Par
(Saar)
Atiryeno ce
Check commands in the order listed on the Allied card and
conduct just the first command that applies:
Special Event If for the current day, implement the event.
Deploy Reserves if any units in the formation shown on the card
are in the Reserve Units box, deploy all those units to the map
(9.0). FEEI Check on-map units in the listed formation that are
out-oF-contact for re-deployment (9.3). See the ALLIED SYSTEM
INTELLIGENCE [3] player aid, for the deployment methods.
Expedite Reserves Certain Corps cards only. If any units in the
Corps are in next day's calendar space, transfer all those units
to the Allied Reserve Units box (9.5). If $2 cards remain in the
German draw pile, send such units directly to the map (9.51)
Assign Replacements PIigy Corps cards only.
If the corps shown on the card has at least two reduced units
in play, assign replacement steps (17.0).
Unit Activation Activate on-map units shown on card (10.0).
= Division card. Activate all units in all listed divisions.
* Corps card. Activate all units in corps.
* Army & Army Group card. Activate all Allied units regard-
less of army within five hexes of German unit closest to:
‘= Ast Army: city of Lidge (0116 & 0117)
= 3rd Army: town of St. Hubert (1719)
= 2ist Army Group: city of Namur (0526)
If tied, then westernmost German unit. Allied attacks are
supported by these combat tactics (13.34):
= Ast and 3rd Army: Tank Battalion.
= 2st Army Group: Artillery and Airpower.
Command Event Implement the event. Some command events
occur only on the days listed with the event.
No Command FEa3 If first card drawn is No Command card,
complete its command (if possible) then draw another card
ALLIED ACTION CARD TERMINOLOGY (10.3)
‘Active Unit. An undispersed Allied unit In the activated
formation.
‘Avoid Surround. Do not move the Allied unit into a hex in
‘which it would be in danger of surround (does not apply if
the unit cannot trace supply).
Break Off. Stop drawing combat chits in an Allied attack,
after drawing minimum required, ifthe situation on the card
applies.
Danger of Surround. German units are proximate to hexes
that if occupied, would surround the US unit with German
Units or their Z0cs,
HV: Position Hold Value.
Move Back. Move in the direction of the blue withdrawal
arrows and see 10.3.
Move forward. Move in direction indicated by the primary or
secondary forward arrow. Move as far as possible and prefer
primary direction in case of equal distance. If neither direc-
tion available, do not move.
00C: Out of communication; a unit that cannot trace a line
of communication to a friendly map edge.
Preserve Line. Do not create or enlarge a gap in the Allied
line.
ALLIED SYSTEM INTELLIGENCE [1]
Protect VP Hex. Do no move from VP hex if it leaves the hex
| vacant and if within 2 hexes of a German unit or German unit |
is proximate. Do not attack from VP hex if < 4 steps.
Proximate. The unit has sufficient movement points to reach
the target in one move.
Reinforce. Move to a hex adjacent to proximate German unit
to participate in an attack against that unit.
‘Strongest. The unit or stack with the highest total Combat
Strength. If tied, the lowest numbered unit.
Unit/Stack. The unit and any active or inactive units stacked
with it.
Weakest. The unit or stack with the lowest total Combat
Strength. If tied, the highest numbered unit.
TET ee ee)
Eligible to Activate (10.0) if at least one unit in
formation meets one of the following:
* Wandering behind enemy lines (10.8)
* In Danger of Surround and not in VP hex.
* Out-of Contact (9.3).
+ Dispersed.
* Eligible for IP (in supply, not in hex with town, city or
with IP)
Possess a simple 2:1 strength advantage against
a proximate German unit/stack (including strengths of
other Allied units proximate to the target).
| Exceptions: Shattered Corps (10.71) and XXX Corps not
& | Released (11.82).
4 | Conduct an action for each active non-dispersed unit
wandering behind enemy lines (10.8).
Draw three action cards and arrange in numerical order.
Conduct each card's action with non-dispersed active
units meeting the situations described on the card
(10.2). Units that performed an action in Step 1 are not
eligible,
Determine scope of action: if action card's subject is
‘A) UNIT ~ check ifthe situation applies to lead unit,
alone.
2 |B) UNIT/STACK - check if situation applies to lead unit
together with ALL other units in hex.
C) UNIT/STACK & OTHER ~ check if situation applies to
lead unit/stack (as B) PLUS ALL other active units prox-
imate to target of situation.
‘Complete action entirely for a given lead unit and those
acting with it. Actions may consist of units moving and
attacking
Place IP markers on eligible non-dispersed active units
3 | (20.2).
Remove Dispersed markers from active units that did
4 | not participate in an attack in the current activation
(10.1).Bren
German SOLO
Wiieteusect inks nunc uel
g
3 5
3 5 | Follow instructions for procedures A
2 _| through C to execute activation details
&
Bridge Demolition Check
A | Move &) 2 When a German unit enters a hex
Combat) bordered by a bridge in Allied supply
Roadblock Check
Move a|' When a German unit enters a hex
B next to an empty in-supply Position
Combat] Hex with a road
+ ii check VP hex only
Roadblock Reserve Check
Start of |« When an active German unit starts
C | Activa: | adjacent to a roadblock in Allied
tion | supply or in a VP hex
CMime an Oe)
‘An Allied unit is out-of-contact if either A or B is true:
A. Is in Allied communication and no German unit proximate
and its removal would not create a gap in the line OR
8. sin Allied communication, not Surrounded, and it is the low-
est numbered unit in a stack containing at least 5 steps or 8
strength points,
If out-of-contact, the unit may be taken as a Command Card re-
serve (only Method A, and onlyBES), an undetected reinforce-
ment or a roadblock reserve when no eligible units are in the
Reserve Units box, or it may be redeployed to an Allied attack
via Allied Action card.
COPA ee kone)
Allied combat strength total - modified below (not < 1)
Units attacking across river hexside: halve strength.
German combat strength total - modified below (not < 1).
* Units defending in a city / westwall: double strength
= +Leach: in non-VP town, in forest, in IP.
+ -Leach: in clear, out of supply, out of fuel
= -2each: isolated.
Rete)
‘A Allied units moving to attack move one at a time, in ascend-
ing numerical order. ifit can reach more than one hex adjacent
to the target German unit, move the unit to an empty hex, if
any, then to the hex that takes the most MPs to reach, then to
the hex with the fewest Allied units
TT eee)
Allied unit (or stack) is “wandering” if all the following are true:
= The unit is out of Allied communication.
* The unit is not in a town or city hex.
= The unit is able to move (not surrounded).
See 10.8 for wandering movement.
ALLIED SYSTEM INTELLIGENCE [2]
ETrade keane cee ee)
Roll die when a German unit enters a hex bordered by a bridge
‘that was in Allied supply. On a roll of 1 or 2, the bridge is de-
stroyed. On a 3-40, the bridge is intact.
B: ROADBLOCK CHECK 16+ VP HEX ONLY 20+ (15.1)
Roll die when a German unit moving, advancing or reinforcing
enters a hex adjacent to an empty in-supply Aled position hex
with a road that is itself not adjacent to any unit other than
the moving unit (Exceptions: the position has HV of § or 6, or is,
adjacent to a lone Allied unit with bracketed combat strength).
* If die s position’s hold value, place roadblock marker in hex.
= If die > hold value, no effect.
li The checked hex must be a VP hex.
Roadblock Effects A German unit may not enter a hex with a
Roadblock marker at any time. Roadblock markers do not exert
control per se. However, a German unit must stop moving or
advancing upon entering a hex that is adjacent to the road-
block's hex and connected by a road. The unit need not stop
ifit enters a hex adjacent to a roadblock but not connected
by a road, or if retreating. Roadblocks do not negate German
Z0C for purposes of tracing Allied supply, communication and
retreat routes.
Roadblock Removal A roadblock remains on the map until
removed due to any one of these:
= Allied unit enters its hex.
* Active German unit starts adjacent to roadblock. Remove
the roadblock and if it was in Allied supply or in a VP hex,
conduct roadblock reserve check (below).
= Roadblock out of German or Allied communication during
Supply Phase.
eetrredatensadee
Remove roadblock when German unit starts activation adjacent.
If roadblock was in supply or in VP hex, roll the die:
= If die s the hold value, place an Allied Reserve unit in the
hex.
* Ifdie > hold value or no reserve unit is available, do not
place a Reserve Unit.
Place an Allied Reserve Unit. Place a reserve or out-of-contact,
unit from the same army as the on-map unit closest to the
position,
" Ifnone are available, no unit is placed.
= If more than one is available select a reserve unit before an
out-of-contact unit.
= If possible, take a unit in the same division as the closest
Allied unit; if none, then in the same corps.
= Ifa choice remains, take the lowest numbered unit.
CSI e ee eee)
= Add steps to reduced supplied units in listed corps
* One point is expended per step, flip unit to full strength side
or exchange a reduced unit with its original unit so that
gains one step. Only one step per unit per impulse.
= VWAssian replacements to units in descending numerical
order.Bar
German SOLO
ALLIED SYSTEM INTELLIGENCE [3] an
PE Rourke Oe)
Units in the formation specified on the command card are eligible. Check eligible units, one at a time, in ascending order. If after
checking all units at least one unit is deployed, the Allied impulse ends. If no units are deployed, proceed to the next command
on the command card.
au
en
Check units in Reserve Unit box using Method A ONLY
heck units in Reserve Unit box using Method A
heck Out-of-Contact units (9.3) using Method A
3: Check units STILL in Reserve Unit box using Method B
‘Method A: Place unit in a hex meeting
ALL the following criteri
FIRST - Check best candidate hexes
* Empty Position Hex
* Inunit’s Corps area
* Able to trace Allied supply (check as if hex
is Allied-occupied)
AND - Check unit proximity
* German- unit Proximate
THEN - Check
* Not in Danger of Surround
+ Not in a German-held city or town
FINALLY — Check
= Not adjacent to an Allied unit with Z0C
UNLESS ( a) the Position Hex has a HV of 5
or 6 OR (b) that unit is OOC and would be in
communication after placing the reserve unit
NO SUCH
POSITION
Penman
na
No suCH
POSITION
IF MORE
THAN ONE
POSITION
Within 3 hexes of
unit in same DIVISION
IF NOT
POSSIBLE
Within 3 hexes of
unit in same CORPS
IF NOT
POSSIBLE
Within 3 hexes of,
unit in same ARMY
V IF MORE THAN ONE POSITION
IF MORE THAN ONE POSITION
Method B: Place unit in hex occupied by unit |
in same division, in communication & supply, |
within stacking limits and not in Danger of
Surround
NO SUCH
POSITION
MORE THAN
ONE POSITION
‘Method B: Place unit in a position Hex
FIRST ~ Check best candidate hexes
= Empty Position Hex
= Inunit’s Corps area
* Able to trace Allied supply (check as ifhex
is Allied-occupied)
‘AND ~ Check
* Within 3 hexes of unit in same army
= AND within 4 hexes of a German unit
regardless of Z0Cs, terrain, and so on
‘THEN — Check
= Not in Danger of Surround
* Not in a German-held city or town
In hex with
Highest HV
IF MORE THAN
ONE POSITION
Western
most hex
a IF MORE THAN
‘ONE POSITION
Closest to
German unitTOC od
(Atel)
16 SPECIAL DECEMBER 16 RULES (4.1)
First German Impulse of the Day (4.11): Your hand starts with
9 cards instead of 6. Must play Command Cards with total
command value of 10+ before triggering first Allied impulse.
* Play cards to activate formations and as combat tactics.
Cannot use Deploy Reserves command or command events,
‘Active German units may not move (EXC: unit moving via
Reinforce Battle combat tactic) but they may attack and
advance after combat.
= During attacks, do not draw Allied cards for combat tactics.
= After first German impulse, hand size is 6.
Throughout December 16 (4.12 & 4.13):
= Only one German unit may use a given bridge in a single
activation. Others may cross as if crossing unbridged river.
* Deploy just one Allied reserve unit when performing the
Deploy Reserves command.
* Allied non-mechanized units move only one hex when
moving during an activation. This does not apply to a unit,
moving via the Reinforce Battle combat tactic.
* Allied engineers do not blow bridges.
Treat Allied Artillery combat tactic as not available. The
Corps Artillery combat tactic occurs as described.
= Reserve units CCB/9A/Vill and CCR/9A/VIIl are deployed by
the XVIII Corps card, in addition to the Vill Corps or 9A Divi-
sion cards, but must be deployed in the Vill Corps zone.
PEST eas aac)
German units are in supply throughout December 16, 17 and
18, regardless of their situation. (Exception: von der Hevdte
event.)
20+ GERMAN FUEL SHORTAGE (14.5)
* Unit may not move, May not advance or retreat after com-
bat.
* Unit may not attack. Defense unaffected.
* Ifattacked, enemy attackers may disregard one attacker
hit
GEeuncwara aa ae)
Play an Army command card during your impulse to activate
all units in that army within 2 hexes of any one hex you desig-
nate ~ place the KG marker as a reminder.
Play the Army Group B command card to activate all German
units within 2 hexes of any one hex you designate, regardless
of army.
Giunta
* Within the unit’s German army area
+ Ina road hex that isa valid friendly supply head (14.2).
+ Atleast three hexes away from any non-isolated Allied unit
or Allied town or city (two hexes away if in a map-edge
hex)
Within three hexes of a unit in same division; if not pos-
sible, within three hexes of a unit in same corps; if not pos-
sible, within three hexes of a unit in same army.
Reserve units in the same division entering in the same
impulse must be placed in the same hex (7.2).
KEY RULES SUMMARIES
eee eure ure aaa ee eee)
‘Communication Path A hex or unit is in communication with
‘a map edge if a path of hexes of any length can be traced from
the hex or unit to the map edge. The hex or unit for which
‘communication is being traced may be in an enemy ZOC.
Supply Path A unit isin supply if, during the Supply Phase, a
path up to four hexes long can be traced from the unit to a hex
on a friendly map edge or to a road hex that is a valid supply
head. If the path crosses an unbridged river, its allowed length
is shortened to one hex. A road hex is a valid supply head if
a path of connected road hexes can be traced to a hex on a
friendly map edge with a road leading off the map.
Communication and supply may not be traced through enemy
town or city hexes, across enemy bridges, or through hexes
‘occupied by or in the ZOC of enemy units. Friendly units ne-
gate enemy ZOCs in the hex they occupy when tracing a path.
Allied supply may not be traced through a Westwall hex, unless
friendly-occupied.
Emam eae)
Low Supply
If in combat, no combat tactic may be played for the unit.
If the combat includes other friendly units in supply, combat
tactics may be played on their behalf
+ May not exit the map.
Allied only: Cannot be the lead unit in an attack.
Out of Supply Effects of Low Supply plus:
If mechanized, may move only one hex.
May not attack. Defense strength is unaffected,
May not build an IP, but retains IP already in place.
Out of supply only: If attacked, the enemy attackers may
draw one extra combat chit and disregard one attacker hit.
Isolated Effects of Out of Supply plus:
= Does not exert a ZOC, even in a town or city.
Infantry units may move or retreat only one hex.
= Mechanized units may neither move nor retreat.
May not exit an enemy ZOC.
May not enter an enemy town/city or cross an enemy
bridge.
Does not affect placement of enemy reserve units (except in
its own hex).
* Isolated only: If attacked, the enemy attackers may draw
two extra combat chits and disregard all attacker hits.
= Allied only: May not enter an unoccupied Westwall hex.
Surrender An unsupplied unit already isolated during the
Supply Phase must make a surrender die roll. if result in range,
unit must lose 1 step.
Green unit 1-6
Regular unit 1-4
Elite unit 12