Allied SOLO
GERMAN SYSTEM EVENTS & TACTICS
EVENTS - COMMAND & ESPECIAL
BJALLIED COMMAND cRIsis Move all British units in the
Oecember 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 Repair a destroyed bridge or build a new
bridge across a river hexside within one hex of a supplied
German unit. Both hexes bordering the hexside must be free
of Allied control and at least one of those hexes must be in
German supply. German units negate Allied ZOCs in the hex
they occupy for this purpose.
To determine where repair or construction occurs, first check
for destroyed bridges.
1) Ifa bridge is eligible, repair it. If more than one, repair
the bridge bordering the hex with the highest HV, then
the westernmost bridge.
Ifno destroyed bridges are eligible, check for unbridged
river hexsides eligible for bridge building. A river hexside
is eligible if a new bridge there would allow German
units unable to trace supply to do so. if more than one
such hexside, choose the one that enables the most
units to trace supply, then the easternmost hexside
If no hexsides are eligible for bridge repair or construc-
tion, the event is not implemented.
COMMANDOS Discard the top card from the Allied draw
pile. If exhausted, discard a card of your choice from your
hand.
CONSOLIDATION Add one replacement step to the German
formation on the command card for this impulse (not the
formation on the supporting card). Assign according to
replacement step procedure. If the formation is activated in
this impulse, the unit may act.
JEISENHOWER HESITATES Delay all units of the 82"¢ or
101% Airborne Division (your choice) by one day. Move the
units to the December 19 space of the calendar.
FUEL PRIORITY If this command event occurs on a day in
which German fuel checks are being conducted, conduct
no more fuel checks for the remainder of the day. Place this
card by the calendar as a reminder.
Bxruny 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.
OPERATION GREIF You may not destroy any bridges for the
remainder of the day.
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 This day only No roadblocks
may be placed within four hexes of a unit in the German Sth
Panzer Army.
|EXMonrTy TIDIES THE LINES This day only Units in US 1st
‘Army may not participate in Allied attacks.
VON DER HEYDTE Once per game only if the VDH unit has
not yet attempted to deploy, place it in the first of the
following hexes that is not occupied by or adjacent to an
2)
3)
|
Allied unit: 0510, 0408 or 0411. Upon placing the VDH unit,
roll the die to determine its supply state on landing:
1-2 Full supply
3:5 Lowsupply 9 Isolated
68 Outofsupply 10 Eliminated
Once placed, VOH may not move, may not retreat if attacked
‘and is never activated. Check VDH supply per normal supply
rules during the Supply Phase every day. No Allied reserve
unit may be deployed within three hexes of a non-isolated
VDH unit.
| chit.
‘COMBAT TACTICS
AIRPOWER and ARTILLERY These ald 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, but unactivated units do not advance after
combat.
= If German, reduce the total hits incurred by the Germans
by one,
‘COMBAT ENGINEERS
= Defender Place an IP marker on the defending units. Do
not place if defending in a town or city, or IP marker al-
ready present, or if the attacker played the Engineers tactic
in this combat.
= Attacker Add one to the attacker's combat strength. In ad-|
dition, remove an IP marker from the defender’s hex prior
to resolving combat. The defender may not play combat.
tactics to build an IP in this combat.
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 and may split up. Obey
stacking limits.
When attacking, a unitis eligible to reinforce a battle if in the
same army as at least one attacking unit or already adjacent
to the defending units. If more than one stack can reach the
combat, chose the stack that will not be attacking across a
river, then the stack that will cause an unsurrounded defendei
to become surrounded (9.3), then the stack with the lowest
numbered unit. Units that reinforce a German attack do not
advance after combat.
FIXED ARTILLERY Functions like the Artillery tactic, but only
applies 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 if the defender is in
‘a non-town or city hex, the defender is considered flanked,
regardless of the number of hexes from which the defender
is being attacked. Furthermore, the attack is not considered a
‘one-hex attack, even if all attacking units are in one hex, and
even if the defender is in a town or city.
PANZER BATTALION Add one to the German combat strength;
fills the requirement for armor if the German forces in the
combat do not already possess armor.
PRESS THE ATTACK Attacker only Draw one additional combat|ares
ieee)
GE Unned cur ae ee eee) DRAWING COMBAT CHITS (12.4) |
‘German units attack all your units in one adjacent hex (9.5)
1. Draw one German card (unless overwhelming attack,
12.36). Apply the card’s combat tactic, if any (12.3). Check sup-
porting card (if any) ~ apply the card’s combat tactic if
and beneficial to the attack.
2. Add active German reserves to the attack (12.21).
3. Play Allied combat tactics, at your option.
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 German units.
8. Check attacking units for advance after combat (12.8).
ADDING ACTIVE RESERVES TO GERMAN ATTACK (12.21)
In German attack step 2, place eligible active German reserve
units in hexes meeting all the following requirements:
= Adjacent to the hex under attack;
= In reserve supply (13.3); and
= Not overstacked.
Place units one at a time in ascending numerical order. if more
than one hex available, place in a hex causing surround, then
in a hex not across the river from the defender, then an empty
hex, then in a hex with fewest German units, then in a hex
closest to reserve unit's army objective
ALLIED ATTACK (voluntary ~ 12.0)
Your units attack German units (the defender)
41, Determine target and attacking units.
2. Play combat tactics, at your option.
3. Draw one German card if defender isin supply
* If card show's defender's formation, check for undetected
German defender (12.22)
= If not, apply the card's combat tactic, if any (12.23).
4. Draw combat chits.
5. Calculate hits for both sides.
6. Apply step losses and retreats to German units,
7. Apply step losses and dispersal to your units.
8, Attacking units may advance after combat (12.8).
UNDETECTED GERMAN DEFENDER (12.22)
If the formation on the German card drawn in Step 3 of an
Allied attack matches that of a defending unit in reserve supply
and the defending stack has less than 4 steps, check for one
ndetected German defender. German units in the reserve box
are eligible if:
* In the division listed on a division card; or
‘In the corps listed on a corps card, with preference to a unit
in the same division as the defending units; or
* In the army listed on an Army card, with preference to a
unit in the same division as the defending units, then in the
same corps; or
‘For the Army Group B 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 the lowest numbered unit.
CCheck both sides of the chit as each is drawn.
* MANDATORY MINIMUM CHIT DRAW: Equals the number of
steps in the defending hex.
* MAXIMUM CHIT DRAW: Equals the number of attacking
units with non-bracketed combat strength, plus:
+1 for each combat tactic played by attacker.
+Lif the attacking units include one or more elite units.
+1 for each attacking unit with three or four steps.
+f the defender is out of supply
42 if the defender is isolated
-2 if defender played the Screen combat tactic.
German Attacks: Always draw the maximum number of chits,
for German Attacks. Every combat tactic in a German attack
‘adds +1 combat chit draw even if the tactic is identical
Allied Attacks: Draw the minimum number of chits required.
Then decide how many more you will draw up to the maximum,
Once chosen, you may only draw that number of additional
chits
COMBAT CHIT SUMMARY (12.41)
If both sides of a 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 16 or Dec 17 applies if the attack occurs on the listed
date.
* Airpower, Artillery, Combat Engineers apply if the
corresponding tactic has been played.
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 a
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 outof
fuel.
* Flank Attack applies if the attacking units occupy at least.
‘two hexes not adjacent to each other, or if a German attack
includes the Infantry infiltration tactic. Does not apply if,
defender isin town or city.
* Large Attack applies to attack in which at least 7 chits are
drawn.
= Allied Attack applies to any attack by the Allies.
‘= 5th Pz Army Attack applies to a German attack in which at
least half the units are in Sth Panzer Army.
= LP. Crossfire applies 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
fulfills 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 mechanized
infantry symbols possess combined arms on their own. The
Tank/Panzer Battalion tactic fulfills the armor part of this
Tequirement.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 Westwall 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.
= German attack with Assault Coordination: attacker ignores 1 hit
*= 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.
= German Attacker Hit Reduction If all defending units are
eliminated in a German attack and Allied hits remain unfulfilled,
reduce the number of German attacker hits by the number of
remaining Allied hits.
ASSIGNING HITS TO DEFENDING GERMAN UNITS.
Apply hits one at a time, per the first of the following priorities
that applies. Repeat until all hits are applied.
‘Af the defending unit has already retreated two hexes in this
combat, lose a step for each remaining hit not yet applied.
B. If hits > steps in defending units, retreat one hex.
C. If losing a step would cause the defending unit to exert no
Z0C 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 fall attackers across river.
-2 if defending units unable to trace reserve supply.
42 if all retreat routes would require extra step loss.
+43 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 GERMAN UNITS
First Hit: Step loss
Second Hit: If 1-step unit, disperse. Otherwise roll die, if die
‘SHV of attacked hex or s steps in attacking units, apply step
loss; if die > both values, disperse attacking units.
Third Hit: If not yet dispersed, repeat process for the second hit.
‘Additional Hits: if not dispersed, disperse attacking units.
Dispersal absorbs 2 hits. If hits remain, apply as step losses.
APPLYING STEP LOSSES (BOTH)
* Allied step loss to 2 unit of your choice.
* German step loss first to 4-step unit, then to 2- or 3-step
unit, if none, then 1-step unit. For more than one choice of
unit above, assign loss to unit in hex with most total steps,
then higher selector number, finally you choose.
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 ZOC.
2. Into hex occupied by friendly unit in supply, in enemy ZOC.
3. Into an unoccupied hex in an enemy ZOC, in friendly sup-
ply. 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
nsupplied 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.
GERMAN RETREAT DIRECTION
If a choice of more than one hex, avoid a hexin a forward
direction, then avoid a hex adjacent to a forward direction,
than choose easternmost.
ALLIED ADVANCE AFTER COMBAT
If the attacked hex is vacated and the attackers did not disperse,
regardless of enemy ZOCs, then advance into the attacked hex
is allowed.
GERMAN ADVANCE AFTER COMBAT
‘A. Check units for advance one at a time, in ascending order.
Roll the die and consult the following table. ifthe result falls in
the given range, the unit advances.
Number of Advancing
Units Already in Hex
Route of Advance (mane
Forward by primary/secondary route | Advance | 1-6 | No
or across river & closer to army objec-
tive or into VP hex or enables supply
Into town or closer to army objective 17_|1-3[ No
Other route No [No [No
German Advance Restrictions
FEAF advance leaves HV hex vacant, place detachment (15.1).
EEE} Advance into surrounded hex only if hex hold value > 4.
= Bracketed units and units attacking via the Reinforce Battle or
Assault Coordination combat tactic do not advance after combat.
Unit advancing two hexes deviates from retreat path to take
forward direction, if able. If not, follow path of retreat.
* Do not advance out of VP or Westwall hex if Allied supply is
traceable to vacated hex.
‘TWO-HEX ADVANCE (12.81)
Attacking mechanized units may advance two hexes if the de-
fender conducted a two-hex retreat (12.75) 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 @ forest hex unless entering along a road.Paras
aa ALLIED PLA
EVENTS ~ COMMAND &§SPECIAL
AIRPOWER ~ play as one of the following:
= INTERDICTION Play during step 4 of the Supply Phase.
Discard the top card two cards from the German command
deck and skip the first German impulse of the day.
+ AIR SUPPLY Play during your impulse to immediately
restore any Allied unit or stack to full supply.
ALLIES ALERT This day only Treat all combat chits drawn
that lista date as “no result”.
BREAK IN THE CLOUDS This day only During all combats
Cn this day, you may play any card as an Airpower combat
tactic.
ENGINEERS — play as one of the following:
* Roadblocks Place two Roadblock markers, each one in a
non-clear road hex in Allied supply, not adjacent to a Ger-
moan unit (see 10.8 for effects).
+ BiB iow Bridge Place a Blown Bridge marker on any one
bridge bordering a hex in Allied supply. If German bridge,
Allied unit must be proximate (9.3).
= Repair or Build Bridge Repair a destroyed bridge or build
a new bridge across a river hexside. Allied supply must be
traceable to at least one hex bordering the hexside and
neither hex bordering the hexside may be occupied by or
in the ZOC of a German unit, unless occupied by an Allied
unit.
= Improved Position Place an IP on one Allied stack in sup-
ply, not ina town or city hex.
GERMAN PLANS INTERCEPTED Discard the top three cards,
from the German draw pile.
Eicrounp 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
|PATTON ON THE MOVE Accelerate the arrival of ll Corps.
Move Ill Corps units from the December 22 space of the
| calendar to the December 21 space. Add the three cards for
| lll Corps to the Allied Command Deck on December 21.
| RAISE THE ALARM Move any one unit its full movement al-
| lowance, using strategic movernent if eligible; or deploy one
| unit from the Reserve Units box. Deploy the unit normally or
| asa strategic reserve, even if not so designated.
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 — Engineers can be a command
event or a combat tactic - and the implementation instructions var.
Note that other titles are very similar ~ Artiller, Artillery Barrage,
Comps Artillery and Fixed Artillery - but each is distinct and may not
appear inal three games.
2. Follow the instructions explicitly (since they may override
standard rules), noting any calendar date restrictions.
3. f the instructions cannot be met, do not implement the
‘event, tactic or reaction.
4, Return to the sequence of play to continue game play.
‘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.
BUG OUT Defender only Prior to combat resolution, retreat
the defending stack two hexes, in accordance with the retreat
rules, but do not place a Dispersed marker. The attack is con-
sidered resolved. Check for German advance after combat
as if you retreated.
CORPS ARTILLERY Functions like the Artillery tactic. However,
return the card to the draw pile after play, instead of distarding
it, and then shuffle the draw pile. Ifthe draw pile is exhausted,
discard this card after play instead.
ENGINEERS,
= Defender Place an IP marker on the defending units.
Do not place if defending in a town or city, or IP marker
already present, or ifthe attacker played the Combat.
engineer tactic in this combat.
+ Attacker Add one to the attacker's combat strength. In ad-
dition, remove an IP marker from the defender’s hex prior
to resolving combat. Disregard German 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 ina single movement action to participate
| in the combat. Obey stacking limits.
* Defender The unit/stack moves into the hex with the
defending units. The total reinforcing strength may not
exceed the defending strength already in the hex.
+ Attacker The unit/stack moves adjacent to the hex under
attack and may split up.
SCREEN Defender only Reduce the maximum allowed com-
bat chit draws by two.
‘TANK BATTALION Add one to your combat strength; fills the
requirement for armor if your units in the combat do not.
already possess armor.