FA: Ardennes
PLAYER |
GERMAN EVENTS & TACTICS
EVENTS - COMMAND & §§SPECIAL & [J REACTION
EE- No Event may be played during first 3 Impulses
EJALLIED COMMAND CRISIS Move all British units in the
December 22 space of the calendar to the December 23
space, Delay placing the British Command cards scheduled to
g0 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 bordering the hexside and neither
hhex bordering the hexside may be occupied by or in the ZOC
of an Allied unit, unless occupied by a German unit.
COMMANDOS Play during your impulse, Randomly draw one
card from the Allied player's hand and discard it.
EISENHOWER HESITATES Delay all units of the 82n¢ or
To1t Airborne Division (German Player's choice) by one day.
Move the units to the December 19 space of the calendar.
FUEL PRIORITY Once per Day only 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.
if you choose to discard a different card, you must show the
Fuel Priority card to the Allied Player. If you are playing an
Army or Army Group card for Fuel Priority, that card, and not
another, must be discarded
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.
[ROPERATION GREIF Play in response to the Allied player
destroying a bridge to cancel the destruction — the target
bridge remains intact. This card play does not count as your
command for the impulse.
JGROUND 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
IMANTEUFFEL DIRECTS TRAFFIC This day only No road-
Blocks may be placed within four hexes of a unit in the Ger-
man Sth Panzer Army.
E]MONTY TIDIES THE LINES This day only Units in US First
Army may not participate in Allied attacks.
VON DER HEYDTE Once per game only Play during your
impulse to place the VDH unit in any unoccupied, non-town,
‘lear, broken, or woods hex west of and within eight hexes of
‘a Westwall hex, north of the 0700 hex row and not adjacent
to any unit. Once placed, VDH may not move and may not
retreat if attacked. Upon placing the VDH unit, roll the die to
determine its supply state on landing:
1 Fullsupply
23 Lowsupply 89 _ Isolated
4-7 Qutofsupply 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 IP marker on the defending units. Do
not place if defending in a town or city, or an /P marker
is already present, or if the attacker played the Combat
Engineers 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. The defender may not play
combat tactics to build an IP in this combat.
FIXED ARTILLERY Functions like the Artillery combat 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
defender 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 German combat strength.
This fills the requirement for armor if German units in the
combat do not already possess armor.
PRESS THE ATTACK Attacker only Draw one additional com-
bat 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 movernent action to partici-
pate 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.
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 implementa-
tion instructions vary. Note that other titles are very similar
~ Artillery, Actillery Barrage, Corps Artillery and Fixed Artillery —
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.EA: Ardent
2 PLAYER
16 SPECIAL DECEMBER 16 RULES (4.1)
‘German Surprise Attacks (4.11) The German Player receives
three impulses in a row prior to the first Allied Impulse. Each
must be used to activate formations in different corps.
During these three impulses:
"Active German units may not move (EXC: unit moving
via Reinforce Battle tactic); may attack and advance after
combat.
+ The Allied Player may not play cards for any purpose.
= The German Player may not play a card as a special event,
command event or to deploy reserves.
+ The German Player refills his hand after each impulse,
‘Throughout December 16 (4.12 & 4.13)
* Only one German unit may use a given bridge in a single
activation. Another may cross as if crossing unbridged river.
* Allied non-mechanized units may only move one hex when
moving during an activation (EXC: unit moving via the Raise
the Alarm event or Reinforce Battle tactic).
* Allied Player may not blow bridges, may not play the
Artillery combat tactic, but may play the Corps Artillery
combat tactic.
16-18 INITIAL GERMAN SUPPLY (10.12)
German units are in full supply throughout December 16, 17
and 18, regardless of their situation. (Exception: VOH event.)
Pecunia
* Unit may not move. May not advance or retreat after
combat.
+ Unit may not attack. Defense unaffected.
* Ifattacked, enemy attackers may disregard one attacker it
Eunos are)
German Player: Play an Army command card during an impulse
to activate all units in that army within two hexes of any one
hex you designate ~ place the KG marker as a reminder.
German Player: Play the Army Group B command card to
activate all German units within two hexes of any one hex you
designate, regardless of army.
Bree emer)
= Within the unit’s Allied corps or German army area.
= Ina road hex that is a valid friendly supply head (10.1),
= Atleast three hexes away from a non-isolated enemy unit
‘or enemy town or city (two hexes away ifn a map-edge hex).
= Within three hexes of a unit in the same division already
on the map. If not possible, within three hexes of a unit
in the same corps. If not possible, within three hexes of a
unit in the same army.
= Reserve units in the same division entering in the same
impulse must be placed in the same hex (11.2).
ALLIED ALTERNATE RESERVE DEPLOYMENT (11.1)
‘An Allied unit marked with an $ or with a printed entry date
earlier than the current date may alternately be placed in any
supply head hex in the unit's corps boundary, and at least five
hexes from an enemy unit, town or city (two hexes away if
placed in a map-edge hex).
KEY RULES SUMMARIES
TRACING SUPPLY (10.1)
‘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
ZOC of enemy units. Friendly units negate enemy ZOCs in the
hex they occupy when tracing supply. Allied supply may not be
traced through a Westwall hex, unless friendly-occupied.
Pimartoaen aan)
Low Supply
= If in combat, no combat tactic may be played for the unit.
If the combat includes other friendly units in supply, com-
bat tactics may be played on their behalf.
= May not exit the map.
‘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.
+ 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 Sup-
ply 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
Reet)
German unit must stop moving upon entering a hex that is
adjacent to the roadblock’s hex and connected by road, and
if using strategic movement cannot enter a hex adjacent to a
roadblock.
‘A Roadblock marker remains on the map until removed for any
of the following reasons:
+ An Allied unit enters its hex.
+ The roadblock is adjacent to an active German u
start of a German activation.
During the Supply Phase, you cannot trace Allied supply to
the roadblock
at theEA: Ardennes |
PLAYER
Geko nae)
Combat between active units and adjacent defending units:
41, Attacker declares target and attacking units,
2. Attacker plays combat tactic cards.
3. Defender plays combat tactic cards.
4, Attacker draws combat chits.
5. Calculate hits for both sides,
6. Defender applies step losses and retreats to his units
7. Attacker applies step losses and dispersal to his units.
8. Attacking units may advance after combat.
DRAWING COMBAT CHITS (9.3)
‘Attacker draws combat chits & checks both sides of each chit.
After drawing the minimum number, the attacker may stop or
may declare a total chit draw up to the maximum. He must,
then draw his declared total,
* 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 modified by:
+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 ifthe defender is out of supply.
+42 if the defender is isolated.
+2 if defender played the Screen combat tactic.
ASSIGNING HITS (9.5)
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 firs, 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.
= 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.
APPLYING STEP LOSSES (9.6)
IFassigning more than one step loss, all units must receive one
step loss before a unit may recelve a second in the same combat.
‘When attacking from multiple hexes, each stack must be as-
signed a step loss before a stack may be assigned a second.
RETREAT PRIORITIES (9.7)
Retreat into the first of the following that applies:
1. Into hex not in enemy ZOC.
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.
ADVANCE AFTER COMBAT (9.8)
If the attacked hex is vacated and the attackers did not dis-
perse, then advance into the attacked hex is allowed, regard-
less of enemy Z0Cs.
‘TWO-HEX ADVANCE (9.81)
‘Attacking mechanized units may advance two hexes if the de-
fender conducted a two-hex retreat (9.75) 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.
COMBAT CHIT SUMMARY (9.4)
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 ifthe attack occurs on the listed
date.
* Airpower, Artillery, Combat Engineers apply if the corre-
sponding 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
a supplied non-dispersed friendly unit not yet attacked in
the current impulse.
+ Defender Recon applies if Allied 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 if a 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 at
least half the units are in Sth Panzer Army.
| = IP Crossfire applies if the defender occupies an IP.
|= One-Hex Attack applies if al 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
tacte fulfils quirement. |
* 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 both armor and
mechanized infantry symbols possess combined arms on
their own. The Tank/Panzer Battalion tactic fulfills the
armor part of this requirement.| EA: Ardennes |
ZPLAYER |
ALLIED EVENTS & TACTICS
EVENTS - COMMAND &§JSPECIAL & GJREACTION
AIRPOWER Play as one of the following:
* Air Resupply — Play during your impulse to immediately
‘ore any Allied unit or stack to full supply.
Allied Air interdiction ~ Play during the Supply Phase
to conduct interdiction. Draw and discard two cards at
random from the German Player's hand, and the first,
German Impulse of the day is skipped.
JALLIES ALERT This day only Treat all combat chits drawn
that list a date as “no result”.
JBREAK IN THE CLOUDS This day only During all combats,
the Allied Player may play a card that does not list a combat
tactic as an Airpower combat tactic.
ENGINEERS Conduct one of the following:
= FizJeiow Bridge ~ Place a Blown Bridge marker on any
‘one bridge bordering a hex in Allied supply.
Repair or Build Bridge ~ Play during the Supply Phase or
during your impulse to repair a destroyed bridge or build
traceable to at least one hex bordering the hexside and
neither hex bordering the hexside may be occupied by or
in the ZOC ofa German unit, unless occupied by an Allied
unit.
Improved Position — Place an /P marker on any Allied unit,
in full supply.
[Benaineers Play during a German impulse as a reaction for
elther of the following:
"Roadblock — Play at the start of a German unit activation
to place two Roadblock markers. Place in two non-clear
road hexes in Allied supply, not adjacent to a German
unit, within three hexes of each other. See 7.9 for effects
of roadblocks on German units. A roadblock is removed
when an Allied unit enters its hex, at the start of a Ger-
‘man activation in which any active German unit is adja~
Cent to the roadblock or during the Supply Phase if Allied
supply cannot be traced to the roadblock.
[Blow Bridge - Play when a German unit moves or
advances into a hex bordered by an intact bridge to place
a Blown Bridge marker there (7.33). The hex across the
bridge must be in Allied supply.
GERMAN PLANS INTERCEPTED Play during your impulse to
inspect the German Player’s hand of cards and discard one
card of your choice.
|GROUND FREEZE This day only Adjust the movement costs
f mechanized units on both sides to enter the following
terrain:
* Clear and Broken: 1 MP / Woods: 2 MP / Forest: 3 MP
ExpaTToN ON THE MOVE Move 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.
RAISE THE ALARM Play during the Allied impulse to move
any one unit its full movement allowance, utilizing strategic
movement if eligible, or deploy one unit from the Reserve
Units box. The unit may be deployed normally or as a
strategic reserve, even if not designated as one.
‘a new bridge across a river hexside. Allied supply must be |
|
‘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
considered resolved and the attackers may advance after,
combat.
CORPS ARTILLERY Functions like an Artillery combat tactic.
However, the card is returned to the draw pile after play, in-
| stead of being discarded, and the draw pile is then shuffled.
If the draw pile is exhausted, this card is discarded after play
instead,
ENGINEERS
= Defender Place an IP marker on the defending units. Do
not place if defending in a town or city, or an IP marker
is already present, or if the attacker played the Combat.
Enaineers 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. 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 (if not already there).
Obey stacking limits.
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 in the combat do not
already possess armor.
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 implementa-
tion instructions vary. Note that other titles are very similar
~Antillery, Artillery Barrage, Corps Artillery and Fixed Artillery ~
but each is distinct and may not appear in all three games.
2. Follow the instructions explicitiy (since they may override
standard rules), noting any calendar date restrictions.
3. If the instructions cannot be met, do not implement the
event, tactic or reaction.
4, Return to the sequence of play to continue game play,