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‘Ardennes ALL GAMES Movement Point Costs | lin-Hex Terrain ET Combat Effect ‘Non-Mech Mech | other Eyer Clear 1 1 - - Broken 1 2 - - Woods a 3 = = Forest 2 4 2 S | Road 1 1 - Only if entered via road hexside. Town | Cost of other terrain in Defender hits in combat reduced by one. hex E | Flank Attack does not apply. = ; 1 | Defender strength | Defender hits in combat reduced by one. doubled —__ Flank Attack does not apply Westwal) | 0st of other terrain in. | German defender | Defender hits in combat reduced by one hex strength doubled | No benefit to Allies. Hex-side Terrain Movement Point Costs | Combat Effect Other Effects : Only one unit may move or advance across a given Unbridged | enre Movement | Mtackstrength neve na single activation or following a single eae Allowance (round down) | o™Pat. Advance after combat must stop upon crossing. | ridge hex | Road-cost (if present) | Attack strength | Only one unit may move or advance across a ee otherwise cost of other halved bridge hexside into an enemy-controlled hex in a terrain in hex (round down) single activation or following a single combat. Markers & ZOC Movement Point Costs | Combat Effect Other Effects Bp evemyzoc | Must ston movement E May not move directly into another enemy 20¢. German unit must stop moving upon entering a Kh reacties - - hex adjacent to a roadblock hex with a road rae _ connecting both hexes. improved ~ - | Defender hits in combat reduced by one (after Position removal of IP marker. Bea 3 units or 6 steps, whichever applies. PIA ee + One unit does not exert control unless in a town or city hex or (if German) in a Westwall hex. = Two such units stacked together do exert control. = May not attack on its own, = Combat Chit Draws: The unit does not add to the chit draw when attacking. Combat Ratios: The unit's combat strength is still counted when calculating combat ratios on combat chits. parE Marae aca nease eae arene = [fall defending units in a stack are dispersed, attacker suffers one less hit in the hit total. a een = May only retreat one hex. Bsc eee Available in all three games for the “live player{s)” only, not for the system intelligence. Movement allowance increases: = Mechanized units: x2 = German Infantry units: +2 © Allied infantry units: x3 Unit must begin movement in a road hex not adjacent to an enemy unit, must move along connected road hexes and may ot move adjacent to an enemy unit and may not enter an enemy town or city, or cross an enemy bridge. Allied units may not enter a Westwall hex. German units may not move adjacent to an Allied roadblock, may not exit the map nor enter a hex on the map edge, and may not move further west than the westernmost German unit inthe same army. ALL GAMES: ALLIED CORPS COMMAND CARD Higher Echelon Command Command value (. fears Special Events ‘& Commands ‘Events Tact & Reactions Primary 7 Ingleation Card 10 Number Funetions available depending ‘on whether game's 27, AS or RNa So COMMAND CARD Command Higher Formations echelons Command Date of valoe te ene Number of “No Fuel” Dates Component Germon Mechonses ‘ eins sy —— Pape a formation Special Events Seaton ‘Commands events sactes & Reactions a Settion cara 10 Number Functions available depend convhether games 28 AS or GS Rae kenge) FUNCTION REFERENCE RNAse Sample Unit: Front Sample Unit: Back (Gi strength) irediced Strength) Designation Unis Type Reduced orgs Color Number of Number of steps Setup texor Steps unit daly Date'of Entry Combat. Movement — Reduced Strang liowance, "Esme Selection Number Strengih Arty Color (notiused in 2Player Game) PODER kd command Sequence Formation eter ‘Adjustments {to Initial Setup Portion of Map with Ilustration of Setup dented ‘er FIRST Adjustment Formation {comparedto orginal), = FB atwinin SECOND Adjustment ie = ter "a = OE rnin P~ $$20ND Adusimet Hex a ees so _ 0 Unit 1b or Other Instructions Number Gain PPro) Action Type. Action Number Unit Selector Siaae Number ———> oe _-7 STRONG ATTACK ‘Acton Title Situation: Simo tad ahr wa retin Ce Soon Situation ton te i rine cmkane meme ee sr e Text uses Ke eae non cna Nouns vets Action epee: fined in 10.3 esos (aorocueat sb empe ee sudine ae ‘Stata as wien 8 Combat acc Sarre _ ition san = Attock ae aaa 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 the EA: 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, 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 unit TOC 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 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. 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 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.

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