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Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 


1. Introduction.................................................................. 2 22. Artillery Units............................................................ 16
2. Game Pieces................................................................. 2 23. Supply and Surrender................................................. 17
3. The Map....................................................................... 3 24. Traffic Markers and Bottleneck Hexes....................... 18
4. Sequence of Play Outline............................................. 3 25. Night Turns and Replacements.................................. 19
5. The Artillery Supply Phase.......................................... 4 26. Breakdown Units........................................................ 19
6. The Fuel Shortage Phase.............................................. 4 27. Special Units.............................................................. 20
7. Building and Blowing Bridges..................................... 4 28. Weather....................................................................... 21
8. Stacking........................................................................ 5 29. Turn 1 Special Rules.................................................. 21
9. Zones of Control........................................................... 6 30. How to Win................................................................ 22
10. ZOC Bonds................................................................... 6 31. Scenarios.................................................................... 22
11. Basic Rules of Movement............................................ 7 OPTIONAL RULES
12. Strategic Movement and Truck Markers...................... 8 32. Fuel Dumps................................................................ 23
13. Reinforcements, Entry Hexes, Off Map Boxes 33. Roadblocks................................................................. 23
and Blocking Positions . .............................................. 9 Patton’s Counterattack Scenario........................................ 24
14. Basic Rules of Combat............................................... 10 Player’s Notes & Bibliography.......................................... 28
15. Combat Modifiers....................................................... 10 Designer’s Notes................................................................ 29
16. Combat Results.......................................................... 11 Extended Example of Play................................................. 33
17. Retreats....................................................................... 13 Counter Scans.................................................................... 41
18. Disruption, Broken and Rally..................................... 13 Optional Units.................................................................... 43
19. Advance After Combat............................................... 14 Reinforcement Schedule.................................................... 44
20. Disengagement and Removing Engaged Markers............. 15 Index.................................................................................. 47
21. Tank and Recon Units................................................ 15 Expanded Sequence of Play............................................... 48

© 2012 GMT Games, LLC

 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

1. INTRODUCTION 2.2 Attack, Defense and Movement Factors

These numbers indicate how well the unit can attack, defend and
“All Hitler wants me to do is to cross a river, capture Brussels, and move. These factors will be further explained in the appropriate rule
then go on and take Antwerp! And all this in the worst time of the section.
year through the Ardennes, where the snow is waist deep and there
isn’t room to deploy four tanks abreast, let alone armored divisions! 2.3 Unit Sizes
Where it doesn’t get light until eight and it’s dark again at four and X = Brigade III = Regiment II = Battalion
with reformed divisions made up chiefly of kids and sick old men—and TF = Task Force Gp = Group XXX = Corps
at Christmas!” Sq = Squadron CC = Combat Command I = Company
­—Sepp Dietrich (–) = less elements (+) = with added elements
GMT’s Ardennes ‘44 is a two-player game depicting Hitler’s surprise
2.4 Unit Types
attack in the Ardennes during 1944. The standard game covers the
All ground combat units belong to one of two basic categories: mecha-
period from December 16th to the 26th when the German attack still
nized or non-mechanized (important for movement purposes). The
had a chance to cross the Meuse, but an extended version is provided
following is a list of the different unit types:
that takes the game till December 30th. Three shorter scenarios are
included which cover the initial stages of the German attack and the M4 Sherman
attack of the US 3rd Army in its attempt to relieve Bastogne.
M5 Stuart
> = Indicates a significant change from the 1st Edition
M10 TD
1.1 Game Scale M18 TD
Each game-turn represents approximately 8 hours of real time. Each
M36 TD
map hex represents about 1.6 miles (2.6 kilometers). Units represent
battalions, regiments and brigades. Sherman Firefly

Road Bonus in Advance After Combat and may use Strategic

These units have their own column on the TEC, may use the

Movement. They may not use Extended Movement.

1.2 Inventory

These units may not cross unbridged river hexsides

Tank Units
A complete game of Ardennes ‘44 includes the following: Pzkw IV

or enter Forest hexes except along roads

2 map sheets (each 22 x 34 inches) Pzkw V (Panther)

Vehicle Type Units

3 sets of counters (570 pieces total)

Mechanized Type
Pzkw VI (Tiger)
2 Player Aid Cards Pzkw VI (King Tiger)
1 Rules Booklet
1 die


2.1 How to Read the Combat Units Jpz V (Hunting Panther)

Jpz VI (Hunting Tiger)
Infantry Unit Sturmtiger
Unit Size (2.3) Arrival Info (2.6)
Stacking Value (8.2)
Unit I.D. (2.5) Armor (NATO symbol)
4th Div/8th Regt/2nd Bn Unit Type (2.4)
Recon (aka Mechanized Cavalry)
Attack Defense Movement FLAK (Anti-Aircraft)
Factor Factor Allowance
Artillery Artillery
Nebelwerfer (Rockets) Units
Tank Unit
Mechanized Infantry/Panzergrenadiers (PzG)
TQ (Tank Quality) (2.9) Set-up Info (2.7)
Gray = Tank Motorized Infantry
Red = Tank Destroyer or Assault Morale Box (2.8)
Gun (subtract one from the Infantry
Infantry Type

TQ rating when attacking)

Parachute Infantry

Attack Defense Movement Glider Infantry


Factor Factor Allowance

Mountain Infantry
Combat Engineers
Artillery Unit
Front Back Fortress Infantry
Range *Defense Factors in
(22.4) parenthesis indicates
unit may not receive
DCBs (15.1)
TANK UNITS: Tank Units come in two types: silhouetted or with a
NATO symbol. The NATO symbol represents a mixed force of tanks
and infantry. A silhouetted Tank Unit represents a battalion of armored
S = Column Defense Movement
Shift Factor* Allowance
vehicles with little or no infantry support. A summary of silhouetted
Tank Unit properties can be found on the player aid card.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 

ARTILLERY UNITS: Artillery and Nebelwerfer units are collectively

called Artillery Units. 3. THE MAP
The map shows the area in the Ardennes and Eifel where the Battle of
2.5 Unit I.D. the Bulge was fought.
The divisional IDs are printed first and in bold for easy recognition— it
is the only ID number that is relevant in game play. The second number 3.1 Setup
is the regimental number, and the third (if any) is the battalion ID. Place the maps so the East Map overlays the West Map. Players may
sit on any side they wish. Marker holding boxes are provided along
2.6 Arrival Information the edge of the map for players who wish to keep these markers handy
Indicates the turn the unit arrives and the Entry Hex it arrives at. and organized.
2.7 Set Up Information 3.2 Entry Hexes and Blocking Positions
A white box indicates an at-start unit. A red box indicates an at-start Entry Hexes are indicated by a star for Allied units or a balkenkreuz
unit with movement restrictions (see 29.1). Allied units list the hex for German units. Connected to each Entry Hex on the East Map is a
the unit starts in, while German units have the Corps they belong to Blocking Position box to hold Allied units that are abstractly blocking
at the start of the game. German movement down that particular road.
2.8 Morale Box 3.3 Rivers That
All units are either Elite, Veteran or Green. A red box around the De- Flow Through
fense Factor (DF) means the unit is Elite, a white box around the DF
means the unit is Green, and no box means Veteran. Morale is used Hexes
for Fire Fights (16.2), Determined Defense (16.7), Disengagements Ignore rivers that flow
(20.2), and Surrender Checks (23.7). through the middle of
a town (such as at Mal-
2.9 TQ (Tank Quality) médy) or in the middle
A general rating given to Tank Units. The higher the better. Used to of a Wooded Rough See this Think this
determine Armor Shifts (21.1). TQs in red indicate a Tank Destroyer hex. The importance of the
or Assault Gun (21.2). river as a movement barrier
and defensive terrain has been mitigated by the other terrain.
2.10 Color Schemes
The colors used to identify the combat units are:
GRAY: German Army Each game-turn consists of a German Player Turn followed by an
DARK GRAY: Waffen SS Allied Player Turn. The sequence of each game-turn must be strictly
TAN: British Army followed.
BLUE GRAY: Fallschirmjäger
2.11 Army/Corps Identification Colors: Every combat unit is color 1. The Artillery Supply Phase
coded to the army or corps they originally started the campaign with. 2. The Fuel Shortage Phase (German Turn only)
German identification colors are used for Prime Movers (22.3), Army
Boundaries (11.10), and the “West Map” result on the Fuel Shortage 3. The Bridge Phase
Tables (6.4). Both players use the colors for Artillery Support restric- 4. The Movement Phase
tions (22.6). 5. The Rally Phase
GERMAN: 6. The Combat Phase
Red: Dietrich’s 6th Panzer Army 7. The Traffic Marker Phase
Gray: Manteuffel’s 5th Panzer Army 8. The Supply and Surrender Phase
Blue: Brandenberger’s 7th Army 9. The Victory Check Phase (Allied Turn only)
Green: Operation Nordwind units (Optional)
PLAY NOTE: Night Turns follow a different and much shorter se-
ALLIED: quence (25.1).
Purple: Middleton’s VIII Corps
Burgundy: Gerow’s V Corps B. ALLIED PLAYER TURN
Orange: Patton’s 3rd Army (Milikin’s III & Eddy’s XII Corps) The Allied Player Turn is identical to the German Player Turn (switch-
Beige: Collin’s VII Corps ing the term German for Allied), except the Allied player has a Victory
Blue: Ridgeway’s XVIII Airborne Corps Check Phase and no Fuel Shortage Phase.
Red: Horrock’s XXX Corps (British)
BOTH: Record the completion of a game-turn by advancing the Game Turn
Yellow: Army level troops (US) or Remnants marker one box.
White: Breakdown units
2.12 Game Markers
The game also includes a variety of markers that are used to help fa-
cilitate play of the game. Their use is explained through the rules.

© 2012 GMT Games, LLC

 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION


5.1 In General
During this phase the phasing player flips over a number of his Artillery
Units from their Fired side to their Ready side. If it is the German Turn, 7.1 The Bridge Phase
the German player should remove all his Prime Mover markers from During this phase the phasing player may destroy or rebuild bridges.
the map in order to take stock of these important markers and better
7.2 Bridge Demolition in General
view his Artillery Units (see 22.3).
Both players may destroy (or the colloquial “blow”)
5.2 Artillery Supply Procedure bridges. Bridge demolition occurs in the friendly Bridge
Artillery supply may not be accumulated—those not used are lost. Phase or during your opponent’s Combat Phase. Only
The number of Artillery Units each side may flip over each friendly one attempt on each bridge is allowed per player turn. Supply has no
Artillery Supply Phase is: effect on blowing bridges.
GERMAN: 3 per turn. On Turn 2 (only) the German player may flip 7.3 Bridge Demolition in a Friendly Bridge Phase
over six (5.4). You may only attempt to blow a bridge during your turn if an enemy
ALLIED: All units may flip unit is within one hex of that bridge (please see the example below).
Bridge demolition requires that you have a friendly combat unit within
5.3 Artillery Supply Restrictions one hex of the bridge hexside. The one-hex range may be traced through
Artillery Units that are Disrupted (18.2), out of supply (23.4), or us- EZOCs, but not through enemy units or into or across an enemy ZOC
ing Strategic Movement (Allied only [12.1]), may not be flipped to Bond (see example). Roll one die and consult the Bridge Demolition
their Ready side. Artillery Units in an EZOC or Engaged (16.5) may Table. If the result is “Blown” the bridge is destroyed and a Blown
be flipped. Bridge marker is placed.
5.4 Turn 2 Special Artillery Supply 7.4 Bridge Demolition in the Combat Phase
To reflect the accumulation of supply for the offensive, the German Bridge blowing is allowed during your opponent’s Combat Phase
player may flip six Artillery Units to their Ready side on Turn 2 (16 whenever an enemy unit is about to attack across the bridge hexside.
PM). NOTE: Successful demolition of a bridge during a Combat Phase will:
• Prevent any Tank Unit that is attacking across the bridge from gain-
6. THE FUEL SHORTAGE PHASE ing the Armor Shift (21.3).
• Prevent any Vehicle Type Unit from being used as the Lead Unit in
6.1 Procedure a Fire Fight (16.2).
Only the German player checks for fuel shortage and only on or after
• Prevent Vehicle Type Units from Advancing After Combat across
Turn 7 (19 AM). Fuel Shortage is checked using the Fuel Shortage
the river hexside (19.2).
Tables. Roll once for each table. If the result indicates a division (the
Führer Begleit and the Führer Grenadier brigades are considered • Allow the attacker the opportunity to cancel the attack (14.4).
divisions for this rule), then all units in that division are considered 7.5 Bridge Demolition Modifiers (cumulative)
out of supply and suffer all the penalties of that status (see 23.4). The +1 If the attempt is made during your opponent’s Combat Phase.
result often gives a choice of two divisions; the German player may
+2 If the friendly unit conducting the demolition is either Disrupted
choose either one.
or Engaged.
DESIGN NOTE: Units marked OOS for Fuel Shortage can have the
marker removed in the Supply and Surrender Phase (at the end of the
German player’s turn) if they can trace a Line of Supply.
6.2 Fuel Shortage Die Roll Modifier
Starting on Turn 15 (23 AM) the German player must modify his die
roll by +1 to account for Allied bombing of the rail net west of the
6.3 Fuel Shortage and Reinforcements
If fuel shortage targets a division that is arriving as a reinforcement that
turn, it arrives in an unsupplied state (it may move a maximum of two
hexes). If only one of the formations listed has arrived, the German
player must select the one that is on the map. If neither division has
arrived the result is treated as a “No Fuel Shortage” result.
> 6.4 Any Division Results
If the result says “West Map” the Allied player, instead of the German EXAMPLE: It is the Bridge Phase of the Allied player turn. The
player, selects the German division to be subject to fuel shortage. He American player selects the unit shown to blow as many bridges
must pick a division belonging to the appropriate army (5 PzA or 6 as possible. The bridges marked A may not be blown because they
PzA). Only the units of that division that are on the West Map at that are not within one hex of an Allied unit. The bridges marked B
moment are affected. If the result says “Any one Pz Div in 5th PzA” may not be blown because the 1-hex range may not enter or cross
then the Allied player can pick any one panzer division in the 5th Pz an enemy ZOC Bond or a hex containing an enemy unit. All other
Army on the East or West Map. bridges may be blown by the Allied unit on a die roll of 1–4.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 

7.6 Effects of Blown Bridges 8. STACKING

Players must treat a blown bridge as an unbridged river hexside.
8.1 Stacking Limits
7.7 Demolition Restriction Stacking occurs when multiple units are in one hex. The stacking limit
• FIRST DAY: No bridge blowing is allowed on Turns 1 and 2 (16 for both sides is 3 Stacking Points. Markers have no Stacking Point
AM & PM) (including the first Night Turn) with the exception of value and may freely stack in a hex without limit.
the Ouren bridge (7.8).
• > STRATEGIC MOVEMENT: Units using Strategic Movement, > 8.2 Stacking Points
Trucks or Prime Movers may not blow bridges. Each Stacking Point represents approximately a battalion, so a 3-
• RIVERS THROUGH TOWNS: When a river flows through the battalion regiment would have a Stacking Point value of 3 while a
middle of a town hex (example Clervaux and Houffalize), no de- 2-battalion regiment would have a Stacking Point value of 2. Stacking
molition is possible in that hex (see 3.3). Points are indicated on all non-Silhouetted Tank Units by the number
in the small black box to the right of the unit-type symbol.
7.8 The Ouren Bridge (E2119) FREE STACKING UNITS: All Silhouetted Tank Units and all Artil-
DESIGN NOTE: The bridge near Ouren actually represents two weak
lery Units have no Stacking Point value and can stack in a hex for free
bridges. These were crucial to the advance of the 116th Panzer Division
under the following conditions:
which, upon reaching the bridges on the second day of the offensive,
found the bridges inadequate for tanks and heavy equipment. In this • No more than one Artillery Unit per hex.
game there is a chance one of the bridges is adequate. • No more than two Silhouetted Tank steps per hex.
The first time the German player attempts to move, attack or advance NOTE: For ease of identification, all 2-step Tank Units have a defense
across the Ouren bridge with a combat unit the Allied player rolls a factor of 3 or 4. All 1-step Tank Units have a defense factor of 2 or
die. On a die roll of 1-4 the bridge is considered destroyed (and a 1.
Blown Bridge marker is placed). On a die roll of 5 or 6 the bridge is
considered normal and remains intact. This special die roll occurs only
8.3 Stacking Restrictions
The stacking limit can never be voluntarily exceeded except during
once: if the bridge is blown and later rebuilt it is considered a normal
the course of movement and after a retreat. The stacking limit must
bridge in all respects; if the bridge remains intact it can be blown like
be strictly observed at the completion of movement, Retreat or an
all other bridges starting on Turn 3 (17 AM).
Advance After Combat (19.1). The owning player must correct all
7.9 Rebuilding Bridges stacking violations at these times by eliminating enough units from
Bridges may be rebuilt by either player at original bridge the hex to satisfy the stacking limit.
sites. To build a bridge the following two conditions are
8.4 Allied Cooperation
British and American units may stack and defend together in the same
• Both hexes tangent to the bridge hexside must be clear of enemy hex, but may not participate in the same attack (27.3).
units and either be: a) occupied by friendly units, or b) clear of
enemy Zones of Control (9.1).
• A Supply Path using roads only (23.3) must be possible from at least
one of the hexes tangent to the bridge hexside.
DESIGN NOTE: If there are no enemy units projecting a ZOC on the
construction site, then a friendly unit is not physically needed in the
hex to repair a bridge.
PROCEDURE: Bridge construction is conducted in a two-part process.
In the first friendly Bridge Phase that the two conditions above are EXAMPLES OF STACKING:
satisfied, the Blown Bridge marker is flipped to it’s Under Construction
side. In the next friendly Bridge Phase, if the two conditions above are
still met, the Blown Bridge marker is removed and the bridge may be
used normally that turn. (If the conditions are not met in the second
Bridge Phase, the Under Construction marker must be flipped back
to its Blown side.) 3 Stacking Points of infan- 3 Stacking Points of mechanized infantry
try and the 2-step Silhou- and the Silhouetted Tank Unit stacks for
7.10 The Dasburg (E2115) and Gemünd (E2013) Bridges etted Tank Unit stacks for
free (8.2).
free (8.2).
The construction of these two bridges was planned weeks before the
offensive and each had an engineer battalion and bridging equipment
committed to its construction, which allowed these two bridges to be
completed quickly (approximately by 4 PM on the 16th). Therefore,
these two bridges are considered completed in the German Bridge
Phase of Turn 2 (16 PM). If either bridge is later blown, then recon-
struction occurs normally.
0 Stacking Points = The
PLAY NOTE: It may be helpful to flip the Dasburg and Gemünd Blown Silhouetted Tank Unit and
Bridge markers to their Under Construction sides on Turn 1, to serve the Artillery Unit have no 3 Stacking points plus two 1-step Silhou-
as a visual reminder that they are removed during the Bridge Phase stacking value. etted Tank Units.
on Turn 2.

© 2012 GMT Games, LLC

 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

9. ZONES OF CONTROL (ZOC) 10.3 ZOC Bonds and Terrain

A ZOC Bond cannot extend ACROSS two river hexsides or two
9.1 General Rule Wooded Rough hexsides or any combination of those two. A ZOC
The six hexes immediately surrounding a hex occupied by one or more Bond can extend along a Wooded Rough hexside as long as that
combat units constitute the Zone of Control (ZOC) of those units. All hexside does not join two Wooded Rough hexes. A ZOC Bond may
combat units exert a ZOC (even Disrupted units [18.3], and Artillery extend across a Lake hexside.
Units). Multiple Enemy ZOCs give no additional effect. A hex can
have friendly ZOCs and Enemy ZOCs simultaneously.
9.2 ZOCs and Movement
Units must stop upon entering an enemy Zone of Control (EZOC).
Units that start their movement in an EZOC may move away. It costs
all units one additional Movement Point (+1 MP) to exit an EZOC. It
costs no additional movement points to enter an EZOC.
9.3 ZOC to ZOC Movement
A unit that starts its move in an EZOC may move directly into another
EZOC (and stop) of the same or different enemy unit as long as it does
not cross or enter a ZOC Bond (10.2).
9.4 ZOCs and Silhouetted Tank Units EXAMPLES: ZOC Bonds that are not possible are shown with a dashed
ZOCs from Silhouetted Tank Units do not extend into or out of a line. Legal ZOC Bonds are shown with a solid line.
Wooded Rough hex except along a road (any type).
9.5 Other Effects of ZOCs
• EZOCs and Retreats: see 17.1, 17.2
• EZOCs and Advances: see 19.3
• EZOCs and Supply Paths: see 23.3

Silhoutted Tank Units in a Wooded Rough hex never form ZOC Bonds;
10. ZOC BONDS they may, however, form ZOC Bonds with non-Silhouetted Tank Units
10.1 General Rule in such hexes. Roads leading in and out of the Wooded Rough hex
> When two friendly non-Artillery Units are two hexes apart (with have no effect on this restriction.
one vacant intervening hex), they create a bond between them that no
enemy unit may enter or cross. (Artillery Units have ZOCs but may 10.4 Negating ZOC Bonds
not form ZOC Bonds.) Due to the pattern of a hex grid, there are two A Hexside Bond is negated when enemy units are located on each
types of ZOC Bonds—Hex Bonds and Hexside Bonds. side of the intervening hexside (as with units D and E in the diagram
below). A Hex Bond is negated when the intervening hex contains an
10.2 Effects of ZOC Bonds: enemy unit (as with units E and F in the same diagram).
• Units may not enter an enemy Hex Bond or cross an enemy Hexside
Bond during the Movement Phase. 10.5 Intersecting ZOC Bonds
If both players have intersecting ZOC Bonds, then neither player may
• Units forced to Retreat into an enemy Hex Bond or across an enemy
cross the other’s ZOC Bond until it is negated.
Hexside Bond are eliminated (17.2).
• Supply can never be traced into an enemy Hex Bond or across an 10.6 ZOC Bonds With the Map Edge
enemy Hexside Bond. A unit can form a ZOC Hexside Bond with the map edge, but not a
ZOC Hex Bond.

EXAMPLES OF ZOC BONDS: Black lines indicate friendly ZOC a ZOC Bond even though it is intersected by the enemy ZOC Bonds.
Bonds, red lines indicate enemy ZOC Bonds. Dashed lines indicate Also note how Unit H has Hexside Bonds with the map edge.
negated ZOC Bonds (D-E and E-F). Note that Units F and G still have

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 

may not enter or cross prohibited terrain (example: Vehicle Type units
11. BASIC RULES OF MOVEMENT and non-road Forest hexes).
11.1 The Movement Procedure DELAY MARKERS: Traffic markers, Roadblocks (rule 33.0) and
During the Movement Phase the phasing player may move all, some, St-Vith Bottleneck hexes (24.7) are ignored when using Tactical
or none of his combat units. Each unit has a Movement Allowance Movement.
(MA) that is the maximum number of Movement Points (MPs) it may
expend for movement during the Movement Phase and still be able to 11.4 Movement and Rivers
attack in the Combat Phase. Each hex entered costs a certain number RIVERS: Vehicle Type units (see 2.4) may not cross an unbridged river
of MPs to enter as determined on the Terrain Effects Chart (TEC). You hexside—they must use bridges. Infantry Type units may only cross
must complete the movement of one unit (or stack) before starting to if they start adjacent to the river hexside and use Tactical Movement
move another. (move a maximum of two hexes). Infantry Type units may not cross
two unbridged river hexsides in the same Movement Phase.
11.2 Extended Movement
Non-Mechanized units may use Extended Movement to increase their THE MEUSE: Is treated as a regular river for movement and combat
Movement Allowance by 2 MPs. Mechanized Type units may not use purposes. However, units are eliminated if they Retreat across the
Extended Movement (Mechanized units have Strategic Movement). Meuse (17.2).
Units that use Extended Movement may not end their move adjacent
to an enemy unit (even if the hex is not in an EZOC). However, a unit
11.5 West Wall and Forest Hexes
Vehicle Type Units may only enter and exit West Wall and Forest hexes
may start adjacent to an enemy unit and use Extended Movement.
if following the path of a road.
11.3 Tactical Movement
Any unit with a MA of 2 or more, may ignore all MP cost (for terrain,
EZOCs, etc.) and move up to two hexes, this is called Tactical Move-
ment. Units that use Tactical Movement may attack normally in the
following Combat Phase. Units that use Tactical Movement must still
stop upon entering an EZOC, may not cross enemy ZOC Bonds and See this Think this

EXAMPLE: The numbers indicate how many MPs each hex costs to because it did not start adjacent to it (11.6). Unit G has to pay 4 MPs
enter (before the Ground Freeze [28.1]). Unit A moves 6 MPs. Unit B for the Forest Road with a Traffic marker (24.2). Unit H must stop after
uses Extended Movement to increase its MA to 5 (11.2). Unit C may one hex because it enters an EZOC (9.2). Unit I takes advantage of
not cross the river hexside because it didn’t start adjacent to it (11.4). the Wooded Rough hexes canceling the enemy ZOC Bond (10.3). Note
Unit D must use Tactical Movement to cross an unbridged river hexside that Unit I can only enter Forest and Wooded Rough hexes along roads
(11.4). Unit E uses Tactical Movement because it would cost 8 MPs (11.5). Units J and K must use Tactical Movement to cross a non-road
otherwise (+1 MP to exit an EZOC, 4 MPs for the Forest hex and 3 Wooded Rough hexside (11.6). Unit K may not cross a non-road Wooded
MPs for the Light Woods). Unit F cannot enter the Wooded Rough hex Rough hexsides plus an unbridged river hexside.
© 2012 GMT Games, LLC
 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

11.6 Wooded Rough (Dark Green) Hexsides 12. STRATEGIC MOVEMENT AND
Wooded Rough represents a small wooded valley with a river or stream
running through the middle of the hex. TRUCK MARKERS
Crossing a non-road dark green hexside is the same as crossing an 12.1 Strategic Movement in General
unbridged river hexside. Vehicle Type units may not cross. Infantry Mechanized units (including Allied Artillery Units) may
Type units may only cross if they start adjacent to the Wooded Rough use Strategic Movement to double their MA. Strategic
hexside and use Tactical Movement (move a maximum of two hexes). Movement is not available to German non-Mechanized
Infantry Type units may not cross two non-road Wooded Rough hex- units, German Artillery Units (22.3), Disrupted units, or units that are
sides in the same Movement Phase. out of supply. Non-Mechanized Allied units may use Strategic Move-
11.7 Road Movement ment if they are assigned Trucks (12.6). Units using Strategic Movement
A unit that follows the path of a road when it moves may use the re- must move entirely along roads (all types). Reinforcements entering the
duced rate of the road. The road rate may be used when moving into map may arrive using Strategic Movement.
or out of an enemy ZOC. EXAMPLE: A Cavalry Squadron (MA=7) in Strategic Movement could
move 28 hexes along a primary road.
11.8 Forest Roads
Secondary Roads in Forest or Wooded Rough hexes that don’t share 12.2 Restrictions
the hex with a Primary Road are called Forest Roads. Forest Roads Units that use Strategic Movement may start stacked with other units
are indicated with a dashed line. This type of Secondary road cost 2 but are under the following restrictions:
MPs for Mechanized units and may not be used for the Road Bonus
• > May not start their move adjacent to an enemy unit or at any time
in Advance After Combat (19.1).
move adjacent to an enemy unit.
11.9 Exiting the Map • May not end their move stacked with any unit.
Allied units may exit the map through the south, west or north map • > May not blow bridges or build Improved Positions.
edge. An Allied unit that exits the map is placed in the Off Map Box
• May not end their move adjacent to another unit that bears a Strategic
associated with that map edge (southwest, southeast, west, northwest
Movement or Truck marker. If the unit is adjacent but on a different
or northeast). The MP cost to exit the map from a map edge hex is
road, then it is not considered adjacent for this rule.
always 1 MP. German units may never enter Off Map Boxes, and may
only exit the map to fulfill their victory conditions. No unit from either > 12.3 Strategic Movement and Traffic Markers
side may exit the east edge. See 13.1–13.8 for additional details on Units using Strategic Movement may enter and pass through St-Vith
Off Map Boxes. Bottleneck hexes (24.7), hexes containing a Traffic marker (24.1), or
> TO ANTWERP: German units that exit the map through any F a Roadblock (33.0) by paying the additional movement cost.
or G Entry Hex to fulfill their victory conditions are placed in the 12.4 Strategic Movement (SM) Markers
Antwerp Box. German units must exit via an Entry Hex, they may The number of units that may use Strategic Movement in a single
not exit between two Entry Hexes. They may not re-enter the map Movement Phase is strictly limited to the number of SM markers avail-
after exiting. Once a German unit uses an Allied Entry Hex to exit able to each side (6 for the German player, 10 for the Allied player).
the map, that particular hex is no longer available as an Entry Hex Place a SM marker on every unit (including Reinforcements) that
for Allied units. used Strategic Movement. Units that are part of the same regiment or
> RETREAT OFF MAP: An Allied unit that retreats off the map is brigade may stack together during Strategic Movement and use only
placed in the appropriate Off Map Box. If the retreat called for the one SM marker. For example, the 106/424(-) and the 106/424/1 would
unit to become Disrupted or Broken, then it must be marked as such. require only one Truck marker if stacked together.
A Disrupted or Broken unit may not exit an Off Map Box until it
12.5 Strategic Movement and Combat
Rallies (18.5).
Units attacked with an SM marker receive no Defensive Combat
11.10 Army Boundaries Bonuses (15.1) and provide the attacker with one shift right on the
MOVEMENT RESTRICTION: German units may not cross the Army CRT. TQ ratings and ZOCs are unaffected by SM. If forced to retreat
Boundary Lines before Turn 5 (18 AM). Army Boundary Line restric- or become Engaged, the SM marker is removed.
tions are removed at the start of Turn 5. The boundary lines do not
12.6 Truck Markers
extend beyond the hexes marked on the map—so German units that
move west of the boundary lines may move in any direction. (12.61) Allied non-Mechanized units must be assigned
trucks to use Strategic Movement. A non-Mechanized
EFFECTS ON COMBAT: German units may attack across army unit moving in trucks is identical to a Mechanized unit
boundaries but may not Advance After Combat across them. If a Ger- using Strategic Movement—trucks are SM markers. An
man unit is forced to retreat across an Army Boundary Line it may not Allied non-Mechanized unit may be assigned trucks if it starts its
Rally (18.5) until it has recrossed the boundary line or until Turn 5. Movement Phase on a road (any type) and is not adjacent to an enemy
Army Boundaries have no affect on ZOCs or ZOC Bonds. unit, or it is currently in an Off Map Box. A unit must expend its entire
MA to load up on trucks (i.e., the first turn it may not move).
Exception: Allied non-Mechanized reinforcements may enter the map
in trucks—they do not need to spend their first turn loading.
Truck markers are printed on the back of SM markers. This means that
for every infantry unit trucked, one less Allied Mechanized unit can
use Strategic Movement.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 

12.62 TRUCK PROPERTIES: Allied non-Mechanized units trucked Sector is defined as the Off Map Box and all Entry Hexes associated
receive 12 MPs and move at the rate of Mechanized units. Units in with that Off Map Box. Furthermore, no unit in that sector may move
trucks are considered to be using Strategic Movement and must abide to a different Off Map box.
by all the rules of Strategic Movement. However, do not double the
BLOCKING: German units on an Entry hex present a threat to the
12 MPs, the movement rate has already been adjusted for Strategic
Allied player beyond the map. To block this threat, an Allied unit with
a Defense Factor of at least 6 (or two or more units with a combined
EXAMPLE: A non-Mechanized unit being transported in a truck could Defense Factor of at least 6) must be moved to the Blocking Position
move 24 hexes along a primary road. Box associated with that Entry Hex. See 13.1 and 13.5 on how to move
to a Blocking Position.
12.7 Removing SM and Truck Markers
If a unit uses a SM or Truck marker then the marker must remain on EXAMPLE: Say the Germans have a unit in Entry Hex A. This means
the unit until the next friendly Movement Phase, unless it is removed that no US reinforcements can enter the map through either Entry
in one of the following cases: Hexes A, B or C until the Allied player places unit(s) with at least
• In the next friendly Movement Phase if the unit will not be using 6 Defense Factors in the Blocking Position for Entry Hex A. It also
Strategic Movement or the Truck marker that phase. The marker is means units in the Allied Southeast Off Map Box may not move to the
immediately available for use with other units. Allied Southwest Box either.
• The unit suffers an engaged result or is forced to retreat. DESIGN NOTE: It is extremely important that the Allied player holds
his flanks. If he cannot do it, he will have his reinforcements pulled
from him to do it.
13. REINFORCEMENTS, ENTRY 13.5 Movement from an Off Map Box
HEXES, OFF MAP BOXES AND Units that start their move in an Off Map Box may:
• Remain in place.
BLOCKING POSITIONS • Move to any Blocking Position associated with that Off Map Box.
13.1 Reinforcements • Enter the map through any Entry Hex associated with that Off Map
Reinforcements receive their full MA on their turn of entry and enter Box.* The unit may use its full MA (13.1).
play during the Movement Phase by paying the terrain cost (the road • Move to an adjacent Off Map Box.*
rate) of the first hex entered. Reinforcements must enter through Entry
Hexes, they may not enter through hexes between two Entry Hexes. 13.6 Movement from a Blocking Position
Reinforcements may enter the map by moving into an enemy ZOC Units that start their move in a Blocking Position may:
but must stop and move no farther. Reinforcements may use Strategic • Remain in place or move back to the Off Map Box.
Movement on the turn of entry. Allied non-Mechanized reinforcements • Enter the map through the Entry Hex connected to that Blocking
may enter the map in trucks if Truck markers are available. In lieu of Position (if the Entry Hex is free of enemy units).* The unit may
entering the map, a reinforcement may be placed in the Off Map Box use its full MA (13.1).
or a Blocking Position associated with the unit’s Entry Hex.
*Only allowed if all captured Entry Hexes in that sector are blocked.
EXAMPLE: The American 4/8/2 infantry battalion scheduled to arrive
on Turn 3 may either enter the map at Entry Hex A or B, be placed in 13.7 Properties of Entry Boxes and Blocking Positions
the Allied Southeast Off Map Box, or placed in a Blocking Position • No stacking limits
for Entry Hexes A or B. (Moving to the Blocking Position only makes • German units cannot attack into these boxes.
sense if Entry Hex A or B is German occupied [13.4].) • ZOCs do not extend into or out of.
13.2 US Engineer Reinforcements 13.8 Allied Attacks onto the Map
American Engineer units do not arrive from off map. On their turn of Allied units in a Blocking Position may attack onto the map during the
arrival the Allied player may place them in friendly controlled town Allied Combat Phase. The number of Allied units that may attack an
or city hexes (no villages) outside of all EZOCs, with no more than Entry Hex from a Blocking Position is limited to what the Allied player
one in each town/city hex—one may be placed in each of the two Bas- could normally stack in two hexes (6 Stacking Points plus 4 steps of
togne hexes for a total of two. They may exceed stacking limits upon Silhouetted Tank Units). Air Support and Artillery on its Ready side
placement. They may not be placed in towns or city hexes containing (22.5) in the Blocking Position or from the sector’s Off Map Box can
enemy Roadblocks (rule 33). be utilized. All rules of combat apply.
MOVEMENT RESTRICTION: American Engineer units may move RESTRICTION: An attack onto the map is only allowed if all Ger-
only in Tactical Movement on the turn they arrive. man-occupied Entry Hexes in that sector are blocked (have at least 6
DESIGN NOTE: During the panic of the first three days the US mo- Allied Defense Factors assigned to them). In other words, you can’t
bilized the corps and army engineer battalions in the area to fight as attack onto the map until your flanks are covered.
infantry. FAILED ATTACKS: If the Allied attack onto the map does not suc-
ceed in removing the defender from the hex, the attackers remain in
13.3 Artillery Reinforcements the Blocking Position.
All Artillery Units arrive on their Fired side.
SUCCESSFUL ATTACKS: If the attack succeeds in removing the
13.4 German Capture of Entry Hexes defender from the hex, all participating units may Advance After
If a German unit occupies an Entry Hex then no Allied reinforcement Combat—the first hex of the advance must be the Entry Hex. Any
scheduled to enter through that Entry Hex or any Entry Hex in that units that do not or could not advance (due to stacking restrictions)
“sector” can enter the map until the German threat is “blocked.” A must remain in the Blocking Position.
© 2012 GMT Games, LLC
10 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

14. BASIC RULES OF COMBAT 14.5 Minimum and Maximum Odds

Combat at odds less than 1-3 is resolved on the 1-3 column. Combat
14.1 General Rule at odds greater than 7-1 is resolved on the 7-1 column. Attacker and
Phasing units may attack adjacent enemy units in the Combat Phase. defender column shifts are applied before the minimum and maximum
Attacking is voluntary; no unit is forced to attack. No unit may attack restriction. Example, 9-1 odds with one shift left would use the 7-1
or be attacked more than once per Combat Phase (exception: Break- column.
through Combat [19.4]). All defending units in a hex must be attacked
as one combined defense strength. The attacker may conduct his attacks
in any order and need not predesignate them. 15. COMBAT MODIFIERS
14.2 Multi-Hex Combat 15.1 Defensive Combat Bonuses (DCBs)
• The attacker may attack only one hex at a time; he may not target Instead of column shifts for terrain the defender receives Defensive
two hexes in a single combat. Combat Bonuses (DCBs). These are strength point additions to the hex
• Units in the same hex may attack adjacent defenders in different (not per unit). Refer to the Terrain Effects Chart (TEC) for a complete
hexes as long as each attack is conducted separately. list of DCBs. A defender can receive only one DCB—always use the
most favorable to the defender.
• No unit may split its attack strength to attack a second hex in a
separate attack. EXAMPLE: A 6-6-3 infantry regiment in a town hex (+3) would have
a defense strength of 9.
NOTE: Unlike some other game systems, attacking units are not re-
quired to attack all adjacent defending units. RESTRICTIONS:
• > The DCB can never exceed the combined defense strength of the
14.3 Command and Control Restrictions defender’s stack. Example, a 2-2-3 infantry battalion in a city hex
> (14.31) Two Formation Limit: The attacker may have a maximum of (+4) would receive only 2 DCBs—not 4.
two different Formations participate in each attack. All units belonging • Due to their lack of infantry support, a stack consisting of only
to the same Division, Brigade, or Cavalry Group count as one Forma- silhouetted Tank Units is restricted to a maximum DCB of 1.
tion. Each Independent unit (those without an ID in bold) counts as
one Formation unless attached (see below). Artillery is not restricted • Units with a Defense Factor in parenthesis do not receive DCBs.
by this rule, but is subject to the Army/Corps ID limitations (22.6). • Units using Strategic Movement do not receive DCBs (12.5).
(14.32) Attachments: Each Formation may have one unit (Indepen- 15.2 The Halving Rule
dent or from another formation) temporary attached to it by simply When halving, always halve by individual unit—not stack, and round
stacking with one of the units of that Formation. When attached they any fractions up to the next higher whole number.
are considered part of that Formation for rule 14.31.
EXAMPLE: Two units with an attack factor of 5 would have a combined
strength of 6 after halving (3 + 3 = 6).
IMPORTANT: An attacking unit may never have its attack strength
halved more than once for a given attack.

In this example Lehr’s Panther battalion is attached to the 2nd Panzer 15.3 Rivers
Division, Lehr’s Recon battalion is attached to the 26th VG Division Combat units attacking across a River hexside (including the Meuse),
and the 705th TD is attached to the 101st Division. have their attack factor halved. NOTE: An intact bridge allows a Tank
Unit to gain an Armor Shift (21.3) but does not cancel the halving of
14.4 Combat Procedure its Attack Factor.
Follow these steps for each combat:
15.4 Vehicle Units and Combat
STEP 1: The defender may roll for bridge demolition before the at-
Vehicle Units have their Attack Factor halved if attacking across a
tack takes place (7.4). If the bridge is blown the attacker may cancel
hexside that they normally could not move across (Wooded Rough
the attack.
hexsides, West Wall hexsides, unbridged river hexsides, Forest hex-
STEP 2: Compare the combined attack strength of the participating sides, etc.).
attacking units against the total defense strength (plus Defensive Com-
bat Bonuses [15.1]) of the involved defending units and express the 15.5 Wooded Rough and Height Advantage
comparison as a numerical odds ratio (attacker to defender). Round off Combat units attacking out of a Wooded Rough hex or from one
this odds ratio downward to conform to one of the odds ratio categories Wooded Rough hex to another, have their Attack Factor halved. Units
found on the CRT. Example, a 15 to 4 would be a 3-1. are not halved attacking into a Wooded Rough hex from a non-Wooded
Rough hex (this is called Height Advantage). A Vehicle Unit must at-
STEP 3: The attacker, followed by the defender, declares whether he tack along a road to get Height Advantage (due to 15.4).
will use Artillery Support (22.6) and, if so, which Artillery Units are
providing the support. The Allied player (only) also places his Air DESIGN NOTE: Think of a unit in a Wooded Rough hex as being in
Support units (15.6) at this time (on or after Turn 15 [23 AM]). a small valley. If it attacks up and out of the valley it is halved. If it is
attacked from above, the attacker is not halved. A Wooded Rough hex
STEP 4: If this is a German attack during Clear Weather (on or after is not necessarily a good defensive position in this game.
23 AM), then the Allied player rolls on the Jabos Table (15.6).
RIVERS & WOODED ROUGH HEXES: Always ignore rivers inside
STEP 5: After taking column shifts into account, the die is rolled and Wooded Rough hexes—the Wooded Rough hexside benefit takes ac-
the results are implemented. Players immediately remove any step count of the river. Exception: Units attacking into a Wooded Rough
losses (16.3), and perform Retreats (17.1), Determined Defense (16.7), hex across a hexside containing a bridge (blown or intact) are always
Advance After Combat (19.1), and Breakthrough Combat (19.4). halved (see 15.3).
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 11

Important: The +2 DCB is used in lieu of the terrain DCB—it is not

cumulative. Building an IP in a Village, Town or City hex has no effect
Up Up Down since those hexes already have a DCB value of 2 or more.
HOW TO BUILD: Both sides may build IPs. IPs may be
Down Up Up built in any hex except those containing a city, town or
village. Any non-Disrupted, non-engaged, Infantry Type
Down Down Down unit that is in supply and not using Strategic Movement
may build an IP. Construction is a two-part process—an eligible unit
Up Down Up Up
that does not move in its Movement Phase may begin to build an IP.
Place an IP Under Construction marker in the hex at that time. It may
not attack in the following Combat Phase. If the unit is still there in
See this Think this the next friendly Movement Phase and is not Disrupted or Engaged,
it may complete the IP (flip the marker over). The unit may move in
the same Movement Phase that it completes the IP.
DELAYED CONSTRUCTION: An IP construction marker that cannot
be completed (see above) can remain in the hex and be completed in a
A later turn (including by a different friendly unit). Once an IP is begun,
the only way to remove it is to dislodge all defenders from the hex.
REMOVING IPs: At the end of each Movement Phase remove any
IPs left vacant. During the Combat Phase remove IPs immediately if
the occupants are eliminated or forced to retreat.
EXAMPLE: Unit A would be halved attacking into any of the six
surrounding hexes no matter what type of unit it was. The PzG 15.9 Miscellaneous Modifiers
regiment is an Infantry Type unit so is not halved attacking into hex • Units attacked while in Strategic Movement give the attacker one
C or D, the tank battalion is a Vehicle Unit so is halved attacking shift right (12.5)
into hex E because it could not legally enter the hex. • Tank Units may provide an Armor Shift (21.1)
• Artillery provides shifts on the CRT. Both the attacker and the de-
fender may use artillery (22.6)
15.6 Allied Air Support
Starting on Turn 15 (23 AM) the Allied player receives Air Support. • Out of Supply Shift (23.4)

OFFENSIVE AIR SUPPORT: During the Allied player turn, the Al-
lied player uses Ground Support markers to indicate which attacks will 16. COMBAT RESULTS
receive air support. The Allied player determines the number of Air
Support markers available that turn by rolling a die (any time during 16.1 Explanation of Combat Results
his Movement Phase) and halving the result (round fractions up). For The words “attacker” and “defender” refer only to the units participating
example, a die roll of 5 would result in three Air Support markers. Each in the combat in question—not to the general strategic situation.
marker provides a favorable shift of one column to the right on the CRT. D1* = Defender loses 1 step. Surviving defenders must Retreat 4
A maximum of one marker may be used in each combat. Air Support hexes and become Broken. No Determined Defense is possible (16.7).
markers may not be accumulated and any not used are forfeited. The The attacker receives the Bonus Advance (19.1) and Breakthrough
markers are removed after the combat is resolved. Combat (19.4).
DEFENSIVE AIR SUPPORT: During the German player turn, Allied > DR4 = The defender must Retreat four hexes and becomes Broken.
Air Support is random and is determined by a die roll on the Jabos No Determined Defense is possible (16.7). The attacker receives the
Table immediately before each attack is conducted (but after artillery Bonus Advance (19.1).
commitment). The result on the Jabos Table indicates column shifts DR3 = The defender must Retreat three hexes and becomes Broken.
to the left. Defensive Air Support is applied to all German attacks and No Determined Defense is possible (16.7). The attacker receives the
is not tied into the number of Allied Air Support markers. Bonus Advance (19.1).
NIGHT: No Air Support is allowed during a Night Turn. DR2 = The defender must Retreat two hexes and becomes Disrupted.
15.7 West Wall The attacker receives a Regular Advance.
Only German units may benefit from the +3 DCB for the West Wall FF = FIRE FIGHT: The attacker may either take this as an ENG result,
(the movement restrictions of 11.5 apply to both players). Allied Ve- or immediately roll again on the Fire Fight Table (16.2).
hicle Units attacking into a West Wall hex have their Attack Factor
FF (+1) = Same as FF except the attacker must modify his Fire Fight
die roll by +1.
15.8 Improved Positions EX = Each side loses 1 step (see 16.3). The surviving defenders are
COMBAT EFFECTS: Units defending in a hex with an Engaged. No Retreat or Disruption. If the defender had only 1 step,
Improved Position (IP) receive a DCB of +2 (see below then the attacker receives a Limited Advance (19.1).
for exceptions). Units currently using Strategic Move-
ment, and units with their Defense Factor in parenthesis receive no Eng = No Retreat or Advance. Place an Engaged marker on the de-
benefit from IPs. The restriction of +1 DCB for Silhouetted Tank Units fending stack (16.5).
(15.1) also applies in Improved Positions. A1/Eng = Same as Eng except one attacking unit loses one step.

© 2012 GMT Games, LLC

12 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

A1 = One of the attacking units lose one step. 16.5 Engaged Markers
*asterisk = A reminder that the attacker receives Breakthrough Com- Engaged affects the defender only (the attacker does not
bat (19.4). have to refight an engaged battle in the next turn). Units
that are engaged suffer the following effects:
16.2 Fire Fight Table • may not move in the following Movement Phase,
This table is only used when a Fire Fight result occurs on the CRT and
• may not begin construction of an Improved Position (15.8)
the attacker wishes to “push forward.” The attacker must first determine
the Lead Unit. If the attacker has only one unit involved, that unit is the • suffer a +2 DRM for bridge demolition (7.5).
“Lead Unit.” If the attacker has two or more units that participated in Those are the only effects of being Engaged. Engaged markers are
the attack then the attacker picks one unit as his Lead Unit. The Lead removed in the owning player’s Combat Phase (20.5).
Unit determines any die roll modifiers and will be the unit to suffer a
step loss if one is called for. Only a unit that can legally advance into
16.6 Attacker’s Advantage Markers
This marker is applied in an Eng+ result—place it on one
the defender’s hex can be designated as a Lead Unit—if the attacker
of the attacking stacks or units pointing to the defender’s
has no such unit then he may not use the Fire Fight Table.
hex. The marker provides a favorable column shift if the
EXAMPLE: A Tank Unit may not be selected as a Lead Unit when stack/unit attacks the same hex again in the following turn (by itself
attacking across an unbridged river hexside. or with other units).
DIE ROLL MODIFIERS: REMOVAL: The Attacker’s Advantage marker is removed in the
+1 Lead Unit is Green. following cases:
–1 > Lead Unit is Elite. If the defender has a Tank Unit in the hex, • After resolving the second attack (unless another Eng+ is rolled).
then the Elite unit selected must be a Tank Unit. • If the target hex is vacant of enemy units at the start of the owning
player’s Combat Phase.
EXAMPLE: The 4th Armored Division is attacking towards Bastogne.
The Allied player rolls a FF result. He selects the CCR of the 4th • If all units originally under the marker exit the hex—it does not
Armored (an Elite Tank Unit) as his Lead Unit and declares to the matter if other friendly units take their place. One or more units
German player he is pushing forward “with all guns blazing!” His can exit the hex as long as at least one of the original attacking
modifier is –1 (for the Elite status). units remain.
• The units in the hex containing the Attacker’s Advantage marker
RESULTS FOUND ONLY ON THE FIRE FIGHT TABLE: suffer a Retreat result (even if the Retreat result is cancelled by a
successful Determined Defense [16.7]).
D1 = The defender loses 1 step and surviving defenders must Retreat
2 hexes and become Disrupted. The attacker receives the Regular 16.7 Determined Defense
Advance. A determined defense represents a counterattack or a hold-at-all-cost
A1/D1 = Both sides lose 1 step. The defender must Retreat 2 hexes and order.
becomes Disrupted. The attacker receives the Regular Advance. (16.71) PROCEDURE: The defender may attempt to cancel a
A1/DR2 = The attacker loses 1 step. The defender must Retreat 2 hexes Regular Advance (from the CRT or the Fire Fight Table) by using the
and becomes Disrupted. The attacker receives the Regular Advance. Determined Defense Table—a Bonus Advance may not be cancelled.
A successful result on this table will allow the unit or stack to ignore
Eng+ = Same as Eng except the attacking units receive an Attacker’s
the retreat and the associated Disruption and the attacker’s advance is
Advantage marker (16.6).
cancelled. If there are two or more units in the defending stack, then
NOTE: If the Fire Fight result allows an Advance After Combat, all the defender picks one non-Disrupted unit as the Lead Unit; this unit
units in the original combat may advance—not just the Lead Unit. determines any die roll modifiers and will be the unit to suffer the step
loss if one is called for. If all units in the stack are Disrupted, then no
16.3 Selecting Step Losses Determined Defense is possible.
The owning player always selects which unit suffers the step loss. On
an EX result, the owning player must select a Tank Unit for the step NOTE: A successful Determined Defense does not cancel any step loss-
loss if he had an Armor Shift in his favor in that combat. The selected es suffered—only the Retreat and Disruption portion of the result.
Tank Unit must be one that qualified for the shift.
FIRE FIGHTS: The Lead Unit always takes the step loss if one is • Yes: The Retreat is cancelled (along with the Disruption and the at-
called for on the Fire Fight Table (16.2). tacker’s advance). The defender is marked with an Engaged marker.
16.4 Indicating Step Losses • No: The counterattack or hold-at-all-cost order is not carried out
Flipping a unit over indicates the unit has suffered a step loss. If it is or fails; the retreat result stays in effect.
a one step unit, or the unit is already flipped, then it is placed in the “Yes” and “No” results may be accompanied by:
Dead Pile.
• –1 step: The Lead Unit suffers one step loss.
REMNANTS: Any unit with a Stacking Point value of
2 on its reduced side (also indicated with a thin stripe) • EX: The defender’s Lead Unit suffers one step loss and any one
forms a remnant unit when it takes its second step loss. participating attacking unit (attacker’s choice) suffers a step loss.
Remove the unit and replace it with a remnant of the > (16.73) DIE ROLL MODIFIERS:
same type. The remnant must abide by any retreats or disruptions of +1 Lead Unit is Green.
the CRT result. All remnants are considered Independent units. If there –1 Lead Unit is Elite.
is no remnant available when a 3-step unit takes a second step loss, –? The DCB of the defender’s hex. If there are no Infantry-type units
then none is created (the player forfeits the step). in the hex, a silhouetted Tank Unit is limited to a –1 DRM.
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 13

EXAMPLE: The Allied player has an infantry battalion and a tank

battalion in Clervaux and has just suffered a DR2 result. Instead of
retreating he declares he is making a Determined Defense and selects
the tank battalion as his Lead Unit. The Town provides a –3 modifier.
He rolls a 4 which is modified to a 1 which gives a “Yes –1 step” result.
The tank battalion is reduced one step and the retreat and disruption
are cancelled.
(16.74) Single Step Defenders: If the defender had only one step, and
that step was lost in the Determined Defense, then the attacker may
advance into the defender’s vacated hex (only) and stop (a Limited

17. RETREATS EXAMPLE OF RETREAT PATHS: There are two retreat paths for
the tank unit (A and B). The hexes marked “No” are prohibited
17.1 Retreat Procedure to the tank unit during this retreat. Priority must go to the path
The attacker never retreats, only the defender. When called upon to that avoids all EZOCs (Path B).
retreat by the CRT, defending units must be retreated the full number
of hexes indicated without passing through the same hex twice. A stack
of retreating units may retreat to different hexes. The owning player stacking restrictions are not violated. Units retreated additional hexes
may determine the path, but must follow the guidelines below listed become Broken if not already. If no such hex can be reached, then the
in order of priority: units in excess of the stacking limit are eliminated (owning players
choice but the units must come from those that retreated).
A. If possible, the retreat must end a number of hexes away from
the battle hex equal to the number of hexes of the retreat result. 17.5 Combat Against Previously Retreated Units
If a unit or stack is retreated into a friendly occupied hex and that hex
B. EZOCs: If possible, avoid entering a vacant hex in an EZOC. If
undergoes an attack in the same Combat Phase, the retreated units
not possible, the first hex of a retreat may enter a vacant hex in
do not add their strength to the combat, and if required to retreat
an EZOC as long as the retreating unit does not cross or enter an
again are eliminated.
enemy ZOC Bond. After that first hex, all other hexes in a retreat
must be clear of enemy ZOCs! A friendly unit (one that did not 17.6 Retreat Off the Map
retreat in the current combat) negates an EZOC in the hex it oc- German units that retreat off any map edge, and Allied Units that re-
cupies for this purposes. treat off the East Map edge are eliminated. Allied units that retreat off
C. If possible, a unit must end its retreat in Supply. the South, West or North Map edge, are placed in the appropriate Off
Map Box. They may reenter the map again after they Rally (18.5).
D. ROADS: Vehicle Units must use roads as much as possible.
17.7 Artillery and Retreats
CLARIFICATION: “If possible” means you can ignore it if its not • Artillery Units that retreat must flip to their Fired side.
possible. So retreating the full number of hexes from the battle hex
• German Artillery Units without a Prime Mover marker are elimi-
is more important than avoiding enemy ZOCs in the first hex, and
nated if forced to retreat.
avoiding enemy ZOCs in the first hex is more important than retreating
towards friendly supply, etc. 17.8 Retreating Units Bearing Engaged Markers
Remove the Engaged marker from the retreating units and retreat
17.2 Elimination due to a Retreat
normally. Note this can only happen if the unit was engaged in the
Units are eliminated if they retreat:
Night Turn and attacked in the following AM turn.
• into a hex occupied by an enemy unit,
• across or into an enemy ZOC Bond,
• into a vacant hex in an enemy ZOC other than the first hex of their 18. DISRUPTED, BROKEN AND RALLY
retreat, or
• across a non-bridged Meuse River or Lake hexside, or
> 18.1 In General
When a good order unit (one that is neither Disrupted or Broken) re-
• are unable to retreat the full number of hexes required. treats 2 hexes it becomes Disrupted; when it must retreat 3 or 4 hexes
Additionally, Vehicle Units are eliminated if they retreat: it “breaks” and is considered Broken. A Broken unit suffers all the
• into or out of a Forest, West Wall or Wooded Rough hex unless effects of Disruption plus some additional penalties (18.4).
through a road hexside 18.2 Effects of Disruption
• across a non-bridged river hexside. • May only use Tactical Movement and may not enter an EZOC. If
17.3 Unfulfilled Retreats the unit starts in an EZOC, it must move away if possible.
If the defender does not retreat because it is eliminated, the attacker • > If the defending stack contains one or more Disrupted units the
still receives his full Advance opportunity. attacker receives one shift right on the CRT.
• May not attack or (if Artillery) provide support. Nor may they flip
> 17.4 Overstacking in a Retreat to their Ready side.
Overstacking is not allowed after a retreat. A player may avoid an
• May not use Strategic Movement, Determined Defense, build IPs,
overstacked situation by retreating the stack (or the units in excess
receive Replacements (25.2), or perform Breakdown (26.2).
of the stacking limit) additional hexes until a hex is reached where

© 2012 GMT Games, LLC

14 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

• a Disrupted unit that suffers another 2 hex retreat becomes Broken. 19.3 EZOCs and Advance
A Disrupted unit that Breaks is eliminated. ZOC BONDS: May never be entered or crossed during an Advance
NOTE: US Truck markers are immediately removed from a unit if After Combat except when entering the defender’s vacated hex.
it retreats. A Prime Mover marker remains on a Disrupted German EZOCs: Generally do not stop advances, but no unit may advance
Artillery Unit to indicate the unit may not fire. from one EZOC directly into another EZOC of the same enemy unit,
except when entering the first hex of its advance.
18.3 Abilities of Disrupted Units
Disrupted units retain their ZOC, their full defense strength, their 19.4 Breakthrough Combat
ability to form ZOC Bonds and can benefit from DCBs. If the CRT result is D1*, then the attacking units may attack again
after advancing. This second combat is called Breakthrough Combat.
> 18.4 Effects of Broken
Only one stack of units in the group may participate in this second
A Broken unit is considered Disrupted and all rules that apply to a
attack, but you are allowed to form the stack (henceforth called the
Disrupted unit also applies to a Broken unit with the following two
Breakthrough Group) during the advance. A mechanized Breakthrough
additional penalties: Group may use its full advance and attack again; a non-mechanized
• a Broken unit that suffers any type of retreat is eliminated. Breakthrough Group, or a mix of both, may advance only one hex
• Recovery for a Broken unit is a 2-turn process. If it can recover (see and attack again.
18.5) its status is improved to Disrupted. Removal of the Disrupted PROCEDURE: The Breakthrough Group may not split up and attack
marker must wait until the following turn per 18.5. two or more target hexes. Finish advancing units from the originating
PLAY NOTE: Think of Broken as a Level 2 Disruption. combat before conducting the Breakthrough Combat. The Break-
through Combat must be conducted before the attacker conducts the
18.5 Rally Phase next regular attack. Breakthrough Combat is resolved in the same man-
> During the Rally Phase, all friendly Disrupted or Broken units that ner as normal combat using all the same rules. Artillery on its Ready
are not adjacent to an enemy unit automatically recover one level—Dis-
rupted units have their Disrupted marker removed and Broken units
become Disrupted. If the Disrupted or Broken unit is adjacent to an
enemy unit (remember, units must move out of an EZOC if possible)
then recovery is determined by a die roll. On a die roll of 1–2 it recovers
one level. On a die roll of 3–6 it does not recover. Modify the die roll
by +1 if the unit is Green, and by –1 if the unit is Elite.
NOTE: A German unit forced to retreat across an Army Boundary Line
may not rally until it recrosses the Boundary Line.


19.1 Advance in General
There are three types of Advances: Limited, Regular and Bonus. EXAMPLE OF A REGULAR ADVANCE: The defender’s vacated
Artillery Units cannot Advance After Combat. hex is indicated with dashed lines. The two German units can
LIMITED ADVANCE: This occurs when the defender is eliminated advance in any direction. The Mechanized unit may advance two
but was not required to retreat (in an EX result or a successful Deter- hexes if it follows the path of the road.
mined Defense by a 1-step defender)—the attacker may only occupy
the defender’s vacated hex.
REGULAR ADVANCE: The attacker may advance one hex in any
BONUS ADVANCE: The attacker may advance two hexes in any
direction. This occurs on a DR3, DR4 and a D1* result.
ROAD BONUS: If a Mechanized unit follows the path of a primary
and/or a secondary road throughout its advance, it may increase its
advance rate by one hex. In this way a Mechanized unit could advance
two hexes in a Regular Advance and three hexes in a Bonus Advance.
Forest Roads may not be used in a Road Bonus. Traffic markers (24.2)
and Roadblocks (33.0) have no effect on the Road Bonus.
19.2 Terrain and Advance EXAMPLE OF A BONUS ADVANCE: Units may advance two
• No unit may advance into a hex or across a hexside that is prohib- hexes in any direction. The Mechanized unit may advance three
ited to it in normal movement. hexes if following the path of a road. Note that the river may only
• Infantry Type units may only advance into a Forest hex if it’s the first be crossed, and the non-road Forest hex may only be entered, in
hex of the advance, or the unit enters the hex via a road. Vehicle Units the first hex of an advance. The 12/77 Gren VG regiment cannot
may never enter such hexes unless following the path of a road. advance into the hex marked “No” because it may not advance
• Infantry Type units may only advance across a non-road Wooded from one EZOC directly into another EZOC of the same enemy
Rough hexside or an unbridged river hexside if it is the first hex of unit, except in the first hex of an Advance.
their advance. Vehicle Units may never cross such hexsides.
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 15

side may be used (offensively and defensively). Units conducting is attempting to Disengage and roll a die. For a stack of units the
Breakthrough Combat may Advance After Combat again if allowed owning player must roll for each unit disengaging (announce before
by the CRT result. rolling which units will attempt to Disengage and which, if any, will
> MULTIPLE BREAKTHROUGH RESULTS: There is no limit to remain). Apply any applicable DRMs and then find the result on the
the number of times a Breakthrough Group can advance and attack Disengagement Table.
again as long as each attack achieves a D1* result. DIE ROLL MODIFIERS (cumulative):
DESIGN NOTE: This is a significant change from the 1st Edition. +1 Unit is Green
–1 Unit is Elite
19.5 The Breakthrough Group Assisting Other Attacks –1 Tank or Recon Unit
If the Breakthrough Group advances adjacent to a defending hex
which is about to be attacked by other friendly units, the Breakthrough 20.3 Explanation of Results
Group may use their Breakthrough Combat option to add their strength No: Disengagement fails, the unit must remain in the hex.
to the combat and take part in that attack (if allowed by Command and Yes: The unit must retreat one or two hexes abiding by the restric-
Control [14.3]). If this happens, this attack must be resolved next. tions of 17.2 and 17.7. If the unit is not Disrupted it may stop
in the first hex even if it is in an EZOC (however, it may not
19.6 Supply and Advance
cross or enter an enemy ZOC Bond).
Units currently Out of Supply may advance a maximum of one hex
and may not conduct Breakthrough Combat. D: The unit is Disrupted. If the result is a Yes +D, then the unit
is Disrupted at the end of its retreat and is prohibited from
19.7 Friendly Units and Advance stopping in the first hex if that hex is in an EZOC.
Stacking restrictions must be observed at the end of an Advance.
Units may not end their advance in a hex containing a friendly unit in 20.4 Non-Engaged Units Disengaging
Strategic Movement. Units that were not Engaged and using the Disengagement Table
may not enter an EZOC during their retreat (they were allowed
their ZOC to ZOC movement opportunity during the Movement
20. DISENGAGEMENT AND Phase). If the unit has no other option but to retreat into an EZOC,
it is eliminated.
REMOVING ENGAGED MARKERS NOTE: A unit can move in the Movement Phase and conduct a Dis-
20.1 In General engament in the Combat Phase.
Units that are marked with an Engaged marker may not
move in the Movement Phase—but they have a chance
20.5 Removing Engaged Markers
Remove Engaged markers from your units at the moment you decide
at moving in the Combat Phase using the Disengage-
whether the unit will Disengage or not. All Engaged markers come
ment Table. During the friendly Combat Phase, before any combats
off the phasing player’s units during the Combat Phase. Engaged units
are conducted, the phasing player conducts Disengagements. A unit
that did not Disengage may attack in the Combat Phase.
may Disengage rather than attack—it may not do both. If success-
ful, the unit is retreated one or two hexes by the owning player.
Non-Disrupted units adjacent to an enemy unit may also use the
Disengagement Table, not just engaged units (20.4).
CLARIFICATION: Disrupted units that are Engaged must attempt 21.1 The Armor Shift
Disengagement if a retreat path is open. ATTACKER: The attacker gains a column shift to the right on the CRT
in the following two cases:
20.2 Procedure • He has a Tank Unit participating in the battle and the defender does
Disengagement occurs on a unit-by-unit basis. Indicate which unit not, or
• He has a Tank Unit participating in the battle that has a higher TQ
rating than all the defender’s units.
EXAMPLE: If a Tank Unit with a TQ rating of 4 attacks a Tank Unit
with a TQ rating of 3, the attacker would receive a shift.
DEFENDER: The attacker suffers a column shift left on the CRT if he
does not have a Tank Unit participating in the battle and the defender
has both Infantry Type units and a Tank Unit defending. For this rule,
a US Combat Command, the British Guards Armored Brigades and the
150th Pz Brigade satisfies both the infantry and armor requirement.
EXAMPLE: If the attacker attacked a Combat Command with only
infantry, the attacker would suffer one shift left.
EXAMPLE: During the Movement Phase Unit A is moved to hex
C—the unit must stop because it enters an enemy ZOC. Unit B 21.2 Red TQ Numbers
cannot move in the Movement Phase because it is engaged. During > TQ ratings in a red circle must be reduced by one when the unit is
the Combat Phase both units conduct Disengagement. Unit A is attacking. The TQ rating is not reduced when the unit is defending.
successful and is retreated one hex (it could have retreated two). The German FLAK unit is not a Tank Unit and so cannot gain the
Unit B is also successful and is retreated two hexes (although it Armor Shift—it can only prevent it. Its TQ number is in a red square
could retreat just one hex). as a reminder of this.

© 2012 GMT Games, LLC

16 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

21.3 Terrain Effects on the Armor Shift NOTE: Prime Mover markers are printed on the backside of Strategic
The attacker or defender can never earn the Armor Shift if the defender Movement markers, so every Artillery Unit moved means one less Ger-
is in Forest, Wooded Rough, West Wall, or City hex. The attacker may man Mechanized unit that may use Strategic Movement. This reflects
not gain an Armor Shift from a Tank Unit that cannot legally cross limited fuel, trucks diverted for ammo transport, road space and other
the hexside into the defender’s hex, whether due to an unbridged logistical factors.
river, or a non-road Forest/Wooded Rough hexside.
22.4 Range
NOTE: With the above in mind, its possible to get the Armor Shift at- Each Artillery Unit has a range printed in a small box on the upper
tacking across a river hexside at an intact bridge, or out of a Wooded left side of the counter. This is the maximum distance (measured
Rough hex if the defender is in a hex where the base terrain is Clear in hexes) that the Artillery Unit may be from the target hex and
or Light Woods. still provide artillery support (22.6). Intervening terrain and combat
units have no effect. Both the attacker and the defender trace range
21.4 Recon Units Special Ability to the hex under attack. Count the target hex but not the hex of the
> Recon Units defending alone in a hex without an Improved Position Artillery Unit.
may treat all D1 and D1* results against them as a DR4 result.
NOTE: A Recon Unit that retreats 4 hexes as a result of a D1* result 22.5 Ready and Fired Sides
can be attacked again by the Breakthrough Group. All Artillery Units have only one step; the reverse side
is used to indicate the Artillery Unit has fired (and/or
21.5 Summary of Other Tank and Recon Unit Properties moved in the case of Allied artillery). The front side is
• Are considered Vehicle Units so may not move, Advance or Retreat considered the Artillery Unit’s “ready” side. Once an Artillery Unit
across an unbridged river hexside. fires (or moves more than one hex if it is Allied), it is flipped to its
• May not move, Advance or Retreat into or out of a non-road Forest, back side. Artillery Units on their Fired side may flip back to their
West Wall or Wooded Rough hex except along a road. Ready side only during the Artillery Supply Phase (5.2).
• Receive a –1 DRM when attempting Disengagement (20.2).
22.6 Artillery Support in General
Only Artillery Units that are in range, on their Ready side and are not
22. ARTILLERY UNITS Engaged or Disrupted may provide artillery support. Each Artillery
Unit may provide support to only one combat, after it is used it is
22.1 Artillery in General flipped to its “Fired” side. The attacker must declare his Offensive
Artillery and Nebelwerfers are collectively called Artil- Artillery Support before the defender declares his.
lery Units. They cannot move and fire in the same turn > ARMY/CORPS IDENTIFICATION COLORS: An Artillery Unit
unless Shifting Fire Position (22.2). Allied Artillery Units may only provide Offensive or Defensive Support to a combat if there
that move more than one hex (or move to an Off Map Box or Blocking is at least one ground unit participating in the combat that has the same
Position) must flip to their Fired side. German Artillery Units require Identification color (2.11) as the Artillery Unit.
a Prime Mover marker to move more than one hex (22.3). Allied Artil-
lery Units on their Fired sides, and German Prime Movers move at the 22.7 Offensive Artillery Support
mechanized movement rate. Allied Artillery Units may use Strategic Each Artillery Unit providing Offensive Support gives the attacker a
Movement; German Artillery Units may not. favorable shift of one column to the right on the CRT. The attacker
may use up to two Artillery Units per combat for a maximum of two
22.2 Shifting Fire Position (1 Hex) shifts right.
German Nebelwerfer brigades and Allied Artillery Units on their
Ready side have an MA of 1. These units can shift one hex and still > 22.8 Defensive Artillery Support
remain on their Ready side. The one hex move may be made into any The defender may use only one Artillery Unit per combat. The de-
hex, regardless of the MP cost, as long as the unit could legally enter fender finds the effect of his defensive artillery by rolling one die
the hex under normal rules of movement. Primary roads may not be and checking the Defensive Artillery Table. The defender’s artillery
used to move two hexes. is flipped regardless of the result. If the result is a 1 or 2, the attacker
must apply that number of column shifts to the left on the CRT. If the
22.3 German Prime Movers defender is Allied and a TOT (Time on Target) result is achieved, the
Germany was short of Prime Movers for their corps attacker suffers one step loss and the attack is stopped cold (treat as an
level artillery and much of it was left behind after the A1 result). The attacker chooses the unit to lose the step.
initial attack. Therefore German Artillery Units are
nearly immobile. However, up to five Artillery Units per turn may DESIGN NOTE: Time on Target was a practice of coordinating as
have their MA increased to 5 if they use a Prime Mover marker many artillery batteries as possible to land their shells at one spot,
(they may not use Strategic Movement). There are five Prime Mover all at one time. The coordination necessary to accomplish this made
markers­—two for the 6th Pz Army, two for the 5th Pz Army, and one it infrequent, however, when it did happen it was devastating.
for the 7th Army. A Prime Mover marker belonging to one army may
not be used to move an Artillery Unit belonging to a different army. A
22.9 Artillery in Ground Combat
Artillery Units may not attack by themselves—they may only provide
Prime Mover may move an Artillery Unit (including Werfer brigades)
support. Artillery Units that are attacked use their Defense Factor
on its Fired or Ready side (a German Artillery Unit is not flipped if
without DCBs and may not provide Defensive Artillery Support to
it moves). Leave the Prime Mover marker on the Artillery Unit until
their own hex; however, an Artillery Unit attacked by an enemy unit
the next Artillery Supply Phase to indicate the Artillery Unit cannot
may still provide Defensive Artillery Support to a different defend-
fire until then.
ing hex. An Artillery Unit may use its Defense Factor in the same
The German player removes all his Prime Mover markers from the Combat Phase it provides Defensive Ground Support.
map during the German Artillery Supply Phase (5.1). PLAY TIP: It is often best to attack the hex containing the Artillery
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 17

Unit first, because an Eng or Disrupted result will prevent the Artillery ROAD PORTION: The road portion of the Supply Path may be of any
Unit from providing defensive support to another hex. length but must follow a path of contiguous road hexes (any type). At
no time may the road portion of the Supply Path:
22.10 Summary of Other Characteristics
• Enter an enemy occupied hex.
• Artillery Units have ZOCs but cannot form ZOC Bonds (9.1, 10.1).
• Enter an EZOC unless the hex contains a friendly unit.
• Artillery in Retreats (17.7).
• Enter a vacant, but enemy controlled Town or City hex (these hexes
• Artillery Units may not Advance After Combat (19.1). are considered garrisoned by non-combat troops).
• OOS Artillery Units cannot flip to their Ready side (23.4). • Enter a hex containing a Roadblock (33.0).
• Artillery cannot be rebuilt (25.25). • Cross a river at a blown bridge hexside.


23.1 The Supply and Surrender Phase
During the Supply and Surrender Phase the phasing
player checks supply and surrender for all his units.
Players check for supply by tracing a Supply Path from
the unit to a Supply Source. If a Supply Path cannot be traced, the
unit receives an Out of Supply marker. If the unit was already Out
of Supply there is no additional effect. If any unit bearing an Out of EXAMPLE: The three hexes marked “No” may not be used in the
Supply marker from a previous phase can now trace a Supply Path, road portion of a Supply Path, either because of uncanceled EZOCs
the marker is removed. or blown bridges.
NOTE: This rule also applies to German units that suffered fuel short-
age at the beginning of the German turn—they are back in supply if 23.4 Out of Supply (OOS) Penalties
they can trace a Supply Path at this time. Any unit bearing an Out of Supply marker suffers the following
23.2 Supply Sources • > COMBAT: If one or more attacking units are OOS the odds are
Supply is available at certain map edge hexes. German map edge shifted one column to the left (1L). OOS defending units are not
Supply Sources are indicated with a German balkenkreuz while Al- effected.
lied ones are indicated with a white star in a green circle (these also
• MOVEMENT: May only use Tactical Movement (2 hexes).
indicate Entry Hexes). To block a Supply Source an enemy unit must
occupy the hex—merely passing through the hex has no effect on a • ARTILLERY: Artillery Units may not flip to their Ready side.
Supply Source. Allied units in Off Map Boxes are always in Supply. They may still provide artillery support as long as they are on their
Ready side.
23.3 Supply Paths • > RETREAT: Are eliminated if forced to retreat 3 or more hexes.
A Supply Path consists of two portions: an overland portion and a • > ADVANCE: May not use the Road Bonus (19.1).
road portion.
OVERLAND PORTION: The overland portion of the Supply Path may 23.5 Out of Supply Abilities
be up to four hexes long. It may traverse all types of terrain (including Units marked OOS retain their ZOC, their ability to form ZOC Bonds,
across rivers) with the following restrictions: their full defense strength, and can benefit from DCBs. OOS units can
blow bridges and complete an IP (15.8) once it has been started.
• It may not enter an enemy-occupied hex or cross or enter an enemy
ZOC Bond. 23.6 Isolation and Surrender
• It may not enter a vacant hex in an enemy ZOC other than the first After supply is checked, the phasing player then de-
hex of the path. An overland Supply Path may enter that first vacant termines if any of his units bearing an Out of Supply
hex in an EZOC which is useful for units partially surrounded by marker are Isolated (including those units just marked).
enemy units. The presence of a friendly unit in a hex will negate the Any unit that cannot trace a Line of Communication (LOC) is Isolated.
supply blocking effects of EZOCs within that hex. A LOC is similar to a Supply Path with the exception that the overland
portion may be traced to a friendly unit which in turn can trace four
hexes to another friendly unit, and so on, with eventually one unit in
the chain being able to trace a normal Supply Path. If the unit is not
able to trace a LOC, it is considered Isolated. Each Isolated unit or
group of Isolated units must immediately check for Surrender.
be of any size, but each unit in the group must be able to trace a 4-
hex overland Supply Path to at least one other unit in the Isolated
Group. See example below.
23.7 Surrender Check
If units are part of a group then they will surrender as a group. Roll
one die for each Isolated Group, and consult the Surrender Table.
The example above shows two legal overland Supply Paths for unit A. The result is the number of Surrender Points the Isolated Group ac-
Note how the path can cross unbridged river hexsides and how unit B cumulates (or removes in the case of an Air Drop). An Isolated Group
negates the EZOC in the hex it occupies.
© 2012 GMT Games, LLC
18 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

(named after Operation Greif). Both markers are identical and are
collectively called Traffic markers.
24.2 Effects of Traffic Markers
Traffic markers increase the entry cost (road and off road) of the
hex by two MPs for all units. Units using Tactical Movement (11.3)
ignore Traffic markers. Traffic markers have no effect on combat,
advance, retreat and Supply Paths. German Traffic markers have no
effect on German units and Allied Traffic markers have no effect on
Allied units.
24.3 The Traffic Marker Phase
EXAMPLE: Units A and B can trace an overland Supply Path to each During this phase the phasing player may place any of his Traffic
other, they form one group. Units C, D and E can trace a 4 hex overland markers that are in his Traffic Marker Holding Box on the map, plus
Supply Path to at least one other unit in their group, but not to A or reposition or place his Roadblocks (33.0).
B—they form a second group. REMOVAL: After placement he rolls two dice and removes his Traf-
fic markers with the ID of those die rolls (for example, if a 2 and a
4 were rolled, he would remove his Traffic markers numbered 2 and
4). If doubles are rolled, then only one marker is removed. Place the
surrenders if its Surrender Threshold is reached. Surrendered units removed Traffic marker(s) back in the Traffic Marker Holding Box
are immediately removed from play and cannot be replaced. for the next turn. Traffic markers are never voluntarily removed once
PLAY NOTE: Since a Surrender Point marker implies the unit is placed on the map—they are removed only as a result of the removal
Out of Supply, the Out of Supply marker is not necessary and may dice roll or by a scheduled removal (24.6).
be removed. NOTE: Once German Traffic markers begin to be removed by sched-
23.8 Surrender Thresholds uled removals (24.6) it is possible that the removal dice roll will not
Green Threshold: 3 Surrender Points remove any markers.
Normal Threshold: 4 Surrender Points DESIGN NOTE: Letting the opposing player pick where the traffic
Elite Threshold: 5 Surrender Points jams occur seems devious yet is sufficiently realistic—your opponent
is apt to place the markers in the road hexes you need to use the most.
Use the Elite Threshold if there are one or more Elite units in the Removing one or two with a die roll ensures that you never know
group. Use the Green Threshold if all units in the group are Green. which will be effective.
Use the Normal Threshold for all other groups. Keep track of the
number of Surrender Points of a group with a Surrender marker next 24.4 Traffic Marker Placement Restrictions
to one of the units in the group. Traffic markers may not be placed:
DESIGN NOTE: Units tended to surrender as a group and good units • on or adjacent to one another (ignore your opponent’s Traffic mark-
would inspire others to hold out. ers for this restriction),
• the Allied player may not place them in a St-Vith Bottleneck hex,
23.9 Splitting and Combining Isolated Groups although he may place them adjacent to those hexes.
If an Isolated Group splits into separate parts due to friendly or enemy
action then each of the splinter groups becomes a separate group with Beyond those exceptions they can be placed in any hex, in or out of
its own marker. If two Isolated Groups combine then the combined enemy ZOCs, in hexes occupied by enemy units, in German At Start
group uses only the Surrender Points of the larger group. Larger is Divisional Set up Areas, behind or in front of enemy lines. Only Traf-
defined as the group with the greater number of attack factors (use fic markers that are in the Traffic Marker Holding Box may be placed;
printed values). If the two groups are identical in size, then use the the ones already on the map may not be repositioned or removed.
greater of the Surrender Points. 24.5 At Start Situation
23.10 Breaking Isolation All markers start in the Traffic Marker Holding Boxes. The Allied
The Surrender Points are removed from an Isolated Group if during player may place all six during his Traffic Marker Phase of Turn 1 (then
the friendly Supply Phase at least one unit in the group can trace roll to see which are removed). The German player does not receive
supply. his until Turn 3 (17 AM)—during his Traffic Marker Phase.
24.6 Traffic Marker Scheduled Removals
Starting on Turn 8 (19 PM), one German Traffic marker is removed
24. TRAFFIC MARKERS and permanently from play every PM turn. Removal occurs during the
BOTTLENECK HEXES German player’s Traffic Marker Phase. Markers must be removed in
numerical order (i.e., #1 first, #2 second, and so on). Allied Traffic
24.1 Traffic Markers In General markers have no scheduled removals (once the clear weather starts
Each player may place available Traffic mark- they begin to represent air interdiction).
ers in an attempt to slow the movement of the
opposing player’s units. Besides traffic, these 24.7 St-Vith Bottleneck Hexes
also represent German commando teams, SNAFUs, psychological These three hexes are marked on the map in yellow. They have all the
disruption and air interdiction (once the weather clears). The Allied same effects as a Traffic marker (24.2) except units must pay four ad-
player has Traffic markers and the German player has Greif markers ditional MPs (+4 MPs) instead of +2. The instant the German player

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 19

gains control of St-Vith the cost of these hexes is reduced to +2 MPs. EXAMPLE: To bring a 6-6-3 US regiment out of the dead pile, the Allied
If the German player loses control of St-Vith the bottleneck hexes player must have a 1-2-3 infantry-type Remnant on the map.
again cost +4 MPs. St-Vith Bottleneck hexes have no effect on Allied
units or Tactical Movement. > 25.24 REPLACEMENT MARKERS: Indicate each unit that
received a replacement with a Replacement marker. During the
NOTE: Allied Traffic markers may be placed adjacent to St-Vith Bottle- upcoming AM Turn, that unit may move a maximum of one hex
neck hexes to create serious traffic problems for the German player. and may not attack. This marker has no effect on the unit’s defense
When that happens, it is often best for the German player to just use
strength and is removed at the end of the unit’s Combat Phase.
Tactical Movement to traverse it.
(25.25) RESTRICTIONS: Artillery Units and units that are OOS,
Disrupted, Engaged or marked with a Night marker may not receive
25. NIGHT TURNS AND a replacement. The following units may never receive replacements:
German Tank Units with a TQ of 5 or higher, German Tank Units
REPLACEMENTS with Black Box Attack Strengths, von der Heydte, 150th Panzer Bde,
25.1 In General Allied Airborne units, Artillery Units, British units, and any unit that
Between the PM and AM turn is a mini Night Turn. The player se- has Surrendered (23.7).
quence in a Night Turn is flip-flopped (Allied first, followed by Ger- 25.3 Night Movement and Combat
man) so each player will have two turns in a row to create some chaos (25.31) MOVEMENT: Movement in the Night Turn is
for the other player. Night Turns are also when replacements arrive. identical to the normal rules, except each side is limited
The following is the Sequence of Play for each Night Turn: to three stacks of units moving. The units moved may
A. Allied Night Replacement and Movement Phase use their full MA. Extended Movement and Tactical
B. Allied Night Combat Phase Movement are allowed during a Night Turn. Strategic
Movement is not.
C. German Night Replacement and Movement Phase
D. German Night Combat Phase (25.32) COMBAT: Combat in the Night Turn is identical to the normal
rules, except only the units that were marked with Night markers may
NOTE: There are no other phases to a Night Turn (such as Supply, attack. Artillery on their Ready side may be used for Offensive and De-
Bridges, Rally, Traffic, etc.). fensive Support in a Night Turn without the need for a Night marker.
25.2 Replacements (25.33) PLACING THE NIGHT TURN MARKERS: Players must
(25.21) IN GENERAL: During each Night Turn both indicate in their PM turn which three stacks will be available for the
players receive Replacements. Replacements are used upcoming Night Turn. To do this, the phasing player places a Night
to restore reduced or eliminated units. The number of marker on each stack in the Movement Phase of his PM turn. If a player
Replacements each player receives is printed on the Turn did not indicate any stacks for the Night Turn during his PM turn, then
Record Track. If a player receives only one replacement, then it may his Night Turn Movement and Combat Phases are skipped.
only be used for an Infantry Type unit (2.4). If a player receives two (25.34) ELIGIBILITY: Units currently Engaged, Out of Supply (includ-
replacements, one may be used for an Infantry Type unit and the ing from German Fuel Shortage), or Disrupted may not be designated
other may be used for either a Tank, Recon, or Flak Unit; or used for for the Night Turn.
another Infantry Type unit. Each Replacement can restore a reduced
unit to its full strength side or bring a unit out of the dead pile on its (25.35) RESTRICTIONS: Units with a Night marker are under the
reduced side (see 25.23 for 3-step units). Replacements may not be following restrictions during the PM turn:
saved, and those not used are forfeited. Players use their Replacements • may only use 1 MP (no Tactical Movement), and
during their Night Movement Phase. • may not attack.
> (25.22) PROCEDURE: Only units in the dead pile or on the map in (25.36) BRIDGE BLOWING AT NIGHT: The only bridge blowing
a supplied, non-Engaged, non-Disrupted state can receive Replace- allowed in a Night Turn are those that may occur before combat, as
ments. Units adjacent to an enemy unit may receive replacements. If described in 7.4.
a player uses a replacement to bring a unit from the dead pile, then the
unit must arrive under the following restrictions:
• must be placed in a friendly controlled city, town or Entry Hex (no 26. BREAKDOWN UNITS
villages) free of enemy Roadblocks which has a road-bound supply
path to a friendly Supply Source. 26.1 In General
Both players may create a breakdown unit by reducing a larger unit.
• may not be placed adjacent to an enemy unit.
An infantry/mountain regiment creates an infantry battalion, a para-
• > must be placed within 5 hexes of another unit with the same chute, glider or Fallschirmjäger regiment creates a parachute battalion,
Corps/Army Identification color (2.11). a Panzergrenadier regiment creates a Panzergrenadier battalion, and
Alternatively, German units may be placed in any Entry Hex labeled a Combat Command or US Tank battalion creates a Task Force. The
K, L or M that is not in an EZOC. breakdown unit is placed in the hex with the unit that removed the
step and both units may then move, disengage, or advance normally.
(25.23) LARGE UNITS: Any unit in the dead pile with a stacking Alternatively, a 3-step unit may break down into two breakdown units
value of 2 on its reduced side may only be replaced if a supplied, non- plus the appropriate Remnant unit.
Engaged, good order Remnant unit of the same type is on the map.
Expend the replacement point, remove the Remnant, and place the unit 26.2 Breakdown Restrictions
(on its reduced side) where the Remnant was located. A unit must perform breakdown before it moves, disengages or ad-
vances after combat. Breakdown may only occur during a friendly
© 2012 GMT Games, LLC
20 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

Some examples of creating 27.3 British Units

breakdown units. MOVEMENT RESTRICTION: All British units must
remain on the West Map and west of the Meuse River at
all times. Exception: see 29th Armoured Brigade.
> 29TH ARMOURED BRIGADE: This unit is released from the
British movement restriction rule on Turn 29 (30 AM) or when any
German unit crosses the Meuse River.
ATTACK RESTRICTION: Due to the difficulty encountered in coor-
dinating inter-Allied operations, British and American units cannot be
involved in the same attack. There is no defensive penalty if British
and American units are stacked together.
> ANTWERP DEFENSE: When German units exit the West Map
Movement or Combat Phase—never during the enemy player turn. through an F or G Entry Hex, the Allied player must respond by mov-
Disrupted units may not perform breakdown. EZOCs, OOS and En- ing British units to the Antwerp Box. The number of British Defense
gagement markers have no effect on the ability of a unit to perform Factors in the Antwerp Box must always exceed the number of German
breakdown. The number of breakdown units that may be created is Attack Factors by at least six. The Allied player may pick any British
strictly limited by the number in the counter mix. units currently on the map. The units are removed at the end of the
German turn that the situation occurs—simply pick them up and place
STRATEGY TIP: An Engaged unit may create a breakdown unit and them in the Antwerp Box. British factors removed in excess of the
then the reduced unit could attempt to Disengage while the breakdown required amount may count towards future German map edge exits. If
unit holds the line. there are insufficient British units on the map to satisfy this condition,
then all British reinforcements must be diverted to Antwerp (as they
26.3 Properties of Breakdown Units arrive) until the Allied player again has +6 factors.
Breakdown units are normal 1-step units in all respects. The morale
ratings of Breakdown units are often lower than the morale rating of 27.4 Sturmtigers and Brummbärs
the parent unit to reflect the loss of integrity. The 1000(+) Sturmtiger and the 217th
Brummbär units have their attack factor
26.4 Rebuilding With Breakdown Units doubled when attacking a Village, Town or
> Breakdown units may only reattach to the unit that created it.*
City hex. These units have their Attack Factor enclosed in a black box
The breakdown unit is removed from the map and the parent unit is
to remind players of this special ability.
increased one step. Rebuilding occurs during the Movement Phase at
the instant the two units have completed their movement. The Sturmtiger was equipped with a 38cm mortar while the Brummbär
had a 15cm howitzer. Both were ideal for urban fighting.
*This may require some bookkeeping.
27.5 Kampfgruppe Peiper
The four units of the 1SS indicated as KG
27. SPECIAL UNITS Peiper may move and fight in the first Night
27.1 Allied Engineer Units Turn of the game (even if they moved their
> Allied Engineer units are eliminated if forced to retreat full Movement Allowance and attacked in
3 or more hexes. Their defense strength has been outlined the PM turn). In addition, they may use any
to remind players of this rule. German unit they are stacked with at the end
of their Dec. 16th Night Movement Phase to
DESIGN NOTE: Allied Engineer units were smaller than a regular assist them in that night combat. The commandeered units are activated
infantry battalion and were not trained for sustained fighting. They for night combat only—not night movement. The commandeered units
were used as a stop-gap measure to hold bridges and key locations may advance after combat if the defender retreats.
until larger forces could arrive.
DESIGN NOTE: Peiper was a very aggressive commander, and on
27.2 Von der Heydte (Operation Stösser) the night of the 16th commandeered units of the 3rd Fallschirmjäger
DESIGN NOTE: Operation Stösser was a paratroop Division to help him in his attack.
drop into the American rear in the High Fens area.
Their objective was the “Baraque Michel” crossroads. NOTE: Potentially, the German player can have the four Kampfgruppe
The parachute drop was a complete failure. Von der Heydte ended up Peiper units plus the three stacks under the Night markers moving and
with a total of around 300 troops. Too small and too weak to counter fighting on the Dec. 16th Night Turn.
the Allies, they abandoned plans to take the crossroads and instead 27.6 The US 2nd Division
converted his mission to reconnaissance. > The two regiments of the 2nd Division that
The Von der Heydte unit enters play on Turn 3 (17 AM) via an air drop. start in hexes 1535 and 1636 may not move at
The landing hex may be any clear or Light Woods hex that does not all on Turn 1 (16 AM) and only two hexes on
contain a city, town, village, enemy unit, or EZOC. After placement, Turn 2. These units are marked with a red RRD as a reminder.
the German player rolls for its survival using the Von der Heydte Table. DESIGN NOTE: These two regiments had just spent the last three days
The unit may not move on the turn it drops. The unit is considered a in a grueling offensive to outflank the Roer River Dams. These units
normal unit for all purposes (including supply) once it lands. would not have abandoned their ground lightly. Historically they did
not pull out until early on the 17th.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 21

27.7 The 653 PzJ (Jpz VI) 1-3 it would be successful and provide a column shift. If not successful
The arrival of the 653rd PzJ is not guaranteed. On Turn the attack would be resolved normally.
4 (17 PM) roll one die—on a die roll of 1 or 2 the unit
arrives that turn. On a die roll of 3 or 4 the unit is delayed
(roll again next turn). On a 5 or 6 the unit does not arrive at all.
CLARIFICATION: It’s possible to keep rolling 3’s and 4’s and the
28.1 Frozen Ground Conditions
The ground condition from Turn 1–10 (16 AM to 20 PM) is considered
unit being delayed again and again.
muddy. This is the normal condition for the game. Starting on Turn
DESIGN NOTE: This unit was intended to fight in the Ardennes, but 11 (21 AM) a cold front moves in making off road movement easier.
it was diverted to the Nordwind Operation. Mechanized Units now use the Frozen MP cost on the TEC.
27.8 Dr Sola and Panzer Brigade 150 28.2 Clear Weather
DESIGN NOTE: Dr. Sola was the code name for Col. Otto The weather from Turns 1–14 and 23-30 is considered overcast and no
Skorzeny, who commanded the 150th Panzer Brigade, special rules apply. Turns 15-22 the weather clears and the following
a unit that was disguised as an American unit and was rules take effect:
partially equipped with captured American tanks and vehicles. It was
• The Allied player receives Air Support (15.6).
intended to slip through Allied lines during the confusion caused by the
attack of the 6th Panzer Army (Operations Greif and Wãhrung). • The Allied player modifies all his Surrender die rolls by –2 (air
supply is now possible).
(28.11) GENERAL RULE: The German player may use this unit to • The German player must modify his Fuel Shortage die rolls by +1
infiltrate and/or provide a combat shift. These abilities may be used if to account for bombing of the rail net west of the Rhine. This modi-
the units is not detected (determined by a die roll). If not detected by fier applies for the rest of the game—even after Overcast weather
a die roll, the unit is automatically detected at the end of the turn one returns.
or both of its capabilities is used. Once the unit is detected it loses its
special abilities immediately and is treated as a normal unit.
NOTE: The German player does not roll for detection if an Allied unit 29. TURN 1 SPECIAL RULES
moves adjacent to the 150th Pz Brigade. 29.1 Movement Restrictions
(28.12) INFILTRATION MOVEMENT: This unit may attempt to All units with their setup code printed on a red field may not move
ignore enemy ZOCs. Resolve the attempt by rolling a die the instant or conduct Disengagement (20.1) on Turn 1. If any of these units are
the brigade attempts to ignore an EZOC. On a die roll of 1, 2 or 3 forced to retreat due to combat, they may retreat normally—but they
the deception is successful and the Allied ZOC in that hex is ignored are not released from their movement restriction. These units may at-
(ZOC Bonds are never ignored). The brigade may continue to move tack but may not advance. See the Designer Notes for an explanation
and attempt to ignore more EZOCs (roll for each attempt). On a 4–6 of the movement restrictions.
the unit is recognized as enemy (detected) and the ZOC is treated Exception: If the Germans advance adjacent to either the V/187th or
normally (no further deception attempts are possible). V/406th artillery units, that artillery unit is freed from its movement
(28.13) COMBAT BONUS: This unit may attempt to surprise a de- restriction and may move its full Movement Allowance.
fender and achieve a favorable shift of one column to the right on the
29.2 The 212 VGD at Echternach
CRT. A surprise attempt is only possible if the brigade has not been
German units crossed the Sauer River below Echternach on the morn-
detected yet. Resolve the attempt by rolling a die during the Combat
ing of the 16th. On the first turn only, allow one unit from the 212th
Phase before the attack is resolved. On a die roll of 1–3 the surprise is
VG to move into hex 1005 (from hex 1006). It must stop and end its
successful. On a 4–6 it is unsuccessful. Whether successful or not, the
movement in that hex.
brigade is “detected” and becomes a normal unit after that one attack.
29.3 German Divisional Boundaries
No German unit may enter another division’s At Start Area, nor the
Rear Zone (those hexes behind the divisional At Start Areas), on Turn
1. Units may freely move and advance into American territory on the
first turn. Divisional boundaries are ignored after the first turn.
29.4 Strategic Surprise
The offense caught the Americans by surprise; therefore the following
rules apply to Turn 1:
• The only Allied Artillery Units that may use Defensive Artillery
Support on Turn 1 are the V/187 and the V/406 (near Monschau).
• No American units may use Strategic Movement.
NOTE: Extended Movement and Determined Defense is allowed on
EXAMPLE: The Skorzeny unit is currently undetected and moves as turn one for both sides.
shown in the diagram. In hex A the German player declares he will
attempt to ignore EZOCs and rolls the die. He only rolls once even
29.5 German Corps Artillery
German Artillery Units can only provide Offensive Artillery Support
though there are two enemy units. The die roll is a 2 which is success-
to an attack involving units with the same corps I.D. as the artillery.
ful. In hex B he again rolls successfully (1-3). He then moves Skorzeny
This restriction is lifted after Turn 1.
one more hex and attempts a surprise attack on unit C. On a die roll of

© 2012 GMT Games, LLC

22 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

• The two units of the 26th VG that are marked with a red setup code,
30. HOW TO WIN may not start in any of the three Wooded Rough hexes.
“Antwerp! If we reach the Meuse, we should go down on our knees OTHER MARKERS: Place the Turn Record Track marker in the 16
and thank God—let alone trying to reach Antwerp!” AM Box. Place a Blown Bridge marker on the four bridge sites la-
—Field Marshal Gerd von Rundstedt beled 1-4 (between Echternach and Vianden), and place bridge Under
Construction markers on bridges #5 and #6 (7.10).
30.1 The Victory Check Phase
Victory is checked and awarded in the Victory Check Phase which ARTILLERY: All Artillery Units start on their ready sides.
only occurs in the Allied player turn. The game ends immediately if
QUICK SET UP: First time players should use the first illustration of
the German player achieves a victory.
the Extended Example of Play to help them set up the game.
CONTROL: Control of Victory Hexes is important for determining
victory. A Victory Hex is considered controlled by the German player 31.2 Six Turn Scenario
if the hex is either occupied by a German unit or a German unit was GAME LENGTH: 6 Day Turns—16 AM to 18 PM. The game ends at
the last to pass through the hex. In both cases, the Victory Hex must the completion of the Allied 18 PM turn.
have a road-bound Supply Path to a German Supply Source.
SET UP: Use the set up for the regular game.
> 30.2 German Victory SPECIAL RULES: Use only the East Map. The 101st and 82nd Air-
The German player wins the game if during any Victory Check Phase borne units arrive on Turn 6 (18 PM) in Strategic Movement having
if he accomplishes one or more of the following objectives: already expended 4 MPs. They may enter on any west edge road hex.
• Has exited a number of units whose combined Attack Factors total The Allied player must use eight SM markers during Turn 6 to move
at least 24, off the West Map through any F or G Entry Hex. At least his eight airborne units.
one of the Entry Hexes used must be able to trace a road-bound
Supply Path (during the Victory Check Phase) back to a German VICTORY CONDITIONS: The German player wins if he has 10 VPs
Supply Source. at the end of the scenario. Award 1 VP for each Victory Hex he controls,
and 1 VP for every 4 Attack Factors he has exited off the west edge
• Control all 4 Liege hexes.
of the (East) Map. If the German player exits units off the west edge
• Control 4 of the following 6 Victory Hexes on the Meuse river: he must be able to trace a road-bound Supply Path back to a German
Givet, Dinant, Namur, Andenne, Huy and Amay. Supply Source from at least one of the exit hexes, otherwise the VPs
• Control 6 Victory Hexes on the West Map. for exiting units do not count.
30.3 Allied Victory 31.3 Eight Turn Scenario
• Prevent the German player from achieving a victory, or
GAME LENGTH: 8 Turns—16 AM to 19 PM. The game ends at the
• Occupy three or more German At Start Divisional areas for two completion of the Allied 19 PM turn.
consecutive Victory Check Phases with at least one Allied combat
unit in each Divisional area. The Allied units must be in supply in SET UP: Use the set up for the regular game.
each Victory Check Phase. This supersedes any German victory. SPECIAL RULES: Use only the East Map. The 101st and 82nd Air-
borne units arrive on Turn 6 (18 PM) in Strategic Movement having
31. SCENARIOS already expended 4 MPs. They may enter on any west edge road hex.
The Allied player must use eight SM markers during Turn 6 to move
31.1 The Campaign Game his eight airborne units.
IN GENERAL: This is the standard game that uses both maps and all
the preceding rules. The Allied player controls elements of the U.S. VICTORY CONDITIONS: Same as the Six Turn Scenario except the
and British armies. The German player controls all German Army, SS, German player needs 14 VPs to win.
and Luftwaffe ground units. 31.4 Patton’s Counterattack, December 22
GAME LENGTH: 22 Day Turns—16 AM to 26 PM. The game ends GAME LENGTH: 10 Turns—22 AM to 26 PM. The game ends at the
at the completion of the Allied 26 PM turn. completion of the Allied 26 PM turn.
REINFORCEMENTS: Both players should separate their reinforce- SET UP: Use the Patton’s Counterattack Scenario setup pages later
ments from their at-start units. At-start units have their set up code high- in the rules booklet. The German player sets up first, followed by the
lighted with a white or red background, all others are reinforcements. Allied player.
Place these units on their arrival turn on the Turn Record Track.
FIRST PLAYER: Start with the Artillery Supply Phase of the German
ALLIED SET UP: The Allied player sets up first. Place your at start player turn.
units in the hex specified on the counter. A dot after the hexcode indi-
cates the unit starts with an Improved Position. SPECIAL RULES:

GERMAN SET UP: Place your at-start units anywhere within their di- A. Use both maps.
visional setup area (indicated by the dashed outlines on the map). Your B. After the Allied player has set up (and before the game starts), he
corps artillery may be placed in any divisional setup area belonging to may place his six Traffic markers anywhere on the map and then rolls
that corps. Units may be set up adjacent to enemy units (stacking limits the dice and removes the appropriate markers per the rules.
must be observed). Also observe the following restrictions:
C. All German Artillery Units start on their Fired side. The German
• The 5FJ/11 Stg may not set up in either of the two Wooded Rough player starts the game by flipping any three during the German Artil-
hexes. lery Supply Phase.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 23

D. Fuel Shortage—The German player must roll on both tables on If the Allied player recaptures the dump before the German player
the first turn. removes it, then the dump regains its inherent Defense Factor.
E. The following bridges are blown: La Roche (E-3920), Ortho (E- 32.3 Destruction
3718), Trois Ponts (3029—both hexsides). The dump may be destroyed in the same manner as Bridge demolition
F. ISOLATED GROUPS: The only units OOS are the stack contain- (1–4 in the Allied Bridge Phase, 1–2 in a German Combat Phase if
ing the three Peiper units and all Allied units inside the Bastogne the German player attacks the dump hex). Demolition in the Allied
perimeter. Peiper’s group is at Surrender Level 3 and the Bastogne Bridge Phase may only occur if a German unit is adjacent to the hex.
group is at Level 1. No Allied unit is required for either case. All Fuel Dump markers are
automatically removed at the end of Turn 6 (18 PM).
VICTORY CONDITIONS: Same as the Campaign Game except
consider the game a draw if the Allied player cannot trace a Line of
Supply to the two Bastogne town hexes. 33. ROADBLOCKS
31.5 The Extended Game 33.1 General Rule
Players wishing to continue the Campaign Game or the Patton’s Coun- Roadblocks are markers that can control hexes and slow
terattack Scenario until the 30th of December can play this Extended enemy movement. They are like Traffic markers, but
Game. Follow all the rules for the Campaign Game except the game are more reliable. Each player has two. They have all
ends at the completion of the Allied Player Turn of Turn 30. the same effects as a Traffic marker with the following additional
SPECIAL RULES: None • May be repositioned each turn and are not removed by a die roll.
VICTORY CONDITIONS: Same as the Campaign Game except the • Supply Paths may not be traced through a hex containing an enemy
Germans also win if they satisfy both conditions below at the end of Roadblock.
the game: • They control the hex they are in (30.1).
• Either controls both Bastogne hexes or prevent the Allied player • U.S. Engineers (13.2) may not be placed in a town or city hex that
from tracing a LOS to a Bastogne town hex, and contains an enemy Roadblock.
• Control 4 Victory Hexes on the West Map. 33.2 Placement
Roadblocks are placed or repositioned in the owning player’s Traffic
OPTIONAL RULES Marker Phase before the removal die rolls. The following restrictions
apply to placement:
The following rules add a bit of complexity to the game and are not • Must be placed on a road within 4 contiguous road hexes of a friendly
essential. They may be used if both players agree. unit. The placement hex must have a valid road-bound Supply Path
to the friendly unit and to a friendly map-edge Supply Source.
> 32. FUEL DUMPS • May not be placed on or adjacent to an enemy unit.
• May not be placed on or adjacent to a friendly Traffic marker or
32.1 Hidden Fuel Dump another Roadblock marker (friendly or enemy).
At the start of the game the Allied player randomly places the three
Fuel Dump markers on the map—one in each space marked with a 33.3 Removal
Fuel Dump symbol. Only one of the markers contains the real fuel Friendly Roadblocks must be removed at the end of any enemy Move-
dump—the rest are dummies. The Allied player may examine the ment Phase or Combat Phase (including Night Turns) in which an
markers after he has placed them, but the markers remain secret to the enemy unit either ends in the hex or passes through the hex. They are
German player. The instant the German player moves a unit adjacent to also removed during a friendly Traffic Marker Phase if they no longer
one of the markers, it is flipped over. If it is a dummy, it is removed. have a road-bound Supply Path. You may voluntarily remove or reposi-
tion your Roadblocks every friendly Traffic Marker Phase.
COMMENTARY: 1st Army had a primary fuel dump located outside
of Francorchamps. If captured, this was enough fuel to alleviate the Roadblocks are never eliminated, those that are removed are available
German fuel shortages. Kampfgruppe Peiper came within a few miles to be placed in the next friendly Traffic Marker Phase.
of the dump without knowing it.
> 33.4 At Start
32.2 Combat and Capture The Allied player receives his two Roadblock markers on his first
PROPERTIES: The dump has a Defense Factor of 2 representing Traffic Marker Phase. The German player does not receive his until
the Belgian battalion assigned to its defense. The dump by itself has Turn 3 (17 AM)—during his Traffic Marker Phase.
no stacking value, does not receive DCBs nor may it be selected for
Determined Defense. If eliminated, forced to retreat, or suffers a step
loss, the German player is considered to have captured the dump and > 34. 15 FACTOR LIMIT
may advance into the hex. The attacker may use a maximum of 15 Attack Factors in each attack.
If captured, the German player must hold the dump until the fuel can All factors in excess of 15 are ignored.
be removed. The German player can remove the captured dump in his EXAMPLE: Two stacks of German units totaling 24 factors attack 6
next German Fuel Shortage Phase if a road-bound Supply Path can be Allied Defense Factors. The odds would be 15 to 6 (2-1).
traced from the dump to the German East map edge.
DESIGN NOTE: This rule reflects the difficulties of massing large
EFFECTS: If captured and the fuel can be removed, the German player number of troops against a single objective and also prevents excessive
skips the Fuel Shortage Phases on Turns 7 and 8 (19 AM and PM). factor counting. It will speed up play.
© 2012 GMT Games, LLC
24 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 25

Patton’s Counterattack
All hexes are on the East Map unless indicated
with a “W” prefix.
Unit Factors TQ Hex
7th Army
212 / 316 (2-3-3) 1105
212 / 320 (2-3-3) 1104
212 / 423 (2-3-3) 1305
212 / Fusilier 2-2-3 Elim
276 / 986 (1-3-3) 1706
276 / 987 (1-3-3) 1606
276 / 988 (2-3-3) 1506
352 / 914 4-5-3 2306
352 / 915 (2-3-3) 2105
352 / 916 (2-3-3) 1906
5 FJ /13 5-6-3 3007
5 FJ /14 5-6-3 3709
5 FJ /15 (3-4-3) 3408
5 FJ /11 Stg 3-2-6 [3] 3408
44 Festung 1-2-2 Elim
Fuh Gr (all 4 units at full strength) 2508*
79 VG (all 3 units at full strength) 1810*
8 Volkswerfer S-(1)-1 1307
18 Volkswerfer S-(1)-1 1808
406 Volks-Art S-(1)-0 2107
408 Volks-Art S-(1)-0 1007

5th Panzer Army

2 Pz / 3 Panther (3-2-6) 4 4017*
2 Pz / 3 Mk IV (3-2-6) 3 4017*
2 Pz / 38 PzJ 3-2-6 [3] 4017*
2 Pz / 2 Pzg (3-3-6) 4017*
2 Pz / 304 Pzg 5-5-6 4017*
2 Pz / 2 Recon 3-2-7 4017*
Lehr / 130 Panther 5-4-6 4 W1113*
Lehr / 559 PzJ 3-2-5 [5] Elim
Lehr / 243 Stg 3-2-6 [3] W1113*
Lehr / 902 Pzg 4-5-6 W1113*
Lehr / 130 Recon 4-3-7 W1113*
Lehr / 901 Pzg 4-5-6 3214
Lehr / 130 PzJ 2-2-6 [4] 3611
116 Pz / 16 Panther (3-2-6) 4 3722*
116 Pz / 60 Pzg (3-3-6) 3722*
116 Pz / 16 Mk IV 5-4-6 3 3824*
116 Pz / 156 Pzg 5-5-6 3824*
116 Pz / 116 Recon 3-2-7 3824*
116 Pz / 228 PzJ 2-2-6 [4] 3824*
26 / 39 Fus (3-3-3) 3311
26 / 77 Gren 5-5-3 3615
26 / 78 Gren 5-5-3 3416
26 / KG Kunkel 3-2-7 3712
560 / 1128 4-4-3 3624
560 / 1130 4-4-3 3422
560/1129 4-4-3 2119
18 / 293 (2-3-3) 2025
18 / 294 (2-3-3) 2025
18 / 295 (2-3-3) 2026
18 / 18 FEB 1-2-3 Elim
18 / 244 Stg 3-2-6 [3] Elim
© 2012 GMT Games, LLC
26 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

18 / 10 Flak (+) 1-2-5 [4] Elim 12 / 89 (2-3-3) 1633 5th Pz Army

62 / 164 (2-3-3) 2221 12 / Fus 2-2-3 Elim 902 Stg 3-2-6 [3] **
62 / 183 (2-3-3) 1923 277 / 989 (2-3-3) 1734 741 PzJ 2-2-6 [3] **
62 / 190 (2-3-3) 1921 277 / 990 4-5-3 1734 669 Ost 1-2-3 **
Fuh Bglt (all 4 units at full strength) 2028* 277 / 991 3-4-3 Elim
————————————————————— 6th Pz Army
3 FJ / 5 5-6-3 2331
7 Volkswerfer S-(1)-1 3015 519 PzJ 3-2-5 [5] **
3 FJ / 8 4-6-3 1931
15 Volkswerfer S-(1)-1 3217 653 PzJ 4-2-4 [6] **
3 FJ / 9 4-6-3 2131
16 Volkswerfer S-(1)-1 3617 394+667 Stg 3-2-6 [3] **
326 / 751 (2-3-3) 1737
401 Volks-Art S-(1)-0 1823 217 StrmPz 2-1-5 **
326 / 752 (2-3-3) 1737
766 Volks-Art S-(1)-0 1920 1000+ StrmPz 3-1-4 **
326 / 753 (2-3-3) 1738
6th Panzer Army 3 PG (all 5 units at full strength) 1637* § = Surrender Level 3
1SS / 1 Panther (3-2-7) 4 §3031 506 Tiger 8-4-5 5 1430 * = At or within one hex, and no more than
1SS / 501 Tiger (4-2-5) 5 §3031 521 PzJ 3-2-5 [5] 1722 one unit per hex.
1SS / 1(–) Pzg (3-3-6) §3031 150 Pz Bde 6-5-6 3 2431 ** Stacked with any supplied unit in that
1SS / 1 / 1 Pzg 3-2-7 Elim von der Heydte 2-2-3 Elim army.
————————————————————— ( ) = starts at reduced strength
1SS / 2(–) Pzg (3-3-6) 2728
1SS / 2 / 1 Pzg 3-2-6 2828 4 Volkswerfer S-(1)-1 2130
1SS / 1 Recon 3-2-7 Elim 9 Volkswerfer S-(1)-1 2129 ALLIED AT-START
1SS / 1 PzJ 3-2-6 [4] Elim 17 Volkswerfer S-(1)-1 1538 Unit Factors TQ Hex
2SS (Any 3 units) 3018* 388 Volks-Art S-(1)-0 1530
VIII Corps
2SS (the remaining 3 units) 2618* 402 Volks-Art S-(1)-0 1531
405 Volks-Art S-(1)-0 1439 4/8/2 2-2-3 Elim
9SS (Any 3 units) 1830* ————————————————————— 4 / 12 / 1 2-2-3 1303
9SS (the remaining 3 units) 2329* Discretionary Units: The following units must 4 / 70 Tnk (–) 3-2-6 3 1303
12SS / 12 Panther 7-4-6 4 Elim be stacked with any unit that is in supply and 4 / 12 / 2 2-2-3 Elim
12SS / 12 Recon 3-2-7 1731 matching its army color code. No more than 4 / 12 / 3 2-2-3 1504
12SS / 25 Pzg 7-7-6 Elim one discretionary unit per hex. 4 / 22 / 2 2-2-3 1103
12SS / 26 Pzg (4-5-6) 1731 4 / 803 TD (–) 2-2-6 [3] 1103
12SS / 12 PzJ 3-2-6 [4] Elim 9 Arm / CCA (–) 5-4-6 3 Elim
12SS / 560 PzJ 5-4-5 [5] 1731
Pzg (SS) Remnant 1-3-6 1632
12 / 27 Fus (2-3-3) 1732
12 / 48 (2-3-3) 1732

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 27

9 Arm / CCA / 60 3-2-6 Elim V Corps 10 Arm / CCR (5-4-6) 3 1805

9 Arm / CCB (6-4-6) 3 •2124 1 / 26 6-7-3 1832 10 Arm / 609 TD 3-2-7 [3] Elim
9 Arm / CCR 7-6-6 3 Elim 1 / 18 6-7-3 2233 4 Arm / CCA 7-4-6 3 3101
28 / 109 / 1 2-2-3 W1206 1 / 16 6-7-3 •2032 4 Arm / CCB 6-4-6 3 3703
28 / 109 / 2 2-2-3 2503 1 / 634 TD 3-2-6 [3] 2233 4 Arm / CCR 8-6-6 3 3302
28 / 109 / 3 2-2-3 Elim 1 / 703 TD 3-2-6 [4] 2032 4 Arm / 704 TD 3-2-7 [3] 3302
28 / 110 / 1 2-2-3 Elim 1 / 745 Tnk (2-1-6) 3 1832 Independent
28 / 110 / 2 2-2-3 Elim 2/9 (4-4-3) •1833 51 Eng 1-2-3 W1224
28 / 110 / 3 2-2-3 Elim 2 / 23 6-6-3 Elim 158 Eng 1-2-3 Elim
28 / 112 / 1 2-2-3 2522 2 / 38 5-6-3 1834 299 Eng 1-2-3 Elim
28 / 112 / 2 2-2-3 •2321 2 / 741 Tnk 4-3-6 3 Elim 705 TD 3-2-7 [3] •3512§
28 / 112 / 3 2-2-3 2321 2 / 644 TD 3-2-6 [3] Elim 740 Tnk 3-2-6 3 Elim
28 / 707 Tnk 4-3-6 3 Elim 99 / 393 / 1 2-2-3 1835 29 Inf Regt 3-4-3 3840
28 / P 1-2-3 Elim 99 / 393 / 2 2-2-3 Elim
106 / 422 (–) 4-4-3 Elim 99 / 393 / 3 2-2-3 Elim XXX CORPS BRITISH
106 / 422 / 3 2-2-3 Elim 99 / 394 / 1 2-2-3 1835 SAS (–) 1-1-7 W3028
106 / 423 (–) 3-4-3 Elim 99 / 394 / 2 2-2-3 Elim 29 Arm / 8 RB 2-2-6 W3026
106 / 423 / 2 2-2-3 Elim 99 / 394 / 3 2-2-3 Elim 29 Arm / 2 F&FY 3-2-6 3 W3033
106 / 424 (–) 3-4-3 •2122 99 / 395 (–) 4-4-3 Elim 29 Arm / 3 RTR 3-2-6 3 W2924
106 / 424 / 1 2-2-3 Elim 99 / 395 / 3 2-2-3 1835 29 Arm / 23 Hus 3-2-6 3 W3219
106 / 424 / P 1-2-3 Elim 7 Arm / CCA (6-4-6) 3 •2427 Arriving this Turn 13 (22AM)
14 Cav / 18 3-2-7 Elim 7 Arm / CCB (6-4-6) 3 2125 5 / 10 6-6-3 BC
14 Cav / 32 3-2-7 Elim 7 Arm / CCR (5-4-6) 3 •2227 26 / 101 5-6-3 BC
333 FA S-(2)-1 2324 7 Arm / 814 TD 3-2-6 [4] Elim 26 / 104 5-6-3 BC
402 FA S-(2)-1 2524 9 / 47 6-6-3 1837 26 / 328 5-6-3 BC
174 FA S-(2)-1 1602 9 / 39 6-6-3 1836 26 / 735 Tnk 4-3-6 3 BC
35 Engineer 1-2-3 Elim 30 / 117 (4-4-3) 2730 26 / 818 TD 3-2-6 [3] BC
44 Engineer 1-2-3 Elim 30 / 119 (4-4-3) 3131 80 / 317 6-6-3 BC
159 Engineer 1-2-3 Elim 30 / 743 Tnk (2-1-6) 3 3131 80 / 318 6-6-3 BC
168 Engineer 1-2-3 Elim 30 / 120 6-6-3 2432 80 / 319 6-6-3 BC
30 / 526 2-2-6 2531 80 / 702 Tnk 4-3-6 3 BC
30 / 99 (Nor.) 2-2-3 2531 80 / 610 TD 3-2-6 [4] BC
102 Cav / 38 (+) 4-3-7 1838 XII / 182 FA S-(2)-1 BC
146 Engineer 1-2-3 Elim 30 / 823 TD 3-2-6 [3] H
190 FA S-(2)-1 2732 3 Arm / CCA 9-6-6 3 H
187 FA S-(2)-1 2034 Ind Thrasher 1-2-3 F
406 FA S-(2)-1 2134
British Units arriving:
XVIII Corps 34 Tnk (–) 6-4-6 3 FG
82 / 504 4-6-3 3030 43 / 129 5-7-3 FG
82 / 505 (3-4-3) 3029 43 / 130 5-7-3 FG
82 / 508 4-6-3 2823 43 / 214 5-7-3 FG
82 / 325G (3-4-3) 3023
101 / 501 4-6-3 •3314§ Battalions, TFs and Remnants
101 / 502 (3-4-3) •3514§ Inf Bn 1-2-3 3323
101 / 506 4-6-3 •3415§ Para Bn 1-2-3 3512§
101 / 327G 4-6-3 3312§ Para Bn 1-2-3 2826
3 Arm / CCB (6-4-6) 3 2931 Para Bn 1-2-3 2927
3 Arm / 643 TD 3-2-7 [3] W1025 TF 2-2-6 3 3323
3 Arm / CCR (6-4-6) 3 3925 TF 2-2-6 3 3922
3 Arm / TF (2-1-6) 2 3625 TF 2-2-6 3 2627
517 Airborne 4-6-3 SM-W2932 TF 2-2-6 3 2522
509 Airborne 2-2-3 3625 Rem Inf 1-2-3 1833
551 Airborne 2-2-3 3232 Rem Armor 2-2-6 2 1805
VII Corps Rem Armor 2-2-6 2 3514§
84 / 334 5-6-3 W1323 ( ) = reduced strength
84 / 335 5-6-3 W1522 • = Starts with Improved Position
84 / 771 Tnk 4-3-6 3 W1522 SM= Starts in Strategic Movement
84 / 333 5-6-3 W1529 § = Surrender Level 1
84 / 638 TD 3-2-6 [4] W1525
3rd Army
10 Arm / CCA 9-6-6 3 2104
10 Arm / CCB (6-4-6) 3 3414§
© 2012 GMT Games, LLC
28 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION


Here are a few pointers to help first time players:
Toland, John, Battle The Story of the Bulge. Excellent reading and a good
GERMAN PLAYER: place to start to learn about the battle.
Cole, Hugh M. The Ardennes: The Battle of the Bulge. The United States
1. Allow the 12th SS to slide around Elsenborn and head west as Army in World War II. The European Theater of Operation.
soon as possible—don’t get involved in a costly battle for Elsenborn
Dupuy, Trevor N., Hitler’s Last Gamble: The Battle of the Bulge, De-
or even Bullingen. cember 1944–January 1945.
2. I’ve found the Monschau attack direction to be a dead end. Don’t Dupuy, R. Ernest. St. Vith: Lion in the Way. Washington, D.C., 1949
try to push that sector. Marshall, S. L. A. Bastogne; The Story of the First Eight Days… This
is excellent reading and highly recommended. You can find it on the
3. Houfallize is critically important. Once that town is captured the internet.
whole board seems to open up with possibilities.
Eisenhower, John S. D., Bitter Woods, The Battle of the Bulge. New
4. Stretch the American line until it snaps! Do this by constantly York, 1969.
heading west and bypassing some American units. Keep pushing Astor, Gerald, A Blood-Dimmed Tide. Interesting for the many personal
down every road forcing the Americans to thin themselves out. accounts of the battle.
5. It almost seems easier to reach the Meuse if you bottle up the Blair, Clay. Ridgway’s Paratroopers: The American Airborne in World
War II.
101st Airborne in Bastogne rather than push it back to the forest
belt between St. Hubert and La Roche. Johnston, Wesley. The US Army Armor School’s The Defense of St. Vith,
6. Send the 3rd Panzergrenadier Division and the 2nd SS Panzer Whiting, Charles, Death of a Division, Stein and Day, 1980.
Division west without delay. Those units will be needed badly to Evans, Gary F. The 501st Parachute Infantry Regiment at Bastogne,
expand any breakout that occurs west of Bastogne. Belgium.
7. The 116th Panzer Division has the most interesting options. Send MacDonald, Charles B. A Time for Trumpets: The Untold Story of the
it against St-Vith and that town will crumble quickly, send it to Battle of the Bulge. New York, 1985.
Houffalize and your breakout will come a day sooner. I tend to favor Patton, George S., War As I knew It. Boston, 1947.
the Houfallize option, but both directions have their merits. Quarrie, Bruce, The Ardennes Offensive, Vols 4, 5, 8, 12,and 13. Os-
8. Be sure to prepare yourself for Patton’s 3rd Army’s arrival from
Stanton, Shelby L. Order of Battle U.S. Army, World War II. Novato,
the south. You will definitely need the Führer Grenadier Brigade CA 1984.
plus a few independent tank units for this.
9. Don’t attack the two regiments of the 106th on the Schnee
Luettwitz, Heinrich von. Commitment of the XLVII Panzer Corps in the
Eifel—just isolate them and they will soon surrender.
Ardennes 1944-1945. MS # A-939. This is an excellent day-by-day ac-
10. 1-1 and 2-1 attacks can often be successful if you have elite count of each of the divisions of the corps.
and or Tank Units involved in the attack. Luettwitz, Heinrich von. XLVII Panzer Corps in the Ardennes Offensive.
MS # A-940. This gives the corps commander’s opinions and answers
11. Pin some American units with 2-1 attacks (and hope for an questions given to him. Worthwhile.
engaged result) while you hit flanking units with higher odds. Kniess, Baptist. LXXXV Corps (1 Dec 44-10 Jan 45). MS # B-030.
12. Don’t let the Allied player read this list. Brandenberger, Erich. Seventh Army (16 Dec 1944 - 16 Jan 1945. MS
# A-934
ALLIED PLAYER: Waldenburg, Siegfried Von. Commitment of the 116th Panzer Division
in the Ardennes 1944/45. MS # A-873.
1. Read the German list.
Kraas, Hugo. 12th SS Panzer Division “Hitler Jugend” in the Ardennes
2. CCB of the 9th Armored: This is a critical unit. If you send it to Offensive. MS # 522.
the St-Vith sector, as it was historically, you have a good chance Panzer Lehr Division Situation Maps: 23 Dec. 1944 - Jan. 45. MS # A-
at holding St-Vith throughout the 17th. If you send it to block the 944. Five decent maps showing the location of this division in the later
1st SS, you’ll stimy that divisions breakout but you may lose the part of the offensive.
unit. Hard to make a recommendation. Diebig, Wilhelm. 277 Volks Grenadier Division (Nov 44 - Jan 45). MS
# B-273.
3. Send the two artillery units of 5th Corps to the Elsenborn area Priess, H. Commitment of the 1 SS Panzer Corps During the Ardennes
on Turn 2. This is crucial if you want to hold Elsenborn. Offensive (16 Dec 1944 - 25 Jan 1945). MS # A-877. A good day-by-day
4. Hold the south edge—don’t send any units of the 4th Infantry account of this corps.
or the 109th Regiment west. It’s not crucial that you defend the Staudinger, Walter. The Artillery Command of the 6 Panzer Army Dur-
Redange-Arlon area, because the German player will rarely have ing the Ardennes Offensive, 1944-1945. MS # B-347. Not as helpful as
it sounds.
the units to send there. But hold in front of Junglinster.
Engel, Gerhard. 12th Volks Grenadier Division (3 - 29 Dec 44). MS #
5. Its not a huge upset if you don’t win the race to Bastogne. De- B-733. Very interesting and detailed account of this division.
ploy the airborne units in the forest belt between St. Hubert and Krueger, Walter, Offensive in the Ardennes from 16 Dec 44-2 Feb 45.
La Roche.
6. Garrison Liege with at least one unit.
Parker, Danny. Hitler’s Last Gamble. 3W Publishing.
7. Use your Roadblocks in the 5th Panzer Army sector to prevent Sinigaglio, Bruno. The Battle of the Bulge. The Avalon Hill Game
the Germans from getting to Bastogne too fast. Company.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 29

Stacking: The major theme of this game is low stacking. Divisions in

1ST EDITION DESIGNER’S NOTES this campaign would cover a large front and a single regiment would
“Most history is guessing, and the rest is prejudice.” often hold up the enemy for a significant amount of time. If the his-
—Will Durant torical Bastogne perimeter is equated in game terms, it would place
a regiment in every other hex—not three in the town of Bastogne;
General Design Philosophy: Keep it as simple and as clear as you which some games show. Just changing this one rule gives this Bulge
possibly can. Every rule has to be worth the trouble of learning it; game a whole new feel.
every exception to the rule has to be worth the trouble of confusing
the reader. Keep the number of modifiers to a level that can be easily ZOC Bonds: This rule allows a salient to form which is not possible
remembered—three. If I forget to use a rule during playtesting then it with standard ZOC rules. With ZOC bonds, a unit can be surrounded
goes to the chopping block. Don’t design a simulation that masquer- on three sides and still have an escape route. This rule also prevents
ades as a game, but rather design a game that can stand among the the gamey tactic of two units surrounding an enemy unit.
simulations. Tactical Movement: I needed this rule because MP costs can add up
Why a New Bulge Game: This game started as an invitation from fast in some odd situations. For example, an infantry unit exiting a
John Kranz to develop a deluxe game on the subject. I had worked ZOC (+1 MP), and moving two hexes through forest (2 MPs each) is
on many other Bulge games for other designers, so I knew what was 5 MPs. Since two hexes only equate to 3 miles—something that most
already out there. None of the games had low stacking, which I felt infantrymen could accomplish in 8 hours—I wanted to make that move
deserved investigation. I also wanted to show tank types and their ef- possible and the unit still be able to attack. The rule also works well
fects, which only Hitler’s Last Gamble had attempted to show before. for motorized units traversing poor roads and Traffic markers—always
But most importantly, I was eager to study the Ardennes terrain and allowing them to move at least 2 hexes.
depict it for a hex game. Extended Movement: This allows you to increase your MA by two
Map: I thank Randy Heller who allowed me to use the same map MPs if you don’t end in an EZOC. If marching behind the front, an
Danny Parker used for Hitler’s Last Gamble, which he had received infantry unit should be able to march 16 miles a day (10 hexes in this
from Hugh Cole (author of the U.S. Army’s The Battle of the Bulge). game). So in a half day period an infantry unit can move 3 hexes (3
The map was scanned and visually enhanced before I drew over it. MPs) if it attacks, and 5 hexes (5 MPs) if it’s on the march.
This was supplemented by a number of present day 1:100,000 and Truck Markers: What is the logic behind giving up Strategic Move-
1:150,000 maps of the Eifel, Luxembourg and Ardennes to confirm ment markers to motorize infantry? The biggest issue is road space—
topography and roads. I also had the US Army GSGS 1:100,000 maps you can only have so many units moving through the Ardennes road
for the entire area. For rivers, I used a hydro map of the Ardennes from net at a time. A panzer or armored division moving along a road takes
the Atlas de Belgique. up about 60 miles of road space. This equates to four units taking up
The Semois: I think the most interesting map discovery was what a about 36 hexes on the map. So, when you are moving 10 units with
major barrier the Semois River is. I can now understand why Hitler Strategic Movement markers, you are actually filling up about 90–100
felt that the 7th Army could handle protecting the entire southern road hexes at any one time.
flank—the Semois will do most of the work. Forest Roads (2 MPs): This rule came about as I studied Panzer Lehr’s
Fuel Shortage: The Germans encountered serious problems with fuel. historically slow progress through the first two days. Without any
Not only the lack of it, but the difficulty they had in getting it to their enemy resistance the division took 4 turns to travel 12 to 14 hexes. Its
forward units. The two Fuel Shortage tables attempt to show all the line of march went through the Luxembourg forest, where serpentine
following as effortlessly as possible: roads and mud slowed vehicles to the rate of the marching troops.

1. That supply became more difficult the farther west the advance got Defensive Artillery Table: This rule developed as a means to avoid
(“West of the Ourthe River” result). the defender’s artillery shift invariably cancelling the attacker’s artil-
lery shift (very boring). The present rule adds variety and also allowed
2. How the supply situation deteriorated after the weather cleared (the me to introduce the concept of a Time on Target result, which was
+1 die roll modifier). occasionally devastating to the Germans.
3. That a commander of a panzer corps had some flexibility with Morale: Note that some morale values go up on their reverse side. We
fuel—if he saw that he only had enough fuel for one division, he could did this to reflect those units that hardened into veteran units during
decide which of his two panzer divisions to supply (which is why, as the campaign.
best I could, I paired up the panzer divisions with their corps).
The CRT: Notice that the attacker will lose more steps than the de-
Blowing Bridges: These are pretty standard bridge blowing rules. The fender (on average) in the 2-1 to 4-1 columns. This is intentional—I
main goal was to prevent the Allied player from blowing bridges far wanted the attacker to be eventually worn down if he does nothing
behind his lines. Bridges were usually blown at the last minute. but frontal assaults.
Building Bridges: Why aren’t there limits on the number of bridges TQ Ratings and the Armor Shift: This idea was inspired from Danny
the German player is allowed to build? The Germans definitely had Parker’s Hitler’s Last Gamble. I liked his idea, but I wanted to make it
limits on the number of bridges they could build, but to impose those more user friendly. I originally gave the defender a shift for having a
on a player would lead to some ahistorical situations. For example, superior TQ rating than the attacker but found this to be too much of
the German 7th Army built four bridges in their sector—one per divi- a dampener on American attacks. In a way, cancelling the attacker’s
sion; but most players would only build one or two if they had limits shift is like a shift.
imposed. And if the German army really needed one more bridge to
make a crucial advance, I’m sure something would be found. But most Fire Fight: This came about in the later stages of the design as I at-
of all, I did not care to see the map cluttered up with a score of Blown tempted to find an easy way to include the effects of morale in combat
Bridge markers. Fix ‘em and be done with it! without burdening the players with a morale modifier or a morale

© 2012 GMT Games, LLC

30 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

comparison procedure every time they calculated combat odds. In Surrender: This rule is pulled from Campaign to Stalingrad, but
the present system, players need only check morale for combat when greatly simplified. Units tended to surrender in groups and the greener
requested by the CRT. The Fire Fight Table also fits in nicely with two they were, the faster the group would surrender. One tough unit could
other design elements: (1) it showed that a player who was willing to influence the others into holding out.
risk higher casualties could achieve faster progress; and (2) it allowed
Traffic Markers: I wanted to avoid traffic rules that allowed a player
a D1 result even in the lower odds columns.
to circumvent the problem by carefully sequencing the movement
Command and Control: This rule kills two birds with one stone—it of his units—I didn’t want players to become traffic control police.
keeps players from breaking up their divisions in every direction and Besides representing traffic, this rule allows some forest road sections
also reflects the reality of command and control. Many other games to be a muddy mess (4 MPs), and it creates some variations in how
give a shift or a die modifier for divisional integrity, but I wanted to fast and how far reinforcements arrive (the 7th Armored and the two
keep shifts and die modifiers to a minimum. American airborne divisions especially). Their biggest use, however,
is in strangling a narrow advance. For example, let’s say the German
Engaged Results: Some felt that the attacker should be engaged too.
player bypasses Bastogne and darts towards the Meuse along a single
But the attacker has already spent his turn attacking the defender, so
road. The Allied player can place two Traffic markers on the road the
now the defender must spend his turn defending. Remember, an en-
first turn and then maybe two more in the next. The single road is now
gaged unit may attack—so the counterattack could end up engaging
a traffic nightmare. The lead German units can keep moving forward
the original attacker.
but follow-up units can’t keep up. Reversing direction for the lead
Attacker’s Advantage: I’ve always liked the “Engaged” rules typical units is now an extremely difficult undertaking (just like it was for
of Bulge games, but being an impatient person I’ve never liked getting the 116th Panzer Division when it made its fateful turnaround near
that same result two turns in a row! I added the Attacker’s Advantage Houffalize). Players will notice that the more roads you have open,
rule just to limit that occurrence from happening too much. The un- the less effective the Traffic markers become—which is the way they
foreseen by-product was a nice bit of detail to combat. should work.
Determined Defense: This is an old SPI rule in disguise. In many Roadblocks: As much as I wanted those Traffic markers to represent
of their WWII games you could take an extra step loss to cancel one all the delay factors, they just weren’t simulating roadblocks very well.
hex of a retreat. This rule and table essentially does the same thing These two markers came late in the design and really helped the Allied
but adds uncertainty to it. Players should always use this rule when player in slowing down the Panzer Lehr Division’s march through the
their units are surrounded and have no retreat route, because the EX Luxembourg forest, and became a welcome tool for both players in
result will inflict a step loss on the attacker (reflecting how dangerous plugging holes. The fact that they could use the same rules as Traffic
a trapped defender can be). markers was a big plus.
Advance After Combat: It started as “A Advance 2,” and (of course) St-Vith Bottleneck: Why are the hexes nowhere near St-Vith? Those
the first hex of the advance had to be into the defender’s vacated three hexes experienced traffic delays throughout the campaign (es-
hex. But a problem soon developed with tank units attacking into pecially the bridge at Dasburg). Tying them to St-Vith was somewhat
hexes they could not enter (see the example below). Just because the arbitrary, but I wanted to give the German player some reward for
defender has craftily placed his defender on each side of the bridge taking that crucial road junction. Even without the Bottleneck rule,
hexside shouldn’t prevent the tank unit from attacking the bridge. players playing the German side will notice how dramatically the map
I originally felt that to allow units to advance in any direction was opens up when St-Vith is captured.
heresy! But I tried it anyway, and it soon became clear that allowing
Night Turns: This developed from my initial Kampfgruppe Peiper
units to advance in any direction was similar to the way they moved
rule, which allowed those units a night move on the 16th. Not being a
in an Exploitation Phase—so why not? The more I played with it the
fan of special rules, I wanted to turn it into a general rule. The result
more I liked it. German players will quickly learn that this is a key
added a wonderful element to the game. Night turns are a very valuable
tool in their chances to win.

At Start Movement Restrictions: The following are the reasons

I placed movement restrictions on units on Turn 1.
9Arm/CCA was the reserve for V Corps.
9 Arm/CCR was the reserve for VIII Corps.
2 Division was in the middle of an offensive to capture the Roer
River Dams.
28 Division: The provisional battalion that starts in Wiltz represents
the HQ battalion, the divisional marching band and scratch forces
pulled together for the defense of the town.

EXAMPLE: The two Combat Commands attack at half strength 106 Division: The two regiments of the 106th in the Schnee Eifel
occupied important ground for a later offensive into Germany.
(they cannot enter those hexes). If the attack succeeds they can
advance in any direction—it’s not required to enter the defender’s GERMAN UNITS:
vacated hex as in other games. The 5FJ/13 Regt. had no boats to cross the Our on the first turn.
The 1SS, 12SS and Pz Lehr were held back for exploitation.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 31

tool for creating a breakthrough in the mid game if the Americans have who enjoyed it but saw items that could be improved upon. All the
managed to form a solid line. I’ve also used it to capture a Meuse river feedback was helpful. I’ve gone through all the components of the
bridge (in somewhat a coup de main). With a little planning a player game and tried to improve them without increasing the cost of the
can put together a powerful double punch with two turns in a row. game. I’ve itemized below the changes in this 2nd Edition.
Victory Conditions: The German attack in the Ardennes was an all or MAP CHANGES
nothing affair. I didn’t include a partial German victory for making it Since doing the original game map in 2003, I’ve had the opportunity
only “so far,” because a player would be tempted to stop, hunker down to travel extensively through the Ardennes. Seeing first-hand some
and entrench before the Meuse—which would never have happened. of the valleys and roads in the area, I noticed some errors and over
Can the Germans Win? If the German player reaches the Meuse simplifications I made in the original. This 2nd edition has allowed
by the 21st or 22nd of December he has a fair chance at crossing. me to fix those and make many other minor alterations. Perhaps the
The amount of Allied reinforcements arriving around the 22nd and most extensive changes on the map occur in the Ambleve River valley
23rd makes crossing on the 23rd difficult. Allied reinforcements and around Stoumont and on the Our River near Dasburg.
Allied air power will make crossing on the 24th and later extremely COUNTER CHANGES
difficult (unless the Allied player has lost a lot of units). Most German The counters also received many small changes. All the American
players will have either won by the 23rd or will consider throwing in divisions with 7 Attack Factors were knocked down to 6—I just didn’t
the towel. think they deserved that kind of offensive power. All American CCRs
Why No Generals: It is hard to determine the actual impact corps or and Task Forces were reduced by one Attack Factor. The 1st Division’s
divisional generals had on the outcome of the battle. If a division per- defense strength was increased to 7 to help it stand out in the defensive
formed well or poorly, credit or blame often went to the commanding battles around Elsenborn Ridge. Most of the German Pz IV battalions
general, but in actuality the actions of subordinates, soldiers, or pure are now rated 5-4-6 instead of the 4-4-6. The range on the German
“chance” could have been much more decisive. Patton is the only gen- Nebelwerfer brigades were reduced from 3 to 2, but are now allowed
eral I could definitely cite that had an influence on his soldiers—they to move one hex on their Fired side.
seemed to be motivated by simply being told they were part of his
army. However, something like this is best shown by the morale rat-
8.0 Stacking: The stacking rule has been simplified and as it turned
ings of his divisions rather than a counter. Finally, the players play
out, the simplification made it a much better rule. Each side may now
the role of the generals.
stack only two steps of Silhouetted Tank Units in a hex—divisional
Supply: Why at the end of the turn? This gives players one turn to identity does not matter. The German player now has full freedom to
get back into supply before they run out. If you become surrounded add the kind of tank support he wants to a stack, up to the two step
you still have the fuel in your tanks and the ammunition at hand to limit. The rule makes these units excellent support units—allowing a
last 12 hours. huge increase to the strength of a stack, but prohibiting players from
creating killer stacks of three or more silhouetted tank units.
Playtesters: My poor playtesters. They put up with so many changes
and adjustments. I was constantly tinkering with the CRT, the strength 10.0 ZOC Bonds: Artillery units can no longer form ZOC Bonds.
of the Engineers, and the maximum DCB limit, etc. All were of great
13.4 Capture of Entry Hexes: A lot of questions in the 1st edition
assistance, but two playtesters stand out: Marty Sample and Lew Ritter.
came in about Off Map Boxes and Blocking so I attempted to clarify
If you ever see the names of these gentlemen in the credits for a game,
those rules. To that end I’ve added Blocking Position spaces on the map
you can rest assured the game has had good care.
and explicitly laid out the movement and combat options for each off
Miscellaneous Notes on Units: The two heavy U.S. armored divisions map space. Very little in actual rule changes occurred in this section.
(2nd and 3rd) had a brigade structure, but evidence shows they oper-
The 15 Factor Limit: Wargames shouldn’t be about piling as many
ated as Combat Commands during this battle. Likewise with the two
factors into a battle as possible. That is unrealistic and causes a player
brigades of the British Guards Armoured Division—one was armored
to spend more time moving his units—counting and recounting hexes
and the other was motorized infantry, but in reality they operated as
to see if he can get another couple factors into an attack. The 15 Factor
two combined arms groups.
Limit puts a stop to that. I like knowing that a hex is relatively safe
The 4 TQ on the Fuh Bglt/GD/2 unit is not a mistake. This unit con- as long as I get 8 factors in there (counting DCBs). If I really want
tained about 43 Mk IVs carrying the L70 cannon. to make it safe I’ll put a tank unit in there and have an artillery unit
nearby—but I don’t want to waste time wondering if I should put 1 or
The 560th PzJ Battalion was an army unit attached to the 12th SS.
2 more factors in there in case my opponent decides to make a mass
The real Kampfgruppe Peiper had only one battalion of motorized attack. As the attacker, I like knowing that once I’ve moved 15 factors
infantry. I added the 1SS/1(-) panzergrenadier regiment for play bal- up against the hex I’ve done all I can and I can move on to other parts
ance sake. of the battlefield. If I really want that attack to succeed I’ll try to put
in a good tank unit, support it with one or two artillery units and have
more units behind the front line ready to exploit any openings. That
should be enough.
DESIGNER’S NOTES FOR THE 15.1 Defensive Combat Bonuses (DCBs): This rule changed so now
SECOND EDITION DCBs may not exceed the defender’s combined defense strength. In
the 1st edition there was no limit.
I’m really grateful for the opportunity to upgrade this game. I’ve had a
lot of positive comments about it since its publication, but there were 16.2 Fire Fight Table: The TQ and Elite modifiers are no longer cu-
a lot of minor blemishes that surfaced over time that began to bother mulative. The best DRM the attacker can get is now –1. In the original
me. I also received constructive criticism from a number of players edition the German player was using his elite Panther tanks to get a

© 2012 GMT Games, LLC

32 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

–2 DRM and getting far too many D1 results. 27.3 British Units: The 29th Armoured Brigade is now allowed to
cross the Meuse if the German player crosses the Meuse. In addition,
16.7 Determined Defense: The DCB value of the defender’s hex is
if the German player manages to exit units off the map towards An-
now a DRM to the table. So if you are defending in a city hex (DCB =
twerp, then the Allied player must withdraw British units to counter
4) you modify your Determined Defense die roll by –4. This was done
the threat. This will help the German player if he is able to exit units
to highlight the value of towns and cities. Town and City fighting now
off the map.
becomes a very costly affair and something to be avoided if you need
to keep your loses down. Note that an Elite unit (–1) in a City hex (–4) 30.0 Victory Conditions: Bouillon and Neufchateau were removed
has an excellent chance of turning a retreat into an EX result. as VP locations from the West map, as well as four other hexes on
the East Map. The two on the West Map were not in the direction
18.1 Disruption Effects: Disruption is now a shift instead of a unit
of Antwerp and the hexes removed on the East Map had no military
losing an additional step if it retreats again.
value. Capture or isolation of Bastogne has been added to the German
18.4 Broken Status: One of the Living Rule changes back in 2005 Victory Conditions to provide incentive for the Allied player to hold
was to add in a Rout result. I’ve incorporated it in the 2nd edition but and then relieve Bastogne.
refined it and renamed it Broken instead of Rout.
33.1 Roadblocks: This rule has been moved to the Optional section
19.4 Breakthrough Combat: There is now no limit to the number of because they are complicated and not essential to the game. Also, with
times a Breakthrough Group can earn the ability to attack again, as the addition of the Wooded-Rough hexes to the Our River they were
long as they can continue to roll a D1* result. I did this because I don’t no longer needed in the initial setup. However, they are fun to use and
want the defender to ever feel safe by putting weak units in the front recommended for experienced players.
line—there should be a chance they can all be overrun.
The Patton Counterattack Scenario
21.1 The Armor Shift: The rule is the same except the TQ numbers I was very surprised to learn how exciting the situation of December
were taken off of all recon units. Recon units were for screening—a 22nd was. Both sides are poised to make strong attacks. The Germans
defensive action—and to allow them the armor shift was wrong. have three panzer divisions on the west map edge and ready to head
21.2 Red TQ Numbers: All turret-less tanks and tank destroyers are to the Meuse. They also have the 2SS and 9SS ready to punch into the
now rated with Red TQ numbers. To compensate for this, red TQ Allied line, and the Fuhrer’s Begleit Brigade is in position to collapse
numbers now qualify for the Armor Shift, but they must reduce their the St. Vith Goose Egg. The two Fuel Shortage die rolls on the first
TQ number by one when attacking. turn make the German initial move different in every game.

21.4 Recon Units: The special rule for recon units was changed so On the Allied side they have British divisions arriving to man the Meuse
they now treat D1 and D1* results as a DR4 result (the old benefit of crossings, three of Patton’s divisions coming in from the south (with
treating Engaged results as DR1 results was of dubious value). With more to follow) and a number of American divisions coming from the
this protection they are now more useful in screening. Note that they north. A huge influx of strength to attempt to stop the German drive.
can still be eliminated in EX and A1/D1 results. On top of that you have the drama of two isolated pockets—Peiper’s
22.6 Artillery Support in General: Artillery units may now only Kampfgruppe and the Bastogne perimeter. Peiper is pretty well sealed
support units with the same army/corps identification color. This helps up, but the Allied player should be seriously worried about the 101st.
prevent some unrealistic repositioning of corps artillery by cunning A couple of bad die rolls and McAuliffe will be considering those
Allied players far from their corps troops. surrender terms.

22.8 Defensive Artillery Support: The defender is now limited to us- CHARTS AND TABLES
ing only one artillery unit in each battle. In the original game the Allied Surrender Table: A “≤ 0” row was added to the table and the “Air
player was shutting down far too many German attacks by using two Drop” result was pushed down to that row. So now the regiments of
artillery units and having a 33% chance of the ToT result. the 106th on the Schnee Eifel are less likely to hold out for an exces-
sively long time.
23.4 Out of Supply Effects: The CRT column shift for being OOS now
only applies to the attacker. The defender now defends at full strength Determined Defense Table: This table was slightly modified to ac-
until they surrender. This rule will help the 101st Airborne Division count for the new DCB DRM (see 16.7 above).
hold out at Bastogne and Peiper hold out at La Gleize. Fuel Shortage Tables: Minor changes were made to these tables to
Also, OOS units are now eliminated if they retreat 3 or more hexes. This better distribute the shortage results.
represents a rout of an already suffering unit. This new rule helps the Disengagement Table: The chances for a successful Disengagement
Allied player hunt down and eliminate the pesky von der Heydte unit. are a little better. Now it happens on a 1-3 rather than a 1 or 2. This just
Before it took up to three units to effectively deal with that unit. felt better. An Elite tank or recon unit can almost always disengage,
25.22 Replacements: Units that arrive from the dead pile must now while a low moral infantry unit needs to roll a 1 or a 2.
be placed within 5 hexes of another unit with the same Corps/Army Rally Die Rolls: The chances for a successful Rally when adjacent to
identification color. This rule was added to make it less likely that Al- an enemy unit are now slightly more difficult (1 or 2 instead of 1-3).
lied replacements would always pop up right in front of the German
advance on the Meuse. Thanks for your interest in the game. If you have any questions please
check out the Ardennes ‘44 folder at Consimworld or contact me di-
27.1 Engineer Units: These units are now eliminated if forced to rectly at
retreat 3 or more hexes in a single combat. This was done to show
that these units where for emergency purposes only and were not used —Mark Simonitch
for prolonged combat.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 33

Extended Example of Play

The purpose of the following example of play is to help players get Table rather than take an Eng result. A die roll of 5 results in an Eng+.
started and to clarify many of the rule concepts in the game. The first The defender is engaged and one stack of attackers gain an Attacker’s
illustration can be used by players to help them set up the game. The Advantage marker. It is placed on the 212/320 Rgt on the German
strategy shown in this example were often used by the designer during side of the Saure. Note: you can see many of the combat results and
playtesting, but should not be considered to represent the best possible advances by viewing the Allied Turn 1 illustration.
moves. The optional 15-Facor Limit is used in the example.
B. Two regiments of the 276 VGD plus the Fusilier battalion of the 212
ABBREVIATIONS USED IN THIS EXAMPLE: VGD, plus one artillery unit attack the 4/12/2 Bn at Berdorf. Note that
the German regiment attacking across the Wooded Rough hexside is
arty: Artillery KG: Kampfgruppe
halved. Odds are 8 to 4 + arty = 3-1. The die roll is a 4, giving an EX
Bn: Battalion Pz: Panzer
result. The American battalion is eliminated and the German player
Div: Division Rgt: Regiment
picks the 276/988 (4-5-3) for the step loss. Since the defender’s hex
FJ: Fallschirmjäger VGD: Volksgrenadier Division
is vacated, the German player may occupy the hex (no other advance
is permitted on an EX).
German Turn 1 (16 AM) C. Three regiments of the 352 VGD and one artillery unit attack the
28/109/3 Bn at the junction of the Our and Saure Rivers. Two of the
Movement Phase
regiments are halved attacking across river hexsides. Odds are 8 to 4 +
The German Turn 1 illustration shows the game at the end of the Ger-
arty shift = 3-1. The die roll is a 2, giving a DR2 result. The American
man Movement Phase. A few things to note:
battalion is retreated two hexes and becomes Disrupted. Note that
1. The 212/316 Rgt takes advantage of rule 29.2 and crosses the Sauer the first hex of a retreat may enter an EZOC—as long as an enemy
below Echternach. ZOC Bond is not entered or crossed. All three German regiments may
2. The 276/986 Rgt has moved into the Ernz Noire—a wooded rough advance one hex in any direction. A crucial advance by the 352/916
hex that prevents a ZOC Bond forming between the two American completes the encirclement of the American battalion in Fouhren.
units on each side. D. The three units of the 5 FJ plus an artillery unit attack the American
3. The FJ regiment and the 26th VG regiment must use Tactical Move- battalion in Fouhren. The two units attacking across the river are halved.
ment to exit the non-road Wooded Rough hexes. The odds are 10 to 4 + arty shift = 3-1. A die roll of 6 results in an Eng.
4. The Recon unit cannot cross the unbridged river hexside (the bridge An Engaged marker is placed on the American battalion.
at Gemünd starts blown (but under construction). One regiment of
E. Two regiments of the 26 VGD and one artillery unit attack the
the 26th VG and all units of Pz Lehr are frozen on Turn 1.
28/110/3 Bn at Hosingen. Note that the regiment attacking out of the
5. The units of the 560 VGD did not move, one of the regiments could Wooded Rough hex is halved. The odds are 8 to 4 + arty shift = 3-1. A
have moved into the Wooded Rough hex to outflank the U.S. battal- die roll of 5 results in an FF(+1). The German player decides to make
ion, but this would have reduced the odds for the upcoming battle. it an Engage result, rather than push the attack—an Engaged marker
6. Note that the two Silhouetted Tank units of the 116 Pz cannot enter is placed on the American battalion.
or exit a West Wall hex unless via a road (11.5) and so are unable
to move adjacent to an American unit. Only one Tank unit of the F. Both panzergrenadier regiments of the 2 Pz attack the 28/110/1 Bn
116th Pz can take part in combat on the first turn. at Marnach. One artillery unit is in support. Odds are 8 to 4 + arty shift
= 3-1. A die roll of 1 gives a DR3 result. The American battalion is
7. Note that these units moved one hex from EZOC to EZOC. This is al-
retreated three hexes and becomes Broken. The two panzergrenadier
lowed as long as enemy ZOC Bonds were not entered or crossed.
regiments get the Bonus Advance (two hexes).
Rally Phase G. The 116Pz/60, two regiments of the 560 VGD, plus one artillery unit
There are no disrupted units, so this phase is skipped. attack the 28/112/3 Bn at Sevenig. Odds are 13 to 4 + arty shift = 4-1.
Combat Phase A die roll of 2, gives a DR3 result. The American battalion is retreated
Determined Defense will only be considered in this example if the three hexes and becomes Broken. All three German units receive the
defender has more than one step or is surrounded. German Artillery Bonus Advance, but their opportunities are limited to one hex.
units will be flipped as they are used. H. Three units of the 116Pz plus one artillery unit attack the 28/112/1
A. During the Combat Phase three units of the 212 VGD plus one Bn at Lützkampen. The odds are 13 to 4 + tank shift + arty shift =
artillery unit attack the 4/12/3 Bn in Echternach. The 212 Fusilier Bn 5-1. The die roll is a 5 giving a FF result.The German player decides
is not used in this attack, but will be used in Attack-B. Defender’s to push forward and selects the Elite Panther battalion as his Lead
DCB is +3 but only +2 may be used (15.1). The regiment of the 212th Unit. The Elite status provides a –1 modifier. The German player
attacking across the river is halved, the others are full strength. The rolls a 2 (modified to 1) on the Fire Fight Table which results in a
odds are 10 to 4 + arty shift = 3-1. A die roll of 3 gives an FF result. D1. The American battalion is eliminated and the three German units
The German player decides to push forward and uses the Fire Fight may advance one hex. The Panther battalion and the recon battalion
advance into Lützkampen.
© 2012 GMT Games, LLC
34 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

I. Two regiments of the 62 VGD plus artillery attack the 106/424/1 = 5-1. A die roll of 1 results in a D1*. Since the cavalry squadron is
Bn in front of Winterspelt. Odds are 8 to 4 + arty shift = 3-1. A die roll in an IP it may not use its special ability and so is eliminated. The
of 6 results in an Eng. An Engaged marker is placed on the American four German units may advance two hexes in any direction. Note that
battalion and no advance for the German units. the German units may not advance across the Army Boundary Line
although two of them attacked across it. Also note, that the 244th Stg
J. One regiment of the 62 VGD, one regiment of the 18 VGD attack
Brigade may advance an additional hex if it follows the path of a road
the 106/424/P Bn at Bleialf. Odds are 8 to 4 = 2-1. A die roll of 3 results
throughout its advance (Road Bonus). The 244th Stg may also conduct
in an EX. The provisional battalion is removed and the German player
Breakthrough Combat against the artillery unit (3 factors to 2 with one
removes a step from one of his infantry regiments (his choice since no
shift for Armor) but the German player declines to do so.
Armor Shift was used). Since all defenders were removed, the German
player may occupy the defender’s vacated hex (Limited Advance). L. Two regiments of the 12 VGD with an artillery unit attack the
99/394/1 Bn in hex 1430. Odds are 8 to 4 + arty shift = 3-1. The die
K. One regiment of the 18 VGD, the 244 Stg Brigade, an artillery
roll is a 6, resulting in an Eng. The American player places an Engaged
unit and two regiments of the 3 FJ attack the 14Cav/18 squadron in
marker on the American battalion.
the Losheim Gap. Total German factors = 16, which is reduced to 15
due to the 15 Factor Limit. Odds are 15 to 4 + armor shift + arty shift
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 35

M. One regiment of the 12 VGD, plus the fusilier battalion, plus an time or an Allied counterattack.
artillery unit attack 99/393/1 Bn in hex 1432. Odds are 6 to 4 + 1 arty
The final tally of the turn is five American step losses to four German
shifts = 2-1. A die roll of 1 results in a DR2. The American battalion
step losses. The American units, however, are mostly engaged or
is retreated two hexes and becomes disrupted. The two German units
disrupted, making movement in their turn difficult.
may advance one hex in any direction.
N. Two regiments of the 277 VGD attack hex 1433 with one artillery Traffic Marker Phase
unit in support. 8 to 4 + arty shift = 3-1. A die roll of 3 results in a None—the German player does not begin to use his until the 17 A.M.
FF. The German player decides to push forward and selects the green turn.
277/990 Rgt and rolls again. The Fire Fight Table die roll is modified Supply and Isolation Phase
+1 for the green unit. A die roll of 5 is increased to 6 giving an A1/Eng All units are in supply.
result. An Engaged marker is placed on the American battalion and a
step is removed from the Lead Unit.
326 VGD: Unless I’m feeling lucky, I don’t attack in this sector. The two
artillery units will stay on their ready side, waiting for an opportune
© 2012 GMT Games, LLC
36 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

Allied Turn 1 (16 AM) and can only use Tactical Movement.
The Allied Turn 1 illustration shows the positions of the Allied units Combat Phase
after the Movement Phase and before the Rally Phase. You may also The Allied player has some tough choices with his Engaged units—if
see German Turn 1 advances with this illustration. he doesn’t move them they will be surrounded and destroyed, however,
if he attempts to disengage them they may become Disrupted.
Artillery Supply Phase
All Allied artillery units are already on their Ready side (none but the A. The 4/12/3 in Echternach does not attempt to disengage and the
two near Monshau could fire during German Turn 1). marker is removed.
Bridge Phase B. The 28/110/3 in Hosingen attempts to disengage. The die roll is a
No bridge blowing allowed on 16th AM, PM or night. 1, allowing the battalion to retreat (one or two hexes). Since the unit
is not disrupted in the disengagement attempt, it may stop in hex 2313
Movement Phase or 2314 or continue on to 2414. Those three hexes are the only legal
The Allied player makes the moves as shown in the illustration. A few retreat paths. The Allied player retreats it to 2313.
things to notice:
C. The 106/424/1 outside of Winterspelt is about to be surrounded,
1. The VIII/333 Artillery group skedaddled to St-Vith. Its dotted path so a disengagement is attempted. The battalion is green so the die roll
lines are not shown in the illustration to preserve clarity. must be modified by +1. A die roll of 6 results in a “No + D.” The
2. The 14Cav/32 squadron moved down from Vielsalm to Schönberg. battalion is disrupted and the disengagement attempt is unsuccess-
Its dotted path is also not shown to preserve clarity. ful—no retreat is allowed. The Engagement marker is replaced with
3. The 106/423/2 Bn at Born moved 5 MPs taking advantage of Ex- a Disruption marker.
tended Movement (it didn’t end in an EZOC). D & E. The two engaged battalions of the 99th are fine where they are and
4. The 9Arm/CCA created a Breakdown Unit (a Task Force). no disengagement is necessary. The Engaged markers are removed.
5. These units may not move on Turn 1.
Traffic Marker Phase
6. The tank battalion of the 28th Division created a Breakdown unit Placement of the Allied Traffic markers on 16 AM is very critical. You
and sent it to Weiswampach. The remainder stayed in Clervaux. want to slow up Pz Lehr, the 2 Pz and the 1SS. The six markers are
7. A regiment of the 106th created an infantry battalion. placed in 2113, 1913, 2216, 1527, 1328 and 1129 (those hexes marked
with a “T”). The Allied player then places his two Roadblock mark-
Rally Phase ers in the hexes marked with a “R”. These are legal placement hexes
All Disrupted markers will come off the Allied units (none are adjacent because they are currently not adjacent to a German unit, within four
to a German unit). The Broken units will become Disrupted. Allied contiguous road hexes of an “in supply” Allied unit. Next, the Allied
units that were Disrupted/Broken were not allowed to reenter an EZOC
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 37

player also begins construction of two bridges in the 7th Army sector.
Movement Phase
Note the following items about the German Movement Phase:
1. There are two Silhouetted Tank Units stacked in hex 1913—this is
legal since both are 1-step Silhouette Tank Units.
2. The Traffic marker in hex 2013 (a forest road) makes the cost of
that hex 4 MPs for Pz Lehr and the KG Kunkel.
3. The placement of a Traffic marker at Marnach (2216) adjacent to a
St-Vith Bottleneck Hex has created a massive traffic jam. The tank
units of the 2 Pz are only able to move two hexes using Tactical
Movement. Apparently the bridge at Dasburg was not completed as
fast as planned or pockets of resistance continue to hold out near
4. Nebelwerfer brigades in this 2nd Edition are allowed to move one
hex even if flipped. If on their ready side this 1-hex movement does
not require them to be flip.
5. The three units of KG Peiper use 7 MPs to move four hexes.
6. A night marker is placed in hex 1134. This stack plus the four units
of KG Peiper will be able to move and fight in the Night Turn.
Combat Phase
Follow the combats with the German Turn 2 illustration and see the
retreats and advances using the Allied Turn 2 illustration.
A. The reduced 276/988, and the 212/423 attack the 2-2-6 Task Force
(with a +1 DCB). The odds are 6 to 3 = 2-1. No Armor Shift is pos-
sible since the defender is in a Forest hex. A die roll of 1 results in a
DR2. The task force is retreated two hexes, becomes Disrupted, and
the attackers receive the Regular Advance (one hex). The advance will
player rolls two dice to see which two Traffic markers are removed block the retreat path for Attack B.
(the roadblocks are not removed). He rolls a 2 and a 5—removing the B. The other three units of the 212 VGD attack the 4/12/2 in Echtern-
markers in 2214, 1328. (See the German Turn 2 illustration to view ach. The Allied battalion has a +3 DCB (Town) which is reduced to +2
which four markers remain.) since DCBs cannot exceed the combined defense strength. The odds are
8 to 4 = 2-1. The Attacker’s Advantage marker brings it to a 3-1. The
Supply and Isolation Phase CRT die roll is a 3 resulting in a FF result. The German player picks
The rapid advance of the 18 VGD has already surrounded and isolated the 212/320 Rgt as his Lead Unit and rolls again. The result is a 4 =
the two regiments of the 106 on the Schnee Eifel. All three units are A1/DR2. The German player removes a step from the Lead Unit and
indicated as Out of Supply and the Allied player must roll one die to the 4/12/2 must retreat. The American battalion is surrounded and will
see if any Surrender Points are accumulated (an accumulation of three be eliminated if it retreats, so the Allied player declares a Determined
points will cause the entire group of three units to surrender). A die Defense hoping to get an EX result or at least slow down the German
roll of 2 results in no points accumulated. advance. The Town provides a –3 DRM to the Determined Defense
Victory Check Phase Table. A die roll of 4 modifies to 1, which results in a “Yes –1 step”
The German player is far from winning, so this phase is skipped. The result. The American battalion is eliminated but slows the advance
turn is now over. down to a Limited Advance.
C. Its a little risky, but the 352/914 attacks the 28/109/3 Bn in hex 1807.
The odds are 4 to 4 (1–1). A die roll of 3 results in a FF(+1) which the
German Turn 2 (16 PM) German player accepts as an Eng result. The Allied unit is Engaged.
The German Turn 2 illustration shows the positions of the German
units after the Movement Phase. Allied ZOC Bonds near the front line D. The four German units that surround the 28/109/2 in Fouhren attack
are shown to help players visualize the rule. with artillery support. The odds are 15 to 4 + arty shift = 4-1. A die
roll of 3 results in a DR2. The Allied unit has no retreat route so the
Artillery Supply Phase Allied player declares a Determined Defense. The Village provides
On Turn 2 the German player may flip over six artillery units. He flips a –2 DRM. He rolls a 3 which modifies to a 1 = Yes (–1 Step). The
over one in the 7th Army, two in the 5th Panzer Army, and the last American battalion is eliminated but the Regular Advance is reduced
three in the 6th Panzer Army. to a Limited Advance (only into the defender’s vacated hex). Note the
Fuel Shortage Phase 11 Stg Bde may not advance across the unbridged river hexside.
The German player does not start rolling for Fuel Shortage until the E. Three German units of the 26 VGD attack the 28/110/3 Bn. The
19 AM turn. This phase is skipped until then. odds are 15 to 3 = 5-1. The die roll is a 5 resulting in a FF. The German
player selects the 26/77 Gren as his Lead Unit and rolls on the Fire
Bridge Phase Fight Table. A die roll of 4 results in a A1/DR2. The German Lead Unit
The two bridges at Gemünd and Dasburg are completed. The German
is reduced a step and the American battalion is retreated two hexes

© 2012 GMT Games, LLC

38 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

and becomes Disrupted. Note that it is allowed to retreat through an 244 Stg brigade can use the Road Bonus to advance two hexes.
EZOC in the first hex of a retreat. All three German units can advance
J. The next attack comes against the flanking battalion of the 99th. One
one hex in any direction.
unit from the 3 FJ and three units from the 1 SS attack the 99/394/3.
F. Two panzergrenadier regiments of the 2 Pz plus an artillery unit at-
tack Clervaux. The defenders get an Armor Shift since the attacker has
no Tank Units involved. The Town provides a +3 DCB. The odds are 10
to 6 = 1-1 (the two shifts cancel each other out). A die roll of 4 results
in an FF(+1). The German player takes an Engaged result instead. No
advance or retreat, an Engaged marker is placed in Clervaux.
G. The five German units attack the American 28/112/2 Bn near
Weiswampach. Since the attack is coming across the bridge hexside
the German player rolls to see the condition of the bridge (rule 7.8), a
die roll of 3 results in the bridge being destroyed. Now for the combat,
the odds are 13 to 3 = 4-1. The Allied player calls in artillery support
and rolls on the Artillery Support Table. A die roll of 2 results in two
shifts left. Final odds are 2-1. The German player rolls a 5 getting an
Eng result. The American battalion holds.
H. Three German units attack the disrupted American battalion near
Winterspelt. The American unit has a +2 DCB for the Improved Po-
sition. The odds are 15 to 4 with two shifts right for Armor and the
Disruption = 5-1. A die roll of 4 results in a DR2. The unit is retreated
two hexes and since it is already Disrupted it now becomes Broken.
The German units may advance one hex in any direction. The Pzkw
IV Tank Unit uses the Road Bonus to advance two hexes.
I. Three units from the 18 VGD and one 3 FJ unit attack the armored
cavalry unit near Schönberg. The American unit has a +1 DCB for the
Forest. Note that the 3 FJ unit is allowed to attack across the army
boundary. The odds are 11 to 3 (3-1). No armor shift since the defender
is in Forest. A die roll of 2 = DR2. The defender is retreated two hexes
and becomes disrupted. All German units may advance one hex in any
direction being careful not to advance across the army boundary. The
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 39

hexes in any direction. Due to the poor secondary roads no units may
use the Road Bonus.
K. Two units from the 12 VGD, two units from the 12SS, plus one
artillery unit attack the 99/394/2 Bn in hex 1431 (+2 DCB for the IP).
The odds are 12 to 4 + arty shift = 4-1. A die roll of 5 gives an EX result.
The German player can take the step loss from any of the involved
units because there was no Armor Shift used in the battle. The German
player removes the 12/Fus Bn and the Allied player removes his unit.
The German player may occupy the vacated hex which cuts off the
retreat route of the next American battalion to be attacked.
L. Two regiments of the 12 VGD plus two units of the 1SS, plus one
artillery unit, attack the 99/394/1 at 15(+) to 4 + arty shift = 4-1. A
die roll of 3 = DR2. The American battalion attempts a Determined
Defense (–2 DRM) but fails. It is eliminated and the German units
may advance one hex in any direction.
M. Two units of the 277 plus one artillery unit attack the 99/393/3 (+2
DCB). The odds are 6 to 4 + arty shift = 2-1. A die roll of 5 = Eng. An
Engage marker is placed on the American battalion.

Allied Turn 2 (16 PM)

Artillery Supply Phase
All Allied artillery units are turned face up to their ready sides.
Bridge Phase
No demolition allowed yet.
Movement Phase
The Allied Turn 2 illustration shows the positions of the Allied units
The 19 German factors are capped at 15, so the odds are 15 to 4 (3-1). at the end of the Movement Phase (I’ve also added into the illustration
A die roll of 1 results in a DR3. The American battalion must retreat the location of the delay markers which will be placed later). Allied
three hexes and becomes Broken. All German units may advance two ZOC Bonds near the front line are shown. Notice that the artillery units

© 2012 GMT Games, LLC

40 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

that moved only one hex are not flipped to their fired side. A few notes
about the American moves: Dec 16th Night Turn
Replacement Phase
1: This is a reinforcement entering from the map edge. Neither player has replacements on the first night turn.
2: This Disrupted unit may use only Tactical Movement and must exit
the EZOC it is in. Allied Night Movement Phase
The Allied player has no Night Movement.
3: The 9Arm/CCR moves to Weiswampach. It should stay near the
Clearvaux-Bastogne road to slow up the German advance. German Night Movement Phase
4: The 9Arm/CCB is the Allied player’s big reserve unit. Historically The German player can move all four units of KG Peiper plus the two
it moved to the St-Vith area and helped stem the tide there. In this units of 12SS that were under the Night marker.
game it does the same to form a strong St-Vith group. 1. The three KG Peiper units that start in this hex move adjacent to the
5: The Allied player begins to build a strong position around Büllingen Allied unit at A. The two panzergrenadier units use Tactical Movement
and Rocherath-Krinkelt. to move two hexes. The Panther battalion unable to move through
6. It’s important for the Allied player to get these two artillery units in Forest hexes moves forward one hex.
position to help defend the Elsenborn area. 2. The Tiger battalion takes a different route but has to pass through a
Traffic marker. It spends 4 and a half MPs to move three hexes.
Rally Phase
All Disrupted markers are removed from American units that are not 3. The two units of the 12SS move to engage at hex B.
adjacent to a German unit. German Night Combat Phase
Combat Phase A. The three KG Peiper units attack the 99/394/3 Bn. The odds are 15
The Allied player has three units that are engaged, but all are fine to 3 with 1 right shift for Disruption = 6-1. A die roll of 4 results in a
where they are (the three Engaged markers are removed). There are DR3 which will eliminate the battalion (Disrupted units that suffer a
no combats. Broken result are eliminated). The three German units may advance two
hexes in any direction. All three can take advantage of the Road Bonus
Traffic Marker Phase to move three hexes—advancing as far as the hex marked “Y”.
The Allied player can place Traffic markers #2 and #5 (the two that
B. The two units of the 12SS perform a Night attack. Note that the
were removed last turn). He places one in Hosingen and the other in
road into the forest hex allows the Panther battalion to attack at full
front of KG Peiper. He then places his two roadblocks—one on the
strength. The forest terrain prevents any armor shifts. The odds are 14
road to Wiltz and the other in the way of Peiper. He then rolls the die
to 4 = 3-1. A die roll of 3 results in a DR2. The American battalion is
two times to see which Traffic markers are removed. He rolls a 4 and
retreated two hexes and becomes disrupted. The two attacking units
6 and removes those two markers.
may advance one hex in any direction.
Supply and Isolation Phase
All units are in supply except the two regiments of the 106th in the
The German player is in good shape—the road is wide open for KG
Schnee Eifel. Those three units are also isolated, so must check for
Peiper in the 17 AM turn. The Allied player is also happy with his
Surrender Points. A die roll of 3 results in one Surrender Point (two
situation—the southern front is shaken but not broken, he is still in
more and those three units will surrender). Note that one marker is
possession of Clervaux, and he has a strong group forming around
sufficient for all units in that Isolated Group.
St-Vith. So what if a few units of KG Peiper break out…

The illustration shows the position of units after the

German player has finished his Night Movement
but before German Night Combat.

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 41

© 2012 GMT Games, LLC

42 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 43


11th Panzer and 10th SS: Arrives the turn after one or more German
Units with a blue background on their Turn of Entry code are op- units cross the Meuse River between Givet and Liege (inclusive),
tional. Players may use some or all of the optional units as long as but never before Turn 11.
both players agree.
NORDWIND: The nine units with a green Army I.D. color were
Allied Units earmarked for Operation Nordwind. This was Himmler’s offensive
5th Armored Division: Place it in the Allied Northwest Off Map against the American 7th Army which ended up achieving very little.
Box on Turn 17. Must remain there until a German unit crosses or Players wishing to see what would have happened had they been
moves adjacent to the Meuse. committed in the Ardennes may use them. They arrive on Turn 21
with no restrictions.
11th Armored and 17th Airborne Divisions: Are restricted to the
southwest corner of the map (may enter, but not cross, the Semois > FUEL TABLE: All Optional German mechanized units suffer Fuel
River). Shortage if doubles are rolled when using the Fuel Shortage Tables
(i.e., you roll the same die roll for both tables).
90th Division: Only enters the map if one or more German units
cross the Meuse River (but never before Turn 22).

© 2012 GMT Games, LLC

44 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

7A Fuh Gr / 99 (–) 4-5-6 M

SCHEDULE Turn 11 (21AM)
Army Unit Factors TQ Entry 5PzA 560 / 1129 4-4-3 L
Turn 2 (16PM) 6PzA 506 Tiger 8-4-5 5 K
6PzA 150 Pz (Skorzeny) 6-5-6 3 K 6PzA 521 PzJ 3-2-5 [5] LK
6PzA 217 StrmPz 2-1-5 K 7A 79 / 208 4-5-3 M
Turn 3 (17AM) 7A 79 / 212 4-5-3 M
6PzA 3 FJ / 8 4-6-3 K 7A 79 / 226 4-5-3 M
6PzA von der Heydte 2-2-3 Airdrop 5PzA 11 Pz / 15 / 1 6-4-6 4 LK OPT
6PzA 394 + 667 Stg 3-2-6 [3] K 5PzA 11 Pz / 15 / 2 5-4-6 3 LK OPT
7A 44 Festung 1-2-2 MN 5PzA 11 Pz / 61 PzJ 2-2-6 [4] LK OPT
7A 669 Ost 1-2-3 L 5PzA 11 Pz / 110 5-5-6 LK OPT
5PzA 11 Pz / 111 5-5-6 LK OPT
Turn 4 (17PM)
6PzA 12SS / 26 7-7-6 K 5PzA 11 Pz / 11 3-2-7 LK OPT
6PzA 653 PzJ 4-2-4 [6] K (Rule 27.9) 6PzA 10SS / 10 / 1 3-2-6 4 LK OPT
6PzA 10SS / 10 / 2 2-2-6 3 LK OPT
Turn 5 (18AM) 6PzA 10SS / 21 5-7-6 LK OPT
5PzA Fuh Bglt / GD / 2 5-4-6 4 LK
6PzA 10SS / 22 5-7-6 LK OPT
5PzA Fuh Bglt / 200 Stg 3-2-6 [3] LK
6PzA 10SS / 10 2-2-7 LK OPT
5PzA Fuh Bglt / FBB 5-5-6 LK
6PzA 10SS / 10 PzJ 2-2-6 [4] LK OPT
5PzA Fuh Bglt / 828 (+) 4-4-6 LK
6PzA 10SS / 655 PzJ 3-2-5 [5] LK OPT
6PzA 12SS/560th PzJ 5-4-5 [5] K
Turn 14 (22PM)
Turn 6 (18PM) 5PzA 9 Pz / 33 / 1 5-4-6 3 L
5PzA 902 Stg 3-2-6 [3] L 5PzA 9 Pz / 33 / 2 6-4-6 4 L
5PzA 741 PzJ 2-2-6 [3] L 5PzA 9 Pz / 50 PzJ 2-2-6 [4] L
6PzA 1000 (+) StrmPz 3-1-4 K 5PzA 9 Pz / 10 5-5-6 L
Turn 7 (19AM) 5PzA 9 Pz / 11 5-5-6 L
6PzA 3 PG / 103 5-4-6 [3] L 5PzA 9 Pz / 60 3-2-7 L
6PzA 3 PG / 3 PzJ 2-2-6 [4] L
Turn 15 (23AM)
6PzA 3 PG / 8 5-7-6 L 5PzA 15 PG / 115 5-4-6 [3] L
6PzA 3 PG / 29 5-7-6 L 5PzA 15 PG / 115 PzJ 2-2-6 [4] L
6PzA 3 PG / 103 2-2-7 K 5PzA 15 PG / 104 5-7-6 L
Turn 8 (19PM) 5PzA 15 PG / 115 5-7-6 L
6PzA 2SS / 2 / 1 7-5-6 4 LK 5PzA 15 PG / 33 2-2-7 L
6PzA 2SS / 2 / 2 5-4-6 3 LK 6PzA 301 Tiger 4-2-5 5 K
6PzA 2SS / 3 7-7-6 LK
Turn 19 (25AM)
6PzA 2SS / 4 7-7-6 LK 5PzA 167 / 331 4-5-3 LM
6PzA 2SS / 2 3-2-7 LK 5PzA 167 / 339 4-5-3 LM
6PzA 2SS / 2 PzJ 3-2-6 [4] LK 5PzA 167 / 387 4-5-3 LM
6PzA 9SS / 9 / 1 5-4-6 4 LK 5PzA 167 / Fusilier 2-2-3 M
6PzA 9SS / 9 / 2 5-4-6 3 LK 6PzA 246 / 352 3-4-3 K
6PzA 9SS / 19 7-7-6 LK 6PzA 246 / 404 3-4-3 K
6PzA 9SS / 20 7-7-6 LK 6PzA 246 / 689 3-4-3 K
6PzA 9SS / 9 3-2-7 LK
6PzA 9SS / 9 PzJ 3-2-6 [4] LK Turn 20 (25PM)
7A 9 / 36 4-5-3 M
Turn 9 (20AM) 7A 9 / 57 4-5-3 M
6PzA 519 PzJ 3-2-5 [5] K 7A 9 / 116 4-5-3 M
Turn 10 (20PM) Turn 21 (26AM)
7A Fuh Gr / 101 6-4-6 4 M N 6SS / 11 6-7-3 LK OPT
7A Fuh Gr / 911 Stg 3-2-6 [3] M N 6SS / 32 6-7-3 LK OPT

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 45

N 6SS / 38 3-2-6 LK OPT XVIII 82 / 508 4-6-3 E

N 17SS / 37 5-7-6 LK OPT XVIII 82 / 325G 4-6-3 E
N 17SS / 38 5-7-6 LK OPT XVIII 101 / 501 4-6-3 E
N 17SS / 17 2-2-7 LK OPT XVIII 101 / 502 4-6-3 E
N 17SS / Stg 3-2-6 [3] LK OPT XVIII 101 / 506 4-6-3 E
N 654 PzJ 3-2-5 [5] LK OPT XVIII 101 / 327G 4-6-3 E
N 20 Volkswerfer S-(1)-1 LK OPT Ind 158 Eng 1-2-3 Any town or city hex
Ind 299 Eng 1-2-3 Any town or city hex
Turn 22 (26PM)
7A 89 / 1055 4-5-3 M Ind 705 TD 3-2-7 [3] H
7A 89 / 1056 4-5-3 M Turn 6 (18PM)
V 30 / 99 (Nor.) 2-2-3 H
Turn 27 (29AM)
6PzA 340 / 694 4-5-3 K V 30 / 526 3-2-6 H
6PzA 340 / 695 4-5-3 K V 30 / 743 Tnk 4-3-6 3 H
6PzA 340 / 696 4-5-3 K V V / 190 FA S-(2)-1 H

= Optional Units Turn 7 (19AM)

V 1 / 16 6-7-3 H
V 9 / 39 6-6-3 J
ALLIED REINFORCEMENT Ind 51 Eng 1-2-3 Any town or city hex
SCHEDULE Turn 8 (19PM)
ID Unit Factors TQ Entry XVIII 3 Arm / CCR 9-6-6 3 H
Turn 2 (16PM) XVIII 3 Arm TF 4-3-6 2 H
VIII 4 / 70 Tnk (–) 3-2-6 3 AB XVIII 509 Para 2-2-3 E
VIII VIII / 174 FA S-(2)-1 B XVIII 551 Para 2-2-3 E
Ind 740 Tnk 3-2-6 3 H
Turn 3 (17AM)
V 1 / 26 6-7-3 H Turn 9, 20AM
V 7 Arm / CCA 9-6-6 3 H XVIII 3 Arm / CCB 9-6-6 3 H
V 7 Arm / CCB 9-6-6 3 H XVIII 3 Arm / 643 TD 3-2-7 [3] H
V 7 Arm / CCR 7-6-6 3 H Turn 10 (20PM)
V 7 Arm / 814 TD 3-2-6 [4] H V 1 / 18 6-7-3 H
V 146 Eng 1-2-3 Any town or city hex VII 84 / 334 5-6-3 G
VIII 4 / 8 / 2 2-2-3 AB XXX SAS (–) 1-1-7 FG
VIII 4 / 803 TD (–) 2-2-6 [3] AB
Turn 11 (21AM)
VIII 35 Eng 1-2-3 Any town or city hex V 1 / 745 Tnk 4-3-6 3 H
VIII 44 Eng 1-2-3 Any town or city hex VII 84 / 335 5-6-3 G
VIII 159 Eng 1-2-3 Any town or city hex VII 84 / 771 Tnk 4-3-6 3 G
VIII 168 Eng 1-2-3 Any town or city hex Ind 29 2-4-3 FG
Turn 4 (17PM) Turn 12 (21PM)
3A 10 Arm / CCA 9-6-6 3 BC 3A 4 Arm / CCA 7-4-6 3 BC
3A 10 Arm / 609 TD 3-2-7 [3] BC 3A 4 Arm / CCB 6-4-6 3 BC
V 9 / 47 6-6-3 J 3A 4 Arm / CCR 7-6-6 3 BC
V 30 / 117 6-6-3 H 3A 4 Arm / 704 TD 3-2-7 [3] BC
VIII 4 / 22 / 2 2-2-3 AB VII 84 / 333 5-6-3 G
Turn 5 (18AM) VII 84 / 638 TD 3-2-7 [3] G
3A 10 Arm / CCB 9-6-6 3 BC XVIII 517 Ind 4-6-3 E
3A 10 Arm / CCR 7-6-6 3 BC XXX 29 Arm / 8 RB 2-2-6 FG
V 1 / 634 TD 3-2-6 [3] H XXX 29 Arm / 2 F&FY 3-2-6 3 FG
V 1 / 703 TD 3-2-6 [4] H XXX 29 Arm / 3 RTR 3-2-6 3 FG
V 30 / 119 6-6-3 H XXX 29 Arm / 23 Hus 3-2-6 3 FG
V 30 / 120 6-6-3 H
Turn 13 (22AM)
XVIII 82 / 504 4-6-3 E 3A 5 / 10 6-6-3 BC
XVIII 82 / 505 4-6-3 E 3A 26 / 101 5-6-3 BC
© 2012 GMT Games, LLC
46 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION

3A 26 / 104 5-6-3 BC Turn 17 (24AM)

3A 26 / 328 5-6-3 BC 3A 5 / 2 6-6-3 BC
3A 26 / 735 Tnk 4-3-6 3 BC 3A 5 / 11 6-6-3 BC
3A 26 / 818 TD 3-2-6 [3] BC 3A 602 TD 3-2-7 [3] CD
3A 80 / 317 6-6-3 BC Ind 5 Arm / CCA 8-6-6 3 G
3A 80 / 318 6-6-3 BC Ind 5 Arm / CCB 8-6-6 3 G
3A 80 / 319 6-6-3 BC Turn 19 (25AM)
3A 80 / 702 Tnk 4-3-6 3 BC XVIII XVIII / 179 FA S-(2)-1 E
3A 80 / 610 TD 3-2-6 [4] BC Br. 33 Arm (–) 6-4-6 3 FG
3A XII / 182 FA S-(2)-1 BC Br. 51 / 152 5-7-3 G
V 30 / 823 TD 3-2-6 [3] H Br. 51 / 153 5-7-3 G
XVIII 3 Arm / CCA 9-6-6 3 H Br. 51 / 154 5-7-3 G
Br. 34 Tnk (–) 6-4-6 3 FG
Br. 43 / 129 5-7-3 FG
Turn 20 (25 PM)
3A 11 Arm / CCA 9-6-6 3 D OPT
Br. 43 / 130 5-7-3 FG
Br. 43 / 214 5-7-3 FG Turn 21 (26 AM)
Ind Thrasher 1-2-3 F 3A 35 / 134 6-6-3 BC
3A 35 / 137 6-6-3 BC
Turn 14 (22PM) 3A 35 / 320 6-6-3 BC
VII 75 / 289 5-6-3 G
3A 11 Arm / CCB 9-6-6 3 D OPT
VII 75 / 290 5-6-3 G
VII 75 / 291 5-6-3 G Turn 22 (26 PM)
VII 75 / 750 Tnk 4-3-6 3 G 3A 6 Arm / CCA 9-6-6 3 BC
VII 75 / 629 TD 3-2-6 [3] G 3A 6 Arm / CCB 9-6-6 3 BC
Br. 53 / 71 5-7-3 FG 3A 6 Arm / CCR 7-6-6 3 BC
Br. 53 / 158 5-7-3 FG 3A 6 Arm / 603 TD 3-2-7 [3] BC
Br. 53 / 160 5-7-3 FG 3A 90 / 357 6-6-3 BC OPT
3A 90 / 358 6-6-3 BC OPT
Turn 15 (23AM) 3A 90 / 359 6-6-3 BC OPT
3A 5 / 737 Tnk 4-3-6 3 BC
3A 90 / 712 Tnk 4-3-6 3 BC OPT
3A 6 Cav / 6 3-2-7 BC
3A 90 / 773 TD 3-2-7 [3] BC OPT
3A 6 Cav / 28 3-2-7 BC
3A 11 Arm / CCR 7-6-6 3 D OPT
3A III / 193 FA S-(2)-1 BC
3A III / 203 FA S-(2)-1 BC Turn 23 (27 AM)
3A XII / 177 FA S-(2)-1 BC Br. 6/3 4-6-3 FG
VII 2 Arm / CCA 9-6-6 3 G Br. 6/5 4-6-3 FG
VII 2 Arm / CCB 9-6-6 3 G Br. 6/6 5-6-3 FG
VII 2 Arm / CCR 9-6-6 3 G Br. 6 Gds Arm (–) 6-4-6 3 FG
VII 2 Arm / TF 4-3-6 2 G 3A 17 / 507 4-6-3 D OPT
VII 2 Arm / 702 TD 3-2-6 [4] G 3A 17 / 513 4-6-3 D OPT
VII 4 Cav / 4 3-2-7 G 3A 17 / 193G 4-6-3 D OPT
VII 4 Cav / 24 3-2-7 G 3A 17 / 194G 4-6-3 D OPT
VII 628 TD 3-2-6 [4] G
Br. Gds / 5 12-9-6 3 FG
Br. Gds / 32 12-9-6 3 FG
Ind 118 2-4-3 FG
Turn 16 (23PM)
3A 654 TD 3-2-6 [3] BC
VII VII / 18 FA S-(2)-1 G
VII VII / 142 FA S-(2)-1 G
VII VII / 188 FA S-(2)-1 G
Br. XXX / 4 AGRA S-(2)-1 FG
Br. XXX / 5 AGRA S-(2)-1 FG

© 2012 GMT Games, LLC

Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 47

150 Panzer Brigade: 27.8 Morale and Determined Defense: 16.7
2nd Division (U.S.): 27.6 Morale and Disengagements: 20.2
26th VG Division: 31.1 Morale and Fire Fights: 16.2
Advance After Combat: 19.0 Morale and Surrender: 23.8
Allied Attacks onto the Map: 13.8 Mud: 28.1
Allied Air Support: 15.6 Night Turns: 25.1, 25.3
Armor Shift: 21.1 OOS (Out of Supply): 23.4
Army Boundaries: 11.10 Ouren Bridge: 7.8
Artillery Overcast: 28.2
Artillery Supply Phase: 5.0 Poor Secondary Roads: 11.8, 19.1
Movement and Combat: 22.1–22.9 Rally Phase: 18.5
See 22.10 for a summary of other artillery effects. Range: 22.4
Attacker’s Advantage Markers: 16.6 Recon Units: 21.4, 21.5
Bonus Advance: 19.1 Rivers:
Breakdown Units: 26.0 Advance: 19.2
Breakthrough Combat: 19.4 Combat Across: 15.3
Bridges: 7.0 Movement Across: 11.4
British Units: 27.3 Retreat: 17.2
Broke/Broken: 18.4 Reinforcements: 13.1
Combat Modifiers: 15.0 Remnants: 16.4
Combat Results: 16.0 Retreats: 17.0
Command and Control: 14.3 Roadblocks: 33.0
Dasburg Bridge: 7.10 Road Movement: 11.7
DCBs: 15.1 Roer River Dams: 27.6
Determined Defense: 16.7 Silhouetted Tank Units:
Disengagement: 20.0 Stacking: 8.3
Disruption/Disrupted: 18.2 ZOCs: 9.4
Echternach: 29.2 DCBs: 15.1
Engaged Markers: 16.5 St-Vith Bottleneck Hexes: 24.7
Engineer Reinforcements: 13.2 Stacking: 8.2
Engineer Units: 27.1 Step Losses: 16.3, 16.4
Entry Hexes: 13.1, 13.4, 13.7 Strategic Movement: 12.0
Exiting the Map: 11.9 Strategic Surprise: 29.4
Extended Movement: 11.2 Sturmtigers: 27.4
EZOC: Supply:
Effects on Movement: 9.2 Supply Phase: 23.1
Effects on Advance: 19.3 Supply Sources: 23.2
Effects on Retreat: 17.1 & 17.2 Supply Paths: 23.3
Effects on Supply Paths: 23.3 Supply Dumps: 32.0
Forest Hexes: 11.5, 15.4, 17.2, 19.2 Surrender Checks: 23.7
Forest Roads: 11.8, 19.1 Surrender Thresholds: 23.8
Frozen Ground Conditions: 28.1 T.O.T. (Time on Target): 22.8
Fuel Dumps: 32.0 TQ Ratings: 21.1-21.2 (Combat), 23.4 (Supply)
Fuel Shortage Phase: 6.0 Tactical Movement: 11.3
Gemünd Bridge: 7.10 Tank Destroyers: 21.2
German Divisional Boundaries: 29.3 Tank Units: 21.0
German Prime Movers: 22.1, 22.3 Traffic Markers: 24.0
Ground Freeze: 28.1 Truck Markers: 12.6
Halving Rule: 15.2 Vehicle Units: 11.4-11.5 (Movement), 15.4-15.5 (Combat), 17.1-
Improved Positions: 15.8 17.2 (Retreats), 19.2 (Advance After Combat)
Isolation/Isolated: 23.6 Von der Heydte: 27.2
Jabos: 15.6 Weather: 28.0
Kampfgruppe Peiper: 27.5 West Wall: 15.7
Meuse River: 17.2 (retreats) Wooded Rough: 10.3 (ZOC Bonds), 11.6 (Movement), 15.5 (Com-
Morale bat), 17.2 (Retreats), 19.2, Advance After Combat
© 2012 GMT Games, LLC
48 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION


1. The Artillery Supply Phase The Allied Player Turn is identical to the German Player Turn (switch-
Flip over the appropriate number of German Artillery Units to their ing the term German for Allied), except the Allied player has a Victory
Ready side (see 5.3 for restrictions). Check Phase and no Fuel Shortage Phase.

2. The Fuel Shortage Phase (German Turn only) C. END TURN

This phase is skipped until Turn 7 (19 AM). Record the completion of a game-turn by advancing the Game Turn
Marker one box.
A. The German player rolls one die for Fuel Shortage Table #1 and
one die for Fuel Shortage Table #2 (6.1).
B. The German player places Out of Supply markers on those units
affected by the results. Night Turn Sequence of Play
3. The Bridge Phase
A. Allied Night Replacement and Movement Phase: The Allied
A. The German player may destroy or rebuild bridges (rule 7.0).
player uses his replacements and the 3 Allied stacks marked
NOTE: No bridge blowing on Turns 1 and 2 (16 AM and 16 PM) with with Night markers in the PM turn may move.
the exception of the Ouren bridge (rule 7.8).
B. Allied Night Combat Phase: The 3 Allied stacks marked with
4. The Movement Phase Night markers in the PM turn may attack.*
All non-engaged German units may move.
C. German Night Replacement and Movement Phase: The
• Disrupted units may only use Tactical Movement (18.2). German player uses his replacements and the 3 German stacks
• OOS units may only use Tactical Movement (23.4). marked with Night markers in the PM turn may move.
• Units may build Improved Positions at this time (15.8). D. German Night Combat Phase: The 3 German stacks marked
• Units may Breakdown at this time (26.1). with Night markers in the PM turn may attack.*
• (Allied Turn only) Roll for Offensive Air Support (15.6).
* Artillery on their ready side may provide Artillery Support even
• Units may be marked with a Night Turn marker during a PM turn; if not marked with Night markers.
these units are restricted in their movement (25.3).
5. The Rally Phase
All Disrupted or Broken German units that are not adjacent to an
enemy unit recover one level. Roll for those that are adjacent to an CREDITS
enemy unit (18.5). Game Design: Mark Simonitch
6. The Combat Phase ALPHA Developer: John Kranz
A. Remove all ENG markers (16.5) from German units. As each ENG BETA Developer: Tony Curtis
marker is removed, decide if that unit (or which units in the stack) 2nd Edition Developer: Ivano Rosa
will conduct Disengagement (20.0). Resolve Disengagement at
that time. Unengaged units may also use the Disengagement Table Research: Mark Simonitch and Tony Curtis
at this time. Playtesting: David Aud, Tony Curtis, Skip Franklin, Rick De
B. Conduct all Combats (14.0). Units may breakdown before advanc- Girolami, John Grant, Chris Hancock, Franklin Haskell, Randy
Heller, John Kranz, Rick Kurtz, Lew Ritter, Martin Sample, Dick
ing after combat (26.2). Sauer, John Spalding, Phil Wettsch.
7. The Traffic Marker Phase Art Director, Cover Art and Package Design:
A. Place any Traffic markers from the German Traffic Marker Hold- Rodger B. MacGowan
ing Box onto the map (24.0). Layout and Graphics: Mark Simonitch
B. (Optional) Place or reposition the two German Roadblock markers Proofreaders: Kevin Duke, Vincent Lefavrais, Hans Korting,
(33.2). Peter Rich and Ivano Rosa.
C. Roll two dice and remove the German Traffic (Greif) markers Production Coordination: Tony Curtis
with those I.D. numbers (24.3).
Producer: Gene Billingsley, Tony Curtis, Andy Lewis and Rodger
8. The Supply and Surrender Phase MacGowan
A. Check Supply for all German units (23.1). Special Thanks: To Tony Curtis, Randy Heller and Joe Youst for
encouragement and suggestions. To Bruno Sinigaglio and Danny
B. Roll for Surrender of all German units that are Isolated (23.7).
Parker for designing inspirational Battle of the Bulge games.
9. The Victory Check Phase (Allied Turn only)
Check to see if the German player has won a Victory, if not continue
with another game turn (30.2, 30.3). GMT Games
P.O. Box 1308, Hanford, CA 93232-1308

© 2012 GMT Games, LLC