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Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module thumbnail

Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module

Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module Rulebook

Table of Contents

Table of Contents

  • Terrain
  • Off-Board Artillery (OBA)
    • OBA Summary
  • British and SS Units
  • Decision at Elst: Campaign Game
  • Scenario DaE4: Leave... or Elst

Terrain

1.1 STEEPLE: A building hex with a black center dot on a white cross (EX: NN8) represents a church with a steeple in the hex that contains the silhouette of the white cross. This single hex contains an additional building location above the base (or ground) level of the building.

This upper-level location, called the Steeple, can only be entered (going up a level) or exited (going down a level) by a stairwell in the Steeple hex. Only Infantry may enter the Steeple, and it costs them 1 MF to enter/exit when changing levels using the stairwell. No Guns or vehicles are allowed in the Steeple. The Steeple has the same +3 TEM as the level below it, but the lower level receives an additional +1 TEM against mortar or OBA attacks. Units at ground level and at the Steeple level of the same building have LOS to — and may fire on — each other, but they cannot engage in CC/Melee with one another. However, neither Point Blank Fire (PBF) nor Triple Point Blank Fire (TPBF) applies to any attack to or from the Steeple. Guns, PF, PSK, and vehicular Weapons at ground level cannot fire on units in the Steeple in the same hex. A PIAT cannot be fired from the Steeple against the ground level of its own hex or an adjacent hex. A unit firing a PF or PSK from a Steeple cannot choose to use the TH +2 DRM to avoid a Backblast attack (ASLSK rule 4.4.3).

A unit in the Steeple is in a different location than units at ground level, and — except for Area Target Type and Control purposes — is also treated as if it were in a different hex, even for stacking limit purposes. Each side is limited to one squad-equivalent per Steeple, plus up to four SMC. Apart from Area Target Type or OBA, units in the Steeple (distinguished by being placed atop a Steeple counter) are not affected by fire attacks against units at ground level and vice versa. When firing at a non-moving unit in the Steeple hex other than with the Area Target Type, the firer must predesignate whether it is firing at ground level or at the Steeple level.

A unit in the Steeple has Line of Sight (LOS) to every hex on the map except those hexes that are immediately behind an obstacle (buildings/woods); that LOS is blocked. LOS through or into a Smoke Hindrance, including White Phosphorus, is hindered. LOS reciprocity applies. While normal Smoke in the Steeple hex does not affect units in the Steeple, White Phosphorus does.

EX: It is the German Movement Phase. Two 4-4-7s are in hex NN8 at ground level. A 4-4-7 and a 9-2 leader are in hex MM9. A 4-3-6 is in hex MM8. The leader and the 4-4-7 move from hex MM9 to hex NN8. There are now three squads and a leader in NN8. The leader and the 4-4-7 have spent 2 MF and now "climb the stairs" to the Steeple level for 1 additional MF for a total of 3 MF. They are placed atop a Steeple marker to indicate that they are at a different level (and therefore a different location) than the two squads at ground level. Now the 4-3-6 squad moves to NN8 for 2 MF. The 4-3-6 cannot climb the stairs, since the Steeple level can only hold a maximum of one squad-equivalent (in addition to up to four SMC).

1.2 POND: A Pond represents an impassable water obstacle, such as hex S28. No unit may enter a Pond. Smoke cannot be placed in a Pond hex.

1.3 POLDER: A Polder represents a deep, water-filled drainage channel five feet wide, with the surrounding terrain generally waterlogged, that was prevalent in the vicinity of Elst. Hex M5 is an example of a Polder. Any hex containing multiple solid blue lines is, in addition to its other terrain, considered a Polder hex. A Polder is neither an obstacle nor a Hindrance to LOS. A hex with a Polder in addition to another terrain type is considered to be of that other terrain type (including Open Ground). The presence of more than one blue line has no additional effect. The TEM for Infantry in a Polder is +1. This TEM applies to Infantry entering during the MPh only if the Infantry spends an extra MF to enter the Polder hex, but not if it is manhandling a Gun. Only Infantry may claim this TEM, which is never cumulative with any other TEM.

Infantry may enter a Polder hex for the normal COT of that hex, or may spend the COT plus one extra MF to enter the Polder. If a unit spends this extra MF, it receives the benefit of the Polder's conditional TEM and is not considered to be moving in Open Ground for FFMO purposes. However, Infantry must always spend an extra MF to exit a Polder hex unless it exits across a road hexside and does not spend an extra MF to enter a new Polder hex. The extra MF spent to exit a Polder hex is actually spent in the Polder hex being exited. Thus, a unit attacked during the extra MF for exiting a Polder hex receives the +1 Polder TEM, any Residual FP counter from that attack is placed in the Polder hex, and the unit remains in the hex if it becomes Broken or Pinned during that MF. The same principles apply to routing units. Infantry in a Polder hex receives the +1 Polder TEM (in the absence of any other TEM) in all other phases, or when it only spends MF in that Polder hex (e.g., to recover an SW).

If, at any time during its movement, an Infantry unit spends the extra MF to enter a Polder, it loses any road-bonus benefit.

Vehicles pay the COT to enter a Polder hex. To exit, they must first spend 4 MP and pass a Bog Check. The 4 MP to leave the Polder hex are spent in the Polder hex, and the Bog Check occurs in the Polder hex. There is a +3 DRM to the Bog Check DR unless the vehicle declares that it is spending ALL of its MP (except any MP for Start Up and Stop and the 4 MP to leave the Polder hex) to enter the new hex. After passing the Bog Check, the vehicle spends the COT to enter the destination hex.

Moving by Road negates both the Bog Check requirement and the extra MF/MP cost to exit a Polder hex, unless the moving Infantry spends an extra MF to enter a new Polder hex.

EX: The SS 4-4-7 in LL2 wants to move to M13. It would cost a total of 2 MF (1 MF to exit the Polder in L12 + 1 MF to enter the Woods in M13). If the 4-4-7 instead wanted to move to hex L13, it would cost a total of 3 MF if the 4-4-7 wanted to take advantage of the Polder's conditional TEM (1 MF to exit the Polder + 1 MF for the Woods in L13 + 1 MF to enter the Polder in L13). A 4-3-6 in L14 could enter M14 by spending 1 MF without receiving the conditional TEM, or could spend 2 MF and receive the TEM (but in doing so must lose any road bonus). If at the start of its next MPh that same 4-3-6 wanted to move from M14 to N14, it could do so at a cost of 1 MF (because it is exiting M14 across a road hexside).

EX: The British Sherman V(a) in P14 enters Q15 across the road hexside and spends 1 MP. It then changes its VCA to Q14/R14 for 1 MP, then enters hex Q14 for 1 MP. It has now spent 3 MP. The tank now tries to enter R13. It must pay 4 MP to exit the Polder in Q14 and pass a Bog Check. If it passes, it then spends 1 MP COT to enter the grain and ends up safe in hex R13 for a total of 8 MP. If the check fails, then its movement ends, it is considered stopped, and a Bog marker is placed atop it in hex Q14.

Off-Board Artillery (OBA)

OBA represents a battery of guns off the area represented by the map, using indirect fire directed by radio to fire High Explosive (HE) or Smoke ammunition. The availability of OBA is normally symbolized by the presence of a radio counter in the scenario OB, or by the addition of an Off-Board Observer in an SSR, which will also define the type of OBA. Each radio counter or Off-Board Observer represents one predesignated available OBA battery (i.e., module). Each battery can produce a variable number of Fire Missions, but only through the radio or Off-Board Observer representing it in the scenario. If that radio is eliminated, so is the opportunity to contact that battery; no other radio or Off-Board Observer may be used to call the remaining Fire Missions of that battery.

2.1. RADIO CONTACT ATTEMPT: A radio is an SW with 1 PP. A leader must possess a radio to use it. A radio malfunctions with a Contact or Maintenance DR of 12 and is subject to normal SW Repair (ASLSK rule 1.2.4). An OBA marker — Artillery Request (AR), Spotting Round (SR), or Fire For Effect (FFE) — may be Placed, Corrected, Converted, or voluntarily Canceled only if the friendly player currently has Radio Contact and Battery Access (2.2). Only an Observer (i.e., a Good Order leader possessing a functional radio) may attempt Radio Contact or Maintenance, and may only do so at the start (but after attempting all Artillery Smoke) of the PFPh/DFPh as its only action in that phase apart from other permitted OBA activities. Radio Contact is established with a DR ≤ the Radio Contact value printed on the radio counter. If the Radio Contact DR fails, neither the radio nor the Observer may attempt Radio Contact again until the start of its next PFPh/DFPh (whichever comes first). An Observer not in Good Order immediately loses Radio Contact.

2.11. MAINTAINING RADIO CONTACT: During each Player Turn after Radio Contact has been made, the owning player may roll to maintain Radio Contact. The player must roll ≤ the Radio Contact value again in his next PFPh or DFPh (whichever comes first), but may subtract one from the DR (-2 if an SSR defines the battery, or it was acquired, as battalion mortar OBA). Failing the Contact roll (for any reason) causes the loss of Contact. The loss of Contact does not automatically cause the loss of Battery Access, but the lack of Contact prevents voluntary Conversion, Correction, or Cancellation of that battery's SR/FFE marker on the map; in that case, an SR remains in place, any FFE:2 is resolved in place and then flipped, and an FFE:C is removed. A Good Order Observer with a functional radio but without LOS to the Burst Height of the SR/FFE who does not roll for Contact/Maintenance causes the immediate loss of Access and the Cancellation of the Fire Mission (if any). Otherwise, an Observer who does not roll for Contact/Maintenance and has LOS to the Burst Height may move during the MPh and retain Access.

2.2. BATTERY ACCESS: Having established or maintained Radio Contact, the player must then immediately attempt to obtain Battery Access if that battery currently has no SR/FFE marker on the map, or if it already has an FFE:C marker in play on the map. Battery Access for a battery may only be attempted once per Player Turn, and is obtained only by randomly drawing a black card/chit from that battery's Draw Pile and revealing it to the opponent. Once obtained, Battery Access is retained until the end of an RPh in which that battery has an FFE:C marker on the map, or until an FFE of that battery is Canceled (whichever occurs first). Failure to obtain Battery Access (i.e., drawing a red card/chit) does not break Radio Contact, but ends that Observer's and that battery's OBA actions for that phase. In addition, the second red card/chit drawn for a battery causes the permanent loss of its Battery Access for the remainder of that scenario. Remove the SR/FFE from the module when Battery Access is lost.

2.21. DRAW PILE: Each battery's Draw Pile is assembled before deployment and comprises a number of cards or counters of different types (generally referred to as chits) — black and red — as indicated by an SSR. The Draw Pile is then "shuffled" and set aside for use during the game. When Battery Access is lost or a new chit is drawn, the previously drawn chit is permanently removed from the Draw Pile. If more than one battery is in play, a separate Draw Pile is assembled for each.

2.3. ARTILLERY REQUEST (AR): Having established (or maintained) Radio Contact during that phase, and if it has Battery Access but no SR/FFE marker on the map, the player may continue its radio action in that phase by placing an AR marker in any hex in its Observer's LOS. If placement is attempted in a hex outside LOS, remove the AR and Cancel any FFE (see 2.35).

The player then makes a Precision dr to determine whether its Spotting Round (SR) lands precisely (i.e., in the AR hex). The player must roll a Final Precision dr ≤ 2 for the SR to land on target. Hindrances, including Smoke and OBA, modify the Precision dr. If it is Precise, replace the AR marker with an SR marker. If it is not precise, use the Error DR (2.31) to place the SR in a new hex.

2.31. DIRECTION/EXTENT OF ERROR: If the SR does not land on the target AR, make a DR. The colored dr indicates (using the hex grid on the AR marker as a reference) the hexside marking the direction from the AR where the SR has landed. The white dr determines the Extent of Error (it may be limited if it is being Corrected; 2.4) and is the number of hexes from the AR marker along that Hex Row to where the SR lands. Mark this hex with the battery's SR marker and remove the AR marker.

2.32. LOS TO SR/FFE BURST HEIGHT: An SR marker or an FFE Burst Area has a Burst Height that can be seen from anywhere on the map, except that an Observer's LOS to an SR or FFE Burst Area is blocked by an intervening obstacle if that obstacle is a Steeple, or if the Observer is adjacent to the obstacle and not at a higher elevation than the obstacle. If an SR lands off the map, use an extra map attached to the play area to mark the position of that SR (to indicate its distance to the AR marker). The SR is out of the Observer's LOS while it is on that extra map. Use the same procedure if an FFE marker lands off the map; only its on-map Burst Area is resolved and is Observed normally.

2.321. END OF ACTIONS: Placing an SR, or Correcting one without predesignating its Conversion to an FFE, ends that Observer's and that battery's OBA actions for that phase.

2.33. SR AND FFE:2 OPTIONS: At the start of each friendly PFPh/DFPh in which an Observer has obtained/maintained Radio Contact and Battery Access, and has that battery's SR or FFE:2 on the map from its previous PFPh/DFPh (whichever came last), it must then attempt one of the following actions, if applicable, for that battery (other options [e.g., replacing an FFE:2 with an SR] are not possible). LOS to an enemy unit is not required to place a Smoke FFE, and HIP units are ignored when determining adjacency.

  • If it currently has LOS to the Burst Height of the SR or FFE, but not to an enemy unit in or adjacent to the SR/FFE marker's hex, then it may: a. Leave that SR in place; or b. Leave that FFE:2 in place for resolution; or c. Correct that SR or FFE:2; or d. Predesignate aloud that it will Correct (per 2.4) that SR onto or adjacent to a Known Enemy Unit and then Convert it into an FFE:1 which, if it does so, will require Converting the newly Corrected SR into an FFE:1 after making a Precision dr for the Corrected SR. A Corrected SR that is predesignated to be Converted into an FFE receives a +1 Precision drm if that SR is Corrected 7-12 hexes, or a +2 Precision drm if it is Corrected 13-18 hexes.
  • If it currently has LOS to the Burst Height of the SR or FFE, and to an enemy unit in or adjacent to the SR/FFE marker's hex, then it may do any of the above, or it may convert that SR into an FFE:1 in that hex and leave it for resolution.
  • If it would have LOS to the Burst Height of the FFE:2 except for Smoke Hindrances, it may leave that FFE:2 in its hex for resolution.
  • If, disregarding Smoke Hindrances, it does not currently have LOS to the Burst Height of the SR or FFE:2, it must Correct it (per 2.4) or Cancel that SR or FFE:2.
  • It may voluntarily Cancel the SR, and may also attempt to place an AR (followed by a new SR).
  • It may voluntarily Cancel the FFE.
  • A Smoke Fire Mission (2.7) does not need a Known Enemy Unit for an SR/FFE:2 to be Converted or Corrected, but it must be resolved before all HE OBA.

2.34. FFE:C: An FFE:C (Continuation) marker is never Corrected, and is resolved only against each unit that enters its Burst Area. Its main purpose is to mark the position of the previous FFE:2 marker so that its Observer, after recovering Battery Access in the next PFPh/DFPh (whichever comes first), may place its next SR or FFE:1 marker in that same hex. At the start of each friendly PFPh/DFPh in which an Observer has obtained/maintained Radio Contact and has that battery's FFE:C on the table, it must attempt to obtain Battery Access. Whatever the result, that previous Fire Mission is now Canceled — but if it obtains Access and has LOS to the Burst Height of the FFE:C during the current phase before achieving Access, it may now attempt one of the following actions for that battery:

  • If it currently has LOS to the Burst Height of the FFE:C and to an enemy unit in or adjacent to the FFE:C hex, it may Convert that FFE:C into an FFE:1 and leave it in that hex for resolution.
  • If it currently has LOS to the Burst Height of the FFE:C, it may replace the FFE:C marker with an SR, which may also Correct normally. Otherwise it must remove the FFE:C marker, but it may also attempt to place an AR (followed by an SR) if it has Battery Access.

2.35. SR/FFE CANCELED: Any Cancellation of an FFE immediately ends that Fire Mission and causes removal of that FFE marker from the map. In addition, Canceling an FFE:2 requires recovering Battery Access at the start of a subsequent friendly PFPh/DFPh before a new AR can be placed for that battery. Canceling an SR causes the removal of that SR marker, but does not end a Fire Mission or lose Battery Access.

2.4. CORRECTING OBA: An Observer may Correct an existing SR up to 18 hexes, or an existing FFE:2 marker up to 3 hexes (to a hex on or adjacent to a Known Enemy Unit if not Smoke), from its current position by attempting to place an AR (2.3) outside the SR/FFE marker's current hex. Precision is not possible if the SR/FFE has to be Corrected because the Observer did not have LOS to the Burst Height. If the Correction is not Precise, determine the Direction and Extent of Error, but limit the Extent of Error (2.31) to a maximum of one hex for every three hexes from the SR/FFE marker to the AR marker, unless the SR/FFE has to be Corrected because the Observer did not have LOS, disregarding Smoke, to the Burst Height.

EX: An SR is being voluntarily Corrected four hexes, but the Observer's LOS to the AR is Hindered by Dispersed Smoke. There is no Precision dr because the +2 drm from Dispersed Smoke makes Precision impossible. Even so, the maximum Extent of Error will be two hexes: an Extent of Error dr of 1 will land the SR adjacent to the AR, while a dr of 2-6 will cause an error of two hexes.

2.5. FFE RESOLUTION: The initial resolution of a new Fire Mission always begins with the FFE:1 side of the marker face up. After resolution in that PFPh/DFPh, it is replaced by that battery's FFE:2 marker. After resolution in the next PFPh/DFPh, that FFE:2 is flipped to its FFE:C side unless it is Canceled in the interim. Once placed, an FFE:1/2 must be resolved at the start of that fire phase. Each FFE:1 and FFE:2 attacking in the PFPh/DFPh is resolved on the IFT against all units (including friendly units) in each hex of its Burst Area, using a separate DR against each hex and the FP corresponding to the battery's caliber size. An original DR of 2 is a Critical Hit (ASLSK rule 6.1) against that hex. Double the firepower (up to 36); against Infantry, invert any positive TEM (other than the additional +1 TEM for OBA against a ground-level location in a Steeple hex) and include any negative FFMO/FFNAM modifier (see 2.51). A hex empty of units on the map is only attacked if there is a possibility of effect against HIP units.

The Burst Area of an FFE of an HE Concentration Fire Mission is the hex occupied by the FFE marker and the 6 hexes surrounding it. Each of those hexes is attacked during an OBA attack. Any LOS drawn from, through, or within any of those 7 hexes adds a maximum Hindrance of +1 to any fire attack or Precision dr.

2.51. ENTERING AN FFE: An HE FFE:2/C also attacks each unit/stack that enters a hex of the Burst Area, or that climbs the stairs into a Steeple hex within the Burst Area, during the MPh/RtPh/APh; FFMO/FFNAM may apply during the MPh (only), and units in the hex that do not move are not affected. A unit/stack that moves may suffer an FFE attack in its MPh and again (along with the hex's other occupants) in the DFPh. During the RtPh, an FFE does not cause Interdiction, but rather an actual IFT attack if a unit routs through the Burst Area.

2.52. TEM: OBA resolution is subject to TEM, including Air Bursts and +1 for Gunshield, but not Height Advantage. Hindrances (including Smoke) do not affect the IFT resolution of an OBA attack.

2.53. AFV: An HE FFE attacks an AFV as if it were hit as an ATT (7.11) except that the full-caliber-size IFT column of the battery is used. Use the OBA's IFT DR to determine the hit location.

2.54. FRIENDLY UNITS: Each unit has its Morale Level reduced by one while within the Burst Area of a friendly HE FFE.

2.55. AGAINST HIP UNITS: OBA resolution is not halved on the IFT when attacking a hex potentially containing a HIP unit.

2.6. ROUTING: A routing unit may do so into/out of/through an FFE at its discretion, but is not required to do so simply to reach the nearest woods/building hex.

2.7. FIRE MISSIONS: A Fire Mission consists of all the time between Battery Access draws during which an FFE is on the map. There are two possible types of Fire Missions: HE Concentration and Smoke Concentration. A Smoke Concentration (if the player has access to both, as defined by the SSR) must be announced when the FFE:1 appears on the map or when the SR is predesignated for Conversion. A Fire Mission may not be changed from one type to another for the duration of that Fire Mission.

A Smoke Concentration does not attack on the IFT. Instead, in the PFPh it places a +3 (full) Smoke marker in each hex of the Burst Area. In the DFPh it places a +2 (Dispersed) Smoke marker in each hex of the Burst Area. Unlike with HE, LOS to an enemy unit is not required to place a Smoke FFE.

2.8. OFF-BOARD OBSERVER: An SSR may give a player an Off-Board Observer, and will specify a particular hex. All LOS checks are made from this hex, but since the hex is not in play, there can be no fire or movement to or from this hex. Radio Contact and Maintenance are automatic for Off-Board Observers.

2.9. ROCKET OBA: Rocket OBA is only available to the Germans, and only by SSR or purchase in a CG. No SR is placed, nor is a Rocket FFE subject to Correction. Rocket OBA never receives more than one Fire Mission per battery. The error is automatic, so no Precision dr is made. After obtaining Battery Access, the player simply places an AR normally, rolls for error, and places an FFE:1. If there is any unit (including friendly units and potential HIP) in the Rocket Burst Area, the Rocket FFE:1 is resolved against the affected hexes. The Burst Area of a Rocket OBA comprises all hexes within two hexes of the FFE marker. In the following PFPh/DFPh, the FFE:2 is resolved in the hex unless the FFE:2 is Canceled; if (ignoring Smoke) the Observer does not have LOS to the Burst Height of the FFE, the FFE:2 is Canceled. Smoke cannot be used with Rockets.

OBA Summary

Placing a New Spotting Round.

  • Radio Contact: Made in the PFPh or DFPh as the first action except placing Artillery Smoke. If successful, continue. If not, end the Observer's actions. Place a Prep Fire marker.
  • Radio Maintenance: Only made if Radio Contact has already been established. If Radio Maintenance is attempted and not maintained, then the Observer's OBA actions end for this turn. There is currently no Battery Access.
  • Battery Access: If Radio Contact is obtained/maintained, immediately draw a chit at random for Battery Access. If successful, place an AR. If not, the Observer's actions end for this phase. A black chit equals Battery Access obtained. The first red chit indicates no Battery Access this phase; the second red chit cancels Battery Access for the rest of the scenario.
  • Artillery Request: If Battery Access is obtained, the Observer may place an AR in a hex that is in the Observer's LOS.
  • Precision: Once the AR is placed, roll for Precision. The AR is Precise with a Final dr ≤ 2 (drm include Hindrances/Smoke/OBA). If not Precise, roll for Direction/Extent of Error. Replace the AR marker with an SR marker in the final hex. If this is a new AR/SR, this ends the Observer's actions in this phase.
  • Direction/Extent of Error: If the AR is not Precise, make a DR. The colored die indicates the direction (using the AR marker's grid as reference) and the white die represents the number of hexes of distance from the AR marker where the SR lands. Remove the AR and place an SR.

Handling an Existing SR/FFE:2 with Radio Contact.

  • Spotting Round: If the Observer also has LOS to a KEU on or adjacent to the SR, the SR may be Converted and resolved as an FFE in place. The SR may be Corrected. If Corrected, begin the process again from "Artillery Request." If resolved, remove the SR and replace it with an FFE:1 marker, and resolve on the IFT against every unit in the Burst Area according to the battery's caliber on the IFT. TEM applies against OBA attacks. This ends the Observer's actions in this phase.
  • Fire For Effect: After resolving, replace the FFE:1 with an FFE:2. If it is already an FFE:2, then replace it with an FFE:C marker. An FFE is in effect for the duration of the turn. Any unit that enters the FFE's Burst Area during an MPh, RtPh, or APh must suffer an OBA attack.
  • FFE:C: Allows the Observer to maintain the FFE in the hex or adjust it, if Radio Contact is maintained and a new chit for Battery Access is drawn.

EX: The Germans have an 8-1 leader with a radio in the Steeple in hex NN8. The German has a 100mm OBA module available. There is an SR (highlighted in white) in hex JJ11 and the German has Battery Access. It is the German Prep Fire Phase. The German has not chosen to fire any Artillery Smoke, so he must now make all the OBA actions he can and wants to make before any other action in this phase.

If he chooses to use his OBA, the German player has several options. But first he must maintain his Radio Contact by making a DR less than or equal to the Radio Contact number (he has a -1 DRM since he already has Contact). He passes it and may then leave the SR where it is, Convert to a Smoke mission, or Correct the SR. He has LOS to the Burst Height of the SR but does not have LOS to the unit in H10, so he cannot Convert the SR into an HE FFE in hex JJ11.

The German player wants to Correct the SR from JJ11 to LL16, a Correction of 6 hexes. Since this is a long Correction, he chooses not to Convert the SR into an FFE. To Correct, he places an AR marker in the desired hex LL16. He then makes a dr to see if the SR is Precise. It is not, so the SR misses. Since the Correction was 6 hexes, the error will only be a maximum of 2 hexes. He rolls two dice; the colored die determines direction (which is a 2) and the white die determines distance (rolls a 6, which is the maximum error, or in this case 2 hexes). So the Corrected SR lands in hex NN15. The German places the SR in that hex and removes the AR marker. His OBA actions in this Prep Fire Phase have concluded.

EX: Now instead of an SR in hex JJ11, the SR (highlighted in black) is in hex MM15. The German can see the Burst Height of the SR and all the British units except the 4-5-7 in hex JJ10. The German chooses to Correct the SR and then Convert. He must predesignate this action and chooses hex LL16 to Correct the SR. He places the AR marker in hex LL16 and rolls for Precision. It is not Precise, but since he only Corrected the SR two hexes, he will only miss by one hex. He rolls a die and misses in direction 6 to hex KK16. He places the SR there and Converts it into an FFE:1 marker. The British must now suffer an FP 20 attack on the IFT in hex KK16 and hex LL16. If there had been British units in hexes LL15, KK15, JJ15, JJ16, or KK17, they would have suffered similar attacks. Each affected hex is attacked with a separate DR. The FFE:1 is replaced by an FFE:2 at the end of the last attack caused by the OBA module, and the German player's OBA actions end for this turn.

British and SS Units

3.1. BRITISH COWARDICE: Elite and 1st Line British MMC do not suffer Cowardice.

3.2. SS INFANTRY: SS squads (6-5-8/4-4-7) and half-squads (3-4-8/2-3-7) are Elite Class troops, distinguished by the SS insignia on their counter and their increased Morale Level on their Broken side. Because of their underlined morale, they are not subject to ELR. 6-5-8 SS squads have Assault Fire capability at this point in the war.

Decision at Elst: Campaign Game

4.1. INTRODUCTION: The DaE Campaign Game (CG) consists of a variable number of interrelated scenarios, each simulating a part of the Battle of Elst that took place 23-25 September 1944.

4.11. BETWEEN SCENARIOS: Between Campaign Game (CG) scenarios, players may use a special CG phase called the Recovery Phase (RePh), in which each side takes stock of what has happened and prepares for combat in the next CG scenario. In the RePh, Reinforcement Groups (RG) may be purchased through the expenditure of Campaign Purchase Points (CPP).

4.12. CASUALTIES: The number of casualties suffered in a CG scenario has no direct impact on any aspect of the CG except to allow the Replacement of MMC (4.513).

4.13. CG LOG AND RG PURCHASE RECORD: The DaE "CG Log" and "RG Purchase Record" provided should be photocopied and used to record purchased RGs and CPP spent/remaining. Their use is explained in more detail in section 4.5.

4.2. DEFINITIONS AND ABBREVIATIONS: The following glossary explains the abbreviations and important terms frequently used in the DaE Campaign Game system.

Isolated: A unit/Weapon in a hex of a friendly Deployment Area from which it cannot trace a path of contiguous, Enterable hexes through Uncontrolled Territory or the friendly Deployment Area to an Eligible Entry Area. A hex or Deployment Area is considered Isolated if a hypothetical Infantry MMC would be Isolated were it set up there.

Entry Area: See SSR CG7.

Deployment Area: Each Strategic Location Controlled by a side, plus each hex of a non-Strategic Location that is within two hexes of one of those Strategic Locations but not within two hexes of an enemy-Controlled Strategic Location. Each of those non-Strategic Location hexes must also be Enterable by Infantry from a Strategic Location of that Deployment Area. Friendly Deployment Areas that overlap or touch are considered a single Deployment Area.

Weapons: Any SW, Gun, or vehicle that uses the IFT or TH tables to damage the opponent.

Shift: The RePh process (4.511) by which a Retained unit attempts to move from its current Deployment Area/Entry Area to another Deployment Area or Eligible Entry Area.

CG: Campaign Game.

Coy (Company): A type of CG Infantry RG organization.

CPP (Campaign Purchase Points): Used to purchase RGs in the RePh.

Eliminated: Units/Equipment "Eliminated" in a CG are removed from that side's OB (i.e., they are not Retained). Note eliminated MMC for possible Replacement.

Enterable: A hex that the unit in question could enter (disregarding its occupation by an enemy unit) during a hypothetical MPh/APh. If defined in relation to a Deployment Area/Entry Area (or a path of hexes traced to/from/through it), the hex must be Enterable along that path.

Equipment: Any SW/Gun/vehicle that can be part of a side's OB.

Escape: The RePh process by which a unit attempts to leave an Isolated Location/No Man's Land/enemy Deployment Area/Uncontrolled Territory in which it cannot remain, toward a friendly Deployment Area or an Eligible Entry Area.

Initial Scenario: The 23rd Afternoon Scenario provides for each side the deployment/entry restrictions, CG Victory Conditions, Initial Scenario SSR, and initial OB applicable only to that initial scenario.

Inactive Date: A CG Date on which both sides have chosen an Inactive chit (no CG scenario is played).

CG Date: Each CG Date consists of the calendar day plus a reference to Morning, Midday, or Afternoon. One CG scenario may be played per CG Date. Thus, up to 3 scenarios may be played per day: one Morning, one Midday, and one Afternoon. See the CPP Replenishment Table at 4.514 for possible CG Dates.

End of CG Scenario: Occurs when both the CG scenario played and the subsequent RePh steps have taken place.

End of CG: The End of CG Scenario that occurs on the CG Date of the 25th at Midday, or when a side concedes victory.

Full Strength: An RG received in its entirety.

Strength: A Pltn/Sect/Coy/Troop RG is received at Full Strength unless it is Reduced.

Front Line Hex: A hex of a Deployment Area that shares ≥ one hexside with ≥ one hex of an enemy Deployment Area/No Man's Land/Uncontrolled Territory.

CG Log: The sheet used to record information for each CG Date. During the RePh, one line is filled in for each CG Date.

Strategic Location: Each road exit/entry hex on the east, north, and west edges of the map, and each building hex, is a Strategic Location. Each hex occupied by a friendly mobile vehicle with a functional MA, but without an enemy mobile vehicle with a functional MA, is also a Strategic Location, provided it is not a road exit/entry hex.

Reduced: A purchased RG received at less than its full strength.

OB (Order of Battle): All units and Equipment of a side that are eligible to participate in the next CG scenario. Includes all Retained units and Equipment, plus all RGs purchased since the last CG scenario, and all Replaced units.

Pltn (Platoon): A type of CG Infantry/AFV RG organization.

RG Purchase Record: The sheet used to record units and information for each type of CG RG. One line is filled in for each RG purchased.

RG (Reinforcement Groups): Usually a number of units/Equipment purchased as a group for use in the CG as an addition to a side's OB. Also includes OBA.

RePh (Recovery Phase): The series of steps performed between CG scenarios. All rules beginning with 4.5 are RePh rules or steps.

Replacements: Those Infantry units returned to the OB from the eliminated pile per 4.513.

Retained: All units/Equipment/RGs in a side's OB that are available to set up/enter in the next CG scenario. In DaE, such units/Equipment are required to set up in the Deployment Area where they are Retained, or to enter through an Eligible Entry Area.

Sect (Section): A type of CG RG organization.

Uncontrolled Territory: All hexes that are not No Man's Land and are not part of any Deployment Area, i.e., they are ≥ 3 hexes from all Controlled Strategic Location hexes.

No Man's Land: A non-Strategic Location within two hexes of both a friendly and an enemy Controlled Strategic Location.

Troop: A type of CG AFV RG organization.

4.3. SPECIAL RULES OF THE CAMPAIGN GAME: The following CG SSR apply to all scenarios and RePh of the DaE CG:

CG1 MAP: Every CG scenario uses the complete DaE map.

CG2 END OF GAME: The Turn Record Chart for all CG scenarios is located on the DaE map. All CG scenarios have a variable game length. Beginning at the end of Game Turn 5, the German player makes a Scenario End dr; if it is less than or equal to the number in a circle in the current turn's box on the DaE Turn Record Chart, the scenario ends immediately. Scenarios may end by mutual agreement of both players at the end of any Player Turn. If none of this has happened by the end of Game Turn 8, the scenario ends.

CG3 OBA: Each side is limited to using a maximum of two OBA modules per CG scenario (use being defined as having its radio in play at any time during a CG scenario). When an OBA module is selected as an RG, the player automatically obtains a radio. Both Germans and British receive 8 black chits and 3 red chits for each OBA module. All modules may fire HE and Smoke. An OBA module that placed an FFE in the just-completed CG scenario is eliminated for purposes of the next scenario, along with its radio. An OBA module that did not place an FFE in the just-completed CG scenario is Retained for the next CG scenario, complete with functional radio and 8 black chits and 3 red chits.

CG4 SELF-RALLY: Each side receives two MMC self-rally attempts in the RPh of its Player Turn.

CG5 GERMAN PF: For each CG scenario, the number of PF initially available to the German side is 1.5 times the number of German squads set up on the map. During play, whenever at least one squad enters as reinforcements, the number of available PF immediately increases by 1.5 per reinforcing squad (fractions rounded down). PF are available for each scenario.

CG6 RETAINED RGs: Regardless of whether it was used during a CG scenario, each purchased RG is Retained until it is eliminated in a CG scenario. Each RG (or part of it) that did not enter is Retained.

CG7 ENTRY AREAS: The British may enter anywhere along the west edge. The Germans may enter through hexes TT6 and TT7 and along the north and east edges by/between the blue arrows (hexes S1 and TT8), through hexes that are not part of any British Deployment Area.

CG8 RG DEPLOYMENT/ENTRY: If set up on the map, an RG's units/Equipment must be set up in the friendly Deployment Area where they are Retained. All units/Equipment set up off the map during the RPh but that do not enter during that same Player Turn lose their entry in the current CG scenario, but are Retained for the next CG scenario. All units/Equipment of the same RG must be initially set up in the same Deployment Area or enter through the same Entry Area.

CG9 GUNS: Each non-vehicular Gun that ends the last CG scenario on the map must be set up within three hexes of the hex where it ended that scenario. If the Gun is not in a friendly Deployment Area, then it must attempt to Escape. If it is unpossessed and not in a friendly Deployment Area, then the Gun remains in its hex, possessed by neither side.

CG10 CONTROL OF ROAD EXIT/ENTRY HEX: A road exit/entry hex Strategic Location (A3, A12, A19, TT6, TT7, TT20, B0, D0, T0, Z0, DD0) is Controlled by the last side that Controlled it and all adjacent hexes by moving a Good Order MMC through these hexes. At the start of each CG scenario, each side Controls only the road hex Strategic Locations (and adjacent hexes) within its Deployment Area.

CG11 MAP EXIT: Every unit/Weapon that exits the map during play through an Eligible Entry Area may not re-enter during that CG scenario, but is instead Retained in that Entry Area. However, each Broken Infantry unit must pass an NMC (a Good Order leader's DRM may apply) immediately after exiting. Failing that NMC causes Casualty Reduction (and if it is eliminated so is any possessed SW). Otherwise, anything exiting the map is eliminated. British Infantry exiting the map for Victory Condition purposes need not make that morale check, but may not re-enter the map.

CG12 STUG IIIG(L): The StuG IIIG(L) has its Breakdown Numbers increased by 1 (i.e., to A5 and s9), and has no CMG per the Vehicle Note on page DE14.

CG13 ELR: British ELR is 3. ELR for all German SMC is 3. ELR for non-SS German MMC is 2 (see 3.2).

4.4. INITIAL SCENARIO: In the DaE CG's initial scenario, both players skip the RePh and set up according to the scenario's instructions.

4.41. DaE Campaign Game: THE ISLAND

CG Duration: 23 September Afternoon – 25 September at Midday.

CG Victory Conditions: The British win by Controlling building NN8. They must also exit at least 20 VP off the map by/between hexes TT6 and TT20. Each exited squad or crew is worth 2 VP, each half-squad is worth 1 VP, each -2 leader is worth 3 VP, each -1 leader is worth 2 VP, and each 0 or +1 leader is worth 1 VP.

CG Balance Provisions:

  • German: Delete both mortars from the British Initial Scenario OB.
  • British: Reduce the German OBA in the Initial Scenario from 100+mm to 80+mm.

4.42. INITIAL SCENARIO DEPLOYMENT SEQUENCE: The Germans set up first; the British move first.

4.43. INITIAL SCENARIO SPECIAL RULES:

  1. The Germans receive one 100+mm (HE/Smoke) OBA module.

Note: the Initial Scenario OB itself is printed as a setup diagram on the physical scenario card/map and was not available as extractable text in the source document.

4.5. RECOVERY PHASE: The following steps (4.501-.517) are performed simultaneously by each side during the Recovery Phase (RePh), which occurs between each CG scenario. Each step (and sub-step) must be performed in the order given; those not applicable to the current situation may be skipped. Those preceded by a "$" are the only steps necessary to achieve End of CG Scenario after the CCPh of the last Player Turn. Those preceded by a "#" are performed in repeated sequences until a new CG scenario is generated in RePh step 4.517.

RePh Sequence:

  • $ 4.501 Melee Resolution
  • $ 4.502 Marker Removal
  • $ 4.503 Regrouping and End of CG Scenario
  • 4.504 Shock and Bogging
  • 4.505 Deployment Area Determination
  • 4.506 Escape
  • 4.507 Equipment Possession
  • 4.508 Wounded Leaders
  • 4.509 Recombination
  • 4.510 New CG Date

  • 4.511 Shift

  • 4.512 Equipment Repair

  • 4.513 MMC Replacement

  • 4.514 CPP Replenishment

  • 4.515 Purchase Reinforcement Groups

  • 4.516 RG Strength, Weapons, and Leaders

  • 4.517 Initiative Determination

  • 4.518 Unit Deployment

4.501. MELEE RESOLUTION: All opposing units in the same hex are now assumed to be in Melee. Units in those hexes must pass an unlimited number of Melee rounds until no more CC attacks can be made. The side that moved first in that scenario is considered the ATTACKER. After the conclusion of the first RePh Melee round in a hex, every Pinned unit ceases to be so, all CX markers are removed from the hex, and every Stun marker there is flipped to its "+1" side (the vehicle can still be Returned if applicable and may be marked CE if desired). Melees may be resolved in any order desired.

4.502. MARKER REMOVAL: All markers/chits listed below are removed from the map at this time. a) OBA markers (including radios if not Retained); b) Smoke markers; c) Acquired Target, DM, CX, Motion, and CE markers.

4.503. REGROUPING AND END OF CG SCENARIO: All currently Broken units of both sides automatically Regroup. No DR is rolled. Final Control of hexes/buildings is determined. After this step, the End of CG Scenario occurs.

4.504. SHOCK AND BOGGING: Every Shocked vehicle must pass enough recovery attempts to resolve the Shock, until the marker is removed or the vehicle is eliminated. Every Bogged/stuck vehicle must pass Bog removal attempts until freed or immobilized (MP expenditure is immaterial).

4.505. DEPLOYMENT AREA DETERMINATION: Each side now determines its Deployment Areas for the next CG scenario per 4.5051-.5055. Each side may, at any time, place a friendly hex Control marker on a Strategic Location it currently Controls, especially if Control of that Strategic Location could be contested at some later point. A Control marker must be removed or flipped if the Controlling side loses Control of that Strategic Location. A non-Strategic Location may still be Controlled but does not receive a Control marker. A Deployment Area may currently contain no units at all but may still have friendly units that could Shift there unless it is Isolated.

4.5051. NO MAN'S LAND: When each side determines its Deployment Areas, there will be portions of the map where two opposing Deployment Areas overlap. A non-Strategic Location within two hexes of both a friendly- and an enemy-Controlled Strategic Location is a No Man's Land hex. A No Man's Land hex can never be part of a Deployment Area. A Strategic Location can never be No Man's Land (though it may be Isolated). Every immobile vehicle in No Man's Land is flipped to its wreck side.

4.5052. ISOLATED UNITS: An Isolated unit/Weapon is one in a hex of a friendly Deployment Area from which that unit (or, for a Weapon alone, a hypothetical Infantry MMC) would be unable to trace a path of contiguous, Enterable hexes through Uncontrolled Territory or the friendly Deployment Area to an Eligible Entry Area.

4.5053. UNCONTROLLED TERRITORY: Uncontrolled Territory refers collectively to all hexes that are neither No Man's Land nor part of either side's Deployment Area. Each Infantry unit (and its possessed Equipment) and mobile vehicle in an Uncontrolled Territory hex at the End of the CG Scenario is Retained in the nearest friendly Deployment Area (even if it is Isolated, but ignoring any Isolated Deployment Area that could result in overstacking) or Eligible Entry Area. The nearest is defined as along the shortest path of contiguous, Enterable hexes through Uncontrolled Territory, with the Area chosen by the owner if equidistant. Every troop unit/mobile vehicle unable to trace such a path must attempt an Escape. Every immobile vehicle without a functional MA is flipped to its wreck side.

4.5054. SURROUNDED HEXES: Every hex of Uncontrolled Territory, and every unoccupied Strategic Location, that is currently entirely surrounded by a Deployment Area of only one side (including any map edge counted as such for this purpose) becomes part of that Deployment Area.

4.5055. MARKING THE MAP: Included with the DaE rulebook (on page DE19) is a reduced-size map. Each side should now record its Deployment Areas on a photocopy of that map. Both sides highlight (in different colors, but on the same photocopy) each Strategic Location they Control. Mark them by type, e.g., "B" for a building hex, "R" for a road exit/entry hex, or "V" for a mobile vehicle with a functional MA. Once all Strategic Locations are marked, draw each side's Deployment Areas by tracing a line along the hex-spines of every hex within two hexes of each Controlled Strategic Location, connecting these hexes in an unbroken line. Use a different color for each side. Each Deployment Area should be a fully enclosed area.

Mark all No Man's Land hexes formed by the overlap of the British and German Deployment Areas. These hexes are removed from either Deployment Area. After determining all Deployment Areas, each side should note an ID on the reduced map for each one. Subsequent changes, if any, to the status of Strategic Locations during the rest of the RePh do not affect the Deployment Areas.

4.5056. IN FRIENDLY DEPLOYMENT AREA: Every unit/Equipment currently in a friendly Deployment Area is Retained there.

4.5057. NOT IN FRIENDLY DEPLOYMENT AREA: Use the charts on page DE10 to determine what happens to units/Equipment on the map that do not end a CG scenario within a friendly Deployment Area. Note that the indicated actions must be performed in order according to the RePh sequence.

4.506. ESCAPE: Every Infantry unit or mobile vehicle ending a scenario in No Man's Land, or in an enemy Deployment Area, or in Uncontrolled Territory from which it is required to Escape, must attempt to Escape. Every Infantry unit or mobile vehicle ending a scenario Isolated may attempt to Escape. If more than one troop unit in the same hex wishes to Escape, they may combine into one or more stacks; each stack then makes its own DR on the Escape Table. When attempting to Escape, each MMC may carry up to 5 PP, and each unwounded SMC may carry up to 2 PP. A wounded SMC may carry nothing. Before its possessor's Escape attempt, each SW/Gun may be abandoned, eliminated, or transferred.

4.5061. ESCAPE RESULTS: If a unit survives its Escape attempt, it and all its Equipment are Retained in a friendly Deployment Area or off the map in an Eligible Entry Area, whichever is closer by a path of contiguous, Enterable hexes (Escapees choose if equidistant, but always using as few enemy Deployment Area hexes as possible), but may ignore Isolated Deployment Areas. If a unit is eliminated attempting to Escape, all its Equipment is eliminated.

4.507. EQUIPMENT POSSESSION: Each piece of Equipment in a Deployment Area is Retained (and captured if applicable) there by the side that Controls that Deployment Area. At its (new) owner's option, each such non-vehicular piece may be eliminated by Retained troops in that Deployment Area.

DRAWING THE PERIMETER (see the illustration on page DE8):

The players have completed their first CG Date (23rd Afternoon) and must now record their Deployment Areas (4.505-.5055). The Strategic Locations (building hexes, west-edge road hexes, and mobile vehicles with functional MA) Controlled by the British are marked with British Control markers. The Germans Control all other building hexes.

The Deployment Areas are highlighted by marking hexsides that are within two hexes of a Strategic Location Controlled by the side enclosing its Deployment Area and connecting those hexes together to form a fully enclosed Area (with a map edge forming a solid edge if appropriate).

The British Deployment Area is highlighted in red and extends from A10 eastward, then south, then west to A21. The Germans have three Deployment Areas (highlighted in blue): #1 is centered on buildings L6-O5, #2 on buildings M15, H15, and M20, and #3 on the single hex F14. Non-Strategic Locations within two hexes of both British- and German-Controlled Strategic Locations are No Man's Land and are shaded gray; they cannot be part of a Deployment Area. Note that hexes E13 and H13 (British-Controlled Strategic Locations) and hexes H15 and I15 (German-Controlled Strategic Locations) cannot be No Man's Land and are thus part of the Deployment Area to which they are adjacent.

Hexes that are ≥ 3 hexes from all Strategic Locations are initially Uncontrolled Territory hexes, but each such hex that is completely surrounded by a Deployment Area of only one side (and/or a map edge) becomes part of that Deployment Area (4.5054). Thus, the hexes shaded red (A15, A16, B15, and B16) become part of the British Deployment Area.

All British tanks are Retained in the British Entry Area (4.5127), and all British Infantry units are Retained in their Deployment Area except the 4-5-7 in H17. This squad is in an enemy Deployment Area and must roll to Escape (4.506) to the British Deployment Area with a net DRM of 0 (+1 in an enemy Deployment Area, +1 for being larger than a half-squad, -2 adjacent to a friendly Deployment Area), meaning it will likely Escape in some form; it will be Replaced (by a 4-4-7) with a DR of 9, Reduced by Casualties (to a 2-4-7) with a DR of 10, Replaced and Reduced by Casualties (to a 2-3-7) with a DR of 11, but Eliminated with a DR of 12.

The SS 2-3-7 in B16 and the SS 4-4-7 in C20 are in an enemy Deployment Area and must roll to Escape to Deployment Areas 3 and 2 (respectively), the first with a +1 DRM, the second with a +2 DRM, ignoring any Replacement result (3.2). The SS 2-3-7 in B16 could ignore Isolated Deployment Area 3 (4.5061) and Escape instead to Deployment Area 2. The SS 4-4-7 in L12 is Retained in Deployment Area 2 (4.5053). The SS 6-5-8 in F14 may (but need not) roll to Escape to Deployment Area 2 with a +3 DRM.

The SS 4-4-7 in L6 may roll to Shift (4.511) to Deployment Area 2 with a DRM of 0. Any of the British units Retained in the British Deployment Area may automatically Shift to the Eligible Entry Area on the west edge since they are adjacent to it.

4.5057 NOT-IN-FRIENDLY-DEPLOYMENT-AREA CHARTS

Infantry/Mobile Vehicle

LocationResult
In enemy Deployment Areamust attempt to Escape
In No Man's Landmust attempt to Escape
In Uncontrolled Territoryis Retained in the friendly Deployment Area/Eligible Entry Area, or must attempt to Escape

Unpossessed Equipment

LocationResult
In enemy Deployment Areais captured or eliminated (enemy's choice)
In No Man's Landleft in place, unpossessed
In Uncontrolled Territoryleft in place, unpossessed

Immobile Vehicle Without Functional MA

LocationResult
All casesflipped to its wreck side

Immobile Vehicle With Functional MA

LocationResult
In a Strategic Location hex Controlled by the enemyflipped to its wreck side
In enemy Deployment Area or in No Man's Landflipped to its wreck side
In Uncontrolled TerritoryRetained by its owner in its current hex

ESCAPE TABLE

Final DRInfantryMobile AFV
≤8EscapesEscapes
9Escapes; Replacedflipped to its wreck side
10Escapes; Reduced by Casualtiesflipped to its wreck side
11Escapes; Replaced and Reduced by Casualtiesflipped to its wreck side
12All units/Equipment eliminatedflipped to its wreck side

DRM:

  • +x Leader DRM (NA to a lone leader)
  • -1 if AFV
  • -1 if lone SMC, unwounded
  • -2 if adjacent to a friendly Deployment Area
  • +1 if in an enemy Deployment Area
  • +1 if wounded
  • +1 if Stunned
  • +2 if Isolated
  • +4 if possessing a Gun
  • +1 per HS for >1 HS using the same Escape DR (1 squad = 2 HS)

4.508. WOUNDED LEADERS: Each side makes a dr on the following table for each currently Retained wounded leader:

WOUNDED LEADER TABLE

Final drResult
≤1Retained, unwounded
2-4Retained, wounded
≥5Eliminated

drm:

  • +1 if Isolated

4.509. RECOMBINE: All Retained HS of the same type in the same Deployment Area/Entry Area (or in the eliminated pool) must now be recombined into squads (2 HS = 1 squad) so that no more than one HS of each type is Retained in that Area.

4.510. NEW CG DATE: Each time this RePh step is performed represents the start of a new CG Date.

4.511. SHIFT: An Infantry unit or mobile vehicle (or group of them) Retained in a Deployment Area may attempt to Shift to another friendly Deployment Area or Eligible Entry Area. An Infantry unit (or group of them) Retained in an Entry Area may attempt to Shift to a non-Isolated friendly Deployment Area. A unit/group wishing to Shift from an Area must be able to trace a path (of any length) of contiguous, Enterable hexes (by all units of the shifting group) through Uncontrolled Territory, a friendly Deployment Area, or an Eligible Entry Area, from any friendly-Controlled hex of that Deployment Area to any hex of the Area to which it wishes to Shift. When attempting to Shift, each MMC may carry up to 5 PP, and each unwounded SMC may carry up to 2 PP. A wounded SMC may carry nothing. Before its possessor's Shift attempt, each SW/Gun may be abandoned, eliminated, or transferred. A Gun may not be Shifted. Make a separate Secret DR on the following table for each unit/group attempting to Shift. If a unit/group Retained in a Deployment Area wishes to Shift to an Eligible Entry Area that is part of or adjacent to that Deployment Area, it succeeds automatically. Only one Shift attempt may be made per unit/group per CG Date, and all units attempting to Shift from the same Area, to the same new Entry or Deployment Area, must do so as a single group.

If a friendly Deployment Area no longer has any units in it, it is still Controlled by the last side that Controlled that Area.

SHIFT TABLE

Final DRResult
≤8Shifts successfully
9-10Does not Shift
11Shifts, possible casualties*
≥12All units and Equipment Eliminated

DRM:

  • -1 if a complete path of road/open ground hexes can be traced
  • +1 per five hexes of Uncontrolled Territory along the path
  • * Each troop unit suffers Casualty Reduction on a subsequent dr ≥ 4; each vehicle is eliminated on a dr ≥ 4. Roll separately for each unit.

4.512. EQUIPMENT REPAIR: Each side performs the applicable steps below:

4.5121. IMMOBILIZED VEHICLE: Each Immobilized vehicle must make a dr on the following table to determine whether the immobilization is repaired:

IMMOBILIZATION REMOVAL TABLE

Final drResult
≤2Becomes mobile
≥3No change

drm:

  • +1 if Isolated
  • +1 if in a Front Line Hex
  • +1 if in Uncontrolled Territory

4.5122. STUNNED AFV: A side Retaining an AFV suffering the results of a Stun must make a dr on the following table to determine whether the vehicle recovers from the Stun result:

STUNNED AFV RECOVERY TABLE

Final drResult
≤2Recovered
3-5Retained Stunned
≥6Eliminated

drm:

  • +1 if Isolated

4.5123. WEAPON REPAIR: Each side now makes a separate dr on the table below for each Retained malfunctioned friendly Weapon in each friendly Deployment Area/Entry Area containing troops. With a roll of 1 or less the Weapon is repaired; anything greater than 1 eliminates the Weapon. A vehicular MG that has been Disabled may be repaired automatically (even if it was disabled in the previous process) by eliminating a friendly LMG SW. In any case, the MG to be eliminated must be Retained in the same Deployment Area/Entry Area as the AFV.

WEAPON REPAIR TABLE

Final drResult
≤1Repaired
≥2Eliminated*

drm:

  • -1 if mounted on a vehicle
  • -x Weapon's repair number
  • +1 if only Non-Qualified Use is possible
  • +1 if Isolated
  • * If mounted on a vehicle, the Weapon is Disabled; if it is the MA, the AFV Returns immediately.

4.5124. CAPTURED EQUIPMENT: Each side now makes a separate dr for each functional captured Weapon Retained in each Deployment Area/Entry Area containing troops. If it is 4 or greater, the Weapon is eliminated. Any already-malfunctioned captured Weapon is eliminated.

4.5125. SPECIAL AMMUNITION: Every non-captured, non-Isolated Weapon that has any type of ammunition depletion is automatically resupplied.

4.5126. AMMUNITION SHORTAGE: Every Low Ammo marker on a non-captured, non-Isolated Weapon is removed.

4.5127. BRITISH TANKS: All mobile, non-Isolated British tanks are Retained in the British Entry Area instead of remaining on the map at the end of any Afternoon scenario. They will be available to enter in the next CG scenario. British tanks may not be purchased for on-map setup in any Morning scenario.

4.5128. AFV RETURN: Every AFV Retained under Return is eliminated.

4.513. MMC REPLACEMENT: Both sides may now Replace their units on the map by reviving MMC from the eliminated pool of the previous CG scenario. Each side keeps a record of its eliminated Infantry units, setting them aside, and may recover 25% of all eliminated squad-equivalents (fractions rounded down). These units are placed in any non-Isolated Deployment Area or Eligible Entry Area. However, each returned unit must first be replaced by its next-lower-quality unit as if it had suffered an ELR failure. These units do not count as a purchased RG in any way. An SS 6-5-8 squad is replaced by an SS 4-4-7 squad, and an SS 4-4-7 squad is replaced by an SS 2-3-7 half-squad, solely for purposes of this rule.

EX: In the previous CG scenario, the British lost three 4-5-7 squads, one 2-3-7 HS, and one 2-4-7 HS. The British player may Replace one squad-equivalent because he lost four squad-equivalents. He decides to Replace one of the 4-5-7s, which must first be replaced as if it suffered an ELR failure. He receives a 4-4-7 squad.

The Germans lost one SS 3-4-8 HS, three SS 2-3-7 HS, and two non-SS 2-3-7 HS, for a total of three squad-equivalents. The German player cannot Replace any MMC, since 25% of three squad-equivalents is 3/4 of a squad, and fractions round to zero. If the Germans had also lost a non-SS 4-4-7 squad, this fourth squad-equivalent would allow them to Replace one squad-equivalent. First, two of the SS 2-3-7 HS would recombine into an SS 4-4-7 squad, and two of the non-SS 2-3-7 HS would recombine into a non-SS 4-4-7 squad. The German player could then Replace a non-SS 4-4-7 squad, which would be replaced by a 4-3-6. Or he could Replace an SS 4-4-7 squad, which would be replaced by an SS 2-3-7 HS by this rule.

4.514. CPP REPLENISHMENT: Campaign Purchase Points (CPP) are replenished according to the following formula: the Base CPP Number (below) minus a Secret dr equals the final total amount of CPP replenished (minimum of zero). The amount should be kept secret; note the final CPP Replenishment result in the "Repl" CPP column on the appropriate line for the current CG Date on the CG Log. Add the current CG Date's "Repl" CPP number to the "Initial" number (this is the number of CPP unspent on the previous CG Date), and note this sum in the "Total" CPP box of that same line. This is the total CPP available to purchase RGs.

CPP REPLENISHMENT TABLE

CG DATEGERMAN BASE #BRITISH BASE #
23 Afternoon(see Initial OB)(see Initial OB)
24 Morning1625
24 Midday1113
24 Afternoon710
25 Morning720
25 Midday510

GERMAN REINFORCEMENT GROUP CHART

IDTypeF/DUnitCostMax/DateMax/CG
I1 a, eSS Inf Pltn3/26-5-8411
I2 a, eSS Inf Coy6/54-4-7 (SS)611
I3 a, eVolksGr Coy6/54-4-7413
V1 aPz III Pltn2/1Pz IIIN211
V2 aPz V Pltn2/1Pz VG412
V3 aPz VI Pltn2/1Pz VIE312
V4 aSS StuG Pltn3/2StuG IIIG(L)512
G1 bAT Sect I175L PaK 40222
G2 bAT Sect II188 PaK 43/41311
HW1 a, bSS MG Pltn2/1HMG612
O1 b, dBattalion Mortar-80+mm OBA325
O2 bArtillery OBA-100+mm OBA513
O3 bRocket OBA-150+mm OBA311
- cAttack Chit--111

a. RG types "I", "V", and "HW" may deploy on the map for 1 additional CPP on the CG Date on which they are purchased, or per 4.5154. b. A 2-2-8 crew accompanies each AT Gun, and an SS 3-4-8 HS accompanies each HMG. RG types "G" and "O" may deploy freely on the map. c. NA on 25 Midday (see 4.5154). d. Receives a -2 DRM to Radio Maintenance, not -1 (see 2.11). e. Only one "I"-type RG may be purchased per CG Date.

BRITISH REINFORCEMENT GROUP CHART

IDTypeF/DUnitCostMax/DateMax/CG
I1 aInf Coy10/74-5-7814
V1 aTank Troop I1/1 (3/2)Sherman IIC / Sherman III611
V2 aTank Troop II1/1 (3/2)Sherman VC / Sherman V513
G1 bAT Sect2/16-pounder211
HW1 a, bMG Pltn3/2MMG512
HW2 a, bMtr Pltn2/151mm LT MTR213
O1 b, cBtln. Mtr-70+mm OBA224
O2 bMed Arty-80+mm OBA325

a. RG types "I", "V" (not in a Morning scenario; 4.5127), and "HW" may deploy on the map for 1 additional CPP on the CG Date on which they are purchased. b. A 2-2-8 crew accompanies each AT Gun and each MMG, and a 2-4-7 HS accompanies each LT MTR. RG types "G" and "O" may deploy freely on the map. c. Receives a -2 DRM to Radio Maintenance, not -1 (see 2.11).

4.5151. REINFORCEMENT GROUPS: RG Charts contain the following information:

  • ID: Alphanumeric identification for each RG.
  • Type: Indicates the name of the RG. This name and ID are noted secretly on the player's RG Purchase Record.
  • Full/Reduced Units: Indicates the numbers and types of units each RG contains if Full Strength or Reduced.
  • CPP Cost: Indicates the CPP cost of the RG. This is the number of CPP that must be subtracted from the player's current CPP total to receive that RG. Each RG whose ID begins with "I," "V," or "HW" may be deployed on the map in a friendly, non-Isolated Deployment Area in a scenario played on the same CG Date on which it is purchased if its listed CPP cost is increased by one (see also 4.5127 and 4.5154).
  • Max/Date: Indicates the maximum number of RGs of that specific type that may be purchased per CG Date.
  • Max/CG: Indicates the maximum number of RGs of that specific type that may be purchased over the course of the CG. Both players must keep a noted record of each RG purchased during the CG to know whether additional RGs of that type are still available for purchase.

4.5152. ENTRY AREA: See SSR CG7 for the British and German Entry Areas. In addition, if the German cannot enter along the north edge of the map, he may no longer purchase "I," "V," or "HW" RGs for on-map deployment.

4.5153. RG PURCHASE RECORD: After all RGs for the current CG Date have been selected and their CPP spent, the RG Purchase Record must be updated. One line of this sheet must be filled in for each RG purchased. The following list explains how each RG column is used.

  • CG Date: CG scenario in which the RG is purchased.
  • RG ID: The alphanumeric ID of the RG.
  • Group Type: Name of the RG.
  • #P (Number Purchased): Total number of friendly RGs of this Group Type purchased so far during the CG.
  • #R (Number Remaining): Number of this Group Type still available for subsequent purchase during the CG. This number results from subtracting the number in that RG's #P column from the number in the Max column for that RG on the purchasing side's RG Chart.
  • Str.: RG Strength as determined in RePh step 4.5161. Note "F" for Full or "D" for Reduced.
  • # Units: Number and type of units received in that RG.
  • SW/Guns Received: Number and type of each SW/Gun received in RePh step 4.4162.
  • Leaders Received: Type of each leader received in RePh step 4.5163.
  • Deployment: If the RG was purchased for on-map deployment, put an "O" in this box; if it was purchased for off the map, put an "E" in the column.
  • Other: This column may be used to note additional information.

4.5154. GERMAN ATTACK CHIT: Once per game, the German may purchase an Attack Chit. This allows the Germans to potentially organize a local counterattack. If so, they may purchase all units with on-map deployment in this CG scenario at no additional cost. The Attack Chit must be played in the CG Date in which it is purchased, but may not be purchased on the CG Date of 25 Midday.

4.516. RG STRENGTH, WEAPONS, AND LEADERS

4.5161. RG STRENGTH: Every British "I," "V," "HW," and "G" RG is eligible for Reduction. For each RG of those types the player has just purchased, he must make a DR on the RG Strength Table to determine whether it is received at Full Strength or Reduced. A Full Strength RG receives the number of units to the left of the "/", while a Reduced RG receives the number of units to the right of the "/". All Strength, Weapons, and Leader DR/dr for RGs are secret and need not be revealed until the end of the CG.

RG STRENGTH TABLE

DR FinalResult
≤8Full
≥9Reduced

4.5162. SUPPORT WEAPON ASSIGNMENT: Determine the number of SW indicated on the chart below received by each "I"-type RG. A Full Strength RG automatically receives all indicated SW. A Reduced RG must make a dr ≤ 4 to receive each SW. Note each SW received in its appropriate column of the player's RG Purchase Record on that RG's line. Each SW received must be deployed/entered stacked with, and possessed by, a unit of its respective RG during the first CG scenario in which that RG participates.

INFANTRY REINFORCEMENT GROUP SW CHART

NationalityPltn/Coy TypeMMGLMGPSKPIAT
GermanSS Inf Pltn111
GermanSS Inf Coy121
GermanVolksGr Coy2
BritishInf Coy32

4.5163. LEADER ASSIGNMENT: Each player rolls once for each "I"-type RG on the appropriate table below with applicable DRM.

COMPANY LEADER ASSIGNMENT TABLE

DR FinalLeaders Received
210-2, 8-1, 8-0
39-2, 9-1, 8-0
49-2, 8-1, 7-0
59-1, 8-1, 8-0
69-1, 8-1, 7-0
78-1, 8-0, 8-0
89-1, 8-0
98-1, 8-0
108-1, 7-0
118-0, 7-0
128-0, 6+1
≥137-0, 6+1

DRM:

  • +2 if Reduced
  • +1 if a VolksGr Coy

PLATOON LEADER ASSIGNMENT TABLE

DR FinalLeader Received
≤29-2
3-49-1
5-78-1
8-98-0
10-117-0
126+1

DRM:

  • -2 if SS
  • +2 if Reduced

4.517. INITIATIVE DETERMINATION: Each side selects its initiative for the current CG Date, either "Attack" or remaining "Inactive," representing its desired tactical plans. The British may use four Attack Chits, and the German may purchase one Attack Chit. The Initial Scenario's attack does not count toward the British total.

Each side takes its respective initiative chit and places it secretly in the play area, hidden from the opponent's view, with the face-up side of the chit showing the side's Initiative choice (Attack or Inactive) for the next CG scenario. The markers are then revealed simultaneously and cross-referenced on the following matrix to determine whether a new CG scenario is generated and, if so, what type it will be.

INITIATIVE MATRIX

chit selectedBritish AssaultBritish Inactive
German AssaultDual Attack¹German Assault¹
German InactiveBritish Assault¹Inactive²
  1. Scenario generated; consult the appropriate scenario type below for more information.
  2. No scenario is generated for this CG Date; repeat RePh steps 4.510-.517 until the next scenario is generated.

4.5171. SCENARIO TYPES:

a) DUAL ATTACK: Represents a CG Date in which both sides have planned an offensive action. The British player makes a dr to determine which side sets up first; if ≤ 2 the British does, otherwise the German does. If the German sets up first, proceed as with a British Assault. If the British sets up first, then after British setup the German declares the scenario's playing area (maximum of 10x10 hexes). The rest of the map is not in play during the German attack. The scenario ends after three Game Turns. After completing those Game Turns, a normal British Assault CG Date then takes place, and the rest of the map and units outside the 10x10 hex area may be used. The CG scenario restarts at Turn 1. Both sides set up their forces again with the Deployment Areas (including Escapes) being predetermined first (4.501-.509).

b) GERMAN ASSAULT: In this CG Date the German is attacking. The British sets up first and the German moves first. After British setup, the German declares the scenario's playing area (maximum of 10x10 hexes). The scenario ends after three Game Turns. The rest of the map is not in play.

c) BRITISH ASSAULT: In this CG Date the British is attacking. The German sets up first and the British moves first. The entire map is in play.

d) INACTIVE DATE: There is no CG scenario on this CG Date. No scenario is played.

CG SCENARIO VICTORY CONDITIONS: In Decision at Elst, individual CG scenarios have no Victory Conditions. CG scenarios instead serve to position the players for the overall CG Victory Conditions. Neither side wins or loses a CG scenario, only the CG itself. The CG Victory Conditions are given in 4.41.

4.518. UNIT DEPLOYMENT

4.5181 DEPLOYMENT OF ISOLATED UNITS: The side that sets up first in a given CG scenario now sets up all its Retained units and Equipment that must go to an Isolated Location, after which the other side does the same. Each Isolated unit/piece of Equipment may be deployed only in its current Deployment Area and, if an immobile vehicle, in its current hex and VCA. Every AFV deployed at an Isolated Location is subject to Ammunition Shortage per ASLSK rule 7.2.1.

4.5182 DEPLOYMENT OF NON-ISOLATED UNITS: The side that sets up first now sets up the rest of its Retained units and Equipment in eligible hexes of the Deployment Area where they were Retained. Once the side that sets up first has completed its setup, the other side follows the same procedure. Units intended to Enter will be deployed after the game begins.

4.6 BEGIN THE GAME: The side that sets up second moves first.

Scenario DaE4: Leave... or Elst

The following is the official English text of scenario DaE4, in its March 2014 corrected reprint as distributed by Multi-Man Publishing (one of the four historical scenarios included in the box; the other three scenario cards, DaE1-DaE3, were not available as a free MMP download and are not reproduced here).

ASL SCENARIO DaE4

Scenario Design: Ken Dunn

ELST, HOLLAND, 25 September 1944: On the day that Operation MARKET-GARDEN officially ended, the 7th Somerset Light Infantry was ordered to capture the crossroads at the center of Elst. Supported by a troop of tanks, the Somersets jumped off at 1000 hours on either side of the main street in Elst, moving towards the Nijmegen-Arnhem highway through the dense town with its houses and small orchards. Major Knaust, however, was not yet ready to give up the town.

BOARD CONFIGURATION: DaE (only hexes numbered ≥ 7 and ≤ 18 in hexrows BB-TT are playable)

BALANCE:

  • Delete one Game Turn.
  • Add one Sherman V(a) to the British OB.

VICTORY CONDITIONS: The British win at game end if there are no Good Order German non-crew MMC in any building on/east of hexrow LL in hexes numbered ≤ 11.

TURN RECORD CHART GERMAN sets up first. BRITISH moves first. (Game Turns 1-7)

Elements of Kampfgruppe Knaust [ELR: see SSR 3] set up in hexes numbered ≤ 16: 2 x 4-4-7, 2 x leaders.

Elements of 7th Somerset Light Infantry, 214th Brigade, 43rd Wessex Division [ELR: 3] enter on Turn 1 along the south edge: 14 x 4-5-7 (or similar squad allotment), 2 leaders, 4 x SW, 3 x Sherman tanks (per OB).

SPECIAL RULES:

  1. DaE rules 1-3 are in effect. All terrain on the DaE map that is not in play remains in effect for offboard movement and entry (only) purposes.
  2. The British have an Offboard Observer in hex OO21. LOS is drawn from that hex for observation purposes only. This observer has an 80+mm OBA module (HE/Smoke) and receives 8 black and 3 red chits.
  3. Non-SS German MMC have an ELR of 3; all German leaders have an ELR of 5.

AFTERMATH: The British moved forward but were soon held up by snipers and close-range heavy machine gun fire. One of the supporting tanks almost immediately bogged down in a ditch while attempting to skirt through the countryside, and in short order an anti-tank gun knocked out the other two that were still confined to the main road. The company commander ordered his men back so that artillery could finish off what the infantry and tanks had started, after which the Tommies moved forward with ease. They saw remnants of Kampfgruppe Knaust, including ten armored vehicles, streaming northward towards Arnhem. It was evident that they had decided to leave Elst. The British had captured another small stretch of "Hell's Highway."

© 2014 Multi-Man Publishing, Inc.