Patton's 3rd Army: The Lorraine Campaign
Patton's 3rd Army: The Lorraine Campaign Rulebook
Table of Contents
Table of Contents
- 1.0 Series Introduction
- 2.0 Equipment
- 3.0 Glossary and Abbreviations
- 4.0 Sequence of Play
- 5.0 Movement
- 6.0 Zones of Control
- 7.0 Stacking
- 8.0 Limited Intelligence
- 9.0 Combat
- 10.0 Cadre Units
- 11.0 Supply
- 12.0 Entrenchments
- 13.0 Air Power
- 14.0 Reinforcements
- 15.0 Patton's Third Army Introduction
- 16.0 Setting Up the Game
- 17.0 Movement Restrictions
- 18.0 US Support and Supply Restrictions
- 19.0 Improved Positions
- 20.0 Weather and Mud
- 21.0 US Bridges
- 22.0 Air Point Availability
- 23.0 Variable German Reinforcements
- 24.0 Special Rules
- 25.0 Victory Conditions
- 26.0 Player's Notes
1.0 Series Introduction
Victory in the West is a set of regiment/battalion level simulations of critical campaigns that occurred on the western German frontier in the fall and winter of 1944-1945. Each of the games in this set simulates an engagement between the Allied and German forces in a period that was to mark the beginning of the end for Hitler's Third Reich.
2.0 Equipment
2.1 The Maps and Charts
Each map is a 22" x 34" representation of the battlefields over which the simulated campaigns were fought. A hexagonal grid is printed on the maps to regulate movement of the playing pieces. Also printed on the map or in the rules are charts and various visual aids.
2.2 The Playing Pieces
The cardboard pieces represent the actual military units that took part in the simulated engagements. Each counter contains certain information that is vital to the play of the game.
2.2.1 How to Read the Counters
Each game's counter mix includes forces from various nationalities and armies. Each nationality is portrayed by a color unique to that force.
2.2.2 Sample Units
- 2.2.2.1 Infantry Regiment (Front). (An asterisk marks the reinforcement entry turn and hex.)
- 2.2.2.2 Infantry Regiment (Back).
- 2.2.2.3 Tank Battalion (Front). A. Attributes are the same as for infantry. B. The back is blank.
- 2.2.2.4 Artillery Brigade (Front). A. Attributes are the same as for infantry. B. The back is blank.
- 2.2.2.5 Strength Chit (Front and Back). A. The large number is the morale rating. B. The letters are combat classes. C. The numbers next to the letters are combat strengths. D. The back has reduced combat strengths.
2.2.3 Unit Types
- 2.2.3.1 Mechanized: Tank, Reconnaissance, Mechanized Infantry, Self-Propelled Artillery.
- 2.2.3.2 Non-Mechanized: Infantry, Artillery, Anti-Tank.
- 2.2.3.3 Markers: Mud, Game-Turn, Strength Chit, US Support Marker, Out of Supply, Isolated.
2.2.4 Unit Designations
A. In all games, a unit's designation plays an important role. Thus, it is absolutely necessary to become familiar with the reading of unit designations. For the most part, a unit's regimental number (or in the case of some smaller formations, its battalion number) is printed on the left side of the counter opposite the unit's type classification. The numbers across the top of each counter are given in the sequence division/corps (or, in the case of corps level troops, simply by corps number).
B. In Patton's Third Army, a German unit belonging to the Metz garrison has the letter M printed on its left side, opposite its type symbol.
2.2.5 Unit Sizes
A unit's size plays an important role in combat: II = Battalion, III = Regiment, X = Brigade.
2.3 Parts Inventory
A. The game comes with:
- One 22" x 34" game-map
- 200 die-cut counter-sheet
- One 8-page standard rules booklet
- One 4-page exclusive rules booklet
- Two 6-sided dice*
- One game box assembly*
*non-subscription edition only
B. If any of these parts is missing or damaged, please fill out the enclosed Complaint Card and return it to SPI. Although the process used to manufacture the counters sometimes results in minor imperfections, SPI can supply replacement parts only in cases of gross error and illegibility.
C. If you have any difficulty interpreting the rules, please write to SPI, phrasing your questions so they can be answered by a simple sentence, word, or phrase. You must enclose a stamped, self-addressed envelope. Write to: SPI, Rules Questions Editor for Patton's Third Army, 257 Park Avenue South, New York, NY 10010.
3.0 Glossary and Abbreviations
3.1 Glossary
3.1.1 Combat Class. A letter (A, B, or C) expressing the relative size of a unit in terms of manpower.
3.1.2 Combat Strength. The Combat Strength (CS) is a quantification of a unit's strength in attack and defense.
3.1.3 Morale Level. A quantification of a unit's skill in combat; the higher the number, the greater the chance of the unit being strong.
3.1.3 Movement Allowance. A quantification of a unit's mobility expressed in Movement Points (MPs).
3.1.4 Strength Chit. A marker carried under most combat units that determines the CS of the unit. Strength chits are always hidden from the opponent except at the moment of combat.
3.2 Abbreviations
- AP: Air Point
- CS: Combat Strength
- CTR: Combat Results Table
- EZOC: Enemy ZOC
- MA: Movement Allowance
- MP: Movement Point
- OOS: Out of Supply
- SP: Support Point
- TEC: Terrain Effects Chart
- TT: Turn Track
- ZOC: Zone of Control
4.0 Sequence of Play
4.1 The Turn
Each game is played in Game-Turns (turns), each of which consists of two player-turns (one Allied and the other German). The player (or side) whose player-turn is in progress is termed the phasing player (or side).
4.2 Turn Sequence Outline
Each turn must proceed strictly as described in the following outline:
4.2.1 Allied Player-Turn
4.2.1.1 Mutual Supply Determination Phase. Both sides determine the supply status of all their units on the map.
4.2.1.2 Movement Phase
- 4.2.1.2.1 Tactical Movement Segment. The Allies may move all of their eligible units by employing tactical movement.
- 4.2.1.2.2 Strategic Movement Segment. A. The Allies may move all of their eligible units by employing strategic movement. B. No unit may move both tactically and strategically in the same player-turn.
4.2.1.3 Combat Phase. Allied units must attack adjacent German units per the combat rules.
4.2.2 German Player-Turn
- 4.2.2.1 Mutual Supply Determination Phase. As in Allied player-turn.
- 4.2.2.2 Movement Phase. As in Allied player-turn, except German units may move.
- 4.2.2.3 Combat Phase. As in Allied player-turn, except German units attack.
4.2.3 Game-Turn Indication Stage
Advance the Game-Turn marker on the Turn Track (TT) to indicate the start of a new turn.
5.0 Movement
A. During the Movement Phase, the phasing side may move as many or as few units as desired.
B. Movement is calculated in terms of MPs, which are expended in varying amounts as a unit moves from hex to hex, depending on terrain. As long as a unit's Movement Allowance (MA) is not exceeded in a single Movement Phase, it may be moved as many or as few hexes as desired.
C. Unused MPs may not be accumulated or transferred to another unit.
D. Movement is inhibited by the presence of enemy units.
E. A unit's movement may be affected by whether it is mechanized or non-mechanized, its supply status, and whether it is moving tactically or strategically.
F. During the Movement Phase, the phasing side may move its units in any desired order. Eligible units are moved individually, tracing a path of contiguous hexes through the hexgrid. Once a particular unit begins to move, it must complete its movement before another unit is moved.
G. Units expend MPs from their MA for each hex entered (or hexside crossed) according to the type of terrain in the hex (or along the hexside).
5.1 How to Move Units
A. During the Movement Phase, all, some or none of the phasing side's units may be moved. MP costs are summarized on the Terrain Effects Chart (TEC).
B. Combat may never occur during the Movement Phase.
C. During the friendly Movement Phase, the phasing side must decide if each of its units will move tactically or strategically, or if they move at all (5.4, 5.5).
5.2 Movement Inhibitions
5.2.1 Enemy-Occupied Hexes
A unit may never enter a hex occupied by an enemy unit.
5.2.2 Enemy-Controlled Hexes
A. A unit must stop immediately upon entering an enemy-controlled hex (6.0) and may move no further during that Movement Phase.
B. A unit may leave an enemy-controlled hex at the beginning of its Movement Phase by expending half of its MA (round fraction down) in addition to the cost of the terrain in the hex entered. Such movement may only be accomplished if the unit moves directly into a hex that is not enemy-controlled.
C. A unit may never enter another Enemy Zone of Control (EZOC) in the phase in which it exits an enemy-controlled hex.
5.2.3 Movement Point Expenditure
A unit may expend all, some, or none of its MPs in a single Movement Phase.
5.2.4 Advances and Retreats
Advances and retreats due to combat are not movement and do not expend MPs.
5.2.5 Minimum Movement
As long as it does not move from one EZOC to another, a non-mechanized unit may always move at least one hex per friendly Movement Phase, even if it does not possess enough MPs to accomplish this movement.
5.3 Unit Movement Classes
5.3.1 In General
A. Each unit belongs to one of two movement classes: mechanized or non-mechanized. Mechanized units are tank, mechanized infantry, self-propelled artillery, and reconnaissance.
B. Non-mechanized units include all other types.
5.3.2 Movement Costs
Mechanized and non-mechanized units pay different MP costs for each hex entered or hexside crossed (5.6.2).
5.4 Tactical Movement
5.4.1 In General
In a friendly Movement Phase, a given unit may employ tactical or strategic movement, but never both. When using tactical movement, a unit may enter EZOCs and perform combat in the ensuing Combat Phase.
5.4.2 Using Tactical Movement
A unit using tactical movement employs its printed MA and the MP cost for each type of hex entered (or hexside crossed) as summarized on the TEC.
5.4.3 Road Movement
A unit entering a hex through a hexside crossed by a road while employing tactical movement may ignore the normal MP cost of that hex (and hexside, if applicable) and pay only 1 MP to enter the hex.
5.4.4 Movement Order
The Tactical Movement Segment is the first Movement Segment in the Movement Phase. However, players are not obligated to adhere rigidly to the sequence of moving units first tactically and then strategically. The sequence is structured in this fashion to help players remember how units have been moved. Units may move by either method in any order desired.
5.5 Strategic Movement
5.5.1 In General
A. In a friendly Movement Phase, a given unit may employ either tactical or strategic movement, but never both.
B. A unit may employ strategic movement only if it remains at least three hexes away from enemy units at all times during the Movement Segment (including at the start and at the end of the segment). To count the distance from an enemy unit to a moving unit, count from the enemy unit's hex (exclusive) to the moving unit's hex (inclusive).
(Illustrated example: the example shows a permissible execution of strategic movement. If the moving unit had begun the segment in hex A (or moved into hex A during the course of the segment), strategic movement would not be permitted.)
5.5.2 Using Strategic Movement
A. A unit using strategic movement employs its printed MA and the MP cost for each type of hex entered (or hexside crossed) as summarized on the TEC. However, units employing strategic movement may use the MP bonuses provided by roads.
Example: A mechanized unit moving along a road would only spend 1/2 MP per hex entered when employing this type of movement.
B. A road benefit is only provided if a unit enters a hex through a hexside containing a road.
5.6 Terrain Effects on Movement
Mechanized units may not cross river hexsides unless the hexsides are traversed by roads. Movement may be accomplished either tactically or strategically.
5.7 Effects of Other Friendly Units on Movement
5.7.1 Friendly-Occupied Hexes
A. A friendly unit may move through hexes occupied by other friendly units at no additional MP cost.
B. There is no limit to the number of friendly units that may be moved through a particular hex during a Movement Phase. However, there are limitations with regard to the number of friendly units that may end the Movement Phase stacked in the same hex (7.1).
5.7.2 Friendly-Controlled Hexes
Friendly-controlled hexes never interfere with the movement of friendly units.
6.0 Zones of Control
The six hexes immediately surrounding a unit (or stack) constitute that unit's Zone of Control (ZOC). ZOCs affect movement, combat, and supply. Hexes upon which units exert ZOCs are called controlled hexes.
6.1 Which Units Exert ZOCs
All units exert ZOCs except cadre, artillery, and battalion-sized units.
6.2 Effectiveness of ZOCs
A. Any unit that exerts a ZOC exerts it at all times during the turn: Exception: Retreating units (9.9.7.2).
B. A unit never pays an additional cost to enter an enemy-controlled hex. However, units do pay an MP penalty to leave an enemy-controlled hex (6.3.2).
C. Terrain never affects ZOCs.
D. There is no additional effect in having more than one unit exert a ZOC into a given hex.
6.3 ZOCs and Movement
6.3.1 Entering a ZOC
All units must cease movement immediately upon entering an EZOC. Such units may move no further during the Movement Phase.
6.3.2 Leaving a ZOC
A. A unit occupying an enemy-controlled hex at the beginning of its Movement Phase may leave that hex, but only if it moves directly into a hex that is not enemy-controlled.
B. Units may not move directly from one enemy-controlled hex to another except as a result of combat.
C. When a unit exits an enemy-controlled hex at the beginning of the Movement Phase, it must expend half of its MA (round fractions down) plus the terrain cost of the hex entered. If a unit's MA has been reduced due to supply, this MA penalty is equal to half the unit's modified (not printed) MA.
D. If a unit exits an EZOC in the Movement Phase, it may not enter another enemy-controlled hex for the duration of this phase.
6.3.3 Movement Next to Units That Do Not Exert ZOCs
A unit may move without penalty into and through hexes that are adjacent to units that do not exert ZOCs.
6.3.4 Effect of Friendly Units in EZOCs
Friendly units do not negate enemy ZOCs in the hexes they occupy for the purposes of movement.
6.4 ZOCs and Combat
Friendly units do not negate enemy ZOCs in the hexes they occupy for the purposes of tracing paths of retreat (9.9).
6.5 ZOCs and Supply
6.5.1 Blocking Supply
Enemy-controlled and enemy-occupied hexes block the tracing of friendly supply through that hex. Exception: Friendly units (6.5.2).
6.5.2 Effect of Friendly Units on Supply in EZOCs
Friendly units negate the presence of EZOCs in the hexes they occupy for the purposes of tracing supply.
7.0 Stacking
A maximum of three units may end the friendly Movement Phase stacked in the same hex.
7.1 Stacking Restrictions
7.1.1 When Applicable
A. Stacking restrictions apply only at the end of a friendly Movement Phase.
B. During the Movement Phase, friendly units may freely enter and pass through stacks to an unlimited degree.
C. If stacks exceed stacking restrictions at the end of a friendly Movement Phase, the excess must be eliminated by the owner.
7.1.2 MP Costs
There is no MP cost to stack or unstack.
7.1.3 Cadres
A cadre unit counts as a battalion-sized unit, regardless of its original size.
7.2 Stacking and Combat
7.2.1 Limit on Participating Units
A. No more than one regiment or brigade sized unit may attack from or be attacked in any hex during a given Combat Phase. Exception: Up to three artillery brigades may provide support (9.6) from the same hex.
B. All battalion sized units in a hex must always attack or be attacked.
7.2.2 Multiple Large Units in a Stack
A. When more than one regiment or brigade is in a single hex, the owner may choose the units to participate in combat immediately before the resolution of the combat.
B. Units that do not participate in combat but are in a hex where other units attack from or are attacked are affected by the combat results.
C. Non-participating units may not attack nor be attacked for the duration of the Combat Phase, although they may be used to fulfill divisional integrity requirements (9.4).
8.0 Limited Intelligence
A. Many combat units do not have a CS printed on their counters. Rather, these units are of indeterminate strength until they have participated in combat for the first time during a game. This strength is a function of a unit's Combat Class and Morale Rating. The unit's strength will be represented on a numbered chit (chosen at the moment of first combat), carried underneath the combat unit until it is eliminated as a result of combat.
B. In general, neither side may ever examine an enemy chit unless the owner's unit is about to perform combat.
C. At the moment in which a regiment or brigade sized combat unit is first performing combat (attacking or defending), the owner must pick a strength chit for this unit. First determine the morale of the unit, then pick a strength chit from the corresponding morale pool. Immediately place the chit underneath the combat unit. Next, determine the unit's combat class and locate it on the unit's strength chit. The number immediately adjacent to this letter is the unit's CS.
8.1 Combat Classes
Regimental and brigade-sized combat units belong to a specific combat class. The combat class (the letter appearing on a combat unit) indicates in very general terms its size. Both players possess units of combat classes A (largest), B, and C (smallest).
8.2 Morale Ratings
Regimental and brigade-sized combat units possess an individual morale rating. A morale rating is a number that indicates in very general terms the capabilities of the unit. Both players possess units with morale ratings of 1 (worst), 2, and 3 (best).
8.3 Strength Chits
8.3.1 In General
A. A strength chit is a counter with a set of numbers and letters on both sides. One of the numbers represents the CS of a regimental or brigade-sized combat unit that is about to engage in combat for the first time in the game. The letters represent the combat classes of the potential parent unit which owns the strength chit when chosen.
B. From the moment a strength chit is picked, it must remain underneath its parent combat unit until this unit is eliminated or reduced to cadre status due to combat. Once a unit has had a strength chit picked for it, it may not own another for the remainder of the game.
8.3.2 Morale Ratings
Both sides possess units of three different morale ratings. Each of these states of morale has a different set of strength chits. Before the start of the game, each set of strength chits should be separated and placed in its own morale pool.
8.3.3 Drawing a Strength Chit
When a regimental or brigade sized unit engages in combat for the first time, the owner must choose a strength chit at random from the pool corresponding to the unit's morale rating. Immediately place the chosen strength chit underneath the parent combat unit.
8.3.4 Determining Combat Strength
To determine the CS of a unit that possesses a strength chit, compare the unit's combat class (8.1) with the corresponding letter on the chit. The number adjacent to the letter is the CS.
8.3.5 Stronger and Weaker Sides
A. Each strength chit is front and back-printed in a different color. One side is the stronger side and the other is the weaker side.
B. When a strength chit is first chosen for a combat unit, it is always placed with its stronger (front) side showing. The weaker (reverse) side is used if the unit is reduced due to combat.
Example: The German infantry regiment 126/48/13 is performing combat for the first time. The unit's morale is level 1, so the German player picks a chit from morale pool #1. The chit is immediately placed underneath 126/48/13 with the front side facing up. Since 126/48/13 is combat class C, the CS of this unit is 3.
8.3.6 Situations Not to Pick Strength Chits
Due to certain stacking-combat restrictions (7.2), some units may be adjacent to enemy units but are unable to attack or defend. Such units would not have strength chits picked for them.
8.4 Limited Intelligence
8.4.1 Requirement to Pick Strength Chit
The owner must pick strength chits for applicable units after announcing an attack (or the enemy does so), immediately before the die roll resolving combat takes place. Once a unit has been committed to an attack (or has been attacked), it may not be withdrawn from the combat due to a low chit value, even if the ensuing ratio proves to be unfavorable to the owner.
8.4.2 Examining Strength Chits
A. Obviously, neither side will know the exact strength of any of its units that are about to perform combat for the first time (although rough estimates are possible from a unit's combat class and morale rating). After a unit receives a strength chit, the owner is always free to lift up the parent unit to examine the strength chit beneath to determine the unit's CS. This examination may occur at any point during the turn, and as frequently as the owner desires.
B. However, the opponent may never lift up the owner's combat units to examine their strength chits unless those units have been committed to combat. This examination may occur only at the moment of combat, immediately before the combat ratio is determined.
C. After the die roll resolving the combat takes place, the opponent may not examine the owner's strength chits until the parent units are again involved in combat.
D. Neither side may write down the strength of a tried enemy unit nor record it electronically.
8.5 Stacking and Strength Chits
8.5.1 In General
Strength chits never count for stacking purposes. A combat unit and its companion strength chit are considered a single unit in themselves.
8.5.2 Removal of Strength Chits
Due to combat losses, a unit may be reduced to cadre status; remove its strength chit from play (10.0). When a strength chit is removed from play (due to any circumstance), always place it back in the same morale pool from which it came. It may be chosen later in the game at random by either side.
8.6 Units Without Strength Chits
Cadre, battalion sized, and artillery units never use strength chits. These units have a constant CS (printed on their counter), obviating the need for strength chits. Since their strengths are constant, it is unnecessary to hide them from the opponent.
9.0 Combat
A. Subject to stacking-combat restrictions (7.2), friendly units adjacent to enemy units during the Combat Phase must attack those enemy units.
B. A given unit possesses a CS, used when attacking and defending. Its strength may not be divided among different combats.
C. The phasing side is the attacker and the non-phasing side is the defender, regardless of the overall strategic situation.
D. The outcome of an attack may be affected by terrain, whether the attacking and/or defending units have divisional integrity, whether the attacker is eligible for a combined arms bonus, whether either side allocates artillery support or air support, and by the supply status of the attacking and defending units. Combat results include losses to involved units (listed in terms of steps; 9.8) and/or retreats.
E. Total the CS of all participating attacking units. Next, the defender does the same for all participating defending units. Compare the total CS of the attacker to the total CS of the defender and state this comparison as a probability ratio: attacker's strength to defender's strength. Round any decimal down in favor of the defender to conform to the simplified ratio columns found on the Combat Results Table (CRT).
F. Next, determine the terrain in the defender's hex. Cross-index the terrain line with the proper ratio column on the CRT. Make whatever shifts in the ratio column necessary due to divisional integrity, ground support, hilltops, air power, or combined arms.
G. To resolve the attack, roll two dice and read the result on the appropriate line under the proper ratio. Apply the result before resolving any other attacks.
H. Separate combats may be resolved in any order the phasing side desires, as long as all necessary combats are resolved at some time during the Combat Phase.
9.1 Which Units May Attack
9.1.1 Mandatory Attacks
Every non-phasing unit adjacent to a phasing unit must be attacked by a phasing unit during that Combat Phase. Exceptions: 7.2, 9.1.3.
9.1.2 Choosing Which Units to Attack
The phasing side may choose the friendly units to attack each adjacent enemy unit as long as all adjacent, enemy occupied hexes are attacked.
9.1.3 Units Exempt From Attacking
A. Units occupying town or entrenchment hexes (German units only, 12.0) are not obligated to attack adjacent enemy units during the friendly Combat Phase. If they choose to attack adjacent enemy units, they are only obligated to attack one adjacent stack, although they may attack more if the owner desires.
B. Enemy units adjacent to friendly units in towns or entrenchments are still obligated to attack those friendly units during the enemy Combat Phase (unless the enemy units also occupy a town or entrenchment).
9.1.4 Limit on Attacks
No unit may attack more than once per Combat Phase, and no unit may be attacked more than once per Combat Phase.
9.2 Multiple Unit and Multi-Hex Combat
9.2.1 In General
If a phasing unit is adjacent to more than one enemy unit, it must attack all adjacent enemy units (subject to stacking restrictions) that are not engaged by another attacking unit. Exceptions: 7.2, 9.1.3.
9.2.2 Multi-Hex Attackers
Units in two or more hexes may combine their CS to attack a single, adjacent hex.
9.2.3 Integrity of Defending Units
All units in a given hex must be attacked as a single, combined CS. The defender may not withhold a unit in a hex under attack except due to stacking restrictions (7.2).
9.2.4 Attacking Different Hexes From the Same Hex
When a single hex contains more than one unit, each of those units may attack a different hex at the owner's discretion subject to the restrictions of 7.2.
9.2.5 Adjacency Requirement for Multi-Hex Attacks
A single attack may involve numerous attacking and defending units. However, for an attack to be resolved as a single combat, all attacking units must be adjacent to all defending units.
9.2.6 Terrain Selection for Multi-Hex Defender
If several units subject to a single attack are defending in more than one hex, use the terrain most favorable to the defender.
9.3 Terrain Effects on Combat
9.3.1 Terrain Built Into CRT
Except in one instance (9.3.2), there are no modifications to a unit's CS due to terrain. Instead, terrain effects are integrated into the CRT. After determining the combat ratio, determine the terrain type occupied by the defending units and locate the corresponding line on the CRT.
9.3.2 Attack Across River Hexsides
If a unit is attacked entirely across river hexsides, its CS is doubled. If such a unit also occupies an entrenchment hex (12.0), it is tripled in strength.
9.3.3 Hilltop Attacker
A. At the instant of combat, if a unit occupies a hilltop hex within two hexes of an enemy unit in the combat, that side receives a hilltop combat bonus. When determining the distance between the hilltop and the defending hex, count from the hilltop (exclusive) to the defending hex (inclusive).
B. The hilltop combat bonus is available to both the attacker and defender, but see 9.3.5.
9.3.4 Limits on Hilltop Bonuses
Each occupied hilltop hex may provide as many hilltop combat bonuses as there are defending stacks within a two hex radius. An occupied hilltop hex may provide a hilltop combat bonus even if it is in an EZOC at the instant of combat resolution. However, an occupied hilltop hex may never provide a hilltop bonus for itself if it is being attacked.
9.3.5 Applying a Hilltop Bonus
A. A hilltop combat bonus shifts the combat ratio one column in that side's favor. (If a friendly unit is defending within two hexes of an occupied hilltop, shift the ratio one column to the left; if an enemy unit is defending within two hexes of an occupied hilltop, shift the ratio one column to the right.)
B. Up to one hilltop combat bonus per combat is allowed.
C. If both the attacker and the defender are eligible for a hilltop combat bonus, only the defender receives it.
9.4 Divisional Integrity
Both the attacker and defender may receive a divisional integrity combat bonus.
9.4.1 Attacker's Divisional Integrity Bonus
At the moment of resolution of an attack, if the attacker has all the regiments of a particular division adjacent to the enemy units subject to the attack, it receives a divisional integrity combat bonus. It is not required that all these regiments actually participate in the attack (although at least one must participate); it is only necessary for them to be adjacent to the enemy units at the moment of combat resolution. Regiments fulfilling this requirement may be stacked in the same hex.
Examples: All units of an infantry division (brigades or regiments), all units of a US armored division (brigades), or all units of a panzer or panzergrenadier division (regiments).
9.4.2 Defender's Divisional Integrity Bonus
If a regiment of the non-phasing side is being attacked and, at the moment of combat resolution, it is adjacent to or stacked with another regiment of the same division, the non-phasing side receives a divisional integrity combat bonus.
9.4.3 Effects
A. When a divisional integrity combat bonus is applied to an attack, shift the final ratio column one to the right for each participating division fulfilling the requirements of 9.4.1.
B. When a divisional integrity combat bonus is applied to a defense, shift the final ratio column one to the left.
These shifts are in addition to any other shifts that may be applied to combat.
9.4.4 Maximum Number of Bonuses
A. The maximum number of shifts that may be awarded in an attack due to divisional integrity is two.
B. The maximum number of shifts that may be awarded to a defense due to divisional integrity is one.
C. To fulfill divisional integrity, it is not necessary for German panzer or panzergrenadier divisions to employ their component tank battalions.
9.5 Combined Arms
9.5.1 In General
Both sides are eligible to receive a combined arms combat bonus when attacking. To receive such a bonus, the attacker must possess a stack of units containing both a tank unit and a non-tank unit. Exception: Units with a parenthesized combat class (9.5.2).
9.5.2 Units With a Parenthesized Combat Class
A. A unit whose combat class identification letter is parenthesized automatically receives one combined arms bonus if it participates in an attack. Exception: Defender's only negates attacker's bonus (9.5.4).
B. Such a unit does not have to have a tank unit stacked with it to receive the bonus.
C. However, the cadre side of a unit whose combat class is parenthesized does not automatically receive the combined arms bonus.
9.5.3 Effect for Attacker
For each attacking stack that meets the requirements of 9.5.1, shift the ratio column one to the right on the CRT.
9.5.4 Effect for Defender
A. A stack of defending units possessing at least one non-tank and one tank (or anti-tank) unit, negates any combined arms bonuses against this stack. This is known as combined arms defense, although no shifts are awarded on the CRT; it simply negates any combined arms attack.
B. Similarly, no combined arms shifts may ever be awarded against German units defending in an entrenchment hex (12.22) or a stack that contains a unit with a parenthesized combat class (9.5.2).
9.5.5 Effect of Attack Across River Hexside
If an attack is being made entirely across river hexsides, the maximum number of combined arms bonuses that may be awarded for this attack is one.
Example: 10/5/20 and 737/12 are eligible for a combined arms bonus because one is a tank unit and the other is a non-tank unit.
9.6 Artillery Units
An artillery unit may be used in combat in two ways: normally (using its printed CS) or in support (providing more advantageous combat ratios to units within range).
9.6.1 Adjacent to Enemy Units
An artillery unit that is adjacent to enemy units in either side's Combat Phase must employ its printed CS in combat (attack or defense). It may not employ a support bonus (9.6.2).
9.6.2 Support Bonus
A. At the beginning of a Combat Phase, if an artillery unit is not adjacent to any enemy units but is within three hexes of a defending enemy or friendly unit, the owner may apply a support bonus to that combat.
B. Each support bonus shifts a combat one column in the owner's favor (to the left if a friendly unit is defending or to the right if an enemy unit is defending).
9.6.3 Organizational Requirement
To provide a support bonus, an artillery unit must be part of the same corps formation as at least one unit in the friendly attacking or defending stack.
9.6.4 Limits
A. Each artillery unit may provide one support bonus per Combat Phase. After it is used, the artillery unit should be flipped over to indicate that it may not be used in a support role again for the remainder of the phase.
B. The total number of support bonuses that may be applied per combat is two if an enemy stack is defending or one if a friendly stack is defending.
C. It is possible for both sides to apply support bonuses to the same combat.
D. In all combats, the attacker first announces any support, then the defender. This announcement is made before the revelation of any strength chits.
9.6.5 Units Advancing and Retreating Next to Artillery
If, due to advance, or retreat after combat, an artillery unit that began the Combat Phase not adjacent to an enemy unit finds itself adjacent to such a unit, the artillery unit may still apply support bonuses to units within range for the remainder of the Combat Phase.
9.7 Combat at High and Low Ratios
A. Any attacks made at ratios lower or higher than those printed on the CRT use the lowest or highest ratio columns provided by that table. Any shifts in the ratio column are made from the lowest or highest ratio column.
B. No ratio may ever be reduced voluntarily.
9.8 Combat Resolution
9.8.1 Steps
A. Each unit consists of a number of steps of strength, indicating the amount of losses the unit may take before being eliminated from play. A step loss reduces the unit's CS (or eliminates it from play in some cases).
B. Most units consist of three steps. Some smaller units may consist of only two steps.
C. All artillery, cadre, and battalion-sized units consist of only a single step.
9.8.2 Summary Steps by Unit Type
A. Each combat unit whose original strength chit possesses a CS of three or more has three steps.
- When such a unit loses one step, flip its strength chit over to its reduced side.
- When the unit loses two steps (or it takes a one step loss after having previously taken a one-step loss), remove the strength chit from play entirely (8.5.2) and flip the parent combat unit to its cadre side (10.0).
- When such a unit loses three steps, remove its strength chit from play; the parent combat unit is eliminated.
B. Each combat unit whose original strength chit has a CS of two or less has two steps.
- When such a unit takes a step loss, remove its strength chit from play and flip the parent combat unit to its cadre side. (When flipped over, such a unit's strength chit indicates zero strength - this is not considered a step.)
- When such a unit takes two step losses, remove its strength chit from play; the parent combat unit is eliminated.
C. All artillery, cadre, and battalion-sized units consist of only a single step. If any of these units are forced to lose a step in combat, they are immediately eliminated from play. They never possess strength chits.
9.8.3 Combat Results in General
A. All combat results are expressed in terms of steps lost and/or hexes retreated.
B. The letters A and D on the CRT stand for attacker and defender, respectively.
9.8.4 Reading Combat Results
All combat results are expressed in terms of one or more numbers preceded by the letters A or D.
9.8.5 Parenthesized vs Non-Parenthesized Results
A. A combat result with parenthesized numbers indicates mandatory step losses for that side.
B. Numbers which are not parenthesized signify that the affected unit(s) must retreat the indicated number of hexes and/or take a step loss equal to the unparenthesized number result.
C. All attacking units are subject to any A result.
D. All defending units are subject to any D result.
E. If a player elects to retreat, all of her/his participating units must retreat.
F. If a player elects to (or must) incur step losses, any one (or more) of her/his participating units may be reduced as long as the total number of steps lost equals the requirement.
Example: A German stack receives a D2(2) result. Immediately, the German player reduces two units in the stack by one step each. (Alternatively, s/he could have chosen to reduce one unit by two steps instead.) Next, the German player must choose one of the following options:
- Take two more step losses and not retreat (only if those steps are available in the stack).
- Retreat two hexes (9.9).
- Lose one step and retreat one hex (or vice versa).
9.8.6 Required Step Losses
A. If there are mandatory step losses, they first must be taken from units that actually participated in the combat.
B. If there are not enough steps available among these units, they may be taken from units that are stacked on the same hex but did not participate in the combat.
9.8.7 Mandatory Attacker Losses
If the attacker is required to take step losses, it must first take them from any tank units that participated in the attack. If the attacker did not have any tank units that participated in the attack, there are no further restrictions with regard to the manner to apply losses.
9.9 Retreats and Advances After Combat
9.9.1 In General
A. Either side may retreat its units due to an unparenthesized combat result (9.8.5).
B. All retreats are expressed in hexes, not MPs.
C. Retreats are always conducted by the owner.
D. When a retreat is called for, move the stack as a whole (rather than each unit individually) according to these priorities:
- To a hex that is the maximum possible distance from any enemy unit.
- To a non-enemy-controlled hex.
E. Pursuant to these priorities, the owner may retreat units in any desired way as long as no retreating stack enters the same hex more than once.
9.9.2 Effect of EZOCs on Retreat
A unit may retreat through EZOCs (6.4). However, for each enemy-controlled hex entered, the owner must lose one step from any one unit in the retreating stack.
9.9.3 Effect of Stacking Limits on Retreat
A unit may retreat in violation of stacking limits as long as that situation is corrected by the end of the next friendly Movement Phase. However, if a unit retreats onto a friendly-occupied hex which then undergoes an attack in the same phase, the retreated unit may never add its CS to those of the units already in the hex. If units in that hex then suffer an adverse combat result, the previously retreated unit is eliminated from play, and its step losses do not count in the application of step losses from the combat.
9.9.4 Path of Retreat
A. Whenever a stack is forced to retreat as a result of combat, it leaves a path of vacant hexes behind it called the path of retreat. Any victorious units that participated in the combat (or which were stacked with units that participated) are allowed to advance along the path of retreat and sometimes deviate from it (9.9.5).
B. An advance after combat may not exceed the number of hexes the defeated unit retreated. Exception: Breakthroughs (9.9.7).
C. If a defending or attacking unit is eliminated due to combat, the victorious units may freely advance the number of hexes remaining in the eliminated unit's retreat result obligation.
9.9.5 Advances After Combat
Advances after combat are conducted as follows:
- Move each victorious unit individually. The first hex entered must be the hex formerly occupied by the retreating units.
- All units except those bearing a tank or mechanized infantry symbol may advance the permissible number of hexes along the path of retreat just conducted by the retreating unit(s). This move is conducted hex-by-hex and may not deviate from the path of retreat. If an enemy unit retreats through an enemy-occupied hex, the advance along the path of retreat would have to cease prior to that hex.
- Units with a tank or mechanized infantry symbol may now advance the permissible number of hexes. They may deviate from the path of retreat - they are not obligated to strictly follow it (except for the first hex).
- Regardless of what type the advancing units are, they must halt their advance immediately upon entering an EZOC, exclusive of the first hex entered in their advance. Victorious units are never required to advance. They may halt at any time during their advance.
9.9.6 Terrain Effects on Advances and Retreats
A. Mechanized infantry and tank units may never advance or retreat across river hexsides unless those hexsides are traversed by a road.
B. Units forced to retreat off the map are eliminated.
9.9.7 Breakthroughs
A. Some combat results on the CRT are in bold. These are considered particularly successful attacks and are labeled breakthroughs.
B. Breakthrough attacks differ from normal attacks in the following ways:
- The attacker determines the path of retreat.
- All units retreating due to this combat lose their ZOCs for the duration of the current Combat Phase.
- The defender may not take step losses in lieu of retreating, unless completely surrounded by EZOCs.
- The attacker may advance all participating units one extra hex more than the advance normally permitted by this result. If the units are non-tank, non-mechanized infantry, they may deviate from the path of retreat in the last hex advanced into.
10.0 Cadre Units
A. Every non-artillery or battalion-sized combat unit is back-printed with a cadre side. All cadres have a printed CS and MA; they do not employ a combat class or a morale rating.
B. Cadres are formed when units take step losses in combat. If a unit originally possessed three steps, the cadre side of the parent unit is considered the third step. Similarly, if a unit originally possessed two steps, the cadre side is considered the second step.
C. All cadre units themselves are worth one step. Cadres never exert ZOCs, and are considered a battalion-sized unit for stacking purposes.
D. Optional: A cadre may be treated as a unit of its original size for stacking and divisional integrity, but not for ZOC purposes at the owner's option.
Play Note: This decision is at the discretion of the owner; it may change from time to time in respect to a particular unit without restriction, and may result in a cadre being stacked with a cadre, and/or a cadre stacked with a regiment being ineligible to attack or defend.
E. The status of a cadre unit may not be changed during the course of a single Combat Phase.
11.0 Supply
A. Units must be considered in supply to use their CS and MA without penalty.
B. There are three possible supply states: in supply, out of supply (OOS), and isolated.
C. Supply determination for all purposes is made by both sides during the Mutual Supply Determination Phase of each player-turn.
D. A unit in supply at the beginning of a player-turn remains so at all times during that player-turn. A unit that is OOS at the beginning of a player-turn remains so for the duration of the player-turn, even if it moves back into supply during its Movement Phase.
11.1 Supply Lines
A. A supply line is a path of continuous hexes traceable from a combat unit to a road hex, and then from that road hex along a contiguous path of road hexes to a friendly map edge hex.
B. None of these hexes may be enemy-occupied or enemy-controlled hexes (unless they are occupied by friendly units).
C. Terrain does not affect the tracing of supply lines.
11.2 When a Unit Is in Supply
11.2.1 General Rule
For any combat unit to be in supply, it must be able to trace a supply line (11.1) six hexes or fewer in length to a road hex from that unit and, in turn, trace a supply line of contiguous road hexes of any length from this road hex to a friendly map edge road hex.
11.2.2 Friendly Map Edge Hexes
Unless otherwise stated, the western map edge is friendly to the Allies and the eastern map edge is friendly to the Germans.
11.3 When a Unit Is Out of Supply
11.3.1 In General
A unit is OOS when:
- It is able to trace a supply line to a road hex, but the supply line is over six hexes in length, and/or
- The road hex to which a supply line is traced is unable to trace a series of continuous road hexes to a friendly map edge.
11.3.2 OOS Markers
Place an OOS marker on all units that are determined to be OOS in the Mutual Supply Determination Phase.
11.3.3 OOS Effects
An OOS unit has its CS and MA decreased as follows: A. When attacking, its CS is halved (round fractions down, but not less than one). B. When defending, its CS remains the same. C. If the unit is a tank, mechanized infantry, or reconnaissance, its MA is halved (round fractions down). D. If the unit is not a tank, mechanized infantry, or reconnaissance, its MA remains the same.
11.4 When a Unit Is Isolated
11.4.1 In General
A. A unit is isolated when it is unable to trace a supply line to a road hex.
B. Place an Isolated marker on all units determined to be isolated during the Mutual Supply Determination Phase.
11.4.2 Isolation Effects
An isolated unit has its CS and MA decreased as follows: A. An attacking unit has a CS of 1. B. A defending unit has its CS halved, rounding fractions down (but not less than one). In a stack, halve each unit's CS individually and round down before summing. C. If the unit is a tank, mechanized infantry, or reconnaissance, reduce its MA to 3 MPs. D. If the unit is not a tank, mechanized infantry, or reconnaissance, halve its MA (round fractions down).
11.5 Automatic Supply
11.5.1 Reinforcements
All units entering the map as reinforcements are automatically in supply during the first two turns in which they have entered the map.
11.5.2 Map Edge Hexes
All units occupying a friendly map edge hex (11.2.2) or a hex adjacent to a friendly map edge hex are automatically in supply.
11.5.3 German Units in Entrenchments
All German units occupying entrenchment hexes (12.0) are automatically in supply.
12.0 Entrenchments
Some hexes on the map are permanently designated as entrenchments. These hexes can only benefit the German side.
12.1 Entering Entrenchments
A. There is no MP penalty to enter an entrenchment hex.
B. Entrenchment hexes are permanent. They cannot be destroyed by either side.
12.2 Effects of Entrenchments
12.2.1 German Defenders
A. A German unit defending in entrenchment hexes has its CS doubled. If it is attacked exclusively across river hexsides, its CS is tripled.
B. It makes no difference what direction the attack on the entrenchment hex comes from.
12.2.2 Allied Units Attacking Entrenchments
Allied units participating in an attack against German units in entrenchment hexes may never receive a combined arms bonus (9.5).
12.2.3 Mandatory Attacks
German units occupying entrenchment hexes are not obligated to attack adjacent Allied units during the German Combat Phase, although they may do so.
13.0 Air Power
13.1 In General
A. Each side possesses a certain number of Air Points (APs). Each AP may be used once per turn in a ground support role.
B. The owner must keep track of the employment of APs on paper or electronic format.
C. APs may never be eliminated.
13.2 Ground Support
13.2.1 Effects
A. Both sides' APs may be used for ground support during either side's Combat Phase.
B. An AP allocated by the phasing side to an attack shifts the combat ratio one column to the right.
C. An AP allocated by the non-phasing side to a defense shifts the combat ratio one column to the left.
D. When using an AP, the owner needs only to state this fact aloud while noting its use on paper or electronic format.
13.2.2 Limits
Up to one AP may be allocated by each side per combat.
13.2.3 Sequencing
A. APs must be allocated by both sides to a combat before any strength chits are revealed.
B. The attacker announces AP allocations first, then the defender.
14.0 Reinforcements
Both sides may receive reinforcements. These units appear during the owner's Movement Phase on the turn indicated on the TT. Each listing of reinforcements includes the unit's designation as well as its entry hex.
14.1 Movement of Reinforcements
14.1.1 Entry Into Play
A. During the Movement Phase, the phasing side places any scheduled reinforcements near their entry hex on the map.
B. If more than one unit is scheduled to appear in the same hex during the same turn, the units are deployed off-map, one behind the other, with the lead unit poised adjacent to the entry hex. As each unit enters the map, it must pay the terrain cost for the type of terrain in the hex plus any additional cost for hypothetical hexes that it would traverse to enter the entry hex. Hypothetical hexes are considered to be of the same terrain type as the entry hex itself.
14.1.2 Strategic Movement
It is permissible for reinforcements to employ strategic movement in turn of entry as long as they remain at least three hexes away from enemy units at all times during the Movement Phase.
14.2 Restrictions
14.2.1 Enemy-Occupied or Controlled Entry Hexes
If an entry hex is enemy-occupied or in an EZOC, the phasing side may enter its reinforcements onto the map within three (or more, if necessary) hexes of the original entry hex without delay.
14.2.2 Delayed Entry
Reinforcements may be purposefully delayed by the owner for as long as s/he wishes.
15.0 Patton's Third Army Introduction
Patton's Third Army is a simulation of the US Third Army's November 1944 offensive in the Lorraine area of France. Each turn represents one day of time and each hex represents approximately 2.6 miles from side to side.
16.0 Setting Up the Game
After players have chosen sides, they must deploy their forces on the map. The German player sets up first, followed by the American player. (See Orders of Battle.)
17.0 Movement Restrictions
Both sides are restricted how they may move their available forces during the opening turns of the game.
17.1 US Movement Restrictions
On Turn 1, the US may not move any of the six units that comprise the 4th and 6th Armored Divisions.
17.2 German Movement Restrictions
17.2.1 11th Panzer Division
On Turn 1, Germany may not move any of the four units that comprise the 11th Panzer Division.
17.2.2 Metz Garrison
Except as a result of combat, no German unit that is part of the Metz garrison (with an M in their unit designation) may ever leave the three hexes of Metz or the nine entrenchment hexes that surround the city. If such a unit leaves a Metz hex or an entrenchment hex due to combat, it is no longer under any movement restrictions for the remainder of the game.
17.2.3 82nd Corps
During the German Movement Phase of Turn 1, no German unit belonging to the 82nd Corps may move. However, if an 82nd Corps unit was attacked in the immediately preceding US Combat Phase, that unit may move without restriction during Turn 1.
18.0 US Support and Supply Restrictions
A. The US is subject to some restrictions with regard to the number of attacks it may make without penalty during the course of the game.
B. Before the start of play, the US is assigned 75 Support Points (SPs), which may be allocated in any desired way among the two corps present (12th and 20th) at the start of the game.
C. The US performs these allocations openly by placing each corps' Support Marker on the desired number of SPs on the US Support Track. In general, the more SPs allocated to a corps at the start of the game, the longer the units of that corps will be able to attack without penalty.
D. Once SPs have been allocated, they may not be transferred.
18.1 How Support Points Are Used
18.1.1 Attacks
A. Immediately upon resolution of each US attack, the US must subtract 1 SP from the Support Track of each US corps that participated in the attack. Exception: Breakthroughs (18.1.2).
B. Each corps may lose a maximum of 1 SP per combat.
18.1.2 Breakthroughs
No SPs are expended when the US achieves a breakthrough.
18.2 Rest
18.2.1 In General
The US may increase the number of SPs allocated to a corps by having one or more of its divisions rest during a turn. A division qualifies for rest if all of its units meet the following criteria during the Game-Turn Indication Stage:
A. They must have been in supply during the last Mutual Supply Determination Phase;
B. They must not have moved in the last US Movement Phase;
C. They must not have attacked or defended during the Combat Phases of the current turn.
Play Note: At the end of a US player-turn, it will be convenient for the US to note on paper or in electronic format which divisions are eligible for rest. Then at the end of the German player-turn, the listed divisions which were not attacked fulfill the requirements of rest.
18.2.2 Additional Requirements
A. For a division to fulfill the requirements of rest, at least one unit of the division must have conducted an attack during the game.
B. In addition, no component units of the division may have been eliminated from play during the game.
18.2.3 Effects of Rest
A. Each division that fulfills the requirements of rest makes its parent corps eligible to increase its SPs. During the Game Turn Indication Stage, the US rolls one die for each division that rested.
B. If all the component elements of the division are at least ten hexes away from the nearest German unit, increase the division's parent corps' Support Marker by the number rolled.
C. If any element of the division is within nine hexes of a German unit, increase the division's parent corps' Support Marker by half the number rolled (rounded down, with a minimum result of one).
18.2.4 83rd Division Restrictions
The US 83rd Division may not provide additional SPs to the 20th Corps, whether or not it rests.
18.3 Effects of Reaching Zero Support
18.3.1 Penalties
If, due to continued attacks, a corps' Support Marker reaches zero or below, the following penalties are imposed on all units of that corps:
A. All units are considered OOS. If a unit would normally be OOS, it is considered isolated.
B. No support bonuses may be awarded to any artillery unit of that corps (9.6).
C. No divisional integrity combat bonus may be awarded to any unit of that corps (9.4).
18.3.2 Continued Reductions
A. The US must continue to reduce the corps' Support Markers due to each attack even if they have been reduced to zero or below. If a Support Marker goes below zero, it should be flipped over to its negative side on the Support Track.
B. If SPs are earned due to rest, apply them to the negative figure.
18.4 US Supply Restrictions
18.4.1 20th Corps on Turn 1
A. All US units belonging to the 20th Corps are automatically OOS during Turn 1, regardless of normal supply considerations.
B. In addition, no 20th Corps artillery unit may provide a support bonus during Turn 1.
18.4.2 83rd Division
All US units belonging to the 83rd Division, 20th Corps, are automatically OOS for the entire game, regardless of normal supply considerations.
19.0 Improved Positions
A. Certain hexes on the map are designated as improved positions hexes.
B. All improved positions hexes are considered normal entrenchment hexes, except that German units defending in improved positions are not doubled. Instead, each stack defending in such a hex is increased in CS by two. This addition is made after the stack's CS is doubled due to an attack across a river hexside.
C. Like entrenchments, improved positions may benefit only German units.
20.0 Weather and Mud
The state of the weather influences air operations as well as ground conditions.
20.1 Weather
20.1.1 Determination
Starting with Turn 2, the US rolls a die at the beginning of the turn and consults the Weather Table to determine the weather for the rest of the turn.
20.1.2 Weather Effects
A. If the weather is clear, both sides may use all of their assigned APs during the current turn (22.0).
B. If the weather is light overcast, only half of each side's APs may be used, rounding fractions down.
C. If the weather is heavy overcast, then neither side may use APs during the current turn.
20.1.3 Rain and Mud
Some results on the Weather Table may call for rain. If rain occurs, mud is created (20.2).
20.1.4 Effect of Previous Turn's Weather
A. If the weather in the previous turn was clear, apply a -1 die roll modifier (DRM) to the weather roll.
B. If the weather in the previous turn was heavy overcast, apply a +1 DRM to the weather roll.
20.2 Mud
20.2.1 In General
A. Mud is in effect during each turn in which rain takes place, as well as the following three turns.
B. Place the Mud Marker on the TT three spaces ahead of the turn in which rain occurs.
Example: It rains on Turn 2. Mud will be in effect during Turns 2-5. If it also rains on Turn 3, mud would be in effect on Turn 6 but no further.
20.2.2 Mud Effects
During mud turns, the following special rules are in effect:
A. All stream hexsides are considered river hexsides;
B. All mechanized units pay increased MP costs for certain terrain types (4 in clear, 6 in woods, 8 in hilltop).
C. In addition, non-mechanized units pay 2 MPs to enter a woods hex.
D. In all combats, shift the combat ratio on the CRT one column to the left (in favor of the defender).
20.3 Turn 1 Weather
A. The weather on Turn 1 is always heavy overcast with rain. Thus, mud is in effect on Turns 1-4.
B. In addition, no APs may be used on Turn 1.
Play Note: On Turn 2, the US must apply a +1 DRM to the weather die roll (20.1.4).
21.0 US Bridges
A. Due to the proficiency of American forces in constructing bridges at short notice, US mechanized units have a limited capability to cross river hexsides. If a US mechanized unit begins the US Movement Phase adjacent to a river hexside, not in an EZOC, it may expend its entire MA to move across that hexside.
B. Such a maneuver is possible only if the unit does not enter an EZOC upon crossing the hexside.
C. This movement may be accomplished even if a unit is OOS or isolated.
22.0 Air Point Availability
22.1 US and German Air Points
22.1.1 US Allocations
A. During Turns 1-7, the US has 8 APs available per turn.
B. From Turn 8 to the end of the game, the US has 6 APs available per turn.
22.1.2 German Allocations
A. During Turns 1-9, Germany has no APs available.
B. During Turns 10-13, Germany has 1 AP available per turn.
C. From Turn 14 to the end of the game, Germany has 2 APs available per turn.
22.2 Heavy Bomber Attacks
22.2.1 In General
A. During any clear or light overcast turn before Turn 8, the US Player may make two heavy bomber attacks against German units or stacks that occupy a Metz hex or an entrenchment (non-improved position) hex.
B. Both attacks must take place in the same turn, but they may not be made against the same stack.
C. The German target hexes may be in a US ZOC.
D. After the turn in which they occur, heavy bomber attacks may not take place again.
22.2.2 Procedure
Heavy bomber attacks take place at the beginning of the US player-turn. The US simply points to the two hexes that are to be the subjects of the attacks, then rolls one die per hex.
| Weather | Success (die roll) | No Effect (die roll) |
|---|---|---|
| Clear | 1-2 | 3-6 |
| Lt Overcast | 1-3 | 4-6 |
22.2.3 Successful Bomber Attack Effects
If a heavy bomber attack is successful, Germany must choose one of these options:
- Eliminate one unit in the hex.
- Reduce any regiment to cadre status that has not already been reduced to cadre, even if it does not possess a Strength Chit.
23.0 Variable German Reinforcements
A. Starting with Turn 8, Germany must roll one die at the beginning of each friendly Movement Phase to determine if the three units of the 15th Panzergrenadier Division are available as reinforcements.
- On a 1, the units may enter the map during the current Movement Phase from Entry Hex A.
- On a 2-6, the units do not arrive during the current turn.
B. Once Germany rolls a 1, it no longer undertakes this roll for the remainder of the game. Otherwise Germany rolls each turn until a 1 is rolled or the game ends.
24.0 Special Rules
24.1 The German 347th Division
The German 347th Volksgrenadier Division was composed of only two regiments. Thus, it may receive a divisional integrity combat bonus when attacking, even though only two regiments are adjacent to defending enemy unit(s).
24.2 Strength Chits
Due to counter limitations, there are fewer strength chits provided than combat units requiring them. On rare occasions, there may be no strength chits available for a unit when it is first performing combat. In that instance, such a unit is automatically considered to possess an imaginary strength chit of the following type:
| Morale Level | Front A | Front B | Front C | Back A | Back B | Back C |
|---|---|---|---|---|---|---|
| 1 | 6 | 4 | 2 | 3 | 2 | 0 |
| 2 | 9 | 6 | 4 | 4 | 3 | 2 |
| 3 | 12 | 8 | 7 | 6 | 4 | 3 |
25.0 Victory Conditions
A. There are two scenarios. The first is a simulation of the first twelve days of the American offensive (8-19 November). The second is simply an extension of the first, which carries the offensive into the beginning of December (8 November - 1 December).
B. At the end of the chosen scenario, both players must evaluate their performances to declare a victor.
C. For competition purposes, the players secretly write down the total US SPs they require. The player choosing the lower amount of SPs plays the US side. Resolve a tie by a die roll.
25.1 The Battle for Metz
First Turn: 8 November (Turn 1). Last Turn: 19 November (Turn 12).
25.1.1 US Marginal Victory
A. At the end of the game, a hypothetical German unit in hex 1017 must not be considered to be in supply.
B. In addition, the US must occupy or have been the last to pass through four of the following five towns (or entrenchment hexes): Morhange (2022), Chateau-Salins (1527), Falquemont (1819), Dieuze (2125), and Koenigsmacker (1209).
25.1.2 US Substantive Victory
A. Same as US Marginal, but a US unit must occupy or have been the last to pass through hexes 0917, 0918, and 1017 at game's end.
B. In addition, no more than three of the nine entrenchment hexes surrounding Metz may be occupied by German units.
25.1.3 US Decisive Victory
Same as US Substantive, except the US must occupy or have been the last to pass through eight of the following ten towns: Morhange, Chateau-Salins, Falquemont, Dieuze, Koenigsmacker, Saarburg (1707), Sarreguemines (2817), Saarlouis (2213), Sarre-Union (2822), and Sarrebourg (2827).
25.1.4 German Marginal Victory
A hypothetical German unit in hex 1017 is in supply at game's end.
25.1.5 German Substantive Victory
Same as German Marginal, except the US occupies or was the last to pass through fewer than five of the ten towns listed under US Decisive Victory.
25.1.6 German Decisive Victory
Same as German Substantive, except the US occupies or was the last to pass through fewer than three of the ten towns listed under US Decisive Victory.
25.1.7 Draw
Neither side fulfills any of the victory conditions at game's end.
25.1.8 Modifiers
A. Shift the victory level one step in the US favor if, at the end of the game, three non-cadre regiment or brigade-sized US units are east of the Saar River, but north of all hexes ending with the number 16. Thus, a German Marginal Victory would become a Draw.
B. Shift the victory level one step in Germany's favor if, at the end of the game, any three German combat units are west of the Moselle River (but do not occupy any entrenchment or Metz hexes).
25.2 The Battle for Metz (Extended)
First Turn: 8 November (Turn 1). Last Turn: 1 December (Turn 24).
A. If the players decide to continue the game until Turn 24, the victory conditions are the same as in 25.1, except they are shifted two levels in Germany's favor. Thus, a US Decisive Victory would become a US Marginal Victory.
B. In addition, the following are required for US Substantive and Decisive Victories in this scenario.
25.2.1 US Substantive Victory
Same as US Decisive in 25.1, except the US must occupy or have been the last to pass through three of the following four town hexes: Trier (1901), Merzig (1909), and Saarbruecken (2614, 2715).
25.2.2 US Decisive Victory
Same as US Substantive above, except the US must occupy or have been the last to pass through both Neunkirchen (3010) and Nohfolden (3004).
25.2.3 Modifications
Ignore the victory modification in 25.1.8.A, but use the one in 25.1.8.B.
26.0 Player's Notes
26.1 US
The US must strike while the iron is hot. At the beginning of the game, the US is at its strongest while Germany is at its weakest. Initially, the weather and lack of air support limit the US ability to attack with force. As the game progresses, the US gains in strength slightly, but then the situation begins to decline as support points are consumed and divisions are weakened by combat losses. Since at least the first four turns will be muddy, the US must proceed with caution, picking a few key points in the German line for strong attacks. Where possible, hilltop defenses should be avoided. Once mud disappears, the US must move fast, as it can rain at almost any time. Once a defensive position has been penetrated, it must be reinforced and held, lest the US finds itself fighting for the same terrain twice. The US should save armor for attacks where the combined arms bonus may be utilized. By Turn 5, the US should plan to rest at least one weakened division from each corps.
26.2 Germany
For the most part, the Germans are on the defense. Ground must be given grudgingly, and maximum use must be made of favorable terrain. As quickly as possible, Germany must adjust its defenses to take advantage not only of strong defensive positions, but also to regroup its regiments and artillery units. If the initial river lines can be held through some lucky chit draws, some bad weather, and a little baling wire, the Germans may buy enough time to reinforce their defenses, at which point they become very difficult to crack. Also, during the first five days, Germany can take advantage of an overambitious US player and selectively counterattack. Finally, Germany must make maximum contact with US units from entrenchments and improved positions to force the US to withdraw or counterattack, consuming precious support points.