Ardennes 1944: Operation “Autumn Fog” [From Vae Victis 48] Ardennes 1944 simulates the last German offensive on the western front to change the course of the war. One of the players controls the German forces, the other the American forces. Note: This game uses a system derived from Arnhem 1944 which appeared in VV13, Kharkov 1943 from VV25, and Kippour 1973 from VV39 which allows much flexibility. The system has been entirely revisited and simplified. A game by Luc OLIVIER and Nicolas STRATIGOS, original system by Nicolas Stratigos. [Translated by Roy Bartoo, translator’s notes in square brackets. This translation includes the changes made due to official Q&A from Luc Olivier, it does not include any errata (which has not appeared at the time of this translation) the Questions section is appended at the very end. Note that I have dropped the use of green and blue text from the original, but have retained the use of red text, since it has a particular meaning in the context of the Combat Results Table. Also note that I have tried to retain the same use of italics and boldface as in the original. - RKB] This game requires the use of a six-sided die (denoted as 1d6). The abbreviation ‘hex’ is used for hexagon. All distances are given in terms of hexes. 0 - OVERVIEW 0.1 Game Scales A game turn represents two days of real time. A hexagon on the map covers approximately 4.5 km [2.7 mi.]. The unit counters represent regiments, brigades, kampfgruppen, divisions, or headquarters with their organic elements. 0.2 Terrain The map depicts part of the Ardennes in Belgium and Luxembourg. A hexagonal grid is superimposed to regulated Movement (6.0) and Combat (7.0). The effects of different terrain types on movement and combat are summarized in the Terrain Effects Table. [p. 35 in the original, also at the end of this translation.] 0.3 Rounding When values are halved, fractions are always rounded up. EX: 5 divided by 2 becomes 3. Similarly, values are always added together before being divided. 1 - Units and Organization 1.1 Units Infantry units have 2 Action Points, mechanized and armored units have 3 Action Points [HQ have 3 AP, see 1.3]. These Action Points are used in movement and combat. Each unit has the following notations on the counter: combat strength, quality rating, unit type (infantry or mechanized/armored), identification (unit name, formation color code, NATO symbol) and size (number of strength steps). Combat units are grouped into formations. A color code allows the easy distinguishing of different formations. 1.2 Unit Reduction Units have several strength steps, as indicated on the counter. When a unit loses a strength step a loss marker is placed under it if it has more than two steps, otherwise the unit is flipped. One the second loss the unit is flipped and the loss marker is removed. On the third step loss, the loss marker is again placed beneath the [now flipped] unit. With the last step loss, the unit is eliminated. - Units which only have one strength step are eliminated by the first loss: regiments, German detachments and HQ. - Each step loss means the loss of 3 strength points. [Description of units, per box on p. 32. • Armored unit has a picture of a tank; mechanized unit has an infantryman standing in front of a halftrack; infantry unit has just the infantryman standing; HQ has a picture of the general’s head. A NATO-style unit type symbol appears in the upper right hand corner of the counter, along with the NATO symbols for unit size: III = regiment, X = brigade, XX = division, etc. The flip side of most units has a white bar across the center, indicating that the unit is reduced. The flip side of HQ units is NOT a reduced HQ, since HQ have only one step, but indicates that the HQ has been activated already. • The unit ID (for example, 29e BB) in the top left corner of the counter is printed on a colored bar, which denotes the formation to which it belongs. Independent units are printed on a pink bar, and have no HQ. DI = Infantry Division (“Division d’Infanterie”), DB = Armored Division (“Division Blindé), BB = Armoured Brigade (“Brigade Blindé”). • In the bottom right corner of combat units (not HQ) are three numbers (note that the German 10/9 PzGr unit in the example appears to be missing its Combat Strength number, fortunately the counter is not so afflicted). The left-hand number is the unit’s Combat Strength; the middle number, in a red (armored/mechanized) or blue (infantry) box, is the number of strength steps the unit has remaining; the right-hand number is the unit’s Quality. • On a HQ counter, the number in the bottom left corner is the HQ’s Support Rating; in the bottom right corner is a letter representing that HQ’s C3I Rating.] 1.1 Headquarters (HQ) [counters with a picture of a general’s head] Headquarters counters represent the formation HQ. All HQ have 3 Action Points. They have the following notations: their C3I rating (command, control, communications, and intelligence, see 10.5) as well as how many supports they can allocate each turn to subordinate units. If a HQ is alone in a hex, it has a quality of 4. HQ counters represent the sources of command and supply for units. They have an intrinsic combat strength of 1 which is only usable in defense and a single strength step. The reverse side of the counter indicates the HQ’s activation. HQ can support friendly units in attack and defense if they are within its command range (if a Line of Communications reaches this hex, see 8.1). In that case, Support markers belonging to the HQ can be stacked with the supported unit. US HQ can support any unit of any formation (which is part of the same army) which is in their command range. German HQ can support only units of their formation which are within command range. HQ can only be destroyed if they are alone in a hex, or all of the units with which they are stacked are eliminated. Note: a destroyed HQ returns in phase 2 of the sequence of play in the following turn and may be placed wherever the owning player wishes on the map, so long as the placement hex is not in enemy Zone of Control (see 4) and is supplied (see 10). At the moment of the HQ’s destruction, Supports available in the HQ box are returned to the pool (see 1.6). They will be available again on the following turn. 1.4 Status At all times, units have a specific status according to the circumstances: Normal, Isolated (10.3), Unsupplied (10.3), Out of Command (8.2), Fatigued (3.5), in Improved Positions (12.1). The effects of unit status on performance are summarized on the Status Table and explained in the relevant rules. Normal status is the default for all units. A unit can have multiple statuses (for example, Isolated, in Improved Positions, and Out of Command). In this case, the effects are cumulative. Example: a fatigued and unsupplied unit will have no APs: base of 1 AP for unsupplied, -1 for fatigued. 1.5 Organization and Command Each formation includes a HQ and a certain number of units attached to it. A color code allows the rapid determination to what formation units belong. During a game turn, a player may activate his units in two ways: either by activating all the units of one formation which are in command range of their HQ; or by activating a given number of units which are from different formations or which are out of the command range of their HQ (see 3). Note: This number is given in the doctrine rules as a function of nationality. Note that certain independent (pink band) units are not attached to any formation, they must therefore be activated by the general method but are ALWAYS in command (see 8). 1.6 Support markers [have a picture of an artillery piece and “+1/+2 Col” on the counter] Each side has a pool of Support markers for each army [note that support marker availability depends upon the scenario and turn, see 17]. This pool may increase during the game through reinforcements and will decrease according to the rules for expending each type of support. During the Support Phase, each side will be able to allocate these support markers to the different HQ of the corresponding army on the map or arriving as reinforcements during the game turn. Each HQ may receive a number of markers equal to its support level [note that an Unsupplied HQ cannot be allotted Support markers, see 10.3]. These support markers will then be expended during combat, in attack or defense, to assist units within the HQ’s command range at the moment of combat. [see also 14.3 Air Support] 1.6.1 German Markers Nebelwerfer [picture of a multi-tubed rocket launcher, +2 Col]: shifts the combat two columns in the Germans’ favor (right when attacking, left when defending). When it is used, the German rolls a die, on a 1 the marker is returned to the pool for the next turn, on a 2-6 it is removed from the game (this represents the German ammunition shortage). Artillery [picture of an artillery piece, +1 Col - note that the example picture on p. 31 incorrectly shows an American heavy artillery unit with a ‘+2 Col’ notation]: functions as a Nebelwerfer but only shifts one column to the left or right and disappears on a die roll of 4-6. StuG, Hetzer, Tiger [picture of an AFV on it, +1 notation - the German has four, three for 6th Pz Army and one for 5th Pz Army]: gives a +1 or -1 to the die roll in attack or defense. The player may also choose to permanently eliminate this marker as a combat loss (the armored marker then equals one step loss in combat) instead of returning it to the pool. 1.6.2 Allied Markers Heavy Artillery [one each for 1st and 3rd Armies, picture of an artillery piece and +2 Col]: as the German Nebelwerfer, but only disappears on a 6. Artillery [picture of an artillery piece and +1 Col]: as German Artillery, but only disappears on a 6. Tank [picture of a Sherman tank and +1 notation]: as German StuG. 2 - SEQUENCE OF PLAY Ardennes 1944 is played in a number of turns (according to the scenario being played), each game turn is composed of several phases. [Turn marker is double-sided, one side says “Tour, Temps Clair” - ‘Turn, Clear Weather’; the other side says “Tour, Temps Couvert” - ‘Turn, Overcast Weather’] 2.1 Game Sequence 1 - Air Phase Each player rolls a die and receives a number of air support missions as a function of his nationality and the weather (see 14.2) [Air Support is only possible on Turns 5 and 6]. [Optional, on Turn 5 players may choose a Christmas present, 15.4]. 2 - Supply and Command Phase Both players check the Line of Supply (LoS, see 10) and Line of Command (LoC, see 8) for all their units. The American may play the Event “Air Supply” [picture of a Dakota parachuting a supply bundle] if conditions are met (see 15.3). [Note that from Turn 3 onwards, the German player must roll to see which of his units are afflicted by the random supply shortage, see 10.4] 3 - Support Phase Both players allocate the Support markers they have available to the army corps HQ by placing them in the appropriate box on the player aid display (on the back of the countersheet), up to the limit of each HQ’s support rating [note that unsupplied HQ cannot be given Support markers, see 10.3]. 4 - Determine Initiative Each player rolls 1d6 to determine who has the initiative for the turn, high roll wins. Reroll in case of ties (see 17 for special rules concerning the first two turns). 5 - Operations Phase - First Player activation sequence: the player with the initiative activates as many of the units of one formation as he wishes, or 3/4 (depending on nationality) units of his choice (including this turn’s reinforcements, see 16). These units may then their Action Points (AP) according to the action rules (see 3). They may move, take up defensive positions and/or attack. The player may also decide to pass and not activate any units. Stacking limits are checked and corrected as needed (see 5). Both players may play Events. - Second Player activation sequence: the second player does the same with the units of his choice. Stacking limits are checked and corrected as needed (see 5). Both player may play Events. The players thus alternate activation sequences until: - there are no more units to activate; - both players pass in succession; - the turn ends (see 2.2). 6 - Administrative Phase - Activated markers are removed; - victory conditions are checked; - the Turn marker is advanced one space. 2.2 Turn End The game turn may end early in the following cases: - if both players in succession pass in their action phase. A player may decide to pass during his action phase, and not activate any unit. If the opposing player does likewise, the turn ends. - if one of the players has activated all of his units, the opposing player may then do a series of activation sequences. At the end of each activation sequence (of either type) beginning with the second, this player must roll 2d6. On a result of 11 or 12 the turn ends automatically. 3 - ACTIVATION 3.1 Overview In order to move and fight, a unit must be activated. A unit’s activation occurs during the owning player’s operations phase, as either a ‘formation activation’ (see 3.2) or a ‘general activation’ (see 3.3). - Each unit or HQ can only be activated at most once per turn (exception, Fatigue, see 3.5). - A unit may only move and fight during its activation. Activating a HQ is free during a formation activation, it does not count toward the number of units activated. An HQ may not be activated during a general activation, except to move (but in no case to activate units of its formation). In order to avoid confusion, an Activated marker may be placed on a unit at the end of its activation. [I think the Activated marker is the green radio on a blue background, with a small ‘A’ in the upper left corner.] 3.2 Activating by Formation The player may activate all of the in-command units of a single formation during the operations phase. A HQ must be activated to perform this type of activation. - The formation’s HQ is not destroyed; - the units of the formation which the player wishes to activate must be in command (see 8.1). Note: a player is not required to activate all the units of a formation, they may instead be activated during a general-type activation (see 3.3). An already-activated HQ may not do a formation activation, but only general-type activations. A player may however decide to perform a new formation activation by reactivating this HQ, in which case the HQ is automatically Fatigued at the moment of activation, and suffers the same penalties as a Fatigued unit (see 3.5). 3.3 General Activation Instead of activating units through a single formation HQ, the player may decide to activate units which do not belong to a single HQ or which are commanded by an already-activated HQ or which are independent or which are out of command. To do this, he chooses a general activation and may activate 3 or 4 units, depending on nationality (see 9). These units do not necessarily have to be in command to be activated, nor do they need to be within a certain distance of each other. However a unit which is out of command or whose HQ has been destroyed must make a C3I check to activate (see 9.4). If it passes, the activation succeeds and it has all of its normal APs, if not it has only one AP. 3.4 Activation Mechanics The activation process is relatively flexible and allows the players to perform different combinations of movement and combat. 3.4.1 Actions The Actions undertaken by a unit (Movement, Combat etc.) during the course of its Activation cost Action Points (APs) which are subtracted from its current allotment as a function of its Category (see 1.1) and Status (see 1.4). A unit may choose any one Action per available AP. A unit is not required to use all of its APs during its Activation but unused APs do not accumulate for later Activations and are lost. The possible Actions are: - Movement (costs 1 AP). The unit or stack may move up to its movement allowance as a function of its mobility class and status, paying the terrain costs according to unit type. - Normal Attack (costs 1 AP). The unit or stack may attack any unit in its zone of control (ZoC, see 4). - Fatigue Recovery (costs 2 AP). A Fatigue Recovery (see 3.5.2) must be done as the first Action of the first Activation sequence of a Fatigued unit. - Prepared Attack (costs 2 AP). The unit or stack may attack any unit in its ZoC with bonuses and possibly adjacent units. - Enter Improved Position (costs 1 AP). See 12. - Leave Improved Position (no AP cost). See 12. 3.4.2 Free Combination During the activation, the player may move all or some of the activated units, attack with one or more of these units, then move other activated units and have them attack in all possible combinations within the following limits: - entering an enemy zone of control (ZoC, see 4) stops movement and requires combat before the end of the formation’s activation sequence. - a unit may attack more than once per turn - an enemy unit may be attacked more than once per turn. 3.4.3 Order of Action Each activated unit or stack (see 5) undertakes Actions, in the order desired, regardless of the activation method used. None of the units of a stack can however expend more APs than they have available. Units with APs remaining may continue their Activation even if other units in the stack must end theirs. A unit or stack may spend part of their APs, then wait while another stack also spends APs, before resuming in turn: the only restrictions are the rules on zones of control (ZoC, see 4), the requirement to attack, and the number of AP per unit. AP Remaining markers [blue background, large letters “PA 1/2”] are provided to note the remaining APs within an Activated formation. 3.5 Fatigue [back & grey marker with a guy sitting down that says “Fatigue” on it] A unit may be reactivated once again in another activation phase by its headquarters or a general-type activation. In this case the reactivated unit and/or HQ automatically receive a Fatigue marker at the start of their activation. 3.5.1 Fatigue Effects The unit loses 1 AP and has its combat strength halved (fractions rounded up [per 0.3]). 3.5.2 Fatigue Recovery To recover from fatigue, the HQ or unit must spend 2 AP at the moment of the first activation in a turn, even if it is in enemy zone of control (ZoC). The marker is then removed. Note: a fatigued unit cannot immediately refatigue, it must first recover from fatigue before possibly fatiguing itself again. 4 - ZONES OF CONTROL (ZoC) 4.1 Overview A unit’s ZoC affects movement and combat of [enemy] units. Most units exert a ZoC into their own hex and the six adjacent hexes, except across a river, even one spanned by a bridge. HQ, units with a combat strength equal to 1, exert ZoC only into their own hex which remains unenterable. 4.2 ZoC Effects - A unit which enters an enemy ZoC must stop its movement. It must then make a Normal Attack (7.1.2) or a Prepared Attack (7.1.3), before the end of the formation activation, and pay the appropriate APs. If it does not have sufficient AP to declare an attack, it cannot enter the ZoC in question, except if it is a city, village or forest hex (see 4.3). - A unit which begins its movement in an enemy ZoC may disengage from this ZoC by spending an additional +1 movement point (MP). - A unit may move directly from one enemy ZoC to another enemy ZoC by paying +2 MP (do not count the +1 MP for leaving an enemy ZoC in this case), if this ZoC is not exerted by the same unit. - A unit cannot move directly from one ZoC to another ZoC exerted by the same enemy unit (exception, see Breakthrough, 7.8). - The presence of a friendly unit in an enemy ZoC nullifies it for retreat (see 7.7), and supply lines (see 10.1). Important: the presence of a friendly ZoC does not negate an enemy ZoC. 4.3 ZoC and Combat - Combat is mandatory for a unit which ends its move in an enemy ZoC during its activation (see 3.4.2 and 4.2). Exception: a unit in city, village, forest, or Improved Position is not required to attack enemy units exerting a ZoC upon it, - A unit which enters an enemy ZoC during an advance after combat is not required to attack. - A unit which begins it activation phase adjacent to an enemy unit which exerts a ZoC upon it is not required to attack. It may remain in place, disengage, or recover fatigue. - A unit or stack of units which retreats into an enemy ZoC as a result of combat loses 1 strength step per hex of enemy ZoC traversed. (see 7.7) unless a friendly unit is present in the hex. 5 - STACKING Maximum stacking in any given hex is 6 strength steps. Stacking limits apply after each of a unit’s move actions. However, during each sequence friendly units may freely move through each other (exception, 6.2). Units in violation of stacking at the end of the sequence are eliminated, owning player’s choice as to which units. The various markers do not count toward stacking. Important: it is the unit’s real size, not its theoretical size, which counts toward stacking. For example, a unit of four strength steps which has lost two steps, counts for only two steps of stacking. Reminder: a HQ is worth one strength step and thus counts one for stacking. 6 - MOVEMENT 6.1 Overview During a movement action, a unit may move using all or part of its movement allowance by spending the movement points (MPs) required for each type of terrain moved through. Infantry units have a movement allowance of 4 MPs per move action, armored and mechanized units have an allowance of 6 MPs. A unit is not required to expend all of its MPs during its move action, but if it does not, the remaining MPs are lost for this action. A unit which wishes to spend several consecutive movement actions may sum the MPs from these actions. Example: a unit of tanks which uses a move action to move through 5 hexes of clear terrain (5 MPs) then a hex of rough terrain (2 MPs) may use a second movement action in order to pay the missing MP and continue its movement with the remaining 5 MPs. 6.2 Terrain Effects Terrain effects on movement and combat are summarized on the Terrain Effects Table. [p. 35 in the original, at the end in this translation] Roads: a unit may only use roads for its movement if it is alone in the road hex. If another unit is already stacked with it or it moves through a unit already on the road, it will then pay the cost of the off-road terrain. River: The cost of crossing a river (with or without a bridge) includes the cost to enter the hex on the other side of the river. 7 - COMBAT In Ardennes 1944, combat takes place because of an Attack Action taken during the Activation Sequence. Units which attack are termed the Attackers, the units in the attacked hex(es) are termed the Defenders. 7.1 Overview A unit may attack any hex containing an adjacent enemy unit (the ‘target hex’) by choosing between the two permitted types of attack (see 7.3). - Combat is mandatory as soon as a unit or stack (5.0) enters an enemy ZoC (4.2, 4.3); - the number of stacked units which can attack from the same hex cannot exceed the stacking limit (5.0); - a unit may attack any adjacent enemy unit; - a unit must attack at least one hex containing en enemy unit or stack which exerts a ZoC upon it, but is not required to attack all the hexes which exert a ZoC upon it; - an enemy unit may be attacked by all the friendly units adjacent to it. 7.2 Multiple Attacks All the enemy units in the same hex must be attacked together, and must all take part in the defense, their defense strength is the sum of their combat strengths. Different attacking units in a single hex (i.e. a stack) may attack different enemy hexes. If an attacking unit or stack is adjacent to several hexes containing enemy units, it may attack they all simultaneously. A unit or stack may thus attack several enemy hexes. A unit’s combat strength may not be divided among several combats. 7.3 Attack Actions There are two possible types of attack. Each type has its characteristics explained below and summarized in Table 7.3. 7.3.1 Normal Attack The unit or stack spends 1 AP to attack a target hex. This attack may benefit from a single HQ Support and a single Air Support. Important: a Normal Attack can only be made from a single hex (to attack from multiple hexes requires a Prepared Attack [see infra.]). The unit or stack of units may again move and/or attack after its first attack if it has APs remaining. 7.3.2 Prepared Attack The unit or stack spends 2 APs to attack a target hex. The Active Player notes the APs expended then may activate other units or stacks within the constraints of the chosen Activation (3.1) and available APs (3.4.1) in order to attack the same hex. He then notes the APs expended by these new participants in the Attack and declares a Prepared Attack. This Attack may benefit from two HQ Support and two Air Support. Important: a Prepared Attack may thus be launched from several hexes at once. Following advance after combat (see 7.7.2), units may subsequently attack units adjacent to them or move if they have APs remaining. [Note also that in a Prepared Attack, if the attacker suffers any adverse result, the first loss must be a step loss, see 7.6]. 7.4 Modifiers Modifiers are as follows: - Defender’s Terrain: the terrain in the defender’s hex provides column shifts. These modifiers are cumulative (example: a village in rough terrain shifts two columns to the left). - Quality Difference: the quality rating of one attacking unit minus the quality rating of one defending unit gives a positive or negative die roll modifier. The unit whose quality rating was used must suffer the first step loss. - HQ Support: these supports provide either column shifts or die roll modifiers (see 1.6). [Nebelwerfers, Heavy Artillery, and Artillery provide column shifts; the Hetzers, Tigers, StuGs and Tanks provide die roll modifiers]. - Air Support: provides a column shift in attack or defense [see 14.3]. - Improved Positions: An IP provides a 1 column shift to the left [see 12]. - Divisional Integrity: If a stack is composed of two armored or mechanized units of the same division in attack or defense, +1 or -1 is applied to the die roll. Even if several stacks meet this condition, the maximum die roll modifier is +1 or -1. All modifiers are cumulative. 7.5 Combat Resolution Combat takes place as follows: - The attacker declares the type of attack and the target hex. - The attacker sums his modified combat strengths. - The defender sums his modified combat strengths. - A ratio is made between the attacker’s and defender’s sums to obtain a basic force ratio. This ratio is always rounded to the nearest whole number and not in the defender’s favor! (Example: 1.49 to 1 gives a 1:1; 1.50 to 1 gives a 2:1). - Beginning with the active player, the players add Support from their HQ (see 1.6) as well as Air (see 14.3). - [optional] The attacker rolls the die and consults the C3I table to see if there was a snafu (9.5). - Column shifts are applied to derive the final strength ratio column. - The attacker consults the appropriate column on the Combat Results Table then rolls 1d6 which he modifies to determine the final combat result. 7.6 Combat Results Results are given in the form of numbers which can affect the attacker as well as the defender. These numbers indicate the number of strength steps which that force must lose and/or the number of hexes of retreat. The owning player decides how to allocate the combat losses received among the stack (noting that the unit whose quality rating was used must suffer the first loss) and the number of retreat hexes, always beginning with the losses (mandatory or not) and then the optional retreats. The defender allocates his losses, then the attacker does the same (noting that for a Prepared Attack the attacker must suffer at least one step loss on any adverse result). Results in red indicate that at least one strength step must be lost by the attacker or defender before any retreats, regardless of the type of attack. If armored or mechanized units are present on both sides, the the first or second loss (if the unit whose quality rating was used is not armored/mechanized) must be taken from an armored or mechanized unit (possibly including any armored HQ Support counter present). 7.7 Retreats and Advances After Combat 7.7.1 Retreats The owning player may decide to retreat instead of suffering step losses. A unit or stack of units which retreats cannot enter a hex occupied by enemy units. It cannot retreat into a hex impassible to it (tanks across an unbridged river for example). As much as possible retreats must be done within the following priorities: - toward a hex out of enemy ZoC; - in the general direction of the friendly board edge; - toward the hex furthest from an enemy unit; - through terrain least costly in movement points. A unit or stack may retreat into en enemy ZoC, losing one strength step for the entire stack per hex of enemy ZoC moved through, unless this hex is occupied by an enemy unit. A unit cannot retreat into a hex in violation of stacking limits, it is then required to absorb the entire combat result as losses. Unit of a retreating stack may retreat into different hexes so long as they all retreat the same number of hexes. A unit which retreats into a hex containing another friendly unit may participate in combat if this hex is attacked this turn (with half of its combat strength), and may be allocated step losses (at the player’s choice) and must participate in any retreats. A unit which must retreat off the map is eliminated. 7.7.2 Advances When a unit or stack of units retreats or is destroyed, it leaves its hex vacant, as well as a retreat path of a varying length depending upon the number of hexes retreated. Victorious units which took part in the combat may then enter the vacated hex and advance along the retreat path of the defeated unit considering impassible terrain (an unbridged river to tanks, for example). Exception: Armored and mechanized units are not required to follow the retreat path of retreating units after the first hex. This movement ends when they enter an enemy ZoC, except for the initial vacant hex. This movement also ends after crossing a river, even if the enemy retreated further. Advance after combat is never mandatory [This conflicts with what table 3.4.1 says]. In the case of a shared result, the attacker must convert all of his adverse result into step losses if he wishes to remain in place or advance after combat. Only the attacker may advance after combat. Example: the result 1/2 indicates that the defender must: lose 2 strength steps and remain in place or lose 1 strength step and retreat all of his units 1 hex or retreat all of his units 2 hexes. The attacker must either retreat 1 hex or lose 1 step. If he chooses the second option, he may then advance into the defender’s vacated hex if the defender retreats. If the defender retreats 2 hexes, the attacker may follow the defender along his retreat path provided that an enemy ZoC does not prevent his from entering the second hex vacated by the retreat (exception, see breakthrough, 7.8). If the result had been 1/2, the defender would have been obliged to take a step loss before being able to retreat a hex or take a second step loss. Limitations on advances: - if an enemy unit is eliminated before fulfilling all the requirements of its combat result, the attacker may convert remaining requirements into hexes of advance. Example: a result of -/3 eliminates a unit which had only one strength step, in this case the attacker may advance two hexes. - Fatigued units may advance after combat normally. 7.8 Special Result: Breakthrough [a single counter, blue background, black silhouette of a Hetzer overprints an oblique red arrow] If the attacker’s result is printed in bold on the CRT, a ‘breakthrough’ occurs in the enemy front. A Breakthrough marker is then placed on the hex formerly occupied by the enemy unit before its elimination or retreat. This marker nullifies enemy ZoC in the hex it occupies and the six adjacent hexes (it does not nullify the ZoC an enemy unit exerts into [that unit’s] own hex). Units advancing after combat and friendly units activated during the same operations phase may then move through the Breakthrough hex or the six adjacent hexes without being stopped by ZoC. This Breakthrough marker is removed at the end of the operations phase in which it was placed. 8 - COMMAND [Out of Command marker is a grey background, green radio, top left corner is a small red arrow pointing down and the letters “NC” (Non Commandé)] 8.1 Command Range Each HQ has a specific command range depending on nationality (see Doctrine, 9.2 and 9.3) (range exclusive of the HQ’s own hex but inclusive of the hex of the unit concerned). In order to be in command, a unit must be able to trace a Line of Command (LoC) to its HQ. This LoC may pass through any terrain or an enemy ZoC but not through a hex occupied by an enemy unit. At the start of each turn, both players check the command status of all their units. Units which are out of command receive the appropriate marker and are so affected for the rest of the turn. 8.2 Effects A unit which is unable to trace a LoC to its HQ at the start of the turn gets an Out of Command marker[“Non Commandé”, green radio on grey background]. It cannot be activated during an activation by ‘formation’, only during a general-type activation. In addition, an Out of Command unit must pass a C3I test to be activated (see 9.4). 9 - DOCTRINE 9.1 Overview The doctrines of the two sides require some modifications to the base rules. 9.2 Allies Command Range: 6 hexes General Activation: 4 units Special Rules: independent units, and those of a formation which arrive on the map prior to their HQ, may only do general-type activations. 9.3 Germans Command Range: 4 hexes General Activation: 3 units Special Rules: Independent units can only do general-type activations. 9.4 Out of Command units Out of Command units must pass their C3I check to be activated. To pass a C3I check, the player rolls 1d6 and must roll less than the unit’s quality rating. Example: for a quality rating of 5, the player must roll 1, 2, 3, or 4. If the check is passed, the unit is activated normally, if it is failed the unit has only 1 AP. 9.5 C3I and SNAFUS (optional rule) HQs have a C3I rating ranging from A (good) to C (mediocre). The C3I value of its HQ is used at the moment of a unit’s attack to possibly modify its parameters. The attacking player then rolls 1d6 on the C3I Table [p. 35 in the original, among the charts & tables at the end of these rules], if the letter S [R in the original] appears, the player then rolls 2d6 on the SNAFU Table and applies the results to the attacker, regardless of nationality. If an attack involves units of different formations, use the worst C3I rating. Independent units have a C3I rating of A if their quality is 5, and B if their quality is 4. [Some results on the SNAFU table cancel committed assets (HQ Support, Artillery Support, Air Support). These assets are automatically placed in next turn’s pool of available assets, without having the 1.6.1, 1.6.2 die roll made for their retention, per official Q&A]. 10 - SUPPLY 10.1 Overview In order to be supplied, a unit must be able to trace a Line of Supply (LoS) to a HQ capable of supplying it, or directly to a supply source. A LoS may pass through any type of terrain except impassable hex such as an unbridged river, but cannot pass through a hex occupied by an enemy unit or through an enemy ZoC, unless this hex is [occupied] by a friendly unit [clarification per official Q&A]. 10.2 Supply In order to be supplied a unit must be able to trace a LoS to a supplied HQ within command range (depending on nationality) [see 9.2, 9.3] or to a road within 1 hex and leading to a friendly board edge. - In order for an army corps HQ to be supplied it must be able to trace a LoS to a road at most 1 hex away, which itself connects to a friendly board edge regardless of distance. - German friendly board edge: hexes 3201 to 3221. - [Allied] friendly board edge: hexes 3101 to 3121 [see 16.2 for British units]. The friendly map board edge must of course be free of enemy control and out of enemy ZoC. 10.3 Effects If a unit or HQ is unable to trace a LoS at the start of the turn, it gets an Isolated marker [blue-grey silhouette of a soldier on a grey background, inside an almost complete circle with arrows on the ends]. The consequences are as follows: - An armored or mechanized unit of HQ has only 2 AP; - Units attack normally but cannot make Prepared Attacks; - Units defend normally. An Isolated unit or HQ which is unable to trace a LoS at the start of the turn gets an Unsupplied marker [green jerrican of gas on its side, spilling a yellow drop, over a red splash on a grey background, in the top left corner is a small red arrow pointing downward and the letters “NR” for ‘Non Ravitaillée’], the consequences are as follows: - An armored, mechanized, HQ or infantry unit has only 1 AP; - All units attack with only half their combat strength and cannot make Prepared Attacks; - Units defend with half their combat strength. An unsupplied HQ cannot receive Support markers to distribute to its units in the Support Phase. 10.4 German Supply Problems During the battle, the Germans suffered fuel supply problems because of insufficient stocks, poor means of transporting it, congested and poor supply roads, the lot aggravated by Allied air power. To simulate this random effect on supply, the German player rolls a die beginning with Turn 3 on the German Fuel Shortage and Allied Air Interdiction Table. He rolls 1d6 if the weather is overcast [“Temps Couvert” side of the Turn marker], 2d6 if the weather is clear [“Temps Clair” side of the turn marker]. If he rolls doubles on the dice, he rerolls until he gets something other than doubles. The table indicates the units which become Isolated (or Unsupplied if already Isolated), per the normal rules on supply as above. A unit which is not yet on the map or which arrives this turn as a reinforcement is not affected by the table’s result. 10.5 Air Supply The American player has a stratagem marker which can be used to supply units by air during clear weather (see 15.3). 11 - Fog of War (optional) In order to limit players’ knowledge of enemy dispositions and strengths, the following rules are used. 11.1 Stack Inspection Players may only examine the contents of a[n enemy] stack under the following conditions: - the stack is engaged in combat with friendly units (at the moment when the attack type is declared); - if a friendly unit exerts a ZoC on the enemy stack. 11.2 Stacking Order A player may arrange his stacks in whatever order he wishes, for example putting the weakest unit on top in order to hide stronger units. Note: players may mutually agree to use the game markers (Unsupplied, Activated, Fatigued, etc.) to hide the top unit of a stack. 12 - DEFENSIVE WORKS [marker shows a pile of sandbags on a blue background] 12.1 Overview A unit can establish a defense and take up an Improved Position (IP) at any point in its activation. To do so it spends 1 AP and cannot be in enemy ZoC. Each unit which wishes to enter IP must spend 1 AP. An IP cannot be transferred from one unit to another. If a stack of units wishes to enter IP, each of the units in the stack must spend the required APs. If some units in a hex are in IP and others are not, the IP bonus does not apply in combat. Units may freely leave an IP in order to perform normally (i.e. to be able to move in a new activation). 12.2 Effects An IP’s effects are as follows: - The unit or stack gets a beneficial modifier for combat (see the CRT); - A unit in IP is not required to attack enemy units which exert a ZoC upon it. 13 - BRIDGES AND CROSSINGS 13.1 Overview Bridges are the only way for armored or mechanized combat units and supply lines to cross a river. The cost to cross a bridge is noted on the Terrain Effects Table. Armor Infantry German 1 AP and only via bridge 1 AP, anywhere US 3 MP and only via bridge 2 MP, anywhere Note: crossing is much more expensive for the Germans, which represents bridge destruction by American engineer units as well as the US’ more abundant use of artificial bridges. If the German player is moving, he pays the AP cost to cross then continues moving with the remaining MPs. If he does not have the AP available to cross, he remains behind the river and the remaining MPs from his previous action are forfeit. The cost of crossing a river includes the cost of entering the hex on the other side. 14 - AIR POWER 14.1 Overview Players have a certain number of air support missions on turns 5 and 6. 14.2 Determine the Number of Missions The number of air support missions available each turn is determined by rolling 1d6. - Turns 1 through 4: no air units. - Turns 5 and 6: Allied: ((1d6 divided by two) +1) Air Supports German: 1 Air support on a 4, 5 or 6. - Turns 7 and 8: no air units. 14.3 Air Support [marker shows a fighter plane dropping a bomb] Provides a 1 column shift to right or left. The air support marker is directly given to a unit during combat, in addition to any other Support, and regardless of the unit’s status. There cannot be more than two Air Supports for a single combat. 15 - EVENTS Each side has Historical Event markers to play during the course of the game. 15.1 When and How to Play Them Each counter may be played once and then is removed from the game, except for the US Air Supply. An Event may be played during an activation by one side or the other, per the conditions of the Event itself. 15.2 German Events (5) - Operation Stosser [marker says “Stosser”, overprinting a dagger and a Nazi eagle]: German airborne operation intended to capture the highway crossroads of Baraque Michel to assist 12th SS Pz. advance. The German player may use this marker to occupy an empty hex during the turn. At any time during a German activation, he places the marker [within six hexes of] a German unit and rolls 1d6, on a 4, 5 or 6 the markers remains and will cost an Allied unit 1 AP to remove [the Allied unit must be adjacent to the marker in order to spend the AP and remove it, per official Q&A]. It automatically disappears at the end of the turn. - Greif Commandos [marker says “Greif”, overprinting a dagger and a Maltese cross]: English-speaking German soldiers intended to disorganize the American rear areas. The German player may use this marker to temporarily stop an American unit and make it lose 1 AP, which makes the Event marker disappear. This marker may be placed on an American unit or stack during its movement six hexes [or less] from a German unit. [The act of placing the marker costs the Allied unit 1 AP, and the marker disappears immediately, per official Q&A]. - 150 “Skorzeny” Pz. Brigade [marker says ‘150 Pz.’, picture of a StuG, black border]: German unit equipped with American equipment or German equipment made to look American, to pass through enemy lines and capture a bridge over the Meuse. The German player may use this marker to let one of his stacks move through [one or more] enemy ZoC without stopping. This marker may be placed on a friendly stack within command range of a HQ during its activation (regardless of activation type). The stack with the marker may ignore any enemy ZoC on a 5-6 on a d6. If the die roll fails, the marker is removed and the stack may no longer freely pass through enemy ZoC. Otherwise the marker is automatically removed at the end of the stack’s activation. [The unit may continue to pass through enemy ZoC as long as it continues to pass the die roll, per official Q&A]. - US Fuel Dumps (2) [markers show a block of green jerricans covered by a tarp with a US white star on top]: the capture of US fuel dumps allowed German units to continue operations despite the supply shortage. The German player may use this marker to extend the activate of a stack. This marker may be spent during a stack’s activation to immediately give it 1 additional AP to spend. There are two markers of this type but they may not be used on the same stack during the same activation. 15.3 American Events (4) - Roadblocks (2) [marker shows a turret sticking up over a pile of tree trunks and brush]: during the first days of the battle, Americans formed numerous roadblocks out of assorted units and garrisons, which often caused the attackers to lose precious time. This marker is placed on an empty hex at a maximum distance of six hexes from a US unit and costs 1 AP to a German unit to remove it from an adjacent hex, It does not have a ZoC but blocks movement, supply, and retreat in its own hex. It may be played during a German movement or an Allied activation. The American player has two of these markers. - Nuts! [marker has the word “Nuts!” overprinting a pair of half-demolished buildings]: famous response of the general commanding Bastogne when the Germans asked him to surrender. This marker may be placed on an American stack at any time even just at the start of a German attack, and gives an additional +1 quality rating to the stack and the six hexes adjacent to its ZoC so long as the stack with the Nuts! marker does not retreat. The marker does not disappear at the end of the turn but remains in the hex so long as at least one American unit is in the hex, even if this unit is a later arrival. - Air Supply [marker shows an airplane dropping a supply bundle by parachute]: the defenders of besieged Bastogne were supplied by air when the weather permitted. This marker may be played when the weather is clear (turns 5 and 6). It is placed on a stack during the Supply Phase of the sequence of play and allows it to be supplied as well as all units which have a LoS of 2 hexes (see 10.1) to this stack. This marker is removed on a die roll of 6 (German antiaircraft artillery), otherwise it may be played again the next turn if the weather permits. 15.4 Christmas Presents (optional) On the 25 December turn (turn 5) at the start of the turn, each player may choose a single Christmas present: - Recover one step for any unit on the map. - reroll one die when attacking. The second die roll applies instead of the first, you cannot choose the better. 16 - REINFORCEMENTS 16.1 Overview Reinforcements are listed to indicate their turn and hexes of entry (indicated by a symbol on the map) [white start for the US, cross for the Germans]. On the turn of entry, reinforcements are considered as entering the map with a movement action (spend 1 AP) and expend the number of MPs required by their entry hex, +1 MP per unit already entered during this activation sequence through this hex. Reinforcements are automatically in command and in supply on their turn of entry. They may enter the game when their formation is activated. US reinforcements indicated as entering by truck pay 1/2 MP per road hex not occupied by another unit and more than 2 hexes from an enemy unit and have 3 AP for this turn only. Southern Front Special Rule: if a German unit occupies one of the US entry hexes on the south map edge, all reinforcements scheduled to arrive this turn arrive one turn later. Either in their entry hex if it is free, or in the next free entry hex toward the west map edge while the Germans occupy this hex. Example: On turn 3, the Germans occupy hex 2921, the US 5th DI [Infantry Division] will not enter the game until turn 4 in 2521 if this hex is available. If the Germans still occupy the hex on turn 4, the 5th ID enters the game but the 26th and 80th ID and 4th DB [Armored Division] scheduled for turn 4 will arrive on turn 5. 16.2 English Reinforcements English reinforcements follow special rules. On the west side of the Meuse, they are considered as always in command, supplied and benefitting from XXXth Corps HQ support. Other than the 29th Armored Brigade, no other English units arriving as reinforcements may cross to the east side of the Meuse. As soon as a German unit crosses the Meuse, this restriction is lifted. [British units east of the Meuse treat the American board edge as their friendly board edge, per official Q&A]. 16.3 Independent Units Independent units function as other units with the following differences: - They can only perform general-type activations but are always in command. - They have their own C3I rating (9.2). They may receive Support from any HQ of which they are in command range. Note: Historically the 9th Pz Div and 15th PzG. D were attached to XLVII Pz. Korps, for game purposes and to give the German player a little flexibility, these units are treated as independent. Similarly the XXXIX Korps HQ which arrived late is not provided. 17 - SCENARIOS There are two scenarios in Ardennes 44, the initial assault and the full battle. Other scenarios using optional units (11th Pz. Div. and 10th SS Pz.Div.) included on the counter sheet will appear in the next issue of Vae Victis. 17.1 The Initial Assault This scenario lasts three turns and simulates the German surprise attack and its initial success. • Setup and Reinforcements: see list [p. 37 in the original, appended below in this translation. Note that HQ Support marker availability and additions have been integrated into the setup and reinforcement schedule]. • Victory Conditions The German player wins if he crosses the Meuse before the game’s end with at least one supplied unit or if he holds the cities of St. Vith, Bastogne and Marche at game end. Otherwise the American player wins. • Special Rules: For the first two game turns, the German player automatically has the initiative. On the first game turn, the German may activate three formations in succession (one from each army) before the American may activate his first. US units which begin the game adjacent to a German unit cannot move during the turn. All American units are in command on the first turn (even if the HQ are too far away) and can receive Support. 17.2 The Entire Battle This scenario lasts 8 turns and simulates the initial German surprise attack through its official halting. • Setup and Reinforcements: see list [p. 37 in the original, attached below in this translation. Note that HQ Support marker availability and additions have been integrated into the setup and reinforcement schedule]. • Victory Conditions: The German player wins an offensive victory as soon as he crosses the Meuse with at least one supplied unit and survives there until the end of the turn. He can win a defensive victory if at the end of the game he occupies with a supplied unit three of the following five cities: Bastogne, St. Vith, Marche, Rochefort, and Spa. Otherwise the American player wins. 18 - DETACHMENTS Most of the infantry divisions of both sides can detach some of their strength steps to form detachments. Once created, these detachments act independently of their initial division. At any time during the formation’s activation, if the two units are activated together, they may recombine if they are stacked together. The detachment marker is removed from the game and the division recovers the corresponding number of strength steps. When it is created, the detachment is activated for free, since its parent division is activated, however for future activations the detachment counts as a unit. Each army corps has a fixed number of detachment markers for its component divisions, this number is an absolute limit. Creating a detachment does not count as an action and does not cost action points. The player simply puts the detachment marker on the division, then determines the strength of the two units by placing loss markers such that the sum of the two units’ strength steps does not exceed the division’s initial strength. Example: a US combat division which has lost a strength step (it therefore has three remaining), wishes to detach a strength step. It is flipped to its reduced side (two steps lost) and a detachment marker with a step loss marker underneath is stacked with the division. The two units may then act independently but remain part of the same formation. Thanks to Véronique and Manon for their patience, to Jéan-Claude Besida and Philippe Germain for the playtests and to Benoît Larose for the advice. [This setup applies to both scenarios, and is found in the original on p. 37, it also includes the HQ support markers as given in 17.1 and 17.2, p. 38. Units listed with ‘IP’ begin in Improved Positions.] American Setup: - US 1st Army US 1st Army Support: 2 artillery, 2 tanks HQ Vth Corps: 2501 (Eupen) 102nd Cav Group, IP: 2803 (Monschau) 9th DI: 2901 393/99th DI, IP: 3006 394/99th DI, IP: 3007 395/99th DI, IP: 2803 (Monschau) 2nd DI, IP: 3005 XVIIIth Corps, CCB/9th DB: 2706 [note that the counter is correct, CCB had been detached to 18th Corps, per official answer] - US 3rd Army US 3rd Army Support: 2 artillery, 2 tanks HQ VIIIth Corps: 1817 (Bastogne) 14th Cav Group: 3008 109/28th DI, IP: 2719 110/28th DI, IP: 2515 112/28th DI, IP: 2712 422/106th DI: 2910 423/106th DI: 2910 424/106th DI: 2812 CCA/9th DB: 2920 (Beaufort) CCR/9th DB: 2215 XIIth Corps, Detachment 4th DI: 3121 (Echternach) • American Reinforcements - Turn 1 HQ US XVIII Airborne Corps: 2101 (Verviers) 1st DI: 2501 (Eupen) in trucks CCA, CCB, CCR/7th DB: 2501 (Eupen) or 2101 (Verviers) HQ 12th Corps: 2521 CCB/10th DB: 2022 - Turn 2 US 1st Army Support: add 2 artillery US 3rd Army Support: add 2 artillery HQ US 7th Corps: 2101 (Verviers) 30th DI: 2501 (Eupen) or 2101 (Verviers) in trucks 82nd Airborne Division: 0116 in trucks CCA, CCB, CCR/3rd DB: 2101 (Verviers) 101st Airborne Division: 0116 in trucks CCA/10th DB: 2521 CCR/10th DB: 2921 - Turn 3 US 1st Army Support: add 1 artillery, 1 tank US 3rd Army Support: add 1 artillery, 1 tank 84th DI: 0105 in trucks 5th DI: 3022 29th BB: 0105 (independent) - Turn 4 US 1st Army Support: add 2 artillery US 3rd Army Support: add 2 artillery British XXXth Corps Support: add one artillery 75th DI: 2101 (Verviers) in trucks CCA. CCB, CCR/2nd DB: 1301 HQ IIIrd Corps: 2022 26th DI: 2521 in trucks CCA, CCB, CCR/4th DB: 2022 80th DI: 2521 - Turn 5 HQ XXXth British Corps: 0105 53rd DI: 0105 33rd BB: 0105 - Turn 6 British XXXth Corps Support: add 1 artillery 6th Airborne Division: 0105 34th BB: 0105 83rd DIL 0105 in trucks 17th Airborne Division: 1321 (Neufchateau) or 0921 in trucks 35th DI: 2022 in trucks - Turn 8 CCA, CCB, CCR/11th DB: 1321 (Neufchateau) or 0921 87th DI: 0921 in trucks CCA, CCB, CCR/6th DB: 2022 German Initial Setup: - 5th Panzer Armee Support: 3 Nebelwerfers, 3 artillery, 1 Hetzer HQ XLVII Panzerkorps: 3015 2nd Pz Div: 2615 and 2715 130th Pz Div (Panzer Lehr): 2815 and 2915 26 Vg Div.: 2616 HQ LVIII Panzerkorps: 3113 116th Pz Div: 2813 and 2912 560th VgDiv.: 2713 HQ LXVI Armeekorps: 3111 18th Vg Div.: 3010 62nd Vg Div.: 2911 - 6th Panzer Armee Support: 3 Nebelwerfers, 3 artillery, 2 StuGs, 1 Tiger HQ 1st SS Panzerkorps: 3308 (Stadkyll) 1st SS Pz. Div.: KG Sandig and KG Hansen 3208; KG Peiper 3207 12th SS Pz. Div.: KG Krause and KG Müller 3206; KG Kulman 3205 3rd FJ Div.: 3107 12th Vg Div.: 3106 277th Vg Div.: 3105 HQ LXVII Armeekorps: 3102 272nd Vg Div.: 3002 326th Vg Div.: 2903 - 7th Armee Support: 2 Nebelwerfers, 2 artillery HQ LXXX Armeekorps: 3118 212th Vg Div.: 3221 276th Vg Div.: 3020 HQ LXXXV Armeekorps: 2914 352nd Vg Div.: 2819 5th FJ Div: 2717 • German Reinforcements - Turn 2 HQ II SS Panzerkorps: 3407 2nd SS Pz. Div.: 3407 9th SS Pz. Div.: 3407 FBB: 3411 3rd PzG. Div.: 3403 - Turn 3 79th Vg Div.: 3417 - Turn 4 9th PzG Div.: 3413 (independent) 15th PzG Div.: 3413 (independent) HQ LIII Armeekorps: 3417 FGB: 3417 - Turn 5 167th Vg Div.: 3411 - Turn 6 9th Vg Div.: 3417 340th Vg Div.: 3417 - Turn 7 246th Vg Div.: 3403 TERRAIN EFFECTS CHART (0.2) [and translated terms from Terrain Key on map. I recommend setting centered tabs at 2 1/2, 4 1/4, 6 1/4 inches.] Terrain Type Movement Cost Combat Effects Infantry Mechanized Clear 1 1 None (Clair) Rough 1 2 -1 Col. (Difficile) Forest 2 3 -1 Col,Attack optional (Forêt) Westwall OTIH OTIH Germ. Def -1 Col,Attack optional (Westwall) Village 1 OTIH unless -1 Col. + OTIH, Attack optional (Village) on road City 1 1 unless -1 Col. + OTIH,Armor halved, Attack optional (Ville) on road Road 1 if alone 1/2 if alone None (Route) in hex in hex River 2 MP US Not allowed Only Infantry attack,Halved attacking across, (Rivière) 1 AP German Attack optional Bridge 2 MP US 3 MP US Halved attacking across, (Pont) 1 AP German 1 AP German Attack optional [OTIH = per Other Terrain in Hex] STATUS EFFECTS TABLE (1.4) [Good luck getting this table to print out properly, I managed it by using 9-point Palatino type, left tabs set at: 2 inches; 2 7/8; 3 3/4; 4 3/8; 5 1/8; 6; 6 7/8]. Status Activation Attack Defense APs Exert ZoC? Must Attack? Notes Normal by Formation Normal Normal Mech 3 Yes Yes or General Armor 3 Inf 2 Isolated by Formation Normal but Normal 2 Yes Yes (10.3) or General no Prepared Attack Unsupplied by Formation Halved, Halved 1 Yes Yes (10.3) or General no Prepared Attack Out of Command by General, Normal Normal Normal Yes Yes check C3I 1 AP (9.4) (9.2) Fatigued by Formation Halved Halved -1 AP Yes Yes 1 (3.5) or General In IP by Formation Normal -1 Col.if Normal Yes No 2 (12.2) or General all in IP Notes: 1. It costs 2 AP to recover from Fatigued status (3.5.2). 2. It costs 1 AP to enter Improved Position status, none to leave. ACTIONS TABLE (3.4.1) Action APs required Movement 1 Normal Attack 1 Prepared Attack 2 Enter IP 1 (12.1) Leave IP 0 Recover Fatigue 2 (3.5.2) ATTACK TYPES (7.3) [corrected per official Q&A] Type Modifier Support Attacker Results Advance after Combat Normal - 1 marker Retreat possible Optional Prepared+1 Col (US) 2 markers Retreat possible, Optional +2 Col (Ger) minimum 1 step loss COMBAT RESULTS TABLE (7.6) [see original rules, p. 35, Table de Résolution des Combats, or hope that the formatting below somehow survives the internet transmission processes. You c an try setting centered tabs at 2”, then at every half-inch.] Die 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1+ * 0 E/- 4/- 3/1 3/1 3/1 2/- 2/1 1/1 -/1 -/1 -/1 1 4/- 3/- 3/1 2/- 2/- 2/1 1/1 -/1 -/1 1/2 -/2 2 4/- 3/- 2/- 2/1 2/1 1/1 -/1 1/2 1/2 -/2 -/2 3 3/- 2/- 2/1 1/1 1/1 -/1 -/1 -/2 -/2 -/2 1/3 4 3/- 2/- 1/1 1/1 -/1 -/1 1/2 -/2 1/3 -/3 -/3 5 2/- 2/1 1/1 -/1 -/1 1/2 -/2 1/3 -/3 -/3 -/3 6 2/- 1/1 1/1 -/1 1/2 -/2 -/2 1/3 -/3 1/4 -/4 7 1/- 1/1 -/1 1/2 -/2 -/2 1/3 -/3 1/4 -/4 1/E * 8 1/1 -/1 1/2 1/2 -/2 1/3 -/3 1/4 -/4 1/E -/E Combat Results explanation Attacker Result/Defender Result #: Strength steps lost and/or Retreats, optional see 7.5, 7.5.1 Bold: Breakthrough, see 7.5.3 Red: affected side must lose at least 1 strength step E: Entire stack is eliminated Combat Modifiers: (7.4) Modifier Effects Terrain See the Terrain Effects Table (0.2) German Prepared Attack +2 columns US Prepared Attack +1 column Unit Status see Table (1.4) Artillery/Air Support +/- 1 or 2 columns Armor Support marker +1 to die roll Quality bonus +/- to die roll Improved Position (IP) -1 column Divisional Integrity +/- 1 to die roll C3I TABLE (9.5) Die A B C 1 - - S 2 S - - 3 - S S 4 - - - 5 - S - 6 - - S SNAFU TABLE (9.5) Dice Result 2 Poor air-ground coordination. Shift one column left. 3 Hesitation. No advance after combat, no breakthrough possible, and attackers lose 1 AP (if they have any remaining). 4 Radio transmissions garbled. Artillery support cancelled. 5 Tense situation elsewhere on the front: armor support cancelled. 6-8 No exceptional SNAFU. 9 Supply problems. One attacking armored unit (defender’s choice) has its combat factor halved. 10 Effective antiaircraft defense. Air support cancelled. 11 Traffic jam towards the front. One of the attackers (defender’s choice) has its combat strength reduced to zero, but suffers any adverse results (ignore if only one attacker). 12 Command confusion. No support of any kind and -1 to the die roll for each attacking stack. Cancels divisional integrity bonus. GERMAN FUEL SHORTAGE AND ALLIED AIR INTERDICTION TABLE (10.4) [I recommend setting centered tabs at 3 1/4”, then every 1/4” to display this properly. Note also that the way the units are identified was changed from the original table to match the counters.] 1 2 3 4 5 6 5 PzArmee XLVII PzKorps (dark green) v. Böhm/2 X v Cochenhausen/2 X Gutman/2 X v. Fallois/130 X v. Hauser/130 X v. Poshinger/130 X Independent (pink) 33/9 Pz (Turn 4) X 10/9 Pg (Turn 4) X 11/9 Pg (Turn 4) X 104/15 Pg (Turn 4) X 115/15 Pg (Turn 4) X LVIII PzKorps (orange) 16/116 Pz X 60/116 Pg X 156/116 Pg X LXVI Korps (medium blue) FBB X 6 PzArmee I SS PzKorps (yellow) Peiper/1 X Hansen/1 X Sandig/1 X Müller/12 X Kulman/12 X Krause/12 X II SS PzKorps (light blue) Krag/2 X Wisliceny/2 X Weidinger/2 X 9/9 Pz X 19/9 Pg X 20/9 Pg X LXVII Korps (olive) 8/3 Pg X 29/3 Pg X 7Armee LIII Korps (red) FGB (Turn 3) X Questions: >Official answers from Luc Olivier indicated thus. Unit description box, p. 32. The German 10/9 PzGr unit in the example appears to be missing its Combat Strength number, fortunately the counter is not so afflicted. >Yes, it is only an image, the actual counter is correct. 1.4 Status Effects Table, p. 34, gives incorrect rules references. Table refers to rule 12.3 for Isolated and Unsupplied, 12.3 does not exist, should be to 10.3. >Yes, we’ll shoot the editor. 1.4 Status Effects Table, ligne ‘Non Commandé”, colonne Défense, says “Normal ou 1 PA (voir 9.4)”, this should be under the PA column. 1.6.1 I believe the picture used for the German artillery is incorrect, should not say “+2 Col” but instead “+1 Col”? >Actually, it is an American artillery unit. 1.6.1 For the German artillery, the rule says “... mais ne decale qu’une colonne à droite ...”; does this mean that artillery still provides a 2 column shift TO THE LEFT, i.e., when defending? >No, one to the right or one to the left. 7.3 Attack Actions. Two items, first this section says that the action types are “résumés au Tableau 7.2. This presumably should be “Tableau 7.3”, since it is rules section 7.3. Second, the table, p. 34 “Types d’Attaque” is labelled 3.4.1 (which rules section deals with Action types). >Yes, we’ll shoot the editor a second time. 7.7.2 This rules section mentions “motorised” units, a unit type which is never defined in the unit types box on p. 32, and which does not exist on the Terrain Effects Chart. I assume that these are the German units with an infantryman in front of a truck (rather than a halftrack): Sandig/1, Krause/12, Weindinger/2, 20/9. 11/9, 22/10. I cannot find any other reference in the rules to “motorized”, so I assume that these are treated (as their colored ‘steps’ box indicates) as ‘mechanised’ instead? >Simplest to omit the ‘motorised’ reference. 7.7.2 and Table Types d’Attaques. These conflict - 7.7.2 says “L’avance apres combat n’est jamais obligatoire” (écrit en gras). The Types d’Attaques table says, for Prepared Attack under Advance After Combat “Obligatoire”. >The rule is correct, not the table. Advance is not required. 9.5 What happens to support which has been committed to an attack, but which is “annulé” by the Cafouillage Table - does it return to the HQ’s pool, or is it done for the turn (in which case do you need to roll for retaining it (per 1.6.1, 1.6.2), or is it automatically retained for the next turn? >Returned to the pool for the next turn without being checked for retention. 10.1 Can a Line of Supply pass through a hex which is in enemy ZoC, but also in friendly ZoC? The rules seem to say yes (“... sauf si cet hex. est controllé par une unité amie ...”), but that is unusual. Or is the intent that a Line of Supply may pass through a hex in enemy ZoC only if that hex is OCCUPIED by a friendly unit? >You must have a friendly unit in the enemy ZoC. 10.2 Do British units east of the Meuse not have a friendly board edge, or do they simply use the American friendly board edge? >They use the American board edges. 15.2 Stosser and Greif. When it says “at a distance of six hexes,” does it mean ‘exactly six hexes’, or ‘within six hexes’? >Six hexes or less, another editor to be shot. Also, I assume that the marker is removed in the same manner as the American Roadblock marker, by an adjacent unit? >For Stosser, it can be removed by spending 1 Ap or it disapperas automatically at the end of the turn. For Greif, the act of placing it on an Allied unit eliminates it [Greif] and costs the Allied unit 1 AP. 15.2 150 Pz. Bde. If the die roll cooperates, can the marker be used to allow the stack to pass through multiple enemy ZoC during that activation? >Yes. American setup: CCB/9th DB is called to set up as part of Vth Corps, 1st Army; the counter shows it as belonging to XVIIIth Corps, 1st Army; the rest of the 9th Armored belongs to VIIIth Corps, 3rd Army. I assume the setup and counter are incorrect, that CCB/9th DB belongs to VIIIth Corps, 3rd Army? >No, the counter is correct, CCB had been detached to XVIIth Corps [probably should be XVIIIth Corps]. Detachment, 4th DI is listed as setting up as part of VIIIth Corps, 3rd Army, counter shows it as part of XIIth Corps, 3rd Army, I assume the setup is incorrect? >Yes. German Order of Battle: Player Aid Card holding box refers to 5th Pz Armee, LXVI Panzerkorps, per the German setup this should be LXVI Armeekorps. >The Player Aid Card is incorrect, it should be the LXVI Armeekorps. Table de Résolution des Combats: Should the die roll of 3 at 6/1 odds give a percée result? >Logically yes, someone else to be shot. Table des Modificateurs de Combat, 4th line, reference to Unit Status Table should be to 1.4, not 1.2 >Yes.