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re erste) EVENTS - COMMAND & BJSPECIAL & [ REACTION EXALLIED COMMAND CRISIS Move all British units in the De- cember 22 space of the calendar to the December 23 space. Delay placing the British Command cards scheduled to go, into the command deck on December 22 to December 23. BRIDGE ENGINEERS Play during the Supply Phase or during your impulse to repair a destroyed bridge or build a new bridge across a river hexside. German supply must be trace- able to at least one hex bodering the hexside and neither hex bordering the hexside may be occupied by or in the ZOC of ‘an Allied unit, unless occupied by a German unit. May not | be played during the first German impulse on December 16. ‘COMMANDOS Play during your impulse. Skip next Allied impulse. EISENHOWER HESITATES Delay all units of the 829d or 101St Airborne Division (your choice) by one day. Move the Units to the December 19 space of the calendar. FUEL PRIORITY Play when drawing cards into your hand. Discard this card or any other card in your hand instead of | discarding a card for a formation scheduled to be out of fuel this day — that formation is not out of fuel. This command event may only be used once per day. | FURY OF BASTOGNE This day only German attacks against Allied units in VP hexes receive two extra Combat Chit draws. Attacks against Allied units in all other hexes receive ‘two fewer Combat Chit draws. [GREIF BRIDGE PROTECT Play immediately in response to an Allied bridge destruction to cancel the destruction ~ the ‘targets intact. If played during a German impulse, it counts ‘toward the Allied Command level. EXGROUND FREEZE This day only Adjust the movement costs for mechanized units on both sides to enter the following terrain: "Clear and Broken: 1 MP / Woods: 2 MP / Forest: 3 MP MANTEUFFEL DIRECTS TRAFFIC Remove one Roadblock Tarker placed within 2 hexes of a unit in the Sth Panzer ‘Army at any time. Ifthe roadblock was triggered during your impulse the triggering German unit may continue moving, ifit has movement points remaining. Play does not count toward the Allied activation level for the impulse. EXMONTY TIDIES THE LINES This day only When drawing action cards for formations in US First Army, treat all cards numbered 1-10 as no action. |VON DER HEYDTE Once per game only Play during your impulse to place the VDH unit in any unoccupied, non-town clear, broken or woods hex west of and within eight hexes of ‘a Westwall hex, north of the 0800 hex row and not adjacent to any unit. Once placed, VDH may not move and may not retreat if attacked. Do not check for roadblocks or bridge destruction when landing. Upon placing the VDH unit, roll the die to determine its supply state on landing: 1 Fullsupply 23 Lowsupply —8-9_Isolated 4-7 Outofsupply 10 Eliminated | Check VDH supply per normal supply rules during the Supply Phase every day. COMBAT TACTICS } ‘AIRPOWER and ARTILLERY These aid the listed side if certain combat chits are drawn when resolving the combat. ASSAULT COORDINATION Attacker only All friendly units adjacent to the enemy unit participate in the attack, even if | not activated. COMBAT ENGINEERS "Defender Place an P marker on the defending units. Do not place if defending in a town or city, or P marker already present, or if the attacker played the Combat. Enaineer tactic in this combat. "= Attacker Add one to the attacker's combat strength. In addition, remove an IP marker from the defender’s hex. prior to resolving combat. Disregard Allied combat tactics calling for placement of an IP. FIXED ARTILLERY Functions like Artillery tactic, but may only be played if the unit defending in combat is within the fixed artillery range of any Westwall hex, as listed for the current, calendar date. INFANTRY INFILTRATION Attacker only Play if attacking with at least one infantry or mechanized infantry unit. The de- fender is considered flanked, regardless of the number of. hexes from which the defender is being attacked; and the attack is not considered a one-hex attack, even if all attacking units are in one hex. PANZER BATTALION Add one to your combat strength. Fills ‘the requirement for armor if your forces in the combat do not already possess armor. PRESS THE ATTACK Attacker only Draw one additional combat chit. REINFORCE BATTLE Select one active or inactive stack that did not move or attack in the current activation that could reach the combat in a single movement action to participate in the combat. If defending, the unit/stack moves into the hex with the defending units. f attacking, the unit/stack moves adjacent to the hex under attack (if not already there). Obey stacking limits. ® For German defender, the total combat strength of the reinforcing units may not exceed the combat strength of the defending units. IMPLEMENTING EVENTS AND TACTICS Each Command Card lists one or more special events, command ‘events, combat tactics or reactions. When the sequence of play requires or the player desires implementation of one of these, perform the following: 1, Match the event, tactic or reaction name from the card to that listed on this player aid sheet. Note that certain titles are reused — Enaingers can be a command event or a combat tactic ~ and the implementation instructions vary. Note that other titles are very similar ~ Artillery, Artillery Barrage, Coros Artillery and fixed Artilery — but each is distinct and may not appear in all three games. 2. Follow the instructions explicitly (since they may override standard rules), noting any calendar date restrictions. 3. Ifthe instructions cannot be met, do not implement the event, tactic or reaction 4. Return to the sequence of play to continue game play. Pars (nee) [ALLIED ATTACK (per Alllied Action Card — 10.2 & 13.0) Allied units attack German units (the defender). 1. Determine target and attacking units. Move attacking units adjacent to the target hex, per Allied Action card, 2, Draw one Allied command card. Apply the card's combat tactic, if any (13.3). 3. May play one German combat tactic. 4, Draw combat chits. 5. Calculate hits for both sides. 6. Apply step losses and retreats to your units. 7. Apply step losses and dispersal to Allied units. 8. Check attacking units for advance after combat (13.8) GERMAN ATTACK (voluntary ~ 13.0) German units attack adjacent Allied units (the defender) 1, Declare target and attacking units. 2. Play combat tactics, total number allowed per activation must be s Command Value of activating card (13.33). 3. Draw one Allied Command Card if target in supply: If card show's defender’s formation, check for undetected Allied defender (13.2) If'no undetected Allied defender, apply the card’s combat tactic, if any (13.3). 4, Draw combat chits. 5. Calculate hits for both sides. 6. Apply step losses and retreats to Allied units. 7. Apply step losses and dispersal to your units. 8. Attacking units may advance after combat (13.8). UNDETECTED ALLIED DEFENDER (13.2) If the formation on the Allied command card drawn in Step 3 of a German attack matches that of an in-communication defending unit and the defending stack has less than 4 steps, check for one undetected Allied defender, Check Allied units in the reserve box for eligibility; if none, check out-of-contact ‘on-map units for eligibility 9.3). A reserve or out-of-contact unit is eligible if = Inthe division listed on a division command card; or "= In the corps listed on a corps command card, with prefer- ence to a unit in the same division as the defending units; or Inthe army listed on an Army command, with preference toa unit in the same division as the defending units, then in the same corps; or "For the 21st Army Group command card, a unit is eligible if in the same army as the defending units, with preference given to unit in the same division, then in the same corps. Stack one eligible undetected defender with the units defend- ing in the current combat. If more than one unit is available, take a reserve unit before an out of contact unit, then take the lowest numbered unit. DRAWING COMBAT CHITS (13.4) Check both sides of the chit as each is drawn, ‘= MANDATORY MINIMUM CHIT DRAW: Equals the number of steps in the defending hex. = GERMAN ATTACKS - Maximum Chit Draw: After drawing the minimum number required, you may stop or draw ad- ditional chits, up to a total equal to the number of attacking, units with non-bracketed combat strength, plus COMBAT PROCEDURES). +1 for each combat tactic played by attacker. +1 if the attacking units include one or more elite units. +#1 for each attacking unit with three or four steps. +1 if the defender is out of supply. 42 if the defender is isolated -2 if defender played the Screen combat tactic. Declare chit draw total before drawing any additional chits. * ALLIED ATTACKS — Maximum Chit Draw: Number of chits calculated as for German attacks. Stop drawing chits in an Allied attack after drawing the minimum required when any of the following occurs: = The maximum is reached, or; "The number of Allied hits equals the break off number given on the Allied Action card, or; = The number of German hits is sufficient to eliminate all defending units (13.42). Every combat tactic in an Allied attack adds +1 combat chit draw, including those on the action card and command cards even ifthe tactic is identical. COMBAT CHIT SUMMARY (13.41) | if both sides ofa chit apply, use the one with Priority (P. | Combat ratios are a comparison of attacker strength to defender strength (including bracketed combat strengths). | = Terrain refers to the defender's hex. | Dec 46 or Dec 17 applies ifthe attack occurs onthe listed | date. | * Altpower artery combat Engineers apply the corresponding tactic has been played. |= Elite applies if any attacking or defending units are elite. ® Green applies if any attacking or defending units are green. ™ Defender Adjacent applies if the defender is adjacent to 2 supplied non-dispersed friendly unit not yet attacked in the current impulse. Defender Recon applies if recon unit is defending. |_ = Dispersed or Unsupplied applies if all defending units | are dispersed, in low supply, out of supply, isolated, or | _ out of fuel. | = Flank Attack applies if the attacking units occupy at least two hexes not adjacent to each other, or fa German attack includes the Infantry infiltration tactic. Does not | __ apply if defender is in town or city. | = Large Attack applies to attack in which at least 7 chits are | drawn, | = Alllied Attack applies to any attack by the Allies. | sth pz army Attack applies to a German attack in which | atleast half the units are in Sth Panzer Army. | LP. Crossfire apples if the defender occupies an IP | | | * One-Hex Attack applies if all the attacking units are in a single hex. Negated if German attack is supported by Infantry infiltration tactic. = Only Attacker or Defender Armor applies if only one side in the combat has armor units The Tank/Panzer Battalion tactic fulfils the requirement. ™ Only Attacker or Defender Combined Arms applies if only one side in the combat has both armor plus infantry ‘or mechanized infantry. All units with armor and mecha- nized infantry symbols possess combined arms on their ‘own. The Tank/Panzer Battalion tactic fulfills the armor requirement. HITS & STEP LOSSES (13.5 & 13.6) aie Puc Cena eee) GENERAL PROCEDURE After all combat chit draws in a combat, total the number of attacker and defender hits on chits listing situations applicable to the combat. Defender hits are assigned first, then attacker hits. * Hit Adjustments If defending units occupy a town, city or Ip, or West- \wall hex (if German}, the defender ignores 1 hit. IP removed if used. - Defender dispersed, out of supply or out of fuel: attacker ignores 1 hit. - Defender isolated: attacker ignores all hits. * Defender Hits Defending units may either retreat one hex to satisfy one hit or two hexes and become dispersed to satisfy ‘two hits. All other hits must be satisfied by step loss. * Attacker Hits The first hit incurred by attacking units must be applied as a step loss. Up to two additional hits may be satisfied by dispersing all attacking hits. All other hits must be satisfied by step loss. ASSIGNING HITS TO DEFENDING ALLIED UNITS Apply hits one at a time, per the first of the following priorities that applies, Repeat until all hits are applied. ‘A. If the defending unit has already retreated two hexes in this, combat, lose a step for each remaining hit not yet applied, B, Ifhits > steps in defending units, retreat one hex. C. If losing a step would cause the defending unit to exert no 20C from the hex it occupies, retreat one hex. D. Calculate the unit’s Hold Chance with the following factors then conduct a Hold Check: + Hold Value of hex. + Steps in defending units. 42 if all attackers across river. -3 if defending units surrounded or OOC. +4 if all retreat routes would require extra step loss. +2 if defending units have already retreated one hex. HOLD CHECK: Roll die; if result < unit’s Hold Chance, apply a step loss; otherwise, retreat one hex. ASSIGNING HITS TO ATTACKING ALLIED UNITS First Hit: Step loss Second Hit: Step loss if attacker 2 4 steps otherwise disperse Units (attacker < 4 steps). Third Hit: If not yet dispersed, disperse attackers. If dispersed, no effect. Fourth Hit: Second step loss if only one step loss so far. Other- wise, no further effect. APPLYING STEP LOSSES (BOTH) © German step loss to a unit of your choice. * Allied step loss to the participating stack with the most steps, selecting highest numbered multi-step unit. If none, then to the highest numbered one-step unit. If stacks have the same number of steps, apply the selector number criteria to all Units in those stacks. General If assigning more than one step loss, all units must receive one step loss before a unit may receive a second in the same combat. When attacking from multiple hexes, each stack must be assigned a step loss before a stack may be assigned a second, RETREAT PRIORITIES (BOTH) Retreat into the first of the following that applies: 1. Into a hex not in enemy Z0C. 2. Into a hex occupied by a friendly unit in supply, in an ‘enemy ZOC. 3. Into an unoccupied hex in an enemy Z0C, in friendly supply. Remove a step from the retreating unit. 4, Into an unoccupied hex in an enemy ZOC and not in friendly supply or into a hex in an enemy ZOC occupied by friendly unsupplied units. Remove a step from the retreating unit. Within above priorities, retreat into any terrain. However, re- treat across unbridged river or into forest hex not entered via road only if no other hex available. ALLIED RETREAT DIRECTION If a choice of more than one hex, enter a town or city hex. If none, enter the hex in the withdrawal direction. If not possible, enter the hex closest to the withdrawal direction, then west- ernmost. GERMAN ADVANCE AFTER COMBAT If the attacked hex is vacated and the attackers did not disperse, then advance into the attacked hex is allowed, regardless of ‘enemy ZOCs. ALLIED ADVANCE AFTER COMBAT Check units for advance one at a time, in ascending order. Roll the die and consult the following table. If the result falls in the given range, the unit advances. Number of Advancing Units Already in Hex Route of Advance O 12[=2 Primary forward route or into a VP hex | Advance | 1-7 | No. Secondary forward route or town 1s_[ 14 | No Other route 13 [No | No Allied Advance Restrictions Advance into surrounded hex or hex in danger of surround only if hex Hold Value > 1. ® No advance if creates or enlarges gap in the Allied line unless into VP hex. * Lone unit with no ZOC does not check for advance. Two or three units without ZOCs stacked together check for advance {as if one unit) © Mechanized unit advancing a second hex will deviate from the path of retreat to follow the primary or secondary route, iff able. Otherwise, check for advance along the path of the retreat. ‘TWO-HEX ADVANCE (13.81) Attacking mechanized units may advance two hexes if the defender conducted a two-hex retreat (13.75) or was eliminated, The first must be the vacated hex; unit must stop if crossed un- bridged river. The second may be any hex but when deviating from the path of retreat a unit may not move from an enemy controlled hex to another, may not cross an unbridged river, and may not enter a forest hex unless entering along a road. EA: Ardennes (Sree) EVENTS ~ COMMAND &§ SPECIAL ‘AIRPOWER * Air Supply Remove an Out of Supply or Isolated marker from ‘one Allied unit or stack and all Allied units adjacent to that stack — the units are immediately in supply. Select the unit/ stack with the greatest total combat strength. If tied, select an isolated unit, then the stack with the lowest numbered unit. = Strafing Runs If no Allied units are eligible for Air Supply, discard the highest CV card from your hand (your choice if tied). Place the Allied Airgower card in your hand where it counts toward your hand size limit. You may not rid your hand of Allied Airpower cards until your draw pile is exhausted and only Allied Airpower cards remain in your hand. Then: discard all Allied Airoower cards to the appropriate Allied discard pile. The last Allied impulse of the day now occurs. JALLIES ALERT This day only Treat all combat chits drawn that list a date as “no result”. [ARTILLERY BARRAGE Discard one German division card from your hand. No effect ifno division cards in your hand. ELBREAK IN THE CLOUDS This day only During all combats, a card draw for an Allied combat tactic that does not apply to the ‘combat or does not result in a tangible benefit for the Allies is considered instead to be an Airpower combat tactic. ENGINEERS Conduct one of the following, in priority order: 41) Replace a roadblock in a VP hex or in Allied supply with an Allied reserve unit per 15.4 "If more than one roadblock on the map, replace the marker inthe highest HV hex. I tied, the westernmost, then the northernmost. © Ifa reserve unit is placed, the Engineer event is complete. ™ Ifo RB on the map or no reserve unit can be placed, pro- ceed to Priority 2. 2) Place a Roadblock marker in an unoccupied road position hex with a hold value > 3, within 2 hexes of a supplied German unit, in Allied and German communication and not adjacent to an Allied unit. 1 If more than one, in the highest HV hex, then in the western- most, then in the northernmost. . If no RB can be placed, proceed to Priority 4. . If no RB can be placed, proceed to Priority 3. 3) Place a Blown Bridge marker on a bridge bordering a Ger- man-occupied hex if Allied supply can be traced to the other hex bordering the bridge. 1 Ifmore than one, then blow the bridge bordering the high- est HV hex, then westernmost. 4) Place an IP on one Allied unit stack in supply, not in a town or city and adjacent to the greatest German strength. If more than one, westernmost. GERMAN PLANS INTERCEPTED Discard the top card from your draw pile. If empty, discard a random card from your hand. E1GROUND FREEZE This day only Adjust the movement Costs for mechanized units on both sides to enter the following terrain: = Clear and Broken: 1 MP / Woods: 2 MP / Forest: 3 MP RAISE THE ALARM Deploy one Allied unit (any formation) from | the Reserve Units box; if more than one, the lowest numbered. Unit. If none available, deploy the lowest numbered unit in the | calendar space for next day. | RECOVER Remove Dispersed markers from all Allied units. EJPATTON ON THE MOVE Accelerate the arrival of Ill Corps. Move ill Corps units from the December 22 space of the calendar to the December 21 space. Add the three cards for Il Corps to the Allied Command Deck on December 21. ‘TANK BATTALION Remove step from one German infantry unit alone in a hex without an IP nor in a town and adjacent to but not across a river from a supplied full strength Allied unit (your choice if more than one). WITHDRAWAL Move one surrounded (10.3) Allied unit/stack in ‘anon-VP hex to an adjacent hex from which it can trace com- munication, regardless of enemy ZOCs. If more than one hex available, move to a friendly occupied hex, then to a hex closest to the rearward direction. If more than one unit is eligible, move the unit/stack with the most steps, then the easternmost. ‘COMBAT TACTICS via action & command cards | AIRPOWER and ARTILLERY These aid the listed side if certain combat chits are drawn when resolving the combat. [ASSAULT COORDINATION Attacker only All friendly units ad- jacent to the enemy unit participate in the attack, even if not activated. BUG OUT Defender only ELSE Prior to combat resolution, if the combat odds are > 3:1, conduct an Allied Hold Check die roll. Ifthe result indicates a retreat, retreat the defending stack two hexes, in accordance with the retreat rules, but do not place a Dispersed marker. The attack is considered resolved, the attackers may advance after combat. If the die result indicates a hold, resolve the combat normally. Not resolved ifthe defender is OOC or combat odds are < 3:1. EEE If the defending stack has at least three steps and is not surrounded (10.3), remove the highest numbered unit before conducting combat and place it on the nearest empty position in Allied supply and not proximate (per 10.3) to a German unit. Otherwise, this tactic is not resolved. CCORPS ARTILLERY Functions like an Artillery combat tactic and draw a second Command card for a potential additional combat tactic. ENGINEERS * Defender Place an IP marker on the defending units. Do not place if defending in a town or city, or P marker alrea- dy present, or if the attacker played the Combat Engineer tactic in this combat. Attacker Add one to the attacker's combat strength. In ‘addition, remove an IP marker from the defender’ hex prior to resolving combat. The defender may not play ‘combat tactics to build an IP in this combat. Disregard Allied combat tactics calling for placement of an IP. REINFORCE BATTLE Select one active or inactive stack that did not move or attack in the current activation that could reach the combat in a single movement action to participate in the combat. If defending, the unit/stack moves into the hex with the defending units. if attacking, the unit/stack moves adjacent to the hex under attack (if not already there). Obey stacking limits. For Allied, select the unit/stack with the lowest numbered unit, if more than one. Preserving line and protecting VP hexes takes priority over reinforcing. SCREEN Defender only Reduce the maximum allowed combat chit draws by two. TANK BATTALION Add one to Allied combat strength; fills the requirement for armor if Allied units inthe combat do not already possess armor.

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