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Nordwind 1945

Nordwind 1945 Rulebook

Table of Contents

Table of Contents

  • 1 - Overview
    • 1.1 - Game Scale
    • 1.2 - Terrain
    • 1.3 - Units
    • 1.4 - Special Characteristics
  • 2 - Sequence of Play
    • 2.1 - Game Sequence
  • 3 - Movement
    • 3.1 - Overview
    • 3.2 - Terrain Effects
    • 3.3 - Ferries
  • 4 - Zones of Control
    • 4.1 - Overview
    • 4.2 - ZoC Effects
    • 4.3 - ZoC and Combat
    • 4.4 - Special Case for the 6.SS
  • 5 - Stacking
  • 6 - Combat
    • 6.1 - Overview
    • 6.2 - Combat Modifiers
    • 6.3 - Quality Rating
    • 6.4 - Combat Resolution
    • 6.5 - Combat Results
    • 6.6 - Retreats and Advances After Combat
      • 6.6.1 - Retreats
      • 6.6.2 - Advance After Combat
    • Examples of Combat
  • 7 - Supply
    • 7.1 - Overview
    • 7.2 - Supply
    • 7.3 - Effects
  • 8 - Weather
  • 9 - Air Missions
    • 9.1 - Overview
    • 9.2 - Weather Effects
  • 10 - Scenarios
    • 10.1 - Historical Scenario
      • 10.1.1 - Allies
      • 10.1.2 - Germans
      • 10.1.3 - Reinforcements
    • 10.2 - Hypothetical Scenario
      • 10.2.1 - Allies
      • 10.2.2 - Germans
      • 10.2.3 - Reinforcements
    • 10.3 - Victory Conditions
  • Tables
    • Combat Results Table
    • Terrain Effects Table
    • Quality Table
    • Weather Table
    • Combat Modifiers

1 - Overview

1.1 - Game Scale

A game turn represents two days of real time. A hexagon on the map covers approximately 5 km [3 mi.]. The unit counters represent battalions, regiments, Allied tactical groupings (combat command) and German Kampfgruppen.

1.2 - Terrain

The map represents part of Alsace defined on the north by the German front, on the east by the Rhine, on the south by the suburb of Strasbourg and on the west by Lorraine.

A hexagonal grid is superimposed on the map to regulate units' Movement (see 3) and Combat (see 6). The effects of different terrain types on movement and combat are summarized in the Terrain Effects Table.

1.3 - Units

Each unit has the following information on the counter:

  • Combat strength
  • Quality rating
  • Movement allowance: in blue for the infantry units, and in yellow for the mechanized units
  • Unit type represented by a NATO symbol and size (see 5)
  • Identification: unit name, indicated as follows: Battalion/Brigade or Regiment/Division.
  • Any armored bonus is indicated by an asterisk.
  • Any special characteristic is indicated by a colored square.

A red square shows that the unit has lost a step. Unit types: armored, mechanized infantry, motorized infantry, carried anti-tanks, infantry, mountain infantry, paratrooper infantry, tractor-drawn anti-tanks, multiple rocket launchers, reconnaissance. French units are marked as such.

1.4 - Special Characteristics

  • 6.SS: Two units have the possibility of infiltrating enemy controlled Zones (see 4.4).
  • 653sPJ and 353: these units provide a bonus of one column for city combat against the small forts of the Maginot Line.
  • VolksW(erfer): this artillery unit gives a bonus of one column in combat. Its Range is 2 hex.
  • Combat commands: These units benefit automatically from the Infantry and Armor bonus (see 6.2).

2 - Sequence of Play

Nordwind 1945 is played in several turns (depending on the scenario chosen). Each game turn is composed of several phases as described below.

2.1 - Game Sequence

  • A – Supply and Weather Phase: Both players check the supply lines [LoS] (see 7) for all of their units. The Allied player throws 1d6 to determine the weather for the turn (see 8 and the Weather Table).
  • B – German Movement Phase: The player moves all or part of his units respecting the Rules of Movement (see 3), Stacking (see 5), and the Zones of Control (see 4).
  • C – German Combat Phase: The German player has his able units fight, respecting the Rules of Combat (see 6).
  • D – Allied Movement Phase: Like Phase B but for the Allied player.
  • E – Allied Combat Phase: Like Phase C but for the Allied player.
  • F – Turn End: Check for automatic victory conditions. If they are not met, a new turn begins. The turn marker is moved forward one square on the turn counter. If it is the last turn of the scenario, check the victory conditions.

3 - Movement

3.1 - Overview

During movement, a unit can move all or part of its movement allowance by spending the movement points (MP) required for each type of terrain moved through.

The infantry units have a movement allowance of 8 MP; the mechanized and armored units have a movement allowance of 12 MP. A unit is not required to expend all of its MP during its movement action, but if it does not, the remaining MP are lost for this turn.

3.2 - Terrain Effects

Terrain effects on movement and combat are given on the Terrain Effects Table.

Roads: For mechanized units, the road movement cost only applies if the unit is alone in the hex. or stacked with a non-mechanized or non-motorized infantry unit. If a mechanized unit is stacked with another mechanized unit or if a mechanized unit crosses a mechanized unit already on the road, it will then pay the cost of the non-road terrain.

Infantry units always benefit from road movement.

Bridges: They are situated wherever roads cross the river. This bridge cancels the cost in MP of a river crossing, but not the penalty linked to combat. The regular Zones of Control apply (see 4.1).

Example: a bridge is located between hex. 1912 and 2011. A unit that crosses over this bridge will pay only the movement indicated for the terrain present in the hex. and not for the river. However, the combat modifier still applies.

Example of movement: Unit CCA/12 disengages from the Zone of Control of the German unit 59/19 at a cost of 1 MP (1). It proceeds on the national road in 1008 and 1109 at a cost of 2 x 1/2 = 1 MP. Arriving in 1209, another armored unit prevents it from benefiting from the road (3.2). It spends 1 MP for clear terrain (2). In 1309, it spends 1/2 MP because it is alone on the road. In 1409, the infantry unit does not prevent it from benefiting from the road and so it spends [glyph lost; ½] MP (3). The same goes for 1510, where it completes its movement. In all, it has spent 4.5 MP (4). If it had continued its movement, it would have another 12 - 4.5 = 7.5 MP to spend.

3.3 - Ferries

A ferry is the only way for the German player to cross the Rhine. He places the ferry in the hex. adjacent to the Rhine during the movement phase of his choice, at the location he chooses for the crossing of his units. Once in place, the ferry cannot be moved.

Crossing the river by this means costs 3 MP for an infantry unit and 6 MP for a mechanized infantry unit.

One of the hexes across from the ferry must be clear of enemy units. The units can then cross by this or these adjacent hexes.

If Allied units are present in all of the hexes adjacent to the ferry on the other side of the Rhine, the ferry is destroyed.

Example: A ferry is placed in 2114, and the units cross into 2013 and/or 2113. If Allied units enter into 2013 and 2113, the ferry is destroyed.

Consequences: The units located on the other side of the Rhine are considered isolated at the next Supply phase (unless they have an LoS (supply line) from another friendly side on the map).

Note: The only way to destroy a ferry is to occupy the adjacent hexes.

4 - Zones of Control

4.1 - Overview

All combat units exert a ZoC in their own hex. and into the six adjacent hexes, except across the Rhine.

A unit of combat strength «1» alone in its hex. exerts no ZoC outside of its own hex. If the combat strength of stacked units is greater than 1, the stack exerts a ZoC on the 6 adjacent hexes.

A unit's ZoC influences the movement and combat of other units.

4.2 - ZoC Effects

  • A unit which enters an enemy ZoC must stop its movement.
  • A unit which begins its movement in an enemy ZoC may leave this ZoC by spending an additional +1 movement point (MP).
  • A unit cannot move directly from one ZoC to another ZoC (exception: 4.4).
  • The presence of a friendly unit in an enemy ZoC nullifies it for retreat (see 6.6.1) and supply lines (see 7.1), but not for movement.

Important: the presence of a friendly ZoC does not negate an enemy ZoC.

4.3 - ZoC and Combat

  • Combat is not mandatory for a unit which ends its move in an enemy ZoC during its movement.
  • A unit or stack of units that retreats into an enemy ZoC as a result of combat loses 1 strength step (for the entire stack) per hex. of enemy ZoC traversed (see 6.6.1) unless a friendly unit is present in the hex.

4.4 - Special Case for the 6.SS

The two infantry units (11 and 12/6) of the 6.SS are capable of infiltration and thus can pass from one ZoC to another (whether or not they are exerted by the same unit). The only cost is +1 MP to exit each ZoC per hex. traversed. This infiltration can take place against any type of enemy troop.

Example: the unit of the 6.SS moves in the ZoC of the American unit. From 1 to 2, it spends +1 MP to exit the ZoC in 1207 and 1 MP for the clear terrain. From 2 to 3, it spends +1 MP to exit the ZoC in 1308 and 1 MP for clear terrain + 3 MP for the river. Total: 7 MP.

5 - Stacking

One may stack in the same hexagon up to 3 Regiments or Brigades plus 1 Battalion, or 2 Regiments or Brigades and 2 Battalions.

Size of Units: X: brigade; III: regiment; II: battalion.

Stacking limits apply at the end of each movement phase and each combat phase. However, during each movement phase, friendly units may exceed the stacking limit without penalty (exception: mechanized units on the road, see 3.2).

Units exceeding stacking limits are eliminated according to their owner's choice. The various markers do not count in the stacking limit.

6 - Combat

In Nordwind 1945, combat takes place between adjacent units (exception: German artillery units). The units which attack are called « Attackers » and the units in the targeted hex(es) are called « Defenders ».

6.1 - Overview

  • A unit may attack any adjacent hex containing an enemy unit.
  • A unit cannot attack an enemy unit in a terrain it cannot normally enter.
  • An enemy unit can be attacked by any adjacent friendly units.

Multiple Attacks: All enemy units in the same hex. must be attacked together, and they must all participate in their defense.

Attacking units that are in the same hex. (that is, in the same stack) can attack different enemy hexes. Each attack is resolved separately. However, the combat value of a unit cannot be divided among several combats.

6.2 - Combat Modifiers

Modifiers are as follows and are implemented in this order:

  • Quality: see 6.3.
  • Defender's Terrain: the terrain in the defender's hex provides column shifts. These modifiers are cumulative. Example: wooded terrain behind a river shifts two columns to the left. The penalty most favorable for the defense always applies. Example: if a unit attacks by river or a crest and the other doesn't, the river or crest penalty applies.
  • Divisional bonus: if all the original regiments of the same division attack the same adversary and from the same hex., the stack receives a bonus of a +1 column shift to the right. Battalions do not count toward divisional integrity. If all the original Regiments or Brigades of the same armored division or of the Panzer-Grenadiers attack the same adversary from the same hex. and if the hexagon of the defense is clear terrain, the stack receives a bonus of +2 columns. The following units can receive this bonus: 12th AD and 14th AD US, 2nd French DB, 21.Panzer, 25.Panzer-Grenadier, 10.SS.Panzer, 17.SS.Panzer.Grenadier and 11.Panzer.
  • Infantry and Armor Bonus: if an infantry unit (of any type) is stacked with an armored unit (marked by an armored symbol), it benefits from a bonus of +1 column in attack and defense. Note: the brigades of the US and French armored divisions automatically have this bonus except the CCR unit of the 14th DB US.
  • Infantry plus Anti-tank Bonus: if an infantry unit (of any kind) is stacked with an anti-tank unit (containing an anti-tank symbol), it receives a bonus of +1 column in defense only if at least one of the attacker's units is an armored unit.
  • Armored Bonus: Armored units or anti-tank units that have an armored bonus (indicated by an asterisk) benefit from a bonus of +1 column in attack or defense if enemy armored units participate in the combat and none of them has an armored bonus.
  • Artillery of the people (Multiple rocket launchers): the VolksW unit gives a bonus of +1 column to the combat in which it participates. Its range is 2 hex.

All of these modifiers are cumulative but there may only be one modifier of each type in the same combat.

6.3 - Quality Rating

The quality rating of a unit is used to calculate its probable performance in combat. The value, ranging from A to D, is used by the attacker and the defender during each combat. If several units of different qualities participate in a combat, the best quality is always chosen.

Each player throws 1d6 on the Quality Table and uses the result to shift the column to the right or left on the CRT. A negative number obtained by the defender equals a corresponding number of additional columns for the attacker and vice versa.

Concept note: This table amounts to testing a unit's capacity to organize its attack or its defense, based on its command and its training, and its ability to deal with the unexpected (bad coordination, lack of ammunition, impetus, etc.). The higher the quality, the less likely the unit is to undergo a negative result and vice versa.

6.4 - Combat Resolution

Combat takes place as follows:

Both the attacker and the defender add up their combat strengths. A ratio is made between the attacker's and defender's sums to obtain a basic force ratio. This ratio is always rounded in favor of the defender.

Example: if 13 factors attack 5, the force ratio is 2.6:1, rounded to 2:1.

Column shifts are applied to obtain the final strength ratio column. The attacker consults the appropriate column on the Combat Results Table (CRT) then rolls 1d6 to obtain the final combat result.

Note: The final force ratio cannot be less than [glyph lost; the CRT's lowest column is 1/4] or greater than 8/1 at the end of the application of the column shifts. Any modifiers putting the result outside these limits are not to be taken into account.

6.5 - Combat Results

Results are given in the form of a letter R and/or numbers that can affect the attacker as well as the defender. The letter R indicates a mandatory retreat. The numbers indicate the number of strength steps that that force must lose and/or the number of hexes of retreat.

The owning player apportions his combat losses as he chooses among the stack and the number of retreat hexes, always beginning with the mandatory retreat, losses, and then optional retreats. The defender apportions his losses and retreats, if any, then the attacker does the same.

Results in bold on the CRT indicate that the final requirement to be filled for the combat result is chosen by the attacker. The defender, however, chooses the unit or the stack that undergoes the loss or the hex. of retreat.

If the defender can or chooses to remain in place and lose strength steps, the attacker must take all of his losses as step losses and may not retreat. If the defender retreats (by choice or necessity), the attacker may also retreat.

If armored units are present on both sides, the first loss must be taken by an armored unit that participated in the combat.

For a unit of quality A or B, the mandatory retreat can be converted to a loss.

6.6 - Retreats and Advances After Combat

6.6.1 - Retreats

A unit or stack of units that retreats cannot enter a hex occupied by enemy units. It also cannot retreat into a hex impassable to it.

Retreats must be done as much as possible within the following order of priorities:

  1. toward a hex. out of enemy ZoC;
  2. in the general direction of the friendly board edge;
  3. toward the hex. farthest from an enemy unit.

A unit or stack may retreat into an enemy ZoC, losing one strength step for the entire stack per hex. of enemy ZoC moved through, unless this hex. is occupied by a friendly unit.

Units from a retreating stack may retreat into different hexes as long as they all retreat the same number of hexes.

A unit that must retreat into a hex. with impassable terrain or a hex. occupied by enemy units is eliminated.

A unit which must retreat off the map returns the following turn to the hex. from which it exited or to an adjacent hex. If it cannot, it returns the following turn to a hex. located a distance of between 2 and 6 hex. from the exited hex.

Important: If a unit retreats in violation of the rules of stacking, it or a unit in the stack will be eliminated (see 5).

6.6.2 - Advance After Combat

When a unit or stack of units retreats or is eliminated, it leaves the hex. that it had occupied vacant, as well as a retreat path of varying length depending upon the number of hex. retreated.

Victorious units that took part in the combat may then enter the vacated hex. and advance along the retreat path of the defeated unit, still respecting impassable terrain. If a retreating stack splits into several hexes, the active player is free to follow whichever of the retreat path(s) he wishes.

Exception: Armored or mechanized units are not required to follow the retreat path of retreating units after the first hex. This movement does not end when they enter an enemy ZoC.

In the case of a shared result, the attacker must convert all of his adverse results into step losses if he wishes to advance after combat.

Only the attacker may advance after combat.

Examples:

  • The result 2/- indicates that the attacker must either retreat two hex. or lose two strength steps and remain where he is, or lose one strength step and retreat one hex.
  • The result –/1 indicates that the defender must retreat one hex. or lose a strength step.
  • The result 1/R1 indicates that the defender must retreat one hex. and then either retreat another hex. or take a loss. The attacker must then either retreat one hex. (the defender having retreated) or lose one strength step. If he chooses the second option, he may then advance to the hex. vacated by the defender. If the defender retreats 2 hex., for example, the attacker can follow the defender along his retreat path.
  • The result 1/R3 indicates a mandatory retreat of a hex. for the defender and 3 additional requirements to take in strength losses or retreats. The defender retreats a hex. (mandatory) then loses 2 strength steps and stays where he is, or loses one strength step and retreats all his units one or two hex. The attacker will finally choose (result in bold) to force the stack to retreat an additional hex. or to lose another strength step. The attacker then retreats a hex. (the defender having retreated) or loses a strength step. If he chooses the second option, he may then advance to the hex. vacated by the defender. If the defender retreats 2 hex., for example, the attacker can follow the defender along his retreat path.

If an enemy unit is eliminated before it fulfills all of its requirements described on the CRT, the attacker can convert the remaining requirements into hex. advances after combat.

Example: if a –/R2 result eliminates a unit that only had one strength step left, the attacker can advance 2 hex.

Examples of Combat

Example 1: CCB/12 is attacked by three German units of 21.PZ and 653sPJ. Total of factors: 12 (1+4+4+3) against 6, which gives a rounded force ratio of 2/1. The players apply the following modifiers. Quality: The US player (of quality D) throws 1d6 on the Quality Table and gets a 3, for a result of -1. The German (quality B, taking the best quality) gets a 5, for a result of +1. The German thus benefits from a bonus of +2 columns to the right. Terrain: The terrain is clear, no modifier. Division Bonus: Since all the regiments of the 21.Pz attack together and from the same hex. in clear terrain, the German benefits from a bonus of +2 columns to the right. Infantry + Armored Bonus: Both players benefit so the bonus is canceled out. Armored Bonus: Since unit 653 sPJ possesses an armored bonus, the German benefits from a modifier of +1 column. Artillery of the people: The VolksW unit gives a +1 column bonus to the German. Air mission: The Allied player engages in an air mission, giving a penalty of -1 column to the German. Total of the column modifiers: +5. The German player throws 1d6 on the column 7/1 and gets a 4, resulting in -/R2.

Example 2: Terrain: With one of the two units attacking across a crest, this modifier applies, giving a penalty of -1 column to the attacker in addition to the difficult terrain. The total, then, is -3 columns penalty for the attacker. Concentric Attack: The American unit is completely surrounded by enemy units or by their ZoC. (US unit 179/45 doesn't prevent the ZoC of 59/19 from acting.) The attacker benefits from a bonus of +1 column.

Example 3: The units of 17.SS do not benefit from the division bonus (there is one regiment missing) but only from the Infantry and Armored bonus. The defender benefits from the Infantry and anti-tank bonus, and so these two bonuses cancel each other out. However, the anti-tank unit has an armored bonus, giving the German player a penalty of -1 column.

7 - Supply

7.1 - Overview

A Line of Supply (LoS) may pass through any type of terrain usable by a mechanized unit but cannot pass through an enemy-occupied hex or through an enemy ZoC, unless this hex is occupied by a friendly unit.

A LoS can cross a river but not the Rhine outside of a ferry. The length of a LoS is infinite. Unit supply is checked during the Supply phase.

7.2 - Supply

For a unit to be supplied, it must be able to trace a Line of Supply (LoS) to the friendly edge of the board. Germans: north and east. Allies: west and south.

7.3 - Effects

  • If a unit is unable to trace a LoS at the start of the turn (during the supply phase), it gets an Isolated marker. The consequences are as follows: the unit attacks at half its combat strength but it defends itself and moves normally.
  • An isolated unit that cannot trace a LoS at the start of its turn gets an Unsupplied marker. The consequences are as follows: the unit cannot attack, it defends itself at half its combat strength and moves at half its movement.

Note: Combat strength values are rounded up to the nearest whole number.

8 - Weather

The ground weather is already taken into account in the rules. Only the air weather influences the game. The weather can be fair, cloudy or overcast.

To determine the weather, the Allied player throws 1d6. On a die roll of:

  • 1: the weather is fair;
  • 2, 3: cloudy;
  • 4, 5: overcast;
  • 6: same weather as previous turn.

A die roll modifier of -1 applies if the weather was fair on the previous turn. The weather is overcast for the first turn.

9 - Air Missions

9.1 - Overview

Players can engage in air missions during combat. A marker is provided to record air missions and show them on the map. Each air mission gives a bonus of one column in attack or in defense.

The attacking player chooses during which combats he calls an air mission and the defender does the same. Any column shifts are applied on the CRT. There can only be one air mission per combat.

9.2 - Weather Effects

  • The Allied player is allowed one air mission if the current turn's weather is cloudy and three missions if the weather is fair. Note: The Allied player may place his marker on the turn counter to record his air missions.
  • The German player is allowed one air mission if the weather is fair or cloudy.

No air missions are permitted when the weather is overcast.

10 - Scenarios

10.1 - Historical Scenario

Play begins January 1, 1945 and lasts 12 turns unless the automatic victory conditions are met before then.

10.1.1 - Allies

The Allies place themselves south of the red dotted line. The number of units is in parentheses. DI: infantry division; DB: armored division.

  • 157/103 DI: 101
  • 44 DI (5): between 201 and 502
  • 100 DI (3): between 602 and 803
  • 63 DI (2) (TF Harris): between 201 and 803
  • GTL/2: 404
  • GTD/2 and GTV/2: 508
  • 62/TFH, 94/TFH, 117/TFH, 14/TFH (TF Hudelson): between 904 and 1304
  • 45 DI (5): between 1404 and 2003
  • 79 DI (5): between 2104 and 2506
  • 70 DI (3) (TF Herren): between 2507 and 2210 along the Rhine
  • 42 DI (3) (TF Linden): between 2211 and 1814 along the Rhine
  • FFI: 1814
  • 36 DI (5): 411 and 312
  • 14 DB (3): 511

During the game, the American units may under no circumstances cross the red dotted line. If a combat result permits them to advance farther, they must stop their movement on the line.

10.1.2 - Germans

The Germans place themselves north of the red dotted line. The number of units is in parentheses. VG: Volks-Grenadier; FJ: Fallschirmjäger; Pz: Panzer; PzG: Panzer-Grenadier.

  • 19.VG (3): 301 and 401
  • KG/36: 501
  • VolksW: 701
  • 17.SS.PzG + 653sPJ (4): 601 and/or 702
  • 559.VG (2): 802 and/or 903
  • 257.VG (3): 1003
  • 12/6.SS: 1103
  • 361.VG (2): 1203
  • 256.VG (3): 1303 and/or 1403
  • KG/245: 2002
  • KG/Ra (Rässler): 2404

10.1.3 - Reinforcements

Germans

  • Turn 1: 11 and 506/6.SS: 1001
  • Turn 2: 553.VG (4): 2312 or 2314
  • Turn 3: 21.Pz (4), 25.PzG (3), 353 (1): between 301 and 2505
  • Turn 5: 7.FJ (3): 2201
  • Turn 6: 47.VG (3): 2201
  • Turn 8: 10.SS (4): 2312 or 2314. Remove 21.Pz and 25.PzG (Soviet offensive in the East)

Allies

  • Turn 1: 12 DB (3): 106
  • Turn 2: 3e RTA: 1515; 179/103: 101

10.2 - Hypothetical Scenario

This scenario tests the German offensive if it had been better prepared and put into action. The available means can be engaged at the same place and not dispersed throughout the front, as the player chooses. The Allied situation remains the same. The game begins January 5, 1945 and lasts at least 10 turns, unless the automatic victory conditions are met before then.

10.2.1 - Allies

The Allies place themselves as in 10.1.1.

10.2.2 - Germans

The Germans place themselves as in 10.1.2 with the following additional units:

  • 11 and 506/6.SS: 1001
  • 553.VG (4 units): 2312 or 2314
  • 21.Pz and 25.PzG: between 301 and 2505

10.2.3 - Reinforcements

The German player has several options. He chooses one secretly at the start of the game.

Germans

  • Option 1: For -1 victory point, bring in 10.SS.Pz (4 units) in the 2nd turn between 301 and 2505 or in 2312 or 2314.
  • Option 2: For -1 VP, bring in 11.Pz (4 units) in the 1st turn between 301 and 2505.
  • Option 3: For -2 VP, combine options 1 and 2.
  • Turn 4: 7.FJ (3): between 301 and 2505
  • Turn 5: 47.VG (3): between 301 and 2505
  • Turn 7: Remove 21.Pz and 25.PzG

Allies

  • Turn 1: 12 DB (3): 106; 3e RTA: 1515; 179/103: 101

10.3 - Victory Conditions

Automatic German Victory: The game ends if the German player takes Saverne and occupies it for a turn while having a ratio of step losses with the Allied player between 2/3 and 3/2. Otherwise, the VP are obtained as follows.

By objective:

  • +2 VP for Haguenau, Mundolsheim, Phalsbourg, Saverne.
  • +1 VP for Gambsheim, Wingen, Rahling, Ingwiller, Hochfelden.

By destroyed strength steps: Find the ratio of German/Allied losses (rounding up to the nearest whole number).

RatioVPRatioVPRatioVP
1/4+42/3+12/1-2
1/3+31/103/1-3
1/2+23/2-14/1-4

Results:

  • Less than 0 VP: Allied operational victory.
  • 0 to 3 VP: Allied tactical victory.
  • 4 to 6 VP: German tactical victory.
  • More than 6 VP: German operational victory.

Tables

Combat Results Table

Attacker/Defender. Number: number of steps to lose and/or retreat. R: mandatory retreat, except for quality A or B units, who may take a loss instead. Result in bold: the last requirement to respect (step loss or retreat) is chosen by the attacker.

Die1/41/31/21/12/13/14/15/16/17/18/1
14/-3/-2/-2/-1/-1/-1/1-/1-/11/R-/R1
23/-2/-2/-1/-1/-2/1-/1

Terrain Effects Table

TerrainInfantry (MP)Armored (MP)Combat
1 - Clear11–
2 - Wooded12-1 column
3 - Difficult24-2 columns
4 - Villageother terrainother terrain-1 column
5 - Cityother terrainother terrain-2 columns
6 - Departmental road11other terrain
7 - National road

*: infantry cost +3 MP; armored cost +6 MP.

Quality Table

DieABCD
1-1-1-2-2
2–-1-1-1
3–––-1
4––––
5+1+1––
6

Result: number of columns of discrepancy.

Weather Table

  • 1: The weather is fair
  • 2, 3: The weather is cloudy
  • 4, 5: The weather is overcast
  • 6: The weather is the same as in the previous turn

A die roll modifier of -1 applies if the weather was fair on the previous turn. The weather is overcast in the first turn.

Combat Modifiers

Modifiers are applied in the following order:

  1. Quality: see above
  2. Defender's terrain: idem
  3. Division integrity: +1/+2 (armored div.) col.
  4. Infantry + armored: +1 col.
  5. Infantry + anti-tanks: +1 col.
  6. Armored bonus: +1 col.
  7. Artillery: +1 col.
  8. Air missions: +1 col.
  9. Concentric attack: +1 col.

All modifiers are cumulative but there can only be one modifier of each type per combat.

  • Air mission: bonus of +1 column (see 9).
  • Concentric attack: If a defender's unit is completely surrounded by attacker's units or their ZoCs, the attacker receives a +1 column bonus.
  • -/1
    1/R
    -/R1
    1/R2
    32/-1/-1/-1/-2/11/1-/11/R-/R11/R2-/R2
    42/-1/-2/12/11/1-/11/R-/R-/R1-/R21/R3
    51/-2/11/11/1-/11/R-/R-/R11/R21/R3-/R3
    62/11/11/1-/1-/R-/R-/R11/R2-/R2-/R3-/R4
    1
    1/2
    other terrain
    8 - River / 9 - Bridge+3 / –+5 / –-1 column
    10 - RhineImpassable except by ferry*Impassable except by ferry*–
    11 - Crest+1impassable except by road-1 column
    12 - Maginot Lineother terrainother terrain-1 column
    +2
    +1
    +1
    +1