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GERMA Erne) Check commands in the order listed on the German command card and conduct just the first command that applies: ‘Special event or command event. Implement the event. Some special and command events occur only on the days listed with the event, EXaB Assign replacements Corps cards only. Tf number of reduced units in listed corps 2 number of listed RPs, assign replacement steps (16.0). Unit activation. Activate on-map and reserve units shown on card (9.0). = Division card. Activate all units in all listed divisions (it Peiper/150 card, see 8.14), Corps card. Activate all units in corps. = Army card, Locate non-bracketed unit in army with the most non-bracketed army and OKW units within 2 hexes. Activate all those units plus bracketed units in range. If tied, unit farthest from army's objective is center of activation. Also activate reserve units in same corps as on-map active units. ‘= Army Group B card. Locate non-bracketed unit with the most non-bracketed units within 2 hexes. Activate all those units plus bracketed units in range. If tied, easternmost unit is. center of activation. Also activate reserve units in same corps as on-map active units, GERMAN ACTIVATION SEQUENCE ( Refer to Procedures A-D in this player aid for details. 4 | Remove Roadblock markers adjacent to active _German units. 2 Relocate Army Objective marker if required (Procedure A, 9.1). Move active on-map units (Procedure B, 9.2) 3 Pizfplace detachments as units move (Procedure C, 15 ‘g Binfantry ERBMAlI unit types. Place reserve uni ‘Conduct attacks with units meeting attack require- 5 ments (Procedure D, 9.5). Add eligible active reserve units to attacks (12.21) ‘A Check active units that did not move or attack in ascending order for removal to the Reserve Units box (9.6). Remove if: Unit adjacent to Allied unit and * Unit can trace reserve supply and + Removal would leave at least 2 German steps in hex (3 in VP hex). EiBPiace iP markers on active units (9.7). Remove Dispersed markers from active units (12. ols ‘on detachments (Procedure C, 15.4). Monk ee una eee ‘Army Objective: Activation Step 2: Ifa German unit is proximate to or within two hexes of the activated formation’s Army Ob- jective marker or that marker is not yet on the map, consult, the table below (roll the die) to see where the Objective marker is placed. Relocate the marker if required. The table is not used after the third relocation (9.15). Objective = 7 rl Die: 1-6 Die: 10 6PzArmy | MalmedyW [0408 W. St. Vith N 7 Army EttlebruckS Wiltz S| 2nd Objective | Die: 1-6 Die: 10 Malmedy | Spa W Manhay N 0408 Verviers |Spa Ww Eupen W St. vith ManhayN | Trois Ponts W | Spa W Ettlebruck | Martelanges | Arion W 1916S Mersch HabayleNewew | Arion W Martelange S wilt 1916S Martelange S 314 Objective | _Die: 1-6 Die: 10 ‘Spa UBge 0117 w | 0319 W Lidge 0117 W Trois Ponts _|0319W Liége 0117 w_| Huy W Verviers Lidge 0117 w [0113 w Exit [0319 W Eupen 0113 W Exit _| Liege 0117 W | Liege 0117 W Manhay | 0319 W Huy W Havelange N 1916 Wellin S St.HubertS | Recogne W Neufchateau | Wellin s St.Huberts | Bertrix W Martelange |st.Huberts |Recognew | 2615 W Exit HabayleNewve |Recogne W |Bertixw | 2615 W Exit Arion Rossignol W_|Recogne W_| 2614 W Exit Corps Objective: When the German LXVII, LXVI or LXXX Corps are activated for the first time in the game, place the Corps Ob- Jective marker for that corps in the hex printed on the marker back. These objectives take priority for these corps until re- moved. Remove when no Allied unit is within 3 hexes (9.13). ERS S ue as in ed oa) + PiJextended Move. If not adjacent to Allied unit upon Activation Step 3: Check units in ascending Aor descending. ‘Wrumerical order. = For methods 1-9, check all eligible units for one method before proceeding to next method. ‘= Then, if units remain unmoved, check each unit individually for Methods 10-13. = For units with a corps objective, see 9.23. For unsupplied units, see 9.25. MOVEMENT METHODS 1-4 1. Special Moves. Not subject to restrictions of 9.21. 2) A Exit the Map per 10.9. b) & Move adjacent to the Meuse, if no German has yet done so. If MPs remain, continue via movement arrows. c) ¥ Move into empty Allied VP Hex and stop. ifin VP hex to which Allied supply can be traced, stay unless moving to higher value VP hex, 2. A Move to hex closer to unit’s army objective and adjacent to Allied VP Hex. 3. ¥ Cause Surround. Move non-bracketed unit to hex that would cause unsurrounded Allied unit to be surrounded. if already causing surround but not adjacent to Allied unit move adjacent. If more than one hex, move to hex that would block supply trace, 4. ¥ FEJopen supply Line. Move to hex that would enable German unit unable to trace supply to do so. if more than 1 hex, move to hex enabling the most German units to trace supply. MOVEMENT METHODS 5-9 Methods 5-9 apply only to non-mechanized infantry [Methods 5-9 apply to mechanized and non-mechanized, infantry 5. & Move adjacent to Allied VP Hex. Unit already adjacent moves to another VP hex only if closer to army objective and allowed by 9.21(a). 6. ¥ Move to Empty Town. Move to Allied town. Move to a German town only if Allied supply can be traced. 7. ¥ Move adjacent to Allied Unit or Town to which no non- bracketed German infantry unit is adjacent. If already the only such unit adjacent to Allied town or unit, movement is. complete. 8. ¥ Enter town occupied only by German armor and to which Allied supply can be traced. If already in town stacked with only armor, movement is complete. 9. ¥ FEB) Move to hex with Detachment marker in German supply and to which Allied unit proximate. Remove marker. If more than one, move adjacent to Allied unit if possible, ‘A MOVEMENT METHODS 10-13 Check Methods 10-13 for each active unit before proceeding to the next unit. 10. Follow Movement Arrows. Move if able to spend full movement allowance (MA) following arrows, with preference given to primary arrows. Avoid ending move adjacent to Allied Unit if possible. ‘moving full MA, continue moving. Mechanized unit spends. up to its MA. Infantry unit spends up to 2 MPs. During extended move unit may not move adjacent to Allied unit, enter Allied town or city or cross Allied bridge. 11, Move closer to Army Objective. if more than one hex is closer, move adjacent to Allied unit against which moving unit has 2 3:1 strength, including all units adjacent to target, active reserve units, and yet-to-move active units proximate to target. If no hex or more than one hex offers a 3:1 advantage, move closest to objective. 12, Infiltrate toward Objective (one unit only). Unit eligible if in supply and stacked with active non-bracketed unit not yet moved. If eligible, unit moves 1 hex closer to army objective, regardless of Allied ZOCs. Mechanized unit may not infiltrate across river or into forest. Upon completing move, all active Units in hex from which move began are considered moved. 13. Move adjacent to Allied unit if not already adjacent. RESTRICTIONS (9.21) Do not move / advance if... a) Dont move unit starting adjacent to VP hex occupied by Allied units with strength ¢ 5 (s 3 in city) unless moving adjacent to same VP hex. b) Dont move unit if currently surrounded Allied unit would become un-surrounded, ©) Donot leave town, city or Westwall hex vacant, if would result in Allied supply traceable to hex. 4) Donot move if doing so makes Allied supply traceable to empty German town, city or Westwall hex. TIEBREAKERS (9.22) 1) Closest to Army Objective, 2) Furthest in objective compass direction, 3) Northernmost UNITS WITH CORPS OBJECTIVES (9.23) ‘A Move toward nearest Allied unit within three hexes of Corps Objective marker, adjacent to unit if possible + ifunits are equally near, then easternmost. + Ifable to reach more than one hex adjacent to Allied unit, then to hex that would cause Allied unit to be surrounded, then to unoccupied hex, then to easternmost hex. ADJUSTMENTS MOVING ADJACENT TO ALLIED UNITS (9.24) Supersedes movement methods when a unit moves adjacent to an Allied unit and hex is a) occupied by a German unit or, b) across river from that Allied unit, * If (a) and unit can reach unoccupied hex adjacent to same Allied unit, move to that hex. + If (b) and unit can reach hex not across river and adjacent to same Allied unit, move to that hex. UNSUPPLIED UNITS (9.25) ‘An unsupplied German unit moves via method 1, if eligible. Do not check subsequent methods. Instead, move toward clos- fest hex from which supply traceable, stopping in such a he possible. Pare eect GERMAN SYSTEM INTELLIGENCE [3] Cian acenen ane eek) [Eplace Detachments: Place in printed HV hexes that be- come vacant during German movement and advance (15.1). Properties (15.2) No move, attack, defend, retreat or advance. = No ZOC, does not negate Allied ZOCs or block Allied supply ‘trace. Exception: Has ZOC during Supply Phase, step 1 and End of Day Phase (15.21). ‘Allied unit may not enter detachment hex. If moving or ad- vancing adjacent to hex unit must stop and may not attack it Allied reserve may not be placed in or adjacent to detach ment hex. Remove Detachment When « (25.3) Allied unit begins activation adjacent. * German unit enters detachment’ hex = During End of Day Phase, Allied OR German supply cannot be traced to detachment. Other detachments have ZOCs when tracing. Do not remove from town, city and Westwall heres. [Activation Step a) Detachment eligible if in reserve unit’s army; and not adjacent to non-bracketed German unit; and in German supply; and Allied unit proximate. + Reserve unit eligible if active: : INon-bracketed infantry type only + BEBPAny unit type + If more than one detachment eligible, replace detachment in highest HV hex, than closest to an active unit. JGenerate New Detachments Supply Phase Step 1 (15.5) Check every detachment and German-occupied town, eastern- most first, then northernmost. = Ifin both German and Allied supply, place new detachment in empty HV hex in German and Allied supply within 2 hexes of existing detachment or town and not adjacent to Allied unit. * Also place Detachment markers in unoccupied Westwall HV hexes to which German and Allied supply can be traced. * Alldetachments have ZOCs during this step. Px u une keeoe) ‘A Check multi-step units in ascending order for eligibility to be lead unit in an attack against an adjacent enemy-occupied hex {the target hex). Calculate the situational strength of the ‘opposing units by totaling the strength of all active German units adjacent to the target hex, and all Allied units in the target hex, with the following adjustments: = Include active reserve units that can be legally placed adjacent to the defender. = If the supporting card shows Assault Coordination, it non-active German units adjacent to the defender. + Halve the total strength of all German units (rounded down) that would be attacking across a river hexside. * Double the strength of Allied units defending in a city hex. = Add to or subtract from the defending units’ strength for: = Inforest +1 In improved position +2 Adjacent to supplied Allied unit #2 Clear terrain -1 Unsupplied or dispersed -1 feplace Detachment with Reserve Unit clude Once calculated compare the situational strengths as an attacker:defender ratio to determine if the attack occurs. + Attack if > 4:1, or if all defending units isolated (regardless of ratio). * Cancel the attack if <3:1 and all attacking units are in low supply. * Cancel the attack if< 4:1. * If 4:1 and < 4:1, roll the die, adding applicable modifiers to determine ifthe attack is cancelled according to this table: Die Cancel Attack IF. Oorless | Attack proceeds, do not cancel 1 Only defender elite or Only defender armor 2 Less than 1.5:1 or Defender in non-VP town 3 Less than 1.5:1 or Attacking from one hex 4 Less than 2:1 or Only defender armor 5___ | Less than 2:1 or Only defender elite 6 __| Less than 2:1 or Defender in town 7___ | Less than 3:1 or Attacking from one hex 8 9 Less than 3:1 Less than 3:1 10 [Less than 4:1 Die Modifiers: subtract 1 for each of the following that apply: + (december 16 1 Aftackers include elite units and defender has no elite units = Attackers activated by an Army or Army Group card = Supporting card shows applicable combat tactic GERMAN ACTIVATION TERMINOLOGY (9.3) ‘Active Unit A undispersed German uni formation, Cause Surround A German unit can cause surround if proximate to a hex that, if occupied by that German unit, ‘would result in German units or their ZOCs in all six hexes around the Allied-occupied hex. A German unit is said to be causing surround if the unit's removal from a given hex would cause a currently surrounded Allied unit to become unsurrounded. HV Position Hold Value printed in the hex. If none, HV is 0. Overwhelming Attack A German attack with combat odds of 29:1 Proximate A unit has sufficient movement points to legally enter a target hex or enter a hex adjacent to an enemy unit/ roadblock/detachment in one move. Reserve Supply German reserve supply is traced like regular supply with the added restriction that it may not be traced through 2 hex in an Allied zone of control, even if occupied by a German unit. Strongest The unit or stack with the highest total combat strength, Surround A unit is surrounded when every hex adjacent to its hex is occupied by an enemy unit or enemy ZOCs, regard- less of presence of friendly units ‘Weakest The unit or stack with the lowest total combat the activated strength. ara Allied SOLO PR sca kcee) = German cards 35, 39, 40, 44, 49, 56, 58, 61, 62, 66 and 68 start in German Discards box. Skip the first German impulse of the day. Allied non-mechanized units may only move one hex when activated. Does not apply to a unit moving via the Raise the Alarm event or the Reinforce Battle combat tactic. You may not blow a bridge. You may not play the Artillery combat tactic, but you may play the Corps Artilery combat tactic. POET eas iaaedee ees) German units are in full supply throughout December 16, 17 and 18, regardless of their situation (Exception: VDH event). mcs eukeeeenicaeee) = Unit may not move. May not advance or retreat after combat. * Unit may not attack. Defense unaffected. If attacked, enemy attackers may disregard one attacker hit. Ifin a reserve box, unit may not be placed on the map. Ease ee Ce = Within the unit’s Allied corps area, Ina road hex that is a valid friendly supply head (13.1), At least three hexes away from any non-isolated German Unit or German town or city (two hexes away ifn a map-edge hex) + Not in or adjacent to a hex occupied by a German Detach- ment marker. + Within three hexes of a unit in same division; if not possible, within three hexes of a unit in same corps; if not possible, 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). Allied Alternate Reserve Deployment (7.11) ‘A.unit marked with an $ or with an entry date earlier than the current date may be placed in any supply head hex in the unit’s corps area, and at least § hexes from an enemy town, city or unit excluding isolated German units (2 hexes away ifn a map- edge hex’ econ cheese uen ecko) * 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 it, agains one step, Only one step per unit per impulse. ‘Wassign replacements to German units able to trace re- serve supply or in Reserve Units box in descending numerical order. Allied elite units receive replacements only if no regular units in the Corps need replacement. ‘ALLIED SUPPLY RESTRICTIONS (10.6 & 13.14) Movement (10.6): An Allied unit able to trace supply may not tend its move or advance in a hex from which it cannot trace supply. KEY RULES SUMMARIES EL Not Valid for Allied Supply (13.14): these towns are German: Eupen or Verviers: hex 0109; Consdorf: hex 2603; Mersch: hexes 2608, 2606 & 2605; Arlon: hex 2612. TRACING SUPPLY (13.1) ‘Supply Path A unit is in 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 isa valid supply head. If the path crosses an unbridged river, its allowed length is shortened to one hex. ‘Supply Head 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. Supply may not be traced through enemy town or city hexes, across enemy bridges, or through hexes occupied by or in the 20€ of enemy units. Friendly units negate enemy ZOCs in the hex they occupy when tracing supply, but not when trac- ing German reserve supply. Allied supply may not be traced through a Westwall hex, unless friendly-occupied. EFFECTS OF UNSUPPLY (13.2) Low Supply = Ifin 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. = German only: Its movement objective is toward a hex in German supply (9.25). ‘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 @ ZOC, even in a town or city. + Does not affect placement of enemy reserve units (except in its own hex) 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. * 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, = Allied only: May be attacked regardless of situational strength. 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. Greenunit 1-6 Regular unit 1-4 Elteunit 12

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