Dark December
Dark December Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 3.0 Subject of the Game
- 4.0 How the Game is Presented
- 5.0 Units and Road Control
- 6.0 Playing the Game
- 7.0 Sequence of Play
- 8.0 Supply
- 9.0 Replacements
- 10.0 Movement
- 11.0 Stacking
- 12.0 ZOCs
- 13.0 Combat
- 14.0 Reserves (Optional)
- 15.0 Commander Units (Optional)
- 16.0 Bridges
- 17.0 Fortifications
- 18.0 Initial Turns
- 19.0 German Parachute Drop
- 20.0 Clear Weather and Allied Air Supremacy
- 21.0 Ground Freeze
- 22.0 Heavy Snow
- 23.0 Conditional Forces (Optional)
- 24.0 Uncertain Weather (Optional)
- 25.0 Fog of War (Optional)
- 26.0 Game Variants
- 26.1 The Allies Warned
- 26.2 Allied Command Confusion
- 26.3 Patton Hesitates
- 26.4 U.S. 2nd Infantry Division Unavailable
- 26.5 All Out German Effort
- 26.6 Middleton's Defense
- 26.7 SS Panzer Reserve Deployment
- 26.8 The Small Solution
- 26.9 Operation Luxembourg
- 26.10 XXX Corps Does Not Arrive
- 26.11 Luftwaffe Air Contention
- 27.0 Corps Artillery (Optional)
- 28.0 Game Notes
- 29.0 Designer's Notes
- 31.0 Developer's Notes
1.0 Introduction
This variant applies to the 1979 OSG edition of Dark December, although it is also applicable to the later reprints. It is the result of a number of intensive play tests, and represents a further development and polishing of the original game.
3.0 Subject of the Game
Dark December is an operational/grand tactical level simulation of the operations known to Americans as the Battle of the Bulge. This battle embroiled the Allied ground forces in some of the most savage combat of the campaign in the West. The situation is explored in a campaign game, an extended campaign game which also covers the Allied offensive to reduce the Bulge, and four shorter scenarios. Each of these is treated as a separate game with its own victory conditions, while using the same game components. The game is a simple but detailed examination of the factors which shaped the flow of these all-important battles. It is based upon evaluation of the terrain over which the battles were fought, the units which participated, their logistical limitations, and their leaders.
4.0 How the Game is Presented
Dark December is presented as a suite of components all of which play a distinct role in the simulation.
4.1 Map
4.1.1 In General
The map is a detailed analysis of the terrain which comprises the historical battlefield. Hexagons (hexes) are an integral part of this analysis and regulate the position and movement of the playing pieces (the counters).
4.1.2 Errata
A. The Allied and German Motorized Replacement Tracks are mislabeled. The Allied should be the German and vice versa.
B. La Roche (hex 2516) is a town hex in clear terrain.
C. Hex 1010 is a clear hex.
D. Hexes 2111 and 2112 are woods hexes.
4.2 Counters
4.2.1 In General
The counters mainly represent the various combat units which participated in the battle; others are game markers which signal certain game functions and facts to the owning players.
4.2.2 Counter Errata
A. All three units of the US 66th Infantry Division are brought into play only when using Variant XVIII. These units enter the game on the December 24 AM game turn as shown in the Study Folder, not the 24 January AM turn as shown on the counter.
B. The US 354 Engineer unit (0-1-3) enters the game on the 20 December AM turn.
C. The US 1107th Engineer Regiment has no reduced strength. Ignore the values on the reverse of the counter.
D. The US Middleton leader sets up in hex 3022.
E. The US 354th Engineer Regiment enters the map on 20 December AM game turn.
F. The British 158th and 160/53th WL Infantry Regiments remain infantry when at reduced strength. Ignore the armored infantry symbol on the reverse of these counters.
G. The French unit is a restricted unit and should be denoted with a yellow bar.
4.3 Charts and Tables
These are required to play the game. The Terrain Effects Chart, the Combat Results Table, and the Fuel Depletion Table are the most important. Minor charts and tables include the German Parachute Drop Table and the Uncertain Weather Table. In addition, the study folder presents the unit manifests detailing the orders of battle as well as scenario unit locations.
4.4 Rules
The rules are a set of binding procedures and explanations which strictly govern game activities. The structure of the game rests upon the Sequence of Play which presents the order in which all game activities are undertaken.
4.5 Study Folder
This booklet is a presentation of the historical events the game simulates and the manner in which the game approaches these events. The study folder includes historical notes, maps, and orders of battle to provide an overview of the events in the Ardennes during December 1944 and January 1945.
4.6 Parts Inventory
A complete game of Dark December contains the following components:
A. One 22" x 34" map sheet
B. One study folder of 28 pages;
C. One rules folder of 24 pages (which these revised rules replace);
D. Two sheets of die-cut counters (400 pieces)
E. A pair of dice; and
F. One game box.
4.7 Game Scale
A. Each hexagon represents 3.2 kilometers of actual terrain (measured from side to parallel side).
B. Each game turn represents twelve hours of actual time.
C. The units in the game represent either regiments or brigades, and leaders.
4.8 Abbreviations
| Abbreviation | Meaning |
|---|---|
| CRT | Combat Results Table |
| DRM | Die Roll Modifier |
| MA | Movement Allowance |
| MP | Movement Point |
| TEC | Terrain Effects Chart |
| ZOC | Zone of Control |
5.0 Units and Road Control
A. The die-cut counters represent the military formations actually utilized in the battle and informational markers.
| Color | Nationality |
|---|---|
| Dark Green | US |
| Light Green | British |
| Light Blue | French |
| Field Gray | Wehrmacht |
| Black | SS |
| Pine Green | SS |
| Royal Blue | Luftwaffe (ground) |
B. A variety of game markers are included whose use is explained during the course of the rules.
| Color | Nationality |
|---|---|
| Yellow | Allied |
| White | Both |
| Field Gray | German |
5.1 Sample Unit
(Front and back of the sample counter are shown in the printed rules; the parts are described below.)
A. Attack strength is a relative quantification of a unit's attacking capabilities.
B. Defense strength is a relative quantification of a unit's defending capabilities.
C. Movement allowance is a relative quantification of a unit's movement capabilities. Basically, each unit pays one point of its MA for each hex of clear terrain entered. The MA may be modified by units fulfilling requirements for road march or by being placed in strategic movement. All of the above quantifications may be modified by a unit's supply state.
D. Most units in the game are back printed with a reduced strength indicating the unit has lost effectiveness due to battle casualties. Going from full strength to reduced strength is known as losing a step. Units which have already lost a step or which have no back-printed reduced strength and are called upon to lose a step are eliminated and placed in the Destroyed Units Box on the map.
E. A commander unit (leader) represents the eponymous leader, his staff and headquarters protection troops. This unit also represents the concentration and deployment in a general area of corps and army level assets.
5.2 Unit Types
Unit types are indicated using standard NATO symbols. They are further classified as either motorized or infantry types, each of which has specific limitations and uses.
- Motorized: Armor (Panzer); Armored Infantry (Panzergrenadier); Armored Cavalry
- Infantry: Infantry; Infantry (Volksgrenadier); Parachute Infantry (Fallschirmjager); Glider Infantry
- Engineer
5.3 Unit Sizes
| Symbol | Size |
|---|---|
| III | Regiment |
| X | Brigade |
5.4 Game Markers
The following markers are available for use as described in the rules that follow: Leader; Game Turn Marker; Strategic Movement; Reserve; German Fortification; Exit; Blown Bridge / Constructed Bridge; Out of Supply; Isolated; German Bridge; Accumulated Replacements x1; Accumulated Replacements x10.
Clarification: Leader units are optional units used only at the agreement of both players, though their use is recommended.
5.5 Special Markings
There are four types of special markings:
5.5.1 Conditional and Optional Units
These units are indicated by the special unit markings (a dashed horizontal line). Their use is outlined in the rules covering conditional and optional units.
5.5.2 Restricted Units
A. Certain Allied units are denoted as restricted units (by a solid horizontal line). Their use is outlined in the rules covering restricted units.
B. Some Allied units are both special and restricted.
Errata: The French unit (FR LT) is a restricted unit and should be treated as such.
5.5.3 Fortifications
Allied units with their setup hex in brackets begin the Campaign Game and the Herbstnebel scenario in fortifications.
5.5.4 Starred Reinforcements
Allied units which may not enter in strategic movement are noted with a star in conjunction with their reinforcement code information.
5.6 Initial Setup/Reinforcement Information
All units display one of two items of information to the right of the unit type box.
5.6.1 German Units
A. Initial set up instructions for the campaign game and the Herbstnebel scenario, are given as 5PZA (5th Panzer Army), 6PZA (6th Panzer Army) or 7A (7th Army), indicating the unit's starting army area.
B. Reinforcement codes indicate the turn of entry and appropriate entry area.
Example: 22A X, Y indicates a unit which enters on the 22 AM December game turn on any entry hex coded X or Y.
5.6.2 Allied Units
A. Allied units contain their specific set up hex (i.e., 4006 indicates deployment in hex 4006).
B. Reinforcement codes are the same as for German units.
5.6.3 General Setup Instructions
Certain indications are included on the unit's set up/reinforcement information indicating restrictions on how the unit is set up or enters the game as a reinforcement.
A. Brackets around an initial set up hex indicate the unit begins in a fortification.
B. A star next to a unit's reinforcement information indicates that the unit may not enter in strategic movement.
5.7 Road Control
A. Place and adjust road control markers to delineate friendly and enemy controlled roads.
B. Roads are controlled by either the Allies or Germany.
C. Roads in and behind friendly lines are considered friendly.
D. Subsequently, a road is controlled by the side of the last unit to enter it. Adjust road control markers immediately.
E. A friendly unit may move strategically along a road whose control has changed earlier in the same Movement, Reaction, or Exploitation Phase.
6.0 Playing the Game
A. The game is intended for one or two players, although more players could be involved through distribution of forces. In two or more player games one player or team assumes command of the Allied forces; the other controls the German forces. In single player use the game's competitive value is superseded by its use as a tool to examine the historical event which is the subject of the game.
B. Unfold and place the map sheet between the players. The German side should be seated on the eastern edge; the Allied player(s) will probably move around the map as play progresses.
C. Select a scenario to play. The Herbstnebel scenario is suggested as an introduction as it is the shortest.
D. Place units on the map in the appropriate hex (or area) or set them aside as reinforcements to be brought onto the map as indicated later in the game.
E. The information for the campaign game and Herbstnebel scenario is printed on the units themselves. All set up information for the other scenarios is listed on the unit manifests in the study folder.
F. Sort the various game markers for use in play.
G. Examine the historical information, accumulated replacements and victory conditions, as well as replacement rates and reinforcement schedules. Reinforcement information is noted directly on the unit counters as to the game turn and area of reinforcement at which they enter the game.
H. When the Allies have completed setup, Germany places its units in the set up at the beginning of the campaign game or Herbstnebel scenario per the following:
6.1 Free Setup
A. Germany places at start units on the map in the army set up area listed on the units.
B. German infantry and parachute infantry units set up anywhere within the army boundary, but at least one hex east of the Westwall hexes.
C. German armored and armored infantry units may be set up anywhere within their respective army boundaries, but at least two hexes east of the Westwall hexes.
D. German units may set up adjacent to enemy units as long as they abide by the above restrictions.
E. German units may not be stacked in their initial set up.
6.2 Historical Setup
A. Germany places at start units in the historical locations as indicated on the counters.
B. It is assumed that all German units have already moved and therefore no German unit may begin the Combat phase in reserve.
7.0 Sequence of Play
A. Dark December is played in game turns, each of which is divided into two player turns. The length of each scenario is indicated on the Game Turn Record Track.
B. Germany is always the first player and the Allies are the second player.
C. The player whose player turn is in progress is called the phasing player (or side).
D. Each game turn strictly proceeds per the following steps:
7.1 First Player Turn
7.1.1 Supply Determination Phase
A. The phasing side determines the supply status of its units, placing the appropriate markers.
B. Beginning with the 20 AM December game turn, after Germany has determined supply for its units, it rolls a die and consults the Fuel Depletion Table.
C. The supply status determined during this phase persists until the next player turn when the phasing player again determines the supply status of friendly units on the map. German units affected by fuel depletion remain affected until the next German Supply Determination Phase.
D. The non-phasing side rolls a die for each unit, stack, or group of stacks that has been isolated for three consecutive game turns to determine surrender.
7.1.2 Replacement Phase
The phasing side incorporates any replacements on the Accumulated Replacements Track, and expends replacements to reform destroyed units or to bring reduced units on the map up to full strength.
7.1.3 Movement Phase
7.1.3.1 Reserve and Strategic Movement Determination
A. Determine which units are placed in or removed from reserve or strategic movement, paying appropriate movement point (MP) costs from their movement allowances.
B. Units placed in reserve may move only using reaction or exploitation movement.
C. Units using strategic movement may pay reduced MP costs for moving along roads, but are restricted in terms of other game activities as outlined in the Strategic Movement rules (10.4).
7.1.3.2 Movement
A. The phasing player checks the Game Turn Record Track for any reinforcements due to arrive that turn. Bring these units onto the map moving normally along with any previously destroyed units reformed during the Replacement Phase of the current game turn.
B. The phasing player now undertakes movement of friendly units, moving each unit or stack of units through the hexagonal grid, and paying appropriate costs for each hex entered or hexside crossed.
C. A unit may always move one hex, subject to other restrictions, but may otherwise never exceed its MA.
D. Certain units' movement capabilities may be curtailed by their supply status.
E. Units must cease movement upon entering an enemy ZOC.
F. Continues to move units until all desired movement is complete.
7.1.4 Reaction Phase
A. The non-phasing player now undertakes reaction movement with any units that are in reserve.
B. These units may move up to half their MA, and are otherwise subject to the same restrictions as applicable in the Movement Phase.
7.1.5 Combat Phase
A. Combat occurs after the non phasing player has completed any reaction movement.
B. The phasing player (attacker) may attack adjacent enemy units (i.e., non-phasing units) occupying adjacent hexes.
C. Combat is always at the phasing player's option.
D. The attacker may attack in as many places as desired providing all attacking units are adjacent to all defending units, and all enemy units adjacent to attacking units are attacked.
E. The attacker chooses the order in which to resolve attacks and may continue attacking until there are no more units eligible to attack with which that attacker desires to do so.
F. Each attack follows the procedure below.
7.1.5.1 Combat Procedure
A. Resolve each attack individually.
B. Total the attack strength of all attacking units and of all defending units in the hex or hexes under attack.
C. Combat strength on both sides may be modified by supply considerations.
D. Calculate the ratio of modified attack strength to defense strength and reduce it to one of the simplified odds ratios found on the Combat Results Table (CRT).
E. Roll two dice on the appropriate column of the CRT. Under certain conditions, as explained later in the rules, both sides may use the tactical advantage die roll column.
F. Cross reference the die roll result with the odds column of the attack and apply the result to the units involved in the battle before proceeding to the next attack.
G. Follow this procedure for each subsequent battle.
H. Special results include provisions for fire fights and counterattacks, detailed later in the combat rules (13.0).
7.1.5.2 All Out Assault
In certain situations the attacker may make the exact same attack again at the same odds, but must take a mandatory one step loss from one of the involved attacking units, in addition to the results of both combat resolutions.
7.1.6 Exploitation Phase
The phasing player may now move any units that are currently in reserve, subject to the same restrictions as applicable in the Movement Phase.
7.1.7 Construction/Demolition Phase
A. The phasing player may attempt to blow (demolish) any bridges within range. Optional: Enemy units may be no more than three hexes away.
B. Place bridge markers across eligible river hexsides.
C. Fortifications may also be placed on units which are eligible for their construction.
D. This concludes the first player turn.
7.2 Second Player Turn
A. The Allies repeat the above sequence exchanging roles with the Germans, moving and attacking with their own units.
B. Germany may move eligible units during the Reaction Phase.
C. Upon completion of the second player turn, advance the Game Turn marker on the Game Turn Record Track to signal the completion of a game turn.
D. The first (German) player then begins the new game turn, proceeding through each phase of the game turn in order.
E. Supply is determined twice, once during each player's Supply Determination Phase for both sides' units.
F. Play continues in this manner until the end of the final game turn of the Campaign Game or scenario being played, at which point each side's performance in terms of the victory conditions are evaluated to determine the winner.
8.0 Supply
Units must be in supply in order to use their full combat strength and MA.
8.1 Time of Supply Determination
A. Supply status for all purposes is judged by each side at the start of its player turn before movement or combat.
B. The supply status determined at that time remains in effect until that side's next player turn, regardless of the outcomes of movement or combat.
8.2 Tracing Supply
A. To be in supply a unit must be able to trace a supply line back to its supply source.
B. Trace a supply line along a line of continuous hexes stretching from the unit to a supply source, counting no more than three hexes from the unit to a road hex. The supply line must then run uninterrupted by enemy units, enemy ZOCs, or blown bridges along that road back to the friendly supply source.
C. The first three off-road hexes may transit any type of terrain but are blocked by enemy ZOCs or enemy occupied hexes.
D. Supply lines can be traced through friendly units that are in an enemy ZOC. For the purposes of supply, friendly units negate enemy ZOCs.
8.3 Supply Sources
A. Allied supply sources are roads leading off the north, south, and west edges of the map.
B. German supply sources are roads leading off the east edge of the map.
8.4 Unsupplied Units
A. Units are unsupplied when unable to trace a supply line at the instant supply is determined.
B. Unsupplied units have their attack strength and MA halved (fractions rounded up). Their defense strength is unaffected.
C. Appropriate markers should be placed on such units to be removed or amended at their side's next supply determination should their status change.
8.5 Isolated Units
A. A unit is isolated when all three of these conditions are met:
-
It is unable to trace a supply line;
-
It is totally surrounded by enemy units or enemy zones of control in all six adjacent hexes, regardless of the presence of other friendly units; and
-
It is more than three hexes from any supplied friendly unit.
B. Allied units can never be isolated during clear weather.
C. Units adjacent to the map edge cannot be isolated.
D. Isolated units may not attack. If forced to do so as a result of a counterattack combat result, they attack at the lowest odds column on the CRT.
E. Isolated units have their defense strengths and MA halved (rounded up).
F. Appropriate markers should be placed on such units to be removed or amended at their side's next supply determination should their status change.
8.6 Surrender (Optional)
A. During the first enemy player turn Supply Determination Phase that a unit, stack, or group of stacks is isolated, place an isolated marker on the unit or stack(s).
B. A group of stacks is composed of isolated stacks in contiguous hexes.
C. During the second consecutive enemy player turn Supply Determination Phase that a unit or stack(s) is isolated, place a second isolated marker on the unit or stack(s).
D. During the third consecutive enemy player turn Supply Determination Phase that a unit or stack(s) is isolated, similarly place a third isolated marker.
E. Beginning with that third consecutive enemy player Supply Determination Phase, the enemy side rolls a die for each unit, stack, or group of stacks comprised entirely of units isolated for three consecutive enemy player turns. On a 1, those units surrender.
F. Roll a die for surrender determination each consecutive enemy player turn Supply Determination Phase that the unit(s) remain isolated.
G. These units or stack(s) remain isolated until they surrender or are restored to a non-isolated state.
H. If isolated units are restored to a supplied or unsupplied state after being isolated for one or more game turns, the count of consecutive game turns until a surrender check begins anew.
I. Allied units that would be isolated but for clear weather do not count any game turn of clear weather toward their consecutive isolated game turns, thus Germany does not roll for surrender during any game turn of clear weather. Clear weather does not of itself restart the surrender game turn duration count.
J. Due to their perceived elite status, German SS units and Allied parachute and glider infantry units never roll for surrender. Should a stack or group of stacks of isolated units contain one or more of these unit types, none of the units in the stack or group of stacks will surrender.
8.7 German Fuel Shortages
To simulate the critical German supply shortage that pervaded the later part of their offensive, beginning with the 20 AM December German player turn, Germany must roll the die after the Supply Determination Phase of its player turn to see if any of motorized divisions are arbitrarily out of supply. Refer to the Fuel Depletion Table.
8.7.1 Determining Unsupplied Divisions
A. If the die roll on the Fuel Depletion Table results in divisions being put out of supply, the Allies may choose one German motorized division to be put out of supply.
B. Germany determines any additional motorized divisions that must be put out of supply.
C. Divisions affected by the die roll are listed with the Fuel Depletion Table.
8.7.2 Restrictions
A. Germany may not select a division to be put out of supply if the division has fewer than two units remaining on the map.
B. When a division is put out of supply, it remains in that state until the following German player turn.
C. Regardless of the locations of the various units of a division, if that division is put out of supply, all of its units are put out of supply.
D. Either side may choose to place two of the three German independent brigades out of supply instead of a division.
8.7.3 Units Already Out of Supply or Reinforcing
A. A division that was already out of supply in the Supply Determination Phase (that is, all of its units) may not be counted as one of the required divisions.
B. A division that was found to be partially out of supply (one or more of its units were out of supply, but not all of them that are on the map) is eligible to be put out of supply.
C. Divisions that are not yet on the map may not be put out of supply.
8.7.4 Effects of Fuel Depletion
The effects of being out of supply from this rule and those of being normally unsupplied are identical.
8.7.5 Units Ineligible for Fuel Depletion
There is no additional effect if due to unit elimination or being unable to trace supply lines Germany does not have as many divisions eligible to be put out of supply as the Fuel Depletion Table calls for.
8.7.6 Exacerbation of Fuel Shortage
From AM 10 January onward. Germany must add one division to the result of the Fuel Depletion Table die roll.
9.0 Replacements
A. Both sides receive replacements during the game to refit units at reduced strength back to their full combat abilities or to reform previously destroyed units.
B. There are two types of replacements: motorized and infantry.
-
Motorized replacements can be used to reform or refit armored, armored cavalry, and armored infantry units.
-
Infantry replacements can be used to refit or replace infantry, parachute infantry, glider infantry, and commander units.
C. It costs one replacement to bring any reduced unit of that type back up to full strength.
D. It costs two replacements of the appropriate type to bring a previously destroyed or surrendered unit back onto the map at reduced strength.
E. Once on the map such a reformed unit can be refitted to full strength on a subsequent game turn by the expenditure of a further replacement.
9.1 Restrictions
A. Reduced units are refitted during the owning side's Replacement Phase. Units may not receive replacements if they occupy an enemy ZOC.
B. Isolated and unsupplied units may not receive replacements.
C. Units that receive replacements may move normally in their succeeding Movement Phase.
D. Engineer, British, and French units are not replaceable.
E. An eliminated unit may not be replaced if it surrendered.
F. Place restored eliminated units in the nearest friendly controlled town to that of one of the units of the parent division. The selected town must be at least three hexes away from the nearest enemy unit.
G. A restored eliminated unit which has no unit of its division still on the map or is an independent brigade or regiment appears at the east or west map edge, for German and Allied units, respectively.
9.2 Accumulating Replacements
Replacements can be accumulated by type (armored and infantry).
9.3 Initial Replacements
A. Both sides begin the Campaign Game and each scenario with replacements accumulated on their Replacement Tracks.
B. Replacements accumulated at the beginning of the Campaign Game and the Herbstnebel scenario are indicated on the Replacement Tracks on the map.
C. Replacements accumulated at the start of other scenarios are listed in the study folder.
9.4 Additional Replacements
9.4.1 Allies
A. Beginning with the PM 19 December game turn, the Allies receive one armored replacement each PM game turn for the rest of the game.
B. Beginning with the PM 24 December game turn the Allies receive one infantry replacement each game turn.
C. The Allied infantry replacement rate increases on 2 AM January to two replacements per AM game turn and one replacement per PM game turn.
9.4.2 Germany
Beginning with the AM 27 December game turn, Germany receives one infantry replacement each AM game turn for the rest of the game.
10.0 Movement
A. During the Movement Phase, the phasing side may move as many or as few of its units as desired.
B. Units may be moved in any direction or combination of directions according to their MA.
C. Units may move over and stack on top of friendly units. Exceptions: Strategic movement (10.4), road march (10.5).
D. MPs cannot be transferred from one unit to another, nor can they be accumulated from one game turn to the next.
10.1 Modifying MAs
A. Units may have their movement curtailed by terrain, enemy units, or supply status.
B. Units may sometimes increase their movement capabilities by using strategic movement and road march movement.
10.2 Restrictions
A. A unit otherwise eligible to move may always move a minimum of one hex in a Movement, Reaction, or Exploitation Phase, even if it has insufficient MPs to do so. Such movement may not contravene any other prohibitions.
B. Otherwise, the number of MPs expended by a unit during its movement may never exceed its MA.
C. Movement from hex to hex must be consecutive.
D. A friendly unit may never enter a hex occupied by an enemy unit.
E. Units always pay the highest movement cost of any terrain feature in the hex they enter (unless at road rate).
F. Units may not move from one enemy ZOC to another. Rather, they may withdraw from a ZOC into an uncontrolled hex and then reenter an enemy ZOC.
G. Movement of friendly units may only occur in that side's Movement, Reaction, or Exploitation Phases.
H. Advances and retreats due to combat occur in the Combat Phase and are not considered movement.
I. Units that are unsupplied or isolated may be restricted in terms of movement capabilities.
10.3 Disengagement (Optional)
A. All units except armored, armored cavalry, armored infantry, or any unit occupying a hex with a terrain defense level of at least four, must expend one MP above and beyond that of moving into the first hex when moving from an enemy ZOC.
B. In assessing the terrain defense level, the effect of fortifications is included, and rivers are taken into account if all adjacent enemy units are separated from the hex in question by a river hexside (irrespective of bridges or fords).
C. This rule does not allow a unit to move from one enemy ZOC to another.
10.4 Strategic Movement
10.4.1 Entering Strategic Movement
A. A unit may enter strategic movement only if it is the sole occupant of a road hex, is not in an enemy ZOC, nor marked with an unsupplied or isolated condition marker at the beginning of the owning side's Movement Phase.
B. Units may enter reserve when marked with strategic movement, but may not enter strategic movement when already marked as a reserve.
C. A unit may move in strategic movement in the Reaction or Exploitation Phases.
D. A unit may enter strategic movement by expending half of its printed MA (fractions rounded up) before it expends MPs for any other purpose.
E. Units which fulfil the above requirements are denoted by placement of a strategic movement marker.
10.4.2 Advantages
A. Units marked with a strategic movement marker pay reduced MP costs for moving along friendly roads.
B. Motorized type units pay ⅓ MP for each connected friendly road hex entered while in strategic movement. German infantry type units pay ½ MP for each connected friendly road hex entered.
C. Allied infantry type units pay ⅕ MP for each such hex entered.
10.4.3 Limitations
A. Units in strategic movement have no ZOCs, nor may they enter enemy ZOCs.
B. Units in strategic movement which come under enemy attack defend at their full defense strength, but are penalized by a reduction of two in the defense value of the terrain they occupy.
C. Units in strategic movement may not enter a hex adjacent to another friendly unit also in strategic movement if a road connects the two hexes.
10.4.4 Off-Road Strategic Movement
A. Units in strategic movement may move through non-road hexes or combinations of road hexes and non-road hexes. They do so at the normal terrain cost.
Example: An Allied Infantry unit, a 3-4-5, would have a strategic movement capability of 25 (5 x 5). Moving through a dense forest hex first costs 4 MPs. It could then move into a light woods hex containing a road for another 3 MPs, then 15 hexes along a road and into a light woods hex off the road.
B. For the purpose of German infantry, strategic movement over non-road terrain, clear and rough hexes costs 1 MP to enter, woods and dense forest hexes cost 2 MPs to enter.
C. Units may enter strategic movement even when they do not begin their turn on a road hex.
10.4.5 Strategic Movement and Enemy ZOCs
A. Units in strategic movement may enter enemy ZOCs and attack at the owning side's discretion.
B. Such units attack at half strength (rounded up).
10.4.6 Strategic Movement and Reinforcements
A. Units entering as reinforcements or reformed units may enter the map in strategic movement at the discretion of the owning side with the exception of certain Allied units with an asterisk as part of the reinforcement code information on the counter.
B. If a unit enters the game in strategic movement it may expend its entire MA in strategic movement. The unit is assumed to have been placed in strategic movement in a prior game turn.
10.4.7 Leaving Strategic Movement
Units may leave strategic movement in one of two ways:
A. By expending one-half their MA (fractions rounded up) at the beginning of the Movement Phase, before expending MPs for any other purpose. Remove the strategic movement marker; or
B. If attacked during the enemy Combat Phase, units in strategic movement are immediately removed if any D result is rolled against them. No MP expenditure is assessed. The strategic movement marker is removed, then the unit in question suffers the combat result (if necessary) with a two level reduction of the terrain defense value of the defending unit's hex.
10.4.8 Special Considerations
A. Units which begin the Movement Phase in strategic movement in an enemy ZOC must expend the mandatory MP cost to leave strategic movement.
B. If, during either side's Supply Determination Phase, a unit in strategic movement is ever judged as being out of supply or isolated, remove the strategic movement marker from the unit in question before placing the supply state marker.
C. Two unconnected roads may coexist in a hex (examples: 2920 and 3213). A unit entering such a hex on one road and exiting in the hex in the same Movement Phase from another road incurs the non-road terrain cost of the hex in question. This does not of itself prevent the unit benefiting from the road cost of the hex subsequently entered. Units in strategic movement may not enter a hex via one road and leave via a second unconnected road in the same Movement Phase. The restriction on units in strategic movement moving adjacent to another friendly unit in strategic movement in a connected road hex is not affected by this, that is, it is a strict prohibition irrespective of which specific roads are in use.
10.5 Road March Movement
10.5.1 Effects
Units using road march incur lower MP costs for moving along roads if both of the following are met:
A. The movement must be made through contiguous road hexes; and
B. The moving unit must be the sole occupant of both the hex it is leaving and the hex it enters at the instant of movement.
Errata: The road march rate for motorized units is changed to 1 MP per hex; that is, all units pay 1 MP per road hex when moving in road march regardless of type.
10.5.2 Normal Movement Costs
A. Units unable to meet the above conditions pay full movement costs.
B. A unit may use both road march and non-road movement in the same Movement Phase.
10.5.3 Bridges
Units benefit from bridges if they are able to meet the requirements for road march movement. Alternatively, they may expend 2 MPs in addition to the cost of terrain entered to cross the bridged river hexside.
10.6 Reinforcements
A. Check the Game Turn Record Track during the phasing player's Movement Phase to determine if reinforcements are received during the current turn.
B. If the chart indicates that reinforcements are due, check the unit counters to determine which enter the map and the locations of entry.
10.6.1 Entry of Reinforcements
A. Reinforcements may enter the map at any point in the owning side's Movement Phase in the designated area on the map edge. All units are coded with the appropriate entry area and must enter the map in those specific areas.
B. All reinforcements move normally counting the entry hex as their first hex of movement.
10.6.2 Entry in Strategic Movement
A. The owning side may choose to have reinforcements enter in strategic movement.
B. These units may expend their full MA paying strategic movement costs.
C. Certain Allied units are prohibited from entering in strategic movement. Such units have an asterisk by the reinforcement information on their unit counter.
10.6.3 Withholding Reinforcements and Blocked Entry
A. Neither side may voluntarily withhold reinforcements, but must enter them on the appropriate turn on the designated hexes unless those hexes are blocked by enemy units.
B. Reinforcement hexes are only blocked by physical occupation (not ZOCs) or, in the case of Allied units, by German exit markers.
C. If a scheduled entry hex is blocked, the reinforcing unit(s) must enter the following turn using the next unblocked road hex to the west in the case of Allied units, or to the north or south in the case of German units.
D. In certain cases the Allies may be required to hold units off the map to counter German exited units.
10.7 Exiting the Map
A. Germany may exit units off the map at Allied road entry hexes.
B. Units may only be exited off the north, south, or west edges of the map, and may cause certain Allied reinforcements to remain off the map.
C. To exit the map, a unit must expend a number or fraction of MPs equivalent in cost for entering an imaginary hex off the map identical to the hex it exits from.
D. Exit hexes may only be road entry hexes.
10.7.1 Restrictions
No unit may exit from the map in fulfilment of retreat as a result of combat; it must lose steps instead.
10.7.2 Effects of Exit
A. An exited unit is removed from play and may never return to the game. It is not considered eliminated.
B. A unit may exit from a road hex regardless of the number of friendly units which exited from the same hex previously.
C. For every point of German attack strength exited off the north, south or west edges of the map, on a road and in supply upon its exit, the Allies must equal or exceed this in attack strength points of units that they do not bring on that respective edge of the map as reinforcements, as soon as possible.
10.7.3 Allied Units Held Off Map
A. The Allied held off units may be of any type.
B. Allied units held off the map cannot enter the map for the remainder of the game.
C. If the Allies have no further reinforcements coming onto the map from the edge that a German unit exits, they are not required to hold any further units off on that map edge.
10.8 Withdrawals
A. Units subject to withdrawal are simply removed from the map by the owning side. It is not necessary to physically move these units to exit the map, nor is it required that any route exists by which they could move to exit the map.
B. On or as soon as possible after PM 26 December the Allies must withdraw the 10th Armored Division.
-
Optional: Not required if Germany is presently winning the game.
-
Optional: If any unit of 10th Armored Division is already destroyed, another armored regiment must be removed in its place.
C. Optional: On AM 27 December Germany must withdraw 150th Panzer Brigade. If already destroyed no withdrawal is necessary. The brigade had no operable tanks by late December and was formally withdrawn on the 28th. Its withdrawal had to be coordinated with 18VG which replaced it in the line on 27th. It was then disbanded.
D. The Dietrich commander unit is the last SS unit to be withdrawn after AM 21 January.
10.9 Restricted Units
A. Only the Allies have restricted units.
-
All British and French units entering the game as reinforcements are restricted in their ability to move and cross the Meuse River.
-
Certain US units entering the game as reinforcements are restricted in their ability to move and cross the Meuse and Semois Rivers.
B. No restricted units may move after their initial game turn of movement as reinforcements until they are activated. They may not cross the Meuse River and, in the case of the US units, the Semois River, until they are released.
10.9.1 British and French Units
A. British and French units are activated, allowing them to move freely behind the Meuse River (but not across it to the east) during any period in which a supplied German unit within three hexes of the west side of the Meuse River.
B. British and French units are released allowing them to cross the Meuse River and operate freely for the rest of the game if at any time the number of destroyed Allied units exceeds 35, including units destroyed and later reformed.
C. In addition, one British unit, the 29th Armored Brigade, is released for the remainder of the game if at any time it finds itself within four hexes of a supplied German unit at the start of the Allied Movement Phase.
10.9.2 US Units
A. All US engineer regiments entering the game as reinforcements, and the units of the 11th Armored Division and the 17th Airborne Division are restricted behind (i.e., not east of) the line formed by the Meuse and Semois Rivers. These units are activated or released if at any time they fulfil the requirements listed above for the British and French units.
B. In addition, the 11th Armored Division is automatically released on the AM 29 December game turn, and the 17th Airborne Division is automatically released on the AM 1 January game turn.
C. From AM 3 January onwards the Allies may voluntarily release one restricted US unit per AM game turn until all US units have been released.
11.0 Stacking
A. No more than three units may occupy a given hex at any time during a friendly Movement Phase, regardless of unit type, size, or strength.
B. Units may exceed stacking limitations as a result of retreat after combat, but must rectify this during their next Movement Phase.
C. Units unable to comply with the stacking restrictions are eliminated at the end of the friendly Movement Phase. The owning side selects the units to be eliminated.
11.1 Movement of Stacks
A. Units may be moved as stacks, as long as they do not use the road march line of the TEC.
B. Units may split off from stacks and continue moving after slower units in the stack have exhausted their full MA.
C. Stacks may be combined, separated, and recombined at any point during movement as long as the three units per hex limit is never violated.
11.2 Road March Rate and Strategic Movement
A. Units may never use the road march rate when leaving or entering a road hex containing other friendly units; they must instead pay the cost of the terrain in the hex entered.
B. Units in strategic movement may move over other friendly units that are not also in strategic movement within the overall stacking restriction, but must expend MPs equal to the cost of moving into the non-road terrain in such hexes and the non-road terrain cost of an adjacent connected road hex subsequently entered in that Movement Phase.
11.3 Game Markers and Stacking
A. All supply status, fortification, blown bridge, and constructed bridge markers have no effect on stacking. Units stack normally in hexes occupied by these markers.
B. Strategic movement markers allow only one unit to occupy a given hex at the end of a Movement Phase.
11.4 Inter-Allied Stacking
British and US units may not stack together in the same hex unless forced to do so as a result of combat. In the latter case the units must be unstacked (or be eliminated) by the end of the next Allied Movement Phase.
12.0 ZOCs
A. A unit has a ZOC in the six hexes adjacent to it. Exception: Leaders do not exert a ZOC.
B. A unit's ZOC extends across rivers and into hexes of all terrain types and into hexes occupied by enemy units, except for the purposes of tracing supply or enemy retreat paths.
12.1 Effects on Movement and Combat
A. Units must stop as soon as they enter an enemy ZOC.
B. Units in an enemy ZOC are not required to attack adjacent enemy units, but if they do attack, all adjacent enemy units must be attacked.
12.2 ZOCs and Strategic Movement
Units in strategic movement have no ZOC, nor may they enter enemy ZOCs.
12.3 Armored Units (Optional)
A. Due to the inhibiting effect of dense forest and other terrain on armored operations, ZOCs of armored units do not extend across unbridged river hexsides or into dense forest or marsh hexes except along roads.
Example: If an armored unit is on a road and the road leads directly into an adjacent dense forest hex, the ZOC of the armored unit would extend into that hex. Without a road, it would not.
B. ZOCs of armored cavalry and armored infantry units are unaffected.
12.4 150th Panzer Brigade (Optional)
The 150th Panzer Brigade consisted of a proportion of English-speaking commandos armed with captured equipment, who were trained in infiltration tactics.
A. Unlike other units, the 150th Panzer Brigade may attempt to leave enemy ZOCs after entering them in the same Movement Phase.
B. After entering the first enemy ZOC Germany rolls the die to see if the unit can leave that ZOC and move into another.
C. If successful, it can continue moving and may enter another enemy ZOC, but each time it attempts to leave a ZOC the die must be rolled.
| Turn | Success on |
|---|---|
| 16 December | 1-3 |
| AM 17 December | 1-3 |
| PM 17 December | 1-2 |
| AM 18 December | 1-2 |
| PM 18 December | 1 |
D. The 150th Panzer Brigade may attempt infiltration a maximum of three times during the game. Attempts must be made by the end of the PM 18 December game turn or they are lost.
13.0 Combat
A. Phasing units beginning their Combat Phase adjacent to enemy unit(s) may at the phasing player's discretion attack those enemy units.
B. A unit is never required to attack simply because it is adjacent to an enemy unit. However, if electing to attack with a given unit, every enemy unit adjacent to that attacking unit must be attacked.
C. The phasing side is the attacker and the non-phasing side is the defender. Exception: A counterattack result reverses this role.
D. The phasing side may make as many attacks (using different units for each attack) as desired, resolving the battles one at a time in any desired order.
13.1 Multi-Unit/Multi-Hex Combat
A. When multiple units attack multiple defending units the attacker has the choice of how to resolve the combat provided that:
-
When attacking, every enemy unit adjacent to every attacking unit must be attacked; and
-
Every attacking unit is adjacent to every defending unit which it attacks.
B. When two or more units attack one defending hex the attack strengths of all attacking units must be combined into a single attack strength.
C. Similarly, should two or more defending units be attacked together, the defense strengths of the defending units must be combined into a single defense strength.
D. While the attacker must attack all units stacked in one hex as one combined defense strength, attacking units stacked in a single hex may make separate attacks on adjacent defending units in different hexes.
E. The combat strength (attack or defense) of a single unit is unitary and may never be divided among different battles.
13.2 All Out Assault (Second Combat)
A. Normally units may only attack or defend once per Combat Phase. However, there is an exception when an attacker conducts an all out assault.
B. An attacker may reserve the option for an all out assault, by declaring so before a battle, if all attacking units are within range of an eligible leader.
13.2.1 Requirements
A. An all out assault may take place if the attacking units in a particular battle were unable to force any defending units to retreat or take step losses, and the attacking units themselves did not retreat or take step losses.
B. All out assaults may generally only be executed once per indecisive attack.
C. Only the phasing player may launch all out assaults and may not do so if the first attack resulted in a fire fight or a counterattack combat result.
13.2.2 Resolving All Out Assaults
A. Immediately after the indecisive attack, before any other battles are resolved, the attacker declares the all out assault.
B. The attacker then makes exactly the same attack again at the same odds, against the same defending units, using the same attacking units.
C. Roll the dice again to determine a combat result.
13.2.3 Mandatory Losses for All Out Assaults
A. Regardless of the succeeding combat result, the attacker must immediately take one step loss from units participating in the all out assault. This loss is in addition to any combat result which may be applied against the attacking units.
B. No additional loss is required unless an all out assault is actually carried out.
13.3 Effects of Terrain Defense Levels on Combat
A. Each hex has a certain defense level corresponding to its terrain. The higher the defense level of a given hex, the more difficult it is to dislodge units from that hex during combat. The various terrain defense levels are listed on the TEC and constitute the basis of the system of combat resolution.
B. When applying combat results each hex occupied by attacking and defending units is considered separately. Thus two or more units in different types of terrain with different defense levels must resolve any possible retreat or step reduction separately.
C. The defense level of one occupied hex has no effect on the defense level of a hex occupied by other units.
13.3.1 Defense Levels with Multiple Terrain and Rivers
A. The effects of terrain are not cumulative. Units receive the greatest terrain defense level when determining combat results.
Example: A town in a woods hex would not increase the town's defense level; it would remain four.
B. A side may voluntarily reduce the terrain defense level of a particular friendly occupied hex (not below zero) by declaring so prior to the resolution of a combat.
C. Units only receive the terrain defense level of rivers if all enemy units are across river hexsides.
D. Although defending units benefit only from the most beneficial terrain defense level, when Germany uses the Westwall terrain defense level, the Allies lose the benefit of armor superiority for attacking across a river hexside.
E. Terrain Defense Levels may never be accumulated beyond seven.
13.3.2 Terrain Defense Level Reduction
A. Attacking units suffer a one level reduction in terrain defense level.
B. Units in strategic movement suffer a two level reduction in terrain defense level.
C. The terrain defense level cannot be reduced below 0.
13.3.3 Voluntary Reduction of Terrain Defense Levels
A. Prior to the resolution of an attack either or both sides may declare a voluntary reduction in the terrain defense level of any or all hexes occupied by their units, with the attacker declaring any reduction first.
B. This reduction may be to a minimum of 0 and may differ on a hex by hex basis.
C. The terrain defense level reduction applies for the entire combat, including during any counterattack or all out assault, and may ultimately apply to both sides in a particular battle.
13.4 Battle Resolution
13.4.1 In General
A. Calculate the attacking and defending combat strengths as an odds ratio, one battle at a time.
B. The attacker totals the attack strengths of its units in the battle, then the defender totals the defense strengths of its units in the battle.
C. Compare the total attack strength to the total defense strength and state this comparison as a ratio. Simplify this ratio to one of those shown on the CRT, rounding fractions of any size in favor of the defender.
D. The attacker then rolls two dice, cross referencing the roll (possibly modified for divisional integrity or armor superiority) with the odds column of the attack, yielding the result of the battle which is applied to involved units using the explanations below (13.5).
13.4.2 Tactical Advantage Column
During certain game turns, each side is awarded use of the tactical advantage dice roll column of the CRT. This column alters the percentages in favor of the attacker and is used to reflect heavily supported attacks both sides made on specific dates during the course of the campaign per the chart below.
| Side | Turns Applicable |
|---|---|
| Germany | AM 16 December to the PM 22 December |
| Allies | AM 23 December and following (clear weather only) |
13.5 Explanation and Application of Combat Results
A. Treat attacks at odds higher than 9:1 as 9:1.
B. Treat attacks at odds less than 1:3 as 1:3.
13.5.1 Results Affecting the Defender (D1-D7)
A. The number following the D is the assault level of the attack.
B. Compare the assault level with the defense level of the terrain occupied by the defending units in each hex under attack.
-
If the assault level is less than the defense level, the attack has no effect.
-
If the assault level is equal to the defense level, the defenders:
a. Retreat one hex (13.6); or
b. Remain in place with one defender taking a step loss.
- If the assault level is greater than the defense level, the units in the hex:
a. Retreat two hexes; or
b. Remain in place and take two step losses; or
c. Retreat one hex and one unit takes a step loss.
C. The defender allocates losses among its units.
D. When taking losses, units already reduced may be eliminated.
E. Optional: Units must retreat their full distance unless a friendly commander is within command range.
13.5.2 Results Affecting the Attacker (A1-A3)
A. Results are applied to attacking units in the same manner as they are applied to defending units, except that there is no requirement for an eligible friendly commander for attacking units to remain in place (if using the optional rule).
B. Compare attacker results with the defense level of the terrain occupied by the attacking units, reduced by one.
C. Then, using the same basis for comparison, results are applied to attacking units.
13.5.3 Split Results (D3-D7/A1)
A. Apply results normally to the defender first, then to the attacker.
B. If, due to retreat or elimination of defending units, attacking units are eligible for advance after combat, the attacking units must, if applicable, take a step loss to fulfil the combat result if the attacker wishes to exercise the option to advance (i.e., they cannot retreat then advance).
13.5.4 Mandatory Loss Results (A1-A3 [1-3], D7[1])
A. In the event of these results, the side to whose units they apply must take mandatory step losses equivalent to the number in brackets.
B. No comparison with the terrain defense level is made; the step losses are simply assessed.
C. Any remaining units then suffer the non-bracketed result in a normal fashion.
13.5.5 Counterattack (CA)
A. The defender immediately counterattacks with all units which defended against the attack.
B. The attack must be launched against at least one hex occupied by units which originally made the attack resulting in the CA result.
C. The counterattacking strength is not altered by adverse supply states, nor is the die roll modified for any reason.
D. The terrain defense level of the counterattacking hex(es) is reduced by one for the remainder of the battle.
E. The terrain defense level of the original attacker's hexes remains reduced by one.
F. If the counterattacking units have an attack strength of zero they must counterattack at minimum odds.
G. The side counterattacking may choose to counterattack any or all hexes occupied by attacking units.
H. Include units occupying the hexes chosen to be counterattacked that were not involved in the original attack when calculating the counterattack odds. They suffer any result of the counterattack. This prevents units that have not already attacked from engaging in a subsequent combat in that Combat Phase, although they may themselves become obliged to counterattack. Such units may not advance after combat, and remain in their original hex unless they are retreated or eliminated.
I. If the first counterattack (by the defending units) results in a further counterattack, only the units counterattacked are involved in the continuing battle. Units not involved in the original counterattack take no further part in the battle; that is, some original attacking units may no longer be involved.
J. Units obliged to counterattack may not subsequently attack in that Combat Phase. This may require amendment to the composition of further battles, insofar as this is possible, to ensure that all enemy units adjacent to friendly attacking units are attacked during a Combat Phase. If it is not possible to comply with this rule due to the effect of counterattacks, there are no further consequences.
K. DRMs never affect counterattacks.
13.5.6 Fire Fight (FF)
A. One defending unit must take a step loss; then the attacker must take one or more step losses so that its loss in defense strength is at least equal to the number of defense strength points lost by the defender.
B. No retreat or advance is possible unless one side's units are eliminated as a result of its losses.
13.6 Retreat After Combat
A. When retreating, always move in a path through the hex grid equal to the length of the retreat (one or two hexes).
B. The owning side determines the path of retreat within the following priorities assessed on a hex by hex basis:
-
To a hex not in an enemy ZOC;
-
To a hex in an enemy ZOC already occupied by a friendly unit;
-
Not over an unbridged or non-ford river hexside;
-
Motorized units to the hex with the lowest MP cost; and
-
Generally to the east for German units and to the north, south, or west for Allied units.
C. Allied units determined to be to the south of any Bulge must retreat south or west; any Allied units determined to be to the north of any Bulge must retreat north or west. For this case, a retreat is judged as a whole, rather than in each individual hex.
13.6.1 Effects of ZOCs on Retreats
A. Units may retreat through enemy ZOCs if no other retreat is available, but one unit in a retreating stack must lose one step (not each retreating unit) per hex (owner's choice each time) a stack retreats into or through an enemy ZOC.
B. Units may not retreat through enemy units or off the map; they must lose steps instead.
13.6.2 Terrain Effects on Retreat
A. Units may retreat through any terrain disregarding normal movement costs, but are restricted or penalized when retreating through river hexsides not traversed by an intact bridge.
B. Infantry, including armored infantry, units may retreat across unbridged or non-ford river hexsides. They are never forced to retreat any further than the immediate hex after being retreated across a river. Thus their retreat path may be reduced to one hex by virtue of retreating over a river.
C. Roll a die for each unit retreating across an unbridged or non-ford river hexside:
-
On a 1, a retreating infantry, parachute infantry, glider infantry, engineer or commander unit incurs a step loss.
-
On a 1-2, a retreating armored infantry unit incurs a step loss.
D. Armored and armored cavalry units may not retreat across unbridged or non-ford river hexsides; they must take step losses instead.
E. All units may retreat over a bridge or ford.
13.6.3 Stacking and Retreat
Units may retreat in excess of stacking limitations, but they must lose one step from a retreating unit in the stack (not each retreating unit) per hex retreated into or through in violation of stacking limitations.
13.6.4 Friendly Units Negate ZOCs for Retreats
The presence of friendly units nullifies the effect of enemy ZOCs for the purposes of retreat; thus friendly units may retreat over other friendly units that are in enemy ZOCs without having to take a step loss for the enemy ZOC for each hex of such a retreat.
13.6.5 Subsequent Attack Against Retreated Units
If a unit is forced to retreat into a friendly occupied hex and that hex then undergoes an attack, the retreated unit does not add its combat strength to the units in that hex. It does suffer the combat results of the second attack, but may never advance after combat.
13.7 Advance After Combat
When a unit retreats or is eliminated as a result of combat, the opposing units that participated in the battle are eligible for advance after combat. Different types of units have different abilities to advance.
13.7.1 Length of Advance
A. Victorious infantry type units (infantry, parachute infantry, glider infantry, engineer, and leader) may advance one hex after combat.
B. Armored infantry units may advance the full number of hexes that the retreating units were called upon to retreat.
C. Armored and armored cavalry units may advance one more hex than the defender retreated or was called upon to retreat.
13.7.2 Time of Advance
A. The option to advance must be exercised immediately, and before any other combat takes place.
B. Units are never forced to advance and may advance fewer than the maximum number of allowed hexes.
13.7.3 Direction of Advance
Advancing units may advance in any direction as long as the first hex of the advance is a defender's vacated hex.
13.7.4 Terrain Effects on Advance
Advancing units may generally ignore terrain costs, except as follows.
A. An unbridged river or ford hexside can only be crossed when it is adjacent to the attacker's original hex.
B. Armored and armored cavalry units may not advance across unbridged river hexsides.
C. Armored, armored cavalry, and armored infantry units may not advance into or through more than one dense forest hex unless along a road.
D. All units must cease their advance in the first marsh hex they enter, irrespective of roads.
13.7.5 Units Eligible to Advance
All victorious units may advance after combat, whether they are the attacker or defender in the battle being fought.
13.7.6 Advance When Opponent Eliminated
In the event of elimination, or if a fire fight combat result causes the elimination of one of the combatants, victorious armored and armored cavalry units may advance two hexes. Armored infantry and other infantry type units may advance one hex.
13.7.7 ZOC Effects on Advance and Stacking
Advancing units must stop as soon as they enter an enemy ZOC.
Exception: Armored and armored cavalry units may ignore enemy ZOCs in the first hex of any advance after combat if that first hex is a clear or rough terrain hex and is not a town or Westwall. The intended second hex of the advance must also be a clear or rough terrain hex which is not a town or Westwall. The ability to ignore enemy ZOCs in the first hex of an advance after combat is negated if a bridge or ford hexside would be crossed at any point in such an advance.
13.8 Divisional Integrity
A. Divisional integrity bonuses are always optional and both players must state before the combat die roll if they are using one or more divisional integrity bonuses, with the attacker declaring first.
B. The US 99th Division possesses divisional integrity in the initial set up.
13.8.1 Integrity for Attack
A. In a battle where the attacker has all the components of an attacking division participating, apply a -1 DRM to the attacker's roll.
B. Other friendly units may participate in such an attack, but at least one division must have all of its regiments or brigades attacking to receive the benefit.
13.8.2 Integrity for Defense
If all units of a defending division are in the same hex or adjacent to one another, apply a +1 DRM to the attacker's roll if any of these units are attacked.
13.8.3 Supply Effects on Integrity
Unsupplied or isolated units may be part of the components that contribute to a divisional integrity bonus.
13.8.4 Limits on Integrity Bonuses
A. Regardless of the number of participating divisions, only one divisional integrity bonus DRM may be used per attack. Exception: German Extra Bonus (13.8.4.1).
B. Some units have no parent division (the number on the left side of the unit symbol) and cannot take advantage of the divisional integrity bonus.
13.8.4.1 German Extra Bonus
During the period of German tactical advantage, Germany may receive up to two divisional integrity bonus DRMs for one attack (not all out assault) within the command range of Manteuffel.
13.8.4.2 Allied Extra Bonus
A. During clear weather the Allies may receive up to two divisional integrity bonus DRMs for one attack (not all out assault) within the command range of Patton.
B. The second divisional integrity bonus may be ignored at the attacker's option if this leads to a fire fight combat result.
13.8.5 Special Divisions
Most divisions in the game consist of three regiments or brigades. Exceptions are:
A. Divisions consisting of one composite unit: Fuhrer Begleit Brigade. Even though it is not a division, the Fuhrer Begleit Brigade can receive divisional integrity by itself.
B. Divisions consisting of two composite units: 3rd, 15th, 17th SS Panzergrenadier Divisions, Guards Armored Division.
C. Divisions consisting of four composite units: 82nd and 101st Airborne Divisions. The US 82nd and 101st Airborne Divisions receive the divisional integrity bonus as long as three of their four regiments qualify.
13.8.6 Double Integrity
It is possible for both the attacker and defender to possess divisional integrity. In that case the effects nullify each other (unless the attacker has double integrity, in which case a -1 DRM is applied to the die roll).
13.8.7 No Bonus When Different Allies Involved
In any combat involving both British and US units, no participating Allied units are eligible for divisional integrity.
13.9 Armor Superiority
If the units of one side in a battle include an armored unit and the other side's units do not, the attacker is said to possess armor superiority.
13.9.1 Effects
A. An attacker with armor superiority may at its discretion, lower the terrain defense level in the defending hex by one (but not lower than 0).
Example: An attack with at least one armor units against defenders in a town lacking armor yields a terrain defense level of 3 if the attacker uses armor superiority.
B. If the defender possesses armor superiority, the defense level of the defender's terrain is increased by one.
C. Armor superiority may not be used if all attacking armored units are attacking across an unbridged river hexside or into a marsh hex.
D. A defender still receives the armor superiority benefit when attacked across a river hexside or when in marsh.
E. An attacker's armor superiority is negated if defending unit/stack is adjacent to or contains friendly armored or engineer units.
13.9.2 Armor Losses and Superiority
A. If an attacker using armor superiority takes losses when attacking woods, dense forest, Westwall, fortification, or town hexes, the losses must be taken by participating armored units.
B. This does not apply to the defender using armor superiority.
14.0 Reserves (Optional)
14.1 Creating Reserves
A. Reserves can be formed for both offensive and defensive purposes.
B. A unit placed in reserve cannot move or attack during the player turn it is placed in reserve.
C. Reserves may be formed with units already in strategic movement.
D. Reserves cannot be formed from units that start their player turn in enemy ZOCs.
E. To designate the reserve, place a reserve marker on the unit(s). Reserves cannot move or attack in the following Movement and Combat Phases of the friendly player turn.
F. Reserve units defend normally if attacked.
14.2 Reserve Exploitation Movement
A. After friendly movement and combat has ended, units that designated as reserves may either move in the Exploitation Phase (which occurs after the friendly Combat Phase), or remain in reserve for defensive purposes.
B. If reserves are moved in the Exploitation Phase, their reserve status is removed. Units moving in the Exploitation Phase may move their full MA and may, if applicable, move by strategic movement, though they may not enter strategic movement in the Exploitation Phase.
C. Reserves that move in the Exploitation Phase may not engage in combat after their exploitation movement.
14.3 Reserve Shock Combat
A. Reserve units that move in the Exploitation Phase may participate in a special Shock Combat Phase at the end of their exploitation movement.
B. The Shock Combat Phase occurs after the end of all exploitation movement and is executed and resolved identically to standard combat with the following exceptions:
-
Units performing shock combat cannot have moved in strategic movement in their exploitation phase.
-
Units performing shock combat always have combat resolved on the Tactical Advantage column of the CRT.
-
Units performing shock combat are doubled in attack strength.
-
No more than one unit may perform shock combat in a single battle.
-
It is possible for both standard combat, then second combat (all out assault), and finally shock combat to be performed on a single defending unit in a turn.
-
It is possible for an armored unit performing shock combat to be doubled in attack strength and possess armor superiority.
-
Any unit(s) of a division may receive divisional integrity in a standard attack, if and only if, the other unit(s) of that division are in reserve and within three hexes of the defending unit(s).
14.4 Reserve Reaction Movement
A. Reserves that do not move in the Exploitation Phase are defensive reserves and move during the Reaction Phase during their opponent's player turn.
B. The Reaction Phase occurs immediately after the enemy Movement Phase.
C. During the Reaction Phase defensive reserves may move a maximum one-half their normal MA (fractions rounded up).
D. They may not move by strategic movement.
14.5 Special Considerations
A. Reserves may be held indefinitely.
B. Units may leave reserve status at no MP cost.
C. Units are automatically removed from reserve status whenever they move, whether it is during the Movement Phase, Exploitation Phase, or Reaction Phase.
D. Neither side may have more than ten reserve units at one time.
E. Reserve units that are attacked or otherwise find themselves adjacent to enemy units immediately lose their reserve status.
14.6 Historical Reserve Status
A. If Germany chooses the Historical Assault Positions with which to begin the game, reserve markers should be placed on the following German units before play: 316/212, 987/276, 914/352, 13/5FJ, 130/Lehr, 16/116Pz, 3/2Pz, 164/62, Peiper/1SS, 89/12, 12/12SS.
B. Even though units may not move before the AM 16 December combat from the historical assault positions, these reserve units may move in the AM 16 December Exploitation Phase if desired.
C. This rule should be considered optional, and could be implemented with some or all of these units.
15.0 Commander Units (Optional)
A. The eight commander units (leaders) included in the game represent various army and exceptional corps leaders, their staffs and corps/army level assets at their disposal. They have the ability to influence both offensive and defensive combat.
B. Leaders have three values:
-
Attack Option Capability
-
Defense Option Capability
-
Movement Allowance.
C. A typical leader is depicted below:
(Leader counter diagram not reproduced in the text layer.)
15.1 Attack Option Capability
A. A leader's attack option capability represents the number of battles it can make eligible for all out assault. Attacking units using the option must be within the leader's command range.
B. The attack option capability may also be added as attack strength to a battle in which the leader participates. Only Patton and Manteuffel may use this capability and they must be stacked with another friendly unit involved in the attack to do so.
C. Leaders may only utilize their attack option capability in combat in conjunction with at least one friendly attacking unit. This battle need not be one which the leader has made eligible for all out assault.
15.2 Defense Option Capability
A. A leader's defense option capability is the number of battles that the defender may choose to lose steps from attacked units rather than retreating. All defending units must be within command range at the time of the attack.
B. The defense option capability may also be added as defense strength to a battle in which the leader is stacked with a defending unit.
15.3 Command Range
A. A leader's command range is equal to twice his MA, unless he is adjacent to an enemy unit, in which case it is equal to his MA.
B. A leader's range is otherwise unaffected by movement costs, supply state, enemy units, and enemy ZOCs.
15.4 Movement, Stacking, and ZOCs
A. Leaders do not count toward stacking limits.
B. Leaders move as infantry units except that they may move over friendly units at the road movement rate (and vice versa).
C. Leaders may move by strategic movement.
D. Leaders may advance after combat if they participate in the battle.
E. Leaders have no ZOC.
15.5 Defense, Supply, and Displacement
A. If attacked alone, leaders have a defense of zero (are attacked at maximum odds). (F&M #20 change)
B. Leaders are affected by combat similarly to other units; it is possible for them to be eliminated.
C. Leaders are unaffected by their supply situation. They can never be out of supply or isolated.
D. Leaders not stacked with a friendly combat unit are displaced by an enemy combat (not commander) unit moving into or through its hex.
-
Relocate a displaced leader to the nearest supplied friendly combat unit or stack. If two or more supplied friendly units or stacks are equidistant, the owning side may choose between them.
-
Displacement is not a retreat; simply relocate the commander unit to the alternate hex, ignoring terrain, enemy units, and enemy ZOCs.
15.6 Manteuffel and Patton
A. During the German tactical initiative, Manteuffel may use his attack option capability to make a second all out assault on a hex if the preconditions exist.
B. During clear weather Patton may use his attack option capability to make a second all out assault on a hex if the preconditions exist.
C. The preconditions in both cases are that the initial attack and the first all out assault have both failed to affect the defender.
D. Manteuffel and Patton are not restricted in this capability in a Combat Phase in which an attack (possibly the same attack) was also made using two divisional integrity bonuses.
E. Manteuffel has a further command capability. Once Germany begins rolling on the Fuel Depletion Table, it may designate one non SS motorized division within Manteuffel's present command range that the Allies cannot choose to be put out of supply.
15.7 Setup and Reinforcements
A. All German leaders start the game anywhere within their respective army boundaries.
B. Allied Initial Leaders:
-
The Allied 1st Army commander sets up in the town of Spa.
-
The Allied VII Corps commander sets up in the town of Bastogne.
-
They are not eligible to move until the 18 AM December game turn.
C. Reinforcement leaders enter the map as shown on their counters.
15.8 Restrictions
A. The British leader may only command British units.
B. The 6th Panzer Army leader may not command non-SS armored nor non-SS armored infantry divisions.
15.9 Dietrich Tactical Incompetency
To simulate the 6th Panzer Army commander's historical incompetence to the initial battle situation, incorporate this rule if both players agree to its use. It will aid the Allied player slightly.
A. The 150th Panzer Brigade and all SS units may not move or attack in the standard Movement and Combat phases of the 16 AM and 16 PM turns.
B. They may not perform shock combat at the end of Exploitation Movement until after the 16 PM Exploitation Phase.
16.0 Bridges
A. Bridges allow units to cross rivers at no additional MP cost.
B. Bridges can both be demolished and rebuilt, or built where none existed previously.
C. Some of the bridges crossing the Our River are demolished at the start of the game. These are unserviceable until they are rebuilt.
16.1 Bridge Demolition
A. Any unit (including leaders) may attempt to demolish (blow) bridges as long as:
-
The friendly unit is within one hex of the hex congruent to the bridge hexside it is trying to destroy; and
-
That hex is not occupied by enemy units; and
-
At least one enemy unit is within two hexes of the hex congruent to the bridge hexside they are trying to destroy (i.e., three hexes away from the bridge).
B. Friendly units adjacent to a bridge are always eligible to attempt its demolition.
C. During the Construction/Demolition Phase the phasing side may attempt to demolish any bridges within range of its units.
D. Roll a die for each attempt.
-
On a 1-3, the bridge is blown.
-
On a 4-6, there is no effect.
-
Apply a -1 DRM if the unit attempting demolition is either adjacent to the bridge hexside or is an Allied engineer unit.
-
Regardless of how many friendly units are in range, only one attempt may be made to demolish each bridge in any player turn.
E. Blown bridges interdict the roads crossing them. Units crossing blown bridge hexsides must pay additional MPs as if there were no bridge there.
F. Blown bridges remain demolished unless rebuilt. Place appropriate markers.
G. Unsupplied, isolated and units in reserve and/or strategic movement may not attempt to demolish bridges.
H. No units may attempt to demolish bridges on the 16 December turns.
16.2 Bridge Construction
Units may build bridges across river hexsides where a bridge was blown or where no bridge existed.
16.2.1 Eligible Units
Bridges may be built by:
A. Any Allied unit,
B. German armored units, and
C. The German 5/15th Parachute Infantry and 212/423rd Infantry regiments.
16.2.2 Procedure
A. A unit builds a bridge across a river hexside simply by moving across that hexside.
-
The unit must begin the Movement Phase adjacent to the unbridged (or blown bridge) hexside to be bridged.
-
The owning side announces that the unit is building the bridge.
-
The unit moves across the river hexside, spending its entire MA to do so.
B. Although the movement indicating bridge construction takes place during the Movement Phase, the bridge is not considered built until the Construction/Demolition Phase. Thus no other units may use the bridge until the next friendly Movement Phase.
16.2.3 Restrictions
A. Units building bridges may not participate in combat during the player turn in which they construct bridges.
B. Advance after combat may not be used for bridge construction.
C. Bridges may be built where no bridge previously existed but do not serve to connect otherwise unconnected roads.
16.2.4 Limits on Bridge Construction
A. The Allies may construct a number of bridges limited by the counter mix.
B. Demolished bridges that are rebuilt do not require a bridge marker; therefore the Allied counter mix limit applies to bridges in new locations.
C. Germany must use the German bridge markers and is thus limited to seven bridges constructed, irrespective of whether a bridge previously existed.
17.0 Fortifications
A. Fortifications may be built in any hex except town and dense forest hexes.
B. Any friendly unit may build a fortification in the Construction/Demolition Phase as long as it:
-
Is not currently in an enemy ZOC,
-
Has not moved or engaged in combat in the current player turn, and
-
Is not isolated.
C. Only one fortification may be built per hex.
D. Fortifications do not count towards stacking limits.
E. A fortification marker may be placed on any friendly unit fulfilling the above requirements.
17.1 Effects
Fortifications increase the terrain defense level of the hex they occupy to level 4 regardless of the terrain in the hex.
17.2 Durability
A. Fortifications remain on the map as long as they are occupied by a friendly unit at the end of every Movement, Reaction, and Exploitation Phase, and are not vacated as a result of combat.
B. Fortifications which are vacant at the end of a Movement, Reaction, or Exploitation Phase or are vacated by friendly units as a result of combat are destroyed and removed from the map.
18.0 Initial Turns
18.1 Tactical Advantage
A. From the AM 16 December through to the PM 22 December game turn Germany uses the tactical advantage column of the CRT. The Allies receive the tactical advantage on each clear weather game turn after the PM 22 December turn.
B. During the period of German tactical advantage Germany may receive up to two divisional integrity bonuses for one attack within the command range of Manteuffel. Germany can receive one divisional integrity bonus plus the surprise advantage DRM in the same battle.
C. If the historical assault positions are used no divisional integrity bonuses will be applicable on the 16 December game turn.
18.2 Surprise Advantage and Attack Obligation
A. On the AM 16 December game turn Germany receives a -1 DRM on all attacks regardless of divisional integrity. This DRM is not in addition to that received for divisional integrity, but is in addition to tactical advantage.
B. Germany must make a minimum of five attacks on the AM 16 December game turn.
18.3 Restricted Allied Movement
A. On the 16 December game turns all Allied units are restricted in their ability to move. On the 16 December game turns:
B. Only Allied units that have been attacked by Germany (in the current or, if applicable, previous game turn) are eligible to move.
-
Allied infantry units activated by German attacks in the first two game turns may move a maximum of one hex for each game turn they are activated, subject to the normal rules.
-
Their movement capability becomes normal beginning with the AM 17 December game turn.
C. Allied armored and armored cavalry units may move normally on the PM 16 December game turn and subsequently regardless of activation.
D. Units not permitted to move may not build fortifications but may attempt to demolish bridges.
19.0 German Parachute Drop
19.1 Mandatory Drop
On the AM 17 December game turn, Germany must drop its single air droppable paratroop unit, von der Heydte.
19.2 Procedure
A. The parachute drop occurs before movement and may be onto any clear terrain hex which is not occupied by an enemy unit or enemy ZOC.
B. Germany rolls a die to determine the survival of the unit on the Paradrop Table.
C. The unit may not move the game turn that it is dropped.
D. No other parachute infantry units in the game may be air dropped.
19.3 Supply State
The unit is considered supplied through to the PM 18 December game turn, at which time it becomes subject to the normal supply rules.
19.4 Bridge Demolition Restrictions
The unit may not attempt to demolish bridges on the turn it is dropped.
20.0 Clear Weather and Allied Air Supremacy
On game turns with clear weather (AM 23 December to AM 27 December) the following rules are in effect.
20.1 German Movement
A. Reduce the MA of German motorized units by 2 when using strategic movement and by 1 using any other movement.
B. No German motorized units may enter strategic movement.
C. German reinforcements may still enter the map in strategic movement, but once they leave strategic movement, they may not reenter it as long as the weather is clear.
20.2 Allied Supply Effects
Allied units that would normally be considered to be isolated are considered to be unsupplied during clear weather.
20.3 Allied Tactical Advantage
A. The Allies may use the tactical advantage line of the CRT for all attacks.
B. Germany may not use the tactical advantage line of the CRT for the rest of the game.
20.4 Allied Tactical Air Power
On clear weather turns the Allies may conduct an air attack against one hex of German units on the map, attempt to interdict a road hex, or perform both if the target unit is on a road.
20.4.1 Air Attack on Ground Units
A. On a 1-2, one target unit takes a step loss within the following limitations.
B. The unit from which the loss is taken is chosen by Germany, but must be motorized if possible.
C. A unit that is already at reduced combat strength cannot be eliminated due to air attack. If a stack of German units is air attacked, reduced units in the stack may not be chosen.
D. Apply the following DRMs, but the overall DRM cannot be greater than +1.
| DRM | Condition |
|---|---|
| -1 | The target is in strategic movement. |
| +1 | Target is an infantry type unit |
| +1 | Target is not in strategic movement |
| +1 | Target is in a town, fortification, woods or dense forest, or Westwall hex. |
20.4.2 Air Interdiction of Road Hexes
A. To interdict a road hex, the Allies roll one die.
B. A roll of 1-3 causes the interdiction of a selected road hex.
C. Interdiction lasts one complete turn, during which time both sides treat the hex as a non-road hex.
D. It is possible for a German unit to be attacked on a road, suffer a step loss, and the road also be interdicted at the Allies' discretion.
E. Germany has one air attack available for use on the December 30 PM turn.
F. The Allies have one additional air attack available on the December 17 AM turn.
21.0 Ground Freeze
A. Beginning with the 24 AM December game turn the ground is considered to be frozen, easing off-road travel. The movement costs for all terrain except road and clear hexes are reduced by 1.
Example: It would cost 3 MPs to enter a dense forest hex.
B. The ground is considered to be frozen until the end of the 28 PM December game turn.
22.0 Heavy Snow
A. Beginning with the 29 AM December game turn and continuing for the remainder of the game, heavy snow causes the movement cost benefits of the freeze to be removed. Terrain costs revert back to normal with the advent of heavy snows.
B. For the remainder of the game heavy snows reduce advances after combat by one hex, with a minimum of one hex regardless of unit type.
23.0 Conditional Forces (Optional)
A. Both players have conditional forces. These enter the game in the following manner.
B. If the Germany occupies Bastogne and has a supplied unit within four hexes of the west side of the Meuse River:
-
The Allies receive the CCR/5th Armored Division unit as a reinforcement in their next player turn.
-
Both Germany and the Allies begin rolling the dice to commit their other conditional units.
-
On the first game turn that this condition exists, each side rolls two dice before its Movement Phase.
-
For each 1-2, that side may select any three units from its conditional forces.
Example: If the Allies rolled a 1 on both dice, it could enter the 43rd Division, 33rd Armored Brigade, and the remainder of the 5th Armored Division.
C. Roll the dice on each game turn that this condition exists, until all conditional forces are committed or Germany no longer has a unit within four hexes of the Meuse River or controls Bastogne.
D. Conditional units enter the map as regular reinforcements.
E. All conditional units must arrive at specific road hexes and may not be taken as reinforcements prior to the turn of arrival specified on the counters.
| Nation | Conditional Forces |
|---|---|
| Allies | CCA, CCB, CCR/5th Armored Division |
| Germany | 10, 21, 22/10th SS (Frundsberg) Panzer Division; 37, 38/17th SS (Gotz von Berlichingen) Panzergrenadier Division; 15, 110, and 111/11th Panzer Division. |
F. The following units are not conditional and do not arrive using the above procedure:
-
German optional forces: Hermann Goring Division, 3rd SS Panzer Division (26.16).
-
US optional forces: 66th Infantry Division (26.17).
-
These units are only used in conjunction with the game variants calling for their use.
24.0 Uncertain Weather (Optional)
A. During the actual battle the weather was an uncertain element. To simulate this, roll the die at the start of each game turn commencing with the AM 22 December game turn.
B. When clear weather is rolled, players immediately incorporate the Allied Air Superiority rules.
C. Once clear, the weather remains as such until the beginning of the AM 29 December game turn when it is again overcast with heavy snows for the remainder of the game.
25.0 Fog of War (Optional)
To help dispel the unrealistic element of absolute certainty, use the following rules.
A. Neither side may examine enemy stacks until committing units to the attack.
B. Both sides should keep their OBs out of view of the other.
C. The phasing side should not be allowed to view the CRT during its player turn. The non-phasing player should hold the charts and announce combat results when the die is rolled.
D. Allow each side a maximum of 7½ minutes for movement and combat. This will speed play and add the "idiocy element" without arduous command rules.
26.0 Game Variants
26.1 The Allies Warned
This assumes that the Allies discovered the upcoming Ardennes Offensive through adequate intelligence work.
A. All Allied Reinforcements arrive one turn earlier than listed on the Allied unit counters.
B. Germany does not receive a surprise DRM on the AM 16 December turn.
C. Allied units are not restricted in their ability to move on the AM 16 December and PM 16 December turns.
26.2 Allied Command Confusion
This assumes that the Allied Commanders did not rapidly appreciate the scope of the German Offensive. It was a strong possibility.
Delay the arrival of all Allied Reinforcements through the PM 18 December turn by one turn.
Example: Allied Reinforcements normally arriving on the PM 18 December turn would actually arrive on the AM 19 December turn).
26.3 Patton Hesitates
Patton was preparing for an Offensive of his own in the Saar. As it turned out he was very cooperative in his releasing his forces to the Ardennes. This strong historical possibility assumes that he was reluctant to do so.
Delay the arrival times of the following Divisions arriving on the south edge of the board by two turns each:
A. 4th and 10th Armored Divisions,
B. 5th, 26th and 80th Infantry Divisions.
26.4 U.S. 2nd Infantry Division Unavailable
The Germans did not expect this veteran unit to be in the Elsenborn area when they attacked and as such, it contributed heavily to the German defeat there. In fact it was supposed to be further north (off the board), but instead was in the 99th Infantry Division's sector to help capture the Wahlerscheid crossroads (hex 4703).
A. Remove the US 2nd Infantry Division from the Allied at start forces (2/ 9, 2/ 23, 2/ 38). It is out of play for the remainder of the game.
B. The Allies set up hexes of the 99th Infantry Division (99/393, 99/394, 99/395) as desired within three hexes of the town of Elsenborn.
26.5 All Out German Effort
This assumes that Hitler and the German High Command had their wits about them and committed their reserves in time to exploit the initial German penetration before the massive Allied Reinforcements appeared.
A. All German reinforcements arrive two days earlier than the German OB Chart states.
Example: German reinforcements listed as arriving on the PM 19 December turn would actually arrive on the PM 17 December turn.
B. The German Paratroop unit drops on the first turn of the game.
26.6 Middleton's Defense
This assumes that Middleton, the US VIII Corps Commander, demanded the 2nd Infantry Division to help strengthen the defense of the 28th Infantry Division.
A. Remove the 2nd Division as in 26.4 and allow the Allies to set up those three units prior to play anywhere west of the Our River.
B. Also rearrange the 99th Infantry Division as in 26.4
26.7 SS Panzer Reserve Deployment
In the actual battle, the location of the starting area for the SS Panzers was made at Hitler's whim. Germany may set up the 1st SS and 12th SS Panzer Divisions within any of the army boundaries as long as they are at least two hexes east of the Westwall hexes.
26.8 The Small Solution
An alternative strategic attack plan advocated by Rundestedt, Model, and Manteuffel. It called for a more compressed attack frontage with German forces wheeling east just short of the Meuse to cut off the Aachen Salient. A secondary German attack was envisioned to occur to the north around Duren (off the board) to tie up US forces there and if possible, to drive to Liege, completing a double envelopment.
A. Optional forces for both sides are not available.
B. These Allied units do not appear as reinforcements: 1st, 9th, and 83rd Infantry Divisions and the 2nd Armored Division.
C. These German units do not appear as reinforcements: 246th, 167th and 9th Volksgrenadier Divisions, and the 9th SS Panzer and 15th Panzer Grenadier Divisions.
D. Germany can only win the game with a Tactical Victory or a Draw. (See the Turning Point Victory Conditions.)
26.9 Operation Luxembourg
A plan drawn up by Hitler's General Staff and ultimately rejected by him that would cut off Paton's Third Army.
A. Germany may relocate its SS Panzer Divisions as in 26.7.
B. The exit hexes in the Turning Point Scenario are changed to between hexes 3333 and 2333 inclusive.
26.10 XXX Corps Does Not Arrive
The British XXXth Corps was preparing for an offensive up north against the Ruhr. This assumes that Montgomery felt that the Ardennes Offensive was not serious enough to warrant British aid.
A. No British units arrive unless Germany crosses the Meuse with at least one combat unit or if more than 35 US units are destroyed.
B. If such a condition exists, the British units previously scheduled to enter all do so the following Allied player turn at their appropriate entry areas.
C. Even so, they are still subject to release restrictions.
26.11 Luftwaffe Air Contention
The effect of the Luftwaffe in the actual battle was negligible. Even though the Luftwaffe mounted a large number of sorties daily (up to 850), the vast majority of these were intercepted far east of the actual combat zone with possibly ten percent actually intervening. The effects of the Luftwaffe effort has already been factored into the magnitude of the Allied Air Superiority. Even so, Hitler had a 1500 plane reserve that was historically used in "Operation Bodenplatte," a New Years Day attack on the Allied air fields. These planes and their fuel could have been used to contest Allied Air Superiority in one major 24 hour effort.
A. Allow Germany to nullify the effects of Allied Air Superiority for any two consecutive turns, once the weather is clear.
B. If Luftwaffe Air Contention is used on the 23 December turn along with the historical weather, then Germany does not lose the use of the Tactical Advantage CRT until the AM 24 December turn.
26.12 Operation Nordwind
This assumes that the ill fated German Operation Nordwind had been launched early on the US Seventh Army in the Vosges Mountains with enough forces for a successful spoiling attack.
A. The Allies do not receive these reinforcements: 35th and 84th Infantry Divisions and the 11th Armored Division.
B. Germany is not eligible to receive the 11th Panzer Division or the 17th SS Panzer Grenadier Division as Conditional Forces (23.0).
26.13 Montgomery's Withdrawal
During the height of the German advance, Montgomery recommended that the Allied Forces withdraw back to the Meuse River into strong defensive positions. The US commanders objected strongly, which ended the matter. This variant assumes that Montgomery had his way.
A. In any turn the Allies may state that they are conducting a withdrawal. During that turn, Allied units may move twice before their Combat Phase.
B. Units that move during this withdrawal turn must move by the most direct route possible to a point west of the Meuse River, south of the Sure River, north of the Amblève River, and/ or south of the Semois River.
C. Allied units must move towards one of the rivers unless surrounded by enemy ZOCs.
D. No Allied attacks may be made during the withdrawal turn.
E. The Allies may move a unit or units toward any of the river positions as long as the units moving move toward the closest river line or else west to the Meuse River position.
26.14 Russian Offensive
This assumes that the Russians launched their offensive early on the Eastern Front.
A. No German reinforcements arrive after the AM 20 December turn.
B. German Conditional Forces (23.0) are not available.
26.15 The Allied Big Solution
Rundstedt remarked that in counterattacking the German spearhead, the Allies opted for the "Small Solution" instead of the "Big Solution" of counterattacking against the base of the Bulge. This variant assumes that the Allies proceeded along these lines.
A. Allied units need not arrive on the specific road entry hexes that they are designated to enter from, but may enter instead anywhere on the appropriate side of the map that they are scheduled to enter on.
B. Allied units arriving in the north may not, however, enter on road hexes 5001 and 4401.
26.16 Hitler Commits Eastern Reserves
When the Fuehrer insisted that his Wacht Am Rhein plan be followed with the objective of Antwerp, his subordinates pointed out that to give that venture even an unreasonable chance of success, reserves from the Eastern Front would have to be committed in the west. Hitler demurred any further weakening of the East and the Herman Goering and 3rd SS Panzer divisions remained in the east in Strategic Reserve.
A. On the AM 17 December turn, Germany receives the Herman Goering and 3rd SS Panzer Divisions as reinforcements.
B. Use in conjunction with 26.5.
26.17 US 66th Division Is Committed
The US 66th Infantry Division was scheduled to arrive on the Western Front in early December, but instead was delayed when its troop ship, Leopoldville, was torpedoed. Here it is assumed to have been committed in time.
The three regiments of the US 66th Infantry Division arrive on any road hex on the west edge of the map on the AM 24 December turn.
26.18 German Reserve Deployment
In the actual offensive, the II SS Panzer Corps was located some forty miles east of the front line to be committed as a reserve. This variant assumes that the II SS Panzer Corps were deployed on the line from the start with the added possibility of the Allies detecting this further buildup.
A. Germany may freely deploy at start the 9th SS and 2nd SS Panzer Divisions in any of the three army zones.
B. Use this variant in conjunction with 26.5 and 26.16.
C. Before play begins, the Allies roll the die. On a 1-4 there is no effect and the game begins normally. However, on a 5-6, they discover the offensive and implement 26.1.
26.19 German Reserve Commitment
The German timetable to commit their reserves was dependent on territorial objectives for their release. This was predicated on the fact that, given the limited road space in the Ardennes, newly arriving formations would need maneuver room to keep from further complicating the traffic situation.
A. In the table below, German reserves are available when the release objective is captured, or if not, at their normal time of arrival.
B. When Germany captures the required objectives in a turn for the release of a unit, the commensurate reinforcement is brought on the map on the immediately following turn.
| Unit(s) | Objective(s) | Normal arrival |
|---|---|---|
| Fuh Bgit Bde | St. Vith | AM 19 |
| 9SS PZ Div | Malmedy, Spa | 19/9SS PM 19; 9/9SS, 20/9SS PM 20 |
| 2SS Pz Div | Vielsam, 3013 | PM 20 |
| 9 Pz Div | Bastogne, La Roche, Celles | PM 23 |
| 3 Pz Gr Div | Rocherath, Elsenborn | PM 19 |
| 15 Pz Gr Div | Bastogne, Rochefort, Marche | PM 23 |
| Fuh Gr Bde | Bastogne, Houffalize, Hotton | PM 22 |
| 10SS, 11 Pz Divs | See Conditional Forces (23.0) |
26.20 Campaign Game Victory Conditions and Variant Selection
A. It is suggested that at the start of the Campaign Game the German player be allowed to secretly choose the set of victory conditions within the following three options:
-
The historical set of victory conditions from "Turning Point"
-
The "Small Solution" (26.8)
-
"Operation Luxembourg" (26.9)
B. If the Small Solution (26.8) is chosen:
- All Allied reinforcements arriving on the north edge of the map after Turn 8 arrive two turns earlier than that listed on the counters.
Example: An allied unit scheduled to arrive on Turn 9 from the north edge of the map would in fact arrive on Turn 7.
- If this option is chosen, the German player must inform the Allied player of the earlier arriving reinforcements on Turn 7.
C. If Operation Luxembourg (26.9) is chosen:
- All Allied reinforcements arriving after the PM 21 December turn from the south edge of the map arrive three turns earlier than that listed on the counters.
Example: Allied units scheduled to arrive on the AM 22 December turn from the south edge of the map would actually arrive on the PM 20 December turn.
-
Additionally, the German player receives no further reinforcements after the end of the PM 20 December turn.
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If the German player relocates the SS Divisions, then the Allied player will know from the start of the German plan. If not then the German player must inform the Allied player of the early arriving reinforcements on the PM 20 December turn.
27.0 Corps Artillery (Optional)
Players who own both Dark December and SPl's Battles for the Ardennes can incorporate the artillery units from the latter game into the OSG version. The only change that is necessary is to reduce the Barrage Strength Values for all German artillery units by 1 and for all Allied artillery units by 2.
28.0 Game Notes
28.1 German Strategy
The area of the main German effort will have importance on the outcome of the game. Experience has shown that a major effort in the center of the map with the 116th Panzer Division moving-Houffalize-La Roche-Marche is most productive. Even so, at times the Sixth Panzer Army can achieve a breakout of its own slightly further North. Such a broad front advance is best as it increases the possibility of an effective blow at Meuse crossings and makes Allied counterattacks more difficult to organize. The most important consideration is to always keep your motorized units moving west. Try not to tie them down in slugging matches for towns unless they can be smashed in one quick blow. Otherwise, keep your units moving for the Meuse, even if they seem strung out and alone. They will often accomplish more by what they threaten to take than by "mere pounding" on the Allied delaying forces. Even so, Bastogne and Marche are important to you and will probably not fall without the investment of a full Panzer Division (or two) against an organized opponent.
The seductive looking fight for the Elsenborn-Monshau line usually means wasting the 12th SS Panzer Division in a set piece battle, so it is probably best to move it south and funnel it through the Losheim Gap.
If you get a chance at the Meuse, make sure your supply lines are in order before launching your forces across. If its after the 21st, its good to keep in mind that you'll have to deal with the British. Finally, if it no longer looks possible to force the Meuse, pull back before your advanced forces are cut off and hang onto Marche.
Although it is certainly dramatic, remember that you don't earn any kudos for refusing to retreat and imitating 2nd Panzer's historical disaster.
In summation, it cannot be over emphasized as to how important the events of the first few turns are on the eventual success or failure of the German offensive. As it was historically, a quick breakout is all important.
28.2 Allied Strategy
It is really impossible to outline Allied Strategy in any great detail as much of the early portion of the game consists of reacting to German plans and throwing in reserves to stop any major Enemy breakthroughs. Generally, however, it is best in the game to try and hold the Northern and Southern shoulders of the line (Elsenborn-Monshau, Echternach Ettelbruck). With this accomplished, the German advance is channeled to the center and will not overly threaten your reinforcement entry hexes. Also, the resultant line will not be so long that it cannot be adequately defended later on. Finally, the inevitable constriction of the spearhead will allow more Allied Possibilities for counterattack in the latter part of the game.
Even though the Germans will advance through the center, important towns and road junctions should be held onto to slow the German momentum. In the Northern center, the towns of Vielsam, St. Vith, La Roche, and Marche should be toughly garrisoned if possible, along with the Baraque de Fraiture at hex 3013. In the South, Bastogne, St. Hubert and Rochefort should be defended in a like manner. Even so, remember to get out of positions before they become untenable and your units get destroyed. On the other hand, Bastogne and Marche are often pivotal in the game and usually hold at all costs defense proves to be well worth the effort in the long run.
As the Germans advance, strive to hold key towns while blowing bridges behind you and tie up their forces with local counterattacks. Be careful that at the end of your turn that no German units can sneak across the Meuse and exit off the map.
Finally, on the 23rd of December, several events occur that tend to slow the German advance as well as bolster the Allied counterattack. If you can pinch off the advanced German units with your heavy armored forces near the Meuse, this will usually turn the tide of the game.
29.0 Designer's Notes
I must be honest in writing this and admit that this is the third Bulge game that I have worked on and hopefully by now, my best. I cut my teeth on the subject while working as the research assistant for SPI's Wacht Am Rhein, a battalion level monster. More recently after swearing off these brutes (it's not that I don't like them, I simply haven't the time) I worked on a game for the same company that deals with the campaigns through the Ardennes both in 1940 and 1944. But in a sense, I owe all this interest in the subject, as well as a nostalgic sentiment to the game that started it all: Avalon Hill's Battle of the Bulge. In a real way, my design work has come a full circle. Wacht Am Rhein was immense in both size and complexity. while the latter game was considerably more modest in its approach.
In the following commentary I have tried to illustrate many of the points in the game that may not be readily apparent from reading the rules. The designer graciously invites comment, questions, and constructive criticism concerning the design that is not covered here.
The game scale was an arbitrary parameter on which the game was based. Hexes are two miles across and turns equal twelve hours of operations. In the beginning, it was hoped to use daily turns and impulse movement, but this approach was abandoned because of the rapidity of reaction time to combat situations in the actual battle. By this time in the war, the Germans were used to plugging up holes in the line, and the excellent signal equipment of the Allied forces, coupled with their motorization, enabled them to seal off would be breakouts before they were manifested. The only time the Germans were able to break out in the Bulge battle was when the Allies were locally overwhelmed (as in the Losheim Gap with the 14th Cavalry Group and the entire front of the U.S. 28th Infantry Division) and had no immediate reserves to throw in the line. Probably the only real tactical advantages that the Germans enjoyed in the battle was their propensity for night fighting (the Germans tacitly observed that the Americans often lost opportunities when on the offensive when they punctually stopped hostilities at dusk) and later on in the offensive their adaptation to defensive winter fighting.
The map was drawn from 1944 U.S. Army maps (the AMS series) and similar British maps (the G.S.G.S. series) all at 1 to 100,000 scale. In the design, the map assumed a high priority in terms of accuracy concerning the area over which the battle was fought because the terrain in the Ardennes had a lot to do with exactly how the battle was fought. The few clear hexes on the map represent those areas with little evident contour and tree or shrub cover. The rough hexes depict the predominate Ardennes terrain feature-that of rolling hilly ground with often steep draws near running bodies of water. The difference between woods and dense forest hexes in the game was strictly a function of the amount of forestation which overlaid the hexes on which it was present. The decision as to which roads would appear on the board was actually quite simple. All paved roads three meters or more in width were included. The towns chosen to appear on the board were mainly a function of where they were located on the road grid. As previously mentioned, the difficulty in the game of moving across unbridged rivers is not only a function of the body of water (which was often not too constraining) but also of the steep approaches to most of the rivers in the Ardennes, coupled with the fact that the icy streams made fording difficult and most approaches to the rivers would bring the aggressor squarely into confrontation with Enemy blocking detachments.
The Orders of Battle were compiled from primary records-when possible at the National Archives and OCMH in Washington DC or from secondary sources such as Dr. Coles excellent US Army History. The parameters taken into account in judging unit attack and defense strength and movement capability was the manpower of the unit, how it was equipped, how it was trained, and the experience of its leadership, all examined in terms of overall battle performance. It was also decided not to include independent tank and infantry battalions for both sides, but to rather factor them into the replacement rates in the game. Finally, in regards to design emphasis, although I took pains to produce an accurate Order of Battle, this was not the matter that was crucial to the success of the simulation. The crucial matter was the games mechanics. Regardless of the accuracy of the Order of Battle, without accurate game mechanics the rules would not lead the players to employ their troops in a historically accurate fashion.
The movement system reflects a personal design prejudice concerning this battle in that it was my contention that the terrain in the Ardennes made off road movement a difficult undertaking and thereby severely hampered tactical deployment for battle. In a real way the Persian lesson at Thermopylae was relearned by the Germans fighting through the Ardennes in 1944.
In the game it is true that Strategic Movement allows rapid movement by road, but it is also true that such a convoy is an unsuitable formation for most military activities except moving reinforcements up to battle or else in a true breakout with little opposition (as in 1940). As the Germans painfully learned, the road net in the Ardennes did considerably more to aid the defenders in getting into position than it did in helping the attackers to advance. The much written-of traffic jams in the Ardennes are represented by the fact that the road movement rate may not be used when stacking (or moving through) with a friendly unit.
Allied infantry units move so rapidly in Strategic Movement because they had access to a truck "pool" and could be motorized on demand, albeit with some difficulty. The cost of entering or leaving Strategic Movement reflects the difficulty in deploying units in road bound columns and their characteristic lack of Zones of Control demonstrates the unsuitability of these formations for fighting.
Zones of Control reflect the movement inhibiting effect of weapons and enemy presence. One of the important differences in this game from its predecessor is that one need not attack an enemy unit that he moves adjacent to. This makes it possible for the defender to hold a line (or else he would be forced to attack the adjacent enemy at unfavorable odds that he found himself adjacent to because of enemy advances after combat). However, if the aggressor does decide to attack, he must attack every adjacent unit. This takes into account the fact that when advancing on the enemy, the offensive force is fired on by all enemy units along his line and must either engage these or suffer the adverse effects of the fire.
In the combat system, players will note that the designer has made a serious attempt to reduce the bloodiness of the action. This stems from several facts. For one, turns are only twelve hours long and seldom were regimental units wiped out wholesale in this short a period of time. Attrition certainly did occur however, and this is the reason for the step loss system in the game. Even so, the retreat rules allow costless retreat through friendly units and step losses if forced to retreat through enemy ZOCs. The CRT allows units to reduce losses when attacked by retreating or to hang onto important real estate in the face of attrition. The attrition problem was one of the prime undermining aspects of the old Bulge game. With Germans surrounding the Allies everywhere and no retreats through enemy ZOCs, the US attrition was ghastly. The advance rules are fairly simple and to the point, making important differentiations between the capabilities of unit types. The "All Out Assault" is a somewhat costly, although at times, necessary offensive tactic that represents large repeated assaults and the commensurate casualties that go hand in hand with such combat.
The supply rules are fairly mundane with the exception of the Fuel Shortage Table, which proved to be one of the most difficult aspects of the design. To understand this rule, players should know that after December 20th, due to transport problems, the German motorized divisions were prone to literally "run out of gas." The history of these shortages were carefully studied, leading the designer to the conclusion that the propensity for a division to run out of fuel was mostly a random problem, with the exception that reinforcements and reserves were more likely to be short because the divisions in the line received priority at the dumps (with some evidence of pirating). The rule may be distasteful to some, but it does reflect the situation with surprising accuracy.
Bridges and bridging operations (building and destroying of) were crucial in the actual battle and are equally vital in the game. All too often, the Allies would blow the bridges the Germans desperately needed, forcing the attackers to stop for a day to throw up a heavy bridge, an item critically short in the Nazi inventory.
The Divisional Integrity and Armor Superiority rules concern themselves with important aspects of the simulation. The former keeps players in line by keeping the component units of their divisions close at hand or else they suffer a loss of effectiveness. The latter represents the fact that in WWII, if the aggressor had a superiority in armor when attacking an infantry force, this would somewhat increase his chances for success in battle, but would run a higher risk of incurring armored losses when assaulting targets in covering terrain.
The Weather and Air Power rules are fairly straight forward. The US Air Supremacy reduced the mobility of the German motorized forces, and served to demoralize their ground forces (the main reason why they lose the Tactical Advantage CRT) and augment the offensive capability of the Allies. The worsening of the German Fuel Shortage Table is also a function of Allied Air Power. The end of Allied Isolation is an abstract way of showing how surrounded Allied forces were supplied via air drop and had their morale increased by the presence of friendly planes. The heavy snows which began on the 28th served to negate any advantage that the ground freeze had imparted and severely impair all offensive operations.
The German Surprise rule concerns the obvious surprise element the Germans enjoyed in their first attacks. The use of the Tactical Advantage CRT concerns other factors. One was the strong initial German Superiority in artillery (which was not placed in the game due to the Germans unfortunate inability to move it along with the subsequent advance). Others were that at the beginning the Germans possessed a very high morale coupled with a sound command structure from the very start. The Allies, on the other hand, hardly knew what was going on in the opening days. The Germans lose the Tactical Advantage column of the CRT on the morning of the 23rd because they had advanced beyond their artillery umbrella, were becoming exhausted from a week of uninterrupted fighting, and then became the hapless victims of Allied fighter-bombers that morning. In addition, the arrival of Patton in the South, Collins in the North and Dempsey and the British in the West had served to stabilize the Allied Command situation and neutralize any German advantage in that respect.
The British restrictions duplicate the Allied reluctance at committing these units unless absolutely necessary. They were scheduled to lead an offensive, "Operation Veritable", in the North and British infantry replacements were not to be had. In any case, their primary function in the Ardennes was to prevent the Germans from establishing a bridgehead across the Meuse, and as such they function in the game. The unit that can be committed (the 29th Armored Brigade) was actually committed to the battle, at least to some degree.
The Victory condition 'A' reflects Hitler's plan for the offensive to Antwerp. 'B' is basically what Manteuffel called his "Little Slam" aiming at the capture of Liege and pocketing the troublesome US 1st Army. "C", the German Marginal Victory, while offering the best chance of winning the game, historically would have been short of any really meaningful German victory.
Most of the Optional Rules are self explanatory. The Fog of War rules represent another design prejudice and the Commander rules reflect the personal feeling that the players have too much control over the way the combat is resolved. The experimental Reserve Rule came as a result of an investigation into why the Germans held so many units out of combat in their initial attacks. Part of the reason was that the German armor was being held in reserve to race to the Meuse once the infantry had punched holes in the US line. While in theory the plans were correct, the German appreciation of the situation showed considerable naivety both with respect to the offensive capabilities of the Volksgrenadier Divisions and the defensive tenacity of the US infantry regiments they were facing.
Finally, although I do not believe that an event as complex as the Battle of the Bulge can ever be completely understood, much less completely simulated, the game as it stands now is a reasonable working model of the conditions that existed in the Ardennes that December winter forty years ago. Hopefully, players will find it as instructive and enjoyable to play as it has been for me to design.
31.0 Developer's Notes
Firstly, thanks to Danny Parker for his original game. I have come to this game some 25 years after its publication, and was pleased to find it both attractive and interesting, with possibilities of providing a reasonable simulation of a difficult subject.
In its published form the game is unsatisfactory, having an air of under-development. It represents to some extent a game kit of excellent research for its time, usable components and good ideas, but requiring further work. It never gained much of a following, partly because (I suspect) most players found it did not measure up in some way or another when compared to contemporary designs. This unfavourable comparison can only be exacerbated by the passage of time and the advent of newer games on the subject.
The German Ardennes offensive is a wargame favourite, but the effects of hindsight and the doomed nature of the historical assault can lead to a dull struggle forward to an arbitrary 'small solution' line. Although undoubtedly aware of this, Parker has avoided giving the Germans unrealistic capabilities, whilst hopefully keeping alive in the German player's mind the mirage of a breakthrough.
The original intention of the variant was to clarify and codify the various errata and suggestions available for this game into a coherent and usable format. In the event, a more extensive development of the game has been undertaken than had been envisaged.
The secondary object was to improve simulation of the creation of the full extent of the 'Bulge' itself which, under the original design a competent Allied player can generally prevent. The foremost problem in this regard is the 'push and shove' nature of the game system, and the difficulty in creating a breach in the Allied line through which the panzers can exploit. The addition of an optional reserve rule appears to be an acknowledgment by the designer of this concern, and it is adopted in a somewhat modified form in this variant.
Note that the developer in his turn has not sought to assist the Germans with unhistorical capabilities, and therefore competent Allied play should still contain the German offensive short of its strategic objectives. Clearly, it is preferable for the more experienced or more talented player(s) to take the German side. A major German win should be viewed as quite an achievement, and will require a rare combination of luck and judgment.
The replacement rule is expanded and made more flexible and realistic. In addition, a number of further amendments, such as the option of double divisional integrity under Manteuffel and Patton, bridge blowing only in proximity to an enemy threat, and easier armored exploitation in suitable terrain will combine to increase slightly the fluidity of the game. Conversely, armored exploitation in adverse terrain and weather is now restricted.
The commander units may be viewed as an odd inclusion, but their employment in the front line is intended to simulate the effect of army level assets being allocated to a particularly important part of the front, rather than merely reflecting the presence of the eponymous officer.
A decision that players may question is the lack of any explicit representation of discrete artillery units. The game was designed to integrate the effects of artillery into the manoeuvre units and combat system and, whilst acknowledging the importance of artillery to the outcome of the battle, I have no difficulty with this simplification. Also factored into the 'system' is air power; again, the overall effect is reflected the varying combat and movement rules, restrictions and modifiers.
As a final note, the use of the historical assault positions will allow the game to unfold in a manner recognisable as a version of history. These positions reflect the German intent to create the initial breach with infantry, saving the armored formations for exploitation. This kind of thinking is counter-intuitive to a board wargamer, because it is very rare that cardboard counters tire or suffer straggling, breakdowns or attrition, therefore using each and every piece to its full capabilities each game turn is natural. The free deployment option, ably employed, will give the German offensive a considerable additional boost, and may either produce a breakthrough or at least a more competitive game.
Dark December is a rare game in its elegance and its effective representation of its subject. Under-development, questionable graphic design decisions, printing errors in the early production run and to some extent the 'third world' nature of the original publisher all militated against it gaining popularity. My only knowledge of the game way back then was a typically harsh but comical R.H. Berg comment that the lucky owner might consider cutting a hole in the centre of the map and wearing it to a disco. Only now do I recognise what a shame it is that this jibe has resonated down the years.
In summary, whilst the early stages of the German offensive are well captured, it is the grinding nature of the battle once the early fluidity dissipates that is excellently recreated. Neither player should anticipate making much headway against a foe of equivalent strength in the terrain and weather conditions of the Ardennes in winter 1944. Only when the German armored replacement points are expended and the Allied replacement rate increases will the dynamic of the game change and the tempo of operations increase again. Once the Allied counteroffensive begins to roll the Germans will eventually be driven back to their starting positions in the Westwall.
This description may not recommend the game to the video generation, but it does reflect my view that this pivotal campaign has been lovingly and accurately recreated by one of its greatest students. As someone of my generation might recall Lady Penelope saying, 'Parker, well done'.