). Units that cannot be moved may take part in all other Game functions.
[26.52] All German reinforcements enter the Game on any road hex on the east map-edge (exception: see Case 26.4).
[26.53] When playing Blitzkrieg to the Meuse, apply the parenthesized Movement Point costs on the Terrain Effects Chart (5.5). This represents hard, dry ground.
[26.54] The German Player may involve as many in-range barraging artillery units in an attack as he wishes.
[26.55] The Forced March rule (16.1) is not optional. German infantry units may Force March without suffering the effects of Out of Supply. Allied units may not Force March.
[26.56] The Belgian artillery corps, Namur, may not be moved, nor may it be retreated. If forced to do so, it is eliminated.
27.0 Victory Conditions
General Rule: The German Player must fulfill both of the following objectives by the end of the Game to be declared the winner. If he fails to do so, the Allied Player is declared the winner.
- The German Player must exit at least 75 mechanized Combat Strength Points (not units) off the map from a road hex leading off the west map-edge. The German Player must be able to trace a Line of Supply from each hex he exits units from as if it were a German unit at the end of the Game in order to count the Points exited from it. The number of Strength Points the German Player must exit is reduced by the following number of Strength Points for each of the following cities the German Player occupies at the end of the Game:
Namur (A1505, A1506): 15 Dinant (A0708): 10 Sedan (C0509): 25
- The German Player must lose no more than 20 mechanized Strength Points in the Game, including Strength Points lost due to step losses. Exited German units do not count toward this limit. However, if an exited unit lost a step while on the map, the Strength Points lost in that step would count.
28.0 Optional Variants
General Rule: If Players wish, they may explore historical alternatives to the 1940 Campaign in the Ardennes by using any or all of the three following optional variants. Each variant contains all rule and deployment changes necessary to simulate these hypothetical strategies. Unless stated otherwise in the following rules, the rules for Blitzkrieg to the Meuse apply in full.
Cases:
28.1 Belgian Defense of the Ardennes
If the Belgians had defended in the Ardennes instead of running behind the Meuse, the French army may have had time to prepare for the German onslaught. To simulate this, simply ignore Case 26.1, Belgian Withdrawal. Belgian units may be moved, or not as the Allied Player pleases.
28.2 French Command Improved
If the French command system had been more effective and open-minded in guessing German strategies in 1940, forces that were near the Ardennes may have been able to stop the Blitzkrieg.
[28.21] All Allied reinforcements enter the Game two Game-Turns earlier than printed on the units. However, no Allied reinforcements may arrive earlier than Game-Turn 1.
[28.22] Beginning with Game-Turn Four, any two Allied units marked (opt) may enter as reinforcements in entry areas K, L, or M each Game-Turn. The Allied Player has 20 such units. Since the game is only 12 Game-Turns long, he must decide which units he will — and which he will not — bring on. The Allied Player may enter these units in any order he desires, but only at the rate of two units per Game-Turn (in addition to the normal Allied reinforcements).
28.3 Optional Victory Conditions
[28.31] If either Option 28.1 or 28.2 is used, the Game may be balanced by allowing the German Player to further reduce his exited mechanized Strength point requirements in Section 27.0. The occupation of Revin by the German Player lowers this requirement by 10, and the occupation of Charleville-Mezieres lowers it by 15.
[28.32] If both Options 28.1 and 28.2 are used, Case 28.31 applies in full and there is no limit to the number of mechanized Strength Points the German Player may lose (the second part of Section 27.0 is ignored).
28.4 Major German Thrust North of the Ardennes
If von Manstein's plan for the Ardennes attack had not been chosen, and if the major German attack had been made to the north, the 1940 campaign in the Ardennes would have been a supporting attack using only one Panzer corps to tie down Belgian and French troops.
[28.41] All German mechanized units are removed from the Game except for the units of the 5, 6, and 7 Panzer and 2 Panzergrenadier Divisions. These enter according to their historical time of entry.
[28.42] To win this variant, the German Player must occupy two of the following by the end of the Game: Namur, Dinant, Sedan and Charleville-Mezieres. If he fails to do so, the Allied Player is declared the winner. Section 27.0 is ignored.
[28.43] This option should not be used with options 28.1 or 28.2.
29.0 The Battle of the Bulge, 1944-45
Cases:
29.1 1944 Campaign Historical Notes
On 16 September 1944, Hitler asked his most trusted generals to attend a secret meeting at his Wolf's Lair headquarters. As usual, the briefing began with a front by front description of developments in the war. Needless to say, the outlook was not bright. Politically, the Reich was friendless. Italy had capitulated to the Allies, and the Bulgarians and Rumanians had switched sides to the victorious Russians. Finland had just broken off with Germany, and even Japan was now suggesting that the Fuehrer begin armistice negotiations with the Soviet Union.
Although the Reich still had 10 million men under arms, it had suffered almost four million lost in the last five years of the war with over a million lost in the last three months. Half of these troops were lost in the West. On the positive side, German war production was at its peak with the notable exceptions of petroleum and ammunition. The Russian summer offensive seemed to have run its course and, in the west, the Allies had stopped after having outran their supply lines. Detailing the situation in the west, Jodl said, "And on the western front we're getting a real rest in the Ardennes."
At the word "Ardennes" Hitler cried "Stop!" There was a pained silence for two minutes. Then the Fuehrer spoke: "I have made a momentous decision. I am taking the offensive. Here...out of the Ardennes!" He swept his hand across the map. "Across the Meuse and on to Antwerp!" The stunned audience dared not vocalize any doubts about his grandiose plan. Almost immediately, Hitler had Jodl draw up a draft of plans for the offensive, now code named Wacht am Rhein. Other orders included the drawing up of a supply reserve for the offensive, the creation of 20-odd infantry divisions and a new SS Panzer Army.
By 11 October, Jodl was ready to submit the plan to Hitler. In theory, the plan was rather simple. It called for the use of three armies, the newly created Sixth Panzer, the Fifth Panzer and the Seventh Army with a combined strength of 12 Panzer and 18 infantry divisions. The line of assault would run roughly from Monshau to Echternach on a line which was now lightly defended by green U.S. divisions or those who were resting after heavy engagement elsewhere. Of the considerations of the plan, two were of paramount importance. The offensive would be a complete surprise, and it would be launched under a cover of bad weather that would ground U.S. air-power.
The Sixth Panzer and Fifth Panzer Armies would break through the thin U.S. line and advance on a broad front, crossing the Meuse River two to four days after the start of the offensive. Reinforcing Panzer divisions would then be released which would help carry the offensive all the way to Antwerp a week later. The Seventh Army would protect the southern flank during the offensive. Once Antwerp was reached, the entire 21st Army Group would be cut off from supply and more than 30 U.S. and British divisions would be destroyed. Then, Hitler said, the discontent between the U.S. and Britain would take the U.S. out of the war.
Of course, many thought the plan overly ambitious and set about drawing up more feasible alternatives to submit to the Fuehrer. Jodl's staff drew up a number of alternatives including attacks launched from Holland to Antwerp, a double envelopment in the Ardennes, and an attack on Luxembourg City. Rundstedt submitted a plan drawn up by his staff that compressed the front along which the attack was to be carried out and had the German forces turn north just short of the Meuse to trap the First U.S. Army near Aachen. Field Marshall Model, commanding Army Group B, did the same, only to be rejected by Hitler, as were all other suggestions. The dictator was adamant. The plan was to remain the same.
Meanwhile, German frenzied preparations for the offensive went on in carefully guarded secrecy. Twelve infantry and parachute divisions moved stealthily into the Ardennes within three miles of the U.S. positions. Almost 1900 pieces of heavy artillery were carefully emplaced in their firing pits, to await the offensive in silence. Then the five Panzer divisions arrived by rail, moving 1000 tanks and assault guns to within six miles of the front over roads covered with straw to deaden the din of the motors and clanking of the trucks.
Morning, 16 December. The numerous delays and preparations were over. At 0530 hours, the western sky was lit up by the heavy German artillery barrage. Over 200,000 German soldiers advanced into the attack that would later be known as the Battle of the Bulge.
29.2 Unit Deployment
Before starting play of Battle of the Bulge, the Players must construct a 1944 Campaign countermix. The countermix should be made from all the units in the Clervaux Folio countermix; all the units in the St. Vith countermix except German 16/116, 60/116, 156/116, 1128/560, 1130/560 and U.S. 28/112; all units from the Celles countermix except those marked (dup); and all U.S., British, German 1944, German SS, and the Fr. Lt. unit from the Campaign countersheet. This combined countermix should total 281 units.
[29.21] All units with a hex number printed on them preceded by a map identification letter should be placed in the corresponding hexes on the map. Thirty seven U.S. and 80 German units are set up in this manner.
[29.22] All units with a Game-Turn number printed on them (followed by an Entry Area letter in the case of Allied units) should be placed on the corresponding spaces of the 1944 Turn Record Track.
[29.23] The eight remaining units marked (opt) should be set aside; they enter play only under special conditions or in the Optional Variant.
[29.24] All the game markers should be punched out and sorted by type. The Game-Turn marker should be placed in the first space of the 1944 Turn Record Track.
[29.25] U.S. units in the following hexes start the game with Improved Position markers: B1521, B1421, B1321, B1022, D2317, D1915, D1715 and D1218.
30.0 Special Rules
General Rule: Battle of the Bulge is 36 Game-Turns long, as noted on the 1944 Turn Record Track (printed on maps B and A). The following rules are required for play of the campaign.
Cases:
30.1 16 December Movement Restrictions
[30.11] On Game-Turn 1, no German units may be moved. German engineer units may not be used to build bridges. German units may take part in all other functions of the German Player-Turn.
[30.12] On Game-Turn 1, no Allied units may be moved except the 32/14 Reconnaissance Battalion (in hex B0711) and any other one U.S. unit. The Allied Player may not attempt to blow bridges in all other functions of his Player-Turn.
[30.13] On Game-Turn 2, there are no Movement restrictions on German units. German engineer units may be used to build bridges.
[30.14] On Game-Turn 2, only U.S. mechanzied units (not artillery) and the unit that was moved in Game-Turn 1 may be moved by the Allied Player. No other movement restrictions affect Allied units. The Allied Player may attempt to blow bridges.
30.2 Special German Units
[30.21] The SS Panzer Brigade, 150/Skorzeny, has special Movement abilities. See Case 18.31 in the Standard Rules.
[30.22] Although composed of only two units at the start of the Game, the 560 Volksgrenadier Division possesses Divisional Integrity, as long as both component units attack or defend according to the rules in Case 9.8. Beginning with Game-Turn 13, the division must have all three of its units in order to possess Divisional Integrity. The third unit of this division is brought into play as a reinforcement on Game-Turn 9 and is allowed a few Game-Turns to reach its sister units.
[30.23] Two infantry battalions that start on map D are restricted in how they may be moved. See Case 19.33 in the Standard Rules.
[30.24] The Heydte Paratroop Regiment is paradropped on map B. See Case 18.32.
30.3 German Reinforcements
German reinforcements do not have Entry Area letters printed on them. All German reinforcements may be brought into play on any road hex on the east edge of the map.
[30.31] The Paratroop Regiment Heydte does not enter the Game from the east map edge. See Case 30.24.
[30.32] The Jpz/LXXX Panzer Brigade must enter the map from hex D1027.
[30.33] Some German reinforcements have an asterisk (*) next to their Game-Turn of entry. They must enter the game in Combat Mode, but must still enter on a road hex.
30.4 Air Power Availability
Both Players receive Air Points according to the following schedule, which they may use according to the rules for Air Power (see Section 14.0).
Air Points per Game-Turn
| Game-Turn | Allied | German |
|---|---|---|
| 1-3 | 0 | 0 |
| 4 | 1 | 1 |
| 5 | 0 | 1 |
| 6 | 1 | 0 |
| 7-14 | 0 | 0 |
| 15-24 | 4 | 0 |
| 25-28 | 0 | 0 |
| 29-36 | 1 | 0 |
The number of Air Points listed is per Game-Turn. For example, on Game-Turn 16 the Allied Player receives four Air Points.
[30.41] If the Players wish to make Air Power a more uncertain factor, they may utilize the optional Weather Rules (30.5) instead of using this schedule.
[30.42] No German units on the map may be placed in March Mode in any Game-Turn in which the Allied Player receives four Air Points. Units already in March Mode may remain in March Mode, and units entering as reinforcements may enter in March Mode.
30.5 Weather (Optional)
Instead of using the Air Power schedule in Case 30.4, the Players may use these weather rules to determine the availability of Allied Air Points.
[30.51] On odd-numbered Game-Turns (A.M. Game-Turns) only, the Allied Player rolls a die and consults the Weather Table (30.57) before the start of the German Player-Turn. By following the procedure outlined on the Table, the Allied Player determines how many Air Points he will receive for the current Game-Turn and the immediately following even-numbered (P.M.) Game-Turn.
[30.52] The Allied Player receives the full number of Air Points determined on the Weather Table each Game-Turn, even though he is rolling for two Game-Turns at once.
[30.53] Use of the Weather Table begins with Game-Turn 7. Before Game-Turn 7, refer to the Air Power schedule in Case 30.4 to determine Air Point availability.
[30.54] Since the German Player does not receive any Air Points after Game-Turn 5, he does not use the Weather Table.
[30.55] The Allied Player's die roll on the Weather Table may be modified, depending on the Game-Turn. The Table includes these modifiers which are stated in terms of additions to or subtractions from the die roll result.
[30.56] The March Mode restrictions on German units in Case 30.42 still apply in full.
[30.57] Weather Table (see separate sheet)
30.6 Replacements
Beginning with Game-Turn 7, both Players receive replacements. These represent fresh troops and, to a greater extent, reorganization of shattered or overwhelmed troops on the field. Replacements are taken by flipping reduced units over to their full-strength side or, in the case of the Allied Player only, by returning previously eliminated units to play at reduced strength.
[30.61] During the Supply Determination Phase of every Allied Player-Turn, beginning with Game-Turn 7, the Allied Player may receive one replacement. This may be taken in either of two ways:
- Any one reduced U.S. unit on the game map may be flipped over to full strength. This unit must be in Supply, not in an Enemy-controlled hex, not in March Mode, and may not be moved or partake in any game functions for the remainder of that Player-Turn.
- Any one eliminated U.S. combat unit may be returned to the game at reduced strength if, and only if, at least two steps of the division to which the unit belongs are still on the game map. That is, at least one two-step unit at full strength or two units at reduced strength belonging to the division in question must be on the map. The unit(s) on the map must all be in Supply and may not be moved or attack on the Allied Player-Turn a unit of their division is returned to play as a replacement. These units may be in Enemy-controlled hexes. The replacement unit is placed in the Allied-occupied town (see Case 17.21) nearest in hexes to a unit of the same division. The town must be at least three hexes away from the nearest German unit.
[30.62] U.S. units that do not belong to a division may not be replaced by method (2) in Case 30.61; they may be replaced by method (1).
[30.63] Units with only one step, British units and the French unit may never be replaced.
[30.64] Of the U.S. potential total of 30 replacements in the Game, no more than 10 may be mechanized units. Players may use a separate sheet of paper to keep track of the type of replacements taken for this purpose.
[30.65] The German Player receives replacements in the same manner as the Allied Player. However, he receives one replacement on odd-numbered Game-Turns (A.M. Game-Turns) only, and the German Player may not return eliminated units to the Game; he may only flip over reduced units to full strength. The German Player is subject to all restrictions in the first method of Case 30.61 when replacing units.
[30.66] Of the German potential total of 15 replacements, no more than five may be mechanized units; and of these five, no more than three may be SS units.
[30.67] Neither Player's replacements are cumulative. If a replacement is not taken when available, for any reason, it is lost.
30.7 Restricted Allied Reinforcements
All British units may only be moved on the Game-Turn they are brought into play as reinforcements, and on that Game-Turn are restricted to moving in a certain area of the map. After that Game-Turn, they may not be moved at all, unless they are activated. Some U.S. reinforcements are subject to similar restrictions.
[30.71] On the Game-Turn that a British unit is placed on the map as a reinforcement, its entire Movement Allowance may be expended in either Combat Mode or March Mode to move it anywhere west or north of the Meuse River, north of hexrow C2200. It may not be moved across a Meuse River hexside. In all succeeding Game-Turns, the unit may not be moved, used to blow bridges, or partake in any other Game functions until activated (exception: if the unit was in March Mode, the marker could be removed).
[30.72] British units may be activated in any of three ways:
- A German unit is in a hex on the east side of the Meuse River within two hexes of a British unit at the beginning of the Allied Player Turn. If this happens, that British unit is in no way affected by the restrictions of Case 30.71. It may be moved anywhere on the game map.
- A German unit is in a hex west or north of the Meuse River at the beginning of any Allied Player-Turn (north of hexrow C2200). All British units are activated, but may still not be moved across a Meuse River hexside or south of hexrow C2200. Units activated in this manner are still eligible to be activated by method (1), freeing them to be moved anywhere, but only if a German unit on the east side of the Meuse is within two hexes of the British unit.
- At the beginning of any Allied Player-Turn, Allied losses equal or exceed 55 eliminated units (not including units taken as replacements, see Case 30.61). All British units are activated and may move anywhere on the game map.
[30.73] Some U.S. reinforcements are also ineligible to move until activated. These units are subject to all the restrictions of Case 30.71 and are activated according to Case 30.72, but are restricted to a different area on the map until activated. This area is defined as all hexes on Map C west of the Meuse River from hexrow 1300 north, west of the Semois River from hexrow 0400 north, and west of hexes 0319, 0219, and 0119. The following U.S. units are restricted in this manner: All units of the 11 Armored and 17 Airborne Divisions; the 342, 366, 354, 392, 1313, and 1308 Engineer Regiments; and the Fr. Lt. Infantry Regiment.
[30.74] The units of 11 A and 17 AB Divisions are activated automatically on Game-Turns 27 and 33 respectively, if not already activated. The other units in Case 30.73 are not automatically activated on any Game-Turn.
[30.75] British and U.S. units may never participate in the same attack. British artillery units may not be used to support (with either their Barrage or FPF strength) U.S. units and vice-versa. Furthermore, if British and U.S. units are stacked in the same hex, the divisions to which those units belong are not eligible for divisional integrity.
30.8 German Strategic Reserve
The eight units of the 10 FB and 11 Panzer, and 17 SS Panzergrenadier Divisions constitute the German Strategic Reserve. These units are all marked (opt). By getting German units across the Meuse River, the German Player can release his Strategic Reserve and accelerate his reinforcement schedule.
[30.81] If any supplied German mechanized regiment or brigade occupies a hex west or north of the Meuse River, north of hexrow C2000, during the Supply Determination Phase of any German Player-Turn, the German Strategic Reserve is released.
[30.82] Every Game-Turn that the conditions of Case 30.81 are met, the German Player may place all the units of any one division from the German Strategic Reserve on the game map, according to the rules for reinforcements.
[30.83] Only one Strategic Reserve division may be taken by the German Player per Game-Turn in which he fulfills the conditions of Case 30.81. Thus, if a German unit is across the Meuse for three Game-Turns, the entire Strategic Reserve could be taken as reinforcements.
[30.84] In addition to releasing the German Strategic Reserve, fulfillment of the conditions of Case 30.81 also causes all remaining German reinforcements to enter the game two Game-Turns earlier than scheduled. Once the German reinforcement schedule has been accelerated in this manner, it remains accelerated, even if the conditions of Case 30.81 are subsequently unfulfilled.
30.9 Additional Special Rules
[30.91] Certain bridges on Map D (only) are considered blown at the start of play. See Case 19.29.
[30.92] All U.S. artillery fire, both Barrage and FPF, is halved for the first two Game-Turns (round fractions up).
[30.93] All German attacks made on Game-Turn 1 receive a bonus of one column shift to the right on the Combat Results Table. This is in addition to any shifts for Divisional Integrity. Also, the German Player uses the German Initiative Die Roll column on the Combat Results Table when resolving all his attacks for the first 12 Game-Turns.
[30.94] For the first six Game-Turns the German Player may involve as many in range barraging artillery units in an attack as he wishes.
[30.95] All German units are automatically in Supply for the first six Game-Turns. They may not be put Out of Supply or Isolated during this period.
[30.96] Starting with Game-Turn 9, the German Player must roll on the Supply Shortage Tables (11.7) to see if any of his mechanized units are Out of Supply.
[30.97] The German Player may exit his mechanized units from any road hex leading off the west, north or south map-edge. By exiting his mechanized units from certain hexes, the German Player may earn Victory Points. See the Victory Conditions, Sections 31.0 and 32.0.
[30.98] The units of the U.S. 9th Armored and 28th Infantry Divisions are not eligible for Divisional Integrity (these units start on Map D). The three British armored regiments do not exert Zones of Control unless they occupy towns, cities, or Improved Positions.
[30.99] Ground Freeze is in effect starting with Game-Turn 17 and lasts for the remainder of the Game. Players should refer to the parenthesized Movement Point costs on the Terrain Effects Chart (5.5).
31.0 Victory Conditions
General Rule: Victory in Battle of the Bulge is determined by the number of Victory Points earned by the German Player. The Allied Player earns no Victory Points. The German Player gains Victory Points according to the Victory Point Schedule (31.4). This schedule is consulted twice during the Game to determine a victor. At the conclusion of Game-Turn 20, the Players use the schedule to calculate the current German Victory Point total and compare this total to the Levels of Victory in Case 31.21 to see if either Player has won. If so, the game is over. If not, play continues through Game-Turn 36 when the German Victory Point total is again calculated and compared to the Levels of Victory in Case 31.22, thus determining the winner.
Cases:
31.1 How Victory Points Are Earned
[31.11] The German Player earns Victory Points for occupying towns or cities (see Case 17.21) that are listed on the Victory Point Schedule. Each town or city is assigned a Victory Point value which the German Player receives if he fulfills the requirements for occupation of that town or city when victory is determined; either at Game-Turn 20 or 36 (see Case 31.2).
[31.12] At the start of the game, all Victory Point towns and cities are considered occupied by the Allied Player.
[31.13] The German Player earns two Victory Points for each German mechanized unit that he exits off the north or west edge of the map from any road hex that is part of entry areas D through J, inclusive. A unit must be exited from a hex containing a road leading off the map. The German Player must be able to trace a Line of Supply from the road he exits a unit(s) from to a Supply Source as if it were a German unit when victory is determined in order for the German Player to earn the Victory Points.
[31.14] The German Player earns one Victory Point for each British unit eliminated.
31.2 Determining Victory
[31.21] At the conclusion of Game-Turn 20 (25 Dec. P.M.) play is halted while the Players check for victory. The German Player calculates his Victory Points and compares the total to the following levels of Victory.
| Victory Points | Level of Victory |
|---|---|
| 55 or more | German Strategic |
| 35 to 54 | German Operational |
| 11 or fewer | Allied Strategic |
If the German Victory Point total falls between 12 and 34 Victory Points, inclusive, neither Player has won and play continues through Game-Turn 36.
[31.22] If a winner is not determined at the conclusion of Game-Turn 20, the German Player totals his Victory Points again at the conclusion of Game-Turn 36 and consults the following levels of victory:
| Victory Points | Level of Victory |
|---|---|
| 20 or more | German Tactical |
| 10 to 19 | Allied Tactical (historical result) |
| 9 or fewer | Allied Operational |
31.3 How to Use the Victory Point Schedule
The Victory Point Schedule lists all the towns and cities that the German Player can earn Victory Points for occupying, as well as other Victory Point objectives, such as for exiting or eliminating units.
[31.31] Note that some of the towns, cities and other objectives listed on the Victory Point Schedule are worth no Victory Points in some circumstances while other towns are not on the Victory Point Schedule at all. These are worth no Victory Points.
[31.32] The Schedule contains three columns, labeled Plans A, B and C. Players should refer only to the Victory Point values listed under Plan A. Victory Points listed under columns B and C on the Victory Point Schedule are only used in conjunction with the German Alternate Strategies (Section 32.0).
31.4 Victory Point Schedule
Map A:
| Objective | Plan A | Plan B | Plan C |
|---|---|---|---|
| Rochefort (0215) | 1 | 1 | 1 |
| Marche (0518) | 1 | 1 | 0 |
| Ciney (0812) | 2 | 1 | 0 |
| Dinant (0708) | 5 | 1 | 0 |
| Durbury (1020) | 2 | 2 | 0 |
| Celles (0510) | 2 | 0 | 0 |
| Namur (1505, 1506) | 8 | 3 | 0 |
| Huy (1815) | 5 | 4 | 0 |
| Ouffet (1421) | 2 | 2 | 0 |
Map B:
| Objective | Plan A | Plan B | Plan C |
|---|---|---|---|
| Monshau (1919) | 1 | 2 | 0 |
| Elsenborn (1518) | 1 | 3 | 0 |
| Malmedy (1413) | 2 | 3 | 0 |
| St. Vith (0716) | 2 | 2 | 2 |
| Vielsam (0711) | 2 | 2 | 1 |
| Spa (1609) | 5 | 6 | 0 |
| Verviers (2009, 2010) | 5 | 8 | 0 |
| Liege (2302, 2303, 2202, 2203) | 8 | 10 | 0 |
| La Roche (0303) | 2 | 1 | 1 |
| Manhay (0805) | 1 | 2 | 0 |
| Trois Ponts (1110) | 1 | 1 | 0 |
Map C:
| Objective | Plan A | Plan B | Plan C |
|---|---|---|---|
| Charleville-Mezieres (0802, 0803, 0703) | 0 | 0 | 6 |
| Sedan (0509) | 0 | 0 | 6 |
| Florenville (0417) | 0 | 0 | 2 |
| Neufchateau (1020) | 1 | 0 | 3 |
| Givet (2306) | 2 | 0 | 3 |
| Revin (1501) | 0 | 0 | 3 |
| St. Hubert (1919) | 1 | 0 | 2 |
Map D:
| Objective | Plan A | Plan B | Plan C |
|---|---|---|---|
| Ettelbruch (1115) | 1 | 0 | 1 |
| Consdorff (0821) | 1 | 0 | 1 |
| Luxembourg City (0215, 0116) | 1 | 0 | 8 |
| Arlon (0408) | 1 | 0 | 5 |
| Martelange (1006) | 2 | 0 | 2 |
| Bastogne (1706) | 5 | 5 | 5 |
| Eliminated British unit | 1 | 1 | 0 |
| Exited German mechanized unit | 2 | 2 | 2 |
32.0 Alternate German Strategies (Optional)
General Rule: When planning the Ardennes Offensive in 1944, the German high command presented Hitler with a number of alternate strategies and objectives, all of which were rejected in favor of the Fuehrer's plan (Plan A on the Victory Point Schedule). If the Players wish, they may add more uncertainty to the game and widen the German Player's strategic choices by allowing him to choose secretly from one of four plans before the start of play. Each plan presents the German Player with different Victory Point objectives and, except for Plan A, alterations in deployment and/or reinforcements for both Players.
Cases:
32.1 Choosing the German Strategy
Before the start of the game, the German Player must secretly choose a Plan. Each Plan (except A) includes minor changes in the order of battle for both Players. When the German Player chooses a Plan, he must adhere to all the special changes listed under that plan. For example, if the chosen Plan calls for certain Allied reinforcements to enter the game earlier than in the historical plan, the German Player would have to inform the Allied Player of this when those reinforcements are scheduled to enter play under that plan. Thus, as play proceeds, the Allied Player will be able to determine the chosen plan by watching for these changes. The German Player must choose one of the following Plans before the start of the game:
A. Historical Plan. Hitler's Wacht am Rhein offensive with the ultimate objective of Antwerp. If this Plan is chosen, all the rules in Sections 29.0 through 31.0 are used verbatim.
B. The Small Solution. This is a synthesis of various alternate plans presented to Hitler. They all had in common that they advocated turning the German spearhead north just east of the Meuse, attempting to trap the U.S. First Army in the Aachen area. See Case 32.2.
C. Operation Luxembourg. A plan drawn up by Jodl's junior staff with the objective of capturing Luxembourg City and cutting off Patton's Third Army in the Lorraine. See Case 32.3.
D. Spoiling Attack. A plan advocated by many of the "unbelievers" in Hitler's grandiose venture. A short, simple, straight-forward attack designed to regain the initiative and blunt the Allied offensive capability. See Case 32.4.
Victory in Plans A, B and C is determined at Game-Turns 20 and 36, as per Section 31.0, and all use the levels of victory as described in Case 31.2. Victory Points for these Plans are earned according to the proper column of the Victory Point Schedule. Plan D does not use the Victory Point Schedule; its victory conditions are listed in Case 32.4.
32.2 The Small Solution (Plan B)
If this Plan is chosen, the following changes must be made to the historical order of battle. These changes represent the relocation of German troops to put pressure on the Allied forces to the north of the Ardennes and the Allied troops sent to counter that pressure.
[32.21] All units of the 9 Panzer, 15 Panzergrenadier, and the 246, 167 and 9 Volksgrenadier Divisions are not available to the German Player as reinforcements.
[32.22] The German Player has no Strategic Reserve. Case 30.8 is ignored.
[32.23] All units of the 2, 3 and 11 Armored, and 30 and 83 Infantry Divisions are not available to the Allied Player as reinforcements.
[32.24] On Game-Turn 6, the Allied Player will be aware that this Plan has been chosen since the first of his unavailable reinforcements is historically scheduled to enter on this Game-Turn.
[32.25] German mechanized units may exit the north edge of the game map only, from entry areas B, C or D. All other restrictions of Case 31.13 still apply.
32.3 Operation Luxembourg (Plan C)
If this Plan is chosen, the following changes must be made to the historical order of battle. These changes represent the relocation of German troops to put pressure on Patton's Third Army to the south of the Ardennes.
[32.31] All German SS units (black) that set up initially on the map may be relocated at the German Player's discretion in any hex within five hexes of Bitburg (D1625) before the start of play. Of course, this action will tip the Allied Player off as to which plan has been chosen.
[32.32] All German reinforcements scheduled to enter after Game-Turn 9 are not available to the German Player. In addition, all units of the 2 DR and 9 H Panzer Divisions may not enter the game until the German Player occupies Bastogne (D1706) and has a German mechanized unit west of hexrow Cxx09, in Supply, during his Supply Determination Phase.
[32.33] The German Player has no Strategic Reserve. Case 30.8 is ignored.
[32.34] All Allied reinforcements scheduled to arrive on the south map edge on Game-Turn 10 or later enter play two Game-Turns earlier than scheduled. Thus, assuming the German Player did not utilize Case 32.31, the Allied Player would become aware that Plan C was chosen on Game-Turn 8, when the German Player would have to inform him of his accelerated reinforcements.
[32.35] German mechanized units may exit the south edge of the game map only, from entry areas M or N. All other restrictions of Case 31.13 still apply.
[32.36] The German Player earns no Victory Points for eliminating British units. Case 31.14 is ignored.
32.4 Spoiling Attack (Plan D)
If this Plan is chosen, the game is over at the conclusion of Game-Turn 10, at which time victory is determined in accordance with Case 32.43. Section 31.0, Victory Conditions, is ignored.
[32.41] All German reinforcements scheduled to enter after Game-Turn 3 are not available to the German Player. Thus, the Allied Player would become aware that Plan D was chosen on Game-Turn 7, when the first of the unavailable German reinforcements is historically scheduled to enter.
[32.42] The German Player gains and loses Victory Points according to the following schedule.
Each Allied unit (except battalions) eliminated: +1 VP Each Allied battalion unit eliminated: 0 VPs Each German infantry step eliminated: −2 VPs Each German mechanized step eliminated: −3 VPs Each German artillery or engineer unit eliminated: −3 VPs
[32.43] At the conclusion of Game-Turn 10 the German Player totals his VPs. If the net result is positive, he wins a Tactical Victory. If the net result is negative, the Allied Player wins a Tactical Victory. If the net result is 0, the game is declared a draw. No other levels of victory are possible when choosing Plan D.
[32.44] Neither Player receives replacements. Case 30.6 is ignored.
33.0 All-Out German Effort in 1944 (Optional Variant)
Commentary: The Germans were rushed to start the Ardennes Offensive, and once it was underway, Hitler and OKW were slow to commit German reserves that could have provided their attack with the depth it lacked. However, had the Germans spent more time and effort deploying for the campaign, Allied intelligence would have quickly detected the build-up and would have reacted sooner to the initial assault. The Players may explore this historical alternative using the following optional rules. When using this variant, the German Player must choose Plan A. Unless stated otherwise in these rules, the rules for the historical game still apply in full.
Cases:
33.1 Initial Set-Up and Reinforcement Schedules
The historical set-up and reinforcement schedules are used with the following changes.
[33.11] The Allied initial deployment on Map B is changed in accordance with Case 18.51. Improved Positions may be placed on any Allied units (unless the unit is in a town hex) at the start of the game.
[33.12] The German initial deployment on Map B is changed in accordance with Case 18.52. The German initial deployment on Map D is changed in accordance with Case 19.52. Units that the German Player redeploys must set up on the same Folio map that they set up on historically.
[33.13] All Allied reinforcements are brought into play one Game-Turn earlier than scheduled in the historical game. All Allied reinforcements scheduled to enter the game from the south map edge after Game-Turn 8, are brought into play two Game-Turns earlier.
[33.14] All German reinforcements are brought into play according to the following schedule:
Game-Turn 2: Jpz/LXXX Panzer Brigade Game-Turn 3: Heydte (paradrop), Fuh. Gren. Panzergrenadier Brigade Game-Turn 4: Fuh. Bglt. Panzer Brigade Game-Turn 5: All units of the 9 Panzer and 15 Panzergrenadier Divisions Game-Turn 6: All units of the 2 DR, 9 H and 10 FB Panzer, and 3 Panzergrenadier Divisions; 1129/560 Volksgrenadier Regiment, Jtgr/519SS Panzer Brigade, and IISS Rocket Brigade Game-Turn 9: Three units of the 79 Volksgrenadier Division Game-Turn 10: All units of the 11 Panzer and 17 SS Panzergrenadier Divisions Game-Turn 16: Three units of the 167 Volksgrenadier Division Game-Turn 19: Three units of the 246 Volksgrenadier Division Game-Turn 22: Three units of the 9 Volksgrenadier Division Game-Turn 30: Three units of the 340 Volksgrenadier Division
All German reinforcements may be placed on the map in March Mode. Ignore Case 30.33.
33.2 Rules Changes
[33.21] The movement restrictions in Case 30.1 are completely ignored. All units may be moved and be used for all game functions on the first two Game-Turns.
[33.22] Allied artillery fire is not halved for the first two Game-Turns. Case 30.92 is ignored.
[33.23] The German Player does not receive a column shift for his first Game-Turn attacks (Case 30.93). He still uses the German Initiative Die Roll on the Combat Results Table through Game-Turn 12, however.
[33.24] The German Player receives no replacements. Cases 30.65 and 30.66 are ignored.
[33.25] The German Player has no Strategic Reserve (the units enter as reinforcements instead). Ignore Case 30.8.
33.3 Victory Conditions
Victory in the All-Out German Effort is determined in the same way as in the historical campaign game, with a check for victory being made at the conclusion of Game-Turn 20 and, if necessary, at the end of Game-Turn 36. However, the German Player may not choose any alternate strategies; he must choose Plan A. Also, when determining victory, 10 Victory Points must be subtracted from the German Victory Point total before comparing the total to the levels of victory in Case 31.2. For example, at the end of Game-Turn 20, the German Victory Point total is 42. Normally this would be a German Operational Victory and the game would end. However, by subtracting 10 points from this total, the German Player only has 32 Victory Points, which means that the game should continue. At the end of Game-Turn 36, 10 Victory Points (not 20) would be subtracted from the German Victory Point total before consulting the Victory Point levels in Case 31.22.
33.4 Accelerated German Reinforcement Option
As an alternate option to the one described above, the Players may choose to allow the German Player to use the accelerated reinforcement schedule, but he may not change his initial set-up. Historically, if this had been done the Allies would not have detected the German build-up. The following changes to the All-Out Effort Option are required to use this alternate option.
[33.41] All the rule changes in Case 33.1 are ignored except for Case 33.14, the accelerated reinforcement schedule. The initial set-up for the historical game is used. All Allied reinforcements scheduled to enter play after Game-Turn 8 are brought into play one Game-Turn earlier.
[33.42] The rule changes in Case 33.2 are ignored except for Case 33.25. All movement restrictions and other special rules of the historical game apply.
[33.43] Victory is determined as in Case 33.3.
34.0 Shorter Games from the 1944 Campaign
Commentary: These two games may be played by those who wish to get the strategic picture of the Battle of the Bulge without committing themselves to a long period of play. Angriefen! presents the first five days of the campaign and is played only on maps B and D. 22 December picks up the battle near the height of the German advance, using all four maps. Unless otherwise stated, all rules for Battle of the Bulge apply in full. In both games the German Player must choose Plan A (the historical plan) and may not use the All-out German Effort option.
Cases:
34.1 Angriefen!
This game covers the first five days of the German offensive. Only maps B and D are used and the game is 10 Game-Turns long, starting with Game-Turn 1 and ending with Game-Turn 10. All units are set up in accordance with Case 29.1, and both Players receive all reinforcements scheduled to arrive through Game-Turn 10. Allied reinforcements scheduled to arrive in Entry Areas E-M enter play one Game-Turn later, on the west map edge. The German Player earns Victory Points for occupying towns and cities on the two maps and for exiting mechanized units from the west edge of the map, north of hex D1901; in accordance with the Victory Point Schedule. Exited units are subject to the restrictions of Case 31.13. At the end of Game-Turn 10 the German Player totals his Victory Points. If he has 22 or more Victory Points, he is declared the winner. If he has fewer, the Allied Player is declared the winner. There are no levels of victory.
34.2 22 December
Four days after the start of the Ardennes Offensive, many of the German General Staff appreciated the fact that the plan, as originally conceived, was already faltering. Even the most conservative estimates had put the Sixth Panzer Army across the Meuse by the 20th when in fact it was, for the most part, still stalled, fighting a costly battle on the Monshau-Elsenborn line. The only real breakthrough, that of Kampfgruppe Peiper, was coming to an ill end, now isolated from the rest of its division and under strong attack.
Meanwhile, St. Vith, an early objective, was still being held by a badly battered group formed around the 7th Armored Division. Part of the reason for this was the refusal of the Sixth Panzer Army to aid her sister army, the Fifth, in capturing the crossroads that was vital to both. As it was, the 2nd and 9th SS Divisions were in a position to surround the garrison, but the first was out of fuel and the later had orders to take Vielsam. However, Field Marshall Model appreciated the constricting effect of the "fortified goose egg" and loaned the Fifth Panzer the powerful Fuehrer Begleit Brigade to blast through the stubborn defenders.
Further south, the German 2 and 116 Panzer Divisions had ripped a gaping hole in the overstretched U.S. 8th Corps. The 116th quickly pushed through Houffalize and La Roche before running into a thorny U.S. defense at the town of Hotton on the Our River. Meanwhile, the 47th Panzer Corps (2 Panzer and Panzer Lehr) surrounded Bastogne and prepared to charge for the Meuse, leaving behind the 26th Volksgrenadier Division and part of Lehr to invest the capture of the mixed bag of defenders holding the crucial crossroads.
Still further south, as they rushed for Bastogne, troops of the Seventh Army became painfully aware of their inability to hold this flank. The German 80th Corps around Echternach was experiencing particularly tough going in trying to subdue the U.S. 4th Division. Exhausted, they were already going over to the defensive.
In Arlon, Patton was assembling his forces to rescue the beleagured Bastogne garrison in true Third Army Cavalry style. The result for the overtaxed Seventh Army could not be in doubt. "Drive like hell!" Patton told his commanders.
[34.21] This game uses all four maps. Before starting play, the following units should be set up in the listed hexes. Bracketed [ ] units set up at reduced strength. Units with an asterisk (*) should have a March Mode marker placed on them.
Allied
British — Division: Designation (Set-up Hex): 43wsx: 129(A2324), 130(A2323), 214(A2223). Artillery: 1/xxx(A2322). Other: RT/29(A0707), Hus/29(A0105), FFY/29(A1306).
U.S. — Division: Designation (Set-up Hex): 4: 8(D0823), 22(D0624), 12(D0821); 9 Arm: CCA(–) (D1018), CCB(B0615); 5: 10(D0520), 2(D0520), 11(D0520); 10 Arm: [CCA(D0920)], [CCB(D1705)], [CCR(D1015)]; 28: 2/109(D1013), 2/110(C1020), 112(B0413); 80: 317(D0715), 318(D0715), 319(D0715); 101: 506(D1706), 502(D1805), 501(D1606), 327G(D1605); 4 Arm: CCA(D0606), CCB(C0625), CCR(D0608); 26: 101(D0511), 104(D0710), 328(D0710); 84: 333(A0518), 335(A0215), 334(A0619); 3 Arm: CCA(B1003), CCB(B1408), CCR(B0901); 82: 504(B1110), 505(B0910), 325G(B0608), 508(B0710); 7 Arm: CCA(B0813), CCB(B0716), CCR(B0711); 106: [424(B0515)]; 1: 16(B1415), 18(B1416), 26(B1318); 2: 9(B1518), 23(B1419), 38(B1419); 99: 393(B1519), [394(B1519)], 395(B1518); 9: 39(B1819), 47(B1719); 30: 117(B1211), 120(B1413). Artillery: I/V(B1518), 2/V(B1617), 1/XVIII(A0807), 1/III(D0408), 1/VIII(B0716), 2/VII(D0622), 32FA(B1918). Tank and TD battalions: 705(D1706), 740(B1409), 643(B0606), 613(B1318), 818(D0716), 602(D0406). Cavalry Regiments: 102(B1919), 47(B1719), 30: 117(B1211), 120(B1413). Engineers: 1107(A0620), 1111(B1211), 1102(C1919), 354(C2103), 1313(C1203). Other: 526(B1413), 99nor(B1413).
Allied Improved Positions: D1013, B0813, B1515, B0413, B1318.
German
Division: Designation (Set-up Hex): 212: 320(D0824), 316(D0923), 423(D0922); 276: 986(D1119), 987(D1120), 988(D1020); 352: 914(D1213), 915(D1115), 916(D1117); 5: 13(D1105), 14(D1503), 15(D1006); Lehr: 901(D1506), 902(D1602), 130(D1601), R(D1701); 26: 39(D1704), 77(D1607), 78(D1906); 2 Pz: 2(D2101), 3(C2221), 304(C2321); 2 DR Pz: 2SS, 3SS, 4SS(B0308); 560: 1129(B0213), 1128(B0404), 1130(B0305); 116 Pz: 16(A0721), 60(B0502), 156(B0402); 62: 164, 183, 190(B0616); 18: 293(B0816), 294, 295(B0717); 9 H Pz: 9SS(B1012), 19SS(B0913), 20SS(B1013); 1 LAH Pz: Peiper(B1112), 1SS(B1112), 2SS(B0911); 12 HJ Pz: 12SS, 25SS, 26SS(B1218); 12: 27, 48(B1319), 89(B1320); 3: 5(B1414), 8(B1315), 9(B1316); 3 Pz Gr: 8, 29(B1420); 277: 989, 990(B1520), 991(B1420); 326: 751, 753(B1820), 752(B1920); [272 Div: (B2019)]. Artillery: 406/LXXX(D1023), 18/LXXX(D1121), 408/LXXXV(D1217), 8/LXXX-V(D1316), 15/XLVII(D1807), 766/X-LVII(D2011), 401/LVIII(D2316), 7/LVIII(D2315), LXVI(B0518), 19/IISS(B0915), 17/IISS(B1019), 402/IISS(B0918), 405/IISS(B1220), IISS(D2308), 403/LX-VII(B1821), 9/LXVII(B1722). Panzer Brigades: Fuh. Beglt(B0815), 150(B1314), 501SS(B1114), 506(B0304), 519SS(B1014), LVIII(B0303), XLVII(D1507), LXVI(B0415), LXXX(D1114), LXXXV(D1107). Engineers: 80/7(D0923), 85/7(D1411), 600/5(D2001), 28/5(D1801), IISS/6(B1214), IISS/6(B0207). Other: 999 Penal(D0525), 23 Fstg(D0726).
German Improved Position. D1105
Built Bridges. D1023 to Echternach; D1418 to Vianden; D1916 to D1915.
Blown Bridges. A0721 to Hotton; B1210 to Trois Ponts; B0911 to B1010; D2105 to C2204.
[34.22] December 22 is eight Game-Turns long. It begins on Game-Turn 13 and ends at the conclusion of Game-Turn 20.
[34.23] All reinforcements and Air Points scheduled to arrive during Game-Turns 13-20 are received in the game. Neither Player receives replacements; Case 30.6 is ignored. The German unit 150/Skorzeny has no special abilities.
[34.24] If the Allied Player has Air Points on the first Game-Turn, he may expend any, as he sees fit, to Air Supply his units, in accordance with Case 14.4 (exception to the Sequence of Play).
[34.25] The German Player does not consult the Supply Shortage Tables on the first Game-Turn. Instead, all the units of the 2 DR Panzer Division (in hex B0308) are considered out of Supply due to Supply Shortage. During his second Player-Turn, the German Player begins using the Supply Shortage Tables.
[34.26] The German Player earns Victory Points according to Plan A on the Victory Point Schedule. Note that he occupies certain towns at the start of play, for which he receives Victory Points. To win, the German Player must have at least 24 Victory Points by the end of the game. If he has fewer, the Allied Player is the winner. There are no levels of victory.
35.0 Designer's Notes
There are now at least a half dozen games or variants on the Battle of the Bulge. To gamers it may be getting a little ridiculous, but as a wargame subject, the Bulge has few equals. Also, I had been studying this particular battle since 1970 and keeping up with the efforts of other designers, and in spite of their efforts I felt I could do a better job. I began my internship working on Wacht am Rhein with Joe Balkoski, but I still wasn't satisfied. I wanted a smaller, more manageable game that was eminently playable and fun to play while being historically representative of the campaign. It was then that I came up with the idea of doing a quad on the Bulge. The real problem, then, was what to do with the southwestern map. There was no fighting there during the Battle of the Bulge, but I remembered that Sedan, the fortress town on the Meuse, had been one of the main German objectives in 1940. I checked into the idea, and discovered the potential for an entire additional game fought over the same terrain in 1940. Joe Angiolillo, who had done a similar variant for Avalon Hill a few years back, helped me with the Order of Battle, but some questions still went unresolved. To answer them, I spent a week at the National Archives in Washington which proved not only a boon for information on the 1940 campaign, but the 1944 battle as well. I discovered all sorts of information from a complete German Artillery Order of Battle, including such niceties as the fact that in December 1944, the criteria for tank replacements in the 12SS Panzer Division was that they had a valid driver's license. (The commander complained that those who did have the license usually had never even ridden in a tank, much less driven or fought in one!)
Players may find the design mechanics of the game a little unusual. I certainly borrowed concepts from other games — notably from Panzergruppe Guderian and my experiences working on Wacht Am Rhein, but the primary method of designing was to read accounts of the battles from the multitude of sources I had available and then tailor the game to give similar results with certain types of actions, following the general ebb and flow of the battle. From there on out, it was simply a matter of "fine tuning" — a process which, because it is subject to laws of diminishing returns, is never quite complete. And while there are bound to be errors in the published game, because of my position as a freelancer, I had almost a year to playtest it.
Its just about impossible to describe here why everything in the game is the way it is, but I will summarize the more controversial points and abstract elements. Several systems of movement, combat and time scale were experimented with before we arrived at the ones used in the game. The combat system retained an odd remnant in its "No Result" result, because this effectively simulates the peculiar nature of combat in the Ardennes. Many battles in this rugged area were prolonged meeting engagements with the attacker unable to flank the defender's road block. The terrain, coupled with the Allied ability to resist, took the wheels off the German Blitzkrieg.
The map is an obvious but accurate simplification. It was redrawn on four separate occasions from various sources. The final one was the U.S. A.M.S. and the British G.S.G.S. 1:100,000 series that covers France. Clear hexes were those with little contour and rough hexes were all others. The differences between Dense Forest and Light Woods was the amount of cover in the hex. The selection of towns was primarily a function of their position on the road net.
The Bridge Building and Bridge Blowing rules reflected my feeling about this as being one of the critical elements in the campaign. After extensive research, I believe that one of the main reasons the Germans did not make it to Bastogne before the Americans was the fact that the Panzer divisions spent a full day or more chomping on the bit, behind the Our River, while they should have been infiltrating the Allied Line. The reason for this was the fact that there was a critical shortage in the German Army of bridging equipment and trained personnel to erect the bridges. To compound the problem, the Americans blasted bridges in front of the Germans with painful regularity.
Another odd rule is the Strategic Attack Initiative die roll subtraction. This abstraction simulates a multitude of factors. One is the fact that an offensive accelerates like a snowball going downhill. Another is that, until 22 December, not all the Allied Corps Commanders had arrived on the battlefield, while the Germans had a unified command system from the very start. The Germans lose this initiative as the situation solidifies for the Allies and the Germans become exhausted, physically from a week long uninterrupted advance and psychologically from the Allied Airpower on the 23rd.
The calculation of combat strength for units in the game was based on the U.S. Infantry Division as a standard with three regiments of six each, the divisional artillery and support elements being equally divided among the regiments. Non-divisional artillery on both sides was amalgamated into artillery corps or brigades with rather obvious simplifications in range. The very low movement ability of some German artillery reflects their lack of prime movers to get the pieces to the front.
The March Mode rules effectively demonstrate the problems of traffic control in an environment where it is difficult to deploy off roads. (Too often I have realistically tested out these rules on the streets of Miami at 5 P.M.) The Air Power rules give players a similar set of options to those of the historical combatants. The "retreat through ZOC" rule reflects my contention that, while a common occurance on the game map, complete destruction of units in single combat on the battlefield occurs only when it is completely surrounded or already considerably understrength.
The Order of Battle is apt to raise some controversy (when doesn't it?). Suffice to say that, using primary records, I tried to carefully research the capabilities of the various units and get them on the map at the right time and place. (It is surprising that there is a legacy of errors concerning certain units in the Ardennes.) While I'm sure it's not perfect, I think the OB is about as close as can be obtained on this level. It's also important to note that there is a certain amount of subjectivity involved in the arrival times of units which usually revolves around the difference between the time they were "committed" and the time they were actually available. If it is of any comfort to the OB freaks out there, rest assured that each individual unit was checked with a variety of sources before a decision was made. Actually I could go on for pages as to why the 3rd Armored has combat commands instead of regiments, or the 4th doesn't appear on the 20th or the 84th Infantry has a high combat rating after being 1,278 men understrength. Mention must be made of John Butterfield here, if for only the fact that he was patient enough to put up with my numerous changes during the design.
The British restrictions are the product of a bull session between Joe Balkoski, John, and myself in which it was decided that the previous rules were too lenient in releasing the British who were scheduled to participate in Operation Veritable. Their real mission until January 3rd was to simply prevent the Germans from establishing Meuse bridgeheads, and they function accordingly in the game.
The Fuel Shortage Table will probably be the bane of many a would-be Panzer leader. Regardless of how odd its mechanics appear, it very accurately simulates the German patrol-transport failure which plagued their operations in the later part of the offensive. Cynics should note that the history of this failure was very carefully researched and documented in order to reach the conclusion that the propensity for a division to "run dry" was fairly random.
The replacements rule is primarily a compromise between John and myself. We both recognized that in spite of our best attempts (and they were heroic) that the Allied attrition rate in the campaign game was too heavy. The rule is not only representative of replacements but also of reorganization of shattered units. Hopefully, the final rule will accurately reflect the situation.
Finally, it is important for players to realize that this game has greatly benefited from unusually co-operative design teamwork among the developers and myself. I consider myself fortunate to have had the privilege of working with two very capable and understanding individuals. Working on the game as I have for almost two years, I have been constantly striving to get Battles for the Ardennes "just right". As this has been a large burden on all involved, I sincerely hope that players will find the result commensurately satisfying and worthwhile.
Danny S. Parker
Charts and Tables
Terrain Identification: Whenever a hex contains more than one type of terrain, it is considered to be the heavier terrain type (with respect to movement and combat). For example, a hex containing Heavy Woods and Light Woods is considered to be Heavy Woods. A hex containing both Clear terrain and any other terrain is considered to be the other terrain.
5.5 Terrain Effects Chart
| Terrain Type | Movement Point Cost — Mech | Movement Point Cost — Non-Mech | Effect on Combat |
|---|---|---|---|
| Clear/Road | 1(1) | 1(1) | No effect |
| Broken | 2(1) | 1(1) | No effect |
| Light Woods | 3(2) | 1(1) | No effect |
| Heavy Woods | 4(3) | 2(2) | No effect |
| Town | Other terrain | Other terrain | Two column shift for Defender on Combat Results Table |
| City | 1(1) | 1(1) | Defender doubled |
| Westwall | Other terrain | Other terrain | German Defender tripled |
| River hexside | Armor, recon, artillery prohibited; for others, see Case 5.42 | — | Attacker halved when attacking across |
| Ford hexside | +3(+3) | +1(+1) | Same as River |
| Bridge hexside | Other terrain | Other terrain | Same as River |
Parenthesized Movement Point costs are used throughout 1940 games and after Game-Turn 17 (inclusive) in 1944 games.
9.4 Combat Results Table
Defender's Terrain Type — Combat Ratio (Attacker Strength to Defender Strength):
| Terrain | Column 1 | Column 2 | Column 3 | Column 4 | Column 5 | Column 6 | Column 7 | Column 8 | Column 9 | Column 10 | Column 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| City/Heavy Woods | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 | 11-1 |
| Light Woods | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 |
| Broken | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 |
| Clear | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 |
Find the defender's terrain row, then the column under the actual attacker-to-defender combat ratio (rounded in the defender's favor) to get the die-roll table's column number. Die-roll result table (Standard Die Roll at left, German Initiative Die Roll at right of each row), read against Columns 1-11 as located above:
| Standard Die | German Init. Die | Col 1 | Col 2 | Col 3 | Col 4 | Col 5 | Col 6 | Col 7 | Col 8 | Col 9 | Col 10 | Col 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| — | 1 | eng | 1/1 | –/1 | 1/2 | –/2 | 1/3 | –/3 | –/E | –/E | –/E | –/E |
| 1 | 2 | –/– | eng | 1/1 | –/1 | –/2 | –/2 | –/3 | 1/E | –/E | –/E | –/E |
| 2 | 3 | –/– | –/– | eng | –/1 | –/1 | –/2 | –/2 | –/3 | 1/E | –/E | –/E |
| 3 | 4 | 1/– | –/– | –/– | 1/1 | –/1 | –/1 | –/2 | –/2 | –/3 | 1/E | –/E |
| 4 | 5 | +1/– | 1/– | –/– | eng | 1/1 | –/1 | –/1 | –/2 | –/2 | –/3 | 1/E |
| 5 | 6 | E/– | +1/– | 1/– | –/– | eng | 1/1 | 1/1 | –/1 | –/2 | –/2 | –/3 |
| 6 | — | E/– | E/– | +1/– | 1/– | –/– | eng | eng | 1/1 | –/1 | –/2 | –/3 |
Combat at ratios of less than the left-hand column are resolved on the left-hand column. Combat at ratios of greater than the right-hand column are resolved on the right-hand column.
Additional Shifts and Modifications: Shift 2 columns to the left if the defending unit(s) is in a town or Improved Position. Units in cities are doubled in Defense Strength. German units in Westwall hexes are tripled in Defense Strength. These and other column shifts that may be awarded are cumulative.
Combat Results: Result to the left of the slash refers to the Attacker; result to the right of the slash refers to the Defender.
- E = Affected unit eliminated (opposing Player may advance; see Case 9.76).
- 1, 2, or 3 = Affected unit may elect to lose the indicated number of Steps, or retreat the entire stack the number of hexes indicated, or perform a combination of the two (e.g., on a –/3, the Defender could lose 2 Steps and retreat 1 hex). Victorious units may advance if affected unit(s) retreats or is eliminated. In a split result, the Defender takes losses and/or retreats before the Attacker. If the Attacker takes a Step loss in a split result, he may advance after combat providing the Defender no longer occupies the combat hex.
- eng = Both sides must lose one Step and remain in place; no retreat or advance after combat is possible (unless Attacker or Defender is entirely eliminated).
- +1 = Attacker must lose one Step and then may choose to lose one more Step or retreat all attacking units one hex.
- –/– = No effect; both sides are unaffected, but must remain in place.
11.5 Supply Effects Chart
| Affected Capability | Supplied | Out of Supply | Isolated |
|---|---|---|---|
| Defense Strength | Normal | Normal | Halved |
| Attack Strength | Normal | Halved | Zero |
| Movement Allowance | Normal | Halved | Zero |
| Barrage/FPF Strength | Normal | Halved | Zero |
When halving a unit capability, round fractions up.
11.7 German Supply Shortage Tables
1944 Games Only (see Case 11.6)
St. Vith: Roll the die. On a result of 3 through 6, no units are Out of Supply due to Supply Shortage. On a result of 1 or 2, roll again. Any units listed under the second number rolled are Out of Supply.
| Die | Units Out of Supply |
|---|---|
| 1 | 1 LAH Panzer Div (3 units) |
| 2 | 12 HJ Panzer Div (3 units) |
| 3 | 116 Panzer Div (3 units) |
| 4 | 9H Panzer Div (3 units) |
| 5 | 3 Panzergrenadier Div (2 units) |
| 6 | Fuh Bglt Panzer Bde, 2 DR Panzer Div (3 units, optional) |
Clervaux: Roll the die once; any units listed under the result are Out of Supply.
| Die | Units Out of Supply |
|---|---|
| 1 | 2 Panzer Div (3 units) |
| 2 | Lehr Panzer Div (4 units) |
| 3 | Fuh Gr Panzergrenadier Bde (optional) |
| 4 | 9 Panzer Div (3 units, optional) |
| 5 | 15 Panzergrenadier Div (2 units, optional) |
| 6 | No units Out of Supply |
Celles: Roll the die. On a result of 4 through 6, no units are Out of Supply due to Supply Shortage. On a result of 1 through 3, roll again. Any units listed under the second number rolled are Out of Supply.
| Die | Units Out of Supply |
|---|---|
| 1 | 2 Panzer Div (3 units) |
| 2 | 2 DR Panzer Div (3 units) |
| 3 | 116 Panzer Div (3 units) |
| 4 | Lehr Panzer Div (3 units), 12 HJ Panzer Div (3 units, optional) |
| 5 | Fuh Bglt Panzer Bde, 10 FB Panzer Div (3 units, optional) |
| 6 | 9 Panzer Div (3 units), 11 Panzer Div (3 units, optional) |
Battle of the Bulge Campaign Game (1944): On Game-Turns 9 through 16, roll the die. On a result of 5 or 6, no units are Out of Supply due to Supply Shortage. On a result of 1 or 2, roll again on Table 1 or Table 2, respectively. On a result of 3 or 4, roll once each on Tables 1 and 2. Any units listed under the die roll result on these Tables is Out of Supply. From Game-Turn 17 through the end of the game, the same process is followed except that the German Player rolls on both Tables on an initial die roll of 3, 4, or 5.
Table 1
| Die | Units Out of Supply |
|---|---|
| 1 | 1 LAH Panzer Div (3 units) |
| 2 | 2 Panzer Div (3 units) |
| 3 | 2 DR Panzer Div (3 units) |
| 4 | 3 Panzergrenadier Div (2 units) |
| 5 | 9 Panzer Div (3 units) |
| 6 | 11 Panzer Div (3 units, optional), 17SS Panzergrenadier Div (2 units, optional) |
Table 2
| Die | Units Out of Supply |
|---|---|
| 1 | 12 HJ Panzer Div (3 units) |
| 2 | 116 Panzer Div (3 units) |
| 3 | Lehr Panzer Div (4 units) |
| 4 | 15 Panzergrenadier Div (2 units), Fuh Bglt Panzer Bde |
| 5 | 9H Panzer Div (3 units) |
| 6 | Fuh Gr Panzergrenadier Bde, 10FB Panzer Div (3 units, optional) |
14.28 Air Interdiction Attack Table
| Die | Effect on Road | Effect on Unit |
|---|---|---|
| –1 | Interdicted | Lose one Step, dispersed |
| 0 | Interdicted | Lose one Step, dispersed |
| 1 | Interdicted | Dispersed |
| 2 | No effect | Dispersed |
| 3 | No effect | No effect |
| 4 | No effect | No effect |
| 5 | Interdicted | No effect |
| 6 | Interdicted | No effect |
| 7 | Interdicted | No effect |
Die Roll Modifiers: Add 1 if all units in hex are non-mechanized. Subtract 2 if a unit in the hex is in March Mode. See Case 14.2 for complete explanation.
30.57 Weather Table
Optional: 1944 Campaign Game Only
| Die | Result |
|---|---|
| –1 through 2 | Clear |
| 3 or 4 | Fog |
| 5 through 8 | Overcast |
Die Roll Modifiers: Game-Turns 1 through 5: no die roll. Game-Turns 7 through 11: add 2. Game-Turns 13 through 15: subtract 1. Game-Turns 17 through 23: subtract 2. Game-Turns 25 through 35: add 1.
Roll on odd numbered Game-Turns only. On Clear Game-Turns, the Allied Player receives 4 Air Points, on Fog Game-Turns, 1 Air Point, and on Overcast Game-Turns, no Air Points.