Onslaught
Onslaught Rulebook
Table of Contents
Table of Contents
1.0 D-Day
This game recreates the greatest campaign in the history of the United States Army: The Allied onslaught of 1944-45, from the invasion of Normandy to the crossing of the Rhine River. Two players take control of the Allied and German armies: moving their divisions, setting up attacks, and determining the outcomes of battles.
The game is played on a map depicting northern France, the Low Countries (Netherlands, Belgium, and Luxembourg), and western Germany. A pattern of hexagons (or hexes) printed on the map divides it into spaces. Each hexagon represents 11 miles of actual ground from side to side. The cardboard playing pieces are moved from hex to hex across the map. Each piece represents one division of Allied or German troops. The game is played for 20 turns. Each turn represents about 15 days.
The Allied player must guide his forces to break out of the Normandy beachhead, destroy the German army in France, and cross the Rhine River. The German player strives to crush the invasion by recapturing the Normandy beaches and pushing the Allies into the sea. If he cannot do this, he must delay the Allied spearhead while building up the defense of the German homeland and preparing his powerful panzer divisions to counterattack.
If you have experience with other wargames, you can learn to play the ONSLAUGHT game by reading the rules summary in the central pull-out section of this book. Read the appropriate sections of the main rules as questions come up during the game. If you are new to wargaming, read the main rules once (don't try to memorize them). Then play the game, consulting the rules frequently, until you feel confident with the system.
2.0 Game Equipment
[2.1] Rulebook
This book presents the rules of the game in detail, plus illustrations and examples to help players learn the game. The second half of this book is not rules at all, but a historical overview of the campaign. The rules are summarized on a four-page pull-out section inserted between pages 10 and 11.
[2.2] Game Board
The game board is a map of northern France, southern Netherlands, Belgium, Luxembourg, and western Germany. The hexagonal grid divides the map into hexes to regulate movement. Different types of terrain (forests, rough, bocage, rivers, cities, and fortifications) are shown on the game board. These features have effects on play as described in the rules.
Also printed on the game board are the Combat Table, reinforcement schedules, supply tracks, and the turn track. The Combat Table is used to determine the result of a battle. The reinforcement schedules tell each player when his reinforcement divisions arrive. The supply tracks are used to mark how many supply points each player has. The turn track shows which turn of the game is currently in progress.
[2.3] Playing Pieces
The cardboard playing pieces (called counters) represent the divisions that fought in northern France in 1944-45. Each division counter has a symbol and two numbers on it. The symbol identifies the counter as an infantry, armor, or paratroop division. The numbers are the division's combat strength and movement point allowance.
Each infantry division contains 10,000 or more soldiers, as well as thousands of vehicles. Armored divisions contain 300 to 400 tanks.
All division counters are printed on both sides. The front side shows the division at full strength. The back side shows the division at depleted strength.
The color of a division counter indicates which army it belongs to, as follows:
Allied Armies
| Army | Colors |
|---|---|
| British | red on khaki |
| Canadian | white on khaki |
| United States | green on olive |
| French | blue on olive |
| Polish | white on brown |
German Army
| Army | Colors |
|---|---|
| Wehrmacht | red on gray |
| SS Panzer | red on black |
| Volksgrenadier | green on gray |
The counter types are: infantry, volksgrenadiers, paratroops, armor (panzer), each shown at full strength and depleted strength for both Allied and German sides.
A few other counters are used to mark information on the supply tracks and the turn track. The Allied and German supply markers are placed on their respective supply tracks. The number that the marker is placed on is the number of supply points that player has. The turn marker is placed on the turn track, in the space that indicates the current turn. The other counters are the Supply Income marker and the Turn marker.
3.0 Setting Up
To set up the game, place German and Allied divisions on the map in the hexes where they are pictured. Place two Allied infantry divisions in each of the three landing hexes (by nationality, use one Canadian, two American, and three British divisions; they can be grouped however the Allied player wants). Place one division of the indicated type (paratroop, infantry, volksgrenadier, panzer, or SS) in every other set-up hex (two of the paratroops are American, the third is British).
Put the Allied supply marker and the Allied supply income marker on the "12" space of the Allied supply track. Place the German supply marker on the "8" space of the German supply track. Place the turn marker on turn 1 of the turn track. The game is now ready to play.
4.0 Turn Sequence
Each turn in the game follows a pattern. It begins with an Action Step, followed by a German Reserve Step, and concludes with a Reinforcement Step. Players can perform specific activities only during the appropriate step of the turn. When 20 turns have been played, the game is over.
While reading this section of the rules, remember that it is only telling you when to do things during the turn. How to do things is explained later.
During the Action Step, players move their divisions and attack enemy divisions according to the rules. During the German Reserve Step, German divisions can be moved forward to plug gaps in the line or pulled back to more protected positions. During the Reinforcement Step, new divisions arrive on the map, supply points are added to both players' supply tracks, and destroyed divisions are rebuilt.
Read the complete turn sequence outline below for more detail. The specific rules for moving, attacking, and replacing units are explained in following sections.
The Turn Sequence
Action Step
- The Allied player performs an Action.
- Both players roll one die.
- The player with the highest die roll performs the next action.
- Players continue performing actions until a dice roll is tied or both players pass. At that point, the Action Step ends.
German Reserve Step
- The German player performs his final strategic moves for the turn, spending supply points as needed.
Reinforcement Step
- The German player places his reinforcement divisions.
- The Allied player places his reinforcement divisions.
- The German player purchases replacement divisions.
- The Allied player purchases replacement divisions.
- Both players add new supply points to their supply tracks.
- Advance the turn marker to the next space on the turn track.
[4.1] Example: Turn 1
The Allied player gets the first action automatically. He chooses a Combat action. He attacks three stacks of German units, and pays five supply points to activate the attacking units.
When all of the attacks, advances, and retreats are finished, each player rolls a die. The Allied player rolls a 5, the German player a 4. The Allied player gets the next action, and decides to take a Movement action. His divisions are in seven stacks and he wants to move them all. This costs all of his remaining supply points. When the Allied player is finished moving, each player rolls a die again.
The Allied player rolls 5 and the German player rolls 1. The Allied player gets the next action but, because he has no supply points, he can't do anything. The dice are rolled again. Finally, the German player wins an action, 3 to 1.
The German player chooses a Movement action. He spends four supply points moving his divisions up to counterattack.
Both players roll a die. The rolls are tied, 5 to 5, so the Action Step ends immediately. The German player cannot make the attack he wanted to.
In the German Reserve Step, the German player moves three more stacks from the rear area into position for the coming turn. He still has one supply point remaining, but decides to save it.
Play moves to the Reinforcement Step. Checking his reinforcement schedule, the German player sees that he gets no reinforcements on turn 1. The Allied player does, however. He sorts out the divisions and places them on his supply source hexes. The German player replaces a division that was eliminated in combat. The Allied player didn't lose any units, so he cannot make replacements.
Finally, the German player adds eight supply points to his track (the standard German allotment). The Allied player gets 12 supply points: he still holds all three landing hexes, but has yet to capture a port. One of the players moves the turn marker to turn 2.
5.0 Action Steps
The Allied player automatically gets the first action of each Action Step. When the Allied action is finished, each player rolls one die. The player with the higher die roll gets the next action. Players roll dice after each action to determine who gets the next action. The Action Step continues until the dice rolls are tied, until both players pass, or until both players are out of supply points.
When an Action Step ends, the German player gets his Reserve Step. This is similar to a Movement action, but the German player can only use strategic movement.
Actions (summary box)
When a player takes an action, he must choose one of three types. All divisions activated during a given action must perform the same type of action.
- Movement Action: Activated divisions can move normally or strategically. Pay one supply point as each stack is activated.
- Combat Action: Activated divisions can attack adjacent enemy divisions. Pay one supply point per attacking stack.
- Breakthrough Action: Activated armor can move and attack. Pay two supply points per activated stack.
[5.1] Choosing Actions
When a player takes an action, he must choose one of three types: Movement, Combat, or Breakthrough. Every division activated during a given action must perform the same type of action. A player can also pass, taking no action.
[5.2] Activating Divisions
One supply point must be paid for each division or stack of divisions that moves or attacks during an action (two points during a Breakthrough action). The supply point is marked off the player's supply track before the division or stack does anything. Once the supply point is paid, that division or stack of divisions is activated until it is done moving or attacking.
Divisions occupying the same hex are called stacks. Up to three divisions can be stacked in one hex. In terms of supply expenditure, keeping your divisions stacked together is much more efficient than spreading them out, because one supply point can activate all of the divisions in a hex.
Units are never required to perform an action; it is always voluntary. Units cannot perform actions if the necessary supply points are not available. A division can be activated once per action. It can never be activated more than once per action.
[5.3] Movement
During a Movement action, a player can move his divisions from hex to hex across the map, according to the movement rules. All types of the acting player's divisions can move (infantry, armor, and paratroops). No enemy divisions can be attacked. Only one stack can be activated at a time.
[5.4] Combat
During a Combat action, any divisions that are adjacent to at least one enemy division can attack according to the combat rules. All types of a player's divisions can attack. All attacking divisions must be activated, and they must be adjacent to the divisions they attack. Any number of divisions or stacks can be activated at once, as long as all of them attack the same enemy-held hex. No movement is allowed during a Combat action except retreating and advancing as a direct result of combat.
[5.5] Breakthrough
Only armor divisions can perform Breakthrough actions. A Breakthrough action allows an armor division or stack to move and attack in a single action; essentially it combines a Movement action with a Combat action.
Activating an armor division or stack for breakthrough costs two supply points instead of one. Only one stack can be activated at a time. Once activated, that stack can perform a normal Movement action followed by a Combat action, or it can perform a Combat action followed by a Movement action.
When one stack has completed both combat and movement, another stack can be activated.
Every time a stack is activated for breakthrough, it has the option of moving before attacking or attacking before moving. The sequence used by one stack has no effect on subsequent breakthroughs. Each stack can move and fight in whatever order it wants. However, all divisions in a stack must move and fight in the same sequence.
Armor divisions activated during Breakthrough actions are not required to both move and attack. Regardless of whether a division does one or both, it still costs two supply points to activate. Strategic movement is allowed during a Breakthrough action.
[5.6] Breakthrough Example
The Allied player chooses a Breakthrough action. He pays two supply points to activate a stack of three armor divisions that is adjacent to a German infantry division. The armor attacks, destroying the German division and opening a hole in the German lines. The Allied player moves the stack of armor through the gap.
He then pays two more supply points to activate an armor division that is stacked with two infantry divisions (the infantry is not activated). These tanks move through the hole created by the first attack, stopping next to another German division. The Allied player decides not to attack, however, as the odds are not in his favor.
6.0 Movement
Movement types: normal movement, strategic movement, retreat, and advance after combat. All activated divisions can perform normal or strategic movement during a Movement action. Activated armor divisions can perform normal or strategic movement during a Breakthrough action. Any division which is attacked may be forced to retreat, and any division which attacks may be eligible to advance after combat.
This section deals only with normal movement and strategic movement. Retreat and advance are covered in section 7.0, Combat.
[6.1] Normal Movement
Each division has a movement allowance (printed in the lower right corner of the counter). This movement allowance is the number of hexes that the division can enter during a single action. The unit moves from hex to adjacent hex: it cannot skip across hexes. It can continue moving until it has used up its movement allowance.
A division must be activated in order to move. If two or three divisions are activated in a stack, they can split up and move independently.
[6.2] Zones of Control
Every division creates a Zone of Control (ZOC) in the hex it occupies and the six hexes surrounding it. ZOC extends across all hexsides except sea hexsides. No other terrain features (fortifications, rivers, major waterways, etc.) have any effect on ZOCs. The German division in Le Havre, for example (see ZOC illustration), extends its ZOC only into the hexes marked "A." Even though the hexes marked "B" are adjacent to the division, they are not in its ZOC because they are separated from it by open water.
A moving division which enters a hex in an enemy division's ZOC must stop immediately. It can move no further that action. (If the moving unit is an armor division performing breakthrough, it may be allowed to advance after combat.) If a division starts a movement action in an enemy ZOC, it cannot move directly to another hex in enemy ZOC. It could move from the ZOC it currently occupies to an adjacent hex which is clear of enemy ZOC, and from there to another enemy ZOC hex.
The presence of more than one ZOC in a hex has no special effect. Friendly ZOCs do not compound each other, and enemy ZOCs do not interfere with each other.
[6.3] Stacking
Up to three divisions can occupy a single hex. All of the divisions in a hex are collectively called a stack.
The three-division limit applies at the end of every action and at the end of every step (Action, German Reserve, and Reinforcement). Divisions can overstack during an action, but not at the end of the action. For example, during a Movement action the German player moves two infantry divisions into Metz, where he already has two armor divisions. This is fine, provided he moves at least one armor division out of Metz before the end of his Movement action.
If a player has more than three divisions in a hex at the end of any action or step, he must remove enough divisions of his choice to bring the stack back within limit. The units that were removed are lost; place them in the Eliminated Units box.
[6.4] Strategic Movement
A division can triple its movement allowance by using strategic movement. However, the unit must meet special requirements to be eligible for strategic movement. Strategic movement can be used during any Movement action (including the movement portion of a Breakthrough action), during the German Reserve Step, and during the Reinforcement Step by German divisions transferred from southern France.
To use strategic movement at any time, a division must be at least three movement points away from the nearest enemy division (i.e., no enemy division could move from its current position to the hex occupied by the friendly division while spending only one or two movement points). When counting this distance, ignore the presence of enemy units and ZOC, major waterways, and all other terrain except coastlines and sea hexsides; the path must swerve around impassable hexsides.
If a division begins its move three or more movement points away from the nearest enemy division, it is eligible for strategic movement. Its movement allowance is tripled for this action. The unit, however, cannot move within three movement points of any enemy unit at any time during its strategic move.
Divisions that are activated as a stack can use different types of movement. One division could use normal movement while another used strategic movement. Armor divisions activated during a Breakthrough action can perform strategic movement (but cannot get close enough to attack an enemy unit after moving).
[6.5] Major Waterways
The Rhine River and the Scheldt River estuary are major waterways. Crossing a major waterway expends a division's entire movement allowance. Thus, in order to cross, a division must be adjacent to the waterway at the start of its move. It can move only one hex (just enough to get across the waterway) and then must stop moving.
There are two exceptions to the preceding paragraph. All German divisions can cross the Rhine River (but not the Scheldt River estuary) the same way they cross any other river (i.e., start anywhere and pay one movement point per hex entered). Allied divisions can also cross the Rhine River the same way if they cross into a hex occupied by another Allied division.
If a stack of Allied divisions is activated adjacent to the Rhine, every division in the stack must pay the same penalty when crossing the Rhine; the first division cannot cross separately and create a bridge for other divisions from its stack (unless the divisions are activated as separate stacks and a supply point is paid for each).
7.0 Combat
Divisions that are activated adjacent to enemy divisions during a Combat action can attack (including the combat portion of a Breakthrough action). A division can attack once per Combat action.
An attack always is directed against a single stack of enemy divisions. More than one division can join in the attack. More than one enemy division can be attacked at once, if they are stacked together. Divisions activated as a stack can attack different hexes; they don't have to attack the same enemy stack.
Follow these steps to determine the outcome of the battle:
- Add together the combat strengths of all attacking divisions.
- Add together the combat strengths of all defending divisions.
- Divide the total attacking strength by the total defending strength. Reduce the result to one of the ratios listed on the Combat Table. If necessary, round down. The result determines which column of the Combat Table is used to resolve this battle.
- Roll one die and cross-reference the number rolled with the appropriate column on the Combat Table. The attacking player rolls the die.
Combat Example
Two Allied infantry divisions and one armor division are attacking a German infantry division. The total attacking strength is 14 (4 + 4 + 6). The total defending strength is 4. The ratio of attacking strength to defending strength is 14:4. Reducing the fraction and rounding down yields final combat odds of 3:1. The attacking player rolls one die and gets a 4. Cross-referencing a die roll of 4 with the 3:1 column produces a combat result of "DH."
[7.1] Combat Modifiers
The die roll to resolve combat is modified up or down in special situations. Raising the die roll benefits the attacker; lowering it benefits the defender.
- Defensive Terrain (-1): If the defending stack is in a forested, rough, or bocage hex, subtract 1 from the die roll.
- Supply (+ or -1): If any attacking division cannot trace a supply line (see 8.0 Supply) at the moment of combat, subtract 1 from the die roll. If the defending stack cannot trace a supply line, add 1 to the die roll.
- River (-1): If all attacking divisions are separated from the defending stack by rivers, subtract 1 from the die roll.
- Major Waterway (-2): If all attacking divisions are separated from the defending stack by a major waterway, subtract 2 from the combat die roll. If some divisions must attack across a major waterway and the rest must attack across a river, only the river modifier (-1) is applied.
All of these modifiers are cumulative; use every modifier that applies. For example, if a stack that can't trace a supply line (+1) is attacked across a major waterway (-2), the modifier is -1. Dice rolls modified below 0 or above 6 are treated as 0 and 6, respectively.
[7.2] Combat Effects
The Combat Table provides a result for each battle. The meaning of each result is explained below.
Combat Results
- AE: Attacker Eliminated. Every division that attacked is removed from the map and placed in the Units Eliminated box.
- AH: Attacker Halved. Find the attacking stack with the highest combat strength. Every division in that stack is depleted; flip them all to their reduced strength sides. Any division that was already depleted is eliminated. If two stacks have equal strength, and no attacking stack is stronger, the owning player decides which is depleted.
- -: No Effect. No divisions are affected.
- DR: Defender Retreat. Every division in the defending stack must retreat two hexes.
- DH: Defender Halved. Every division in the defending stack becomes depleted. Surviving divisions retreat two hexes.
- HH: Attacker Halved/Defender Halved. The attacker suffers an AH result and the defender suffers a DH result.
- DE: Defender Eliminated. Every division in the defending stack is eliminated.
[7.3] Retreat
When the defender must retreat from battle, the defending player moves his stack however he wants, within these restrictions:
- A division must retreat so that it ends up two hexes away from the hex where it was attacked.
- A retreating division cannot enter the ZOC of any enemy division, unless a friendly division already occupies the hex in ZOC.
- A retreating division cannot end its retreat next to any enemy division that attacked it.
If a division cannot retreat without violating any of these restrictions, it is depleted instead. If the division is already depleted, it is eliminated. If a division suffers a DH result and it cannot retreat, it is eliminated. If a division can retreat one hex, but not two, then it retreats one hex and is depleted.
Divisions in a stack can split up and retreat in different directions, if the owning player wants them to. Each must abide by the restrictions on retreats.
If a division retreats into a hex that is attacked later during the same Combat action, its combat strength is not counted in the defending strength of that stack. The combat result applies to every division in the defending stack, regardless of whether the division's combat strength was a factor in the battle. A division always defends with its printed combat strength every time it is attacked during an enemy Breakthrough action.
[7.4] Advance After Combat
If the defender's hex is left empty after a battle, attacking divisions can advance. It doesn't matter whether the defending divisions retreated or were eliminated.
Advancing infantry divisions can move into the vacated hex, but no further. Advancing armor divisions can move into the vacated hex, and then move one additional hex in any direction.
Neither enemy ZOC nor major waterways have any effect on advance after combat; advancing units ignore ZOCs and waterways.
Divisions that did not participate in the attack cannot advance.
[7.5] Fortifications
The combat strength of a German division in a fortification hex is doubled if every Allied unit is attacking across a fortified hexside. If the fortification contains more than one German division, their total defending strength is doubled. The German defenders lose this benefit if any Allied unit attacks across a non-fortified side of the defender's hex.
If German divisions defending a fortification suffer a DR combat result, they can stand their ground and be depleted instead of retreating. This is an option for the German player; the units are free to retreat if he prefers. Every division in the stack must suffer the same result.
German divisions can stop retreating as soon as they enter a fortification hex. This often allows them to legally retreat only one hex, instead of two.
German divisions in fortifications are always in supply, regardless of the situation outside the fortification and regardless of whether they are attacking or defending.
8.0 Supply
Supply controls two aspects of the ONSLAUGHT game: supply points limit the number of stacks a player can activate during his actions; and supply lines allow divisions to move and fight effectively.
[8.1] Supply Points
Each player has a supply track. His supply marker moves along this track to record how many supply points he has at any one time. Players start the game with supply points on the track, and receive more every reinforcement step.
The German player receives eight supply points every reinforcement phase. Once during the game, the German player receives 10 additional supply points (see rule 12.0 The Bulge).
The Allied player receives a varying number of supply points each Reinforcement Step. The exact number depends on how many supply sources the Allies control. The Allies control a supply source if an Allied division entered the hex and no German division has entered it since. Enemy ZOC has no effect on the control of supply sources.
Allied supply sources include the three landing hexes in Normandy occupied by Allied infantry divisions at the start of the game; ports; and starting on turn 8, southern France. Each landing hex provides four supply points. Each port provides the number of supply points printed in the port symbol. If the port symbol doesn't contain a number, that port contributes no supply points to the Allied total. Allied divisions can use the port as a supply source, however. Southern France provides four supply points.
The Allied player is not required to collect supply from every eligible supply source. If he expects the Germans to recapture a particular supply source during a turn, he can announce that he is not collecting points for it. Then, if the Germans do capture the supply source that turn, they don't capture any supply points along with it.
Unused supply points accumulate from turn to turn, as long as the total stays below that side's maximum allowance.
[8.2] Supply Tracks
Each player is responsible for keeping track of his supply points. Simply readjust the supply marker whenever supply points are spent or gained.
The Allied supply income marker can be used to remind the Allied player how many supply points he receives each turn. As the Allies gain (or lose) supply sources, move the marker to the new level.
A supply point is spent every time a player activates a stack of divisions to move or attack. Two points are spent activating a stack of armor divisions for a Breakthrough action. The cost is the same whether the stack contains one, two, or three divisions. Once a point has been spent on a stack, every unit in the stack is activated. They don't all have to participate in an action, however.
If a player accumulates more supply points than his track displays (30 Allied or 20 German), the supply marker is flipped over to its +30 or +20 side, respectively. The number on the marker is added to the number shown on the supply track. For example, if the Allied marker is on the 12 space of the track, but is flipped to its +30 side, the Allied player has 42 supply points. The Allied player can never accumulate more than 60 supply points; the German, no more than 40. Any excess points are permanently lost.
[8.3] Supply Lines
A supply line is a continuous path of hexes extending from a division to a supply source. If a supply line exists, the division is in supply; if not, the division is out of supply.
A supply line can be any length. It can cross any sort of traversable terrain, including major waterways, but it cannot cross impassable hexsides or off-map areas. It cannot be traced through a hex in enemy ZOC unless a friendly division occupies the hex.
[8.4] Supply Sources
Supply lines must end at supply sources. Both sides use different types of supply sources.
A German division can trace its supply line to any hex on the eastern edge of the map which is not occupied by an Allied division or in an Allied division's ZOC. German units can also trace supply lines to fortified port hexes that have never been captured by the Allies. Once the Allies capture a fortified port, German divisions can never again use it as a supply source, even if they subsequently recapture it.
German units in fortification hexes are always in supply. Fortification hexes are not supply sources, however; a German division cannot draw supply from a fortification hex unless it occupies the fortification.
Allied supply sources are the three landing hexes in Normandy, any ports under Allied control, and, starting turn 8, southern France. To draw supply from southern France, a supply line must be traced to entry area B along the southern map edge. An Allied division that can trace a supply line to any of these hexes is in supply. An Allied supply source that was last occupied by a German division is no longer an Allied supply source; it becomes one again if recaptured by the Allies.
Supply diagram: The German divisions in the diagram illustrate the supply rules. All of the Infantry Divisions (4-4) are in supply, because they occupy fortification hexes. The panzer division (6-5) is out of supply, because it cannot trace a supply line to the edge of the map without entering a hex in an Allied division's Zone of Control. The SS panzer division (8-5) is in supply because it can trace a path (several of them, actually) to the edge of the map. The volksgrenadier division (3-3) is in supply because, even though surrounded by Allied ZOC, it can trace a path through a German unit, thus tracing through the Allied ZOC.
[8.5] Port Areas
Four ports (Le Havre and Rouen in the west, and Antwerp and Ghent in the east) are enclosed in port areas. These ports become Allied supply sources only if the entire port area is clear of German divisions, and an Allied division occupied or moved through the ports. German ZOC does not interfere with Allied control of a port area. The Allies can draw supply through Le Havre without controlling Rouen, but cannot use Rouen without controlling Le Havre.
[8.6] Supply Effects
A stack must trace a supply line at the moment it is activated; if it cannot, it is considered out of supply for that entire action. A stack must trace a supply line the moment it is attacked, or it is out of supply for that battle.
If a stack is out of supply when it is activated, it can only move one hex (during a Movement action) and it attacks with a -1 die modifier (during a Combat action). If a stack is out of supply when it is attacked, the attacker gets a +1 die roll modifier.
[8.7] Capturing Supply
The German player can gain extra supply points by capturing Allied ports or beaches. A German division must occupy the supply source during the Reinforcement Step. The Allied player must have collected at least one supply point from that supply source during the previous turn. (On turn 1, the Allied supply sources are assumed to have been used to collect supply on a hypothetical turn 0.)
If these conditions are met, the German player captures one-half as many supply points as the Allied player collected from that supply source on the previous turn. Fractions are rounded up. Add the captured points to the German supply track immediately. Unless the Allied player announced that he was collecting a reduced number of supply points from that source, assume that he collected as many points as possible.
9.0 Paratroops
The Allied player has several paratroop divisions. These function exactly like infantry when they are on the map, but they have the special ability to make paradrops when they are in the Paratroop box.
[9.1] Paratroop Box
A paratroop division must be in the Paratroop box to be eligible to make a paradrop.
Paratroop divisions that enter the game as reinforcements are placed in the Paratroop box. Paratroop divisions that are on the map can be moved into the Paratroop box if they are at full strength and not in enemy ZOC. The paratroop division must be activated during an Allied Movement action. Instead of moving across the map, the division is picked up and placed on the turn track, three turns ahead of the current turn. A paratroop division picked up on turn 5, for example, is placed on the turn 8 space.
Before the first action of the turn, the Allied player moves any paratroop divisions from the current turn space into the Paratroop box.
[9.2] Paradrops
A paratroop division moves from the Paratroop box to the map by making a paradrop during an Allied Movement action. Each paratroop division making a drop costs one supply point, even if several divisions land in the same hex.
A paratroop division that is making a paradrop can be placed in any hex on the map that is not occupied by a German division. It can move no further during that action.
All normal rules regarding lines of supply, movement, and combat apply to paratroop divisions on the map.
[9.3] Replacement
Paratroop divisions that are eliminated for any reason are permanently removed from play; they can never be rebuilt. Depleted paratroop divisions that are on the map can be rebuilt to full strength for two replacement points.
10.0 Reinforcements
Both players receive additional divisions as reinforcements throughout the game. These divisions are listed on the German and Allied reinforcement schedules, which are printed on the board for easy reference.
Allied divisions are keyed by nationality (British, Canadian, US, French, Polish), and must be brought on as listed.
[10.1] Reinforcement Entry
Reinforcements are placed on the map during the Reinforcement Step. German reinforcements are placed in Germany and Allied reinforcements are placed in Allied supply sources, unless the reinforcement schedule indicates that they arrive in area A or B. These two areas are along the southern map edge.
Reinforcements can be placed in enemy ZOC. They must be able to trace a line of supply. They cannot be overstacked anywhere.
[10.2] German Reinforcements
All German reinforcement divisions must be placed within Germany (except those divisions scheduled to enter from area A or B). They must trace their supply line to the eastern map edge. Thus, a reinforcement cannot be placed in a fortification hex that is surrounded by Allied units; even though the hex is in supply, it can't trace a supply line to the eastern map edge.
German reinforcements scheduled to enter at area A or B are placed in any hexes the German player chooses in the appropriate area. They must trace their supply line to the eastern map edge. If none of the hexes in the entry area allow the units to be in supply, the divisions are eliminated permanently; remove them from play. After the units are placed, they can move, exactly as if a supply point was paid to activate them during a Movement action. This movement does not cost a supply point. It can be normal or strategic movement.
[10.3] Allied Reinforcements
Allied reinforcements are placed at Allied supply sources (ports or the Normandy landing hexes). Stacking restrictions may prevent some Allied reinforcements from entering; excess reinforcements are placed in the Allied Delayed Reinforcements box. These units can be brought in as reinforcements during the Reinforcement Step of any subsequent turn, as long as the normal reinforcement restrictions on stacking and supply are met.
Allied reinforcements keyed to enter from area B are placed in any hexes of that entry area. They can trace their supply line off the southern map edge through area B. Unlike German reinforcements, Allied reinforcements do not get a free move after placement.
11.0 Replacements
Players can rebuild units that have been eliminated or depleted. These rebuilt units are replacements.
[11.1] Replacement Points
Each player receives replacement points every Reinforcement Step. Any replacement points that are not spent immediately to replace combat losses are wasted; unlike supply points, replacement points do not accumulate from turn to turn.
The German player receives two replacement points per turn; the Allied player, four points. Both players get one additional point for every three units in their Eliminated Units boxes. Disregard fractions. A player with 11 eliminated divisions, for example, gains three extra replacement points.
The number of points needed to rebuild various types of units is summarized on the Replacement Table. Note that the cost to rebuild volksgrenadier divisions is the same as the cost for other infantry divisions, unless the volksgrenadiers are placed in Germany; then the cost is only one replacement point per full-strength division.
Replacement Table
| Cost | Replacement |
|---|---|
| 1 Point | Eliminated volksgrenadier to full strength in Germany |
| 1 Point | Eliminated infantry to half strength |
| 1 Point | Half-strength infantry to full strength |
| 2 Points | Eliminated infantry to full strength |
| 2 Points | Eliminated armor to half strength |
| 2 Points | Half-strength armor to full strength |
| 2 Points | Half-strength paratroop to full strength |
| 4 Points | Eliminated armor to full strength |
[11.2] Eligibility
Any division in a player's Eliminated Units box is eligible to be a replacement. It can be rebuilt to its depleted or full strength. Depleted divisions on the map can also be rebuilt to full strength, if they are in supply at the moment they are rebuilt.
[11.3] Allied Replacements
Allied replacements are placed on the map exactly like reinforcements (but never in entry area B). If stacking restrictions prevent replacements from being placed on the map, they can be placed in the Allied Delayed Reinforcements box for arrival on a later turn.
[11.4] German Replacements
German replacements can be placed anywhere on the map, with the following restrictions:
- They cannot be placed within three movement points of any Allied divisions or Allied supply sources.
- They must be in supply, and the supply line cannot pass within three movement points of an Allied division.
12.0 The Bulge
For one turn during the game, the German player can seize the initiative and launch a counteroffensive. This option is open from turn 12 through turn 17. Once the German counteroffensive is used, the German player never gets another. The counteroffensive is an option; the German player can decide not to use it.
When the German player judges that the time is right, he announces (before the Allied player's first action of the turn) that he is launching his counteroffensive.
The German player immediately adds 10 supply points to his supply track. In addition, the German player (instead of the Allied player) gets the first action of the turn. Following this, die rolls are made normally to determine who gets the next action. The first time that a tie occurs, the German player can elect to take an action instead of having the turn end. A second tied roll ends the turn.
13.0 Winning the Game
The game is played for 20 turns, unless someone wins an automatic victory. The game ends immediately when a player earns an automatic victory.
[13.1] German Victory
The German player wins an automatic victory if, at any time during the game, the Allied player has no supply points and no sources of supply, or has no units on the map.
[13.2] Allied Victory
The Allied player wins an automatic victory if, at the end of any turn before turn 20, there are no German divisions in supply west of the Rhine River (divisions in fortified ports can be ignored) and there are at least 15 Allied divisions in supply east of the Victory Line.
[13.3] Victory Points
If neither player wins an automatic victory, players compare victory points at the end of turn 20 to determine who wins. The German player earns one victory point for each German division that is west of the Rhine River and in supply. The Allied player earns one victory point for each Allied division that is east of the Victory Line and in supply.
Both players can earn bonus victory points if their opponent has a gap in his line. If a player can trace a continuous path of hexes from the east edge of the map to the coast of France without entering an enemy ZOC, he earns five victory points. If every hex of the path is at least three movement points away from all enemy units, the player earns 15 victory points instead of five. Each player can earn this bonus once.
The player with the most victory points wins the game. The difference between the players' scores determines the level of victory:
| VP Difference | Level of Victory |
|---|---|
| 1-12 points | Marginal Victory |
| 13-29 points | Decisive Victory |
| 30 or more points | Strategic Victory |
14.0 Optional Rules
The optional rules included here make the game more realistic. Their use is recommended to players who are familiar with the game system.
[14.1] Allied Cooperation
American and French units stacked together can be activated with a single supply point. British and Canadian units stacked together can also be activated with a single supply point. However, if a stack contains a French or American division and a Commonwealth division, two supply points must be spent to activate the stack. The Polish division can be activated with any other Allied nation's units, with no penalty.
Commonwealth armor divisions cannot cooperate with French or American armor divisions during Breakthrough actions. If, for example, a British armor division is stacked with an American armor division during an Allied Breakthrough action, one of the divisions must be activated and complete its action before the other can be activated.
When Commonwealth divisions participate in an attack with American or French divisions and the combat result is AH or HH, the Allied player suffers a double depletion. First, he must deplete all units in the attacking stack containing the most French and American strength points. Then he must deplete all units in a different attacking stack containing the most Commonwealth strength points.
[14.2] Free French Recruitment
French divisions marked with an asterisk on the Allied Reinforcement schedule represent divisions that were recruited within France. These divisions can be placed in any city in France that is in supply, that is currently occupied or was last occupied by an Allied unit, and that is more than two movement points from a German unit. No more than two of these reinforcements can be placed in a single city during a Reinforcement Step.
[14.3] Infantry Breakthrough
Infantry units that are stacked with armor divisions when the armor is activated for a Breakthrough action can join in the attack if the armor division attacks before moving. The infantry suffers combat results normally, and is eligible to advance after combat.
[14.4] Emergency Supplies
This rule is in effect only on turn 20. If a player wins an action roll on turn 20, but has no supply points left, he receives "emergency" supply points. The Allied player receives three supply points; the German player gets two. These points must be spent immediately; they can't be saved. A player can conduct any number of actions using emergency supply points.